uiCompactChunk ran the survivor scan entirely on gl_LocalInvocationIndex == 0: ~64 serial iterations with 63/64 lanes idle, between two barriers, 4x per chunk in the fused kernel. It must emit a stable in-order (buffer-order) exclusive prefix of the survivors so the per-pixel inner loop still sees items in draw order. Replace it with a per-subgroup subgroupExclusiveAdd of the keep bits plus a carry across subgroups: each subgroup publishes its survivor total to shared memory, then every lane sums the totals of all lower-id subgroups for its base. A survivor's slot in s_order[] therefore equals the number of survivors with a smaller local index — buffer (draw) order preserved exactly, unlike an atomicAdd which would scramble it. The carry makes the result correct for any subgroup width (2 subgroups on the 32-wide descriptor_heap target, up to 8/16 on narrower parts), relying only on the gl_LocalInvocationIndex <-> (gl_SubgroupID, gl_SubgroupInvocationID) linear mapping every Vulkan compute implementation provides. The feature is free at the device baseline (apiVersion 1.4 + VK_EXT_descriptor_heap implies Vulkan 1.1 subgroup arithmetic), so no correctness fallback is needed; WebGPU is unaffected (separate embedded WGSL). Applied to ui-fused.comp.glsl and the same pattern inlined in ui-quads/circles/images/text. Verified: all 23 tests pass (UIFusedShader recompiles + spirv-val + pins push-constant offsets); a 140k-trial CPU simulation of the algorithm matches the serial reference for subgroup sizes 1..64; HelloUI renders correctly on an RTX 4090 (DispatchFused quads+circles+text) with draw order intact. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
124 lines
4.3 KiB
GLSL
124 lines
4.3 KiB
GLSL
#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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// CircleItem list in chunks of 64 (see ui-shared.glsl), culling each chunk
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// against the tile and compacting survivors — in buffer order — into shared
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// memory; every thread then accumulates over only those survivors.
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layout(push_constant) uniform PC {
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UIDispatchHeader hdr;
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} pc;
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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shared vec4 s_centerRadius[UI_CHUNK];
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shared vec4 s_color[UI_CHUNK];
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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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bool valid = uiResolveScreenPixel(pc.hdr, screenPx);
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vec4 dst = vec4(0.0);
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vec2 sp = vec2(0.0);
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if (valid) {
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dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
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sp = vec2(screenPx) + 0.5;
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}
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vec2 tileMin, tileMax;
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uiTileBounds(tileMin, tileMax);
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uint lid = gl_LocalInvocationIndex;
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for (uint base = 0u; base < pc.hdr.itemCount; base += UI_CHUNK) {
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uint idx = base + lid;
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bool keep = false;
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if (idx < pc.hdr.itemCount) {
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s_centerRadius[lid] = uiCircleHeap[pc.hdr.itemBuffer].items[idx].centerRadius;
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s_color[lid] = uiCircleHeap[pc.hdr.itemBuffer].items[idx].color;
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s_outline[lid] = uiCircleHeap[pc.hdr.itemBuffer].items[idx].outline;
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// Cull box matches the in-loop bounding-box reject (radius + 1px).
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float radius = s_centerRadius[lid].z;
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if (radius > 0.0) {
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vec2 c = s_centerRadius[lid].xy;
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vec2 r = vec2(radius + 1.0);
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keep = uiAabbOverlapsTile(c - r, c + r, tileMin, tileMax);
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}
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk();
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barrier();
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if (valid) {
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for (uint j = 0u; j < s_count; ++j) {
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uint c = s_order[j];
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vec2 center = s_centerRadius[c].xy;
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float radius = s_centerRadius[c].z;
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if (radius <= 0.0) continue;
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// Cheap bounding-box reject.
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if (abs(sp.x - center.x) > radius + 1.0) continue;
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if (abs(sp.y - center.y) > radius + 1.0) continue;
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float d = length(sp - center) - radius;
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vec4 outline = s_outline[c];
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float bodyA = clamp(0.5 - d, 0.0, 1.0);
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if (bodyA <= 0.0 && outline.x <= 0.0) continue;
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vec4 col = s_color[c];
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vec4 src = vec4(col.rgb, col.a * bodyA);
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if (outline.x > 0.0) {
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float t = abs(d + outline.x * 0.5) - outline.x * 0.5;
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float outlineA = clamp(0.5 - t, 0.0, 1.0);
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src.rgb = mix(src.rgb, outline.yzw, outlineA);
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src.a = max(src.a, outlineA);
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}
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if (src.a <= 0.0) continue;
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dst = uiBlendOver(dst, src);
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}
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}
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barrier();
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}
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if (valid) imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
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}
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