Exemple #1
0
        public void TestBitonicSort()
        {
            int[] arr      = { 3, 7, 4, 8, 6, 2, 1, 5 };
            int   n        = arr.Length;
            int   up       = 1;
            var   actual   = sort.Sort(arr, n, up);
            var   expected = new int[] { 1, 2, 3, 4, 5, 6, 7, 8 };

            Assert.Equal(expected, actual);
        }
Exemple #2
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    public async Task Insert(Vector3[] data)
    {
        uint gx, gy, gz;

        shader.GetKernelThreadGroupSizes(computeLeavesKernel, out gx, out gy, out gz);
        int numGroupsX = Mathf.CeilToInt((float)data.Length / gx);

        using (var leaves = new StructuredBuffer <int>(data.Length))
            using (var leafCount = new RawBuffer <uint>(1))
                using (var keys = new CounterBuffer <int>(data.Length))
                    using (var points = new StructuredBuffer <Vector3>(data.Length)) {
                        points.SetData(data);

                        shader.SetFloats("size", bounds.size.x, bounds.size.y, bounds.size.z);
                        shader.SetFloats("min_corner", bounds.min.x, bounds.min.y, bounds.min.z);
                        shader.SetInt("max_depth", maxDepth);
                        shader.SetInt("point_count", data.Length);

                        shader.SetBuffer(computeLeavesKernel, "leaves", leaves.Buffer);
                        shader.SetBuffer(computeLeavesKernel, "points", points.Buffer);
                        shader.Dispatch(computeLeavesKernel, numGroupsX, 1, 1);

                        sorter.Sort(leaves, data.Length);

                        shader.SetBuffer(markUniqueLeavesKernel, "leaves", leaves.Buffer);
                        shader.SetBuffer(markUniqueLeavesKernel, "unique", keys.Buffer);
                        shader.Dispatch(markUniqueLeavesKernel, numGroupsX, 1, 1);

                        compactor.Compact(leaves, keys, data.Length);

                        keys.CopyCount(indirectArgs);
                        shader.SetBuffer(computeArgsKernel, "args", indirectArgs.Buffer);
                        shader.Dispatch(computeArgsKernel, 1, 1, 1);

                        keys.CopyCount(leafCount);
                        shader.SetBuffer(subdivideKernel, "leaf_count", leafCount.Buffer);
                        shader.SetBuffer(subdivideKernel, "leaves", leaves.Buffer);
                        shader.SetBuffer(subdivideKernel, "nodes", nodes.Buffer);
                        for (int i = 0; i < maxDepth; i++)
                        {
                            shader.SetInt("current_level", i);
                            shader.DispatchIndirect(subdivideKernel, indirectArgs.Buffer);
                        }

                        nodeData = await nodes.GetDataAsync();

                        nodeCount = (int)nodes.GetCounterValue();
                    }
    }
Exemple #3
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        public void TestUnalignedSizes(int count)
        {
            using (StructuredBuffer <int> buffer = new StructuredBuffer <int>(count)) {
                int[] testData = new int[count];
                for (int i = 0; i < count; i++)
                {
                    testData[i] = count - 1 - i;
                }
                buffer.SetData(testData);

                BitonicSort sorter = new BitonicSort();
                sorter.Sort(buffer, buffer.Count);

                int[] result = buffer.GetData();
                for (int i = 0; i < count; i++)
                {
                    Assert.AreEqual(result[i], i);
                }
            }
        }
    public void GridSort(ref ComputeBuffer objectsBufferInput)
    {
        GridSortCS.SetInt("_NumParticles", numObjects);
        SetCSVariables();

        int kernel = 0;

        #region GridOptimization
        // Build Grid
        kernel = GridSortCS.FindKernel("BuildGridCS");
        GridSortCS.SetBuffer(kernel, "_ParticlesBufferRead", objectsBufferInput);
        GridSortCS.SetBuffer(kernel, "_GridBufferWrite", gridBuffer);
        GridSortCS.Dispatch(kernel, threadGroupSize, 1, 1);

        // Sort Grid
        bitonicSort.Sort(ref gridBuffer, ref gridPingPongBuffer);

        // Build Grid Indices
        kernel = GridSortCS.FindKernel("ClearGridIndicesCS");
        GridSortCS.SetBuffer(kernel, "_GridIndicesBufferWrite", gridIndicesBuffer);
        GridSortCS.Dispatch(kernel, (int)(numGrid / SIMULATION_BLOCK_SIZE_FOR_GRID), 1, 1);

        kernel = GridSortCS.FindKernel("BuildGridIndicesCS");
        GridSortCS.SetBuffer(kernel, "_GridBufferRead", gridBuffer);
        GridSortCS.SetBuffer(kernel, "_GridIndicesBufferWrite", gridIndicesBuffer);
        GridSortCS.Dispatch(kernel, threadGroupSize, 1, 1);

        // Rearrange
        kernel = GridSortCS.FindKernel("RearrangeParticlesCS");
        GridSortCS.SetBuffer(kernel, "_GridBufferRead", gridBuffer);
        GridSortCS.SetBuffer(kernel, "_ParticlesBufferRead", objectsBufferInput);
        GridSortCS.SetBuffer(kernel, "_ParticlesBufferWrite", sortedObjectsBufferOutput);
        GridSortCS.Dispatch(kernel, threadGroupSize, 1, 1);
        #endregion GridOptimization

        // Copy buffer
        kernel = GridSortCS.FindKernel("CopyBuffer");
        GridSortCS.SetBuffer(kernel, "_ParticlesBufferRead", sortedObjectsBufferOutput);
        GridSortCS.SetBuffer(kernel, "_ParticlesBufferWrite", objectsBufferInput);
        GridSortCS.Dispatch(kernel, threadGroupSize, 1, 1);
    }
Exemple #5
0
 public unsafe void BitonicSort() => BitonicSort <T> .Sort((int *)_arrayPtrs[_iterationIndex++], N);
Exemple #6
0
        public void GridSort(ref ComputeBuffer objectsBufferInput)
        {
            GridSortCS.SetInt("_NumParticles", numObjects);
            SetCSVariables();
            int kernel = 0;

            #region GridOptimization
            // Build Grid
            kernel = GridSortCS.FindKernel("BuildGridCS");
            GridSortCS.SetBuffer(kernel, "_ParticlesBufferRead", objectsBufferInput);
            GridSortCS.SetBuffer(kernel, "_GridBufferWrite", gridBuffer);
            GridSortCS.Dispatch(kernel, threadGroupSize, 1, 1);

            // Sort Grid
            bitonicSort.Sort(ref gridBuffer, ref gridPingPongBuffer);

            // Debug Test to see if bitonic sort works
            //var gridBufferTemp = new ParticleFlock.Uint2[numObjects];
            //gridBuffer.GetData(gridBufferTemp);
            //int indice2Count = 0;
            //for (int i = 0; i < 2000; i++)
            //{
            //    if (gridBufferTemp[i].x == 2)
            //    {
            //        indice2Count++;
            //    }
            //}
            //Debug.Log(indice2Count);


            // Build Grid Indices
            kernel = GridSortCS.FindKernel("ClearGridIndicesCS");
            GridSortCS.SetBuffer(kernel, "_GridIndicesBufferWrite", gridIndicesBuffer);
            GridSortCS.Dispatch(kernel, (int)(numGrid / SIMULATION_BLOCK_SIZE_FOR_GRID), 1, 1);

            kernel = GridSortCS.FindKernel("BuildGridIndicesCS");
            GridSortCS.SetBuffer(kernel, "_GridBufferRead", gridBuffer);
            GridSortCS.SetBuffer(kernel, "_GridIndicesBufferWrite", gridIndicesBuffer);
            GridSortCS.Dispatch(kernel, threadGroupSize, 1, 1);

            //Debug Test to see if GridIndeces works
            //var gridIndicesBufferTest = new ParticleFlock.Uint2[numGrid];
            //gridIndicesBuffer.GetData(gridIndicesBufferTest);
            //Debug.Log(gridIndicesBufferTest[2].x);
            //Debug.Log(gridIndicesBufferTest[2].y);
            //Debug.Log("-----------------------------");


            // Rearrange
            kernel = GridSortCS.FindKernel("RearrangeParticlesCS");
            GridSortCS.SetBuffer(kernel, "_GridBufferRead", gridBuffer);
            GridSortCS.SetBuffer(kernel, "_ParticlesBufferRead", objectsBufferInput);
            GridSortCS.SetBuffer(kernel, "_ParticlesBufferWrite", sortedObjectsBufferOutput);
            GridSortCS.Dispatch(kernel, threadGroupSize, 1, 1);
            #endregion GridOptimization

            //Debug Test to see if rearrange particles work
            //var gridIndicesBufferTest = new ParticleFlock.Uint2[numGrid];
            //gridIndicesBuffer.GetData(gridIndicesBufferTest);
            //uint totalFor1 = gridIndicesBufferTest[1].y - gridIndicesBufferTest[1].x;
            //var gridBufferTemp = new ParticleFlock.Uint2[numObjects];
            //gridBuffer.GetData(gridBufferTemp);



            //int total1 = 0;
            //for (uint i = 0; i < 500; i++)
            //{
            //    Vector3 cellIndex = CalculateCell(sortedParticleBuffer[i].position);
            //    Vector3Int cellIndexCasted = new Vector3Int((int)Mathf.Floor(cellIndex.x), (int)Mathf.Floor(cellIndex.y), (int)Mathf.Floor(cellIndex.z));
            //    int gridKey = GetGridKey(cellIndexCasted);
            //    if (gridKey == 1)
            //    {
            //        total1++;
            //    }
            //}
            //Debug.Log(totalFor1);
            //Debug.Log(total1);
            //Debug.Log("---------------");


            kernel = GridSortCS.FindKernel("CopyBuffer");
            GridSortCS.SetBuffer(kernel, "_ParticlesBufferRead", sortedObjectsBufferOutput);
            GridSortCS.SetBuffer(kernel, "_ParticlesBufferWrite", objectsBufferInput);
            GridSortCS.Dispatch(kernel, threadGroupSize, 1, 1);

            //Debug Test to see if copy particles works

            //var gridIndicesBufferTest = new ParticleFlock.Uint2[numGrid];
            //gridIndicesBuffer.GetData(gridIndicesBufferTest);
            //for (int i = 1000; i < 1100; i++)
            //{
            //    Debug.Log(gridIndicesBufferTest[i].x);
            //    Debug.Log(gridIndicesBufferTest[i].y);
            //}
            //Debug.Log("---------");
            //uint totalFor1 = gridIndicesBufferTest[2].y - gridIndicesBufferTest[2].x;
            //uint start100 = gridIndicesBufferTest[7].y;
            //var gridBufferTemp = new ParticleFlock.Uint2[numObjects];
            //gridBuffer.GetData(gridBufferTemp);
            //var sortedParticleBuffer = new ParticleFlock.ParticleBoid[numObjects];
            //objectsBufferInput.GetData(sortedParticleBuffer);
            //int total1 = 0;
            //for (uint i = 0; i < 300; i++)
            //{
            //    Vector3 cellIndex = CalculateCell(sortedParticleBuffer[i].position);
            //    Vector3Int cellIndexCasted = new Vector3Int((int)Mathf.Floor(cellIndex.x), (int)Mathf.Floor(cellIndex.y), (int)Mathf.Floor(cellIndex.z));
            //    int gridKey = GetGridKey(cellIndexCasted);
            //    if (gridKey == 2)
            //    {
            //        total1++;
            //    }
            //}
            //Debug.Log(totalFor1);
            //Debug.Log(total1);
            //var sortedParticleBuffer = new ParticleFlock.ParticleBoid[numObjects];
            //sortedObjectsBufferOutput.GetData(sortedParticleBuffer);
            //    Vector3 cellIndex = CalculateCell(sortedParticleBuffer[i].position);
            //    Vector3Int cellIndexCasted = new Vector3Int((int)Mathf.Floor(cellIndex.x), (int)Mathf.Floor(cellIndex.y), (int)Mathf.Floor(cellIndex.z));
            //    int gridKey = GetGridKey(cellIndexCasted);
            //Debug.Log(GetGridKey())
        }