b0nes164 / gpuprefixsums Goto Github PK
View Code? Open in Web Editor NEWA nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12 and Unity. Theoretically portable to all wave/warp/subgroup sizes.
License: Other
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12 and Unity. Theoretically portable to all wave/warp/subgroup sizes.
License: Other
I noticed this, is it a leftover from timing implementation? doesn't seem necessary.
Hello! So I finished my port and integrated into the main application. I tested out with dummy values and small arrays - it went okay, I readback data on CPU to validate it is working. However when I incorporated the shader into my pipeline, my 4090 just hangs and then the whole system blinks black because of GPU hang.
Do you have an idea of what could be the cause? What is the maximum array size you've tested it on?
Can you explain the purpose of a b_index?
Hello!
Thank you for this wonderful project and a great write-up, I've learned a lot!
I'm looking into porting the fastest algorithm from your repo into native HLSL/DirectX engine and I wonder why didn't you include Chained Scan with Decoupled Lookback as the main, fastest algo? is this due to this limitation:
Currently the maximum aggregate sum supported in Chained Scan with Decoupled Lookback is 2^30.
? if so, do you think I should port this one, given that it suits my number of objects?
Looking into implementation, I can't understand why b_state buffer never gets initialized and what size is it expected to be?
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