#version 450 #extension GL_EXT_control_flow_attributes : enable #include "types.glsl" layout(constant_id = 0) const int BLOCK_SIZE = 1024; layout(constant_id = 1) const int NCOLS_PADDED_LOG2 = 10; #define ASC 0 layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) readonly buffer A {A_TYPE data_a[];}; layout (binding = 2) writeonly buffer D {int data_d[];}; layout (push_constant) uniform parameter { uint ncols; uint ncols_padded; uint ncols_padded_log2; uint nrows; uint order; uint outer_start; uint outer_end; uint inner_start; uint inner_end; } p; shared ivec2 dst_row[BLOCK_SIZE]; void argsort(bool needs_bounds_check, const uint row) { // bitonic sort const int col = int(gl_LocalInvocationID.x); const uint row_offset = row * p.ncols; // initialize indices dst_row[col] = ivec2(col, floatBitsToInt(data_a[row_offset + col])); barrier(); uint num_outer_loop_iters = NCOLS_PADDED_LOG2; [[unroll]] for (uint k = 2, outer_idx = 0; outer_idx < num_outer_loop_iters; k *= 2, outer_idx++) { uint num_inner_loop_iters = outer_idx + 1; [[unroll]] for (uint j = k / 2, inner_idx = 0; inner_idx < num_inner_loop_iters; j /= 2, inner_idx++) { const int ixj = int(col ^ j); int idx_0 = (col & k) == 0 ? col : ixj; int idx_1 = (col & k) == 0 ? ixj : col; ivec2 sh_idx_0 = dst_row[idx_0]; ivec2 sh_idx_1 = dst_row[idx_1]; bool idx_0_oob = needs_bounds_check ? sh_idx_0.x >= p.ncols : false; bool idx_1_oob = needs_bounds_check ? sh_idx_1.x >= p.ncols : false; if ((idx_0_oob || (!idx_1_oob && intBitsToFloat(sh_idx_0.y) > intBitsToFloat(sh_idx_1.y))) && (ixj > col)) { dst_row[idx_0] = sh_idx_1; dst_row[idx_1] = sh_idx_0; } barrier(); } } if (col < p.ncols) { if (p.order == ASC) { data_d[row_offset + col] = dst_row[col].x; } else { data_d[row_offset + p.ncols - col - 1] = dst_row[col].x; } } } void main() { if (p.ncols == BLOCK_SIZE) { uint row = gl_WorkGroupID.y; while (row < p.nrows) { argsort(false, row); row += gl_WorkGroupSize.y * gl_NumWorkGroups.y; } } else { uint row = gl_WorkGroupID.y; while (row < p.nrows) { argsort(true, row); row += gl_WorkGroupSize.y * gl_NumWorkGroups.y; } } }