51 lines
1.9 KiB
HLSL
51 lines
1.9 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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// Counts how many times each unique value of an attribute is encountered in the input data elements.
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// Input: Input elements with attribute.
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// Output: Attribute set with a ValueCount attribute which has the count of each value. Number of elements is set to the number of unique values (known CPU-side).
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[numthreads(64, 1, 1)]
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void PCGCountUniqueAttributeValuesCS(uint3 GroupId : SV_GroupID, uint GroupIndex : SV_GroupIndex)
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{
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// Mark the kernel as having executed. Must run before we early out via thread index, because the kernel is still 'executed' even if the number of
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// threads to iterate on is zero. Even if GetNumThreads() returns 0, the kernel will still have been dispatched on a single thread to set this flag.
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if (all(GroupId == 0) && GroupIndex == 0)
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{
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Out_SetAsExecutedInternal();
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}
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const uint ThreadIndex = GetUnWrappedDispatchThreadId(GroupId, GroupIndex, 64);
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uint In_DataIndex, In_ElementIndex;
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if (!In_GetThreadData(ThreadIndex, In_DataIndex, In_ElementIndex))
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{
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return;
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}
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if (In_IsPointRemoved(In_DataIndex, In_ElementIndex))
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{
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return;
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}
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const int AttributeToCountId = CountUniqueValues_GetAttributeToCountId();
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const int AttributeValue = In_GetStringKey(In_DataIndex, In_ElementIndex, AttributeToCountId);
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const uint Out_DataIndex = 0;
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const uint Out_ElementIndex = CountUniqueValues_GetValueIndex(AttributeValue);
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// Write value of attribute.
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const int OutputValueAttributeId = CountUniqueValues_GetOutputValueAttributeId();
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Out_SetInt(Out_DataIndex, Out_ElementIndex, OutputValueAttributeId, AttributeValue);
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const int OutputCountAttributeId = CountUniqueValues_GetOutputCountAttributeId();
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const int ValueIndex = CountUniqueValues_GetValueIndex(AttributeValue);
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// Increment count of this attribute.
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if (ValueIndex != -1)
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{
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Out_AtomicAddInt(Out_DataIndex, ValueIndex, OutputCountAttributeId, 1);
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}
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}
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