perf: reduce register pressure in compute GSplat TileCount projection#8563
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mvaligursky merged 1 commit intomainfrom Mar 31, 2026
Merged
perf: reduce register pressure in compute GSplat TileCount projection#8563mvaligursky merged 1 commit intomainfrom
mvaligursky merged 1 commit intomainfrom
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Fuse the 2D covariance matrix chain to avoid materializing Vrk, J, and W intermediate mat3x3f matrices, reducing peak register usage. Return viewDepth from computeSplatCov to eliminate a redundant mat4*vec4 multiply. Remove unused radius/radiusFactor fields from SplatCov2D struct. Made-with: Cursor
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Reduces GPU register pressure in the GSplatLocalTileCount compute shader's covariance projection by fusing the matrix chain and eliminating redundant work.
Changes:
computeSplatCovto avoid materializing intermediateVrk(mat3x3f),J(mat3x3f), andW(mat3x3f) matrices. Instead computesB = M * TTdirectly and derivesa, b, cfromdot(B_col, B_col), reducing peak matrix registers from ~27 to ~15.viewDepthfromcomputeSplatCov(already computed internally asviewCenter.z) instead of redundantly recomputingviewMatrix * centerin the TileCount caller.radiusandradiusFactorfields fromSplatCov2Dstruct (only used internally for culling, never read by callers).Performance: