Fix intel
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@@ -43,6 +43,10 @@ public class RenderService<T extends AbstractSectionRenderer<J, Q>, J extends Vi
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private static long getGeometryBufferSize() {
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long geometryCapacity = Math.min((1L<<(64-Long.numberOfLeadingZeros(Capabilities.INSTANCE.ssboMaxSize-1)))<<1, 1L<<32)-1024/*(1L<<32)-1024*/;
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if (Capabilities.INSTANCE.isIntel) {
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geometryCapacity = Math.max(geometryCapacity, 1L<<30);//intel moment, force min 1gb
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}
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//Limit to available dedicated memory if possible
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if (Capabilities.INSTANCE.canQueryGpuMemory) {
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//512mb less than avalible,
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@@ -30,6 +30,7 @@ import static org.lwjgl.opengl.GL30.glBindVertexArray;
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import static org.lwjgl.opengl.GL31.GL_UNIFORM_BUFFER;
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import static org.lwjgl.opengl.GL33.glBindSampler;
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import static org.lwjgl.opengl.GL40C.GL_DRAW_INDIRECT_BUFFER;
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import static org.lwjgl.opengl.GL42.glMemoryBarrier;
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import static org.lwjgl.opengl.GL43.*;
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import static org.lwjgl.opengl.GL45.glBindTextureUnit;
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import static org.lwjgl.opengl.GL45.glClearNamedBufferData;
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@@ -263,20 +264,6 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);//Am unsure if is needed
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glDispatchCompute(1,1,1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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//glFinish();
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/*
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DownloadStream.INSTANCE.download(this.distanceCountBuffer, 0, 1024*4, (ptr,size)->{
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int[] a = new int[1024];
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for (int i = 0; i < 1024; i++) {
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a[i] = MemoryUtil.memGetInt(ptr+4*i);
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}
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for (int i = 0; i < 1023; i++){
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if (a[i+1]<a[i]) {
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System.out.println(a[i]+","+a[i+1]);
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}
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}
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});
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*/
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this.translucentGenShader.bind();
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, this.uniform.id);
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@@ -287,6 +274,7 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, this.distanceCountBuffer.id);
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glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, this.drawCountCallBuffer.id);//This isnt great but its a nice trick to bound it, even if its inefficent ;-;
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glMemoryBarrier(-1);
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glDispatchComputeIndirect(0);
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glMemoryBarrier(GL_COMMAND_BARRIER_BIT|GL_SHADER_STORAGE_BARRIER_BIT);
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}
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@@ -8,15 +8,17 @@
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//Does inital parralel prefix sum on batches of WORK_SIZE
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layout(local_size_x=WORK_SIZE) in;
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layout(binding = IO_BUFFER, std430) restrict buffer InputBuffer {
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layout(binding = IO_BUFFER, std430) buffer InputBuffer {
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uvec4[] ioCount;
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};
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shared uint warpPrefixSum[32];//Warps are 32, tricks require full warp
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void main() {
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/*
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uint subgroupId = gl_LocalInvocationID.x>>5;
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warpPrefixSum[gl_SubgroupInvocationID] = 0;
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barrier();
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memoryBarrierShared();
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//todo
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//assert(gl_SubgroupSize == 32);
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@@ -33,33 +35,69 @@ void main() {
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sum = count.w + dat.w;
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}
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barrier();
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count += subgroupExclusiveAdd(sum);
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if (gl_SubgroupInvocationID==31) {
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warpPrefixSum[subgroupId] = count.x+sum;
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}
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memoryBarrierShared();
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barrier();
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uint val = warpPrefixSum[gl_SubgroupInvocationID];
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barrier();
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if (subgroupId == 0) {
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//Use warp to do entire add in 1 reduction
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warpPrefixSum[gl_SubgroupInvocationID] = subgroupExclusiveAdd(val);
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}
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memoryBarrierShared();
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barrier();
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count += warpPrefixSum[subgroupId];
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ioCount[gid] = count;
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*/
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#ifdef IS_INTEL
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uint subgroupId = gl_LocalInvocationID.x>>5;
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#else
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uint subgroupId = gl_SubgroupID;
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#endif
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//todo
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//assert(gl_SubgroupSize == 32);
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//assert(gl_NumSubgroups == (WORK_SIZE>>5));
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uint gid = gl_GlobalInvocationID.x;
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uvec4 count = uvec4(0);
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uint sum = 0;
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{
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uvec4 dat = ioCount[gid];
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count.yzw = dat.xyz;
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count.z += count.y;
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count.w += count.z;
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sum = count.w + dat.w;
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}
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subgroupBarrier();//Wait for all threads in the subgroup to get the buffer
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count += subgroupExclusiveAdd(sum);
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if ((gl_LocalInvocationID.x&31u)==31) {
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warpPrefixSum[gl_SubgroupID] = count.x+sum;
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if (gl_SubgroupInvocationID==31) {
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warpPrefixSum[subgroupId] = count.x+sum;
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}
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memoryBarrierShared();
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barrier();
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#ifdef IS_INTEL
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uint val = subgroupExclusiveAdd(warpPrefixSum[gl_SubgroupInvocationID]);
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barrier();
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if (gl_SubgroupID == 0) {
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warpPrefixSum[gl_SubgroupInvocationID] = val;
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}
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#else
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if (gl_SubgroupID == 0) {
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uint val = warpPrefixSum[gl_SubgroupInvocationID];
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subgroupBarrier();
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//Use warp to do entire add in 1 reduction
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warpPrefixSum[gl_SubgroupInvocationID] = subgroupExclusiveAdd(val);
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}
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#endif
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memoryBarrierShared();
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barrier();
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//Add the computed sum across all threads and warps
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count += warpPrefixSum[gl_SubgroupID];
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count += warpPrefixSum[subgroupId];
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ioCount[gid] = count;
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}
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