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A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12 and Unity. Theoretically portable to all wave/warp/subgroup sizes.

License: Other

C# 12.05% HLSL 31.12% Cuda 15.42% C++ 41.41%
gpgpu hlsl unity chained-scan-with-decoupled-lookback exclusive-prefix-sum inclusive-prefix-sum compute-shaders cuda d3d12

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gpuprefixsums's Issues

The shader hangs 4090 on large (6M entries) buffer

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?

Why Chained Scan with Decoupled Lookback isn't in main?

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?

Regarding timing options

I have, on windows, used Nvidia Nsight Graphics to get detailed compute shader timings. Just build a Unity binary and launch it from Nsight. I assume a nvidia GPU is needed though.
CaptureNsight

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