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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 /////////////////
// internal functions
// Functions in this file are not expected to be called by apps directly
#include "nvShaderExtnEnums.h"
struct NvShaderExtnStruct
{
uint opcode; // opcode
uint rid; // resource ID
uint sid; // sampler ID
uint4 dst1u; // destination operand 1 (for instructions that need extra destination operands)
uint4 padding0[3]; // currently unused
uint4 src0u; // uint source operand 0
uint4 src1u; // uint source operand 0
uint4 src2u; // uint source operand 0
uint4 dst0u; // uint destination operand
uint markUavRef; // the next store to UAV is fake and is used only to identify the uav slot
float padding1[28];// struct size: 256 bytes
};
// RW structured buffer for Nvidia shader extensions
// Application needs to define NV_SHADER_EXTN_SLOT as a unused slot, which should be
// set using NvAPI_D3D11_SetNvShaderExtnSlot() call before creating the first shader that
// uses nvidia shader extensions. E.g before including this file in shader define it as:
// #define NV_SHADER_EXTN_SLOT u7
// For SM5.1, application needs to define NV_SHADER_EXTN_REGISTER_SPACE as register space
// E.g. before including this file in shader define it as:
// #define NV_SHADER_EXTN_REGISTER_SPACE space2
// Note that other operations to this UAV will be ignored so application
// should bind a null resource
#ifdef NV_SHADER_EXTN_REGISTER_SPACE
RWStructuredBuffer<NvShaderExtnStruct> g_NvidiaExt : register( NV_SHADER_EXTN_SLOT, NV_SHADER_EXTN_REGISTER_SPACE );
#else
RWStructuredBuffer<NvShaderExtnStruct> g_NvidiaExt : register( NV_SHADER_EXTN_SLOT );
#endif
//----------------------------------------------------------------------------//
// the exposed SHFL instructions accept a mask parameter in src2
// To compute lane mask from width of segment:
// minLaneID : currentLaneId & src2[12:8]
// maxLaneID : minLaneId | (src2[4:0] & ~src2[12:8])
// where [minLaneId, maxLaneId] defines the segment where currentLaneId belongs
// we always set src2[4:0] to 11111 (0x1F), and set src2[12:8] as (32 - width)
int __NvGetShflMaskFromWidth(uint width)
{
return ((NV_WARP_SIZE - width) << 8) | 0x1F;
}
//----------------------------------------------------------------------------//
void __NvReferenceUAVForOp(RWByteAddressBuffer uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav.Store(index, 0);
}
void __NvReferenceUAVForOp(RWTexture1D<float2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = float2(0,0);
}
void __NvReferenceUAVForOp(RWTexture2D<float2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = float2(0,0);
}
void __NvReferenceUAVForOp(RWTexture3D<float2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = float2(0,0);
}
void __NvReferenceUAVForOp(RWTexture1D<float4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = float4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture2D<float4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = float4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture3D<float4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = float4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture1D<float> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = 0.0f;
}
void __NvReferenceUAVForOp(RWTexture2D<float> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = 0.0f;
}
void __NvReferenceUAVForOp(RWTexture3D<float> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = 0.0f;
}
void __NvReferenceUAVForOp(RWTexture1D<uint2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = uint2(0,0);
}
void __NvReferenceUAVForOp(RWTexture2D<uint2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = uint2(0,0);
}
void __NvReferenceUAVForOp(RWTexture3D<uint2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = uint2(0,0);
}
void __NvReferenceUAVForOp(RWTexture1D<uint4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = uint4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture2D<uint4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = uint4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture3D<uint4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = uint4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture1D<uint> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = 0;
}
void __NvReferenceUAVForOp(RWTexture2D<uint> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = 0;
}
void __NvReferenceUAVForOp(RWTexture3D<uint> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = 0;
}
void __NvReferenceUAVForOp(RWTexture1D<int2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = int2(0,0);
}
void __NvReferenceUAVForOp(RWTexture2D<int2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = int2(0,0);
}
void __NvReferenceUAVForOp(RWTexture3D<int2> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = int2(0,0);
}
void __NvReferenceUAVForOp(RWTexture1D<int4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = int4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture2D<int4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = int4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture3D<int4> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = int4(0,0,0,0);
}
void __NvReferenceUAVForOp(RWTexture1D<int> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[index] = 0;
}
void __NvReferenceUAVForOp(RWTexture2D<int> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint2(index,index)] = 0;
}
void __NvReferenceUAVForOp(RWTexture3D<int> uav)
{
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].markUavRef = 1;
uav[uint3(index,index,index)] = 0;
}
//----------------------------------------------------------------------------//
// ATOMIC op sub-opcodes
#define NV_EXTN_ATOM_ADD 3
#define NV_EXTN_ATOM_MAX 6
#define NV_EXTN_ATOM_MIN 7
//----------------------------------------------------------------------------//
// performs Atomic operation on two consecutive fp16 values in the given UAV
// the uint paramater 'fp16x2Val' is treated as two fp16 values
// the passed sub-opcode 'op' should be an immediate constant
// byteAddress must be multiple of 4
// the returned value are the two fp16 values packed into a single uint
uint __NvAtomicOpFP16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val, uint atomicOpType)
{
__NvReferenceUAVForOp(uav);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = byteAddress;
g_NvidiaExt[index].src1u.x = fp16x2Val;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
return g_NvidiaExt[index].dst0u.x;
}
//----------------------------------------------------------------------------//
// performs Atomic operation on a R16G16_FLOAT UAV at the given address
// the uint paramater 'fp16x2Val' is treated as two fp16 values
// the passed sub-opcode 'op' should be an immediate constant
// 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 __NvAtomicOpFP16x2(RWTexture1D<float2> uav, uint address, uint fp16x2Val, uint atomicOpType)
{
__NvReferenceUAVForOp(uav);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = address;
g_NvidiaExt[index].src1u.x = fp16x2Val;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
return g_NvidiaExt[index].dst0u.x;
}
uint __NvAtomicOpFP16x2(RWTexture2D<float2> uav, uint2 address, uint fp16x2Val, uint atomicOpType)
{
__NvReferenceUAVForOp(uav);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.xy = address;
g_NvidiaExt[index].src1u.x = fp16x2Val;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
return g_NvidiaExt[index].dst0u.x;
}
uint __NvAtomicOpFP16x2(RWTexture3D<float2> uav, uint3 address, uint fp16x2Val, uint atomicOpType)
{
__NvReferenceUAVForOp(uav);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.xyz = address;
g_NvidiaExt[index].src1u.x = fp16x2Val;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
return g_NvidiaExt[index].dst0u.x;
}
//----------------------------------------------------------------------------//
// performs 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 passed sub-opcode 'op' should be an immediate constant
// 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 __NvAtomicOpFP16x2(RWTexture1D<float4> uav, uint address, uint2 fp16x2Val, uint atomicOpType)
{
__NvReferenceUAVForOp(uav);
// break it down into two fp16x2 atomic ops
uint2 retVal;
// first op has x-coordinate = x * 2
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = address * 2;
g_NvidiaExt[index].src1u.x = fp16x2Val.x;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
retVal.x = g_NvidiaExt[index].dst0u.x;
// second op has x-coordinate = x * 2 + 1
index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = address * 2 + 1;
g_NvidiaExt[index].src1u.x = fp16x2Val.y;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
retVal.y = g_NvidiaExt[index].dst0u.x;
return retVal;
}
uint2 __NvAtomicOpFP16x2(RWTexture2D<float4> uav, uint2 address, uint2 fp16x2Val, uint atomicOpType)
{
__NvReferenceUAVForOp(uav);
// break it down into two fp16x2 atomic ops
uint2 retVal;
// first op has x-coordinate = x * 2
uint2 addressTemp = uint2(address.x * 2, address.y);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.xy = addressTemp;
g_NvidiaExt[index].src1u.x = fp16x2Val.x;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
retVal.x = g_NvidiaExt[index].dst0u.x;
// second op has x-coordinate = x * 2 + 1
addressTemp.x++;
index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.xy = addressTemp;
g_NvidiaExt[index].src1u.x = fp16x2Val.y;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
retVal.y = g_NvidiaExt[index].dst0u.x;
return retVal;
}
uint2 __NvAtomicOpFP16x2(RWTexture3D<float4> uav, uint3 address, uint2 fp16x2Val, uint atomicOpType)
{
__NvReferenceUAVForOp(uav);
// break it down into two fp16x2 atomic ops
uint2 retVal;
// first op has x-coordinate = x * 2
uint3 addressTemp = uint3(address.x * 2, address.y, address.z);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.xyz = addressTemp;
g_NvidiaExt[index].src1u.x = fp16x2Val.x;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
retVal.x = g_NvidiaExt[index].dst0u.x;
// second op has x-coordinate = x * 2 + 1
addressTemp.x++;
index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.xyz = addressTemp;
g_NvidiaExt[index].src1u.x = fp16x2Val.y;
g_NvidiaExt[index].src2u.x = atomicOpType;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP16_ATOMIC;
retVal.y = g_NvidiaExt[index].dst0u.x;
return retVal;
}
uint __fp32x2Tofp16x2(float2 val)
{
return (f32tof16(val.y)<<16) | f32tof16(val.x) ;
}
uint2 __fp32x4Tofp16x4(float4 val)
{
return uint2( (f32tof16(val.y)<<16) | f32tof16(val.x), (f32tof16(val.w)<<16) | f32tof16(val.z) ) ;
}
// FP32 Atomic functions
// performs Atomic operation treating the uav as float (fp32) values
// the passed sub-opcode 'op' should be an immediate constant
// byteAddress must be multiple of 4
float __NvAtomicAddFP32(RWByteAddressBuffer uav, uint byteAddress, float val)
{
__NvReferenceUAVForOp(uav);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = byteAddress;
g_NvidiaExt[index].src1u.x = asuint(val); // passing as uint to make it more convinient for the driver to translate
g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC;
return asfloat(g_NvidiaExt[index].dst0u.x);
}
float __NvAtomicAddFP32(RWTexture1D<float> uav, uint address, float val)
{
__NvReferenceUAVForOp(uav);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.x = address;
g_NvidiaExt[index].src1u.x = asuint(val);
g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC;
return asfloat(g_NvidiaExt[index].dst0u.x);
}
float __NvAtomicAddFP32(RWTexture2D<float> uav, uint2 address, float val)
{
__NvReferenceUAVForOp(uav);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.xy = address;
g_NvidiaExt[index].src1u.x = asuint(val);
g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC;
return asfloat(g_NvidiaExt[index].dst0u.x);
}
float __NvAtomicAddFP32(RWTexture3D<float> uav, uint3 address, float val)
{
__NvReferenceUAVForOp(uav);
uint index = g_NvidiaExt.IncrementCounter();
g_NvidiaExt[index].src0u.xyz = address;
g_NvidiaExt[index].src1u.x = asuint(val);
g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD;
g_NvidiaExt[index].opcode = NV_EXTN_OP_FP32_ATOMIC;
return asfloat(g_NvidiaExt[index].dst0u.x);
}
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