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LukaszMigas-Intel committed Dec 22, 2020
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8 changes: 8 additions & 0 deletions .gitignore
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*.obj
*.pch
*.pdb
*.filters
MiniEngine/Build_VS16
MiniEngine/ModelViewer/.vs
/.vs
41 changes: 41 additions & 0 deletions License.txt
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The MIT License (MIT)

Copyright (c) 2013-2015 Microsoft

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

TAAResolve, Copyright (c) 2019-2020, Intel Corporation

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
21 changes: 21 additions & 0 deletions MiniEngine/.gitignore
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*.user
*.suo
*.VC.db*
*.shader_inc
*.vspscc
*.opensdf
*.sdf
*.ipch
*.cache
*.tlog
*.lastbuildstate
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Build_VS11
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Build_VS14
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245 changes: 245 additions & 0 deletions MiniEngine/Core/BitonicSort.cpp
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//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
// Developed by Minigraph
//
// Author(s): James Stanard
//

#include "pch.h"
#include "BitonicSort.h"
#include "RootSignature.h"
#include "PipelineState.h"
#include "CommandContext.h"
#include "ReadbackBuffer.h"
#include "Math/Common.h"
#include "Math/Random.h"

#include "CompiledShaders/BitonicIndirectArgsCS.h"
#include "CompiledShaders/Bitonic32PreSortCS.h"
#include "CompiledShaders/Bitonic32InnerSortCS.h"
#include "CompiledShaders/Bitonic32OuterSortCS.h"
#include "CompiledShaders/Bitonic64PreSortCS.h"
#include "CompiledShaders/Bitonic64InnerSortCS.h"
#include "CompiledShaders/Bitonic64OuterSortCS.h"

namespace BitonicSort
{
IndirectArgsBuffer s_DispatchArgs;

RootSignature s_RootSignature;
ComputePSO s_BitonicIndirectArgsCS;
ComputePSO s_Bitonic32PreSortCS;
ComputePSO s_Bitonic32InnerSortCS;
ComputePSO s_Bitonic32OuterSortCS;
ComputePSO s_Bitonic64PreSortCS;
ComputePSO s_Bitonic64InnerSortCS;
ComputePSO s_Bitonic64OuterSortCS;

// Called once by Core to initialize shaders
void Initialize(void);
void Shutdown(void);
}

void BitonicSort::Initialize( void )
{
s_DispatchArgs.Create(L"Bitonic sort dispatch args", 22*23/2, 12);

s_RootSignature.Reset(4, 0);
s_RootSignature[0].InitAsConstants(0, 2);
s_RootSignature[1].InitAsDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1);
s_RootSignature[2].InitAsDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1);
s_RootSignature[3].InitAsConstants(1, 2);
s_RootSignature.Finalize(L"Bitonic Sort");

#define CreatePSO( ObjName, ShaderByteCode ) \
ObjName.SetRootSignature(s_RootSignature); \
ObjName.SetComputeShader(ShaderByteCode, sizeof(ShaderByteCode) ); \
ObjName.Finalize();

CreatePSO(s_BitonicIndirectArgsCS, g_pBitonicIndirectArgsCS);
CreatePSO(s_Bitonic32PreSortCS, g_pBitonic32PreSortCS);
CreatePSO(s_Bitonic32InnerSortCS, g_pBitonic32InnerSortCS);
CreatePSO(s_Bitonic32OuterSortCS, g_pBitonic32OuterSortCS);
CreatePSO(s_Bitonic64PreSortCS, g_pBitonic64PreSortCS);
CreatePSO(s_Bitonic64InnerSortCS, g_pBitonic64InnerSortCS);
CreatePSO(s_Bitonic64OuterSortCS, g_pBitonic64OuterSortCS);

#undef CreatePSO
}

void BitonicSort::Shutdown( void )
{
s_DispatchArgs.Destroy();
}

void BitonicSort::Sort(
ComputeContext& Context,
GpuBuffer& KeyIndexList,
GpuBuffer& CounterBuffer,
uint32_t CounterOffset,
bool IsPartiallyPreSorted,
bool SortAscending
)
{
const uint32_t ElementSizeBytes = KeyIndexList.GetElementSize();
const uint32_t MaxNumElements = KeyIndexList.GetElementCount();
const uint32_t AlignedMaxNumElements = Math::AlignPowerOfTwo(MaxNumElements);
const uint32_t MaxIterations = Math::Log2(std::max(2048u, AlignedMaxNumElements)) - 10;

ASSERT(ElementSizeBytes == 4 || ElementSizeBytes == 8, "Invalid key-index list for bitonic sort");

Context.SetRootSignature(s_RootSignature);

// This controls two things. It is a key that will sort to the end, and it is a mask used to
// determine whether the current group should sort ascending or descending.
Context.SetConstants(3, CounterOffset, SortAscending ? 0xffffffff : 0);

// Generate execute indirect arguments
Context.SetPipelineState(s_BitonicIndirectArgsCS);
Context.TransitionResource(CounterBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
Context.TransitionResource(s_DispatchArgs, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
Context.SetConstants(0, MaxIterations);
Context.SetDynamicDescriptor(1, 0, CounterBuffer.GetSRV());
Context.SetDynamicDescriptor(2, 0, s_DispatchArgs.GetUAV());
Context.Dispatch(1, 1, 1);

// Pre-Sort the buffer up to k = 2048. This also pads the list with invalid indices
// that will drift to the end of the sorted list.
Context.TransitionResource(s_DispatchArgs, D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
Context.TransitionResource(KeyIndexList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
Context.InsertUAVBarrier(KeyIndexList);
Context.SetDynamicDescriptor(2, 0, KeyIndexList.GetUAV());

if (!IsPartiallyPreSorted)
{
Context.SetPipelineState(ElementSizeBytes == 4 ? s_Bitonic32PreSortCS : s_Bitonic64PreSortCS);
Context.DispatchIndirect(s_DispatchArgs, 0);
Context.InsertUAVBarrier(KeyIndexList);
}

uint32_t IndirectArgsOffset = 12;

// We have already pre-sorted up through k = 2048 when first writing our list, so
// we continue sorting with k = 4096. For unnecessarily large values of k, these
// indirect dispatches will be skipped over with thread counts of 0.

for (uint32_t k = 4096; k <= AlignedMaxNumElements; k *= 2)
{
Context.SetPipelineState(ElementSizeBytes == 4 ? s_Bitonic32OuterSortCS : s_Bitonic64OuterSortCS);

for (uint32_t j = k / 2; j >= 2048; j /= 2)
{
Context.SetConstants(0, k, j);
Context.DispatchIndirect(s_DispatchArgs, IndirectArgsOffset);
Context.InsertUAVBarrier(KeyIndexList);
IndirectArgsOffset += 12;
}

Context.SetPipelineState(ElementSizeBytes == 4 ? s_Bitonic32InnerSortCS : s_Bitonic64InnerSortCS);
Context.DispatchIndirect(s_DispatchArgs, IndirectArgsOffset);
Context.InsertUAVBarrier(KeyIndexList);
IndirectArgsOffset += 12;
}
}

template <typename T>
inline void VerifySort(T* List, uint32_t ListLength, bool bAscending)
{
const T IndexMask = Math::AlignPowerOfTwo(ListLength) - 1;

for (uint32_t i = 0; i < ListLength - 1; ++i)
{
ASSERT((List[i] & IndexMask) < ListLength, "Corrupted list index detected");

if (bAscending)
{
ASSERT(List[i] <= List[i + 1], "Invalid sort order: non-ascending");
}
else
{
ASSERT(List[i] >= List[i + 1], "Invalid sort order: non-descending");
}
}

ASSERT((List[ListLength - 1] & IndexMask) < ListLength, "Corrupted list index detected");
}

void TestBitonicSort(uint32_t ListSize, bool b64Bit, bool bAscending)
{
const uint32_t SizeOfElem = b64Bit ? sizeof(uint64_t) : sizeof(uint32_t);
const uint32_t IndexMask = Math::AlignPowerOfTwo(ListSize) - 1;

// Allocate memory for list on CPU
void* BufferPtr = std::malloc(ListSize * SizeOfElem);

// Initialize list with random keys and valid indices
if (b64Bit)
{
uint64_t* BufferPtr64 = (uint64_t*)BufferPtr;
for (uint32_t i = 0; i < ListSize; ++i)
BufferPtr64[i] = ((uint64_t)(uint32_t)Math::g_RNG.NextInt() << 32 | i);
}
else
{
uint32_t* BufferPtr32 = (uint32_t*)BufferPtr;
for (uint32_t i = 0; i < ListSize; ++i)
BufferPtr32[i] = (((uint32_t)Math::g_RNG.NextInt() & ~IndexMask) | i);
}

// Upload list to GPU
ByteAddressBuffer RandomListGpu;
RandomListGpu.Create(L"GPU Sort List", ListSize, SizeOfElem, BufferPtr);
std::free(BufferPtr);

// Put the list size in GPU memory
__declspec(align(16)) uint32_t ListCounter[1] = { ListSize };
ByteAddressBuffer RandomListCount;
RandomListCount.Create(L"GPU List Counter", 1, sizeof(uint32_t), ListCounter);

// Allocate readback buffers to view data with the CPU
ReadbackBuffer IndirectArgs;
IndirectArgs.Create(L"Readback Indirect Args", 22 * 23 / 2, 12);

ReadbackBuffer ReadbackList;
ReadbackList.Create(L"Random List For Sort", ListSize, SizeOfElem);

// Begin GPU work of sorting. Then copy results back to CPU.
ComputeContext& Ctx = ComputeContext::Begin(L"Bitonic Sort Test");
BitonicSort::Sort(Ctx, RandomListGpu, RandomListCount, 0, false, bAscending);
Ctx.CopyBuffer(IndirectArgs, BitonicSort::s_DispatchArgs);
Ctx.CopyBuffer(ReadbackList, RandomListGpu);
Ctx.Finish(true);

// For debug purposes, you may uncomment these lines to verify that the args were created correctly.
//typedef uint32_t Args[3];
//Args* iArgs = (Args*)IndirectArgs.Map();
BufferPtr = ReadbackList.Map();

// Scan through all items to ensure they are sorted in the proper order and that
// their sort index is in the right range (uncorrupted).
if (b64Bit)
VerifySort((uint64_t*)BufferPtr, ListSize, bAscending);
else
VerifySort((uint32_t*)BufferPtr, ListSize, bAscending);

ReadbackList.Unmap();
//IndirectArgs.Unmap();
}

void BitonicSort::Test( void )
{
for (uint32_t ThreadGroupCount = 1; ThreadGroupCount < 256; ++ThreadGroupCount)
{
uint32_t ListSize = 500 * ThreadGroupCount;
TestBitonicSort(ListSize, true, true);
TestBitonicSort(ListSize, true, false);
TestBitonicSort(ListSize, false, true);
TestBitonicSort(ListSize, false, false);
}
}
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