# Bezier Curve as Easing Function
Sat
24
Oct 2020
Bézier curves are named after Pierre Bézier, and primary used is geometry modeling. They are good at describing various shapes in 2D and 3D. A Bézier curve is a function x(t), y(t) - it gives points in space (x, y) for some parameter t = 0..1. But nowadays they are also used in computer graphics for animation, as easing functions. There, we need to evaluate y(x), because x is the time parameter and y is the evaluated variable.
How does the formula of a Bézier curve look like as y(x)? What constraints do the 4 control points need to meet for this function to be correct - to have only one value of y for each x, with no loops or arcs? Finally, how can this function be approximated to store it in computer memory and evaluate it efficiently in modern game engines? These sound like fundamental questions, but apparently no one researched this topic thoroughly before, so it became the subject of the Ph.D. thesis of my friend Łukasz Izdebski.
A part of his research has just been published as paper "Bézier Curve as a Generalization of the Easing Function in Computer Animation" in Advances in Computer Graphics, 37th Computer Graphics International Conference, CGI 2020, Geneva, Switzerland. We want to share an excerpt of his findings online as an article: Bezier Curve as Easing Function.
Comments | #rendering #math Share
# A Better Way to Scalarize a Shader
Tue
20
Oct 2020
This will be an advanced article. It assumes you not only know how to write shaders but also how they work on a low level (like vector versus scalar registers) and how to optimize them using scalarization. It all starts from a need to index into an array of texture or buffer descriptors, where the index is dynamic – it may vary from pixel to pixel. This is useful e.g. when doing bindless-style rendering or blending various layers of textures e.g. on a terrain. To make it working properly in a HLSL shader, you need to surround the indexing operation with a pseudo-function NonUniformResourceIndex. See also my old blog post “Direct3D 12 - Watch out for non-uniform resource index!”.
Texture2D g_Textures[] : register(t1);
...
return g_Textures[NonUniformResourceIndex(textureIndex)].Load(pos);
In many cases, it is enough. The driver will do its magic to make things working properly. But if your logic dependent on textureIndex is more complex than a single Load or SampleGrad, e.g. you sample multiple textures or do some calculations (let's call it MyDynamicTextureIndexing), then it might be beneficial to scalarize the shader manually using a loop and wave functions from HLSL Shader Model 6.0, sometimes also called a "peeling loop".
I learned how to do scalarization from the 2-part article “Intro to GPU Scalarization” by Francesco Cifariello Ciardi and the presentation “Improved Culling for Tiled and Clustered Rendering” by Michał Drobot, linked from it. Both sources propose an implementation like the following HLSL snippet:
// WORKING, TRADITIONAL
float4 color = float4(0.0, 0.0, 0.0, 0.0);
uint currThreadIndex = WaveGetLaneIndex();
uint2 currThreadMask = uint2(
currThreadIndex < 32 ? 1u << currThreadIndex : 0,
currThreadIndex < 32 ? 0 : 1u << (currThreadIndex - 32));
uint2 activeThreadsMask = WaveActiveBallot(true).xy;
while(any(currThreadMask & activeThreadsMask) != 0)
{
uint scalarTextureIndex = WaveReadLaneFirst(textureIndex);
uint2 scalarTextureIndexThreadMask = WaveActiveBallot(scalarTextureIndex == textureIndex).xy;
activeThreadsMask &= ~scalarTextureIndexThreadMask;
[branch]
if(scalarTextureIndex == textureIndex)
{
color = MyDynamicTextureIndexing(textureIndex);
}
}
return color;
It involves a bit mask of active threads. From the moment I first saw this code, I started wondering: Why is it needed? A mask of threads that still want to continue spinning the loop is already maintained implicitly by the shader compiler. Couldn't we just break; from the loop when done with the textureIndex of the current thread?! So I wrote this short piece of code:
// BAD, CRASHES
float4 color = float4(0.0, 0.0, 0.0, 0.0);
while(true)
{
uint scalarTextureIndex = WaveReadLaneFirst(textureIndex);
[branch]
if(scalarTextureIndex == textureIndex)
{
color = MyDynamicTextureIndexing(textureIndex);
break;
}
}
return color;
…and it crashed my GPU. At first I thought it may be a bug in the shader compiler, but then I recalled footnote [2] in part 2 of the scalarization tutorial, which mentions an issue with helper lanes. Let me elaborate on this. When a shader is executed in SIMT fashion, individual threads (lanes) may be active or inactive. Active lanes are these that do their job. Inactive lanes may be inactive from the very beginning because we are at the edge of a triangle so there are not enough pixels to make use of all the lanes or may be disabled temporarily because e.g. we are executing an if section that some threads didn't want to enter. But in pixel shaders there is a third kind of lanes – helper lanes. These are used instead of inactive lanes to make sure full 2x2 quads always execute the code, which is needed to calculate derivatives ddx/ddy, also done explicitly when sampling a texture to calculate the correct mip level. A helper lane executes the code (like an active lane), but doesn't export its result to the render target (like an inactive lane).
As it turns out, helper lanes also don't contribute to wave functions – they work like inactive lanes. Can you already see the problem here? In the loop shown above, it may happen than a helper lane has its textureIndex different from any active lanes within a wave. It will then never get its turn to process it in a scalar fashion, so it will fall into an infinite loop, causing GPU crash (TDR)!
Then I thought: What if I disable helper lanes just once, before the whole loop? So I came up with the following shader. It seems to work fine. I also think it is better than the first solution, as it operates on the thread bit mask only once at the beginning and so uses fewer variables to be stored in GPU registers and does fewer calculations in every loop iteration. Now I'm thinking whether there is something wrong with my idea that I can't see now? Or did I just invent a better way to scalarize shaders?
// WORKING, NEW
float4 color = float4(0.0, 0.0, 0.0, 0.0);
uint currThreadIndex = WaveGetLaneIndex();
uint2 currThreadMask = uint2(
currThreadIndex < 32 ? 1u << currThreadIndex : 0,
currThreadIndex < 32 ? 0 : 1u << (currThreadIndex - 32));
uint2 activeThreadsMask = WaveActiveBallot(true).xy;
[branch]
if(any((currThreadMask & activeThreadsMask) != 0))
{
while(true)
{
uint scalarTextureIndex = WaveReadLaneFirst(textureIndex);
[branch]
if(scalarTextureIndex == textureIndex)
{
color = MyDynamicTextureIndexing(textureIndex);
break;
}
}
}
return color;
UPDATE 2020-10-28: There are some valuable comments under my tweet about this topic that I recommend to check out.
UPDATE 2021-12-03: As my colleague pointed out today, the code I showed above as "BAD" is perfectly fine for compute shaders. Only in pixel shaders we have problems with helper lanes. Thank you Steffen!
UPDATE 2026-02-12: As Matt Kielan pointed out, Vulkan doesn't mandate lockstep execution of subgroup invocations meaning either SPV_KHR_maximal_reconvergence extension execution mode or a few carefully placed subgroup execution barriers are needed. Hugo Deviller's Vulkanised 2025 maximal reconvergence talk shows how the compiler is free to hoist the texture sampling out of the if statement. Furthermore due to IHV bugs and differences in codegen (register count) you may want to opt to use a subgroup execution barrier, see this godbolt by Matt.
Comments | #directx #optimization #gpu Share
# Which Values Are Scalar in a Shader?
Wed
14
Oct 2020
GPUs are highly parallel processors. Within one draw call or a compute dispatch there might be thousands or millions of invocations of your shader. Some variables in such a shader have constant value for all invocations in the draw call / dispatch. We can call them constant or uniform. A literal constant like 23.0 is surely such a value and so is a variable read from a constant (uniform) buffer, let’s call it cbScaleFactor, or any calculation on such data, like (cbScaleFactor.x + cbScaleFactor.y) * 2.0 - 1.0.
Other values may vary from thread to thread. These will surely be vertex attributes, as well as system value semantics like SV_Position in a pixel shader (denoting the position of the current pixel on the screen), SV_GroupThreadID in a compute shader (identifier of the current thread within a thread group), and any calculations based on them. For example, sampling a texture using non-constant UV coordinates will result in a non-constant color value.
But there is another level of grouping of threads. GPU cores (Compute Units, Execution Units, CUDA Cores, however we call them) execute a number of threads at once in a SIMD fashion. It would be more correctly to say SIMT. For the explanation of the difference see my old post: “How Do Graphics Cards Execute Vector Instructions?” It’s usually something like 8, 16, 32, 64 threads executing on one core, together called a wave in HLSL and a subgroup in GLSL.
Normally you don’t need to care about this fact. However, recent versions of HLSL and GLSL added intrinsic functions that allow to exchange data between lanes (threads/invocations within a wave/subgroup) - see “HLSL Shader Model 6.0” or “Vulkan Subgroup Tutorial”. Using them may allow to optimize shader performance.
This another level of grouping yields a possibility for a variable to be or not to be uniform (to have the same value) across a single wave, even if it’s not constant across the entire draw call or dispatch. We can also call it scalar, as it tends to go to scalar registers (SGPRs) rather than vector registers (VGPRs) on AMD architecture, which is overall good for performance. Simple cases like the ones I mentioned above still apply. What’s constant across the entire draw call is also scalar within a wave. What varies from thread to thread is not scalar. Some wave functions like WaveReadLaneFirst, WaveActiveMax, WaveActiveAllTrue return the same value for all threads, so it’s always scalar.
Knowing which values are scalar and which ones may not be is necessary in some cases. For example, indexing buffer or texture array requires special keyword NonUniformResourceIndex if the index is not uniform across the wave. I warned about it in my blog post “Direct3D 12 - Watch out for non-uniform resource index!”. Back then I was working on shader compiler at Intel, helping to finish DX12 implementation before the release of Windows 10. Now, 5 years later, it is still a tricky thing to get right.
Another such case is a function WaveReadLaneAt which “returns the value of the expression for the given lane index within the specified wave”. The index of the lane to fetch was required to be scalar, but developers discovered it actually works fine to use a dynamically varying value for it, like Ken Hu in his blog post “HLSL pitfalls”. Now Microsoft formally admitted that it is working and allowed LaneIndex to be any value by making this GitHub commit to their documentation.
If this is so important to know where an argument needs to be scalar and which values are scalar, you should also know about some less obvious, tricky ones.
SV_GroupID in compute shader – identifier of the group within a compute dispatch. This one surely is uniform across the wave. I didn’t search specifications for this topic, but it seems obvious that if a groupshared memory is private to a thread group and a synchronization barrier can be issued across a thread group, threads from different groups cannot be assigned to a single wave. Otherwise everything would break.
SV_InstanceID in vertex shader – index of an instance within an instanced draw call. It looks similar, but the answer is actually opposite. I’ve seen discussions about it many times. It is not guaranteed anywhere that threads in one wave will calculate vertices of the same instance. While inconvenient for those who would like to optimize their vertex shader using wave functions, it actually gives a graphics driver an opportunity to increase utilization by packing vertices from multiple instances into one wave.
SV_GroupThreadID.xyz in compute shader – identifier of the thread within a thread group in a particular dimension. Article “Porting Detroit: Become Human from PlayStation® 4 to PC – Part 2” on GPUOpen.com suggests that by using [numthreads(64,2,1)], you can be sure that waves will be dispatched as 32x1x1 or 64x1x1, so that SV_GroupThreadID.y will be scalar across a wave. It may be true for AMD architecture and other GPUs currently on the market, so relying on this may be a good optimization opportunity on consoles with a known fixed hardware, but it is not formally correct to assume this on any PC. Neither D3D nor Vulkan specification says that threads from a compute thread group are assigned to waves in row-major order. The order is undefined, so theoretically a driver in a new version may decide to spawn waves of 16x2x1. It is also not guaranteed that some mysterious new GPU couldn’t appear in the future that is 128-lane wide. WaveGetLaneCount function says “the result will be between 4 and 128”. Such GPU would execute entire 64x2x1 group as a single wave. In both cases, SV_GroupThreadID.y wouldn’t be scalar.
Long story short: Unless you can prove otherwise, always assume that what is not uniform (constant) across the entire draw call or dispatch is also not uniform (scalar) across the wave.
Update 2025-07-30: For debugging issues related to NonUniformResourceIndex on AMD GPUs, see also my later article: "Debugging AMD-Specific Issues with Driver Experiments Tool"