Add GPU sorting for gaussian splat rendering
This commit is contained in:
@@ -150,9 +150,17 @@ Shader "Builtin Gaussian Splat Utilities"
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void GaussianSplatPrepareOrderCS(uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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const uint splatCount = (uint)gSplatParams.x;
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const uint sortCapacity = max((uint)gSplatParams.y, splatCount);
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const uint index = dispatchThreadId.x;
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if (index >= sortCapacity)
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{
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return;
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}
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if (index >= splatCount)
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{
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GaussianSplatSortDistances[index] = 0xffffffffu;
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GaussianSplatOrderBuffer[index] = 0u;
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return;
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}
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@@ -201,5 +209,63 @@ Shader "Builtin Gaussian Splat Utilities"
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}
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ENDHLSL
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}
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Pass
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{
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Name "GaussianSplatBitonicSort"
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HLSLPROGRAM
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#pragma target 4.5
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#pragma compute GaussianSplatBitonicSortCS
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cbuffer PerObjectConstants
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{
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4 gCameraRight;
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float4 gCameraUp;
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float4 gScreenParams;
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float4 gSplatParams;
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};
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RWStructuredBuffer<uint> GaussianSplatSortDistances;
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RWStructuredBuffer<uint> GaussianSplatOrderBuffer;
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[numthreads(256, 1, 1)]
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void GaussianSplatBitonicSortCS(uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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const uint sortCapacity = (uint)gSplatParams.y;
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const uint partnerMask = (uint)gSplatParams.z;
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const uint levelMask = (uint)gSplatParams.w;
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const uint index = dispatchThreadId.x;
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if (index >= sortCapacity)
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{
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return;
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}
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const uint partnerIndex = index ^ partnerMask;
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if (partnerIndex >= sortCapacity || partnerIndex <= index)
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{
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return;
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}
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const uint leftDistance = GaussianSplatSortDistances[index];
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const uint rightDistance = GaussianSplatSortDistances[partnerIndex];
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const uint leftOrder = GaussianSplatOrderBuffer[index];
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const uint rightOrder = GaussianSplatOrderBuffer[partnerIndex];
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const bool ascending = (index & levelMask) == 0u;
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const bool shouldSwap = ascending ? (leftDistance > rightDistance) : (leftDistance < rightDistance);
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if (!shouldSwap)
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{
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return;
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}
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GaussianSplatSortDistances[index] = rightDistance;
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GaussianSplatSortDistances[partnerIndex] = leftDistance;
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GaussianSplatOrderBuffer[index] = rightOrder;
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GaussianSplatOrderBuffer[partnerIndex] = leftOrder;
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}
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ENDHLSL
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}
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}
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}
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@@ -211,7 +211,8 @@ private:
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enum class PassLayoutUsage : Core::uint8 {
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Draw,
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PrepareOrder
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PrepareOrder,
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BitonicSort
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};
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bool EnsureInitialized(const RenderContext& context);
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@@ -224,6 +225,7 @@ private:
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const RenderSceneData& sceneData,
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const Resources::Material* material) const;
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ResolvedShaderPass ResolvePrepareOrderShaderPass(const RenderSceneData& sceneData) const;
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ResolvedShaderPass ResolveBitonicSortShaderPass(const RenderSceneData& sceneData) const;
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PassResourceLayout* GetOrCreatePassResourceLayout(
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const RenderContext& context,
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const ResolvedShaderPass& resolvedShaderPass,
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@@ -235,7 +237,9 @@ private:
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const Resources::Material* material);
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RHI::RHIPipelineState* GetOrCreateComputePipelineState(
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const RenderContext& context,
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const RenderSceneData& sceneData);
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const ResolvedShaderPass& resolvedShaderPass,
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PassLayoutUsage usage,
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const Resources::ShaderKeywordSet& keywordSet);
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bool CreateOwnedDescriptorSet(
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const BuiltinPassSetLayoutMetadata& setLayout,
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OwnedDescriptorSet& descriptorSet);
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@@ -259,6 +263,10 @@ private:
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const RenderContext& context,
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const RenderSceneData& sceneData,
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const VisibleGaussianSplatItem& visibleGaussianSplat);
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bool SortVisibleGaussianSplat(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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const VisibleGaussianSplatItem& visibleGaussianSplat);
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bool DrawVisibleGaussianSplat(
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const RenderContext& context,
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const RenderSurface& surface,
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@@ -158,6 +158,27 @@ RHI::RHIResourceView* ResolveWorkingSetView(
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}
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}
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bool TransitionWorkingSetBuffer(
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RHI::RHICommandList* commandList,
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Internal::BuiltinGaussianSplatPassResources::CachedBufferView& bufferView,
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RHI::ResourceStates targetState) {
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if (commandList == nullptr || bufferView.currentState == targetState) {
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return true;
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}
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RHI::RHIResourceView* resourceView =
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targetState == RHI::ResourceStates::UnorderedAccess
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? bufferView.unorderedAccessView
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: bufferView.shaderResourceView;
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if (resourceView == nullptr) {
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return false;
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}
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commandList->TransitionBarrier(resourceView, bufferView.currentState, targetState);
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bufferView.currentState = targetState;
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return true;
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}
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template <typename BindFn>
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void BindDescriptorSetRanges(
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Core::uint32 firstDescriptorSet,
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@@ -309,6 +330,13 @@ bool BuiltinGaussianSplatPass::Execute(const RenderPassContext& context) {
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return false;
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}
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if (!SortVisibleGaussianSplat(
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context.renderContext,
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context.sceneData,
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visibleGaussianSplat)) {
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return false;
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}
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if (!DrawVisibleGaussianSplat(
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context.renderContext,
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context.surface,
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@@ -479,6 +507,26 @@ BuiltinGaussianSplatPass::ResolvedShaderPass BuiltinGaussianSplatPass::ResolvePr
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return resolved;
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}
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BuiltinGaussianSplatPass::ResolvedShaderPass BuiltinGaussianSplatPass::ResolveBitonicSortShaderPass(
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const RenderSceneData& sceneData) const {
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ResolvedShaderPass resolved = {};
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if (!m_builtinGaussianSplatUtilitiesShader.IsValid()) {
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return resolved;
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}
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const Resources::Shader* shader = m_builtinGaussianSplatUtilitiesShader.Get();
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(m_backendType);
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const Containers::String passName("GaussianSplatBitonicSort");
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if (const Resources::ShaderPass* shaderPass =
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FindCompatibleComputePass(*shader, passName, sceneData.globalShaderKeywords, backend)) {
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resolved.shader = shader;
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resolved.pass = shaderPass;
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resolved.passName = passName;
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}
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return resolved;
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}
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BuiltinGaussianSplatPass::PassResourceLayout* BuiltinGaussianSplatPass::GetOrCreatePassResourceLayout(
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const RenderContext& context,
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const ResolvedShaderPass& resolvedShaderPass,
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@@ -555,6 +603,12 @@ BuiltinGaussianSplatPass::PassResourceLayout* BuiltinGaussianSplatPass::GetOrCre
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return failLayout(
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"BuiltinGaussianSplatPass prepare-order pass requires sort distance, order, position, other, color, and view-data gaussian splat buffer bindings");
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}
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} else if (usage == PassLayoutUsage::BitonicSort) {
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if (!passLayout.gaussianSplatSortDistanceBuffer.IsValid() ||
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!passLayout.gaussianSplatOrderBuffer.IsValid()) {
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return failLayout(
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"BuiltinGaussianSplatPass bitonic-sort pass requires sort distance and order gaussian splat buffer bindings");
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}
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}
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std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(passLayout.setLayouts.size());
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@@ -640,8 +694,9 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreatePipelineState(
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RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState(
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const RenderContext& context,
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const RenderSceneData& sceneData) {
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const ResolvedShaderPass resolvedShaderPass = ResolvePrepareOrderShaderPass(sceneData);
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const ResolvedShaderPass& resolvedShaderPass,
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PassLayoutUsage usage,
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const Resources::ShaderKeywordSet& keywordSet) {
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if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
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return nullptr;
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}
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@@ -649,7 +704,7 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState
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PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(
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context,
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resolvedShaderPass,
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PassLayoutUsage::PrepareOrder);
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usage);
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if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
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return nullptr;
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}
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@@ -658,7 +713,7 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState
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pipelineKey.shader = resolvedShaderPass.shader;
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pipelineKey.passName = resolvedShaderPass.passName;
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pipelineKey.keywordSignature =
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::XCEngine::Rendering::Internal::BuildShaderKeywordSignature(sceneData.globalShaderKeywords);
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::XCEngine::Rendering::Internal::BuildShaderKeywordSignature(keywordSet);
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const auto existing = m_computePipelineStates.find(pipelineKey);
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if (existing != m_computePipelineStates.end()) {
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@@ -672,7 +727,7 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState
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*resolvedShaderPass.shader,
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*resolvedShaderPass.pass,
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resolvedShaderPass.passName,
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sceneData.globalShaderKeywords);
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keywordSet);
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RHI::RHIPipelineState* pipelineState = context.device->CreateComputePipelineState(pipelineDesc);
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if (pipelineState == nullptr || !pipelineState->IsValid()) {
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const Containers::String error =
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@@ -985,35 +1040,20 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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context,
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resolvedShaderPass,
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PassLayoutUsage::PrepareOrder);
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RHI::RHIPipelineState* pipelineState = GetOrCreateComputePipelineState(context, sceneData);
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RHI::RHIPipelineState* pipelineState = GetOrCreateComputePipelineState(
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context,
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resolvedShaderPass,
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PassLayoutUsage::PrepareOrder,
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sceneData.globalShaderKeywords);
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if (passLayout == nullptr || pipelineState == nullptr) {
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return fail("BuiltinGaussianSplatPass prepare-order failed: compute pipeline setup was not created");
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}
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RHI::RHICommandList* commandList = context.commandList;
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if (workingSet->sortDistances.currentState != RHI::ResourceStates::UnorderedAccess) {
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commandList->TransitionBarrier(
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workingSet->sortDistances.unorderedAccessView,
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workingSet->sortDistances.currentState,
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RHI::ResourceStates::UnorderedAccess);
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workingSet->sortDistances.currentState = RHI::ResourceStates::UnorderedAccess;
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}
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if (workingSet->orderIndices.currentState != RHI::ResourceStates::UnorderedAccess) {
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commandList->TransitionBarrier(
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workingSet->orderIndices.unorderedAccessView,
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workingSet->orderIndices.currentState,
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RHI::ResourceStates::UnorderedAccess);
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workingSet->orderIndices.currentState = RHI::ResourceStates::UnorderedAccess;
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}
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if (workingSet->viewData.currentState != RHI::ResourceStates::UnorderedAccess) {
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commandList->TransitionBarrier(
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workingSet->viewData.unorderedAccessView,
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workingSet->viewData.currentState,
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RHI::ResourceStates::UnorderedAccess);
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workingSet->viewData.currentState = RHI::ResourceStates::UnorderedAccess;
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if (!TransitionWorkingSetBuffer(commandList, workingSet->sortDistances, RHI::ResourceStates::UnorderedAccess) ||
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!TransitionWorkingSetBuffer(commandList, workingSet->orderIndices, RHI::ResourceStates::UnorderedAccess) ||
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!TransitionWorkingSetBuffer(commandList, workingSet->viewData, RHI::ResourceStates::UnorderedAccess)) {
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return fail("BuiltinGaussianSplatPass prepare-order failed: resource transition failed");
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}
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commandList->SetPipelineState(pipelineState);
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@@ -1029,7 +1069,11 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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static_cast<float>(sceneData.cameraData.viewportHeight),
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sceneData.cameraData.viewportWidth > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportWidth) : 0.0f,
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sceneData.cameraData.viewportHeight > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportHeight) : 0.0f),
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Math::Vector4(static_cast<float>(cachedGaussianSplat->splatCount), 0.0f, 0.0f, 0.0f)
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Math::Vector4(
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static_cast<float>(cachedGaussianSplat->splatCount),
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static_cast<float>(workingSet->sortCapacity),
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0.0f,
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0.0f)
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};
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if (passLayout->descriptorSetCount > 0u) {
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@@ -1112,18 +1156,184 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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});
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}
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commandList->Dispatch((cachedGaussianSplat->splatCount + 63u) / 64u, 1u, 1u);
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commandList->Dispatch((workingSet->sortCapacity + 63u) / 64u, 1u, 1u);
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if (!TransitionWorkingSetBuffer(commandList, workingSet->viewData, RHI::ResourceStates::NonPixelShaderResource)) {
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return fail("BuiltinGaussianSplatPass prepare-order failed: view-data transition failed");
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}
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return true;
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}
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bool BuiltinGaussianSplatPass::SortVisibleGaussianSplat(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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const VisibleGaussianSplatItem& visibleGaussianSplat) {
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auto fail = [](const char* message) -> bool {
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Debug::Logger::Get().Error(Debug::LogCategory::Rendering, message);
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return false;
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};
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if (visibleGaussianSplat.gameObject == nullptr ||
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visibleGaussianSplat.gaussianSplat == nullptr ||
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!visibleGaussianSplat.gaussianSplat->IsValid() ||
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m_passResources == nullptr) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: invalid visible gaussian splat item");
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}
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const RenderResourceCache::CachedGaussianSplat* cachedGaussianSplat =
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m_resourceCache.GetOrCreateGaussianSplat(m_device, visibleGaussianSplat.gaussianSplat);
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if (cachedGaussianSplat == nullptr) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: gaussian splat GPU cache is missing");
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}
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Internal::BuiltinGaussianSplatPassResources::WorkingSet* workingSet = nullptr;
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if (!m_passResources->EnsureWorkingSet(m_device, visibleGaussianSplat, workingSet) ||
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workingSet == nullptr ||
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workingSet->sortDistances.shaderResourceView == nullptr ||
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workingSet->sortDistances.unorderedAccessView == nullptr ||
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workingSet->orderIndices.shaderResourceView == nullptr ||
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workingSet->orderIndices.unorderedAccessView == nullptr) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: working set allocation is incomplete");
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}
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RHI::RHICommandList* commandList = context.commandList;
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if (workingSet->sortCapacity <= 1u) {
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return TransitionWorkingSetBuffer(
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commandList,
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workingSet->orderIndices,
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RHI::ResourceStates::NonPixelShaderResource);
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}
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const ResolvedShaderPass resolvedShaderPass = ResolveBitonicSortShaderPass(sceneData);
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if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: utilities shader pass was not resolved");
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}
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PassLayoutKey passLayoutKey = {};
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passLayoutKey.shader = resolvedShaderPass.shader;
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passLayoutKey.passName = resolvedShaderPass.passName;
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PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(
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context,
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resolvedShaderPass,
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PassLayoutUsage::BitonicSort);
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RHI::RHIPipelineState* pipelineState = GetOrCreateComputePipelineState(
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context,
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resolvedShaderPass,
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PassLayoutUsage::BitonicSort,
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sceneData.globalShaderKeywords);
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if (passLayout == nullptr || pipelineState == nullptr) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: compute pipeline setup was not created");
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}
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commandList->SetPipelineState(pipelineState);
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for (Core::uint32 levelMask = 2u; levelMask <= workingSet->sortCapacity; levelMask <<= 1u) {
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for (Core::uint32 partnerMask = levelMask >> 1u; partnerMask > 0u; partnerMask >>= 1u) {
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if (!TransitionWorkingSetBuffer(commandList, workingSet->sortDistances, RHI::ResourceStates::UnorderedAccess) ||
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!TransitionWorkingSetBuffer(commandList, workingSet->orderIndices, RHI::ResourceStates::UnorderedAccess)) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: resource transition to UAV failed");
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}
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const PerObjectConstants perObjectConstants = {
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sceneData.cameraData.projection,
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sceneData.cameraData.view,
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visibleGaussianSplat.localToWorld.Transpose(),
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Math::Vector4(sceneData.cameraData.worldRight, 0.0f),
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Math::Vector4(sceneData.cameraData.worldUp, 0.0f),
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Math::Vector4(
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static_cast<float>(sceneData.cameraData.viewportWidth),
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static_cast<float>(sceneData.cameraData.viewportHeight),
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sceneData.cameraData.viewportWidth > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportWidth) : 0.0f,
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sceneData.cameraData.viewportHeight > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportHeight) : 0.0f),
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Math::Vector4(
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static_cast<float>(cachedGaussianSplat->splatCount),
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static_cast<float>(workingSet->sortCapacity),
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static_cast<float>(partnerMask),
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static_cast<float>(levelMask))
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};
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if (passLayout->descriptorSetCount > 0u) {
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std::vector<RHI::RHIDescriptorSet*> descriptorSets(passLayout->descriptorSetCount, nullptr);
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for (Core::uint32 descriptorOffset = 0u; descriptorOffset < passLayout->descriptorSetCount; ++descriptorOffset) {
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const Core::uint32 setIndex = passLayout->firstDescriptorSet + descriptorOffset;
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if (setIndex >= passLayout->setLayouts.size()) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: descriptor set index overflow");
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}
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const BuiltinPassSetLayoutMetadata& setLayout = passLayout->setLayouts[setIndex];
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if (setLayout.layout.bindingCount == 0u) {
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continue;
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}
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if (!(setLayout.usesPerObject ||
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setLayout.usesGaussianSplatSortDistanceBuffer ||
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setLayout.usesGaussianSplatOrderBuffer)) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: unexpected descriptor set layout");
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}
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const Core::uint64 objectId =
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setLayout.usesPerObject ? visibleGaussianSplat.gameObject->GetID() : 0u;
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const Resources::GaussianSplat* gaussianSplatKey =
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(setLayout.usesGaussianSplatSortDistanceBuffer ||
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setLayout.usesGaussianSplatOrderBuffer)
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? visibleGaussianSplat.gaussianSplat
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: nullptr;
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CachedDescriptorSet* cachedDescriptorSet = GetOrCreateDynamicDescriptorSet(
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passLayoutKey,
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*passLayout,
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setLayout,
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setIndex,
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objectId,
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visibleGaussianSplat.gaussianSplatRenderer,
|
||||
nullptr,
|
||||
gaussianSplatKey,
|
||||
MaterialConstantPayloadView(),
|
||||
*cachedGaussianSplat,
|
||||
workingSet->sortDistances.unorderedAccessView,
|
||||
workingSet->orderIndices.unorderedAccessView,
|
||||
nullptr);
|
||||
if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) {
|
||||
return fail("BuiltinGaussianSplatPass bitonic-sort failed: dynamic descriptor set resolution failed");
|
||||
}
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSet = cachedDescriptorSet->descriptorSet.set;
|
||||
if (setLayout.usesPerObject) {
|
||||
if (!passLayout->perObject.IsValid() || passLayout->perObject.set != setIndex) {
|
||||
return fail("BuiltinGaussianSplatPass bitonic-sort failed: per-object binding is invalid");
|
||||
}
|
||||
|
||||
descriptorSet->WriteConstant(
|
||||
passLayout->perObject.binding,
|
||||
&perObjectConstants,
|
||||
sizeof(perObjectConstants));
|
||||
}
|
||||
|
||||
descriptorSets[descriptorOffset] = descriptorSet;
|
||||
}
|
||||
|
||||
BindDescriptorSetRanges(
|
||||
passLayout->firstDescriptorSet,
|
||||
descriptorSets,
|
||||
[commandList, passLayout](Core::uint32 firstSet, Core::uint32 count, RHI::RHIDescriptorSet** sets) {
|
||||
commandList->SetComputeDescriptorSets(
|
||||
firstSet,
|
||||
count,
|
||||
sets,
|
||||
passLayout->pipelineLayout);
|
||||
});
|
||||
}
|
||||
|
||||
commandList->Dispatch((workingSet->sortCapacity + 255u) / 256u, 1u, 1u);
|
||||
|
||||
if (!TransitionWorkingSetBuffer(commandList, workingSet->sortDistances, RHI::ResourceStates::NonPixelShaderResource) ||
|
||||
!TransitionWorkingSetBuffer(commandList, workingSet->orderIndices, RHI::ResourceStates::NonPixelShaderResource)) {
|
||||
return fail("BuiltinGaussianSplatPass bitonic-sort failed: resource transition to SRV failed");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
commandList->TransitionBarrier(
|
||||
workingSet->orderIndices.shaderResourceView,
|
||||
RHI::ResourceStates::UnorderedAccess,
|
||||
RHI::ResourceStates::NonPixelShaderResource);
|
||||
workingSet->orderIndices.currentState = RHI::ResourceStates::NonPixelShaderResource;
|
||||
commandList->TransitionBarrier(
|
||||
workingSet->viewData.shaderResourceView,
|
||||
RHI::ResourceStates::UnorderedAccess,
|
||||
RHI::ResourceStates::NonPixelShaderResource);
|
||||
workingSet->viewData.currentState = RHI::ResourceStates::NonPixelShaderResource;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1206,7 +1416,11 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
static_cast<float>(sceneData.cameraData.viewportHeight),
|
||||
sceneData.cameraData.viewportWidth > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportWidth) : 0.0f,
|
||||
sceneData.cameraData.viewportHeight > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportHeight) : 0.0f),
|
||||
Math::Vector4(static_cast<float>(cachedGaussianSplat->splatCount), 0.0f, 0.0f, 0.0f)
|
||||
Math::Vector4(
|
||||
static_cast<float>(cachedGaussianSplat->splatCount),
|
||||
static_cast<float>(workingSet->sortCapacity),
|
||||
0.0f,
|
||||
0.0f)
|
||||
};
|
||||
|
||||
if (passLayout->descriptorSetCount > 0u) {
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "Rendering/Passes/Internal/BuiltinGaussianSplatPassResources.h"
|
||||
|
||||
#include "Components/GaussianSplatRendererComponent.h"
|
||||
#include "Debug/Logger.h"
|
||||
#include "Resources/GaussianSplat/GaussianSplat.h"
|
||||
|
||||
namespace XCEngine {
|
||||
@@ -16,6 +17,9 @@ bool CreateStructuredBufferViews(
|
||||
Core::uint32 elementStride,
|
||||
BuiltinGaussianSplatPassResources::CachedBufferView& bufferView) {
|
||||
if (device == nullptr || elementCount == 0u || elementStride == 0u) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::CreateStructuredBufferViews failed: invalid parameters");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -23,10 +27,13 @@ bool CreateStructuredBufferViews(
|
||||
bufferDesc.size = static_cast<Core::uint64>(elementCount) * static_cast<Core::uint64>(elementStride);
|
||||
bufferDesc.stride = elementStride;
|
||||
bufferDesc.bufferType = static_cast<uint32_t>(RHI::BufferType::Storage);
|
||||
bufferDesc.flags = 0u;
|
||||
bufferDesc.flags = static_cast<Core::uint64>(RHI::BufferFlags::AllowUnorderedAccess);
|
||||
|
||||
bufferView.buffer = device->CreateBuffer(bufferDesc);
|
||||
if (bufferView.buffer == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::CreateStructuredBufferViews failed: CreateBuffer returned null");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -42,11 +49,17 @@ bool CreateStructuredBufferViews(
|
||||
|
||||
bufferView.shaderResourceView = device->CreateShaderResourceView(bufferView.buffer, viewDesc);
|
||||
if (bufferView.shaderResourceView == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::CreateStructuredBufferViews failed: CreateShaderResourceView returned null");
|
||||
return false;
|
||||
}
|
||||
|
||||
bufferView.unorderedAccessView = device->CreateUnorderedAccessView(bufferView.buffer, viewDesc);
|
||||
if (bufferView.unorderedAccessView == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::CreateStructuredBufferViews failed: CreateUnorderedAccessView returned null");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -71,15 +84,25 @@ bool BuiltinGaussianSplatPassResources::EnsureWorkingSet(
|
||||
visibleGaussianSplat.gaussianSplatRenderer == nullptr ||
|
||||
visibleGaussianSplat.gaussianSplat == nullptr ||
|
||||
!visibleGaussianSplat.gaussianSplat->IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::EnsureWorkingSet failed: invalid input");
|
||||
return false;
|
||||
}
|
||||
|
||||
const Core::uint32 splatCapacity = visibleGaussianSplat.gaussianSplat->GetSplatCount();
|
||||
const Core::uint32 sortCapacity = ComputeSortCapacity(splatCapacity);
|
||||
if (splatCapacity == 0u) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::EnsureWorkingSet failed: splat capacity is zero");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ResetForDevice(device)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::EnsureWorkingSet failed: ResetForDevice returned false");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -88,7 +111,10 @@ bool BuiltinGaussianSplatPassResources::EnsureWorkingSet(
|
||||
DestroyBufferView(workingSet.sortDistances);
|
||||
DestroyBufferView(workingSet.orderIndices);
|
||||
DestroyBufferView(workingSet.viewData);
|
||||
if (!RecreateWorkingSet(device, splatCapacity, workingSet)) {
|
||||
if (!RecreateWorkingSet(device, splatCapacity, sortCapacity, workingSet)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::EnsureWorkingSet failed: RecreateWorkingSet returned false");
|
||||
m_workingSets.erase(visibleGaussianSplat.gaussianSplatRenderer);
|
||||
return false;
|
||||
}
|
||||
@@ -219,19 +245,49 @@ bool BuiltinGaussianSplatPassResources::ResetForDevice(RHI::RHIDevice* device) {
|
||||
bool BuiltinGaussianSplatPassResources::RecreateWorkingSet(
|
||||
RHI::RHIDevice* device,
|
||||
Core::uint32 splatCapacity,
|
||||
Core::uint32 sortCapacity,
|
||||
WorkingSet& workingSet) {
|
||||
if (!CreateStructuredBufferView(device, splatCapacity, kSortDistanceStride, workingSet.sortDistances) ||
|
||||
!CreateStructuredBufferView(device, splatCapacity, kOrderIndexStride, workingSet.orderIndices) ||
|
||||
!CreateStructuredBufferView(device, splatCapacity, kViewDataStride, workingSet.viewData)) {
|
||||
if (!CreateStructuredBufferView(device, sortCapacity, kSortDistanceStride, workingSet.sortDistances)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::RecreateWorkingSet failed: sort-distance buffer view creation failed");
|
||||
DestroyBufferView(workingSet.sortDistances);
|
||||
DestroyBufferView(workingSet.orderIndices);
|
||||
DestroyBufferView(workingSet.viewData);
|
||||
workingSet.renderer = nullptr;
|
||||
workingSet.splatCapacity = 0u;
|
||||
workingSet.sortCapacity = 0u;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!CreateStructuredBufferView(device, sortCapacity, kOrderIndexStride, workingSet.orderIndices)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::RecreateWorkingSet failed: order-index buffer view creation failed");
|
||||
DestroyBufferView(workingSet.sortDistances);
|
||||
DestroyBufferView(workingSet.orderIndices);
|
||||
DestroyBufferView(workingSet.viewData);
|
||||
workingSet.renderer = nullptr;
|
||||
workingSet.splatCapacity = 0u;
|
||||
workingSet.sortCapacity = 0u;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!CreateStructuredBufferView(device, splatCapacity, kViewDataStride, workingSet.viewData)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPassResources::RecreateWorkingSet failed: view-data buffer view creation failed");
|
||||
DestroyBufferView(workingSet.sortDistances);
|
||||
DestroyBufferView(workingSet.orderIndices);
|
||||
DestroyBufferView(workingSet.viewData);
|
||||
workingSet.renderer = nullptr;
|
||||
workingSet.splatCapacity = 0u;
|
||||
workingSet.sortCapacity = 0u;
|
||||
return false;
|
||||
}
|
||||
|
||||
workingSet.splatCapacity = splatCapacity;
|
||||
workingSet.sortCapacity = sortCapacity;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -291,6 +347,18 @@ bool BuiltinGaussianSplatPassResources::RecreateAccumulationSurface(
|
||||
return true;
|
||||
}
|
||||
|
||||
Core::uint32 BuiltinGaussianSplatPassResources::ComputeSortCapacity(Core::uint32 splatCapacity) {
|
||||
if (splatCapacity == 0u) {
|
||||
return 0u;
|
||||
}
|
||||
|
||||
Core::uint32 sortCapacity = 1u;
|
||||
while (sortCapacity < splatCapacity && sortCapacity <= (0x80000000u >> 1u)) {
|
||||
sortCapacity <<= 1u;
|
||||
}
|
||||
return sortCapacity < splatCapacity ? splatCapacity : sortCapacity;
|
||||
}
|
||||
|
||||
} // namespace Internal
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
|
||||
@@ -35,6 +35,7 @@ public:
|
||||
struct WorkingSet {
|
||||
const Components::GaussianSplatRendererComponent* renderer = nullptr;
|
||||
Core::uint32 splatCapacity = 0u;
|
||||
Core::uint32 sortCapacity = 0u;
|
||||
CachedBufferView sortDistances = {};
|
||||
CachedBufferView orderIndices = {};
|
||||
CachedBufferView viewData = {};
|
||||
@@ -81,6 +82,7 @@ private:
|
||||
bool RecreateWorkingSet(
|
||||
RHI::RHIDevice* device,
|
||||
Core::uint32 splatCapacity,
|
||||
Core::uint32 sortCapacity,
|
||||
WorkingSet& workingSet);
|
||||
bool CreateStructuredBufferView(
|
||||
RHI::RHIDevice* device,
|
||||
@@ -92,6 +94,7 @@ private:
|
||||
Core::uint32 width,
|
||||
Core::uint32 height,
|
||||
RHI::Format format);
|
||||
static Core::uint32 ComputeSortCapacity(Core::uint32 splatCapacity);
|
||||
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
std::unordered_map<const Components::GaussianSplatRendererComponent*, WorkingSet> m_workingSets;
|
||||
|
||||
@@ -1163,6 +1163,59 @@ TEST(BuiltinForwardPipeline_Test, BuiltinGaussianSplatUtilitiesShaderUsesCompute
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(BuiltinForwardPipeline_Test, BuiltinGaussianSplatBitonicSortShaderUsesComputeAuthoringContract) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinGaussianSplatUtilitiesShaderPath());
|
||||
ASSERT_TRUE(result);
|
||||
ASSERT_NE(result.resource, nullptr);
|
||||
|
||||
Shader* shader = static_cast<Shader*>(result.resource);
|
||||
ASSERT_NE(shader, nullptr);
|
||||
|
||||
const ShaderPass* pass = shader->FindPass("GaussianSplatBitonicSort");
|
||||
ASSERT_NE(pass, nullptr);
|
||||
EXPECT_EQ(pass->resources.Size(), 3u);
|
||||
|
||||
const ShaderResourceBindingDesc* perObject =
|
||||
shader->FindPassResourceBinding("GaussianSplatBitonicSort", "PerObjectConstants");
|
||||
ASSERT_NE(perObject, nullptr);
|
||||
EXPECT_EQ(perObject->type, ShaderResourceType::ConstantBuffer);
|
||||
EXPECT_EQ(perObject->set, 0u);
|
||||
EXPECT_EQ(perObject->binding, 0u);
|
||||
EXPECT_EQ(
|
||||
ResolveBuiltinPassResourceSemantic(*perObject),
|
||||
BuiltinPassResourceSemantic::PerObject);
|
||||
|
||||
const ShaderResourceBindingDesc* sortDistances =
|
||||
shader->FindPassResourceBinding("GaussianSplatBitonicSort", "GaussianSplatSortDistances");
|
||||
ASSERT_NE(sortDistances, nullptr);
|
||||
EXPECT_EQ(sortDistances->type, ShaderResourceType::RWStructuredBuffer);
|
||||
EXPECT_EQ(sortDistances->set, 4u);
|
||||
EXPECT_EQ(sortDistances->binding, 0u);
|
||||
EXPECT_EQ(
|
||||
ResolveBuiltinPassResourceSemantic(*sortDistances),
|
||||
BuiltinPassResourceSemantic::GaussianSplatSortDistanceBuffer);
|
||||
|
||||
const ShaderResourceBindingDesc* orderBuffer =
|
||||
shader->FindPassResourceBinding("GaussianSplatBitonicSort", "GaussianSplatOrderBuffer");
|
||||
ASSERT_NE(orderBuffer, nullptr);
|
||||
EXPECT_EQ(orderBuffer->type, ShaderResourceType::RWStructuredBuffer);
|
||||
EXPECT_EQ(orderBuffer->set, 4u);
|
||||
EXPECT_EQ(orderBuffer->binding, 1u);
|
||||
EXPECT_EQ(
|
||||
ResolveBuiltinPassResourceSemantic(*orderBuffer),
|
||||
BuiltinPassResourceSemantic::GaussianSplatOrderBuffer);
|
||||
|
||||
const ShaderStageVariant* computeVariant = shader->FindVariant(
|
||||
"GaussianSplatBitonicSort",
|
||||
XCEngine::Resources::ShaderType::Compute,
|
||||
XCEngine::Resources::ShaderBackend::D3D12);
|
||||
ASSERT_NE(computeVariant, nullptr);
|
||||
EXPECT_EQ(computeVariant->entryPoint, "GaussianSplatBitonicSortCS");
|
||||
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLoadedGaussianSplatUtilitiesShaderContract) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinGaussianSplatUtilitiesShaderPath());
|
||||
@@ -1253,6 +1306,52 @@ TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLoaded
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLoadedGaussianSplatBitonicSortContract) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinGaussianSplatUtilitiesShaderPath());
|
||||
ASSERT_TRUE(result);
|
||||
ASSERT_NE(result.resource, nullptr);
|
||||
|
||||
Shader* shader = static_cast<Shader*>(result.resource);
|
||||
ASSERT_NE(shader, nullptr);
|
||||
|
||||
const ShaderPass* pass = shader->FindPass("GaussianSplatBitonicSort");
|
||||
ASSERT_NE(pass, nullptr);
|
||||
|
||||
BuiltinPassResourceBindingPlan plan = {};
|
||||
String error;
|
||||
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, plan, &error)) << error.CStr();
|
||||
ASSERT_EQ(plan.bindings.Size(), 3u);
|
||||
EXPECT_TRUE(plan.perObject.IsValid());
|
||||
EXPECT_TRUE(plan.gaussianSplatSortDistanceBuffer.IsValid());
|
||||
EXPECT_TRUE(plan.gaussianSplatOrderBuffer.IsValid());
|
||||
EXPECT_FALSE(plan.gaussianSplatViewDataBuffer.IsValid());
|
||||
EXPECT_EQ(plan.perObject.set, 0u);
|
||||
EXPECT_EQ(plan.gaussianSplatSortDistanceBuffer.set, 4u);
|
||||
EXPECT_EQ(plan.gaussianSplatSortDistanceBuffer.binding, 0u);
|
||||
EXPECT_EQ(plan.gaussianSplatOrderBuffer.set, 4u);
|
||||
EXPECT_EQ(plan.gaussianSplatOrderBuffer.binding, 1u);
|
||||
EXPECT_EQ(plan.firstDescriptorSet, 0u);
|
||||
EXPECT_EQ(plan.descriptorSetCount, 5u);
|
||||
|
||||
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
|
||||
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
|
||||
ASSERT_EQ(setLayouts.size(), 5u);
|
||||
EXPECT_TRUE(setLayouts[0].usesPerObject);
|
||||
EXPECT_TRUE(setLayouts[4].usesGaussianSplatSortDistanceBuffer);
|
||||
EXPECT_TRUE(setLayouts[4].usesGaussianSplatOrderBuffer);
|
||||
EXPECT_FALSE(setLayouts[4].usesGaussianSplatViewDataBuffer);
|
||||
ASSERT_EQ(setLayouts[4].bindings.size(), 2u);
|
||||
EXPECT_EQ(
|
||||
static_cast<DescriptorType>(setLayouts[4].bindings[0].type),
|
||||
DescriptorType::UAV);
|
||||
EXPECT_EQ(
|
||||
static_cast<DescriptorType>(setLayouts[4].bindings[1].type),
|
||||
DescriptorType::UAV);
|
||||
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(BuiltinForwardPipeline_Test, OpenGLPipelineLayoutUsesUnifiedStorageBufferBindingsForGaussianSplatUtilities) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinGaussianSplatUtilitiesShaderPath());
|
||||
|
||||
@@ -335,6 +335,7 @@ TEST(BuiltinGaussianSplatPassResources_Test, EnsureWorkingSetAllocatesAndReusesS
|
||||
EXPECT_EQ(resources.GetWorkingSetCount(), 1u);
|
||||
EXPECT_EQ(workingSet->renderer, renderer);
|
||||
EXPECT_EQ(workingSet->splatCapacity, 8u);
|
||||
EXPECT_EQ(workingSet->sortCapacity, 8u);
|
||||
EXPECT_EQ(workingSet->sortDistances.elementStride, sizeof(float));
|
||||
EXPECT_EQ(workingSet->orderIndices.elementStride, sizeof(XCEngine::Core::uint32));
|
||||
EXPECT_EQ(workingSet->viewData.elementStride, sizeof(GaussianSplatViewData));
|
||||
@@ -385,12 +386,33 @@ TEST(BuiltinGaussianSplatPassResources_Test, EnsureWorkingSetKeepsPerRendererIso
|
||||
ASSERT_NE(grownWorkingSet, nullptr);
|
||||
EXPECT_EQ(grownWorkingSet, resources.FindWorkingSet(firstRenderer));
|
||||
EXPECT_EQ(grownWorkingSet->splatCapacity, 12u);
|
||||
EXPECT_EQ(grownWorkingSet->sortCapacity, 16u);
|
||||
EXPECT_EQ(resources.GetWorkingSetCount(), 2u);
|
||||
EXPECT_EQ(state->createBufferCalls, 9);
|
||||
EXPECT_GE(state->bufferShutdownCalls, 3);
|
||||
EXPECT_GE(state->bufferDestroyCalls, 3);
|
||||
}
|
||||
|
||||
TEST(BuiltinGaussianSplatPassResources_Test, EnsureWorkingSetRoundsSortBuffersUpToNextPowerOfTwo) {
|
||||
auto state = std::make_shared<MockGaussianSplatResourceState>();
|
||||
MockGaussianSplatDevice device(state);
|
||||
BuiltinGaussianSplatPassResources resources;
|
||||
|
||||
GameObject gameObject("RoundedGaussianSplatObject");
|
||||
auto* renderer = gameObject.AddComponent<GaussianSplatRendererComponent>();
|
||||
std::unique_ptr<GaussianSplat> gaussianSplat(CreateTestGaussianSplat("GaussianSplats/rounded.xcgsplat", 9u));
|
||||
VisibleGaussianSplatItem item = BuildVisibleGaussianSplatItem(gameObject, *renderer, *gaussianSplat);
|
||||
|
||||
BuiltinGaussianSplatPassResources::WorkingSet* workingSet = nullptr;
|
||||
ASSERT_TRUE(resources.EnsureWorkingSet(&device, item, workingSet));
|
||||
ASSERT_NE(workingSet, nullptr);
|
||||
EXPECT_EQ(workingSet->splatCapacity, 9u);
|
||||
EXPECT_EQ(workingSet->sortCapacity, 16u);
|
||||
EXPECT_EQ(workingSet->sortDistances.elementCount, 16u);
|
||||
EXPECT_EQ(workingSet->orderIndices.elementCount, 16u);
|
||||
EXPECT_EQ(workingSet->viewData.elementCount, 9u);
|
||||
}
|
||||
|
||||
TEST(BuiltinGaussianSplatPassResources_Test, EnsureAccumulationSurfaceReusesCompatibleTargetAndRecreatesOnResize) {
|
||||
auto state = std::make_shared<MockGaussianSplatResourceState>();
|
||||
MockGaussianSplatDevice device(state);
|
||||
|
||||
Reference in New Issue
Block a user