Precompute gaussian splat chunk visibility
This commit is contained in:
@@ -262,6 +262,8 @@ bool BuiltinGaussianSplatPass::PrepareGaussianSplatResources(
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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->visibleChunks.shaderResourceView == nullptr ||
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workingSet->visibleChunks.unorderedAccessView == 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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@@ -325,6 +327,13 @@ bool BuiltinGaussianSplatPass::Execute(const RenderPassContext& context) {
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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for (const VisibleGaussianSplatItem& visibleGaussianSplat : context.sceneData.visibleGaussianSplats) {
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if (!MarkVisibleGaussianSplatChunks(
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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 (!PrepareVisibleGaussianSplat(
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context.renderContext,
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context.sceneData,
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@@ -509,6 +518,26 @@ BuiltinGaussianSplatPass::ResolvedShaderPass BuiltinGaussianSplatPass::ResolvePr
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return resolved;
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}
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BuiltinGaussianSplatPass::ResolvedShaderPass BuiltinGaussianSplatPass::ResolveMarkVisibleChunksShaderPass(
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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("GaussianSplatMarkVisibleChunks");
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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::ResolvedShaderPass BuiltinGaussianSplatPass::ResolveBitonicSortShaderPass(
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const RenderSceneData& sceneData) const {
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ResolvedShaderPass resolved = {};
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@@ -581,6 +610,7 @@ BuiltinGaussianSplatPass::PassResourceLayout* BuiltinGaussianSplatPass::GetOrCre
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passLayout.gaussianSplatColorBuffer = bindingPlan.gaussianSplatColorBuffer;
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passLayout.gaussianSplatSHBuffer = bindingPlan.gaussianSplatSHBuffer;
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passLayout.gaussianSplatChunkBuffer = bindingPlan.gaussianSplatChunkBuffer;
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passLayout.gaussianSplatVisibleChunkBuffer = bindingPlan.gaussianSplatVisibleChunkBuffer;
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passLayout.gaussianSplatViewDataBuffer = bindingPlan.gaussianSplatViewDataBuffer;
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if (!passLayout.perObject.IsValid()) {
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@@ -596,6 +626,12 @@ BuiltinGaussianSplatPass::PassResourceLayout* BuiltinGaussianSplatPass::GetOrCre
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return failLayout(
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"BuiltinGaussianSplatPass draw pass requires order and view-data gaussian splat buffer bindings");
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}
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} else if (usage == PassLayoutUsage::MarkVisibleChunks) {
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if (!passLayout.gaussianSplatChunkBuffer.IsValid() ||
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!passLayout.gaussianSplatVisibleChunkBuffer.IsValid()) {
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return failLayout(
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"BuiltinGaussianSplatPass mark-visible-chunks pass requires chunk and visible-chunk gaussian splat buffer bindings");
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}
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} else if (usage == PassLayoutUsage::PrepareOrder) {
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if (!passLayout.gaussianSplatSortDistanceBuffer.IsValid() ||
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!passLayout.gaussianSplatOrderBuffer.IsValid() ||
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@@ -603,10 +639,10 @@ BuiltinGaussianSplatPass::PassResourceLayout* BuiltinGaussianSplatPass::GetOrCre
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!passLayout.gaussianSplatOtherBuffer.IsValid() ||
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!passLayout.gaussianSplatColorBuffer.IsValid() ||
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!passLayout.gaussianSplatSHBuffer.IsValid() ||
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!passLayout.gaussianSplatChunkBuffer.IsValid() ||
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!passLayout.gaussianSplatVisibleChunkBuffer.IsValid() ||
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!passLayout.gaussianSplatViewDataBuffer.IsValid()) {
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return failLayout(
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"BuiltinGaussianSplatPass prepare-order pass requires sort distance, order, position, other, color, SH, chunk, and view-data gaussian splat buffer bindings");
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"BuiltinGaussianSplatPass prepare-order pass requires sort distance, order, position, other, color, SH, visible-chunk, 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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@@ -785,6 +821,7 @@ BuiltinGaussianSplatPass::CachedDescriptorSet* BuiltinGaussianSplatPass::GetOrCr
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const RenderResourceCache::CachedGaussianSplat& cachedGaussianSplat,
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RHI::RHIResourceView* sortDistanceView,
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RHI::RHIResourceView* orderView,
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RHI::RHIResourceView* visibleChunkView,
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RHI::RHIResourceView* viewDataView) {
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DynamicDescriptorSetKey key = {};
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key.passLayout = passLayoutKey;
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@@ -810,6 +847,7 @@ BuiltinGaussianSplatPass::CachedDescriptorSet* BuiltinGaussianSplatPass::GetOrCr
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: nullptr;
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RHI::RHIResourceView* resolvedSortDistanceView = sortDistanceView;
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RHI::RHIResourceView* resolvedOrderView = orderView;
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RHI::RHIResourceView* resolvedVisibleChunkView = visibleChunkView;
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RHI::RHIResourceView* resolvedViewDataView = viewDataView;
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if (setLayout.usesGaussianSplatSortDistanceBuffer && workingSet != nullptr) {
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@@ -839,6 +877,15 @@ BuiltinGaussianSplatPass::CachedDescriptorSet* BuiltinGaussianSplatPass::GetOrCr
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}
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}
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if (setLayout.usesGaussianSplatVisibleChunkBuffer && workingSet != nullptr) {
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if (const RHI::DescriptorSetLayoutBinding* layoutBinding =
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FindSetLayoutBinding(setLayout, passLayout.gaussianSplatVisibleChunkBuffer.binding)) {
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if (RHI::RHIResourceView* view = ResolveWorkingSetView(workingSet->visibleChunks, layoutBinding)) {
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resolvedVisibleChunkView = view;
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}
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}
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}
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const Core::uint64 materialVersion = material != nullptr ? material->GetChangeVersion() : 0u;
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if (setLayout.usesMaterial) {
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if (!passLayout.material.IsValid() ||
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@@ -953,6 +1000,20 @@ BuiltinGaussianSplatPass::CachedDescriptorSet* BuiltinGaussianSplatPass::GetOrCr
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}
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}
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if (setLayout.usesGaussianSplatVisibleChunkBuffer) {
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if (resolvedVisibleChunkView == nullptr ||
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!passLayout.gaussianSplatVisibleChunkBuffer.IsValid() ||
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passLayout.gaussianSplatVisibleChunkBuffer.set != setIndex) {
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return nullptr;
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}
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if (cachedDescriptorSet.visibleChunkView != resolvedVisibleChunkView) {
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cachedDescriptorSet.descriptorSet.set->Update(
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passLayout.gaussianSplatVisibleChunkBuffer.binding,
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resolvedVisibleChunkView);
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}
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}
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if (setLayout.usesGaussianSplatViewDataBuffer) {
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if (resolvedViewDataView == nullptr ||
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!passLayout.gaussianSplatViewDataBuffer.IsValid() ||
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@@ -975,6 +1036,7 @@ BuiltinGaussianSplatPass::CachedDescriptorSet* BuiltinGaussianSplatPass::GetOrCr
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cachedDescriptorSet.colorView = cachedGaussianSplat.color.shaderResourceView;
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cachedDescriptorSet.shView = cachedGaussianSplat.sh.shaderResourceView;
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cachedDescriptorSet.chunkView = cachedGaussianSplat.chunks.shaderResourceView;
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cachedDescriptorSet.visibleChunkView = resolvedVisibleChunkView;
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cachedDescriptorSet.viewDataView = resolvedViewDataView;
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return &cachedDescriptorSet;
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}
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@@ -1012,9 +1074,178 @@ void BuiltinGaussianSplatPass::DestroyPassResourceLayout(PassResourceLayout& pas
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passLayout.gaussianSplatColorBuffer = {};
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passLayout.gaussianSplatSHBuffer = {};
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passLayout.gaussianSplatChunkBuffer = {};
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passLayout.gaussianSplatVisibleChunkBuffer = {};
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passLayout.gaussianSplatViewDataBuffer = {};
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}
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bool BuiltinGaussianSplatPass::MarkVisibleGaussianSplatChunks(
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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 mark-visible-chunks 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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cachedGaussianSplat->chunks.shaderResourceView == nullptr ||
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cachedGaussianSplat->chunkCount == 0u) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks failed: gaussian splat chunk GPU cache is incomplete");
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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->visibleChunks.shaderResourceView == nullptr ||
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workingSet->visibleChunks.unorderedAccessView == nullptr) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks failed: working set allocation is incomplete");
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}
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const ResolvedShaderPass resolvedShaderPass = ResolveMarkVisibleChunksShaderPass(sceneData);
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if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks 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::MarkVisibleChunks);
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RHI::RHIPipelineState* pipelineState = GetOrCreateComputePipelineState(
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context,
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resolvedShaderPass,
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PassLayoutUsage::MarkVisibleChunks,
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sceneData.globalShaderKeywords);
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if (passLayout == nullptr || pipelineState == nullptr) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks 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 (!TransitionWorkingSetBuffer(commandList, workingSet->visibleChunks, RHI::ResourceStates::UnorderedAccess)) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks failed: resource transition failed");
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}
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commandList->SetPipelineState(pipelineState);
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const float shOrder =
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visibleGaussianSplat.gaussianSplat != nullptr
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? static_cast<float>(visibleGaussianSplat.gaussianSplat->GetSHOrder())
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: 0.0f;
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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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visibleGaussianSplat.localToWorld.Inverse(),
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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(sceneData.cameraData.worldPosition, 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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shOrder,
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static_cast<float>(cachedGaussianSplat->chunkCount))
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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 mark-visible-chunks 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.usesGaussianSplatChunkBuffer ||
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setLayout.usesGaussianSplatVisibleChunkBuffer)) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks 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.usesGaussianSplatChunkBuffer ||
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setLayout.usesGaussianSplatVisibleChunkBuffer)
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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,
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nullptr,
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gaussianSplatKey,
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MaterialConstantPayloadView(),
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*cachedGaussianSplat,
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nullptr,
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nullptr,
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workingSet->visibleChunks.unorderedAccessView,
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nullptr);
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if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks failed: dynamic descriptor set resolution failed");
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}
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RHI::RHIDescriptorSet* descriptorSet = cachedDescriptorSet->descriptorSet.set;
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if (setLayout.usesPerObject) {
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if (!passLayout->perObject.IsValid() || passLayout->perObject.set != setIndex) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks failed: per-object binding is invalid");
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}
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descriptorSet->WriteConstant(
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passLayout->perObject.binding,
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&perObjectConstants,
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sizeof(perObjectConstants));
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}
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descriptorSets[descriptorOffset] = descriptorSet;
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}
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BindDescriptorSetRanges(
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passLayout->firstDescriptorSet,
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descriptorSets,
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[commandList, passLayout](Core::uint32 firstSet, Core::uint32 count, RHI::RHIDescriptorSet** sets) {
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commandList->SetComputeDescriptorSets(
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firstSet,
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count,
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sets,
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passLayout->pipelineLayout);
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});
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}
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commandList->Dispatch((cachedGaussianSplat->chunkCount + 63u) / 64u, 1u, 1u);
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if (!TransitionWorkingSetBuffer(commandList, workingSet->visibleChunks, RHI::ResourceStates::NonPixelShaderResource)) {
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return fail("BuiltinGaussianSplatPass mark-visible-chunks failed: visible-chunk transition failed");
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}
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return true;
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}
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bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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@@ -1037,14 +1268,14 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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cachedGaussianSplat->positions.shaderResourceView == nullptr ||
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cachedGaussianSplat->other.shaderResourceView == nullptr ||
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cachedGaussianSplat->color.shaderResourceView == nullptr ||
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cachedGaussianSplat->sh.shaderResourceView == nullptr ||
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cachedGaussianSplat->chunks.shaderResourceView == nullptr) {
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cachedGaussianSplat->sh.shaderResourceView == nullptr) {
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return fail("BuiltinGaussianSplatPass prepare-order failed: gaussian splat GPU cache is incomplete");
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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->visibleChunks.shaderResourceView == nullptr ||
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workingSet->sortDistances.unorderedAccessView == nullptr ||
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workingSet->orderIndices.unorderedAccessView == nullptr ||
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workingSet->orderIndices.shaderResourceView == nullptr ||
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@@ -1076,7 +1307,8 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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}
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RHI::RHICommandList* commandList = context.commandList;
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if (!TransitionWorkingSetBuffer(commandList, workingSet->sortDistances, RHI::ResourceStates::UnorderedAccess) ||
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if (!TransitionWorkingSetBuffer(commandList, workingSet->visibleChunks, RHI::ResourceStates::NonPixelShaderResource) ||
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!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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@@ -1123,13 +1355,13 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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}
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if (!(setLayout.usesPerObject ||
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setLayout.usesGaussianSplatVisibleChunkBuffer ||
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setLayout.usesGaussianSplatSortDistanceBuffer ||
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setLayout.usesGaussianSplatOrderBuffer ||
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setLayout.usesGaussianSplatPositionBuffer ||
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setLayout.usesGaussianSplatOtherBuffer ||
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setLayout.usesGaussianSplatColorBuffer ||
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setLayout.usesGaussianSplatSHBuffer ||
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setLayout.usesGaussianSplatChunkBuffer ||
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setLayout.usesGaussianSplatViewDataBuffer)) {
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return fail("BuiltinGaussianSplatPass prepare-order failed: unexpected descriptor set layout");
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}
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@@ -1138,12 +1370,12 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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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.usesGaussianSplatVisibleChunkBuffer ||
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setLayout.usesGaussianSplatOrderBuffer ||
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setLayout.usesGaussianSplatPositionBuffer ||
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setLayout.usesGaussianSplatOtherBuffer ||
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setLayout.usesGaussianSplatColorBuffer ||
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setLayout.usesGaussianSplatSHBuffer ||
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setLayout.usesGaussianSplatChunkBuffer ||
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setLayout.usesGaussianSplatViewDataBuffer)
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? visibleGaussianSplat.gaussianSplat
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: nullptr;
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@@ -1161,6 +1393,7 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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*cachedGaussianSplat,
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workingSet->sortDistances.unorderedAccessView,
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workingSet->orderIndices.unorderedAccessView,
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workingSet->visibleChunks.shaderResourceView,
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workingSet->viewData.unorderedAccessView);
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if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) {
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return fail("BuiltinGaussianSplatPass prepare-order failed: dynamic descriptor set resolution failed");
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@@ -1332,6 +1565,7 @@ bool BuiltinGaussianSplatPass::SortVisibleGaussianSplat(
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*cachedGaussianSplat,
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workingSet->sortDistances.unorderedAccessView,
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workingSet->orderIndices.unorderedAccessView,
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nullptr,
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nullptr);
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if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) {
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return fail("BuiltinGaussianSplatPass bitonic-sort failed: dynamic descriptor set resolution failed");
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@@ -1507,6 +1741,7 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
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*cachedGaussianSplat,
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nullptr,
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workingSet->orderIndices.shaderResourceView,
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nullptr,
|
||||
workingSet->viewData.shaderResourceView);
|
||||
if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) {
|
||||
return fail("BuiltinGaussianSplatPass draw failed: dynamic descriptor set resolution failed");
|
||||
|
||||
Reference in New Issue
Block a user