Function execute


#include <Source/Falcor/Utils/Algorithm/BitonicSort.h>

bool execute(RenderContext *pRenderContext, Buffer::SharedPtr pData, uint32_t totalSize, uint32_t chunkSize, uint32_t groupSize=256)


In-place bitonic sort in chunks of N elements. Each chunk is sorted in ascending order.


[ in ] pRenderContext - The render context.

[ in ] pData - The data buffer to sort in-place.

[ in ] totalSize - The total number of elements in the buffer. This does not have to be a multiple of chunkSize.

[ in ] chunkSize - The number of elements per chunk. Each chunk is individually sorted. Must be a power-of-two in the range [1, groupSize].

[ in ] groupSize - Thread group size. Must be a power-of-two in the range [1,1024]. The default group size of 256 is generally the fastest.

True if successful, false if an error occured.


Lines 56-92 in Source/Falcor/Utils/Algorithm/BitonicSort.cpp. Line 63 in Source/Falcor/Utils/Algorithm/BitonicSort.h.

bool BitonicSort::execute(RenderContext* pRenderContext, Buffer::SharedPtr pData, uint32_t totalSize, uint32_t chunkSize, uint32_t groupSize)
    // Validate inputs.
    assert(chunkSize >= 1 && chunkSize <= groupSize && isPowerOf2(chunkSize));
    assert(groupSize >= 1 && groupSize <= 1024 && isPowerOf2(groupSize));
    // Early out if there is nothing to be done.
    if (totalSize == 0 || chunkSize <= 1) return true;
    // Configure the shader for the specified chunk size.
    // This will trigger a re-compile if a new chunk size is encountered.
    mSort.pProgram->addDefine("CHUNK_SIZE", std::to_string(chunkSize));
    mSort.pProgram->addDefine("GROUP_SIZE", std::to_string(groupSize));
    // Determine dispatch dimensions.
    const uint32_t numGroups = div_round_up(totalSize, groupSize);
    const uint32_t groupsX = std::max((uint32_t)sqrt(numGroups), 1u);
    const uint32_t groupsY = div_round_up(numGroups, groupsX);
    assert(groupsX * groupsY * groupSize >= totalSize);
    // Constants. The buffer size as a runtime constant as it may be variable and we don't want to recompile each time it changes.
    mSort.pVars["CB"]["gTotalSize"] = totalSize;
    mSort.pVars["CB"]["gDispatchX"] = groupsX;
    // Bind the data.
    bool success = mSort.pVars->setBuffer("gData", pData);
    // Execute.
    pRenderContext->dispatch(mSort.pState.get(), mSort.pVars.get(), {groupsX, groupsY, 1});
    return true;

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