Replace full-screen quad composite with tile-based indirect draw in local compute GSplat renderer#8544
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mvaligursky merged 1 commit intomainfrom Mar 20, 2026
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…w in local compute GSplat renderer Replace the full-screen quad composite blit with a tile-based indirect draw that only composites non-empty tiles. This fixes stale data on tiles with zero splats and reduces fill rate proportional to empty screen area. Made-with: Cursor
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Replace the full-screen quad composite blit in the local compute GSplat renderer with a tile-based indirect draw that only composites non-empty tiles. This fixes a stale data bug where tiles with zero splats retained data from previous frames, and reduces fill rate proportional to empty screen area.
Changes:
GSplatTileCompositeclass that owns a bare mesh (no vertex/index buffers), aShaderMaterial, and aMeshInstanceconfigured for non-indexed indirect drawgsplatTileCompositeVSWGSL vertex shader chunk that procedurally generates tile quads frompcVertexIndexand arasterizeTileListstorage bufferDrawIndirectArgsfor the tile composite alongside existing indirect dispatch args_createCompositeMaterial,_createMeshInstance) fromGSplatComputeLocalRendererPerformance:
rasterizeCountand writes draw args in the same thread-0 block