perf: revert tile-count pass to single-splat-per-thread#8603
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mvaligursky merged 1 commit intomainfrom Apr 15, 2026
Merged
perf: revert tile-count pass to single-splat-per-thread#8603mvaligursky merged 1 commit intomainfrom
mvaligursky merged 1 commit intomainfrom
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The multi-splat-per-thread (N=8) strategy from #8594 caused significant register pressure, degrading occupancy on both NVIDIA and Apple GPUs. Benchmarks at 17M splats show tile-count is 2.1x faster on RTX 2070 and 1.7x faster on M4 with N=1.
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Reverts the multi-splat-per-thread (N=8) tile-count strategy introduced in #8594, which caused significant register pressure and performance regression on NVIDIA GPUs.
Changes:
SPLATS_PER_THREADconstant and all register arrays from the tile-count shaderPerformance:
Benchmarked at 17M splats:
Tile-count pass is 2.1x faster on NVIDIA and 1.7x faster on M4 with N=1. The register array approach increased register pressure which reduced occupancy on both architectures, with NVIDIA being more severely affected.