Closed
Description
Currently splat sorting uses AMD Fidelity FX based radix sorting. I actually have no idea how "good" or state-of-the-art it is, but some other options might be worth looking into:
- Alter the same sorting routine to not sort on full 32 bits of depth -- maybe 16, 20 or 24 bits would be just fine, especially if depth is quantized to be only within object's range. The current sort code is doing 4 bit radix rounds, so that would cut down on the number of rounds it does.
- Look into other sorting approaches. State of the art seems to be OneSweep radix sort, but that one might not work on all platforms (I think due to lack of
globallycoherent
on Metal?), plus most implementations of it seem to be hardcoded to nvidia SIMD width.