@aura3d/rendering 3.0.1 → 4.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1826) hide show
  1. package/dist/BlendModes.d.ts +34 -0
  2. package/dist/BlendModes.d.ts.map +1 -0
  3. package/dist/BlendModes.js +42 -0
  4. package/dist/BlendModes.js.map +1 -0
  5. package/dist/DepthPass.d.ts +18 -0
  6. package/dist/DepthPass.d.ts.map +1 -1
  7. package/dist/DepthPass.js +103 -20
  8. package/dist/DepthPass.js.map +1 -1
  9. package/dist/EnvironmentBackgroundPass.d.ts +7 -0
  10. package/dist/EnvironmentBackgroundPass.d.ts.map +1 -1
  11. package/dist/EnvironmentBackgroundPass.js +39 -14
  12. package/dist/EnvironmentBackgroundPass.js.map +1 -1
  13. package/dist/EnvironmentMapResources.d.ts +1 -1
  14. package/dist/EnvironmentMapResources.d.ts.map +1 -1
  15. package/dist/EnvironmentMapResources.js +19 -8
  16. package/dist/EnvironmentMapResources.js.map +1 -1
  17. package/dist/EnvironmentPlatform.d.ts +6 -0
  18. package/dist/EnvironmentPlatform.d.ts.map +1 -1
  19. package/dist/EnvironmentPlatform.js +3 -1
  20. package/dist/EnvironmentPlatform.js.map +1 -1
  21. package/dist/EnvironmentPreset.d.ts +7 -0
  22. package/dist/EnvironmentPreset.d.ts.map +1 -1
  23. package/dist/EnvironmentPreset.js +11 -11
  24. package/dist/EnvironmentPreset.js.map +1 -1
  25. package/dist/EnvironmentPresetPack.d.ts +16 -0
  26. package/dist/EnvironmentPresetPack.d.ts.map +1 -1
  27. package/dist/EnvironmentPresetPack.js +28 -0
  28. package/dist/EnvironmentPresetPack.js.map +1 -1
  29. package/dist/ExternalParityRenderPreset.d.ts +15 -1
  30. package/dist/ExternalParityRenderPreset.d.ts.map +1 -1
  31. package/dist/ExternalParityRenderPreset.js +52 -7
  32. package/dist/ExternalParityRenderPreset.js.map +1 -1
  33. package/dist/ForwardPass.d.ts +240 -50
  34. package/dist/ForwardPass.d.ts.map +1 -1
  35. package/dist/ForwardPass.js +845 -866
  36. package/dist/ForwardPass.js.map +1 -1
  37. package/dist/Geometry.d.ts +44 -1
  38. package/dist/Geometry.d.ts.map +1 -1
  39. package/dist/Geometry.js +174 -24
  40. package/dist/Geometry.js.map +1 -1
  41. package/dist/InstancedPBRMaterial.d.ts +5 -0
  42. package/dist/InstancedPBRMaterial.d.ts.map +1 -1
  43. package/dist/InstancedPBRMaterial.js +7 -0
  44. package/dist/InstancedPBRMaterial.js.map +1 -1
  45. package/dist/LightCollector.d.ts +8 -0
  46. package/dist/LightCollector.d.ts.map +1 -1
  47. package/dist/LightCollector.js +1 -1
  48. package/dist/LightCollector.js.map +1 -1
  49. package/dist/LightUniforms.d.ts +78 -0
  50. package/dist/LightUniforms.d.ts.map +1 -1
  51. package/dist/LightUniforms.js +100 -0
  52. package/dist/LightUniforms.js.map +1 -1
  53. package/dist/Material.d.ts +15 -0
  54. package/dist/Material.d.ts.map +1 -1
  55. package/dist/Material.js +19 -2
  56. package/dist/Material.js.map +1 -1
  57. package/dist/MaterialBinding.d.ts +10 -0
  58. package/dist/MaterialBinding.d.ts.map +1 -1
  59. package/dist/MaterialBinding.js +91 -1
  60. package/dist/MaterialBinding.js.map +1 -1
  61. package/dist/MaterialPresets.d.ts +60 -0
  62. package/dist/MaterialPresets.d.ts.map +1 -1
  63. package/dist/MaterialPresets.js +212 -0
  64. package/dist/MaterialPresets.js.map +1 -1
  65. package/dist/NormalMappedPBRMaterial.d.ts +5 -0
  66. package/dist/NormalMappedPBRMaterial.d.ts.map +1 -1
  67. package/dist/NormalMappedPBRMaterial.js +7 -0
  68. package/dist/NormalMappedPBRMaterial.js.map +1 -1
  69. package/dist/OceanSurface.d.ts +8 -0
  70. package/dist/OceanSurface.d.ts.map +1 -1
  71. package/dist/OceanSurface.js +10 -79
  72. package/dist/OceanSurface.js.map +1 -1
  73. package/dist/PBRLightingDefaults.d.ts +8 -0
  74. package/dist/PBRLightingDefaults.d.ts.map +1 -1
  75. package/dist/PBRLightingDefaults.js +8 -0
  76. package/dist/PBRLightingDefaults.js.map +1 -1
  77. package/dist/PBRMaterial.d.ts +5 -0
  78. package/dist/PBRMaterial.d.ts.map +1 -1
  79. package/dist/PBRMaterial.js +7 -0
  80. package/dist/PBRMaterial.js.map +1 -1
  81. package/dist/PostProcessPass.d.ts +6 -490
  82. package/dist/PostProcessPass.d.ts.map +1 -1
  83. package/dist/PostProcessPass.js +6 -2016
  84. package/dist/PostProcessPass.js.map +1 -1
  85. package/dist/ProceduralMaterialTextures.d.ts +28 -0
  86. package/dist/ProceduralMaterialTextures.d.ts.map +1 -0
  87. package/dist/ProceduralMaterialTextures.js +217 -0
  88. package/dist/ProceduralMaterialTextures.js.map +1 -0
  89. package/dist/ReflectionProbe.d.ts.map +1 -1
  90. package/dist/ReflectionProbe.js +4 -1
  91. package/dist/ReflectionProbe.js.map +1 -1
  92. package/dist/RenderBackend.d.ts +2 -0
  93. package/dist/RenderBackend.d.ts.map +1 -1
  94. package/dist/RenderBackend.js +3 -0
  95. package/dist/RenderBackend.js.map +1 -1
  96. package/dist/RenderDevice.d.ts +92 -5
  97. package/dist/RenderDevice.d.ts.map +1 -1
  98. package/dist/RenderDevice.js +166 -9
  99. package/dist/RenderDevice.js.map +1 -1
  100. package/dist/RenderGraph.d.ts.map +1 -1
  101. package/dist/RenderGraph.js +17 -0
  102. package/dist/RenderGraph.js.map +1 -1
  103. package/dist/RenderPass.d.ts +7 -0
  104. package/dist/RenderPass.d.ts.map +1 -1
  105. package/dist/RenderPass.js.map +1 -1
  106. package/dist/RenderPipeline.d.ts +5 -0
  107. package/dist/RenderPipeline.d.ts.map +1 -1
  108. package/dist/RenderPipeline.js +6 -0
  109. package/dist/RenderPipeline.js.map +1 -1
  110. package/dist/Renderer.d.ts +261 -66
  111. package/dist/Renderer.d.ts.map +1 -1
  112. package/dist/Renderer.js +902 -1256
  113. package/dist/Renderer.js.map +1 -1
  114. package/dist/RendererPostprocessPlan.d.ts +4 -0
  115. package/dist/RendererPostprocessPlan.d.ts.map +1 -1
  116. package/dist/RendererPostprocessPlan.js +16 -2
  117. package/dist/RendererPostprocessPlan.js.map +1 -1
  118. package/dist/RendererTiming.d.ts +27 -0
  119. package/dist/RendererTiming.d.ts.map +1 -1
  120. package/dist/RendererTiming.js +179 -12
  121. package/dist/RendererTiming.js.map +1 -1
  122. package/dist/ResolutionGovernor.d.ts +56 -0
  123. package/dist/ResolutionGovernor.d.ts.map +1 -0
  124. package/dist/ResolutionGovernor.js +87 -0
  125. package/dist/ResolutionGovernor.js.map +1 -0
  126. package/dist/Sampler.d.ts +34 -1
  127. package/dist/Sampler.d.ts.map +1 -1
  128. package/dist/Sampler.js +55 -2
  129. package/dist/Sampler.js.map +1 -1
  130. package/dist/ShaderLibrary.d.ts.map +1 -1
  131. package/dist/ShaderLibrary.js +15 -10
  132. package/dist/ShaderLibrary.js.map +1 -1
  133. package/dist/ShaderLibraryCore.d.ts.map +1 -1
  134. package/dist/ShaderLibraryCore.js +3 -2
  135. package/dist/ShaderLibraryCore.js.map +1 -1
  136. package/dist/ShaderModule.d.ts +7 -1
  137. package/dist/ShaderModule.d.ts.map +1 -1
  138. package/dist/ShaderModule.js +20 -5
  139. package/dist/ShaderModule.js.map +1 -1
  140. package/dist/ShadowPass.d.ts.map +1 -1
  141. package/dist/ShadowPass.js +14 -7
  142. package/dist/ShadowPass.js.map +1 -1
  143. package/dist/SkinnedLitMaterial.d.ts +5 -0
  144. package/dist/SkinnedLitMaterial.d.ts.map +1 -1
  145. package/dist/SkinnedLitMaterial.js +13 -0
  146. package/dist/SkinnedLitMaterial.js.map +1 -1
  147. package/dist/SkinningBounds.d.ts +18 -0
  148. package/dist/SkinningBounds.d.ts.map +1 -1
  149. package/dist/SkinningBounds.js +78 -0
  150. package/dist/SkinningBounds.js.map +1 -1
  151. package/dist/SkinningPaletteTextureCache.d.ts +117 -0
  152. package/dist/SkinningPaletteTextureCache.d.ts.map +1 -0
  153. package/dist/SkinningPaletteTextureCache.js +205 -0
  154. package/dist/SkinningPaletteTextureCache.js.map +1 -0
  155. package/dist/SkinningUniforms.d.ts +56 -0
  156. package/dist/SkinningUniforms.d.ts.map +1 -0
  157. package/dist/SkinningUniforms.js +262 -0
  158. package/dist/SkinningUniforms.js.map +1 -0
  159. package/dist/TemporalHistory.d.ts +33 -0
  160. package/dist/TemporalHistory.d.ts.map +1 -1
  161. package/dist/TemporalHistory.js +84 -1
  162. package/dist/TemporalHistory.js.map +1 -1
  163. package/dist/TerrainHeightfield.d.ts +12 -0
  164. package/dist/TerrainHeightfield.d.ts.map +1 -1
  165. package/dist/TerrainHeightfield.js +29 -6
  166. package/dist/TerrainHeightfield.js.map +1 -1
  167. package/dist/TerrainTiles.d.ts +40 -10
  168. package/dist/TerrainTiles.d.ts.map +1 -1
  169. package/dist/TerrainTiles.js +18 -57
  170. package/dist/TerrainTiles.js.map +1 -1
  171. package/dist/Texture.d.ts +47 -2
  172. package/dist/Texture.d.ts.map +1 -1
  173. package/dist/Texture.js +119 -3
  174. package/dist/Texture.js.map +1 -1
  175. package/dist/TexturedPBRMaterial.d.ts +24 -0
  176. package/dist/TexturedPBRMaterial.d.ts.map +1 -1
  177. package/dist/TexturedPBRMaterial.js +72 -20
  178. package/dist/TexturedPBRMaterial.js.map +1 -1
  179. package/dist/TransmissionRenderTarget.d.ts +33 -0
  180. package/dist/TransmissionRenderTarget.d.ts.map +1 -0
  181. package/dist/TransmissionRenderTarget.js +61 -0
  182. package/dist/TransmissionRenderTarget.js.map +1 -0
  183. package/dist/VegetationScatter.js +1 -1
  184. package/dist/VegetationScatter.js.map +1 -1
  185. package/dist/VolumetricFog.d.ts +42 -0
  186. package/dist/VolumetricFog.d.ts.map +1 -1
  187. package/dist/VolumetricFog.js +52 -1
  188. package/dist/VolumetricFog.js.map +1 -1
  189. package/dist/WaterSurface.d.ts +5 -0
  190. package/dist/WaterSurface.d.ts.map +1 -1
  191. package/dist/WaterSurface.js +5 -0
  192. package/dist/WaterSurface.js.map +1 -1
  193. package/dist/WebGL2Device.d.ts +154 -207
  194. package/dist/WebGL2Device.d.ts.map +1 -1
  195. package/dist/WebGL2Device.js +831 -3703
  196. package/dist/WebGL2Device.js.map +1 -1
  197. package/dist/WebGL2StateCache.d.ts +15 -1
  198. package/dist/WebGL2StateCache.d.ts.map +1 -1
  199. package/dist/WebGL2StateCache.js +31 -2
  200. package/dist/WebGL2StateCache.js.map +1 -1
  201. package/dist/WebGPUDevice.d.ts +0 -4
  202. package/dist/WebGPUDevice.d.ts.map +1 -1
  203. package/dist/WebGPUDevice.js +31 -605
  204. package/dist/WebGPUDevice.js.map +1 -1
  205. package/dist/WebGPUSkinningLimits.d.ts +10 -1
  206. package/dist/WebGPUSkinningLimits.d.ts.map +1 -1
  207. package/dist/WebGPUSkinningLimits.js +15 -1
  208. package/dist/WebGPUSkinningLimits.js.map +1 -1
  209. package/dist/advanced-runtime/index.d.ts +6 -2
  210. package/dist/advanced-runtime/index.d.ts.map +1 -1
  211. package/dist/advanced-runtime/index.js +0 -1
  212. package/dist/advanced-runtime/index.js.map +1 -1
  213. package/dist/animation/AnimationRenderPreset.d.ts +1 -1
  214. package/dist/animation/AnimationRenderPreset.d.ts.map +1 -1
  215. package/dist/animation/AnimationRenderPreset.js +1 -1
  216. package/dist/animation/AnimationRenderPreset.js.map +1 -1
  217. package/dist/animation/applyAnimationRenderPreset.d.ts +1 -1
  218. package/dist/animation/applyAnimationRenderPreset.d.ts.map +1 -1
  219. package/dist/animation/index.d.ts +2 -1
  220. package/dist/animation/index.d.ts.map +1 -1
  221. package/dist/animation/index.js +1 -1
  222. package/dist/animation/index.js.map +1 -1
  223. package/dist/atmosphere/CloudLayer.d.ts +24 -0
  224. package/dist/atmosphere/CloudLayer.d.ts.map +1 -0
  225. package/dist/atmosphere/CloudLayer.js +30 -0
  226. package/dist/atmosphere/CloudLayer.js.map +1 -0
  227. package/dist/atmosphere/FogVolumes.d.ts +30 -0
  228. package/dist/atmosphere/FogVolumes.d.ts.map +1 -0
  229. package/dist/atmosphere/FogVolumes.js +96 -0
  230. package/dist/atmosphere/FogVolumes.js.map +1 -0
  231. package/dist/atmosphere/GradientSky.d.ts +40 -0
  232. package/dist/atmosphere/GradientSky.d.ts.map +1 -0
  233. package/dist/atmosphere/GradientSky.js +75 -0
  234. package/dist/atmosphere/GradientSky.js.map +1 -0
  235. package/dist/atmosphere/HeightFog.d.ts +154 -0
  236. package/dist/atmosphere/HeightFog.d.ts.map +1 -0
  237. package/dist/atmosphere/HeightFog.js +379 -0
  238. package/dist/atmosphere/HeightFog.js.map +1 -0
  239. package/dist/atmosphere/PreethamSky.d.ts +38 -0
  240. package/dist/atmosphere/PreethamSky.d.ts.map +1 -0
  241. package/dist/atmosphere/PreethamSky.js +150 -0
  242. package/dist/atmosphere/PreethamSky.js.map +1 -0
  243. package/dist/atmosphere/SkyBackgroundPass.d.ts +63 -0
  244. package/dist/atmosphere/SkyBackgroundPass.d.ts.map +1 -0
  245. package/dist/atmosphere/SkyBackgroundPass.js +233 -0
  246. package/dist/atmosphere/SkyBackgroundPass.js.map +1 -0
  247. package/dist/atmosphere/SkyCaptureAdapter.d.ts +45 -0
  248. package/dist/atmosphere/SkyCaptureAdapter.d.ts.map +1 -0
  249. package/dist/atmosphere/SkyCaptureAdapter.js +65 -0
  250. package/dist/atmosphere/SkyCaptureAdapter.js.map +1 -0
  251. package/dist/atmosphere/SkyEval.d.ts +56 -0
  252. package/dist/atmosphere/SkyEval.d.ts.map +1 -0
  253. package/dist/atmosphere/SkyEval.js +99 -0
  254. package/dist/atmosphere/SkyEval.js.map +1 -0
  255. package/dist/atmosphere/StarField.d.ts +26 -0
  256. package/dist/atmosphere/StarField.d.ts.map +1 -0
  257. package/dist/atmosphere/StarField.js +31 -0
  258. package/dist/atmosphere/StarField.js.map +1 -0
  259. package/dist/atmosphere/VolumetricFogPass.d.ts +69 -0
  260. package/dist/atmosphere/VolumetricFogPass.d.ts.map +1 -0
  261. package/dist/atmosphere/VolumetricFogPass.js +265 -0
  262. package/dist/atmosphere/VolumetricFogPass.js.map +1 -0
  263. package/dist/atmosphere/fogChunks.d.ts +8 -0
  264. package/dist/atmosphere/fogChunks.d.ts.map +1 -0
  265. package/dist/atmosphere/fogChunks.js +39 -0
  266. package/dist/atmosphere/fogChunks.js.map +1 -0
  267. package/dist/atmosphere/fogUniformStore.d.ts +20 -0
  268. package/dist/atmosphere/fogUniformStore.d.ts.map +1 -0
  269. package/dist/atmosphere/fogUniformStore.js +45 -0
  270. package/dist/atmosphere/fogUniformStore.js.map +1 -0
  271. package/dist/atmosphere/shaders/fog.glsl.d.ts +10 -0
  272. package/dist/atmosphere/shaders/fog.glsl.d.ts.map +1 -0
  273. package/dist/atmosphere/shaders/fog.glsl.js +161 -0
  274. package/dist/atmosphere/shaders/fog.glsl.js.map +1 -0
  275. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts +3 -0
  276. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts.map +1 -0
  277. package/dist/atmosphere/shaders/volumetric-apply.glsl.js +61 -0
  278. package/dist/atmosphere/shaders/volumetric-apply.glsl.js.map +1 -0
  279. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts +4 -0
  280. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts.map +1 -0
  281. package/dist/atmosphere/shaders/volumetric-inject.glsl.js +129 -0
  282. package/dist/atmosphere/shaders/volumetric-inject.glsl.js.map +1 -0
  283. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts +3 -0
  284. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts.map +1 -0
  285. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js +55 -0
  286. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js.map +1 -0
  287. package/dist/atmosphere/shaders/wetness.glsl.d.ts +34 -0
  288. package/dist/atmosphere/shaders/wetness.glsl.d.ts.map +1 -0
  289. package/dist/atmosphere/shaders/wetness.glsl.js +101 -0
  290. package/dist/atmosphere/shaders/wetness.glsl.js.map +1 -0
  291. package/dist/atmosphere/sky.glsl.d.ts +8 -0
  292. package/dist/atmosphere/sky.glsl.d.ts.map +1 -0
  293. package/dist/atmosphere/sky.glsl.js +249 -0
  294. package/dist/atmosphere/sky.glsl.js.map +1 -0
  295. package/dist/batching/BatchedGeometryPool.d.ts +72 -0
  296. package/dist/batching/BatchedGeometryPool.d.ts.map +1 -0
  297. package/dist/batching/BatchedGeometryPool.js +138 -0
  298. package/dist/batching/BatchedGeometryPool.js.map +1 -0
  299. package/dist/batching/ContentKeys.d.ts +29 -0
  300. package/dist/batching/ContentKeys.d.ts.map +1 -0
  301. package/dist/batching/ContentKeys.js +220 -0
  302. package/dist/batching/ContentKeys.js.map +1 -0
  303. package/dist/batching/DrawDataTexture.d.ts +51 -0
  304. package/dist/batching/DrawDataTexture.d.ts.map +1 -0
  305. package/dist/batching/DrawDataTexture.js +99 -0
  306. package/dist/batching/DrawDataTexture.js.map +1 -0
  307. package/dist/batching/MultiDrawBatch.d.ts +64 -0
  308. package/dist/batching/MultiDrawBatch.d.ts.map +1 -0
  309. package/dist/batching/MultiDrawBatch.js +103 -0
  310. package/dist/batching/MultiDrawBatch.js.map +1 -0
  311. package/dist/batching/StaticMergePlanner.d.ts +80 -0
  312. package/dist/batching/StaticMergePlanner.d.ts.map +1 -0
  313. package/dist/batching/StaticMergePlanner.js +323 -0
  314. package/dist/batching/StaticMergePlanner.js.map +1 -0
  315. package/dist/batching/index.d.ts +8 -0
  316. package/dist/batching/index.d.ts.map +1 -0
  317. package/dist/batching/index.js +8 -0
  318. package/dist/batching/index.js.map +1 -0
  319. package/dist/batching/shaders/drawId.glsl.d.ts +29 -0
  320. package/dist/batching/shaders/drawId.glsl.d.ts.map +1 -0
  321. package/dist/batching/shaders/drawId.glsl.js +93 -0
  322. package/dist/batching/shaders/drawId.glsl.js.map +1 -0
  323. package/dist/batching/shaders/instanceEmissive.glsl.d.ts +16 -0
  324. package/dist/batching/shaders/instanceEmissive.glsl.d.ts.map +1 -0
  325. package/dist/batching/shaders/instanceEmissive.glsl.js +63 -0
  326. package/dist/batching/shaders/instanceEmissive.glsl.js.map +1 -0
  327. package/dist/cinematic/BloomPass.d.ts +5 -9
  328. package/dist/cinematic/BloomPass.d.ts.map +1 -1
  329. package/dist/cinematic/BloomPass.js +5 -17
  330. package/dist/cinematic/BloomPass.js.map +1 -1
  331. package/dist/cinematic/DepthHazePass.d.ts +5 -11
  332. package/dist/cinematic/DepthHazePass.d.ts.map +1 -1
  333. package/dist/cinematic/DepthHazePass.js +5 -19
  334. package/dist/cinematic/DepthHazePass.js.map +1 -1
  335. package/dist/cinematic/FilmGrainPass.d.ts +5 -8
  336. package/dist/cinematic/FilmGrainPass.d.ts.map +1 -1
  337. package/dist/cinematic/FilmGrainPass.js +5 -16
  338. package/dist/cinematic/FilmGrainPass.js.map +1 -1
  339. package/dist/cinematic/VignettePass.d.ts +5 -9
  340. package/dist/cinematic/VignettePass.d.ts.map +1 -1
  341. package/dist/cinematic/VignettePass.js +5 -16
  342. package/dist/cinematic/VignettePass.js.map +1 -1
  343. package/dist/cinematic/index.d.ts +2 -1
  344. package/dist/cinematic/index.d.ts.map +1 -1
  345. package/dist/cinematic/index.js +1 -1
  346. package/dist/cinematic/index.js.map +1 -1
  347. package/dist/contracts/atmosphere.d.ts +30 -0
  348. package/dist/contracts/atmosphere.d.ts.map +1 -0
  349. package/dist/contracts/atmosphere.js +42 -0
  350. package/dist/contracts/atmosphere.js.map +1 -0
  351. package/dist/contracts/blend.d.ts +28 -0
  352. package/dist/contracts/blend.d.ts.map +1 -0
  353. package/dist/contracts/blend.js +73 -0
  354. package/dist/contracts/blend.js.map +1 -0
  355. package/dist/contracts/core.d.ts +47 -0
  356. package/dist/contracts/core.d.ts.map +1 -0
  357. package/dist/contracts/core.js +70 -0
  358. package/dist/contracts/core.js.map +1 -0
  359. package/dist/contracts/deform.d.ts +38 -0
  360. package/dist/contracts/deform.d.ts.map +1 -0
  361. package/dist/contracts/deform.js +14 -0
  362. package/dist/contracts/deform.js.map +1 -0
  363. package/dist/contracts/device.d.ts +71 -0
  364. package/dist/contracts/device.d.ts.map +1 -0
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  1654. package/dist/world/space/PlanetMaterial.d.ts +24 -0
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  1656. package/dist/world/space/PlanetMaterial.js +82 -0
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  1658. package/dist/world/space/SpaceSkyBake.d.ts +46 -0
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  1660. package/dist/world/space/SpaceSkyBake.js +145 -0
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  1662. package/dist/world/space/shaders/planet.d.ts +8 -0
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  1666. package/dist/world/space/shaders/spaceBake.d.ts +9 -0
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  1670. package/dist/world/terrain/SplatBake.d.ts +76 -0
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  1674. package/dist/world/terrain/TerrainCdlod.d.ts +67 -0
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  1678. package/dist/world/terrain/TerrainHeightTexture.d.ts +44 -0
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  1682. package/dist/world/terrain/TerrainPatchGeometry.d.ts +18 -0
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  1684. package/dist/world/terrain/TerrainPatchGeometry.js +40 -0
  1685. package/dist/world/terrain/TerrainPatchGeometry.js.map +1 -0
  1686. package/dist/world/terrain/shaders/terrain.vert.glsl.d.ts +19 -0
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  1688. package/dist/world/terrain/shaders/terrain.vert.glsl.js +162 -0
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  1700. package/dist/world/vegetation/FoliageMaterial.js +107 -0
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  1706. package/dist/world/vegetation/ImpostorMaterial.d.ts +20 -0
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  1708. package/dist/world/vegetation/ImpostorMaterial.js +80 -0
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  1710. package/dist/world/vegetation/InstanceChunkGrid.d.ts +67 -0
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  1712. package/dist/world/vegetation/InstanceChunkGrid.js +150 -0
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  1714. package/dist/world/vegetation/WindCpu.d.ts +19 -0
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  1718. package/dist/world/vegetation/WindField.d.ts +42 -0
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  1722. package/dist/world/vegetation/shaders/foliage.d.ts +8 -0
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  1734. package/dist/world/vegetation/shaders/wind.d.ts +9 -0
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  1738. package/dist/world/water/GerstnerWaves.d.ts +65 -0
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  1750. package/dist/world/water/UnderwaterState.d.ts +25 -0
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  1771. package/dist/ArchitecturalMaterialCatalog.d.ts +0 -30
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@@ -0,0 +1,48 @@
1
+ /**
2
+ * PRD 11 Phase 6 groundwork (§7.3, ◦): WGSL twin manifest.
3
+ *
4
+ * C-02 `ShaderChunk.wgsl` is the twin field; chunks registered without it are
5
+ * reported — never fatal — until G-WGPU is a "go" (§6.2). Lane-11-owned
6
+ * chunks register their twins in `program/chunks/*.wgsl.ts` and pass them to
7
+ * `registerShaderChunk` directly; this manifest additionally records them so
8
+ * `manifestParity` can report coverage without a lane-01 enumeration API
9
+ * (requested via qr-request: `allShaderChunks()` on contracts/program.ts).
10
+ *
11
+ * `manifestParity(registered?)` takes an optional explicit list of
12
+ * `{name, owner}` descriptors — callers that do have chunk access (tests,
13
+ * the naga job) pass it; without it the manifest reports only the twins it
14
+ * knows about.
15
+ */
16
+ const twins = new Map();
17
+ /** Record a WGSL twin for a registered C-02 chunk. Idempotent per name. */
18
+ export function registerWgslTwin(entry) {
19
+ twins.set(entry.chunkName, entry);
20
+ }
21
+ export function wgslTwinFor(chunkName) {
22
+ return twins.get(chunkName)?.wgsl;
23
+ }
24
+ export function wgslTwins() {
25
+ return [...twins.values()];
26
+ }
27
+ /**
28
+ * Compare the known registered chunks against the twin table.
29
+ * `registered` is optional until C-02 exposes enumeration; when omitted the
30
+ * report covers the manifest's own twin table (missing = []).
31
+ */
32
+ export function manifestParity(registered) {
33
+ if (!registered) {
34
+ return { withTwin: twins.size, missing: [] };
35
+ }
36
+ const missing = [];
37
+ let withTwin = 0;
38
+ for (const chunk of registered) {
39
+ if (chunk.wgsl !== undefined || twins.has(chunk.name)) {
40
+ withTwin += 1;
41
+ }
42
+ else {
43
+ missing.push({ name: chunk.name, owner: chunk.owner ?? "unknown" });
44
+ }
45
+ }
46
+ return { withTwin, missing };
47
+ }
48
+ //# sourceMappingURL=manifest.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"manifest.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/manifest.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAQH,MAAM,KAAK,GAAG,IAAI,GAAG,EAAyB,CAAC;AAE/C,2EAA2E;AAC3E,MAAM,UAAU,gBAAgB,CAAC,KAAoB;IACnD,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;AACpC,CAAC;AAED,MAAM,UAAU,WAAW,CAAC,SAAiB;IAC3C,OAAO,KAAK,CAAC,GAAG,CAAC,SAAS,CAAC,EAAE,IAAI,CAAC;AACpC,CAAC;AAED,MAAM,UAAU,SAAS;IACvB,OAAO,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,CAAC;AAC7B,CAAC;AAOD;;;;GAIG;AACH,MAAM,UAAU,cAAc,CAAC,UAAkG;IAC/H,IAAI,CAAC,UAAU,EAAE,CAAC;QAChB,OAAO,EAAE,QAAQ,EAAE,KAAK,CAAC,IAAI,EAAE,OAAO,EAAE,EAAE,EAAE,CAAC;IAC/C,CAAC;IACD,MAAM,OAAO,GAAsC,EAAE,CAAC;IACtD,IAAI,QAAQ,GAAG,CAAC,CAAC;IACjB,KAAK,MAAM,KAAK,IAAI,UAAU,EAAE,CAAC;QAC/B,IAAI,KAAK,CAAC,IAAI,KAAK,SAAS,IAAI,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC;YACtD,QAAQ,IAAI,CAAC,CAAC;QAChB,CAAC;aAAM,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,EAAE,CAAC,CAAC;QACtE,CAAC;IACH,CAAC;IACD,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC;AAC/B,CAAC"}
@@ -0,0 +1,8 @@
1
+ /**
2
+ * `normal` chunk — shading-normal helpers for generated programs.
3
+ * `FLAT_SHADING` derives the geometric normal with dFdx/dFdy; normal maps use
4
+ * the tangent frame (a_tangent when present, else the screen-space derivative
5
+ * fallback used by three.js perturbNormal2Arb).
6
+ */
7
+ export declare const NORMAL_CHUNK_GLSL = "\nvec3 a3dFlatNormal(vec3 pos) {\n vec3 fdx = dFdx(pos);\n vec3 fdy = dFdy(pos);\n return normalize(cross(fdx, fdy));\n}\n\n#ifdef USE_NORMAL_MAP\nuniform sampler2D u_normalMap;\nuniform float u_normalScale;\n// three r185 perturbNormal2Arb: screen-space derivative tangent frame.\nvec3 a3dTangentNormal(vec3 pos, vec3 surfaceNormal, vec2 mapUv) {\n vec3 q0 = dFdx(pos);\n vec3 q1 = dFdy(pos);\n vec2 st0 = dFdx(mapUv);\n vec2 st1 = dFdy(mapUv);\n float scale = sign(st1.t * st0.s - st0.t * st1.s);\n vec3 S = normalize((q0 * st1.t - q1 * st0.t) * scale);\n vec3 T = normalize((-q0 * st1.s + q1 * st0.s) * scale);\n vec3 N = normalize(surfaceNormal);\n mat3 tsn = mat3(S, T, N);\n vec3 mapN = texture(u_normalMap, mapUv).xyz * 2.0 - 1.0;\n mapN.xy *= u_normalScale;\n return normalize(tsn * mapN);\n}\n#endif\n";
8
+ //# sourceMappingURL=normal.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"normal.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/normal.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,eAAO,MAAM,iBAAiB,8zBA0B7B,CAAC"}
@@ -0,0 +1,34 @@
1
+ /**
2
+ * `normal` chunk — shading-normal helpers for generated programs.
3
+ * `FLAT_SHADING` derives the geometric normal with dFdx/dFdy; normal maps use
4
+ * the tangent frame (a_tangent when present, else the screen-space derivative
5
+ * fallback used by three.js perturbNormal2Arb).
6
+ */
7
+ export const NORMAL_CHUNK_GLSL = /* glsl */ `
8
+ vec3 a3dFlatNormal(vec3 pos) {
9
+ vec3 fdx = dFdx(pos);
10
+ vec3 fdy = dFdy(pos);
11
+ return normalize(cross(fdx, fdy));
12
+ }
13
+
14
+ #ifdef USE_NORMAL_MAP
15
+ uniform sampler2D u_normalMap;
16
+ uniform float u_normalScale;
17
+ // three r185 perturbNormal2Arb: screen-space derivative tangent frame.
18
+ vec3 a3dTangentNormal(vec3 pos, vec3 surfaceNormal, vec2 mapUv) {
19
+ vec3 q0 = dFdx(pos);
20
+ vec3 q1 = dFdy(pos);
21
+ vec2 st0 = dFdx(mapUv);
22
+ vec2 st1 = dFdy(mapUv);
23
+ float scale = sign(st1.t * st0.s - st0.t * st1.s);
24
+ vec3 S = normalize((q0 * st1.t - q1 * st0.t) * scale);
25
+ vec3 T = normalize((-q0 * st1.s + q1 * st0.s) * scale);
26
+ vec3 N = normalize(surfaceNormal);
27
+ mat3 tsn = mat3(S, T, N);
28
+ vec3 mapN = texture(u_normalMap, mapUv).xyz * 2.0 - 1.0;
29
+ mapN.xy *= u_normalScale;
30
+ return normalize(tsn * mapN);
31
+ }
32
+ #endif
33
+ `;
34
+ //# sourceMappingURL=normal.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"normal.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/normal.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;CA0B3C,CAAC"}
@@ -0,0 +1,23 @@
1
+ /**
2
+ * `shadow_forward` chunk — directional/spot shadow-map receive for the
3
+ * generated forward program (#1225).
4
+ *
5
+ * The generated program (A3D_QR_CORE, default-on since #1238) replaced the
6
+ * legacy `aura3d/pbr-direct` shader for allow-listed materials, but its
7
+ * `fragment:lights` loop never sampled a shadow map: `forward/Lighting.ts`
8
+ * only binds `u_shadowMap*` when the program reflects them, so the bridged
9
+ * prd02 cascade (and the flag-off legacy map) was dropped and every capture
10
+ * was byte-identical to its no-shadows control.
11
+ *
12
+ * This chunk declares the legacy forward uniforms and the legacy
13
+ * `a3dForwardShadowFactor`, text-identical to ShaderLibraryCore.ts (a unit
14
+ * test pins the two), so the bound map is sampled exactly like the legacy
15
+ * shader does. Emitted only when the draw has a shadow map
16
+ * (`features.shadows.cascades > 0`). Point-light cube shadows stay legacy-only.
17
+ *
18
+ * `u_shadowMapNormalBias` (world units, three.js `shadow.normalBias`) offsets
19
+ * the receiver along its normal before the lookup; 0 keeps the legacy result.
20
+ */
21
+ export declare const SHADOW_FORWARD_FACTOR_GLSL = "float a3dForwardShadowFactor(vec3 worldPosition, vec3 normal, vec3 lightDirection) {\n if (u_shadowMapEnabled < 0.5) return 1.0;\n vec4 lightPosition = u_shadowMapMatrix * vec4(worldPosition, 1.0);\n vec3 projected = lightPosition.xyz / max(lightPosition.w, 0.0001);\n vec2 uv = projected.xy * 0.5 + 0.5;\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) return 1.0;\n vec3 receiverNormal = normalize(normal);\n vec3 receiverLightDirection = lightDirection / max(length(lightDirection), 0.0001);\n float normalDotLight = clamp(abs(dot(receiverNormal, receiverLightDirection)), 0.0, 1.0);\n float slopeTangent = min(sqrt(max(1.0 - normalDotLight * normalDotLight, 0.0)) / max(normalDotLight, 0.05), 8.0);\n float slopeTexelBias = slopeTangent * u_shadowMapSlopeBias * max(u_shadowMapTexelSize.x, u_shadowMapTexelSize.y);\n float projectedDepth = projected.z * 0.5 + 0.5;\n float shadowed = 0.0;\n float totalWeight = 0.0;\n int sampleCount = clamp(int(u_shadowPcfSampleCount), 1, 32);\n for (int i = 0; i < 32; ++i) {\n if (i >= sampleCount) break;\n vec4 sampleData = u_shadowPcfSamples[i];\n float weight = max(sampleData.z, 0.0);\n vec2 offset = sampleData.xy * u_shadowMapTexelSize;\n float storedDepth = texture(u_shadowMapTexture, uv + offset).r;\n float sampleTexelDistance = max(1.0, length(sampleData.xy));\n float receiverDepth = projectedDepth - u_shadowMapBias - slopeTexelBias * sampleTexelDistance;\n shadowed += (receiverDepth > storedDepth ? 1.0 : 0.0) * weight;\n totalWeight += weight;\n }\n float occlusion = totalWeight > 0.0 ? shadowed / totalWeight : 0.0;\n return mix(1.0, 1.0 - occlusion, clamp(u_shadowMapStrength, 0.0, 1.0));\n}";
22
+ export declare const SHADOW_FORWARD_CHUNK_GLSL = "\nuniform sampler2D u_shadowMapTexture;\nuniform float u_shadowMapEnabled;\nuniform mat4 u_shadowMapMatrix;\nuniform float u_shadowMapStrength;\nuniform float u_shadowMapBias;\nuniform float u_shadowMapSlopeBias;\nuniform vec2 u_shadowMapTexelSize;\nuniform float u_shadowPcfSampleCount;\nuniform vec4 u_shadowPcfSamples[32];\nuniform float u_shadowMapNormalBias;\n\nfloat a3dForwardShadowFactor(vec3 worldPosition, vec3 normal, vec3 lightDirection) {\n if (u_shadowMapEnabled < 0.5) return 1.0;\n vec4 lightPosition = u_shadowMapMatrix * vec4(worldPosition, 1.0);\n vec3 projected = lightPosition.xyz / max(lightPosition.w, 0.0001);\n vec2 uv = projected.xy * 0.5 + 0.5;\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) return 1.0;\n vec3 receiverNormal = normalize(normal);\n vec3 receiverLightDirection = lightDirection / max(length(lightDirection), 0.0001);\n float normalDotLight = clamp(abs(dot(receiverNormal, receiverLightDirection)), 0.0, 1.0);\n float slopeTangent = min(sqrt(max(1.0 - normalDotLight * normalDotLight, 0.0)) / max(normalDotLight, 0.05), 8.0);\n float slopeTexelBias = slopeTangent * u_shadowMapSlopeBias * max(u_shadowMapTexelSize.x, u_shadowMapTexelSize.y);\n float projectedDepth = projected.z * 0.5 + 0.5;\n float shadowed = 0.0;\n float totalWeight = 0.0;\n int sampleCount = clamp(int(u_shadowPcfSampleCount), 1, 32);\n for (int i = 0; i < 32; ++i) {\n if (i >= sampleCount) break;\n vec4 sampleData = u_shadowPcfSamples[i];\n float weight = max(sampleData.z, 0.0);\n vec2 offset = sampleData.xy * u_shadowMapTexelSize;\n float storedDepth = texture(u_shadowMapTexture, uv + offset).r;\n float sampleTexelDistance = max(1.0, length(sampleData.xy));\n float receiverDepth = projectedDepth - u_shadowMapBias - slopeTexelBias * sampleTexelDistance;\n shadowed += (receiverDepth > storedDepth ? 1.0 : 0.0) * weight;\n totalWeight += weight;\n }\n float occlusion = totalWeight > 0.0 ? shadowed / totalWeight : 0.0;\n return mix(1.0, 1.0 - occlusion, clamp(u_shadowMapStrength, 0.0, 1.0));\n}\n\n// Legacy gate (ShaderLibraryCore light loop): spotShadowLayer.z marks the\n// shadow-casting light; directional (kind 0) and spot (kind 2) sample the\n// forward map, point (kind 1) and rect (> 2.5, packed z = 0) do not.\nfloat a3dForwardLightShadow(float kind, float castsShadow, vec3 worldPosition, vec3 normal, vec3 lightDirection) {\n if (castsShadow < 0.5 || (kind > 0.5 && kind < 1.5) || kind > 2.5) return 1.0;\n vec3 offsetPosition = worldPosition + normalize(normal) * u_shadowMapNormalBias;\n return a3dForwardShadowFactor(offsetPosition, normal, lightDirection);\n}\n";
23
+ //# sourceMappingURL=shadow_forward.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow_forward.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/shadow_forward.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAEH,eAAO,MAAM,0BAA0B,irDA4BrC,CAAC;AAEH,eAAO,MAAM,yBAAyB,0mFAsBrC,CAAC"}
@@ -0,0 +1,73 @@
1
+ /**
2
+ * `shadow_forward` chunk — directional/spot shadow-map receive for the
3
+ * generated forward program (#1225).
4
+ *
5
+ * The generated program (A3D_QR_CORE, default-on since #1238) replaced the
6
+ * legacy `aura3d/pbr-direct` shader for allow-listed materials, but its
7
+ * `fragment:lights` loop never sampled a shadow map: `forward/Lighting.ts`
8
+ * only binds `u_shadowMap*` when the program reflects them, so the bridged
9
+ * prd02 cascade (and the flag-off legacy map) was dropped and every capture
10
+ * was byte-identical to its no-shadows control.
11
+ *
12
+ * This chunk declares the legacy forward uniforms and the legacy
13
+ * `a3dForwardShadowFactor`, text-identical to ShaderLibraryCore.ts (a unit
14
+ * test pins the two), so the bound map is sampled exactly like the legacy
15
+ * shader does. Emitted only when the draw has a shadow map
16
+ * (`features.shadows.cascades > 0`). Point-light cube shadows stay legacy-only.
17
+ *
18
+ * `u_shadowMapNormalBias` (world units, three.js `shadow.normalBias`) offsets
19
+ * the receiver along its normal before the lookup; 0 keeps the legacy result.
20
+ */
21
+ export const SHADOW_FORWARD_FACTOR_GLSL = /* glsl */ `float a3dForwardShadowFactor(vec3 worldPosition, vec3 normal, vec3 lightDirection) {
22
+ if (u_shadowMapEnabled < 0.5) return 1.0;
23
+ vec4 lightPosition = u_shadowMapMatrix * vec4(worldPosition, 1.0);
24
+ vec3 projected = lightPosition.xyz / max(lightPosition.w, 0.0001);
25
+ vec2 uv = projected.xy * 0.5 + 0.5;
26
+ if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) return 1.0;
27
+ vec3 receiverNormal = normalize(normal);
28
+ vec3 receiverLightDirection = lightDirection / max(length(lightDirection), 0.0001);
29
+ float normalDotLight = clamp(abs(dot(receiverNormal, receiverLightDirection)), 0.0, 1.0);
30
+ float slopeTangent = min(sqrt(max(1.0 - normalDotLight * normalDotLight, 0.0)) / max(normalDotLight, 0.05), 8.0);
31
+ float slopeTexelBias = slopeTangent * u_shadowMapSlopeBias * max(u_shadowMapTexelSize.x, u_shadowMapTexelSize.y);
32
+ float projectedDepth = projected.z * 0.5 + 0.5;
33
+ float shadowed = 0.0;
34
+ float totalWeight = 0.0;
35
+ int sampleCount = clamp(int(u_shadowPcfSampleCount), 1, 32);
36
+ for (int i = 0; i < 32; ++i) {
37
+ if (i >= sampleCount) break;
38
+ vec4 sampleData = u_shadowPcfSamples[i];
39
+ float weight = max(sampleData.z, 0.0);
40
+ vec2 offset = sampleData.xy * u_shadowMapTexelSize;
41
+ float storedDepth = texture(u_shadowMapTexture, uv + offset).r;
42
+ float sampleTexelDistance = max(1.0, length(sampleData.xy));
43
+ float receiverDepth = projectedDepth - u_shadowMapBias - slopeTexelBias * sampleTexelDistance;
44
+ shadowed += (receiverDepth > storedDepth ? 1.0 : 0.0) * weight;
45
+ totalWeight += weight;
46
+ }
47
+ float occlusion = totalWeight > 0.0 ? shadowed / totalWeight : 0.0;
48
+ return mix(1.0, 1.0 - occlusion, clamp(u_shadowMapStrength, 0.0, 1.0));
49
+ }`;
50
+ export const SHADOW_FORWARD_CHUNK_GLSL = /* glsl */ `
51
+ uniform sampler2D u_shadowMapTexture;
52
+ uniform float u_shadowMapEnabled;
53
+ uniform mat4 u_shadowMapMatrix;
54
+ uniform float u_shadowMapStrength;
55
+ uniform float u_shadowMapBias;
56
+ uniform float u_shadowMapSlopeBias;
57
+ uniform vec2 u_shadowMapTexelSize;
58
+ uniform float u_shadowPcfSampleCount;
59
+ uniform vec4 u_shadowPcfSamples[32];
60
+ uniform float u_shadowMapNormalBias;
61
+
62
+ ${SHADOW_FORWARD_FACTOR_GLSL}
63
+
64
+ // Legacy gate (ShaderLibraryCore light loop): spotShadowLayer.z marks the
65
+ // shadow-casting light; directional (kind 0) and spot (kind 2) sample the
66
+ // forward map, point (kind 1) and rect (> 2.5, packed z = 0) do not.
67
+ float a3dForwardLightShadow(float kind, float castsShadow, vec3 worldPosition, vec3 normal, vec3 lightDirection) {
68
+ if (castsShadow < 0.5 || (kind > 0.5 && kind < 1.5) || kind > 2.5) return 1.0;
69
+ vec3 offsetPosition = worldPosition + normalize(normal) * u_shadowMapNormalBias;
70
+ return a3dForwardShadowFactor(offsetPosition, normal, lightDirection);
71
+ }
72
+ `;
73
+ //# sourceMappingURL=shadow_forward.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow_forward.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/shadow_forward.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAEH,MAAM,CAAC,MAAM,0BAA0B,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4BnD,CAAC;AAEH,MAAM,CAAC,MAAM,yBAAyB,GAAG,UAAU,CAAC;;;;;;;;;;;;EAYlD,0BAA0B;;;;;;;;;;CAU3B,CAAC"}
@@ -0,0 +1,31 @@
1
+ /**
2
+ * PRD 11 Phase 4 — versioned renderer-string → hardware-class table
3
+ * (PRD-11 §6.4 step 2, hardware classes per §17.1).
4
+ *
5
+ * One row per class; rows are evaluated top-down so the first matching tier
6
+ * wins (Ultra patterns are checked before High, and so on). Bump
7
+ * `DEVICE_CLASS_TABLE_VERSION` whenever a row changes so the persisted
8
+ * `aura3d.quality.v1` decision cache invalidates on table edits.
9
+ */
10
+ import type { AuraQualityTier } from "../contracts/quality.js";
11
+ export declare const DEVICE_CLASS_TABLE_VERSION = 2;
12
+ /** Software rasterisers hit the hard floor before the class table (§6.4 step 1). */
13
+ export declare const SOFTWARE_RENDERER_PATTERN: RegExp;
14
+ export interface DeviceClassEntry {
15
+ readonly id: string;
16
+ readonly tier: AuraQualityTier;
17
+ readonly patterns: readonly RegExp[];
18
+ }
19
+ export declare const DEVICE_CLASSES: readonly DeviceClassEntry[];
20
+ /** Safari's masked renderer string; §6.4 resolves it to Medium / confidence low. */
21
+ export declare const MASKED_APPLE_RENDERER = "Apple GPU";
22
+ export interface DeviceClassResult {
23
+ readonly tier: AuraQualityTier;
24
+ readonly matched: string | null;
25
+ }
26
+ /**
27
+ * Map a renderer string through the class table. `null`/unmatched returns
28
+ * `tier: "medium"` with `matched: null` — the caller decides the confidence.
29
+ */
30
+ export declare function classifyRendererString(renderer: string | null): DeviceClassResult;
31
+ //# sourceMappingURL=DeviceClasses.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DeviceClasses.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/quality/DeviceClasses.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AAI5D,eAAO,MAAM,0BAA0B,IAAI,CAAC;AAE5C,oFAAoF;AACpF,eAAO,MAAM,yBAAyB,QAA8F,CAAC;AAErI,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,IAAI,EAAE,eAAe,CAAC;IAC/B,QAAQ,CAAC,QAAQ,EAAE,SAAS,MAAM,EAAE,CAAC;CACtC;AAED,eAAO,MAAM,cAAc,EAAE,SAAS,gBAAgB,EAiDrD,CAAC;AAEF,oFAAoF;AACpF,eAAO,MAAM,qBAAqB,cAAc,CAAC;AAEjD,MAAM,WAAW,iBAAiB;IAChC,QAAQ,CAAC,IAAI,EAAE,eAAe,CAAC;IAC/B,QAAQ,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI,CAAC;CACjC;AAED;;;GAGG;AACH,wBAAgB,sBAAsB,CAAC,QAAQ,EAAE,MAAM,GAAG,IAAI,GAAG,iBAAiB,CAUjF"}
@@ -0,0 +1,83 @@
1
+ /**
2
+ * PRD 11 Phase 4 — versioned renderer-string → hardware-class table
3
+ * (PRD-11 §6.4 step 2, hardware classes per §17.1).
4
+ *
5
+ * One row per class; rows are evaluated top-down so the first matching tier
6
+ * wins (Ultra patterns are checked before High, and so on). Bump
7
+ * `DEVICE_CLASS_TABLE_VERSION` whenever a row changes so the persisted
8
+ * `aura3d.quality.v1` decision cache invalidates on table edits.
9
+ */
10
+ // v2 (11-S8): vendor marks such as `Iris(R) Xe`, `Arc(TM) A370M` and
11
+ // `Adreno (TM) 730`, as real UNMASKED_RENDERER strings carry them, now match.
12
+ export const DEVICE_CLASS_TABLE_VERSION = 2;
13
+ /** Software rasterisers hit the hard floor before the class table (§6.4 step 1). */
14
+ export const SOFTWARE_RENDERER_PATTERN = /SwiftShader|llvmpipe|Microsoft Basic Render|WARP|Software (Rendering|Adapter|Rasterizer)/i;
15
+ export const DEVICE_CLASSES = [
16
+ {
17
+ id: "ultra",
18
+ tier: "ultra",
19
+ patterns: [
20
+ // RTX 4070+ / 50xx desktop only — a laptop suffix anywhere demotes to High.
21
+ /\bRTX\s*(40[7-9]\d|50\d\d)\b(?!.*(Laptop|Max-Q|Mobile))/i,
22
+ /\bM[34]\s*Max\b/i, // Apple M3 Max, M4 Max
23
+ /\bM\d\s*Ultra\b/i // M-series Ultra
24
+ ]
25
+ },
26
+ {
27
+ id: "high",
28
+ tier: "high",
29
+ patterns: [
30
+ /\bM[1-4]\s*Pro\b/i, // Apple M1-M4 Pro
31
+ /\bM[12]\s*Max\b/i, // Apple M1/M2 Max
32
+ /\bRTX\s*20\d\d/i, // RTX 20xx desktop
33
+ /\bRTX\s*30\d\d/i, // RTX 30xx desktop + laptop
34
+ /\bRTX\s*40\d\d\b.*(Laptop|Max-Q|Mobile)/i, // RTX 40xx laptop
35
+ /\bRadeon\s+(RX\s*)?[67]\d{3}M?\b/i, // RX 6000/7000 (RDNA2+)
36
+ /\bRDNA\s?[23]\b/i
37
+ ]
38
+ },
39
+ {
40
+ id: "medium",
41
+ tier: "medium",
42
+ patterns: [
43
+ /\bApple\s+M[1-4]\b(?!\s*(Pro|Max|Ultra))/i, // M1-M4 base
44
+ /\bIris(?:\(R\))?\s+Xe\b/i,
45
+ /\bArc(?:\(TM\))?\s+A?[357]\d\d[A-Z]?\b/i, // Intel Arc A3/A5/A7 integrated class
46
+ /\bAdreno\s*(?:\(TM\)\s*)?(?:6[5-9]\d|7\d\d)\b/i, // Adreno 650-799 (600-649 fall through to Low)
47
+ /\bApple\s+A1[4-9]\b/i, // Apple A14 and newer
48
+ /\bApple\s+A2\d\b/i
49
+ ]
50
+ },
51
+ {
52
+ id: "low",
53
+ tier: "low",
54
+ patterns: [
55
+ /\bUHD\b/i, // Intel UHD
56
+ /\bIntel\s+HD\b/i,
57
+ /\bHD\s+Graphics\b/i,
58
+ /\bAdreno\s*(?:\(TM\)\s*)?[56][0-4]\d\b/i, // Adreno 500-640
59
+ /\bMali[\s-]?G[57]\d\b/i, // Mali-G5x / G7x
60
+ /\bApple\s+A1[23]\b/i, // A12 / A13
61
+ /\bParavirtual\b/i // Apple Paravirtual device (CI runner)
62
+ ]
63
+ }
64
+ ];
65
+ /** Safari's masked renderer string; §6.4 resolves it to Medium / confidence low. */
66
+ export const MASKED_APPLE_RENDERER = "Apple GPU";
67
+ /**
68
+ * Map a renderer string through the class table. `null`/unmatched returns
69
+ * `tier: "medium"` with `matched: null` — the caller decides the confidence.
70
+ */
71
+ export function classifyRendererString(renderer) {
72
+ if (!renderer)
73
+ return { tier: "medium", matched: null };
74
+ for (const entry of DEVICE_CLASSES) {
75
+ for (const pattern of entry.patterns) {
76
+ if (pattern.test(renderer)) {
77
+ return { tier: entry.tier, matched: entry.id };
78
+ }
79
+ }
80
+ }
81
+ return { tier: "medium", matched: null };
82
+ }
83
+ //# sourceMappingURL=DeviceClasses.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DeviceClasses.js","sourceRoot":"","sources":["../../../../../packages/rendering/src/quality/DeviceClasses.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAIH,qEAAqE;AACrE,8EAA8E;AAC9E,MAAM,CAAC,MAAM,0BAA0B,GAAG,CAAC,CAAC;AAE5C,oFAAoF;AACpF,MAAM,CAAC,MAAM,yBAAyB,GAAG,2FAA2F,CAAC;AAQrI,MAAM,CAAC,MAAM,cAAc,GAAgC;IACzD;QACE,EAAE,EAAE,OAAO;QACX,IAAI,EAAE,OAAO;QACb,QAAQ,EAAE;YACR,4EAA4E;YAC5E,0DAA0D;YAC1D,kBAAkB,EAAc,uBAAuB;YACvD,kBAAkB,CAAc,iBAAiB;SAClD;KACF;IACD;QACE,EAAE,EAAE,MAAM;QACV,IAAI,EAAE,MAAM;QACZ,QAAQ,EAAE;YACR,mBAAmB,EAAa,kBAAkB;YAClD,kBAAkB,EAAc,kBAAkB;YAClD,iBAAiB,EAAe,mBAAmB;YACnD,iBAAiB,EAAe,4BAA4B;YAC5D,0CAA0C,EAAE,kBAAkB;YAC9D,mCAAmC,EAAE,wBAAwB;YAC7D,kBAAkB;SACnB;KACF;IACD;QACE,EAAE,EAAE,QAAQ;QACZ,IAAI,EAAE,QAAQ;QACd,QAAQ,EAAE;YACR,2CAA2C,EAAE,aAAa;YAC1D,0BAA0B;YAC1B,yCAAyC,EAAE,sCAAsC;YACjF,gDAAgD,EAAE,+CAA+C;YACjG,sBAAsB,EAAU,sBAAsB;YACtD,mBAAmB;SACpB;KACF;IACD;QACE,EAAE,EAAE,KAAK;QACT,IAAI,EAAE,KAAK;QACX,QAAQ,EAAE;YACR,UAAU,EAAsB,YAAY;YAC5C,iBAAiB;YACjB,oBAAoB;YACpB,yCAAyC,EAAE,iBAAiB;YAC5D,wBAAwB,EAAQ,iBAAiB;YACjD,qBAAqB,EAAW,YAAY;YAC5C,kBAAkB,CAAc,uCAAuC;SACxE;KACF;CACF,CAAC;AAEF,oFAAoF;AACpF,MAAM,CAAC,MAAM,qBAAqB,GAAG,WAAW,CAAC;AAOjD;;;GAGG;AACH,MAAM,UAAU,sBAAsB,CAAC,QAAuB;IAC5D,IAAI,CAAC,QAAQ;QAAE,OAAO,EAAE,IAAI,EAAE,QAAQ,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;IACxD,KAAK,MAAM,KAAK,IAAI,cAAc,EAAE,CAAC;QACnC,KAAK,MAAM,OAAO,IAAI,KAAK,CAAC,QAAQ,EAAE,CAAC;YACrC,IAAI,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;gBAC3B,OAAO,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC;YACjD,CAAC;QACH,CAAC;IACH,CAAC;IACD,OAAO,EAAE,IAAI,EAAE,QAAQ,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAC3C,CAAC"}
@@ -0,0 +1,42 @@
1
+ /**
2
+ * PRD 11 Phase 0 — `DeviceProbe` (C-28) for WebGL2 contexts.
3
+ *
4
+ * `probeWebGL2Device(gl, env?)` is the testable seam: `env` injects the
5
+ * navigator/screen/matchMedia surface so unit tests run without a DOM. The
6
+ * production caller is `createWebGL2DeviceProbe` in `webgl2/Probe.ts`, which
7
+ * passes no `env` and therefore reads the real globals.
8
+ *
9
+ * `gpuTimingBackendForDevice(device)` lazily creates one scoped GPU timing
10
+ * backend per device by looking up the `WebGL2DeviceHost` registered by
11
+ * `webgl2/Probe.ts` at construction time (PRD 11 §Phase 0; Q-01-2 asks lane 01
12
+ * to expose this on the interface eventually).
13
+ */
14
+ import type { DeviceProbe } from "../contracts/device.js";
15
+ import type { RenderDevice } from "../RenderDevice.js";
16
+ import { type RendererGpuTimingBackend } from "../RendererTiming.js";
17
+ export interface ProbeEnvironment {
18
+ readonly navigator?: {
19
+ readonly userAgent?: string;
20
+ readonly hardwareConcurrency?: number;
21
+ readonly deviceMemory?: number;
22
+ readonly userAgentData?: {
23
+ readonly mobile?: boolean;
24
+ };
25
+ } | null;
26
+ readonly screen?: {
27
+ readonly width: number;
28
+ readonly height: number;
29
+ } | null;
30
+ readonly devicePixelRatio?: number;
31
+ /** Pre-resolved `matchMedia("(pointer: coarse)")` result; a real browser supplies it. */
32
+ readonly coarsePointer?: boolean;
33
+ }
34
+ export declare function probeWebGL2Device(gl: WebGL2RenderingContext, env?: ProbeEnvironment): DeviceProbe;
35
+ /**
36
+ * One scoped timing backend per device (query queues live on the backend, so
37
+ * it must be shared across frames). `null` for non-WebGL2 devices, devices
38
+ * whose probe reports `timerQuery === false`, or when the host seam is absent
39
+ * (the backend degrades to cpu-only rather than throwing).
40
+ */
41
+ export declare function gpuTimingBackendForDevice(device: RenderDevice): RendererGpuTimingBackend | null;
42
+ //# sourceMappingURL=DeviceProbe.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"DeviceProbe.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/quality/DeviceProbe.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AACpD,OAAO,EAAgC,KAAK,wBAAwB,EAAE,MAAM,mBAAmB,CAAC;AAGhG,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,SAAS,CAAC,EAAE;QACnB,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;QAC5B,QAAQ,CAAC,mBAAmB,CAAC,EAAE,MAAM,CAAC;QACtC,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC;QAC/B,QAAQ,CAAC,aAAa,CAAC,EAAE;YAAE,QAAQ,CAAC,MAAM,CAAC,EAAE,OAAO,CAAA;SAAE,CAAC;KACxD,GAAG,IAAI,CAAC;IACT,QAAQ,CAAC,MAAM,CAAC,EAAE;QAAE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI,CAAC;IAC7E,QAAQ,CAAC,gBAAgB,CAAC,EAAE,MAAM,CAAC;IACnC,yFAAyF;IACzF,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;CAClC;AA0BD,wBAAgB,iBAAiB,CAAC,EAAE,EAAE,sBAAsB,EAAE,GAAG,CAAC,EAAE,gBAAgB,GAAG,WAAW,CA4BjG;AAID;;;;;GAKG;AACH,wBAAgB,yBAAyB,CAAC,MAAM,EAAE,YAAY,GAAG,wBAAwB,GAAG,IAAI,CAW/F"}
@@ -0,0 +1,83 @@
1
+ /**
2
+ * PRD 11 Phase 0 — `DeviceProbe` (C-28) for WebGL2 contexts.
3
+ *
4
+ * `probeWebGL2Device(gl, env?)` is the testable seam: `env` injects the
5
+ * navigator/screen/matchMedia surface so unit tests run without a DOM. The
6
+ * production caller is `createWebGL2DeviceProbe` in `webgl2/Probe.ts`, which
7
+ * passes no `env` and therefore reads the real globals.
8
+ *
9
+ * `gpuTimingBackendForDevice(device)` lazily creates one scoped GPU timing
10
+ * backend per device by looking up the `WebGL2DeviceHost` registered by
11
+ * `webgl2/Probe.ts` at construction time (PRD 11 §Phase 0; Q-01-2 asks lane 01
12
+ * to expose this on the interface eventually).
13
+ */
14
+ import { createWebGL2GpuTimingBackend } from "../RendererTiming.js";
15
+ import { webgl2DeviceHost } from "../webgl2/Counters.js";
16
+ function detectMobile(env) {
17
+ const nav = env === undefined
18
+ ? (typeof navigator !== "undefined" ? navigator : null)
19
+ : env.navigator ?? null;
20
+ const uaData = nav?.userAgentData;
21
+ if (uaData && typeof uaData.mobile === "boolean") {
22
+ return uaData.mobile;
23
+ }
24
+ const coarse = env === undefined
25
+ ? (typeof matchMedia === "function" ? matchMedia("(pointer: coarse)").matches : null)
26
+ : env.coarsePointer ?? null;
27
+ if (coarse !== null && coarse !== undefined) {
28
+ return coarse;
29
+ }
30
+ const ua = nav?.userAgent ?? "";
31
+ if (!ua)
32
+ return null;
33
+ return /Android|iPhone|iPad|iPod|Mobile/i.test(ua);
34
+ }
35
+ export function probeWebGL2Device(gl, env) {
36
+ const debugInfo = gl.getExtension("WEBGL_debug_renderer_info");
37
+ const nav = env === undefined
38
+ ? (typeof navigator !== "undefined" ? navigator : null)
39
+ : env.navigator ?? null;
40
+ const scr = env === undefined
41
+ ? (typeof screen !== "undefined" ? screen : null)
42
+ : env.screen ?? null;
43
+ const dpr = env?.devicePixelRatio
44
+ ?? (typeof globalThis !== "undefined" && "devicePixelRatio" in globalThis ? globalThis.devicePixelRatio : 1);
45
+ return {
46
+ backend: "webgl2",
47
+ rendererString: gl.getParameter(gl.RENDERER) ?? "",
48
+ unmaskedRenderer: debugInfo ? (gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL) ?? null) : null,
49
+ unmaskedVendor: debugInfo ? (gl.getParameter(debugInfo.UNMASKED_VENDOR_WEBGL) ?? null) : null,
50
+ maxTextureSize: gl.getParameter(gl.MAX_TEXTURE_SIZE),
51
+ maxSamples: gl.getParameter(gl.MAX_SAMPLES),
52
+ floatColorBuffer: gl.getExtension("EXT_color_buffer_float") != null,
53
+ halfFloatColorBuffer: gl.getExtension("EXT_color_buffer_half_float") != null,
54
+ timerQuery: gl.getExtension("EXT_disjoint_timer_query_webgl2") != null,
55
+ parallelShaderCompile: gl.getExtension("KHR_parallel_shader_compile") != null,
56
+ multiDraw: gl.getExtension("WEBGL_multi_draw") != null,
57
+ devicePixelRatio: dpr,
58
+ screen: scr ? [scr.width, scr.height] : [0, 0],
59
+ hardwareConcurrency: nav?.hardwareConcurrency ?? null,
60
+ deviceMemoryGB: nav && "deviceMemory" in nav ? (nav.deviceMemory ?? null) : null,
61
+ mobile: detectMobile(env)
62
+ };
63
+ }
64
+ const gpuBackends = new WeakMap();
65
+ /**
66
+ * One scoped timing backend per device (query queues live on the backend, so
67
+ * it must be shared across frames). `null` for non-WebGL2 devices, devices
68
+ * whose probe reports `timerQuery === false`, or when the host seam is absent
69
+ * (the backend degrades to cpu-only rather than throwing).
70
+ */
71
+ export function gpuTimingBackendForDevice(device) {
72
+ if (gpuBackends.has(device)) {
73
+ return gpuBackends.get(device) ?? null;
74
+ }
75
+ let backend = null;
76
+ const host = webgl2DeviceHost(device);
77
+ if (host && device.probe?.timerQuery) {
78
+ backend = createWebGL2GpuTimingBackend(host.gl);
79
+ }
80
+ gpuBackends.set(device, backend);
81
+ return backend;
82
+ }
83
+ //# sourceMappingURL=DeviceProbe.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,62 @@
1
+ /**
2
+ * PRD 11 Phase 0 — real `frameStatsSlot` provider (C-28).
3
+ *
4
+ * A fixed-capacity ring of per-frame samples. CPU fields are measured directly;
5
+ * GPU fields arrive 2-3 frames later from a scoped `RendererGpuTimingBackend`
6
+ * (TIMESTAMP_EXT query pairs in `RendererTiming.ts`) and are written back into
7
+ * the stored sample when `poll()` returns them. `gpuMs` stays `null` when no
8
+ * timer backend exists or a query is discarded after `GPU_DISJOINT_EXT`.
9
+ *
10
+ * `fps()` is the strict measured value (`null` before 30 samples, CONTRACTS
11
+ * C-28). `legacyFps()` reproduces the pre-QR engine estimator (`0` before 2
12
+ * samples) so lane 15's diagnostics/overlay can swap to it via Q-15-1 without
13
+ * reproducing the formula.
14
+ */
15
+ import type { DeviceCounters, FrameStatsLike, FrameStatsSample } from "../contracts/device.js";
16
+ import { type RendererGpuTimingBackend } from "../RendererTiming.js";
17
+ export type FrameStatsPercentileField = "intervalMs" | "cpuFrameMs" | "cpuSubmitMs" | "gpuMs";
18
+ export interface FrameStatsPercentiles {
19
+ readonly p50: number;
20
+ readonly p95: number;
21
+ readonly p99: number;
22
+ readonly max: number;
23
+ }
24
+ export declare class FrameStats implements FrameStatsLike {
25
+ private readonly ring;
26
+ private writeIndex;
27
+ private sampleCountValue;
28
+ private lastBeginTs;
29
+ private frameStart;
30
+ private submitStart;
31
+ private cpuScopes;
32
+ private openScopes;
33
+ private pendingGpu;
34
+ private frameToken;
35
+ private readonly gpu;
36
+ constructor(capacity?: number, gpu?: RendererGpuTimingBackend);
37
+ /** Number of live samples in the ring (≤ capacity). Test/diagnostic surface; not in FrameStatsLike. */
38
+ get samples(): number;
39
+ begin(ts: number): void;
40
+ end(): FrameStatsSample;
41
+ scope<T>(name: string, fn: () => T): T;
42
+ percentiles(field: FrameStatsPercentileField): FrameStatsPercentiles;
43
+ /** Measured fps: `1000 / mean(intervalMs)` over the newest 30 samples; `null` before 30 samples exist. */
44
+ fps(): number | null;
45
+ /**
46
+ * Pre-QR estimator semantics (Q-15-1): `1000 / mean(intervalMs)` over every
47
+ * non-zero interval in the ring, `0` before the second sample. Kept separate
48
+ * from `fps()` so callers pick honest-vs-legacy explicitly.
49
+ */
50
+ legacyFps(): number;
51
+ private tryBeginScope;
52
+ private pushSample;
53
+ private orderedSamples;
54
+ private drainGpu;
55
+ }
56
+ /**
57
+ * Difference between two counters snapshots, per measured field. Live gauges
58
+ * (`liveBuffers`, `liveVertexArrays`, `textureBytes`, `renderTargetBytes`) are
59
+ * carried through from `next` — a delta of a gauge is meaningless.
60
+ */
61
+ export declare function diffDeviceCounters(previous: DeviceCounters, next: DeviceCounters): DeviceCounters;
62
+ //# sourceMappingURL=FrameStats.d.ts.map
@@ -0,0 +1 @@
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