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/************************************************************************************************************************************\
|* *|
|* Copyright � 2012 NVIDIA Corporation. All rights reserved. *|
|* *|
|* NOTICE TO USER: *|
|* *|
|* This software is subject to NVIDIA ownership rights under U.S. and international Copyright laws. *|
|* *|
|* This software and the information contained herein are PROPRIETARY and CONFIDENTIAL to NVIDIA *|
|* and are being provided solely under the terms and conditions of an NVIDIA software license agreement. *|
|* Otherwise, you have no rights to use or access this software in any manner. *|
|* *|
|* If not covered by the applicable NVIDIA software license agreement: *|
|* NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOFTWARE FOR ANY PURPOSE. *|
|* IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY OF ANY KIND. *|
|* NVIDIA DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, *|
|* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE. *|
|* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, *|
|* OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, *|
|* NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOURCE CODE. *|
|* *|
|* U.S. Government End Users. *|
|* This software is a "commercial item" as that term is defined at 48 C.F.R. 2.101 (OCT 1995), *|
|* consisting of "commercial computer software" and "commercial computer software documentation" *|
|* as such terms are used in 48 C.F.R. 12.212 (SEPT 1995) and is provided to the U.S. Government only as a commercial end item. *|
|* Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through 227.7202-4 (JUNE 1995), *|
|* all U.S. Government End Users acquire the software with only those rights set forth herein. *|
|* *|
|* Any use of this software in individual and commercial software must include, *|
|* in the user documentation and internal comments to the code, *|
|* the above Disclaimer (as applicable) and U.S. Government End Users Notice. *|
|* *|
\************************************************************************************************************************************/
////////////////////////// NVIDIA SHADER EXTENSIONS /////////////////
// this file is to be #included in the app HLSL shader code to make
// use of nvidia shader extensions
#include "nvHLSLExtnsInternal.h"
//----------------------------------------------------------------------------//
//------------------------- Warp Shuffle Functions ---------------------------//
//----------------------------------------------------------------------------//
// all functions have variants with width parameter which permits sub-division
// of the warp into segments - for example to exchange data between 4 groups of
// 8 lanes in a SIMD manner. If width is less than warpSize then each subsection
// of the warp behaves as a separate entity with a starting logical lane ID of 0.
// A thread may only exchange data with others in its own subsection. Width must
// have a value which is a power of 2 so that the warp can be subdivided equally;
// results are undefined if width is not a power of 2, or is a number greater
// than warpSize.
//
// simple variant of SHFL instruction
// returns val from the specified lane
// optional width parameter must be a power of two and width <= 32
//
int NvShfl(int val, uint srcLane, int width = NV_WARP_SIZE)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = val; // variable to be shuffled
g_NvidiaExt[index].src0u.y = srcLane; // source lane
g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width);
g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL;
// result is returned as the return value of IncrementCounter on fake UAV slot
return g_NvidiaExt.IncrementCounter();
}
//
// Copy from a lane with lower ID relative to caller
//
int NvShflUp(int val, uint delta, int width = NV_WARP_SIZE)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = val; // variable to be shuffled
g_NvidiaExt[index].src0u.y = delta; // relative lane offset
g_NvidiaExt[index].src0u.z = (NV_WARP_SIZE - width) << 8; // minIndex = maxIndex for shfl_up (src2[4:0] is expected to be 0)
g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_UP;
return g_NvidiaExt.IncrementCounter();
}
//
// Copy from a lane with higher ID relative to caller
//
int NvShflDown(int val, uint delta, int width = NV_WARP_SIZE)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = val; // variable to be shuffled
g_NvidiaExt[index].src0u.y = delta; // relative lane offset
g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width);
g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_DOWN;
return g_NvidiaExt.IncrementCounter();
}
//
// Copy from a lane based on bitwise XOR of own lane ID
//
int NvShflXor(int val, uint laneMask, int width = NV_WARP_SIZE)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = val; // variable to be shuffled
g_NvidiaExt[index].src0u.y = laneMask; // laneMask to be XOR'ed with current laneId to get the source lane id
g_NvidiaExt[index].src0u.z = __NvGetShflMaskFromWidth(width);
g_NvidiaExt[index].opcode = NV_EXTN_OP_SHFL_XOR;
return g_NvidiaExt.IncrementCounter();
}
//----------------------------------------------------------------------------//
//----------------------------- Warp Vote Functions---------------------------//
//----------------------------------------------------------------------------//
// returns 0xFFFFFFFF if the predicate is true for any thread in the warp, returns 0 otherwise
uint NvAny(int predicate)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = predicate;
g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ANY;
return g_NvidiaExt.IncrementCounter();
}
// returns 0xFFFFFFFF if the predicate is true for ALL threads in the warp, returns 0 otherwise
uint NvAll(int predicate)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = predicate;
g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_ALL;
return g_NvidiaExt.IncrementCounter();
}
// returns a mask of all threads in the warp with bits set for threads that have predicate true
uint NvBallot(int predicate)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = predicate;
g_NvidiaExt[index].opcode = NV_EXTN_OP_VOTE_BALLOT;
return g_NvidiaExt.IncrementCounter();
}
//----------------------------------------------------------------------------//
//----------------------------- Utility Functions ----------------------------//
//----------------------------------------------------------------------------//
// returns the lane index of the current thread (thread index in warp)
int NvGetLaneId()
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].opcode = NV_EXTN_OP_GET_LANE_ID;
return g_NvidiaExt.IncrementCounter();
}
//----------------------------------------------------------------------------//
//----------------------------- FP16 Atmoic Functions-------------------------//
//----------------------------------------------------------------------------//
// The functions below performs atomic operations on two consecutive fp16
// values in the given raw UAV.
// The uint paramater 'fp16x2Val' is treated as two fp16 values byteAddress must be multiple of 4
// The returned value are the two fp16 values packed into a single uint
uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_ADD);
}
uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MIN);
}
uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, byteAddress, fp16x2Val, NV_EXTN_ATOM_MAX);
}
// versions of the above functions taking two fp32 values (internally converted to fp16 values)
uint NvInterlockedAddFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val)
{
return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD);
}
uint NvInterlockedMinFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val)
{
return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN);
}
uint NvInterlockedMaxFp16x2(RWByteAddressBuffer uav, uint byteAddress, float2 val)
{
return __NvAtomicOpFP16x2(uav, byteAddress, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX);
}
//----------------------------------------------------------------------------//
// The functions below perform atomic operation on a R16G16_FLOAT UAV at the given address
// the uint paramater 'fp16x2Val' is treated as two fp16 values
// the returned value are the two fp16 values (.x and .y components) packed into a single uint
// Warning: Behaviour of these set of functions is undefined if the UAV is not
// of R16G16_FLOAT format (might result in app crash or TDR)
uint NvInterlockedAddFp16x2(RWTexture1D<float2> uav, uint address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD);
}
uint NvInterlockedMinFp16x2(RWTexture1D<float2> uav, uint address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN);
}
uint NvInterlockedMaxFp16x2(RWTexture1D<float2> uav, uint address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX);
}
uint NvInterlockedAddFp16x2(RWTexture2D<float2> uav, uint2 address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD);
}
uint NvInterlockedMinFp16x2(RWTexture2D<float2> uav, uint2 address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN);
}
uint NvInterlockedMaxFp16x2(RWTexture2D<float2> uav, uint2 address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX);
}
uint NvInterlockedAddFp16x2(RWTexture3D<float2> uav, uint3 address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD);
}
uint NvInterlockedMinFp16x2(RWTexture3D<float2> uav, uint3 address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN);
}
uint NvInterlockedMaxFp16x2(RWTexture3D<float2> uav, uint3 address, uint fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX);
}
// versions taking two fp32 values (internally converted to fp16)
uint NvInterlockedAddFp16x2(RWTexture1D<float2> uav, uint address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD);
}
uint NvInterlockedMinFp16x2(RWTexture1D<float2> uav, uint address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN);
}
uint NvInterlockedMaxFp16x2(RWTexture1D<float2> uav, uint address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX);
}
uint NvInterlockedAddFp16x2(RWTexture2D<float2> uav, uint2 address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD);
}
uint NvInterlockedMinFp16x2(RWTexture2D<float2> uav, uint2 address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN);
}
uint NvInterlockedMaxFp16x2(RWTexture2D<float2> uav, uint2 address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX);
}
uint NvInterlockedAddFp16x2(RWTexture3D<float2> uav, uint3 address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_ADD);
}
uint NvInterlockedMinFp16x2(RWTexture3D<float2> uav, uint3 address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MIN);
}
uint NvInterlockedMaxFp16x2(RWTexture3D<float2> uav, uint3 address, float2 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x2Tofp16x2(val), NV_EXTN_ATOM_MAX);
}
//----------------------------------------------------------------------------//
// The functions below perform Atomic operation on a R16G16B16A16_FLOAT UAV at the given address
// the uint2 paramater 'fp16x2Val' is treated as four fp16 values
// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz
// The returned value are the four fp16 values (.xyzw components) packed into uint2
// Warning: Behaviour of these set of functions is undefined if the UAV is not
// of R16G16B16A16_FLOAT format (might result in app crash or TDR)
uint2 NvInterlockedAddFp16x4(RWTexture1D<float4> uav, uint address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD);
}
uint2 NvInterlockedMinFp16x4(RWTexture1D<float4> uav, uint address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN);
}
uint2 NvInterlockedMaxFp16x4(RWTexture1D<float4> uav, uint address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX);
}
uint2 NvInterlockedAddFp16x4(RWTexture2D<float4> uav, uint2 address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD);
}
uint2 NvInterlockedMinFp16x4(RWTexture2D<float4> uav, uint2 address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN);
}
uint2 NvInterlockedMaxFp16x4(RWTexture2D<float4> uav, uint2 address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX);
}
uint2 NvInterlockedAddFp16x4(RWTexture3D<float4> uav, uint3 address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_ADD);
}
uint2 NvInterlockedMinFp16x4(RWTexture3D<float4> uav, uint3 address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MIN);
}
uint2 NvInterlockedMaxFp16x4(RWTexture3D<float4> uav, uint3 address, uint2 fp16x2Val)
{
return __NvAtomicOpFP16x2(uav, address, fp16x2Val, NV_EXTN_ATOM_MAX);
}
// versions taking four fp32 values (internally converted to fp16)
uint2 NvInterlockedAddFp16x4(RWTexture1D<float4> uav, uint address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD);
}
uint2 NvInterlockedMinFp16x4(RWTexture1D<float4> uav, uint address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN);
}
uint2 NvInterlockedMaxFp16x4(RWTexture1D<float4> uav, uint address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX);
}
uint2 NvInterlockedAddFp16x4(RWTexture2D<float4> uav, uint2 address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD);
}
uint2 NvInterlockedMinFp16x4(RWTexture2D<float4> uav, uint2 address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN);
}
uint2 NvInterlockedMaxFp16x4(RWTexture2D<float4> uav, uint2 address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX);
}
uint2 NvInterlockedAddFp16x4(RWTexture3D<float4> uav, uint3 address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_ADD);
}
uint2 NvInterlockedMinFp16x4(RWTexture3D<float4> uav, uint3 address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MIN);
}
uint2 NvInterlockedMaxFp16x4(RWTexture3D<float4> uav, uint3 address, float4 val)
{
return __NvAtomicOpFP16x2(uav, address, __fp32x4Tofp16x4(val), NV_EXTN_ATOM_MAX);
}
//----------------------------------------------------------------------------//
//----------------------------- FP32 Atmoic Functions-------------------------//
//----------------------------------------------------------------------------//
// The functions below performs atomic add on the given UAV treating the value as float
// byteAddress must be multiple of 4
// The returned value is the value present in memory location before the atomic add
float NvInterlockedAddFp32(RWByteAddressBuffer uav, uint byteAddress, float val)
{
return __NvAtomicAddFP32(uav, byteAddress, val);
}
//----------------------------------------------------------------------------//
// The functions below perform atomic add on a R32_FLOAT UAV at the given address
// the returned value is the value before performing the atomic add
// Warning: Behaviour of these set of functions is undefined if the UAV is not
// of R32_FLOAT format (might result in app crash or TDR)
float NvInterlockedAddFp32(RWTexture1D<float> uav, uint address, float val)
{
return __NvAtomicAddFP32(uav, address, val);
}
float NvInterlockedAddFp32(RWTexture2D<float> uav, uint2 address, float val)
{
return __NvAtomicAddFP32(uav, address, val);
}
float NvInterlockedAddFp32(RWTexture3D<float> uav, uint3 address, float val)
{
return __NvAtomicAddFP32(uav, address, val);
}
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