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

@@ -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());