Add GPU sorting for gaussian splat rendering

This commit is contained in:
2026-04-11 06:09:53 +08:00
parent 39632e1a04
commit 5200fca82f
7 changed files with 529 additions and 49 deletions

View File

@@ -150,9 +150,17 @@ Shader "Builtin Gaussian Splat Utilities"
void GaussianSplatPrepareOrderCS(uint3 dispatchThreadId : SV_DispatchThreadID)
{
const uint splatCount = (uint)gSplatParams.x;
const uint sortCapacity = max((uint)gSplatParams.y, splatCount);
const uint index = dispatchThreadId.x;
if (index >= sortCapacity)
{
return;
}
if (index >= splatCount)
{
GaussianSplatSortDistances[index] = 0xffffffffu;
GaussianSplatOrderBuffer[index] = 0u;
return;
}
@@ -201,5 +209,63 @@ Shader "Builtin Gaussian Splat Utilities"
}
ENDHLSL
}
Pass
{
Name "GaussianSplatBitonicSort"
HLSLPROGRAM
#pragma target 4.5
#pragma compute GaussianSplatBitonicSortCS
cbuffer PerObjectConstants
{
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
float4 gCameraRight;
float4 gCameraUp;
float4 gScreenParams;
float4 gSplatParams;
};
RWStructuredBuffer<uint> GaussianSplatSortDistances;
RWStructuredBuffer<uint> GaussianSplatOrderBuffer;
[numthreads(256, 1, 1)]
void GaussianSplatBitonicSortCS(uint3 dispatchThreadId : SV_DispatchThreadID)
{
const uint sortCapacity = (uint)gSplatParams.y;
const uint partnerMask = (uint)gSplatParams.z;
const uint levelMask = (uint)gSplatParams.w;
const uint index = dispatchThreadId.x;
if (index >= sortCapacity)
{
return;
}
const uint partnerIndex = index ^ partnerMask;
if (partnerIndex >= sortCapacity || partnerIndex <= index)
{
return;
}
const uint leftDistance = GaussianSplatSortDistances[index];
const uint rightDistance = GaussianSplatSortDistances[partnerIndex];
const uint leftOrder = GaussianSplatOrderBuffer[index];
const uint rightOrder = GaussianSplatOrderBuffer[partnerIndex];
const bool ascending = (index & levelMask) == 0u;
const bool shouldSwap = ascending ? (leftDistance > rightDistance) : (leftDistance < rightDistance);
if (!shouldSwap)
{
return;
}
GaussianSplatSortDistances[index] = rightDistance;
GaussianSplatSortDistances[partnerIndex] = leftDistance;
GaussianSplatOrderBuffer[index] = rightOrder;
GaussianSplatOrderBuffer[partnerIndex] = leftOrder;
}
ENDHLSL
}
}
}

View File

@@ -211,7 +211,8 @@ private:
enum class PassLayoutUsage : Core::uint8 {
Draw,
PrepareOrder
PrepareOrder,
BitonicSort
};
bool EnsureInitialized(const RenderContext& context);
@@ -224,6 +225,7 @@ private:
const RenderSceneData& sceneData,
const Resources::Material* material) const;
ResolvedShaderPass ResolvePrepareOrderShaderPass(const RenderSceneData& sceneData) const;
ResolvedShaderPass ResolveBitonicSortShaderPass(const RenderSceneData& sceneData) const;
PassResourceLayout* GetOrCreatePassResourceLayout(
const RenderContext& context,
const ResolvedShaderPass& resolvedShaderPass,
@@ -235,7 +237,9 @@ private:
const Resources::Material* material);
RHI::RHIPipelineState* GetOrCreateComputePipelineState(
const RenderContext& context,
const RenderSceneData& sceneData);
const ResolvedShaderPass& resolvedShaderPass,
PassLayoutUsage usage,
const Resources::ShaderKeywordSet& keywordSet);
bool CreateOwnedDescriptorSet(
const BuiltinPassSetLayoutMetadata& setLayout,
OwnedDescriptorSet& descriptorSet);
@@ -259,6 +263,10 @@ private:
const RenderContext& context,
const RenderSceneData& sceneData,
const VisibleGaussianSplatItem& visibleGaussianSplat);
bool SortVisibleGaussianSplat(
const RenderContext& context,
const RenderSceneData& sceneData,
const VisibleGaussianSplatItem& visibleGaussianSplat);
bool DrawVisibleGaussianSplat(
const RenderContext& context,
const RenderSurface& surface,

View File

@@ -158,6 +158,27 @@ RHI::RHIResourceView* ResolveWorkingSetView(
}
}
bool TransitionWorkingSetBuffer(
RHI::RHICommandList* commandList,
Internal::BuiltinGaussianSplatPassResources::CachedBufferView& bufferView,
RHI::ResourceStates targetState) {
if (commandList == nullptr || bufferView.currentState == targetState) {
return true;
}
RHI::RHIResourceView* resourceView =
targetState == RHI::ResourceStates::UnorderedAccess
? bufferView.unorderedAccessView
: bufferView.shaderResourceView;
if (resourceView == nullptr) {
return false;
}
commandList->TransitionBarrier(resourceView, bufferView.currentState, targetState);
bufferView.currentState = targetState;
return true;
}
template <typename BindFn>
void BindDescriptorSetRanges(
Core::uint32 firstDescriptorSet,
@@ -309,6 +330,13 @@ bool BuiltinGaussianSplatPass::Execute(const RenderPassContext& context) {
return false;
}
if (!SortVisibleGaussianSplat(
context.renderContext,
context.sceneData,
visibleGaussianSplat)) {
return false;
}
if (!DrawVisibleGaussianSplat(
context.renderContext,
context.surface,
@@ -479,6 +507,26 @@ BuiltinGaussianSplatPass::ResolvedShaderPass BuiltinGaussianSplatPass::ResolvePr
return resolved;
}
BuiltinGaussianSplatPass::ResolvedShaderPass BuiltinGaussianSplatPass::ResolveBitonicSortShaderPass(
const RenderSceneData& sceneData) const {
ResolvedShaderPass resolved = {};
if (!m_builtinGaussianSplatUtilitiesShader.IsValid()) {
return resolved;
}
const Resources::Shader* shader = m_builtinGaussianSplatUtilitiesShader.Get();
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(m_backendType);
const Containers::String passName("GaussianSplatBitonicSort");
if (const Resources::ShaderPass* shaderPass =
FindCompatibleComputePass(*shader, passName, sceneData.globalShaderKeywords, backend)) {
resolved.shader = shader;
resolved.pass = shaderPass;
resolved.passName = passName;
}
return resolved;
}
BuiltinGaussianSplatPass::PassResourceLayout* BuiltinGaussianSplatPass::GetOrCreatePassResourceLayout(
const RenderContext& context,
const ResolvedShaderPass& resolvedShaderPass,
@@ -555,6 +603,12 @@ BuiltinGaussianSplatPass::PassResourceLayout* BuiltinGaussianSplatPass::GetOrCre
return failLayout(
"BuiltinGaussianSplatPass prepare-order pass requires sort distance, order, position, other, color, and view-data gaussian splat buffer bindings");
}
} else if (usage == PassLayoutUsage::BitonicSort) {
if (!passLayout.gaussianSplatSortDistanceBuffer.IsValid() ||
!passLayout.gaussianSplatOrderBuffer.IsValid()) {
return failLayout(
"BuiltinGaussianSplatPass bitonic-sort pass requires sort distance and order gaussian splat buffer bindings");
}
}
std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(passLayout.setLayouts.size());
@@ -640,8 +694,9 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreatePipelineState(
RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState(
const RenderContext& context,
const RenderSceneData& sceneData) {
const ResolvedShaderPass resolvedShaderPass = ResolvePrepareOrderShaderPass(sceneData);
const ResolvedShaderPass& resolvedShaderPass,
PassLayoutUsage usage,
const Resources::ShaderKeywordSet& keywordSet) {
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return nullptr;
}
@@ -649,7 +704,7 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(
context,
resolvedShaderPass,
PassLayoutUsage::PrepareOrder);
usage);
if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
return nullptr;
}
@@ -658,7 +713,7 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState
pipelineKey.shader = resolvedShaderPass.shader;
pipelineKey.passName = resolvedShaderPass.passName;
pipelineKey.keywordSignature =
::XCEngine::Rendering::Internal::BuildShaderKeywordSignature(sceneData.globalShaderKeywords);
::XCEngine::Rendering::Internal::BuildShaderKeywordSignature(keywordSet);
const auto existing = m_computePipelineStates.find(pipelineKey);
if (existing != m_computePipelineStates.end()) {
@@ -672,7 +727,7 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState
*resolvedShaderPass.shader,
*resolvedShaderPass.pass,
resolvedShaderPass.passName,
sceneData.globalShaderKeywords);
keywordSet);
RHI::RHIPipelineState* pipelineState = context.device->CreateComputePipelineState(pipelineDesc);
if (pipelineState == nullptr || !pipelineState->IsValid()) {
const Containers::String error =
@@ -985,35 +1040,20 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
context,
resolvedShaderPass,
PassLayoutUsage::PrepareOrder);
RHI::RHIPipelineState* pipelineState = GetOrCreateComputePipelineState(context, sceneData);
RHI::RHIPipelineState* pipelineState = GetOrCreateComputePipelineState(
context,
resolvedShaderPass,
PassLayoutUsage::PrepareOrder,
sceneData.globalShaderKeywords);
if (passLayout == nullptr || pipelineState == nullptr) {
return fail("BuiltinGaussianSplatPass prepare-order failed: compute pipeline setup was not created");
}
RHI::RHICommandList* commandList = context.commandList;
if (workingSet->sortDistances.currentState != RHI::ResourceStates::UnorderedAccess) {
commandList->TransitionBarrier(
workingSet->sortDistances.unorderedAccessView,
workingSet->sortDistances.currentState,
RHI::ResourceStates::UnorderedAccess);
workingSet->sortDistances.currentState = RHI::ResourceStates::UnorderedAccess;
}
if (workingSet->orderIndices.currentState != RHI::ResourceStates::UnorderedAccess) {
commandList->TransitionBarrier(
workingSet->orderIndices.unorderedAccessView,
workingSet->orderIndices.currentState,
RHI::ResourceStates::UnorderedAccess);
workingSet->orderIndices.currentState = RHI::ResourceStates::UnorderedAccess;
}
if (workingSet->viewData.currentState != RHI::ResourceStates::UnorderedAccess) {
commandList->TransitionBarrier(
workingSet->viewData.unorderedAccessView,
workingSet->viewData.currentState,
RHI::ResourceStates::UnorderedAccess);
workingSet->viewData.currentState = RHI::ResourceStates::UnorderedAccess;
if (!TransitionWorkingSetBuffer(commandList, workingSet->sortDistances, RHI::ResourceStates::UnorderedAccess) ||
!TransitionWorkingSetBuffer(commandList, workingSet->orderIndices, RHI::ResourceStates::UnorderedAccess) ||
!TransitionWorkingSetBuffer(commandList, workingSet->viewData, RHI::ResourceStates::UnorderedAccess)) {
return fail("BuiltinGaussianSplatPass prepare-order failed: resource transition failed");
}
commandList->SetPipelineState(pipelineState);
@@ -1029,7 +1069,11 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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) {
@@ -1112,18 +1156,184 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
});
}
commandList->Dispatch((cachedGaussianSplat->splatCount + 63u) / 64u, 1u, 1u);
commandList->Dispatch((workingSet->sortCapacity + 63u) / 64u, 1u, 1u);
if (!TransitionWorkingSetBuffer(commandList, workingSet->viewData, RHI::ResourceStates::NonPixelShaderResource)) {
return fail("BuiltinGaussianSplatPass prepare-order failed: view-data transition failed");
}
return true;
}
bool BuiltinGaussianSplatPass::SortVisibleGaussianSplat(
const RenderContext& context,
const RenderSceneData& sceneData,
const VisibleGaussianSplatItem& visibleGaussianSplat) {
auto fail = [](const char* message) -> bool {
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, message);
return false;
};
if (visibleGaussianSplat.gameObject == nullptr ||
visibleGaussianSplat.gaussianSplat == nullptr ||
!visibleGaussianSplat.gaussianSplat->IsValid() ||
m_passResources == nullptr) {
return fail("BuiltinGaussianSplatPass bitonic-sort failed: invalid visible gaussian splat item");
}
const RenderResourceCache::CachedGaussianSplat* cachedGaussianSplat =
m_resourceCache.GetOrCreateGaussianSplat(m_device, visibleGaussianSplat.gaussianSplat);
if (cachedGaussianSplat == nullptr) {
return fail("BuiltinGaussianSplatPass bitonic-sort failed: gaussian splat GPU cache is missing");
}
Internal::BuiltinGaussianSplatPassResources::WorkingSet* workingSet = nullptr;
if (!m_passResources->EnsureWorkingSet(m_device, visibleGaussianSplat, workingSet) ||
workingSet == nullptr ||
workingSet->sortDistances.shaderResourceView == nullptr ||
workingSet->sortDistances.unorderedAccessView == nullptr ||
workingSet->orderIndices.shaderResourceView == nullptr ||
workingSet->orderIndices.unorderedAccessView == nullptr) {
return fail("BuiltinGaussianSplatPass bitonic-sort failed: working set allocation is incomplete");
}
RHI::RHICommandList* commandList = context.commandList;
if (workingSet->sortCapacity <= 1u) {
return TransitionWorkingSetBuffer(
commandList,
workingSet->orderIndices,
RHI::ResourceStates::NonPixelShaderResource);
}
const ResolvedShaderPass resolvedShaderPass = ResolveBitonicSortShaderPass(sceneData);
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return fail("BuiltinGaussianSplatPass bitonic-sort failed: utilities shader pass was not resolved");
}
PassLayoutKey passLayoutKey = {};
passLayoutKey.shader = resolvedShaderPass.shader;
passLayoutKey.passName = resolvedShaderPass.passName;
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(
context,
resolvedShaderPass,
PassLayoutUsage::BitonicSort);
RHI::RHIPipelineState* pipelineState = GetOrCreateComputePipelineState(
context,
resolvedShaderPass,
PassLayoutUsage::BitonicSort,
sceneData.globalShaderKeywords);
if (passLayout == nullptr || pipelineState == nullptr) {
return fail("BuiltinGaussianSplatPass bitonic-sort failed: compute pipeline setup was not created");
}
commandList->SetPipelineState(pipelineState);
for (Core::uint32 levelMask = 2u; levelMask <= workingSet->sortCapacity; levelMask <<= 1u) {
for (Core::uint32 partnerMask = levelMask >> 1u; partnerMask > 0u; partnerMask >>= 1u) {
if (!TransitionWorkingSetBuffer(commandList, workingSet->sortDistances, RHI::ResourceStates::UnorderedAccess) ||
!TransitionWorkingSetBuffer(commandList, workingSet->orderIndices, RHI::ResourceStates::UnorderedAccess)) {
return fail("BuiltinGaussianSplatPass bitonic-sort failed: resource transition to UAV failed");
}
const PerObjectConstants perObjectConstants = {
sceneData.cameraData.projection,
sceneData.cameraData.view,
visibleGaussianSplat.localToWorld.Transpose(),
Math::Vector4(sceneData.cameraData.worldRight, 0.0f),
Math::Vector4(sceneData.cameraData.worldUp, 0.0f),
Math::Vector4(
static_cast<float>(sceneData.cameraData.viewportWidth),
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),
static_cast<float>(workingSet->sortCapacity),
static_cast<float>(partnerMask),
static_cast<float>(levelMask))
};
if (passLayout->descriptorSetCount > 0u) {
std::vector<RHI::RHIDescriptorSet*> descriptorSets(passLayout->descriptorSetCount, nullptr);
for (Core::uint32 descriptorOffset = 0u; descriptorOffset < passLayout->descriptorSetCount; ++descriptorOffset) {
const Core::uint32 setIndex = passLayout->firstDescriptorSet + descriptorOffset;
if (setIndex >= passLayout->setLayouts.size()) {
return fail("BuiltinGaussianSplatPass bitonic-sort failed: descriptor set index overflow");
}
const BuiltinPassSetLayoutMetadata& setLayout = passLayout->setLayouts[setIndex];
if (setLayout.layout.bindingCount == 0u) {
continue;
}
if (!(setLayout.usesPerObject ||
setLayout.usesGaussianSplatSortDistanceBuffer ||
setLayout.usesGaussianSplatOrderBuffer)) {
return fail("BuiltinGaussianSplatPass bitonic-sort failed: unexpected descriptor set layout");
}
const Core::uint64 objectId =
setLayout.usesPerObject ? visibleGaussianSplat.gameObject->GetID() : 0u;
const Resources::GaussianSplat* gaussianSplatKey =
(setLayout.usesGaussianSplatSortDistanceBuffer ||
setLayout.usesGaussianSplatOrderBuffer)
? visibleGaussianSplat.gaussianSplat
: nullptr;
CachedDescriptorSet* cachedDescriptorSet = GetOrCreateDynamicDescriptorSet(
passLayoutKey,
*passLayout,
setLayout,
setIndex,
objectId,
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) {

View File

@@ -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

View File

@@ -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;