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layout(local_size_x=LOCALSIZE) in;
const uint groupSize=LOCALSIZE*BLOCKSIZE;
uniform uint final;
layout(binding=0, std430) buffer offsetBuffer
{
uint maxDepth;
uint offset[];
};
layout(binding=2, std430) buffer countBuffer
{
uint maxSize;
uint count[];
};
layout(binding=3, std430) buffer globalSumBuffer
{
uint globalSum[];
};
layout(binding=8, std430) buffer feedbackBuffer
{
uint size;
uint fragments;
};
shared uint shuffle[groupSize+LOCALSIZE-1u];
shared uint groupSum[LOCALSIZE+1u];
void main()
{
uint id=gl_LocalInvocationID.x;
// avoid bank conflicts and coalesce global memory accesses
uint dataOffset=gl_WorkGroupID.x*groupSize+id;
uint shuffleOffset=id/BLOCKSIZE+id;
const uint stride=LOCALSIZE/BLOCKSIZE+LOCALSIZE;
for(uint i=0u; i < BLOCKSIZE; i++)
shuffle[shuffleOffset+i*stride]=count[dataOffset+i*LOCALSIZE];
barrier();
uint Offset=id*BLOCKSIZE+id;
uint stop=Offset+BLOCKSIZE;
uint sum=0u;
for(uint i=Offset; i < stop; ++i)
shuffle[i]=sum += shuffle[i];
if(id == 0u)
groupSum[0u]=0u;
groupSum[id+1u]=sum;
barrier();
// Apply Hillis-Steele algorithm over all sums in workgroup
for(uint shift=1u; shift < LOCALSIZE; shift *= 2u) {
uint read;
if(shift <= id)
read=groupSum[id]+groupSum[id-shift];
barrier();
if(shift <= id)
groupSum[id]=read;
barrier();
}
uint groupOffset=globalSum[gl_WorkGroupID.x];
for(uint i=0u; i < BLOCKSIZE; ++i)
offset[dataOffset+i*LOCALSIZE]=shuffle[shuffleOffset+i*stride]+
groupSum[(i*LOCALSIZE+id)/BLOCKSIZE]+groupOffset;
uint diff=final-dataOffset;
if(diff < groupSize && diff % LOCALSIZE == 0) {
size=maxDepth;
maxDepth=0u;
fragments=offset[final+1u]=offset[final];
}
}
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