@downdraft/engine 0.0.0 → 0.1.0

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 (907) hide show
  1. package/app/src/index.ts +10 -0
  2. package/app/src/renderer/bootstrap.ts +271 -0
  3. package/app/src/renderer/downdraft-base.css +93 -0
  4. package/app/src/renderer/feature-log.ts +200 -0
  5. package/app/src/renderer/game-module.ts +923 -0
  6. package/app/src/renderer/hooks.ts +88 -0
  7. package/app/src/renderer/hot-reload.ts +178 -0
  8. package/app/src/renderer/import-cache.ts +88 -0
  9. package/app/src/renderer/index.ts +206 -0
  10. package/app/src/renderer/mcp-harness.ts +144 -0
  11. package/app/src/renderer/save-store-factory.ts +239 -0
  12. package/app/src/renderer/sim-bridge.ts +183 -0
  13. package/app/src/renderer/standard-automation-tools.ts +771 -0
  14. package/app/src/shared/feature-log.ts +71 -0
  15. package/app/src/shared/gpu-info.ts +82 -0
  16. package/app/src/shared/import-cache-store.ts +142 -0
  17. package/app/src/shared/index.ts +6 -0
  18. package/app/src/shared/mcp-discovery.ts +47 -0
  19. package/app/src/shared/mcp-proxy.ts +82 -0
  20. package/app/src/shared/types.ts +324 -0
  21. package/asset-bake/src/bake-audio.ts +119 -0
  22. package/asset-bake/src/bake-gltf.ts +172 -0
  23. package/asset-bake/src/bake.ts +78 -0
  24. package/asset-bake/src/cache.ts +188 -0
  25. package/asset-bake/src/config.ts +186 -0
  26. package/asset-bake/src/index.ts +36 -0
  27. package/core/src/animation/animation-event.ts +41 -0
  28. package/core/src/animation/bone-mask.ts +122 -0
  29. package/core/src/animation/clip.ts +252 -0
  30. package/core/src/animation/index.ts +22 -0
  31. package/core/src/animation/mixamo.ts +113 -0
  32. package/core/src/animation/morph-target.ts +69 -0
  33. package/core/src/animation/player.ts +697 -0
  34. package/core/src/animation/retarget.ts +158 -0
  35. package/core/src/animation/skeleton-animator.ts +1399 -0
  36. package/core/src/animation/skeleton.ts +214 -0
  37. package/core/src/animation/state-machine.ts +280 -0
  38. package/core/src/assets/blob-store.ts +66 -0
  39. package/core/src/assets/cache.ts +186 -0
  40. package/core/src/assets/cubemap-converter.ts +155 -0
  41. package/core/src/assets/environment-manager.ts +121 -0
  42. package/core/src/assets/import-cache.ts +65 -0
  43. package/core/src/assets/import-settings.ts +72 -0
  44. package/core/src/assets/importer.ts +108 -0
  45. package/core/src/assets/index.ts +74 -0
  46. package/core/src/assets/irradiance-generator.ts +198 -0
  47. package/core/src/assets/loader-audio.ts +86 -0
  48. package/core/src/assets/loader-cubemap.ts +211 -0
  49. package/core/src/assets/loader-dds.ts +236 -0
  50. package/core/src/assets/loader-hdr.ts +474 -0
  51. package/core/src/assets/loader-mesh.ts +143 -0
  52. package/core/src/assets/loader-shader.ts +73 -0
  53. package/core/src/assets/loader-texture.ts +349 -0
  54. package/core/src/assets/lod.ts +198 -0
  55. package/core/src/assets/manager.ts +480 -0
  56. package/core/src/assets/manifest.ts +81 -0
  57. package/core/src/assets/material-bridge.ts +186 -0
  58. package/core/src/assets/model-importer.ts +72 -0
  59. package/core/src/assets/model-normalizer.ts +248 -0
  60. package/core/src/assets/model-to-gpu.ts +70 -0
  61. package/core/src/assets/model-to-mesh.ts +237 -0
  62. package/core/src/assets/prefilter-generator.ts +250 -0
  63. package/core/src/audio/engine.ts +177 -0
  64. package/core/src/audio/interface.ts +130 -0
  65. package/core/src/audio/listener.ts +32 -0
  66. package/core/src/audio/mixer.ts +141 -0
  67. package/core/src/audio/registry.ts +52 -0
  68. package/core/src/audio/sab.ts +87 -0
  69. package/core/src/audio/source.ts +89 -0
  70. package/core/src/change-detection/atomics.ts +1 -0
  71. package/core/src/change-detection/tracker.ts +47 -0
  72. package/core/src/debug-draw/lines.ts +64 -0
  73. package/core/src/debug-draw/points.ts +17 -0
  74. package/core/src/debug-draw/queue.ts +124 -0
  75. package/core/src/debug-draw/text.ts +25 -0
  76. package/core/src/ecs/archetype.ts +323 -0
  77. package/core/src/ecs/component.ts +188 -0
  78. package/core/src/ecs/entity.ts +25 -0
  79. package/core/src/ecs/events.ts +93 -0
  80. package/core/src/ecs/hierarchy.ts +124 -0
  81. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  82. package/core/src/ecs/index.ts +25 -0
  83. package/core/src/ecs/query.ts +141 -0
  84. package/core/src/ecs/resource.ts +8 -0
  85. package/core/src/ecs/schedule.ts +181 -0
  86. package/core/src/ecs/system-params.ts +99 -0
  87. package/core/src/ecs/system.ts +42 -0
  88. package/core/src/ecs/world.ts +348 -0
  89. package/core/src/index.ts +352 -0
  90. package/core/src/input/context.ts +73 -0
  91. package/core/src/input/dom-handler.ts +380 -0
  92. package/core/src/input/local-player-manager.ts +218 -0
  93. package/core/src/input/mapping.ts +40 -0
  94. package/core/src/input/multi-sab-bridge.ts +276 -0
  95. package/core/src/input/multi-state.ts +54 -0
  96. package/core/src/input/sab-bridge.ts +71 -0
  97. package/core/src/input/state.ts +132 -0
  98. package/core/src/input/ui-router.ts +87 -0
  99. package/core/src/library/host.ts +317 -0
  100. package/core/src/library/index.ts +16 -0
  101. package/core/src/library/library.ts +292 -0
  102. package/core/src/material/compiler.ts +80 -0
  103. package/core/src/material/graph-bridge.ts +172 -0
  104. package/core/src/material/index.ts +9 -0
  105. package/core/src/material/library.ts +442 -0
  106. package/core/src/material/material.ts +156 -0
  107. package/core/src/material/variants.ts +61 -0
  108. package/core/src/math/mat4.ts +202 -0
  109. package/core/src/math/perlin-noise-2d.ts +77 -0
  110. package/core/src/math/perlin-noise-3d.ts +110 -0
  111. package/core/src/math/quat.ts +33 -0
  112. package/core/src/math/rng.ts +29 -0
  113. package/core/src/math/trig.ts +47 -0
  114. package/core/src/math/value-noise.ts +67 -0
  115. package/core/src/mesh/builder.ts +177 -0
  116. package/core/src/mesh/csg.ts +312 -0
  117. package/core/src/mesh/greased-line.ts +145 -0
  118. package/core/src/mesh/mesh.ts +17 -0
  119. package/core/src/mesh/parametric.ts +501 -0
  120. package/core/src/mesh/skinning.ts +67 -0
  121. package/core/src/mesh/vertex-layout.ts +91 -0
  122. package/core/src/module/cross-thread.ts +163 -0
  123. package/core/src/module/diagnostics.ts +123 -0
  124. package/core/src/module/host.ts +451 -0
  125. package/core/src/module/index.ts +22 -0
  126. package/core/src/module/module.ts +109 -0
  127. package/core/src/module/registry.ts +94 -0
  128. package/core/src/module/renderer-module.ts +247 -0
  129. package/core/src/module/ts-loader.ts +26 -0
  130. package/core/src/particles/compute-pass.ts +378 -0
  131. package/core/src/particles/emitter.ts +156 -0
  132. package/core/src/particles/index.ts +11 -0
  133. package/core/src/particles/particle-data.ts +47 -0
  134. package/core/src/particles/render-pass.ts +365 -0
  135. package/core/src/particles/simulator.ts +264 -0
  136. package/core/src/particles/system.ts +193 -0
  137. package/core/src/physics/body.ts +59 -0
  138. package/core/src/physics/ccd-heuristic.ts +55 -0
  139. package/core/src/physics/character.ts +282 -0
  140. package/core/src/physics/collider.ts +55 -0
  141. package/core/src/physics/collision-system.ts +91 -0
  142. package/core/src/physics/events.ts +133 -0
  143. package/core/src/physics/index.ts +34 -0
  144. package/core/src/physics/interface.ts +473 -0
  145. package/core/src/physics/interpolation-buffer.ts +192 -0
  146. package/core/src/physics/lifecycle.ts +87 -0
  147. package/core/src/physics/load-shedder.ts +164 -0
  148. package/core/src/physics/physics-accumulator.ts +101 -0
  149. package/core/src/physics/physics-system.ts +240 -0
  150. package/core/src/physics/ragdoll-presets.ts +272 -0
  151. package/core/src/physics/ragdoll-system.ts +220 -0
  152. package/core/src/physics/ragdoll.ts +182 -0
  153. package/core/src/physics/raycast.ts +143 -0
  154. package/core/src/physics/realm-manager.ts +499 -0
  155. package/core/src/physics/realm-worker-pool.ts +191 -0
  156. package/core/src/physics/realm-worker.ts +102 -0
  157. package/core/src/physics/realm.ts +189 -0
  158. package/core/src/physics/registry.ts +52 -0
  159. package/core/src/physics/safety.ts +247 -0
  160. package/core/src/physics/snapshot-manager.ts +141 -0
  161. package/core/src/physics/worker-protocol.ts +30 -0
  162. package/core/src/platform/bun-preload.ts +169 -0
  163. package/core/src/platform/css-stub.ts +4 -0
  164. package/core/src/platform/glob-polyfill.ts +124 -0
  165. package/core/src/platform/hidpi.ts +57 -0
  166. package/core/src/platform/render-surface.ts +77 -0
  167. package/core/src/platform/rpc.ts +98 -0
  168. package/core/src/platform/runtime.ts +123 -0
  169. package/core/src/plugin/context.ts +364 -0
  170. package/core/src/plugin/diagnostics.ts +61 -0
  171. package/core/src/plugin/discovery.ts +186 -0
  172. package/core/src/plugin/extension-loaders.ts +172 -0
  173. package/core/src/plugin/host.ts +659 -0
  174. package/core/src/plugin/index.ts +106 -0
  175. package/core/src/plugin/loader-asset.ts +124 -0
  176. package/core/src/plugin/loader-quickjs.ts +84 -0
  177. package/core/src/plugin/loader-wasm.ts +411 -0
  178. package/core/src/plugin/loader-worker.ts +261 -0
  179. package/core/src/plugin/manifest.ts +653 -0
  180. package/core/src/plugin/material-registry.ts +65 -0
  181. package/core/src/plugin/mcp-tools.ts +165 -0
  182. package/core/src/plugin/permissions.ts +175 -0
  183. package/core/src/plugin/quickjs-bridge.ts +294 -0
  184. package/core/src/plugin/registry.ts +107 -0
  185. package/core/src/plugin/sandbox-shim.ts +86 -0
  186. package/core/src/plugin/sandbox-worker.ts +215 -0
  187. package/core/src/plugin/wasm-abi.ts +152 -0
  188. package/core/src/plugin/wasm-worker.ts +229 -0
  189. package/core/src/plugin/workshop.ts +169 -0
  190. package/core/src/profiling/event-loop.ts +180 -0
  191. package/core/src/profiling/index.ts +69 -0
  192. package/core/src/profiling/iops/idb-patch.ts +242 -0
  193. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  194. package/core/src/profiling/profiling-sab.ts +839 -0
  195. package/core/src/profiling/task-latency.ts +134 -0
  196. package/core/src/profiling/thread-metrics.ts +126 -0
  197. package/core/src/profiling/trace-event-writer.ts +205 -0
  198. package/core/src/profiling/warnings.ts +423 -0
  199. package/core/src/profiling/worker-prelude.ts +376 -0
  200. package/core/src/render/bind-group.ts +38 -0
  201. package/core/src/render/bindless/bindless-struct.ts +42 -0
  202. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  203. package/core/src/render/bindless/frame-bindings.ts +176 -0
  204. package/core/src/render/bindless/index.ts +10 -0
  205. package/core/src/render/bindless/material-manager.ts +257 -0
  206. package/core/src/render/bindless/texture-registry.ts +609 -0
  207. package/core/src/render/buffer.ts +82 -0
  208. package/core/src/render/camera-2d.ts +217 -0
  209. package/core/src/render/camera-controller.ts +440 -0
  210. package/core/src/render/camera.ts +409 -0
  211. package/core/src/render/canvas-resize-watcher.ts +46 -0
  212. package/core/src/render/compute-kernel.ts +172 -0
  213. package/core/src/render/constants.ts +2 -0
  214. package/core/src/render/device.ts +111 -0
  215. package/core/src/render/frame-graph.ts +768 -0
  216. package/core/src/render/frustum.ts +185 -0
  217. package/core/src/render/fullscreen-vs.ts +25 -0
  218. package/core/src/render/g-buffer.ts +186 -0
  219. package/core/src/render/game-renderer.ts +1452 -0
  220. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  221. package/core/src/render/gpu-driven/hzb.ts +215 -0
  222. package/core/src/render/gpu-driven/index.ts +7 -0
  223. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  224. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  225. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  226. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  227. package/core/src/render/gpu-utils.ts +96 -0
  228. package/core/src/render/hdr.ts +88 -0
  229. package/core/src/render/hot-reload.ts +295 -0
  230. package/core/src/render/ibl-bind-group.ts +266 -0
  231. package/core/src/render/ibl.ts +180 -0
  232. package/core/src/render/index.ts +163 -0
  233. package/core/src/render/input-manager.ts +259 -0
  234. package/core/src/render/lighting/area-light.ts +196 -0
  235. package/core/src/render/lighting/cluster-grid.ts +288 -0
  236. package/core/src/render/lighting/cluster-types.ts +193 -0
  237. package/core/src/render/lighting/ies-parser.ts +162 -0
  238. package/core/src/render/lighting.ts +454 -0
  239. package/core/src/render/material-types/depth.wgsl +44 -0
  240. package/core/src/render/material-types/line.wgsl +50 -0
  241. package/core/src/render/material-types/matcap.wgsl +51 -0
  242. package/core/src/render/material-types/normal.wgsl +41 -0
  243. package/core/src/render/material-types/physical.wgsl +152 -0
  244. package/core/src/render/material-types/sprite.wgsl +46 -0
  245. package/core/src/render/material-types/sss.wgsl +79 -0
  246. package/core/src/render/material-types/toon.wgsl +79 -0
  247. package/core/src/render/passes/README.md +121 -0
  248. package/core/src/render/passes/atmosphere.ts +152 -0
  249. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  250. package/core/src/render/passes/csm.ts +408 -0
  251. package/core/src/render/passes/cubemap-capture.ts +114 -0
  252. package/core/src/render/passes/debug-viz.ts +278 -0
  253. package/core/src/render/passes/debug.ts +538 -0
  254. package/core/src/render/passes/decal-mesh.ts +111 -0
  255. package/core/src/render/passes/decal-pass.ts +377 -0
  256. package/core/src/render/passes/deferred-lighting.ts +434 -0
  257. package/core/src/render/passes/depth-prepass.ts +163 -0
  258. package/core/src/render/passes/dome-360.ts +83 -0
  259. package/core/src/render/passes/fluid-render.ts +137 -0
  260. package/core/src/render/passes/gi-types.ts +118 -0
  261. package/core/src/render/passes/graph-compute.ts +300 -0
  262. package/core/src/render/passes/greased-line-pass.ts +232 -0
  263. package/core/src/render/passes/morph-target.ts +40 -0
  264. package/core/src/render/passes/opaque.ts +1028 -0
  265. package/core/src/render/passes/point-light-shadow.ts +266 -0
  266. package/core/src/render/passes/procedural-texture.ts +185 -0
  267. package/core/src/render/passes/reflection-probe.ts +140 -0
  268. package/core/src/render/passes/rsm-pass.ts +248 -0
  269. package/core/src/render/passes/sdf-text.ts +155 -0
  270. package/core/src/render/passes/shadow-map.ts +163 -0
  271. package/core/src/render/passes/shadow.ts +220 -0
  272. package/core/src/render/passes/skinning-vs.ts +121 -0
  273. package/core/src/render/passes/skinning.ts +326 -0
  274. package/core/src/render/passes/sky-dome.ts +404 -0
  275. package/core/src/render/passes/skybox.ts +162 -0
  276. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  277. package/core/src/render/passes/terrain.ts +326 -0
  278. package/core/src/render/passes/transparent.ts +353 -0
  279. package/core/src/render/passes/underwater-fog.ts +185 -0
  280. package/core/src/render/passes/video-texture.ts +79 -0
  281. package/core/src/render/passes/volumetric-pass.ts +312 -0
  282. package/core/src/render/passes/volumetric-types.ts +171 -0
  283. package/core/src/render/passes/water.ts +753 -0
  284. package/core/src/render/pbr.ts +296 -0
  285. package/core/src/render/pipeline.ts +52 -0
  286. package/core/src/render/render-pass.ts +30 -0
  287. package/core/src/render/renderer-input-bus.ts +220 -0
  288. package/core/src/render/renderer-module-host.ts +623 -0
  289. package/core/src/render/resource-tracker.ts +67 -0
  290. package/core/src/render/sab-canvas-overlay.ts +122 -0
  291. package/core/src/render/shader-validator.ts +200 -0
  292. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  293. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  294. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  295. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  296. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  297. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  298. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  299. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  300. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  301. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  302. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  303. package/core/src/render/skybox.ts +146 -0
  304. package/core/src/render/splitscreen.ts +85 -0
  305. package/core/src/render/surface.ts +78 -0
  306. package/core/src/render/tonemap.ts +180 -0
  307. package/core/src/render/tracked-render-pass.ts +158 -0
  308. package/core/src/render/viewport.ts +109 -0
  309. package/core/src/render/wgsl-hmr.ts +70 -0
  310. package/core/src/sab/core-input-channel.ts +23 -0
  311. package/core/src/sab/define.ts +239 -0
  312. package/core/src/sab/errors.ts +76 -0
  313. package/core/src/sab/game-input.ts +343 -0
  314. package/core/src/sab/gamepad-devices.ts +259 -0
  315. package/core/src/sab/grid-buffer.ts +117 -0
  316. package/core/src/sab/input.ts +55 -0
  317. package/core/src/sab/layout.ts +219 -0
  318. package/core/src/sab/multi-input-channel.ts +50 -0
  319. package/core/src/sab/record-buffer.ts +155 -0
  320. package/core/src/sab/sab-polyfill.ts +56 -0
  321. package/core/src/sab/sim-channel.ts +453 -0
  322. package/core/src/sab/slot-buffer.ts +190 -0
  323. package/core/src/sab/types.ts +158 -0
  324. package/core/src/safety/bounds.ts +76 -0
  325. package/core/src/safety/json.ts +80 -0
  326. package/core/src/safety/path.ts +167 -0
  327. package/core/src/save/binary-format.ts +117 -0
  328. package/core/src/save/game-save-system.ts +161 -0
  329. package/core/src/save/grid-save-system.ts +158 -0
  330. package/core/src/save/migrate.ts +44 -0
  331. package/core/src/save/migration-registry.ts +94 -0
  332. package/core/src/save/persist-types.ts +208 -0
  333. package/core/src/save/schema.ts +46 -0
  334. package/core/src/save/serializer.ts +180 -0
  335. package/core/src/scene/builder.ts +65 -0
  336. package/core/src/scene/camera.ts +142 -0
  337. package/core/src/scene/checkpoint.ts +109 -0
  338. package/core/src/scene/game-loop.ts +198 -0
  339. package/core/src/scene/index.ts +24 -0
  340. package/core/src/scene/layer.ts +6 -0
  341. package/core/src/scene/prefab.ts +145 -0
  342. package/core/src/scene/scene-manager.ts +157 -0
  343. package/core/src/scene/scene.ts +192 -0
  344. package/core/src/scene/sky.ts +256 -0
  345. package/core/src/scene/spatial-grid.ts +176 -0
  346. package/core/src/scene/streaming.ts +304 -0
  347. package/core/src/scene/vegetation.ts +163 -0
  348. package/core/src/scene/world.ts +89 -0
  349. package/core/src/scripting/binding.ts +129 -0
  350. package/core/src/scripting/hot-reload.ts +144 -0
  351. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,768 @@
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+ // ============================================================================
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+ // FrameGraph — RDG-style render pass orchestration
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+ // Topologically-sorted passes, transient resource allocation, lifetime-based
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+ // aliasing, single command encoder per frame.
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+ // ============================================================================
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+
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+ import type { DebugDrawQueue } from "../debug-draw/queue";
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+ import { createLogger } from "../util/logger";
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+ import type { CameraState } from "./camera";
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+ import type { RenderPass } from "./render-pass";
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+ import { TrackedRenderPass } from "./tracked-render-pass";
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+
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+ const log = createLogger();
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+
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+ // ─── Handles & Descriptors ─────────────────────────────────────────────────
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+
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+ export class TextureHandle {
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+ readonly id: number;
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+ readonly name: string;
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+ constructor(id: number, name: string) {
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+ this.id = id;
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+ this.name = name;
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+ }
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+ }
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+
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+ export interface TextureDesc {
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+ format: GPUTextureFormat;
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+ usage: GPUTextureUsageFlags;
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+ sampleCount?: number;
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+ width?: number; // 0 or undefined = surface width
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+ height?: number; // 0 or undefined = surface height
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+ }
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+
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+ export interface ColorAttachmentDesc {
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+ handle: TextureHandle;
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+ loadOp: GPULoadOp;
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+ storeOp: GPUStoreOp;
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+ clearValue?: GPUColor;
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+ }
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+
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+ export interface DepthAttachmentDesc {
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+ handle: TextureHandle;
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+ depthLoadOp: GPULoadOp;
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+ depthStoreOp: GPUStoreOp;
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+ depthClearValue?: number;
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+ depthReadOnly?: boolean;
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+ }
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+
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+ // ─── Pass Type ─────────────────────────────────────────────────────────────
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+
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+ export enum PassType {
52
+ /** Graph begins/ends the render pass with declared attachments; ctx.pass is a TrackedRenderPass. */
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+ Render = "render",
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+ /** Pass manages its own encoders; ctx.pass is null. */
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+ Custom = "custom",
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+ }
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+
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+ // ─── Render Context ────────────────────────────────────────────────────────
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+
60
+ export interface ViewportRect {
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+ x: number;
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+ y: number;
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+ w: number;
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+ h: number;
65
+ }
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+
67
+ export interface RenderContext {
68
+ device: GPUDevice;
69
+ encoder: GPUCommandEncoder;
70
+ pass: TrackedRenderPass | null;
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+ camera: CameraState;
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+ viewport: ViewportRect;
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+ viewportIdx: number;
74
+ viewportCount: number;
75
+ dt: number;
76
+ elapsedTime: number;
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+ isFirstViewport: boolean;
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+ isLastViewport: boolean;
79
+ getView: (handle: TextureHandle) => GPUTextureView;
80
+ getTexture: (handle: TextureHandle) => GPUTexture;
81
+
82
+ // Back-compat FrameContext fields (optional; populated by FrameGraph-based systems)
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+ width: number;
84
+ height: number;
85
+ viewProj: any;
86
+ invViewProj: any;
87
+ prevViewProj: any;
88
+ cameraPos: [number, number, number];
89
+ lightData: any;
90
+ lightViewProj: any;
91
+ mesh: any;
92
+ modelMatrix: any;
93
+ shadowsEnabled: boolean;
94
+ bloomEnabled: boolean;
95
+ shadowSampler: GPUSampler | null;
96
+ debugQueue: DebugDrawQueue | null;
97
+ opaqueVertexBuffer: GPUBuffer | null;
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+ opaqueIndexBuffer: GPUBuffer | null;
99
+ opaqueIndexCount: number;
100
+ opaqueIndexFormat: GPUIndexFormat;
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+ addDrawCalls: (n: number) => void;
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+ addTriangles: (n: number) => void;
103
+ }
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+
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+ // Back-compat re-exports of previous names.
106
+ // TODO: remove after full pass migration.
107
+ export type GraphRenderContext = RenderContext;
108
+ export type FrameContext = RenderContext;
109
+
110
+ // ─── Builder (used during setup phase) ─────────────────────────────────────
111
+
112
+ export class FrameGraphBuilder {
113
+ colorAttachments: ColorAttachmentDesc[] = [];
114
+ depthAttachmentDesc: DepthAttachmentDesc | null = null;
115
+ private _reads: Set<number> = new Set();
116
+ private _writes: Set<number> = new Set();
117
+
118
+ colorAttachment(desc: ColorAttachmentDesc): void {
119
+ this.colorAttachments.push(desc);
120
+ this._writes.add(desc.handle.id);
121
+ }
122
+
123
+ depthAttachment(desc: DepthAttachmentDesc): void {
124
+ this.depthAttachmentDesc = desc;
125
+ if (desc.depthReadOnly) {
126
+ this._reads.add(desc.handle.id);
127
+ } else {
128
+ this._writes.add(desc.handle.id);
129
+ }
130
+ }
131
+
132
+ read(handle: TextureHandle): void {
133
+ this._reads.add(handle.id);
134
+ }
135
+
136
+ write(handle: TextureHandle): void {
137
+ this._writes.add(handle.id);
138
+ }
139
+
140
+ get reads(): Set<number> { return this._reads; }
141
+ get writes(): Set<number> { return this._writes; }
142
+ }
143
+
144
+ // ─── Internal types ────────────────────────────────────────────────────────
145
+
146
+ interface GraphResource {
147
+ name: string;
148
+ texture: GPUTexture | null;
149
+ externalView?: GPUTextureView | null;
150
+ external: boolean;
151
+ desc?: TextureDesc;
152
+ width?: number;
153
+ height?: number;
154
+ cachedView?: GPUTextureView;
155
+ physicalTexture?: GPUTexture; // aliased physical backing (null if unaliased)
156
+ lifetime?: { first: number; last: number };
157
+ }
158
+
159
+ interface GraphPassEntry {
160
+ pass: RenderPass;
161
+ builder: FrameGraphBuilder;
162
+ slot?: string;
163
+ }
164
+
165
+ interface PhysicalTexture {
166
+ texture: GPUTexture;
167
+ name: string;
168
+ width: number;
169
+ height: number;
170
+ format: GPUTextureFormat;
171
+ usage: GPUTextureUsageFlags;
172
+ sampleCount: number;
173
+ lastUsed: number; // index in execution order
174
+ }
175
+
176
+ // ─── Slot Registry ─────────────────────────────────────────────────────────
177
+
178
+ export type RenderPassSlot = string;
179
+
180
+ export interface PassSlotEntry {
181
+ slot: RenderPassSlot;
182
+ pass: RenderPass;
183
+ order: number;
184
+ }
185
+
186
+ export class SlotRegistry {
187
+ private slotOrder: string[] = [];
188
+ private slotIndex: Record<string, number> = {};
189
+ private entries: PassSlotEntry[] = [];
190
+
191
+ setSlotOrder(slots: string[]): void {
192
+ this.slotOrder = [...slots];
193
+ this.slotIndex = {};
194
+ this.slotOrder.forEach((s, i) => { this.slotIndex[s] = i; });
195
+ }
196
+
197
+ registerPass(slot: RenderPassSlot, pass: RenderPass): void {
198
+ this.entries.push({ slot, pass, order: this.slotIndex[slot] ?? this.slotOrder.length });
199
+ }
200
+
201
+ unregisterPass(name: string): void {
202
+ this.entries = this.entries.filter(e => e.pass.name !== name);
203
+ }
204
+
205
+ clear(): void {
206
+ this.entries = [];
207
+ }
208
+
209
+ getEntries(): readonly PassSlotEntry[] {
210
+ return this.entries
211
+ .filter(e => this.slotOrder.includes(e.slot))
212
+ .sort((a, b) => {
213
+ const oa = a.order;
214
+ const ob = b.order;
215
+ if (oa !== ob) return oa - ob;
216
+ return 0;
217
+ });
218
+ }
219
+
220
+ isEmpty(): boolean {
221
+ return this.getEntries().length === 0;
222
+ }
223
+ }
224
+
225
+ // ─── Frame Graph ───────────────────────────────────────────────────────────
226
+
227
+ export class FrameGraph {
228
+ private passes: GraphPassEntry[] = [];
229
+ private resources: Map<number, GraphResource> = new Map();
230
+ private nextHandleId = 0;
231
+ private compiled = false;
232
+ private executionOrder: GraphPassEntry[] = [];
233
+ private dirty = true;
234
+ private surfaceWidth = 0;
235
+ private surfaceHeight = 0;
236
+ private physicalTextures: PhysicalTexture[] = [];
237
+ private aliasing: Map<string, string> = new Map(); // resource name -> physical texture name
238
+ private slotRegistry = new SlotRegistry();
239
+ /** Imported (external) resources dedupe by name so "color"/"depth" are
240
+ * well-known handles shared between the renderer and game passes. */
241
+ private importedByName: Map<string, TextureHandle> = new Map();
242
+
243
+ importTexture(name: string, texture?: GPUTexture | null): TextureHandle {
244
+ const existing = this.importedByName.get(name);
245
+ if (existing) {
246
+ if (texture) this.setImportedTexture(existing, texture);
247
+ return existing;
248
+ }
249
+ const handle = new TextureHandle(this.nextHandleId++, name);
250
+ this.resources.set(handle.id, {
251
+ name,
252
+ texture: texture ?? null,
253
+ external: true,
254
+ });
255
+ this.importedByName.set(name, handle);
256
+ return handle;
257
+ }
258
+
259
+ /** Update the GPUTexture backing an imported handle (e.g. swapchain color). */
260
+ setImportedTexture(handle: TextureHandle, texture: GPUTexture): void {
261
+ const resource = this.resources.get(handle.id);
262
+ if (!resource || !resource.external) {
263
+ throw new Error(`FrameGraph: "${handle.name}" is not an imported texture`);
264
+ }
265
+ resource.texture = texture;
266
+ resource.externalView = undefined;
267
+ resource.cachedView = undefined;
268
+ }
269
+
270
+ /** Import an externally-created view directly (e.g. XR offscreen color view). */
271
+ importTextureView(name: string, view: GPUTextureView | null): TextureHandle {
272
+ const existing = this.importedByName.get(name);
273
+ if (existing) {
274
+ if (view) this.setImportedTextureView(existing, view);
275
+ return existing;
276
+ }
277
+ const handle = new TextureHandle(this.nextHandleId++, name);
278
+ this.resources.set(handle.id, {
279
+ name,
280
+ texture: null,
281
+ externalView: view,
282
+ external: true,
283
+ });
284
+ this.importedByName.set(name, handle);
285
+ return handle;
286
+ }
287
+
288
+ /** Update the GPUTextureView backing an imported view handle. */
289
+ setImportedTextureView(handle: TextureHandle, view: GPUTextureView): void {
290
+ const resource = this.resources.get(handle.id);
291
+ if (!resource || !resource.external) {
292
+ throw new Error(`FrameGraph: "${handle.name}" is not an imported view`);
293
+ }
294
+ resource.externalView = view;
295
+ resource.cachedView = undefined;
296
+ }
297
+
298
+ createTransient(name: string, desc: TextureDesc): TextureHandle {
299
+ const handle = new TextureHandle(this.nextHandleId++, name);
300
+ this.resources.set(handle.id, {
301
+ name,
302
+ texture: null,
303
+ external: false,
304
+ desc,
305
+ width: desc.width,
306
+ height: desc.height,
307
+ });
308
+ return handle;
309
+ }
310
+
311
+ /** Direct graph registration. Use SlotRegistry for slot-based ordering. */
312
+ addPass(pass: RenderPass): void {
313
+ const builder = new FrameGraphBuilder();
314
+ pass.setup(builder);
315
+ this.passes.push({ pass, builder });
316
+ this.dirty = true;
317
+ }
318
+
319
+ getSlotRegistry(): SlotRegistry {
320
+ return this.slotRegistry;
321
+ }
322
+
323
+ /** Re-register all passes from the slot registry. Call after slot/pass changes. */
324
+ refreshFromSlots(): void {
325
+ this.passes = [];
326
+ for (const { slot, pass } of this.slotRegistry.getEntries()) {
327
+ const builder = new FrameGraphBuilder();
328
+ pass.setup(builder);
329
+ this.passes.push({ pass, builder, slot });
330
+ }
331
+ this.dirty = true;
332
+ }
333
+
334
+ markDirty(): void {
335
+ this.dirty = true;
336
+ }
337
+
338
+ /**
339
+ * Remove all registered passes. Imported/transient resources are preserved.
340
+ * Used by renderers that rebuild the pass list each frame (e.g. when the
341
+ * pass set is dynamic per-viewport).
342
+ */
343
+ clearPasses(): void {
344
+ this.passes.length = 0;
345
+ this.dirty = true;
346
+ }
347
+
348
+ isDirty(): boolean {
349
+ return this.dirty;
350
+ }
351
+
352
+ compile(device: GPUDevice, surfaceWidth: number, surfaceHeight: number): void {
353
+ if (this.passes.length === 0) {
354
+ this.compiled = true;
355
+ this.dirty = false;
356
+ return;
357
+ }
358
+
359
+ this.surfaceWidth = surfaceWidth;
360
+ this.surfaceHeight = surfaceHeight;
361
+
362
+ // Pool the previous compile's physical textures — resources whose specs
363
+ // are unchanged get the same GPUTexture back instead of a destroy+alloc
364
+ // cycle (pass-list churn would otherwise thrash VRAM on every recompile).
365
+ const pool = this.physicalTextures;
366
+ this.physicalTextures = [];
367
+ this.aliasing.clear();
368
+
369
+ // Resolve sizes for all transient resources.
370
+ for (const resource of this.resources.values()) {
371
+ if (!resource.external && resource.desc) {
372
+ resource.width = resource.width || surfaceWidth;
373
+ resource.height = resource.height || surfaceHeight;
374
+ }
375
+ }
376
+
377
+ // Topological sort (this also sets execution order).
378
+ this.executionOrder = this.topologicalSort();
379
+
380
+ // Compute resource lifetimes over the sorted execution order.
381
+ this.computeLifetimes();
382
+
383
+ // Allocate transient textures with lifetime-based aliasing, reusing
384
+ // pooled textures from the previous compile where specs match.
385
+ this.allocatePhysicalTextures(device, pool);
386
+
387
+ // Pooled textures that no resource claimed are now garbage.
388
+ pool.forEach((pt) => { pt.texture.destroy();; });
389
+
390
+ // Validate
391
+ this.validate();
392
+
393
+ this.compiled = true;
394
+ this.dirty = false;
395
+ }
396
+
397
+ execute(ctx: RenderContext): GPUCommandBuffer | undefined {
398
+ if (!this.compiled) return undefined;
399
+
400
+ // Run passes sequentially on the shared encoder.
401
+ for (let i = 0; i < this.executionOrder.length; i++) {
402
+ const entry = this.executionOrder[i];
403
+ if (entry.pass.passType === PassType.Render) {
404
+ this.executeRenderPass(ctx, entry, i);
405
+ } else {
406
+ this.executeCustomPass(ctx, entry);
407
+ }
408
+ }
409
+
410
+ return undefined; // caller submits the shared encoder
411
+ }
412
+
413
+ /** Reusable TrackedRenderPass wrappers — one per execution slot, avoiding
414
+ * an allocation per pass per frame. */
415
+ private trackedPassPool: TrackedRenderPass[] = [];
416
+
417
+ private executeRenderPass(ctx: RenderContext, entry: GraphPassEntry, slot: number): void {
418
+ const { pass, builder } = entry;
419
+
420
+ const colorAttachments: GPURenderPassColorAttachment[] = builder.colorAttachments.map(a => ({
421
+ view: this.getTextureView(a.handle),
422
+ loadOp: a.loadOp,
423
+ storeOp: a.storeOp,
424
+ clearValue: a.clearValue ?? { r: 0, g: 0, b: 0, a: 1 },
425
+ }));
426
+
427
+ let depthAttachment: GPURenderPassDepthStencilAttachment | undefined;
428
+ if (builder.depthAttachmentDesc) {
429
+ const da = builder.depthAttachmentDesc;
430
+ depthAttachment = {
431
+ view: this.getTextureView(da.handle),
432
+ depthLoadOp: da.depthLoadOp,
433
+ depthStoreOp: da.depthStoreOp,
434
+ depthClearValue: da.depthClearValue ?? 1.0,
435
+ depthReadOnly: da.depthReadOnly ?? false,
436
+ };
437
+ }
438
+
439
+ const renderPass = ctx.encoder.beginRenderPass({
440
+ colorAttachments,
441
+ depthStencilAttachment: depthAttachment,
442
+ });
443
+
444
+ let tracked = this.trackedPassPool[slot];
445
+ if (!tracked) {
446
+ tracked = this.trackedPassPool[slot] = new TrackedRenderPass(renderPass);
447
+ } else {
448
+ tracked.resetForReuse(renderPass);
449
+ }
450
+ // Mutate the shared ctx rather than `{...ctx}` per pass — a fresh spread
451
+ // per pass per frame was measurable GC churn (~N objects/frame).
452
+ ctx.pass = tracked;
453
+
454
+ pass.execute(ctx);
455
+ tracked.end();
456
+ ctx.pass = null;
457
+ // Caller (GameRenderer) aggregates draw call stats from the tracked pass.
458
+ (ctx as any).lastPassStats = {
459
+ name: pass.name,
460
+ drawCalls: tracked.drawCalls,
461
+ triangles: tracked.triangles,
462
+ pipelineSwitches: tracked.pipelineSwitches,
463
+ bindGroupChanges: tracked.bindGroupChanges,
464
+ bufferRebinds: tracked.bufferRebinds,
465
+ };
466
+ }
467
+
468
+ private executeCustomPass(ctx: RenderContext, entry: GraphPassEntry): void {
469
+ const { pass } = entry;
470
+ ctx.pass = null;
471
+ pass.execute(ctx);
472
+ }
473
+
474
+ getTextureView(handle: TextureHandle): GPUTextureView {
475
+ const resource = this.resources.get(handle.id);
476
+ if (!resource) {
477
+ throw new Error(`FrameGraph: unresolved texture "${handle.name}"`);
478
+ }
479
+ if (resource.externalView) {
480
+ return resource.externalView;
481
+ }
482
+ if (!resource.texture) {
483
+ throw new Error(`FrameGraph: unresolved texture "${handle.name}"`);
484
+ }
485
+ if (!resource.cachedView) {
486
+ resource.cachedView = resource.texture.createView();
487
+ }
488
+ return resource.cachedView;
489
+ }
490
+
491
+ getTexture(handle: TextureHandle): GPUTexture {
492
+ const resource = this.resources.get(handle.id);
493
+ if (!resource || !resource.texture) {
494
+ throw new Error(`FrameGraph: unresolved texture "${handle.name}"`);
495
+ }
496
+ return resource.texture;
497
+ }
498
+
499
+ getPassOrder(): string[] {
500
+ return this.executionOrder.map(e => e.pass.name);
501
+ }
502
+
503
+ /** All registered passes (registration order). Used by device-loss recovery to re-prepare pipelines on a new device. */
504
+ getPasses(): RenderPass[] {
505
+ return this.passes.map(e => e.pass);
506
+ }
507
+
508
+ getAliasing(): Map<string, string> {
509
+ return new Map(this.aliasing);
510
+ }
511
+
512
+ /**
513
+ * Drop all GPU objects bound to a (lost) device: physical texture pool and
514
+ * every cached/transient view. Call before the next compile() on a new
515
+ * device so transient resources get fresh allocations instead of reusing
516
+ * dead-device textures from the pool.
517
+ */
518
+ invalidatePhysicalResources(): void {
519
+ this.physicalTextures = [];
520
+ for (const resource of this.resources.values()) {
521
+ resource.cachedView = undefined;
522
+ if (!resource.external) resource.texture = null;
523
+ }
524
+ this.compiled = false;
525
+ this.dirty = true;
526
+ }
527
+
528
+ private computeLifetimes(): void {
529
+ // Initialize lifetimes with invalid indices.
530
+ for (const resource of this.resources.values()) {
531
+ if (resource.external || !resource.desc) continue;
532
+ resource.lifetime = { first: Infinity, last: -1 };
533
+ }
534
+
535
+ for (let i = 0; i < this.executionOrder.length; i++) {
536
+ const { builder } = this.executionOrder[i];
537
+ const all = new Set([...builder.reads, ...builder.writes]);
538
+ for (const id of all.values()) {
539
+ const resource = this.resources.get(id);
540
+ if (!resource || resource.external || !resource.lifetime) continue;
541
+ resource.lifetime.first = Math.min(resource.lifetime.first, i);
542
+ resource.lifetime.last = Math.max(resource.lifetime.last, i);
543
+ }
544
+ }
545
+
546
+ // Unused transients have no lifetime.
547
+ for (const resource of this.resources.values()) {
548
+ if (resource.lifetime && resource.lifetime.last === -1) {
549
+ resource.lifetime = undefined;
550
+ }
551
+ }
552
+ }
553
+
554
+ private allocatePhysicalTextures(device: GPUDevice, pool: PhysicalTexture[]): void {
555
+ this.physicalTextures = [];
556
+
557
+ const transients: GraphResource[] = [];
558
+ for (const resource of this.resources.values()) {
559
+ if (!resource.external && resource.lifetime) {
560
+ transients.push(resource);
561
+ }
562
+ }
563
+
564
+ // Sort by first-use to allocate alias-compatible resources into physical textures.
565
+ transients.sort((a, b) => (a.lifetime!.first - b.lifetime!.first));
566
+
567
+ const specMatches = (pt: PhysicalTexture, w: number, h: number, desc: TextureDesc, sampleCount: number) =>
568
+ pt.width === w &&
569
+ pt.height === h &&
570
+ pt.format === desc.format &&
571
+ (pt.usage & desc.usage) === desc.usage &&
572
+ pt.sampleCount === sampleCount;
573
+
574
+ transients.forEach((resource) => {
575
+ const w = resource.width || this.surfaceWidth;
576
+ const h = resource.height || this.surfaceHeight;
577
+ const desc = resource.desc!;
578
+ const sampleCount = desc.sampleCount ?? 1;
579
+
580
+ // Find a compatible physical texture whose lifetime has ended before this resource starts.
581
+ // Usage compatibility: the physical texture's usage must be a superset of the
582
+ // resource's required usage (i.e. it must support all flags the resource needs).
583
+ let reused: PhysicalTexture | null = null;
584
+ for (let _i = 0, _it = this.physicalTextures, _n = _it.length; _i < _n; _i++) { const pt = _it[_i];
585
+ if (specMatches(pt, w, h, desc, sampleCount) && pt.lastUsed < resource.lifetime!.first) {
586
+ reused = pt;
587
+ break;
588
+ }
589
+ }
590
+ // No intra-frame alias — try a pooled texture from the previous compile.
591
+ if (!reused) {
592
+ const pi = pool.findIndex((pt) => specMatches(pt, w, h, desc, sampleCount));
593
+ if (pi >= 0) {
594
+ reused = pool.splice(pi, 1)[0];
595
+ this.physicalTextures.push(reused);
596
+ }
597
+ }
598
+
599
+ if (reused) {
600
+ resource.physicalTexture = reused.texture;
601
+ resource.texture = reused.texture;
602
+ // The texture may differ from the previous compile's — drop the stale view.
603
+ resource.cachedView = undefined;
604
+ this.aliasing.set(resource.name, reused.name);
605
+ reused.lastUsed = resource.lifetime!.last;
606
+ } else {
607
+ const name = `${resource.name}_phys`;
608
+ const texture = device.createTexture({
609
+ size: [w, h],
610
+ format: desc.format,
611
+ usage: desc.usage,
612
+ sampleCount,
613
+ });
614
+ this.physicalTextures.push({
615
+ texture,
616
+ name,
617
+ width: w,
618
+ height: h,
619
+ format: desc.format,
620
+ usage: desc.usage,
621
+ sampleCount,
622
+ lastUsed: resource.lifetime!.last,
623
+ });
624
+ resource.physicalTexture = texture;
625
+ resource.texture = texture;
626
+ resource.cachedView = undefined;
627
+ this.aliasing.set(resource.name, name);
628
+ }
629
+ });
630
+ }
631
+
632
+ private destroyPhysicalTextures(): void {
633
+ this.physicalTextures.forEach((pt) => {
634
+ pt.texture.destroy();
635
+ });
636
+ this.physicalTextures = [];
637
+ }
638
+
639
+ private topologicalSort(): GraphPassEntry[] {
640
+ // Build dependency edges per resource, tracking ALL accesses — not just
641
+ // "last writer wins". For each read at registration index i of resource R:
642
+ // - RAW: depends on the last writer ≤ i (its data source); if no writer
643
+ // precedes i, it binds to the first writer > i — the pass that will
644
+ // produce the data it reads.
645
+ // - WAR: the reader must run before the next writer after its bound
646
+ // producer, so that writer doesn't clobber the data first.
647
+ // - WAW: consecutive writers keep registration order.
648
+ // Collapsing writers to the last one (the old approach) could order a
649
+ // sandwiched reader after the later writer (wrong data) or synthesize a
650
+ // false dependency cycle that silently fell back to registration order.
651
+ const n = this.passes.length;
652
+ const adj: Set<number>[] = Array.from({ length: n }, () => new Set());
653
+ const addEdge = (from: number, to: number) => {
654
+ if (from !== to) adj[from].add(to);
655
+ };
656
+
657
+ const writers = new Map<number, number[]>(); // resourceId -> writer indices (ascending)
658
+ const readsOf = new Map<number, number[]>(); // resourceId -> reader indices (ascending)
659
+ for (let i = 0; i < n; i++) {
660
+ const { reads, writes } = this.passes[i].builder;
661
+ for (const readId of reads.values()) {
662
+ let list = readsOf.get(readId);
663
+ if (!list) readsOf.set(readId, (list = []));
664
+ list.push(i);
665
+ }
666
+ for (const writeId of writes.values()) {
667
+ let list = writers.get(writeId);
668
+ if (!list) writers.set(writeId, (list = []));
669
+ list.push(i);
670
+ }
671
+ }
672
+
673
+ // WAW edges between consecutive writers.
674
+ for (const ws of writers.values()) {
675
+ for (let k = 1; k < ws.length; k++) addEdge(ws[k - 1], ws[k]);
676
+ }
677
+
678
+ for (const [resId, readers] of readsOf.entries()) {
679
+ const ws = writers.get(resId);
680
+ if (!ws || ws.length === 0) continue; // no producer — validate() reports it
681
+ readers.forEach((i) => {
682
+ // Bound producer: last writer at-or-before i, else first writer after i.
683
+ let bound = -1;
684
+ for (let _i = 0, _it = ws, _n = _it.length; _i < _n; _i++) { const wIdx = _it[_i]; if (wIdx <= i) bound = wIdx; else break; }
685
+ const boundPos = bound === -1 ? 0 : ws.indexOf(bound);
686
+ const producer = bound === -1 ? ws[0] : bound;
687
+ addEdge(producer, i); // RAW
688
+ // WAR: next writer after the bound producer must wait for this reader.
689
+ const next = ws[boundPos + 1];
690
+ if (next !== undefined) addEdge(i, next);
691
+ });
692
+ }
693
+
694
+ const inDegree = new Array<number>(n).fill(0);
695
+ for (let i = 0; i < n; i++) {
696
+ for (const to of adj[i].values()) inDegree[to]++;
697
+ }
698
+
699
+ // Kahn's algorithm, preserving registration order for ties. The queue is
700
+ // kept sorted by binary insertion instead of re-sorting every iteration
701
+ // (the old sort+shift loop was O(n²·log n) per compile).
702
+ const queue: number[] = [];
703
+ const pushSorted = (v: number) => {
704
+ let lo = 0, hi = queue.length;
705
+ while (lo < hi) {
706
+ const mid = (lo + hi) >> 1;
707
+ if (queue[mid] < v) lo = mid + 1; else hi = mid;
708
+ }
709
+ queue.splice(lo, 0, v);
710
+ };
711
+ for (let i = 0; i < n; i++) {
712
+ if (inDegree[i] === 0) pushSorted(i);
713
+ }
714
+
715
+ const result: number[] = [];
716
+ while (queue.length > 0) {
717
+ const idx = queue.shift()!;
718
+ result.push(idx);
719
+ for (const neighbor of adj[idx].values()) {
720
+ if (--inDegree[neighbor] === 0) pushSorted(neighbor);
721
+ }
722
+ }
723
+
724
+ if (result.length !== n) {
725
+ log.error("FrameGraph", "Cycle detected in render graph, falling back to registration order");
726
+ return this.passes;
727
+ }
728
+
729
+ return result.map(i => this.passes[i]);
730
+ }
731
+
732
+ private validate(): void {
733
+ const produced = new Set<number>();
734
+ const errors: string[] = [];
735
+
736
+ this.executionOrder.forEach((entry) => {
737
+ for (const readId of entry.builder.reads.values()) {
738
+ if (!produced.has(readId) && !this.resources.get(readId)?.external) {
739
+ errors.push(`Pass "${entry.pass.name}" reads "${this.resources.get(readId)?.name ?? readId}" before it is produced`);
740
+ }
741
+ }
742
+ for (const writeId of entry.builder.writes.values()) {
743
+ produced.add(writeId);
744
+ }
745
+ });
746
+
747
+ if (errors.length > 0) {
748
+ log.warn("FrameGraph", `Validation errors:\n${errors.join("\n")}`);
749
+ }
750
+ }
751
+
752
+ destroy(): void {
753
+ this.destroyPhysicalTextures();
754
+ for (const resource of this.resources.values()) {
755
+ if (resource.external && resource.texture) {
756
+ // External textures are owned by the caller; just drop references.
757
+ resource.texture = null;
758
+ }
759
+ resource.cachedView = undefined;
760
+ }
761
+ this.resources.clear();
762
+ this.passes = [];
763
+ this.executionOrder = [];
764
+ this.compiled = false;
765
+ this.dirty = true;
766
+ this.aliasing.clear();
767
+ }
768
+ }