Merge pull request 'perf(ui): subgroup prefix-sum stream compaction in the UI compute shaders (#124)' (#145) from claude/issue-124 into master
This commit is contained in:
commit
9046562a90
5 changed files with 167 additions and 43 deletions
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@ -1,5 +1,7 @@
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_KHR_shader_subgroup_basic : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#include "ui-shared.glsl"
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// One workgroup per 8×8 screen tile. The workgroup cooperatively streams the
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@ -18,6 +20,34 @@ shared vec4 s_outline[UI_CHUNK];
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shared uint s_keep[UI_CHUNK];
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shared uint s_order[UI_CHUNK];
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shared uint s_count;
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shared uint s_subTotals[UI_CHUNK]; // per-subgroup survivor totals (carry step)
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// Stable in-order compaction of one chunk's survivors via a per-subgroup
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// exclusive prefix-sum plus a carry across subgroups, so a survivor's slot in
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// s_order[] equals the number of survivors with a smaller local index — buffer
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// (draw) order preserved. Replaces the old lane-0 serial scan. See
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// ui-fused.comp.glsl for the full rationale; the body is identical.
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void uiCompactChunk() {
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uint lid = gl_LocalInvocationIndex;
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uint keep = s_keep[lid];
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uint subPrefix = subgroupExclusiveAdd(keep);
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uint subTotal = subgroupAdd(keep);
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if (subgroupElect())
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s_subTotals[gl_SubgroupID] = subTotal;
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barrier();
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uint base = 0u;
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uint total = 0u;
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for (uint s = 0u; s < gl_NumSubgroups; ++s) {
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uint t = s_subTotals[s];
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if (s < gl_SubgroupID) base += t;
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total += t;
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}
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if (lid == 0u) s_count = total;
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if (keep != 0u)
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s_order[base + subPrefix] = lid;
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}
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void main() {
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ivec2 screenPx;
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@ -56,13 +86,7 @@ void main() {
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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if (lid == 0u) {
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uint n = 0u;
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uint lim = min(UI_CHUNK, pc.hdr.itemCount - base);
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for (uint k = 0u; k < lim; ++k)
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if (s_keep[k] != 0u) s_order[n++] = k;
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s_count = n;
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}
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uiCompactChunk();
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barrier();
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if (valid) {
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@ -1,5 +1,7 @@
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_KHR_shader_subgroup_basic : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#include "ui-shared.glsl"
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// ─── fused UI uber-kernel (issue #47) ────────────────────────────────────
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@ -80,17 +82,44 @@ shared float s_band[UI_CHUNK];
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shared uint s_keep[UI_CHUNK];
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shared uint s_order[UI_CHUNK];
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shared uint s_count;
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// Per-subgroup survivor totals, published once per subgroup for the carry step
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// of the compaction below. Sized for the worst case of one subgroup per lane.
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shared uint s_subTotals[UI_CHUNK];
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// Stable in-order compaction of one chunk's survivors. Lane 0 scans s_keep in
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// buffer order so the inner per-pixel loop still sees items in draw order.
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void uiCompactChunk(uint base, uint count) {
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if (gl_LocalInvocationIndex == 0u) {
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uint n = 0u;
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uint lim = min(UI_CHUNK, count - base);
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for (uint k = 0u; k < lim; ++k)
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if (s_keep[k] != 0u) s_order[n++] = k;
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s_count = n;
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// Stable in-order compaction of one chunk's survivors. Each subgroup computes
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// an exclusive prefix-sum of its keep bits at register speed (subgroupExclusiveAdd),
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// publishes its survivor total to shared memory, then every lane carries in the
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// totals of all lower-id subgroups. A survivor's slot in s_order[] therefore
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// equals the number of survivors with a smaller local index, so the per-pixel
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// inner loop still sees items in buffer (draw) order. This replaces the old
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// lane-0 serial scan (~64 iterations with 63/64 lanes idle, run 4× per chunk).
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//
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// Order preservation relies on the gl_LocalInvocationIndex ↔ (gl_SubgroupID,
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// gl_SubgroupInvocationID) linear mapping that every Vulkan compute
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// implementation provides; the carry across subgroups makes the result correct
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// for any subgroup width (2 subgroups on the 32-wide descriptor_heap target, up
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// to 8 on 8-wide parts). Out-of-range lanes carry s_keep==0, so they neither
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// add to a total nor write a slot — no separate bound is needed.
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void uiCompactChunk() {
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uint lid = gl_LocalInvocationIndex;
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uint keep = s_keep[lid];
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uint subPrefix = subgroupExclusiveAdd(keep); // rank within this subgroup
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uint subTotal = subgroupAdd(keep); // survivors in this subgroup
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if (subgroupElect())
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s_subTotals[gl_SubgroupID] = subTotal;
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barrier();
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uint base = 0u;
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uint total = 0u;
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for (uint s = 0u; s < gl_NumSubgroups; ++s) {
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uint t = s_subTotals[s];
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if (s < gl_SubgroupID) base += t; // survivors in lower subgroups
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total += t;
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}
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if (lid == 0u) s_count = total;
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if (keep != 0u)
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s_order[base + subPrefix] = lid;
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}
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void main() {
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@ -127,7 +156,7 @@ void main() {
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk(base, count);
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uiCompactChunk();
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barrier();
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if (inClip) {
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@ -187,7 +216,7 @@ void main() {
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk(base, count);
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uiCompactChunk();
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barrier();
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if (inClip) {
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@ -245,7 +274,7 @@ void main() {
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk(base, count);
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uiCompactChunk();
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barrier();
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if (inClip) {
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@ -302,7 +331,7 @@ void main() {
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk(base, count);
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uiCompactChunk();
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barrier();
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if (inClip) {
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@ -1,5 +1,7 @@
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_KHR_shader_subgroup_basic : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#include "ui-shared.glsl"
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// One workgroup per 8×8 screen tile. The workgroup cooperatively streams the
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@ -24,6 +26,34 @@ shared vec2 s_invRectSize[UI_CHUNK];
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shared uint s_keep[UI_CHUNK];
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shared uint s_order[UI_CHUNK];
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shared uint s_count;
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shared uint s_subTotals[UI_CHUNK]; // per-subgroup survivor totals (carry step)
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// Stable in-order compaction of one chunk's survivors via a per-subgroup
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// exclusive prefix-sum plus a carry across subgroups, so a survivor's slot in
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// s_order[] equals the number of survivors with a smaller local index — buffer
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// (draw) order preserved. Replaces the old lane-0 serial scan. See
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// ui-fused.comp.glsl for the full rationale; the body is identical.
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void uiCompactChunk() {
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uint lid = gl_LocalInvocationIndex;
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uint keep = s_keep[lid];
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uint subPrefix = subgroupExclusiveAdd(keep);
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uint subTotal = subgroupAdd(keep);
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if (subgroupElect())
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s_subTotals[gl_SubgroupID] = subTotal;
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barrier();
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uint base = 0u;
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uint total = 0u;
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for (uint s = 0u; s < gl_NumSubgroups; ++s) {
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uint t = s_subTotals[s];
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if (s < gl_SubgroupID) base += t;
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total += t;
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}
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if (lid == 0u) s_count = total;
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if (keep != 0u)
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s_order[base + subPrefix] = lid;
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}
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void main() {
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ivec2 screenPx;
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@ -59,13 +89,7 @@ void main() {
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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if (lid == 0u) {
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uint n = 0u;
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uint lim = min(UI_CHUNK, pc.hdr.itemCount - base);
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for (uint k = 0u; k < lim; ++k)
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if (s_keep[k] != 0u) s_order[n++] = k;
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s_count = n;
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}
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uiCompactChunk();
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barrier();
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if (valid) {
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@ -1,5 +1,7 @@
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_KHR_shader_subgroup_basic : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#include "ui-shared.glsl"
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// One workgroup per 8×8 screen tile. The workgroup cooperatively streams the
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@ -21,6 +23,34 @@ shared vec4 s_outline[UI_CHUNK];
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shared uint s_keep[UI_CHUNK];
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shared uint s_order[UI_CHUNK];
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shared uint s_count;
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shared uint s_subTotals[UI_CHUNK]; // per-subgroup survivor totals (carry step)
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// Stable in-order compaction of one chunk's survivors via a per-subgroup
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// exclusive prefix-sum plus a carry across subgroups, so a survivor's slot in
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// s_order[] equals the number of survivors with a smaller local index — buffer
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// (draw) order preserved. Replaces the old lane-0 serial scan. See
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// ui-fused.comp.glsl for the full rationale; the body is identical.
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void uiCompactChunk() {
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uint lid = gl_LocalInvocationIndex;
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uint keep = s_keep[lid];
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uint subPrefix = subgroupExclusiveAdd(keep);
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uint subTotal = subgroupAdd(keep);
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if (subgroupElect())
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s_subTotals[gl_SubgroupID] = subTotal;
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barrier();
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uint base = 0u;
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uint total = 0u;
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for (uint s = 0u; s < gl_NumSubgroups; ++s) {
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uint t = s_subTotals[s];
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if (s < gl_SubgroupID) base += t;
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total += t;
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}
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if (lid == 0u) s_count = total;
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if (keep != 0u)
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s_order[base + subPrefix] = lid;
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}
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void main() {
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// NOTE: do not early-return — every thread must reach the barriers below.
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@ -58,14 +88,7 @@ void main() {
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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// Stable in-order compaction of this chunk's survivors.
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if (lid == 0u) {
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uint n = 0u;
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uint lim = min(UI_CHUNK, pc.hdr.itemCount - base);
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for (uint k = 0u; k < lim; ++k)
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if (s_keep[k] != 0u) s_order[n++] = k;
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s_count = n;
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}
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uiCompactChunk();
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barrier();
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if (valid) {
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@ -1,5 +1,7 @@
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_KHR_shader_subgroup_basic : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#include "ui-shared.glsl"
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// One workgroup per 8×8 screen tile. The workgroup cooperatively streams the
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@ -33,6 +35,34 @@ shared float s_band[UI_CHUNK];
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shared uint s_keep[UI_CHUNK];
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shared uint s_order[UI_CHUNK];
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shared uint s_count;
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shared uint s_subTotals[UI_CHUNK]; // per-subgroup survivor totals (carry step)
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// Stable in-order compaction of one chunk's survivors via a per-subgroup
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// exclusive prefix-sum plus a carry across subgroups, so a survivor's slot in
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// s_order[] equals the number of survivors with a smaller local index — buffer
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// (draw) order preserved. Replaces the old lane-0 serial scan. See
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// ui-fused.comp.glsl for the full rationale; the body is identical.
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void uiCompactChunk() {
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uint lid = gl_LocalInvocationIndex;
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uint keep = s_keep[lid];
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uint subPrefix = subgroupExclusiveAdd(keep);
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uint subTotal = subgroupAdd(keep);
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if (subgroupElect())
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s_subTotals[gl_SubgroupID] = subTotal;
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barrier();
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uint base = 0u;
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uint total = 0u;
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for (uint s = 0u; s < gl_NumSubgroups; ++s) {
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uint t = s_subTotals[s];
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if (s < gl_SubgroupID) base += t;
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total += t;
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}
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if (lid == 0u) s_count = total;
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if (keep != 0u)
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s_order[base + subPrefix] = lid;
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}
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void main() {
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ivec2 screenPx;
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@ -75,13 +105,7 @@ void main() {
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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if (lid == 0u) {
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uint n = 0u;
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uint lim = min(UI_CHUNK, pc.hdr.itemCount - base);
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for (uint k = 0u; k < lim; ++k)
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if (s_keep[k] != 0u) s_order[n++] = k;
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s_count = n;
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}
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uiCompactChunk();
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barrier();
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if (valid) {
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