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https://github.com/mosure/bevy_gaussian_splatting/blob/5c9a20a3478b8cca2dd3df2f49fd26232087fa42/src/sort/rayon.rs#L101
use bevy::{ prelude::*, asset::LoadState, utils::Instant, }; use rayon::prelude::*; use crate::{ GaussianCloud, GaussianCloudSettings, sort::{ SortedEntries, SortMode, }, }; #[derive(Default)] pub struct RayonSortPlugin; impl Plugin for RayonSortPlugin { fn build(&self, app: &mut App) { app.add_systems(Update, rayon_sort); } } pub fn rayon_sort( asset_server: Res<AssetServer>, gaussian_clouds_res: Res<Assets<GaussianCloud>>, mut sorted_entries_res: ResMut<Assets<SortedEntries>>, gaussian_clouds: Query<( &Handle<GaussianCloud>, &Handle<SortedEntries>, &GaussianCloudSettings, )>, cameras: Query<( &GlobalTransform, &Camera3d, )>, mut last_camera_position: Local<Vec3>, mut last_sort_time: Local<Option<Instant>>, ) { let period = std::time::Duration::from_millis(100); if let Some(last_sort_time) = last_sort_time.as_ref() { if last_sort_time.elapsed() < period { return; } } // TODO: move sort to render world, use extracted views and update the existing buffer instead of creating new for ( camera_transform, _camera, ) in cameras.iter() { let camera_position = camera_transform.compute_transform().translation; if *last_camera_position == camera_position { return; } for ( gaussian_cloud_handle, sorted_entries_handle, settings, ) in gaussian_clouds.iter() { if settings.sort_mode != SortMode::Rayon { continue; } if Some(LoadState::Loading) == asset_server.get_load_state(gaussian_cloud_handle) { continue; } if Some(LoadState::Loading) == asset_server.get_load_state(sorted_entries_handle) { continue; } if let Some(gaussian_cloud) = gaussian_clouds_res.get(gaussian_cloud_handle) { if let Some(sorted_entries) = sorted_entries_res.get_mut(sorted_entries_handle) { assert_eq!(gaussian_cloud.gaussians.len(), sorted_entries.sorted.len()); *last_camera_position = camera_position; *last_sort_time = Some(Instant::now()); gaussian_cloud.gaussians.par_iter() .zip(sorted_entries.sorted.par_iter_mut()) .enumerate() .for_each(|(idx, (gaussian, sort_entry))| { let position = Vec3::from_slice(gaussian.position.as_ref()); let delta = camera_position - position; sort_entry.key = bytemuck::cast(delta.length_squared()); sort_entry.index = idx as u32; }); sorted_entries.sorted.par_sort_unstable_by(|a, b| { bytemuck::cast::<u32, f32>(b.key).partial_cmp(&bytemuck::cast::<u32, f32>(a.key)).unwrap() }); // TODO: update DrawIndirect buffer during sort phase (GPU sort will override default DrawIndirect) } } } } }
https://github.com/mosure/bevy_gaussian_splatting/blob/5c9a20a3478b8cca2dd3df2f49fd26232087fa42/src/sort/rayon.rs#L101