@driftengine/core 4.4.1 → 4.5.0

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Files changed (218) hide show
  1. package/CHANGELOG.json +72 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +5 -1
  4. package/dist/index.js +7 -0
  5. package/dist/render/backend/api.d.ts +17 -11
  6. package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
  7. package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
  8. package/dist/render/backend/webgl2/renderer.d.ts +82 -8
  9. package/dist/render/backend/webgl2/renderer.js +373 -105
  10. package/dist/render/backend/webgpu/buffers.d.ts +19 -1
  11. package/dist/render/backend/webgpu/buffers.js +27 -1
  12. package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
  13. package/dist/render/backend/webgpu/depthPass.js +2 -1
  14. package/dist/render/backend/webgpu/flatPass.d.ts +2 -0
  15. package/dist/render/backend/webgpu/flatPass.js +20 -1
  16. package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
  17. package/dist/render/backend/webgpu/glassTintPass.js +205 -0
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
  20. package/dist/render/backend/webgpu/instanced.d.ts +12 -1
  21. package/dist/render/backend/webgpu/instanced.js +20 -1
  22. package/dist/render/backend/webgpu/latePass.d.ts +26 -0
  23. package/dist/render/backend/webgpu/latePass.js +133 -0
  24. package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
  25. package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
  26. package/dist/render/backend/webgpu/motionPass.js +491 -0
  27. package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
  28. package/dist/render/backend/webgpu/pipelineCache.js +11 -1
  29. package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
  30. package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
  31. package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
  32. package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
  33. package/dist/render/backend/webgpu/postPass.d.ts +21 -15
  34. package/dist/render/backend/webgpu/postPass.js +17 -4
  35. package/dist/render/backend/webgpu/renderer.d.ts +181 -54
  36. package/dist/render/backend/webgpu/renderer.js +1011 -394
  37. package/dist/render/backend/webgpu/scatterPass.js +2 -1
  38. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
  39. package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
  40. package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
  41. package/dist/render/backend/webgpu/snapshotMips.js +52 -0
  42. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +5 -0
  43. package/dist/render/backend/webgpu/surfaceTexturePass.js +1 -1
  44. package/dist/render/flameLight.js +15 -2
  45. package/dist/render/glass.d.ts +45 -0
  46. package/dist/render/glass.js +39 -0
  47. package/dist/render/glassCasters.d.ts +40 -0
  48. package/dist/render/glassCasters.js +84 -0
  49. package/dist/render/glassShadow.d.ts +78 -0
  50. package/dist/render/glassShadow.js +125 -0
  51. package/dist/render/globalMediumPass.d.ts +2 -3
  52. package/dist/render/globalMediumPass.js +2 -8
  53. package/dist/render/gpudriven/lit.d.ts +12 -0
  54. package/dist/render/gpudriven/lit.js +23 -0
  55. package/dist/render/gpudriven/materialTable.d.ts +15 -5
  56. package/dist/render/gpudriven/materialTable.js +26 -6
  57. package/dist/render/gpudriven/pipeline.d.ts +1 -1
  58. package/dist/render/gpudriven/pipeline.js +4 -3
  59. package/dist/render/gpudriven/sunGlass.d.ts +35 -0
  60. package/dist/render/gpudriven/sunGlass.js +89 -0
  61. package/dist/render/lightBudget.d.ts +17 -5
  62. package/dist/render/lightBudget.js +17 -5
  63. package/dist/render/pointGlassTint.d.ts +59 -0
  64. package/dist/render/pointGlassTint.js +198 -0
  65. package/dist/render/pointShadowArray.d.ts +56 -3
  66. package/dist/render/pointShadowArray.js +127 -16
  67. package/dist/render/pointShadowBudget.js +51 -41
  68. package/dist/render/pointShadowMap.d.ts +23 -1
  69. package/dist/render/pointShadowMap.js +27 -1
  70. package/dist/render/recon/changeFrames.d.ts +15 -0
  71. package/dist/render/recon/changeFrames.js +21 -0
  72. package/dist/render/recon/disocclusion.d.ts +36 -3
  73. package/dist/render/recon/disocclusion.js +56 -4
  74. package/dist/render/recon/lateRouting.d.ts +14 -0
  75. package/dist/render/recon/lateRouting.js +18 -0
  76. package/dist/render/recon/mover.d.ts +57 -0
  77. package/dist/render/recon/mover.js +86 -0
  78. package/dist/render/recon/resolve.js +95 -12
  79. package/dist/render/renderQuality.d.ts +35 -0
  80. package/dist/render/renderQuality.js +7 -0
  81. package/dist/render/rendererHarness.js +12 -0
  82. package/dist/render/sceneTarget.d.ts +9 -1
  83. package/dist/render/sceneTarget.js +59 -13
  84. package/dist/render/shaders/depth.d.ts +16 -1
  85. package/dist/render/shaders/depth.js +85 -9
  86. package/dist/render/shaders/flat/directionalShadow.js +91 -6
  87. package/dist/render/shaders/flat/glassTint.d.ts +6 -0
  88. package/dist/render/shaders/flat/glassTint.js +25 -0
  89. package/dist/render/shaders/flat/index.d.ts +13 -0
  90. package/dist/render/shaders/flat/index.js +4 -0
  91. package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
  92. package/dist/render/shaders/flat/lampGlass.js +183 -0
  93. package/dist/render/shaders/flat/main.d.ts +1 -1
  94. package/dist/render/shaders/flat/main.js +115 -15
  95. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  96. package/dist/render/shaders/flat/pointShadow.js +2 -0
  97. package/dist/render/shaders/flat/preamble.js +21 -6
  98. package/dist/render/shaders/generated/depth.wgsl.d.ts +227 -4
  99. package/dist/render/shaders/generated/depth.wgsl.js +227 -4
  100. package/dist/render/shaders/generated/flat.wgsl.d.ts +360 -312
  101. package/dist/render/shaders/generated/flat.wgsl.js +376 -328
  102. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
  103. package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
  104. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
  105. package/dist/render/shaders/generated/lightVolume.wgsl.js +4 -14
  106. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
  107. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
  108. package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +31 -6
  109. package/dist/render/shaders/generated/temporalResolve.wgsl.js +31 -6
  110. package/dist/render/shaders/globalMedium.js +6 -6
  111. package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
  112. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
  113. package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
  114. package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
  115. package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
  116. package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
  117. package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
  118. package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
  119. package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
  120. package/dist/render/shaders/lightVolume.js +6 -6
  121. package/dist/render/shaders/octahedralResolve.d.ts +8 -0
  122. package/dist/render/shaders/octahedralResolve.js +48 -17
  123. package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
  124. package/dist/render/shaders/recon/lateDepth.wgsl.js +44 -0
  125. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  126. package/dist/render/shaders/recon/motion.wgsl.js +84 -0
  127. package/dist/render/shaders/recon/resolve.wgsl.d.ts +1 -1
  128. package/dist/render/shaders/recon/resolve.wgsl.js +112 -8
  129. package/dist/render/shaders/temporalResolve.js +133 -5
  130. package/dist/render/shadowCasters.d.ts +20 -1
  131. package/dist/render/shadowCasters.js +15 -1
  132. package/dist/render/shadowMap.d.ts +54 -5
  133. package/dist/render/shadowMap.js +190 -36
  134. package/dist/render/sunGlassTint.d.ts +25 -0
  135. package/dist/render/sunGlassTint.js +79 -0
  136. package/dist/render/temporalAa.d.ts +145 -0
  137. package/dist/render/temporalAa.js +190 -0
  138. package/dist/render/temporalPass.d.ts +16 -14
  139. package/dist/render/temporalPass.js +59 -14
  140. package/dist/render/translucentQueue.d.ts +6 -0
  141. package/dist/render/translucentQueue.js +15 -1
  142. package/package.json +6 -6
  143. package/src/index.ts +10 -0
  144. package/src/render/backend/api.ts +15 -9
  145. package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
  146. package/src/render/backend/webgl2/renderer.ts +422 -109
  147. package/src/render/backend/webgpu/buffers.ts +50 -2
  148. package/src/render/backend/webgpu/depthPass.ts +2 -1
  149. package/src/render/backend/webgpu/flatPass.ts +22 -1
  150. package/src/render/backend/webgpu/glassTintPass.ts +244 -0
  151. package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
  152. package/src/render/backend/webgpu/instanced.ts +21 -1
  153. package/src/render/backend/webgpu/latePass.ts +152 -0
  154. package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
  155. package/src/render/backend/webgpu/motionPass.ts +535 -0
  156. package/src/render/backend/webgpu/pipelineCache.ts +12 -1
  157. package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
  158. package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
  159. package/src/render/backend/webgpu/postPass.ts +34 -4
  160. package/src/render/backend/webgpu/renderer.ts +1178 -425
  161. package/src/render/backend/webgpu/scatterPass.ts +2 -1
  162. package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
  163. package/src/render/backend/webgpu/snapshotMips.ts +80 -0
  164. package/src/render/backend/webgpu/surfaceTexturePass.ts +1 -1
  165. package/src/render/flameLight.ts +15 -2
  166. package/src/render/glass.ts +74 -0
  167. package/src/render/glassCasters.ts +164 -0
  168. package/src/render/glassShadow.ts +153 -0
  169. package/src/render/globalMediumPass.ts +4 -11
  170. package/src/render/gpudriven/lit.ts +31 -0
  171. package/src/render/gpudriven/materialTable.ts +28 -6
  172. package/src/render/gpudriven/pipeline.ts +4 -3
  173. package/src/render/gpudriven/sunGlass.ts +117 -0
  174. package/src/render/lightBudget.ts +19 -5
  175. package/src/render/pointGlassTint.ts +250 -0
  176. package/src/render/pointShadowArray.ts +188 -22
  177. package/src/render/pointShadowBudget.ts +49 -39
  178. package/src/render/pointShadowMap.ts +41 -0
  179. package/src/render/recon/changeFrames.ts +24 -0
  180. package/src/render/recon/disocclusion.ts +54 -3
  181. package/src/render/recon/lateRouting.ts +29 -0
  182. package/src/render/recon/mover.ts +118 -0
  183. package/src/render/recon/resolve.ts +137 -10
  184. package/src/render/renderQuality.ts +47 -0
  185. package/src/render/rendererHarness.ts +12 -0
  186. package/src/render/sceneTarget.ts +66 -12
  187. package/src/render/shaders/depth.ts +109 -9
  188. package/src/render/shaders/flat/directionalShadow.ts +97 -6
  189. package/src/render/shaders/flat/glassTint.ts +25 -0
  190. package/src/render/shaders/flat/index.ts +17 -0
  191. package/src/render/shaders/flat/lampGlass.ts +185 -0
  192. package/src/render/shaders/flat/main.ts +115 -15
  193. package/src/render/shaders/flat/pointShadow.ts +2 -0
  194. package/src/render/shaders/flat/preamble.ts +21 -6
  195. package/src/render/shaders/generated/depth.wgsl.ts +234 -4
  196. package/src/render/shaders/generated/flat.wgsl.ts +376 -328
  197. package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
  198. package/src/render/shaders/generated/lightVolume.wgsl.ts +4 -14
  199. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
  200. package/src/render/shaders/generated/temporalResolve.wgsl.ts +31 -6
  201. package/src/render/shaders/globalMedium.ts +6 -6
  202. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
  203. package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
  204. package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
  205. package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
  206. package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
  207. package/src/render/shaders/lightVolume.ts +6 -6
  208. package/src/render/shaders/octahedralResolve.ts +50 -17
  209. package/src/render/shaders/recon/lateDepth.wgsl.ts +47 -0
  210. package/src/render/shaders/recon/motion.wgsl.ts +84 -0
  211. package/src/render/shaders/recon/resolve.wgsl.ts +112 -8
  212. package/src/render/shaders/temporalResolve.ts +141 -5
  213. package/src/render/shadowCasters.ts +28 -1
  214. package/src/render/shadowMap.ts +231 -37
  215. package/src/render/sunGlassTint.ts +86 -0
  216. package/src/render/temporalAa.ts +227 -0
  217. package/src/render/temporalPass.ts +88 -12
  218. package/src/render/translucentQueue.ts +20 -1
@@ -0,0 +1,133 @@
1
+ /**
2
+ * What a reconstructing frame draws after the upscale: its blended draws, at the output size.
3
+ *
4
+ * **Why late.** A blended surface writes no depth the motion pass could test against and has no
5
+ * single motion per pixel — a caption over a wall is two surfaces moving two ways — so a
6
+ * reconstruction can only smear it. Drawn after the resolve, at output resolution and unjittered,
7
+ * it is as sharp as a native frame and has no history to ghost.
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+ *
9
+ * **What it holds**: a command pool of its own, because the frame graph's pool is spent at every
10
+ * scene flush and these must survive until the reconstruction has run; an output-size depth
11
+ * target; and the pass that fills it from the render's depth. Cost: translucent pixels are shaded
12
+ * at output resolution — 2.25x as many at ratio 1.5, only where translucency is — plus one
13
+ * full-screen depth pass.
14
+ */
15
+ import { DEPTH_CLEAR, DEPTH_FORMAT } from '../../depthConvention.js';
16
+ import { LATE_DEPTH_WGSL } from '../../shaders/recon/lateDepth.wgsl.js';
17
+ import { createCommandPool, resetPool, takeCommand } from './drawCommand.js';
18
+ export class LatePass {
19
+ device;
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+ commands = createCommandPool(64);
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+ depth = null;
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+ depthTextureView = null;
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+ layout;
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+ pipeline;
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+ sizes;
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+ sizeStaging = new Float32Array(4);
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+ group = null;
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+ groupSource = null;
29
+ constructor(device) {
30
+ this.device = device;
31
+ this.layout = device.createBindGroupLayout({
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+ label: 'recon.lateDepth.layout',
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+ entries: [
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+ { binding: 0, visibility: 0x2, texture: { sampleType: 'depth' } },
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+ { binding: 1, visibility: 0x2, buffer: { type: 'uniform' } },
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+ ],
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+ });
38
+ const module = device.createShaderModule({ label: 'recon.lateDepth', code: LATE_DEPTH_WGSL });
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+ this.pipeline = device.createRenderPipeline({
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+ label: 'recon.lateDepth',
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+ layout: device.createPipelineLayout({ bindGroupLayouts: [this.layout] }),
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+ vertex: { module, entryPoint: 'lateDepthVert' },
43
+ fragment: { module, entryPoint: 'lateDepthFrag', targets: [] },
44
+ primitive: { topology: 'triangle-list' },
45
+ depthStencil: { format: DEPTH_FORMAT, depthWriteEnabled: true, depthCompare: 'always' },
46
+ });
47
+ this.sizes = device.createBuffer({
48
+ label: 'recon.lateDepth.sizes',
49
+ size: 16,
50
+ usage: 0x40 | 0x8, // UNIFORM | COPY_DST
51
+ });
52
+ }
53
+ /** The output-size depth, (re)made when the output changes size. */
54
+ depthView(width, height) {
55
+ if (this.depth === null || this.depth.width !== width || this.depth.height !== height) {
56
+ this.depth?.destroy();
57
+ this.depth = this.device.createTexture({
58
+ label: 'recon.lateDepth',
59
+ size: [width, height],
60
+ format: DEPTH_FORMAT,
61
+ usage: 0x10, // RENDER_ATTACHMENT
62
+ });
63
+ this.depthTextureView = this.depth.createView();
64
+ }
65
+ return this.depthTextureView;
66
+ }
67
+ /** Fill the output-size depth from `source`, the render's single-sample depth. */
68
+ upscale(encoder, source, renderWidth, renderHeight, outputWidth, outputHeight) {
69
+ const target = this.depthView(outputWidth, outputHeight);
70
+ this.sizeStaging[0] = renderWidth;
71
+ this.sizeStaging[1] = renderHeight;
72
+ this.sizeStaging[2] = outputWidth;
73
+ this.sizeStaging[3] = outputHeight;
74
+ this.device.queue.writeBuffer(this.sizes, 0, this.sizeStaging);
75
+ if (this.group === null || this.groupSource !== source) {
76
+ this.group = this.device.createBindGroup({
77
+ label: 'recon.lateDepth.group',
78
+ layout: this.layout,
79
+ entries: [
80
+ { binding: 0, resource: source },
81
+ { binding: 1, resource: { buffer: this.sizes } },
82
+ ],
83
+ });
84
+ this.groupSource = source;
85
+ }
86
+ const pass = encoder.beginRenderPass({
87
+ label: 'recon.lateDepth',
88
+ colorAttachments: [],
89
+ depthStencilAttachment: {
90
+ view: target,
91
+ depthClearValue: DEPTH_CLEAR,
92
+ depthLoadOp: 'clear',
93
+ depthStoreOp: 'store',
94
+ },
95
+ });
96
+ pass.setPipeline(this.pipeline);
97
+ pass.setBindGroup(0, this.group);
98
+ pass.draw(3);
99
+ pass.end();
100
+ }
101
+ /** A command slot for one late draw. Every field a caller uses it fills; see `takeCommand`. */
102
+ take() {
103
+ const at = takeCommand(this.commands);
104
+ const command = this.commands.commands[at];
105
+ command.offsetCount = 0;
106
+ command.vertexCount = 0;
107
+ command.indexBuffer = null;
108
+ command.indexed = false;
109
+ command.instances = 1;
110
+ return command;
111
+ }
112
+ /** Late draws recorded this frame. */
113
+ get pending() {
114
+ return this.commands.taken;
115
+ }
116
+ /** Every late draw, in the order it was recorded, through the renderer's own issue. */
117
+ replay(pass, issue) {
118
+ for (let i = 0; i < this.commands.taken; i += 1) {
119
+ const command = this.commands.commands[i];
120
+ if (command !== undefined)
121
+ issue(pass, command);
122
+ }
123
+ }
124
+ reset() {
125
+ resetPool(this.commands);
126
+ }
127
+ dispose() {
128
+ this.depth?.destroy();
129
+ this.depth = null;
130
+ this.depthTextureView = null;
131
+ this.sizes.destroy();
132
+ }
133
+ }
@@ -55,7 +55,11 @@ export function createLightVolumeBindGroupLayout(device, variant) {
55
55
  entries.push({
56
56
  binding: texture.texture,
57
57
  visibility: VISIBILITY_FRAGMENT,
58
- texture: { sampleType: 'unfilterable-float' },
58
+ texture: {
59
+ sampleType: 'unfilterable-float',
60
+ /* The sun's maps are one array since 4.5.0; see `shadowMap.ts`. */
61
+ ...(texture.type === 'sampler2DArray' ? { viewDimension: '2d-array' } : {}),
62
+ },
59
63
  });
60
64
  entries.push({
61
65
  binding: texture.sampler,
@@ -0,0 +1,95 @@
1
+ import type { GpuMesh } from './buffers.ts';
2
+ export declare class MotionPass {
3
+ private readonly device;
4
+ /** The frame's movers, in the order they were drawn. */
5
+ private readonly meshes;
6
+ /** Two matrices a mover — this frame's model and last frame's — at `MOTION_DRAW_FLOATS` apart. */
7
+ private matrices;
8
+ private count;
9
+ /** `RIGID` or `SKINNED` per record, grown beside `matrices`. */
10
+ private kinds;
11
+ /** A skinned record's two palettes, this frame's and last frame's, by record index. */
12
+ private readonly paletteNow;
13
+ private readonly paletteWas;
14
+ /** A rewritten record's last-frame rows, by record index. */
15
+ private readonly previousRows;
16
+ /** One pipeline per stride for rewritten meshes: current and previous rows at that stride. */
17
+ private readonly dynamicPipelines;
18
+ /** An instanced record's placement this frame and last frame, and how many slots pair. */
19
+ private readonly instancesNow;
20
+ private readonly instancesWas;
21
+ private instanceCounts;
22
+ private readonly instancedPipelines;
23
+ private layout;
24
+ private paletteLayout;
25
+ private skinnedLayout;
26
+ /** Keyed by stride and the two skin offsets, packed into one number so a lookup builds nothing. */
27
+ private readonly skinnedPipelines;
28
+ /**
29
+ * A bind group per pair of palette views. The ring keeps its textures from frame to frame, so a
30
+ * steady scene settles on a handful of pairs and builds nothing per frame.
31
+ */
32
+ private readonly paletteGroups;
33
+ private module;
34
+ private pipelineLayout;
35
+ private readonly pipelines;
36
+ private frameBuffer;
37
+ private drawBuffer;
38
+ private drawCapacity;
39
+ private group;
40
+ private readonly frameStaging;
41
+ private drawStaging;
42
+ /** A float view of `drawStaging`, made when it is, so a frame's upload allocates nothing. */
43
+ private drawFloats;
44
+ constructor(device: GPUDevice);
45
+ /** A frame states its movers afresh. */
46
+ reset(): void;
47
+ /** A rigid mover: the same positions under last frame's model. */
48
+ recordRigid(mesh: GpuMesh, model: ArrayLike<number>, previousModel: ArrayLike<number>): void;
49
+ /** A skinned mover: its positions under last frame's pose as well as last frame's model. */
50
+ recordSkinned(mesh: GpuMesh, model: ArrayLike<number>, previousModel: ArrayLike<number>, palette: GPUTextureView, previousPalette: GPUTextureView): void;
51
+ /** A rewritten mesh: its vertices as they were, read from `previous`, under last frame's model. */
52
+ recordDynamic(mesh: GpuMesh, model: ArrayLike<number>, previousModel: ArrayLike<number>, previous: GPUBuffer): void;
53
+ /** An instanced batch: its first `count` slots, each under last frame's placement of that slot. */
54
+ recordInstanced(mesh: GpuMesh, placement: GPUBuffer, previousPlacement: GPUBuffer, count: number): void;
55
+ /** One record's slot: its mesh, its two matrices and its kind. Returns the record's index. */
56
+ private take;
57
+ /**
58
+ * The pipeline layout and module, built once.
59
+ *
60
+ * **The position alone**, at offset zero of the mesh's interleaved rows: that is all the rigid
61
+ * stage reads, and positions are the layout's first attribute and never optional.
62
+ */
63
+ private buildLayout;
64
+ /**
65
+ * The skinned pipeline for one stride and one placement of the joints and weights in it.
66
+ *
67
+ * Same fragment stage, winding and depth test as the rigid one — see `pipelineFor` — with the two
68
+ * skinning attributes read from the interleaved rows at the offsets the mesh records.
69
+ */
70
+ private skinnedPipelineFor;
71
+ /** The rewritten pipeline for one stride: position from each of two buffers of that stride. */
72
+ private dynamicPipelineFor;
73
+ /**
74
+ * The instanced pipeline for one mesh stride: the mesh's positions, then this frame's and last
75
+ * frame's placements, one matrix an instance, as the scene's instanced stage reads them.
76
+ */
77
+ private instancedPipelineFor;
78
+ /** The bind group holding one pair of palettes, built the first time the pair is seen. */
79
+ private paletteGroup;
80
+ /** The pipeline for one vertex stride, built on first sight of it. */
81
+ private pipelineFor;
82
+ /**
83
+ * Every mover of the frame, into `target`, tested against the finished `depth`.
84
+ *
85
+ * **After everything that draws and before the resolve reads it.** `raster` is the scene's clip
86
+ * transform with the generated stages' y negation folded in; `viewProj` and `previousViewProj`
87
+ * are this frame's and last frame's unjittered view-projections.
88
+ *
89
+ * **Cleared every frame, even when nothing moved.** A texel left from last frame is a flag saying
90
+ * "a draw wrote this", and the resolve would take a motion belonging to a surface that is no
91
+ * longer there. The clear is the pass's own load operation, so an empty frame still runs it.
92
+ */
93
+ run(encoder: GPUCommandEncoder, target: GPUTextureView, depth: GPUTextureView, raster: Float32Array, viewProj: Float32Array, previousViewProj: Float32Array, timestampWrites: GPURenderPassTimestampWrites | undefined): void;
94
+ dispose(): void;
95
+ }