@downdraft/engine 0.0.0 → 0.1.1

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 (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,394 @@
1
+ import { type Mat4 } from "wgpu-matrix";
2
+ import type { FrameGraphBuilder, GraphRenderContext } from "../frame-graph";
3
+ import { PassType } from "../frame-graph";
4
+ import type { FrustumPlane } from "../frustum";
5
+ import { createStorageBuffer, createUniformBuffer } from "../gpu-utils";
6
+ import { RenderPass } from "../render-pass";
7
+ import { createValidatedShaderModule } from "../shader-validator";
8
+ import type { GpuMeshTable } from "./mesh-table";
9
+
10
+ export interface CullBatchRecord {
11
+ indexCount: number;
12
+ firstIndex: number;
13
+ baseVertex: number;
14
+ }
15
+
16
+ const DRAW_INDEXED_INDIRECT_ARGS_SIZE = 20; // 5 u32
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+
18
+ export class GpuCullPass extends RenderPass {
19
+ name = "gpu-cull";
20
+ passType = PassType.Custom;
21
+
22
+ private device: GPUDevice;
23
+ private maxBatches: number;
24
+ private perBatchCapacity: number;
25
+ private maxInstances: number;
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+
27
+ private cullPipeline: GPUComputePipeline | null = null;
28
+ private argsPipeline: GPUComputePipeline | null = null;
29
+ private uniformBuffer: GPUBuffer | null = null;
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+ private argsUniformBuffer: GPUBuffer | null = null;
31
+ private perBatchCountBuffer: GPUBuffer | null = null;
32
+ private drawArgsBuffer: GPUBuffer | null = null;
33
+ private visibleBuffer: GPUBuffer | null = null;
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+ private meshTableBuffer: GPUBuffer | null = null;
35
+ private hzbView: GPUTextureView | null = null;
36
+ private hzbLevelCount = 1;
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+
38
+ private instanceBuffer: GPUBuffer | null = null;
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+ private instanceCount = 0;
40
+ private meshTable: GpuMeshTable | null = null;
41
+ private hzbSize = { width: 0, height: 0 };
42
+
43
+ constructor(device: GPUDevice, maxBatches: number, maxInstances: number) {
44
+ super();
45
+ this.device = device;
46
+ this.maxBatches = maxBatches;
47
+ this.maxInstances = maxInstances;
48
+ this.perBatchCapacity = Math.max(1, Math.ceil(maxInstances / maxBatches));
49
+ }
50
+
51
+ getDrawArgsBuffer(): GPUBuffer | null {
52
+ return this.drawArgsBuffer;
53
+ }
54
+
55
+ getVisibleBuffer(): GPUBuffer | null {
56
+ return this.visibleBuffer;
57
+ }
58
+
59
+ getPerBatchCapacity(): number {
60
+ return this.perBatchCapacity;
61
+ }
62
+
63
+ setPerBatchCapacity(cap: number): void {
64
+ this.perBatchCapacity = cap;
65
+ this.createVisibleBuffer();
66
+ }
67
+
68
+ setInstanceBuffer(buffer: GPUBuffer, count: number): void {
69
+ this.instanceBuffer = buffer;
70
+ this.instanceCount = count;
71
+ }
72
+
73
+ setMeshTable(table: GpuMeshTable): void {
74
+ this.meshTable = table;
75
+ this.uploadMeshTable();
76
+ }
77
+
78
+ setFrustum(viewProj: Mat4, frustumPlanes: readonly FrustumPlane[]): void {
79
+ const u = new Float32Array(256 / 4);
80
+ for (let i = 0; i < 16; i++) u[i] = viewProj[i];
81
+ for (let i = 0; i < 6; i++) {
82
+ const p = frustumPlanes[i]!;
83
+ const off = 16 + i * 4;
84
+ u[off + 0] = p.normal[0];
85
+ u[off + 1] = p.normal[1];
86
+ u[off + 2] = p.normal[2];
87
+ u[off + 3] = p.distance;
88
+ }
89
+ const u32 = new Uint32Array(u.buffer);
90
+ u32[40] = this.hzbSize.width;
91
+ u32[41] = this.hzbSize.height;
92
+ u32[42] = this.perBatchCapacity;
93
+ u32[43] = this.hzbLevelCount;
94
+ u32[44] = this.instanceCount;
95
+ u[45] = viewProj[0]; // pad to keep uniform size
96
+ this.device.queue.writeBuffer(this.uniformBuffer!, 0, u as unknown as BufferSource);
97
+ }
98
+
99
+ setHzb(view: GPUTextureView | null, width: number, height: number, levelCount: number): void {
100
+ this.hzbView = view;
101
+ this.hzbSize = { width, height };
102
+ this.hzbLevelCount = levelCount;
103
+ }
104
+
105
+ prepare(device: GPUDevice): void {
106
+ this.device = device;
107
+ if (!this.cullPipeline) {
108
+ this.cullPipeline = device.createComputePipeline({
109
+ label: "gpu-cull",
110
+ layout: "auto",
111
+ compute: { module: createValidatedShaderModule(device, { code: CULL_WGSL, label: "GpuCullPass.cull" }), entryPoint: "cs_main" },
112
+ });
113
+ }
114
+ if (!this.argsPipeline) {
115
+ this.argsPipeline = device.createComputePipeline({
116
+ label: "gpu-cull-args",
117
+ layout: "auto",
118
+ compute: { module: createValidatedShaderModule(device, { code: ARGS_FILL_WGSL, label: "GpuCullPass.argsFill" }), entryPoint: "cs_main" },
119
+ });
120
+ }
121
+
122
+ this.uniformBuffer = createUniformBuffer(device, 256);
123
+
124
+ this.argsUniformBuffer = createUniformBuffer(device, 16);
125
+
126
+ this.perBatchCountBuffer = createStorageBuffer(device, this.maxBatches * 4, false);
127
+
128
+ this.drawArgsBuffer = device.createBuffer({
129
+ size: this.maxBatches * DRAW_INDEXED_INDIRECT_ARGS_SIZE,
130
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_DST,
131
+ });
132
+
133
+ this.createVisibleBuffer();
134
+ this.createMeshTableBuffer();
135
+ }
136
+
137
+ setup(_builder: FrameGraphBuilder): void {
138
+ // Cull pass is an internal compute pass; no outputs declared to the graph yet.
139
+ }
140
+
141
+ execute(_ctx: GraphRenderContext): void {
142
+ if (!this.instanceBuffer || !this.cullPipeline || !this.argsPipeline) return;
143
+ if (!this.meshTable) return;
144
+
145
+ // Clear per-batch counters to 0
146
+ this.device.queue.writeBuffer(this.perBatchCountBuffer!, 0, new Uint32Array(this.maxBatches) as unknown as BufferSource);
147
+
148
+ const batchCount = this.meshTable.getBatches().length;
149
+ const argsU = new Uint32Array(4);
150
+ argsU[0] = this.perBatchCapacity;
151
+ argsU[1] = batchCount;
152
+ this.device.queue.writeBuffer(this.argsUniformBuffer!, 0, argsU as unknown as BufferSource);
153
+
154
+ // DEVIATION: This pass creates its own command encoder and submits directly
155
+ // instead of using the frame graph's shared encoder. The cull pass is a
156
+ // compute-only pass whose output (indirect draw args buffer) is consumed by
157
+ // a later draw pass via drawIndexedIndirect — it does not produce graph
158
+ // textures. Refactoring to the frame graph is tracked as a future task.
159
+ const encoder = this.device.createCommandEncoder({ label: "gpu-cull" });
160
+ const pass = encoder.beginComputePass({ label: "gpu-cull" });
161
+
162
+ pass.setPipeline(this.cullPipeline);
163
+ pass.setBindGroup(0, this.createCullBindGroup());
164
+ pass.dispatchWorkgroups(Math.ceil(this.instanceCount / 64));
165
+
166
+ pass.setPipeline(this.argsPipeline);
167
+ pass.setBindGroup(0, this.createArgsBindGroup());
168
+ pass.dispatchWorkgroups(Math.ceil(batchCount / 64));
169
+
170
+ pass.end();
171
+ this.device.queue.submit([encoder.finish()]);
172
+ }
173
+
174
+ destroy(): void {
175
+ this.uniformBuffer?.destroy();
176
+ this.argsUniformBuffer?.destroy();
177
+ this.perBatchCountBuffer?.destroy();
178
+ this.drawArgsBuffer?.destroy();
179
+ this.visibleBuffer?.destroy();
180
+ this.meshTableBuffer?.destroy();
181
+ this.uniformBuffer = null;
182
+ this.argsUniformBuffer = null;
183
+ this.perBatchCountBuffer = null;
184
+ this.drawArgsBuffer = null;
185
+ this.visibleBuffer = null;
186
+ this.meshTableBuffer = null;
187
+ this.cullPipeline = null;
188
+ this.argsPipeline = null;
189
+ }
190
+
191
+ private createVisibleBuffer(): void {
192
+ this.visibleBuffer?.destroy();
193
+ const capacity = this.maxBatches * this.perBatchCapacity;
194
+ this.visibleBuffer = this.device.createBuffer({
195
+ size: Math.max(4, capacity * 4),
196
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
197
+ });
198
+ }
199
+
200
+ private createMeshTableBuffer(): void {
201
+ this.meshTableBuffer = this.device.createBuffer({
202
+ size: Math.max(4, this.maxBatches * 16),
203
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
204
+ });
205
+ }
206
+
207
+ private uploadMeshTable(): void {
208
+ if (!this.meshTable) return;
209
+ const batches = this.meshTable.getBatches();
210
+ const data = new Uint32Array(this.maxBatches * 4);
211
+ for (let i = 0; i < batches.length; i++) {
212
+ const b = batches[i]!;
213
+ data[i * 4 + 0] = b.indexCount;
214
+ data[i * 4 + 1] = b.indexOffset;
215
+ data[i * 4 + 2] = b.baseVertex;
216
+ // data[i * 4 + 3] is padding
217
+ }
218
+ this.device.queue.writeBuffer(this.meshTableBuffer!, 0, data as unknown as BufferSource);
219
+ }
220
+
221
+ private createCullBindGroup(): GPUBindGroup {
222
+ const entries: GPUBindGroupEntry[] = [
223
+ { binding: 0, resource: { buffer: this.uniformBuffer! } },
224
+ { binding: 1, resource: { buffer: this.instanceBuffer! } },
225
+ { binding: 2, resource: { buffer: this.perBatchCountBuffer! } },
226
+ { binding: 3, resource: { buffer: this.visibleBuffer! } },
227
+ { binding: 4, resource: { buffer: this.meshTableBuffer! } },
228
+ ];
229
+ if (this.hzbView) {
230
+ entries.push({ binding: 5, resource: this.hzbView });
231
+ }
232
+ return this.device.createBindGroup({
233
+ layout: this.cullPipeline!.getBindGroupLayout(0),
234
+ entries,
235
+ });
236
+ }
237
+
238
+ private createArgsBindGroup(): GPUBindGroup {
239
+ return this.device.createBindGroup({
240
+ layout: this.argsPipeline!.getBindGroupLayout(0),
241
+ entries: [
242
+ { binding: 0, resource: { buffer: this.perBatchCountBuffer! } },
243
+ { binding: 1, resource: { buffer: this.drawArgsBuffer! } },
244
+ { binding: 2, resource: { buffer: this.meshTableBuffer! } },
245
+ { binding: 3, resource: { buffer: this.argsUniformBuffer! } },
246
+ ],
247
+ });
248
+ }
249
+ }
250
+
251
+ const CULL_WGSL = /* wgsl */ `
252
+ struct CullUniforms {
253
+ viewProj: mat4x4<f32>,
254
+ frustum: array<vec4<f32>, 6>,
255
+ screenSize: vec2<u32>,
256
+ perBatchCapacity: u32,
257
+ hzbMaxLevel: u32,
258
+ instanceCount: u32,
259
+ };
260
+
261
+ struct InstanceRecord {
262
+ pos: vec3<f32>,
263
+ scale: f32,
264
+ rot: vec4<f32>,
265
+ aabbMin: vec3<f32>,
266
+ _pad0: f32,
267
+ aabbMax: vec3<f32>,
268
+ _pad1: f32,
269
+ meshIdx: u32,
270
+ materialIdx: u32,
271
+ flags: u32,
272
+ _pad2: u32,
273
+ };
274
+
275
+ @group(0) @binding(0) var<uniform> u: CullUniforms;
276
+ @group(0) @binding(1) var<storage, read> instances: array<InstanceRecord>;
277
+ @group(0) @binding(2) var<storage, read_write> perBatchCount: array<atomic<u32>>;
278
+ @group(0) @binding(3) var<storage, read_write> visibleBuffer: array<u32>;
279
+ @group(0) @binding(4) var<storage, read> meshTable: array<vec4<u32>>;
280
+ @group(0) @binding(5) var hzbTex: texture_2d<f32>;
281
+
282
+ var<workgroup> planes: array<vec4<f32>, 6>;
283
+
284
+ fn aabbFrustumVisible(aabbMin: vec3<f32>, aabbMax: vec3<f32>) -> bool {
285
+ for (var i: i32 = 0; i < 6; i = i + 1) {
286
+ let plane = planes[i];
287
+ let px = select(aabbMin.x, aabbMax.x, plane.x > 0.0);
288
+ let py = select(aabbMin.y, aabbMax.y, plane.y > 0.0);
289
+ let pz = select(aabbMin.z, aabbMax.z, plane.z > 0.0);
290
+ let d = dot(plane.xyz, vec3<f32>(px, py, pz)) + plane.w;
291
+ if (d < 0.0) { return false; }
292
+ }
293
+ return true;
294
+ }
295
+
296
+ fn hzbOccluded(aabbMin: vec3<f32>, aabbMax: vec3<f32>) -> bool {
297
+ if (u.hzbMaxLevel <= 0u) { return false; }
298
+
299
+ var ndcMin = vec3<f32>(1.0, 1.0, 1.0);
300
+ var ndcMax = vec3<f32>(-1.0, -1.0, -1.0);
301
+ for (var i: i32 = 0; i < 8; i = i + 1) {
302
+ let c = vec3<f32>(
303
+ select(aabbMin.x, aabbMax.x, (i & 1) != 0),
304
+ select(aabbMin.y, aabbMax.y, (i & 2) != 0),
305
+ select(aabbMin.z, aabbMax.z, (i & 4) != 0),
306
+ );
307
+ let clip = u.viewProj * vec4<f32>(c, 1.0);
308
+ let ndc = clip.xyz / clip.w;
309
+ ndcMin = min(ndcMin, ndc);
310
+ ndcMax = max(ndcMax, ndc);
311
+ }
312
+
313
+ let uvMin = ndcMin.xy * 0.5 + 0.5;
314
+ let uvMax = ndcMax.xy * 0.5 + 0.5;
315
+ if (uvMax.x < 0.0 || uvMin.x > 1.0 || uvMax.y < 0.0 || uvMin.y > 1.0) {
316
+ return false; // off screen; frustum already handled it
317
+ }
318
+
319
+ let boxUV = max(uvMax.x - uvMin.x, uvMax.y - uvMin.y);
320
+ if (boxUV <= 0.0) { return false; }
321
+
322
+ var level = i32(floor(log2(1.0 / boxUV)));
323
+ level = clamp(level, 0, i32(u.hzbMaxLevel) - 1);
324
+ let topSize = vec2<f32>(f32(u.screenSize.x), f32(u.screenSize.y));
325
+ let mipSize = vec2<f32>(textureDimensions(hzbTex, level));
326
+ let center = clamp((uvMin + uvMax) * 0.5, vec2<f32>(0.0), vec2<f32>(1.0));
327
+ let texel = vec2<i32>(center * (mipSize - 1.0));
328
+ let hzbDepth = textureLoad(hzbTex, texel, level).r;
329
+
330
+ return ndcMin.z > hzbDepth;
331
+ }
332
+
333
+ @compute @workgroup_size(64)
334
+ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
335
+ let li = gid.x % 64u;
336
+ if (li < 6u) {
337
+ planes[li] = u.frustum[li];
338
+ }
339
+ workgroupBarrier();
340
+
341
+ let instanceIdx = gid.x;
342
+ if (instanceIdx >= u.instanceCount) { return; }
343
+
344
+ let inst = instances[instanceIdx];
345
+ let batch = inst.meshIdx;
346
+ if (batch >= arrayLength(&meshTable)) { return; }
347
+
348
+ let visible = aabbFrustumVisible(inst.aabbMin, inst.aabbMax) && !hzbOccluded(inst.aabbMin, inst.aabbMax);
349
+ if (!visible) { return; }
350
+
351
+ let slot = atomicAdd(&perBatchCount[batch], 1u);
352
+ if (slot < u.perBatchCapacity) {
353
+ visibleBuffer[batch * u.perBatchCapacity + slot] = instanceIdx;
354
+ } else {
355
+ // Overflow — decrement to keep count accurate. This is a known per-batch capacity limitation.
356
+ atomicSub(&perBatchCount[batch], 1u);
357
+ }
358
+ }
359
+ `;
360
+
361
+ const ARGS_FILL_WGSL = /* wgsl */ `
362
+ struct ArgsUniforms {
363
+ perBatchCapacity: u32,
364
+ batchCount: u32,
365
+ };
366
+
367
+ struct DrawIndexedIndirectArgs {
368
+ indexCount: u32,
369
+ instanceCount: u32,
370
+ firstIndex: u32,
371
+ baseVertex: i32,
372
+ firstInstance: u32,
373
+ };
374
+
375
+ @group(0) @binding(0) var<storage, read> perBatchCount: array<u32>;
376
+ @group(0) @binding(1) var<storage, read_write> drawArgs: array<DrawIndexedIndirectArgs>;
377
+ @group(0) @binding(2) var<storage, read> meshTable: array<vec4<u32>>; // indexCount, firstIndex, baseVertex, pad
378
+ @group(0) @binding(3) var<uniform> u: ArgsUniforms;
379
+
380
+ @compute @workgroup_size(64)
381
+ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
382
+ let batch = gid.x;
383
+ if (batch >= u.batchCount || batch >= arrayLength(&meshTable)) { return; }
384
+ let count = perBatchCount[batch];
385
+ let mesh = meshTable[batch];
386
+ drawArgs[batch] = DrawIndexedIndirectArgs(
387
+ mesh.x,
388
+ count,
389
+ mesh.y,
390
+ i32(mesh.z),
391
+ batch * u.perBatchCapacity,
392
+ );
393
+ }
394
+ `;
@@ -0,0 +1,215 @@
1
+ import { createValidatedShaderModule } from "../shader-validator";
2
+
3
+ export interface HzbSize {
4
+ width: number;
5
+ height: number;
6
+ levels: number;
7
+ }
8
+
9
+
10
+ export function nextPowerOf2(v: number): number {
11
+ v--;
12
+ v |= v >> 1;
13
+ v |= v >> 2;
14
+ v |= v >> 4;
15
+ v |= v >> 8;
16
+ v |= v >> 16;
17
+ return v + 1;
18
+ }
19
+
20
+ export function computeHzbSize(screenWidth: number, screenHeight: number): HzbSize {
21
+ const width = nextPowerOf2(Math.max(1, Math.ceil(screenWidth)));
22
+ const height = nextPowerOf2(Math.max(1, Math.ceil(screenHeight)));
23
+ const levels = Math.max(1, Math.floor(Math.log2(Math.max(width, height))) + 1);
24
+ return { width, height, levels };
25
+ }
26
+
27
+ export class HzbBuilder {
28
+ private device: GPUDevice;
29
+ private width = 0;
30
+ private height = 0;
31
+ private hzbTexture: GPUTexture | null = null;
32
+ private hzbViews: GPUTextureView[] = [];
33
+ private depthToHzbPipeline: GPUComputePipeline | null = null;
34
+ private reducePipeline: GPUComputePipeline | null = null;
35
+ private reduceBindGroups: GPUBindGroup[] = [];
36
+ private uniformBuffer: GPUBuffer | null = null;
37
+ private initialized = false;
38
+
39
+ constructor(device: GPUDevice) {
40
+ this.device = device;
41
+ this.uniformBuffer = device.createBuffer({
42
+ size: 16,
43
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
44
+ });
45
+ }
46
+
47
+ get size(): HzbSize {
48
+ return { width: this.width, height: this.height, levels: this.hzbViews.length };
49
+ }
50
+
51
+ get topLevelView(): GPUTextureView | null {
52
+ return this.hzbViews[0] ?? null;
53
+ }
54
+
55
+ get levels(): number {
56
+ return this.hzbViews.length;
57
+ }
58
+
59
+ /** Reallocate the HZB texture if the viewport size changes. Returns true if allocated/ resized. */
60
+ ensureSize(screenWidth: number, screenHeight: number): boolean {
61
+ const { width: w, height: h, levels } = computeHzbSize(screenWidth, screenHeight);
62
+
63
+ if (this.hzbTexture && this.width === w && this.height === h) {
64
+ return false;
65
+ }
66
+
67
+ this.hzbTexture?.destroy();
68
+ this.width = w;
69
+ this.height = h;
70
+
71
+ this.hzbTexture = this.device.createTexture({
72
+ size: [w, h, 1],
73
+ mipLevelCount: levels,
74
+ format: "r32float",
75
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
76
+ });
77
+
78
+ this.hzbViews = [];
79
+ for (let i = 0; i < levels; i++) {
80
+ this.hzbViews.push(this.hzbTexture.createView({
81
+ dimension: "2d",
82
+ baseMipLevel: i,
83
+ mipLevelCount: 1,
84
+ }));
85
+ }
86
+
87
+ this.reduceBindGroups = [];
88
+ this.initialized = false;
89
+ return true;
90
+ }
91
+
92
+ /** Build HZB from a depth texture. The depth view should match the current viewport. */
93
+ build(encoder: GPUCommandEncoder, depthTextureView: GPUTextureView, depthWidth: number, depthHeight: number): void {
94
+ if (!this.hzbTexture || !this.uniformBuffer) return;
95
+ if (!this.initialized) this.preparePipelines();
96
+
97
+ const u = new Uint32Array(4);
98
+ u[0] = this.width;
99
+ u[1] = this.height;
100
+ u[2] = depthWidth;
101
+ u[3] = depthHeight;
102
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, u as unknown as BufferSource);
103
+
104
+ const depthToHzbBg = this.device.createBindGroup({
105
+ layout: this.depthToHzbPipeline!.getBindGroupLayout(0),
106
+ entries: [
107
+ { binding: 0, resource: { buffer: this.uniformBuffer } },
108
+ { binding: 1, resource: depthTextureView },
109
+ { binding: 2, resource: this.hzbViews[0]! },
110
+ ],
111
+ });
112
+
113
+ const pass = encoder.beginComputePass({ label: "hzb-build" });
114
+
115
+ // 0. Convert depth to HZB[0]
116
+ pass.setPipeline(this.depthToHzbPipeline!);
117
+ pass.setBindGroup(0, depthToHzbBg);
118
+ const wx = Math.ceil(this.width / 8);
119
+ const wy = Math.ceil(this.height / 8);
120
+ pass.dispatchWorkgroups(wx, wy);
121
+
122
+ // 1. Reduce HZB[i-1] -> HZB[i]
123
+ pass.setPipeline(this.reducePipeline!);
124
+ for (let i = 1; i < this.hzbViews.length; i++) {
125
+ const dstW = Math.max(1, this.width >> i);
126
+ const dstH = Math.max(1, this.height >> i);
127
+ pass.setBindGroup(0, this.reduceBindGroups[i - 1]!);
128
+ const rx = Math.max(1, Math.ceil(dstW / 8));
129
+ const ry = Math.max(1, Math.ceil(dstH / 8));
130
+ pass.dispatchWorkgroups(rx, ry);
131
+ }
132
+
133
+ pass.end();
134
+ }
135
+
136
+ private preparePipelines(): void {
137
+ this.depthToHzbPipeline = this.device.createComputePipeline({
138
+ label: "hzb-depth-to-hzb",
139
+ layout: "auto",
140
+ compute: { module: createValidatedShaderModule(this.device, { code: DEPTH_TO_HZB_WGSL, label: "HzbBuilder.depthToHzb" }), entryPoint: "cs_main" },
141
+ });
142
+
143
+ this.reducePipeline = this.device.createComputePipeline({
144
+ label: "hzb-reduce",
145
+ layout: "auto",
146
+ compute: { module: createValidatedShaderModule(this.device, { code: HZB_REDUCE_WGSL, label: "HzbBuilder.reduce" }), entryPoint: "cs_main" },
147
+ });
148
+
149
+ this.reduceBindGroups = [];
150
+ for (let i = 1; i < this.hzbViews.length; i++) {
151
+ this.reduceBindGroups.push(this.device.createBindGroup({
152
+ layout: this.reducePipeline.getBindGroupLayout(0),
153
+ entries: [
154
+ { binding: 0, resource: this.hzbViews[i - 1]! },
155
+ { binding: 1, resource: this.hzbViews[i]! },
156
+ ],
157
+ }));
158
+ }
159
+
160
+ this.initialized = true;
161
+ }
162
+
163
+ destroy(): void {
164
+ this.hzbTexture?.destroy();
165
+ this.uniformBuffer?.destroy();
166
+ this.hzbTexture = null;
167
+ this.uniformBuffer = null;
168
+ this.hzbViews = [];
169
+ this.reduceBindGroups = [];
170
+ this.depthToHzbPipeline = null;
171
+ this.reducePipeline = null;
172
+ this.initialized = false;
173
+ }
174
+ }
175
+
176
+ const DEPTH_TO_HZB_WGSL = /* wgsl */ `
177
+ @group(0) @binding(0) var<uniform> u: vec4<u32>;
178
+ @group(0) @binding(1) var depthTex: texture_depth_2d;
179
+ @group(0) @binding(2) var hzbOut: texture_storage_2d<r32float, write>;
180
+
181
+ @compute @workgroup_size(8, 8, 1)
182
+ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
183
+ let dims = textureDimensions(depthTex, 0);
184
+ if (gid.x >= u.x || gid.y >= u.y) { return; }
185
+ let coord = vec2<i32>(i32(gid.x), i32(gid.y));
186
+ var d: f32 = 1.0;
187
+ if (gid.x < u32(dims.x) && gid.y < u32(dims.y)) {
188
+ d = textureLoad(depthTex, coord, 0);
189
+ }
190
+ textureStore(hzbOut, coord, vec4<f32>(d, 0.0, 0.0, 0.0));
191
+ }
192
+ `;
193
+
194
+ const HZB_REDUCE_WGSL = /* wgsl */ `
195
+ @group(0) @binding(0) var src: texture_2d<f32>;
196
+ @group(0) @binding(1) var dst: texture_storage_2d<r32float, write>;
197
+
198
+ @compute @workgroup_size(8, 8, 1)
199
+ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
200
+ let dstDims = textureDimensions(dst, 0);
201
+ if (gid.x >= u32(dstDims.x) || gid.y >= u32(dstDims.y)) { return; }
202
+ let srcCoord = vec2<i32>(i32(gid.x * 2u), i32(gid.y * 2u));
203
+ var d: f32 = 1.0;
204
+ let srcDims = textureDimensions(src, 0);
205
+ for (var y: i32 = 0; y < 2; y = y + 1) {
206
+ for (var x: i32 = 0; x < 2; x = x + 1) {
207
+ let c = srcCoord + vec2<i32>(x, y);
208
+ if (c.x >= 0 && c.x < i32(srcDims.x) && c.y >= 0 && c.y < i32(srcDims.y)) {
209
+ d = min(d, textureLoad(src, c, 0).r);
210
+ }
211
+ }
212
+ }
213
+ textureStore(dst, vec2<i32>(i32(gid.x), i32(gid.y)), vec4<f32>(d, 0.0, 0.0, 0.0));
214
+ }
215
+ `;
@@ -0,0 +1,7 @@
1
+ export { GpuCullPass, type CullBatchRecord } from "./cull-pass";
2
+ export { computeHzbSize, HzbBuilder, nextPowerOf2, type HzbSize } from "./hzb";
3
+ export { IndirectDrawPass } from "./indirect-draw-pass";
4
+ export { INSTANCE_RECORD_BYTES, INSTANCE_RECORD_FLOATS, InstanceBuffer, type InstanceRecord } from "./instance-buffer";
5
+ export { GpuMeshTable, type MeshBatch, type MeshTableGroup } from "./mesh-table";
6
+ export { HzbBuildPass } from "./passes/hzb-build-pass";
7
+