diff options
| author | Konstantin <const@const.me> | 2023-01-16 14:52:43 +0100 |
|---|---|---|
| committer | Konstantin <const@const.me> | 2023-01-16 14:52:43 +0100 |
| commit | 8c4603c73675958efc960fbd4bb599a2909d106a (patch) | |
| tree | 714dc6fc9a1672d5fd7f89676b97e10959662abc /ComputeShaders/mulMatByRow64.hlsl | |
| parent | 990a8d0dbaefc996244097397259e92758b15cce (diff) | |
Source codes
Diffstat (limited to 'ComputeShaders/mulMatByRow64.hlsl')
| -rw-r--r-- | ComputeShaders/mulMatByRow64.hlsl | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/ComputeShaders/mulMatByRow64.hlsl b/ComputeShaders/mulMatByRow64.hlsl new file mode 100644 index 0000000..db5f801 --- /dev/null +++ b/ComputeShaders/mulMatByRow64.hlsl @@ -0,0 +1,90 @@ +// Matrix * row product, like [ E0, E1, E2, E3 ] * [ E0, 1, E2, E3 ] = [ E1, 1, E2, E3 ] +// Dispatch [ E1, E2, E3 ] groups of this shader +Buffer<float> arg0: register( t0 ); +Buffer<float> arg1: register( t1 ); +RWBuffer<float> result: register( u0 ); + +cbuffer Constants: register( b0 ) +{ + uint4 arg0Size: packoffset( c0 ); + uint4 arg0Strides: packoffset( c1 ); + uint4 arg1Size: packoffset( c2 ); + uint4 arg1Strides: packoffset( c3 ); + uint4 resultSize: packoffset( c4 ); + uint4 resultStrides: packoffset( c5 ); +} + +inline uint hadd( uint3 vec ) +{ + return vec.x + vec.y + vec.z; +} +inline uint hadd( uint2 vec ) +{ + return vec.x + vec.y; +} + +// No idea why, but that particular configuration appears to be the fastest one on Ryzen 7 5700G iGPU +// Not by much, though: when trying a few numbers I saw 1.30 - 1.42 seconds for this compute shader +static const uint THREADS = 64; +static const uint REDUCTION_BUFFER = 32; +groupshared float sharedAccumulators[ REDUCTION_BUFFER ]; + +// Compute horisontal sum of the numbers. The result is only correct on the thread #0 of the group. +void horizontalSum( const uint thread, inout float sum ) +{ + if( THREADS > REDUCTION_BUFFER ) + { + for( uint t = REDUCTION_BUFFER; t < THREADS; t += REDUCTION_BUFFER ) + { + // Threads [ t .. t + REDUCTION_BUFFER ] store into the buffer + if( thread >= t && thread < t + REDUCTION_BUFFER ) + sharedAccumulators[ thread - t ] = sum; + + GroupMemoryBarrierWithGroupSync(); + + // Threads [ 0 .. REDUCTION_BUFFER ] increment their local sum with the value loaded from the buffer + if( thread < REDUCTION_BUFFER ) + sum += sharedAccumulators[ thread ]; + } + } + + if( thread < REDUCTION_BUFFER ) + sharedAccumulators[ thread ] = sum; + + for( uint i = REDUCTION_BUFFER / 2; i > 1; i /= 2 ) + { + GroupMemoryBarrierWithGroupSync(); + if( thread < i ) + { + sum += sharedAccumulators[ thread + i ]; + sharedAccumulators[ thread ] = sum; + } + } + + GroupMemoryBarrierWithGroupSync(); + if( 0 == thread ) + sum += sharedAccumulators[ 1 ]; +} + +[ numthreads( THREADS, 1, 1 ) ] +void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex ) +{ + uint s0 = hadd( group * arg0Strides.yzw ); + uint s1 = hadd( group.yz * arg1Strides.zw ); + const uint s0End = s0 + arg0Size.x * arg0Strides.x; + const uint s0Inc = THREADS * arg0Strides.x; + const uint s1Inc = THREADS * arg1Strides.x; + + s0 += thread * arg0Strides.x; + s1 += thread * arg1Strides.x; + float dp = 0; + for( ; s0 < s0End; s0 += s0Inc, s1 += s1Inc ) + dp = mad( arg0[ s0 ], arg1[ s1 ], dp ); + + horizontalSum( thread, dp ); + if( 0 != thread ) + return; + + const uint rdi = group.x + hadd( group.yz * resultStrides.zw ); + result[ rdi ] = dp; +}
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