// Mechanical adaptation of OA replay/rlReplaySample.slang.
import storage;
import attributes;
struct PushConstants {
uint observation_index;
uint action_index;
uint next_observation_index;
uint reward_index;
uint terminated_index;
uint truncated_index;
uint output_observation_index;
uint output_action_index;
uint output_next_observation_index;
uint output_reward_index;
uint output_terminated_index;
uint output_truncated_index;
uint output_index_index;
uint size;
uint batch;
uint observation_elements;
uint action_elements;
uint seed_low;
uint seed_high;
};
[[vk::push_constant]] PushConstants push;
[[vk::binding(0, 0)]] RWByteAddressBuffer storage_buffers[];
[ForceInline]
uint hash32(uint value) {
value ^= value >> 16u;
value *= 0x7feb352du;
value ^= value >> 15u;
value *= 0x846ca68bu;
return value ^ (value >> 16u);
}
[ForceInline]
uint source_index(uint lane) {
return hash32(push.seed_low ^ hash32(push.seed_high + lane * 0x9e3779b9u))
% push.size;
}
[kernel_name("sample")]
[domain("ml")]
[variant("deterministic_uniform")]
[dtype("f32")]
[status("experimental")]
[shader("compute")]
[numthreads(256, 1, 1)]
void main(uint3 dispatch_thread_id : SV_DispatchThreadID) {
uint index = dispatch_thread_id.x;
uint observation_count = push.batch * push.observation_elements;
if (index < observation_count) {
uint lane = index / push.observation_elements;
uint component = index - lane * push.observation_elements;
uint source = source_index(lane) * push.observation_elements + component;
store_f32(
storage_buffers[push.output_observation_index], index,
load_f32(storage_buffers[push.observation_index], source));
store_f32(
storage_buffers[push.output_next_observation_index], index,
load_f32(storage_buffers[push.next_observation_index], source));
}
uint action_count = push.batch * push.action_elements;
if (index < action_count) {
uint lane = index / push.action_elements;
uint component = index - lane * push.action_elements;
uint source = source_index(lane) * push.action_elements + component;
storage_buffers[push.output_action_index].Store(
index * 4u, storage_buffers[push.action_index].Load(source * 4u));
}
if (index >= push.batch) {
return;
}
uint source = source_index(index);
store_f32(
storage_buffers[push.output_reward_index], index,
load_f32(storage_buffers[push.reward_index], source));
store_u8(
storage_buffers[push.output_terminated_index], index,
load_u8(storage_buffers[push.terminated_index], source));
store_u8(
storage_buffers[push.output_truncated_index], index,
load_u8(storage_buffers[push.truncated_index], source));
store_u32(storage_buffers[push.output_index_index], index, source);
}