Cycles: Split kernel - sort shaders

Reduce thread divergence in kernel_shader_eval.

Rays are sorted in blocks of 2048 according to shader->id.

On R9 290 Classroom is ~30% faster, and Pabellon Barcelone is ~8% faster.

No sorting for CUDA split kernel.

Reviewers: sergey, maiself

Reviewed By: maiself

Differential Revision: https://developer.blender.org/D2598
This commit is contained in:
Hristo Gueorguiev 2017-05-03 15:30:45 +02:00
parent 6f9c839f44
commit 6bf4115c13
15 changed files with 294 additions and 37 deletions

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@ -39,6 +39,8 @@ DeviceSplitKernel::DeviceSplitKernel(Device *device) : device(device)
kernel_do_volume = NULL;
kernel_queue_enqueue = NULL;
kernel_indirect_background = NULL;
kernel_shader_setup = NULL;
kernel_shader_sort = NULL;
kernel_shader_eval = NULL;
kernel_holdout_emission_blurring_pathtermination_ao = NULL;
kernel_subsurface_scatter = NULL;
@ -64,6 +66,8 @@ DeviceSplitKernel::~DeviceSplitKernel()
delete kernel_do_volume;
delete kernel_queue_enqueue;
delete kernel_indirect_background;
delete kernel_shader_setup;
delete kernel_shader_sort;
delete kernel_shader_eval;
delete kernel_holdout_emission_blurring_pathtermination_ao;
delete kernel_subsurface_scatter;
@ -89,6 +93,8 @@ bool DeviceSplitKernel::load_kernels(const DeviceRequestedFeatures& requested_fe
LOAD_KERNEL(do_volume);
LOAD_KERNEL(queue_enqueue);
LOAD_KERNEL(indirect_background);
LOAD_KERNEL(shader_setup);
LOAD_KERNEL(shader_sort);
LOAD_KERNEL(shader_eval);
LOAD_KERNEL(holdout_emission_blurring_pathtermination_ao);
LOAD_KERNEL(subsurface_scatter);
@ -241,6 +247,8 @@ bool DeviceSplitKernel::path_trace(DeviceTask *task,
ENQUEUE_SPLIT_KERNEL(do_volume, global_size, local_size);
ENQUEUE_SPLIT_KERNEL(queue_enqueue, global_size, local_size);
ENQUEUE_SPLIT_KERNEL(indirect_background, global_size, local_size);
ENQUEUE_SPLIT_KERNEL(shader_setup, global_size, local_size);
ENQUEUE_SPLIT_KERNEL(shader_sort, global_size, local_size);
ENQUEUE_SPLIT_KERNEL(shader_eval, global_size, local_size);
ENQUEUE_SPLIT_KERNEL(holdout_emission_blurring_pathtermination_ao, global_size, local_size);
ENQUEUE_SPLIT_KERNEL(subsurface_scatter, global_size, local_size);

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@ -61,6 +61,8 @@ private:
SplitKernelFunction *kernel_do_volume;
SplitKernelFunction *kernel_queue_enqueue;
SplitKernelFunction *kernel_indirect_background;
SplitKernelFunction *kernel_shader_setup;
SplitKernelFunction *kernel_shader_sort;
SplitKernelFunction *kernel_shader_eval;
SplitKernelFunction *kernel_holdout_emission_blurring_pathtermination_ao;
SplitKernelFunction *kernel_subsurface_scatter;

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@ -21,6 +21,8 @@ set(SRC
kernels/opencl/kernel_lamp_emission.cl
kernels/opencl/kernel_do_volume.cl
kernels/opencl/kernel_indirect_background.cl
kernels/opencl/kernel_shader_setup.cl
kernels/opencl/kernel_shader_sort.cl
kernels/opencl/kernel_shader_eval.cl
kernels/opencl/kernel_holdout_emission_blurring_pathtermination_ao.cl
kernels/opencl/kernel_subsurface_scatter.cl
@ -248,6 +250,8 @@ set(SRC_SPLIT_HEADERS
split/kernel_path_init.h
split/kernel_queue_enqueue.h
split/kernel_scene_intersect.h
split/kernel_shader_setup.h
split/kernel_shader_sort.h
split/kernel_shader_eval.h
split/kernel_shadow_blocked_ao.h
split/kernel_shadow_blocked_dl.h
@ -457,6 +461,8 @@ delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_scene_interse
delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_lamp_emission.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_do_volume.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_indirect_background.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_shader_setup.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_shader_sort.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_shader_eval.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_holdout_emission_blurring_pathtermination_ao.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)
delayed_install(${CMAKE_CURRENT_SOURCE_DIR} "kernels/opencl/kernel_subsurface_scatter.cl" ${CYCLES_INSTALL_PATH}/source/kernel/kernels/opencl)

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@ -64,6 +64,18 @@ CCL_NAMESPACE_BEGIN
# define WORK_POOL_SIZE WORK_POOL_SIZE_CPU
#endif
#define SHADER_SORT_BLOCK_SIZE 2048
#ifdef __KERNEL_OPENCL__
# define SHADER_SORT_LOCAL_SIZE 64
#elif defined(__KERNEL_CUDA__)
# define SHADER_SORT_LOCAL_SIZE 32
#else
# define SHADER_SORT_LOCAL_SIZE 1
#endif
/* device capabilities */
#ifdef __KERNEL_CPU__
# ifdef __KERNEL_SSE2__
@ -1321,6 +1333,9 @@ enum QueueNumber {
*/
QUEUE_SHADOW_RAY_CAST_DL_RAYS,
/* Rays sorted according to shader->id */
QUEUE_SHADER_SORTED_RAYS,
#ifdef __BRANCHED_PATH__
/* All rays moving to next iteration of the indirect loop for light */
QUEUE_LIGHT_INDIRECT_ITER,

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@ -77,6 +77,8 @@ DECLARE_SPLIT_KERNEL_FUNCTION(lamp_emission)
DECLARE_SPLIT_KERNEL_FUNCTION(do_volume)
DECLARE_SPLIT_KERNEL_FUNCTION(queue_enqueue)
DECLARE_SPLIT_KERNEL_FUNCTION(indirect_background)
DECLARE_SPLIT_KERNEL_FUNCTION(shader_setup)
DECLARE_SPLIT_KERNEL_FUNCTION(shader_sort)
DECLARE_SPLIT_KERNEL_FUNCTION(shader_eval)
DECLARE_SPLIT_KERNEL_FUNCTION(holdout_emission_blurring_pathtermination_ao)
DECLARE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)

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@ -44,6 +44,8 @@
# include "kernel/split/kernel_do_volume.h"
# include "kernel/split/kernel_queue_enqueue.h"
# include "kernel/split/kernel_indirect_background.h"
# include "kernel/split/kernel_shader_setup.h"
# include "kernel/split/kernel_shader_sort.h"
# include "kernel/split/kernel_shader_eval.h"
# include "kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h"
# include "kernel/split/kernel_subsurface_scatter.h"
@ -181,7 +183,9 @@ DEFINE_SPLIT_KERNEL_FUNCTION(lamp_emission)
DEFINE_SPLIT_KERNEL_FUNCTION(do_volume)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(queue_enqueue, QueueEnqueueLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(indirect_background)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_eval, uint)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_setup, uint)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_sort, ShaderSortLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(shader_eval)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao, BackgroundAOLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(direct_lighting, uint)
@ -209,6 +213,8 @@ void KERNEL_FUNCTION_FULL_NAME(register_functions)(void(*reg)(const char* name,
REGISTER(do_volume);
REGISTER(queue_enqueue);
REGISTER(indirect_background);
REGISTER(shader_setup);
REGISTER(shader_sort);
REGISTER(shader_eval);
REGISTER(holdout_emission_blurring_pathtermination_ao);
REGISTER(subsurface_scatter);

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@ -31,6 +31,8 @@
#include "kernel/split/kernel_do_volume.h"
#include "kernel/split/kernel_queue_enqueue.h"
#include "kernel/split/kernel_indirect_background.h"
#include "kernel/split/kernel_shader_setup.h"
#include "kernel/split/kernel_shader_sort.h"
#include "kernel/split/kernel_shader_eval.h"
#include "kernel/split/kernel_holdout_emission_blurring_pathtermination_ao.h"
#include "kernel/split/kernel_subsurface_scatter.h"
@ -108,7 +110,9 @@ DEFINE_SPLIT_KERNEL_FUNCTION(lamp_emission)
DEFINE_SPLIT_KERNEL_FUNCTION(do_volume)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(queue_enqueue, QueueEnqueueLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(indirect_background)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_eval, uint)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_setup, uint)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(shader_sort, ShaderSortLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(shader_eval)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(holdout_emission_blurring_pathtermination_ao, BackgroundAOLocals)
DEFINE_SPLIT_KERNEL_FUNCTION(subsurface_scatter)
DEFINE_SPLIT_KERNEL_FUNCTION_LOCALS(direct_lighting, uint)

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@ -22,6 +22,5 @@ __kernel void kernel_ocl_path_trace_shader_eval(
ccl_global char *kg,
ccl_constant KernelData *data)
{
ccl_local unsigned int local_queue_atomics;
kernel_shader_eval((KernelGlobals*)kg, &local_queue_atomics);
kernel_shader_eval((KernelGlobals*)kg);
}

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@ -0,0 +1,27 @@
/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "kernel/kernel_compat_opencl.h"
#include "kernel/split/kernel_split_common.h"
#include "kernel/split/kernel_shader_setup.h"
__kernel void kernel_ocl_path_trace_shader_setup(
ccl_global char *kg,
ccl_constant KernelData *data)
{
ccl_local unsigned int local_queue_atomics;
kernel_shader_setup((KernelGlobals*)kg, &local_queue_atomics);
}

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@ -0,0 +1,28 @@
/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "kernel/kernel_compat_opencl.h"
#include "kernel/split/kernel_split_common.h"
#include "kernel/split/kernel_shader_sort.h"
__attribute__((reqd_work_group_size(64, 1, 1)))
__kernel void kernel_ocl_path_trace_shader_sort(
ccl_global char *kg,
ccl_constant KernelData *data)
{
ccl_local ShaderSortLocals locals;
kernel_shader_sort((KernelGlobals*)kg, &locals);
}

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@ -23,6 +23,8 @@
#include "kernel/kernels/opencl/kernel_do_volume.cl"
#include "kernel/kernels/opencl/kernel_indirect_background.cl"
#include "kernel/kernels/opencl/kernel_queue_enqueue.cl"
#include "kernel/kernels/opencl/kernel_shader_setup.cl"
#include "kernel/kernels/opencl/kernel_shader_sort.cl"
#include "kernel/kernels/opencl/kernel_shader_eval.cl"
#include "kernel/kernels/opencl/kernel_holdout_emission_blurring_pathtermination_ao.cl"
#include "kernel/kernels/opencl/kernel_subsurface_scatter.cl"

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@ -1,5 +1,5 @@
/*
* Copyright 2011-2015 Blender Foundation
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@ -16,54 +16,40 @@
CCL_NAMESPACE_BEGIN
/* This kernel sets up the ShaderData structure from the values computed
/* This kernel evaluates ShaderData structure from the values computed
* by the previous kernels.
*
* It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
* in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
*/
ccl_device void kernel_shader_eval(KernelGlobals *kg,
ccl_local_param unsigned int *local_queue_atomics)
ccl_device void kernel_shader_eval(KernelGlobals *kg)
{
/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
*local_queue_atomics = 0;
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
/* Sorting on cuda split is not implemented */
#ifdef __KERNEL_CUDA__
int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
#else
int queue_index = kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS];
#endif
if(ray_index >= queue_index) {
return;
}
ray_index = get_ray_index(kg, ray_index,
#ifdef __KERNEL_CUDA__
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
#else
QUEUE_SHADER_SORTED_RAYS,
#endif
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
ccl_global char *ray_state = kernel_split_state.ray_state;
char enqueue_flag = 0;
if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
enqueue_flag = 1;
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
enqueue_ray_index_local(ray_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
enqueue_flag,
kernel_split_params.queue_size,
local_queue_atomics,
kernel_split_state.queue_data,
kernel_split_params.queue_index);
/* Continue on with shader evaluation. */
ccl_global char *ray_state = kernel_split_state.ray_state;
if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
Intersection isect = kernel_split_state.isect[ray_index];
RNG rng = kernel_split_state.rng[ray_index];
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
shader_setup_from_ray(kg,
&kernel_split_state.sd[ray_index],
&isect,
&ray);
#ifndef __BRANCHED_PATH__
float rbsdf = path_state_rng_1D_for_decision(kg, &rng, state, PRNG_BSDF);

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@ -0,0 +1,70 @@
/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* This kernel sets up the ShaderData structure from the values computed
* by the previous kernels.
*
* It also identifies the rays of state RAY_TO_REGENERATE and enqueues them
* in QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue.
*/
ccl_device void kernel_shader_setup(KernelGlobals *kg,
ccl_local_param unsigned int *local_queue_atomics)
{
/* Enqeueue RAY_TO_REGENERATE rays into QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue. */
if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
*local_queue_atomics = 0;
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
int queue_index = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
if(ray_index >= queue_index) {
return;
}
ray_index = get_ray_index(kg, ray_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
char enqueue_flag = (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_TO_REGENERATE)) ? 1 : 0;
enqueue_ray_index_local(ray_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
enqueue_flag,
kernel_split_params.queue_size,
local_queue_atomics,
kernel_split_state.queue_data,
kernel_split_params.queue_index);
/* Continue on with shader evaluation. */
if(IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE)) {
Intersection isect = kernel_split_state.isect[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
shader_setup_from_ray(kg,
&kernel_split_state.sd[ray_index],
&isect,
&ray);
}
}
CCL_NAMESPACE_END

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@ -0,0 +1,97 @@
/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device void kernel_shader_sort(KernelGlobals *kg,
ccl_local_param ShaderSortLocals *locals)
{
#ifndef __KERNEL_CUDA__
int tid = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
uint qsize = kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS];
if(tid == 0) {
kernel_split_params.queue_index[QUEUE_SHADER_SORTED_RAYS] = qsize;
}
uint offset = (tid/SHADER_SORT_LOCAL_SIZE)*SHADER_SORT_BLOCK_SIZE;
if(offset >= qsize) {
return;
}
int lid = ccl_local_id(1) * ccl_local_size(0) + ccl_local_id(0);
uint input = QUEUE_ACTIVE_AND_REGENERATED_RAYS * (kernel_split_params.queue_size);
uint output = QUEUE_SHADER_SORTED_RAYS * (kernel_split_params.queue_size);
ccl_local uint *local_value = &locals->local_value[0];
ccl_local ushort *local_index = &locals->local_index[0];
/* copy to local memory */
for (uint i = 0; i < SHADER_SORT_BLOCK_SIZE; i += SHADER_SORT_LOCAL_SIZE) {
uint idx = offset + i + lid;
uint add = input + idx;
uint value = (~0);
if(idx < qsize) {
int ray_index = kernel_split_state.queue_data[add];
bool valid = (ray_index != QUEUE_EMPTY_SLOT) && IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE);
if(valid) {
value = kernel_split_state.sd[ray_index].shader & SHADER_MASK;
}
}
local_value[i + lid] = value;
local_index[i + lid] = i + lid;
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
/* skip sorting for cpu split kernel */
# ifdef __KERNEL_OPENCL__
/* bitonic sort */
for (uint length = 1; length < SHADER_SORT_BLOCK_SIZE; length <<= 1) {
for (uint inc = length; inc > 0; inc >>= 1) {
for (uint ii = 0; ii < SHADER_SORT_BLOCK_SIZE; ii += SHADER_SORT_LOCAL_SIZE) {
uint i = lid + ii;
bool direction = ((i & (length << 1)) != 0);
uint j = i ^ inc;
ushort ioff = local_index[i];
ushort joff = local_index[j];
uint iKey = local_value[ioff];
uint jKey = local_value[joff];
bool smaller = (jKey < iKey) || (jKey == iKey && j < i);
bool swap = smaller ^ (j < i) ^ direction;
ccl_barrier(CCL_LOCAL_MEM_FENCE);
local_index[i] = (swap) ? joff : ioff;
local_index[j] = (swap) ? ioff : joff;
ccl_barrier(CCL_LOCAL_MEM_FENCE);
}
}
}
# endif /* __KERNEL_OPENCL__ */
/* copy to destination */
for (uint i = 0; i < SHADER_SORT_BLOCK_SIZE; i += SHADER_SORT_LOCAL_SIZE) {
uint idx = offset + i + lid;
uint lidx = local_index[i + lid];
uint outi = output + idx;
uint ini = input + offset + lidx;
uint value = local_value[lidx];
if(idx < qsize) {
kernel_split_state.queue_data[outi] = (value == (~0)) ? QUEUE_EMPTY_SLOT : kernel_split_state.queue_data[ini];
}
}
#endif /* __KERNEL_CUDA__ */
}
CCL_NAMESPACE_END

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@ -162,6 +162,11 @@ typedef struct BackgroundAOLocals {
uint queue_atomics_ao;
} BackgroundAOLocals;
typedef struct ShaderSortLocals {
uint local_value[SHADER_SORT_BLOCK_SIZE];
ushort local_index[SHADER_SORT_BLOCK_SIZE];
} ShaderSortLocals;
CCL_NAMESPACE_END
#endif /* __KERNEL_SPLIT_DATA_TYPES_H__ */