HLSL: Index to unaligned/packed floats - xna

I have a vertex shader (2.0) doing some instancing - each vertex specifies an index into an array.
If I have an array like this:
float instanceData[100];
The compiler allocates it 100 constant registers. Each constant register is a float4, so it's allocating 4 times as much space as is needed.
I need a way to make it allocate just 25 constant registers and store four values in each of them.
Ideally I'd like a method where it still looks like a float[] on both the CPU and GPU (Right now I am calling EffectParamter.SetValue(Single[]), I'm using XNA). But manually packing and unpacking a float4[] is an option, too.
Also: what are the performance implications for doing this? Is it actually worth it? (For me, this will save about one batch in every four or five).

Does that helps?:
float4 packedInstanceData[25];
...
float data = packedInstanceData[index / 4][index % 4];

Related

how to access the neighbor unit in metal kernel function correctly

I used metal to do some interpolation task. I wrote the kernel function as followed:
kernel void kf_interpolation( device short *dst, device uchar *src, uint id [[ thread_position_in_grid ]] )
{
dst[id] = src[id-1] + src[id] + src[id+1];
}
That kernel function could not gave expected value. And I found the cause was that the src[id-1] was always 0, which was false value. However, src[id+1] contained the right value. The question is how could I use the neighbour unit correctly, e.g. [id-1], in kernel functions. Thanks in advance.
The most efficient way to handle edge cases like this is usually to grow your source array at each end and offset the indices. So for N calculations, allocate your src array with N+2 elements, fill elements 1 through N (inclusive) with the source data, and set element 0 and N+1 to whatever you want the edge condition to be.
An even more efficient method would be to use MTLTextures instead of MTLBuffers. MTLTextures have an addressing mode attached to them which causes the hardware to automatically substitute either zero or the nearest valid texel when you read off the edge of a texture. They can also do linear interpolation in hardware for free, which can be of great help for resampling, assuming bilinear interpolation is good enough for you. If not, I recommend looking at MPSImageLanczosScale as an alternative.
You can make a MTLTexture from a MTLBuffer. The two will alias the same pixel data.

Dynamic output from compute shader

If I am generating 0-12 triangles in a compute shader, is there a way I can stream them to a buffer that will then be used for rendering to screen?
My current strategy is:
create a buffer of float3 of size threads * 12, so can store the maximum possible number of triangles;
write to the buffer using an index that depends on the thread position in the grid, so there are no race conditions.
If I want to render from this though, I would need to skip the empty memory. It sounds ugly, but probably there is no other way currently. I know CUDA geometry shaders can have variable length output, but I wonder if/how games on iOS can generate variable-length data on GPU.
UPDATE 1:
As soon as I wrote the question, I thought about the possibility of using a second buffer that would point out how many triangles are available for each block. The vertex shader would then process all vertices of all triangles of that block.
This will not solve the problem of the unused memory though and as I have a big number of threads, the total memory wasted would be considerable.
What you're looking for is the Metal equivalent of D3D's "AppendStructuredBuffer". You want a type that can have structures added to it atomically.
I'm not familiar with Metal, but it does support Atomic operations such as 'Add' which is all you really need to roll your own Append Buffer. Initialise the counter to 0 and have each thread add '1' to the counter and use the original value as the index to write to in your buffer.

DirectX 11, Combining pixel shaders to prevent bottlenecks

I'm trying to implement one complex algorithm using GPU. The only problem is HW limitations and maximum available feature level is 9_3.
Algorithm is basically "stereo matching"-like algorithm for two images. Because of mentioned limitations all calculations has to be performed in Vertex/Pixel shaders only (there is no computation API available). Vertex shaders are rather useless here so I considered them as pass-through vertex shaders.
Let me shortly describe the algorithm:
Take two images and calculate cost volume maps (basically conterting RGB to Grayscale -> translate right image by D and subtract it from the left image). This step is repeated around 20 times for different D which generates Texture3D.
Problem here: I cannot simply create one Pixel Shader which calculates
those 20 repetitions in one go because of size limitation of Pixel
Shader (max. 512 arithmetics), so I'm forced to call Draw() in a loop
in C++ which unnecessary involves CPU while all operations are done on
the same two images - it seems to me like I have one bottleneck here. I know that there are multiple render targets but: there are max. 8 targets (I need 20+), if I want to generate 8 results in one pixel shader I exceed it's size limit (512 arithmetic for my HW).
Then I need to calculate for each of calculated textures box filter with windows where r > 9.
Another problem here: Because window is so big I need to split box filtering into two Pixel Shaders (vertical and horizontal direction separately) because loops unrolling stage results with very long code. Manual implementation of those loops won't help cuz still it would create to big pixel shader. So another bottleneck here - CPU needs to be involved to pass results from temp texture (result of V pass) to the second pass (H pass).
Then in next step some arithmetic operations are applied for each pair of results from 1st step and 2nd step.
I haven't reach yet here with my development so no idea what kind of bottlenecks are waiting for me here.
Then minimal D (value of parameter from 1st step) is taken for each pixel based on pixel value from step 3.
... same as in step 3.
Here basically is VERY simple graph showing my current implementation (excluding steps 3 and 4).
Red dots/circles/whatever are temporary buffers (textures) where partial results are stored and at every red dot CPU is getting involved.
Question 1: Isn't it possible somehow to let GPU know how to perform each branch form up to the bottom without involving CPU and leading to bottleneck? I.e. to program sequence of graphics pipelines in one go and then let the GPU do it's job.
One additional question about render-to-texture thing: Does all textures resides in GPU memory all the time even between Draw() method calls and Pixel/Vertex shaders switching? Or there is any transfer from GPU to CPU happening... Cuz this may be another issue here which leads to bottleneck.
Any help would be appreciated!
Thank you in advance.
Best regards,
Lukasz
Writing computational algorithms in pixel shaders can be very difficult. Writing such algorithms for 9_3 target can be impossible. Too much restrictions. But, well, I think I know how to workaround your problems.
1. Shader repetition
First of all, it is unclear, what do you call "bottleneck" here. Yes, theoretically, draw calls in for loop is a performance loss. But does it bottleneck? Does your application really looses performance here? How much? Only profilers (CPU and GPU) can answer. But to run it, you must first complete your algorithm (stages 3 and 4). So, I'd better stick with current solution, and started to implement whole algorithm, then profile and than fix performance issues.
But, if you feel ready to tweaks... Common "repetition" technology is instancing. You can create one more vertex buffer (called instance buffer), which will contains parameters not for each vertex, but for one draw instance. Then you do all the stuff with one DrawInstanced() call.
For you first stage, instance buffer can contain your D value and index of target Texture3D layer. You can pass-through them from vertex shader.
As always, you have a tradeof here: simplicity of code to (probably) performance.
2. Multi-pass rendering
CPU needs to be involved to pass results from temp texture (result of
V pass) to the second pass (H pass)
Typically, you do chaining like this, so no CPU involved:
// Pass 1: from pTexture0 to pTexture1
// ...set up pipeline state for Pass1 here...
pContext->PSSetShaderResources(slot, 1, pTexture0); // source
pContext->OMSetRenderTargets(1, pTexture1, 0); // target
pContext->Draw(...);
// Pass 2: from pTexture1 to pTexture2
// ...set up pipeline state for Pass1 here...
pContext->PSSetShaderResources(slot, 1, pTexture1); // previous target is now source
pContext->OMSetRenderTargets(1, pTexture2, 0);
pContext->Draw(...);
// Pass 3: ...
Note, that pTexture1 must have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_RENDER_TARGET flags. You can have multiple input textures and multiple render targets. Just make sure, that every next pass knows what previous pass outputs.
And if previous pass uses more resources than current, don't forget to unbind unneeded, to prevent hard-to-find errors:
pContext->PSSetShaderResources(2, 1, 0);
pContext->PSSetShaderResources(3, 1, 0);
pContext->PSSetShaderResources(4, 1, 0);
// Only 0 and 1 texture slots will be used
3. Resource data location
Does all textures resides in GPU memory all the time even between
Draw() method calls and Pixel/Vertex shaders switching?
We can never know that. Driver chooses appropriate location for resources. But if you have resources created with DEFAULT usage and 0 CPU access flag, you can be almost sure it will always be in video memory.
Hope it helps. Happy coding!

How to CUDA-ize code when all cores require global memory access

Without CUDA, my code is just two for loops that calculate the distance between all pairs of coordinates in a system and sort those distances into bins.
The problem with my CUDA version is that apparently threads can't write to the same global memory locations at the same time (race conditions?). The values I end up getting for each bin are incorrect because only one of the threads ended up writing to each bin.
__global__ void computePcf(
double const * const atoms,
double * bins,
int numParticles,
double dr) {
int i = blockDim.x * blockIdx.x + threadIdx.x;
if (i < numParticles - 1) {
for (int j = i + 1; j < numParticles; j++) {
double r = distance(&atoms[3*i + 0], &atoms[3*j + 0]);
int binNumber = floor(r/dr);
// Problem line right here.
// This memory address is modified by multiple threads
bins[binNumber] += 2.0;
}
}
}
So... I have no clue what to do. I've been Googling and reading about shared memory, but the problem is that I don't know what memory area I'm going to be accessing until I do my distance computation!
I know this is possible, because a program called VMD uses the GPU to speed up this computation. Any help (or even ideas) would be greatly appreciated. I don't need this optimized, just functional.
How many bins[] are there?
Is there some reason that bins[] need to be of type double? It's not obvious from your code. What you have is essentially a histogram operation, and you may want to look at fast parallel histogram techniques. Thrust may be of interest.
There are several possible avenues to consider with your code:
See if there is a way to restructure your algorithm to arrange computations in such a way that a given group of threads (or bin computations) are not stepping on each other. This might be accomplished based on sorting distances, perhaps.
Use atomics This should solve your problem, but will likely be costly in terms of execution time (but since it's so simple you might want to give it a try.) In place of this:
bins[binNumber] += 2.0;
Something like this:
int * bins,
...
atomicAdd(bins+binNumber, 2);
You can still do this if bins are of type double, it's just a bit more complicated. Refer to the documentation for the example of how to do atomicAdd on a double.
If the number of bins is small (maybe a few thousand, or less) then you could create a few sets of bins that are updated by multiple threadblocks, and then use a reduction operation (adding the sets of bins together, element by element) at the end of the processing sequence. In this case, you might want to consider using a smaller number of threads or threadblocks, each of which processes multiple elements, by putting an additional loop in your kernel code, so that after each particle processing is complete, the loop jumps to the next particle by adding gridDim.x*blockDim.x to the i variable, and repeating the process. Since each thread or threadblock has it's own local copy of the bins, it can do this without stepping on other threads accesses.
For example, suppose I only needed 1000 bins of type int. I could create 1000 sets of bins, which would only take up about 4 megabytes. I could then give each of 1000 threads it's own bin set, and then each of the 1000 threads would have it's own bin set to update, and would not require atomics, since it could not interfere with any other thread. By having each thread loop through multiple particles, I can still effectively keep the machine busy this way. When all the particle-binning is done, I then have to add my 1000 bin-sets together, perhaps with a separate kernel call.

Performance of dynamic constant buffer indexing in pixel shaders

I have a pixel shader, written in HLSL, that declares the following constant buffer:
cbuffer RenderParametersData : register(b2)
{
float4 LineColor[16];
};
In one of the shader functions, I look up the output color based on the index "color" (which is not really a color, just a convenient place to put the index into the array of LineColors):
output.Color = Colors[input.Color.b * 255];
This results in a dramatic increase in the number of instruction slots in the resulting assembly code. Keeping everything else constant, but instead performing a constant array lookup - output.Color = LineColor[0]; - the number of arithmetic operations goes from 10 to 37. Almost all of the additional operations look like this:
cmp r2, -r1.x, c0, r0.w
cmp r2, -r1.y, c1, r2
cmp r2, -r1.z, c2, r2
cmp r1, -r1.w, c3, r2
Where c increases to 15, matching the number of elements in LineColor. Resizing LineColor to 8 elements resulted in code much like the second case, but with c going only to 7, again matching the number of elements in the array. Going back to constant lookup, the number of operations dropped back to 10.
So it seems that dynamic constant buffer array lookup carries a pretty significant additional cost, adding one comparison instruction per element in the array, plus some overhead. I am genuinely surprised at how expensive this array lookup is, and given that my array size will soon increase by an order of magnitude, this will push me over the 64 arithmetic instructions limit.
Is this the expected behavior? Am I doing something wrong here, or is this a necessary consequence of dynamic array indexing?
Thanks!
EDIT: Just to add some additional detail, the effect I'm after is to color some quads based on data from the vertex shader and texture coordinates. I would do the work in the vertex shader, but interpolation of the texture coordinates has to occur first.
EDIT2: I've resolved this. I was specifying to FXC that my target is ps_4_0_level_9_1, which results in it generating assembly for both shader model 2.0 and 4.0. I discovered that the additional comparison per element problem only occurs in the model 2.0 assembly code. Switching the compiler targer to PS_4_0 results in getting only the model 4.0 code, and since I'm not constrained to level 9_1, things are now working well.
I resolved this by specifying that shader model 2.0 assembly should not be generated by the compiler. More details at the end of the question.

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