@driftengine/core 4.6.1 → 4.7.1
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.
- package/CHANGELOG.json +58 -1
- package/README.md +166 -5
- package/dist/render/backend/budget.d.ts +6 -0
- package/dist/render/backend/budget.js +3 -0
- package/dist/render/backend/webgl2/renderer.d.ts +10 -13
- package/dist/render/backend/webgl2/renderer.js +21 -18
- package/dist/render/backend/webgpu/renderer.d.ts +30 -1
- package/dist/render/backend/webgpu/renderer.js +46 -42
- package/dist/render/pass.d.ts +4 -2
- package/dist/render/renderQuality.d.ts +39 -4
- package/dist/render/renderQuality.js +19 -0
- package/dist/render/rendererHarness.js +9 -1
- package/dist/world/freeze.d.ts +1 -1
- package/package.json +13 -9
- package/scripts/png.d.mts +1 -1
- package/scripts/png.mjs +99 -25
- package/src/render/backend/budget.ts +11 -1
- package/src/render/backend/webgl2/renderer.ts +21 -18
- package/src/render/backend/webgpu/renderer.ts +46 -43
- package/src/render/pass.ts +4 -2
- package/src/render/renderQuality.ts +59 -4
- package/src/render/rendererHarness.ts +8 -1
- package/src/world/freeze.ts +1 -1
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@@ -586,7 +586,9 @@ import type { WorldLightFieldOptions } from '../../driftLight/worldLightField.ts
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import { createDriftLightUniforms, resolveDriftLight } from '../../driftLight/uniforms.ts';
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/**
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* How many draws one frame
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* How many draws one frame is prepared for before anything grows: `drawsPerFrame`'s default, and
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* the starting size of the arena and the command pool, which reallocate on demand. The two rings
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* that cannot grow take `drawsPerFrame` itself.
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*
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* **Four thousand and ninety-six, and the number is an allocation rather than a limit.**
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* `UniformRing.flush` uploads `used * slotSize`, so a frame that draws two hundred pays for two
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@@ -644,37 +646,6 @@ const MAX_OVERLAYS = 64;
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*/
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const MAX_SKY_DRAWS = 64;
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/**
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* Distinct materials a frame may set.
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*
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* A slot is spent per *change*, not per draw, so this counts how many times a scene switches
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* material rather than how much it draws.
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*
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* **A thousand and twenty-four, and it is the expensive one of the two.** A slot is the fragment
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* block — 3,376 to 6,656 bytes depending on which of the sixteen permutations is built — paid
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* twice for staging and buffer, so **7,168 to 13,312 bytes a slot** against 1,540 for a draw.
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* Raising it from 256 costs 5.25 to 9.75 MB.
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*
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* It is worth paying for how it *fails* rather than how it performs. Past the ring
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* `materialSlotForDraw` returns null and **every draw that needed a new material is skipped** —
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* a stretch of the world simply not drawn, which has been reported from a consumer as
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* ground that appears and disappears as the camera moves. A budget that hopes to stay under a
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* ceiling is a budget that ships this the first time somebody adds a model.
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*
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* **This comment said "silently reuses the last material" until 2026-09-02, and so did the
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* warning, and neither was ever true.** The skip has been there since `9d90bf7` wrote both
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* halves in one diff. It is recorded because the wrong failure was the stated argument for
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* raising this number from 256, and because "wrong texture" and "no geometry" send a consumer
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* looking in completely different places — one at materials, the other at culling, which is
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* where the reporting game spent its weeks. `frameBudget` reports the count now, so the next
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* consumer reads a number instead of a sentence.
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*
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* **What would make it wrong** is a scene switching material every draw: a thousand material
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* changes is a thousand uniform copies, and a consumer reaching this has a batching problem no
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* ring size answers — many copies of one mesh want one material and one instanced draw.
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*/
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const MAX_MATERIALS_PER_FRAME = 1024;
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-
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/**
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* Whether the environment probe's permutation fits this device's per-stage binding limits.
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*
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@@ -1584,8 +1555,37 @@ export class WebGPURenderer implements RendererApi {
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* geometry come first.
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*/
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private readonly budget = new FrameBudget();
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private readonly drawBudget = this.budget.line('draws',
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-
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private readonly drawBudget = this.budget.line('draws', null);
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/**
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* Distinct materials a frame may set: `materialChangesPerFrame`, 1,024 unless a consumer asks.
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*
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* A slot is spent per *change*, not per draw, so this counts how many times a scene switches
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* material rather than how much it draws.
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*
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* **A thousand and twenty-four by default, and it is the expensive one of the two.** A slot is the fragment
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* block — 3,376 to 6,656 bytes depending on which of the sixteen permutations is built — paid
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* twice for staging and buffer, so **7,168 to 13,312 bytes a slot** against 1,540 for a draw.
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* Raising it from 256 costs 5.25 to 9.75 MB.
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*
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* It is worth paying for how it *fails* rather than how it performs. Past the ring
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* `materialSlotForDraw` returns null and **every draw that needed a new material is skipped** —
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* a stretch of the world simply not drawn, which has been reported from a consumer as
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* ground that appears and disappears as the camera moves. A budget that hopes to stay under a
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* ceiling is a budget that ships this the first time somebody adds a model.
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*
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* **This comment said "silently reuses the last material" until 2026-09-02, and so did the
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* warning, and neither was ever true.** The skip has been there since `9d90bf7` wrote both
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* halves in one diff. It is recorded because the wrong failure was the stated argument for
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* raising this number from 256, and because "wrong texture" and "no geometry" send a consumer
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* looking in completely different places — one at materials, the other at culling, which is
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* where the reporting game spent its weeks. `frameBudget` reports the count now, so the next
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* consumer reads a number instead of a sentence.
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*
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* **What would make it wrong** is a scene switching material every draw: a thousand material
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* changes is a thousand uniform copies, and a consumer reaching this has a batching problem no
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* ring size answers — many copies of one mesh want one material and one instanced draw.
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*/
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private readonly materialBudget = this.budget.line('materials', null);
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/**
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* Native bind groups built this frame, which is the one cost a consumer could not see.
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*
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@@ -1596,7 +1596,7 @@ export class WebGPURenderer implements RendererApi {
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* in draw order, precisely because the frame reported draws and material changes and never this.
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*/
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private readonly bindGroupBudget = this.budget.line('bind groups', null);
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private readonly shadowDrawBudget = this.budget.line('shadow draws',
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private readonly shadowDrawBudget = this.budget.line('shadow draws', null);
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private readonly scatterDepthBudget = this.budget.line(
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'scatter shadow draws',
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MAX_SCATTER_DEPTH_DRAWS,
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@@ -5909,6 +5909,9 @@ export class WebGPURenderer implements RendererApi {
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}
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: quality;
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quality = this.quality;
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this.materialBudget.limit(quality.materialChangesPerFrame);
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this.drawBudget.limit(quality.drawsPerFrame);
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this.shadowDrawBudget.limit(quality.drawsPerFrame);
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this.maxDrawingBufferPixels = quality.maxDrawingBufferPixels;
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this.exposure = quality.outputExposure;
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this.flushSchedule =
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this.perDraw = new UniformRing(
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device,
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FLAT_VERT_SIZE,
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quality.drawsPerFrame,
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USAGE_UNIFORM_DST,
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'flat.vertRing',
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this.drawBudget,
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this.perFrame = new UniformRing(
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device,
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this.fragment.uniformSize,
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this.quality.materialChangesPerFrame,
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USAGE_UNIFORM_DST,
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'flat.fragRing',
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this.materialBudget,
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device,
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/* The cutout block is the plain one and two fields more, and a slot must hold either. */
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Math.max(DEPTH_VERT_SIZE, DEPTH_CUTOUT_VERT_SIZE),
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quality.drawsPerFrame,
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USAGE_UNIFORM_DST,
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'shadow.drawRing',
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this.shadowDrawBudget,
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if (!this.warnedMaterialsFull) {
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this.warnedMaterialsFull = true;
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console.warn(
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`WebGPU: more than ${
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`WebGPU: more than ${this.quality.materialChangesPerFrame} material changes in a frame; the draws asking for the rest are skipped. renderer.frameBudget names the line and the count.`,
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}
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return null;
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console.warn(
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`WebGPU: more than ${this.quality.drawsPerFrame} draws in a frame; the rest are skipped`,
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}
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return;
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/*
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* `materialSlotForDraw` returns null once `materialChangesPerFrame` is exhausted, and an
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if (!this.warnedFull) {
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console.warn(
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}
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return;
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* *unchanged*, so a run of entries sharing one material has no shorter spelling and the sink
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* bound once per entry. On this backend that is a cliff rather than a slope: `setMaterial`
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* `
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* describes. A consumer measured 82 materials a model over two to four draws each, and a
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* reflection replaying the frame shares the ring with the pass that recorded it.
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package/src/render/pass.ts
CHANGED
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*/
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export type PassDevice = {
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/**
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* Pre-multiply a projection by this **if your WGSL was generated from GLSL**.
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* Pre-multiply a projection by this **if your WGSL was generated from GLSL**. On WebGL2 it is
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* the depth remap while that context draws reversed depth, and the identity where it cannot.
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*
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* A contributed pass takes its camera from its caller, so it never sees the corrected matrix the
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* renderer built for its own verbs. Without this it would have to copy four numbers — and a
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*/
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readonly clipCorrection: Float32Array;
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/**
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* Pre-multiply a projection by this **if you wrote your WGSL by hand**.
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* Pre-multiply a projection by this **if you wrote your WGSL by hand**. On WebGL2 it is the same
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* matrix as `clipCorrection`.
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* The same matrix without the Y negation, because there is no generated negation to cancel.
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* Taking `clipCorrection` in a hand-written shader mirrors the picture vertically — and mirrors
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* halved frame rate rather than a slightly slower one.
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*/
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readonly maxDrawingBufferPixels: number;
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/**
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* How many times a frame may change material, on a backend that keeps a slot for each.
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*
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* **WebGPU spends a slot of a uniform ring per material change and skips every draw past it**,
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* because a buffer rewritten between two draws would hand both of them its last contents. So
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* this is a ceiling on what a frame can show, not a performance hint: a scene that needs more
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* loses whatever it asks for last — measured on a bought city of 1,139 materials, whose street
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* spends some nine hundred and whose river's planar mirror spends the rest twice over.
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*
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* **What it costs is memory, paid at construction**: a slot is the fragment block twice over,
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* staging and buffer, so 7 to 13 KB depending on the permutation built — 1,024 is 7 to 13 MB
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* and 2,048 twice that. Hence a default that suits most scenes and an option for the one that
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* measures past it, rather than a number every consumer pays for. WebGL2 writes each uniform
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* into the command stream and keeps no ring, so there it is read and does nothing, and its
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* budget line reports no ceiling. What would make it wrong is a scene that switches material
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* every draw, which no ring answers: many copies of one mesh want one instanced draw.
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*/
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readonly materialChangesPerFrame: number;
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/**
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* How many draws a frame may make, on a backend that keeps a uniform slot for each — the main
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* pass and the shadow passes each hold this many.
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*
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* **The same shape as `materialChangesPerFrame` and the same failure**: WebGPU skips every draw
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* past the ring. A frame that draws two hundred pays for two hundred whatever this says, so
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* raising it costs no bandwidth; it costs memory at construction, 1,540 bytes a slot — 6 MB at
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* the default 4,096. A city whose street spends three and a half thousand and whose river
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* mirrors that street spends more than the default, and a scene in the ordinary band of two to
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* ten thousand draws can meet it. WebGL2 keeps no ring and reads this without effect. What would
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* make it wrong is a frame that approaches it on the CPU first, which four thousand draws can.
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*/
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readonly drawsPerFrame: number;
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readonly directionalShadows: boolean;
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readonly pointShadows: boolean;
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/**
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* the output size with no upscaling, which is a temporal antialiaser with a better neighbourhood
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* rule than `temporalAa`'s. A sentinel that collided with it would make that unaskable.
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* The range is 1.3 to 2 and a value
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* render saves less than a third of the fragment work and the resolve's own cost
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* the render is a quarter of the output and no reconstruction holds an edge
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* The range is 1.3 to 2 and a positive value outside it is clamped to the end it is nearest.
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* Below 1.3 the render saves less than a third of the fragment work and the resolve's own cost
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* eats it; above 2 the render is a quarter of the output and no reconstruction holds an edge
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* through that. A negative number is off, not a clamp to the bottom: it cannot mean "a little".
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* **What it needs from you.** A `createMover()` per moving object, passed with that object's
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* draws where `drawMesh` takes last frame's matrix — the renderer keeps last frame's model and,
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@@ -821,6 +852,10 @@ export interface RenderQuality {
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|
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821
852
|
export type RenderQualityOptions = Partial<RenderQuality>;
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822
853
|
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823
854
|
export const MAX_SHADOW_FILTER_TAPS = 12;
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|
855
|
+
/** The most material changes a frame may be built to hold. See `materialChangesPerFrame`. */
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|
856
|
+
export const MAX_MATERIAL_CHANGES_PER_FRAME = 8192;
|
|
857
|
+
/** The most draws a frame may be built to hold. See `drawsPerFrame`. */
|
|
858
|
+
export const MAX_DRAWS_PER_FRAME = 65536;
|
|
824
859
|
export const MAX_WATER_REFLECTION_FILTER_TAPS = 9;
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825
860
|
export const POINT_SHADOW_FADE_START = 0.35;
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826
861
|
export const DIRECTIONAL_SHADOW_FADE_START = 0.65;
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@@ -864,6 +899,8 @@ export const DEFAULT_RENDER_QUALITY: Readonly<RenderQuality> = Object.freeze({
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864
899
|
* if it is above where people actually are. Consumers wanting the pixels set it to 0.
|
|
865
900
|
*/
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|
866
901
|
maxDrawingBufferPixels: 12_000_000,
|
|
902
|
+
materialChangesPerFrame: 1024,
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|
903
|
+
drawsPerFrame: 4096,
|
|
867
904
|
directionalShadows: true,
|
|
868
905
|
pointShadows: true,
|
|
869
906
|
/* The engine's own budgets, which the renderer lowers per device when it has to. */
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@@ -1015,6 +1052,9 @@ export function resolveRenderQuality(options: RenderQualityOptions = {}): Readon
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|
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1015
1052
|
maxDevicePixelRatio: options.maxDevicePixelRatio ?? DEFAULT_RENDER_QUALITY.maxDevicePixelRatio,
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|
1016
1053
|
maxDrawingBufferPixels:
|
|
1017
1054
|
options.maxDrawingBufferPixels ?? DEFAULT_RENDER_QUALITY.maxDrawingBufferPixels,
|
|
1055
|
+
materialChangesPerFrame:
|
|
1056
|
+
options.materialChangesPerFrame ?? DEFAULT_RENDER_QUALITY.materialChangesPerFrame,
|
|
1057
|
+
drawsPerFrame: options.drawsPerFrame ?? DEFAULT_RENDER_QUALITY.drawsPerFrame,
|
|
1018
1058
|
directionalShadows: options.directionalShadows ?? DEFAULT_RENDER_QUALITY.directionalShadows,
|
|
1019
1059
|
pointShadows: options.pointShadows ?? DEFAULT_RENDER_QUALITY.pointShadows,
|
|
1020
1060
|
/* Whole slots, at least one, never above what the shader is written for: these two are
|
|
@@ -1132,6 +1172,21 @@ export function resolveRenderQuality(options: RenderQualityOptions = {}): Readon
|
|
|
1132
1172
|
// Zero is legal and means uncapped, so this is the non-negative check rather than
|
|
1133
1173
|
// the positive one.
|
|
1134
1174
|
nonNegative('maxDrawingBufferPixels', quality.maxDrawingBufferPixels);
|
|
1175
|
+
positiveInteger('materialChangesPerFrame', quality.materialChangesPerFrame);
|
|
1176
|
+
if (quality.materialChangesPerFrame > MAX_MATERIAL_CHANGES_PER_FRAME) {
|
|
1177
|
+
throw new Error(
|
|
1178
|
+
`materialChangesPerFrame is ${quality.materialChangesPerFrame}, and at most ` +
|
|
1179
|
+
`${MAX_MATERIAL_CHANGES_PER_FRAME} are kept: past that the ring is a hundred megabytes, ` +
|
|
1180
|
+
'and a frame changing material that often wants its draws batched instead.',
|
|
1181
|
+
);
|
|
1182
|
+
}
|
|
1183
|
+
positiveInteger('drawsPerFrame', quality.drawsPerFrame);
|
|
1184
|
+
if (quality.drawsPerFrame > MAX_DRAWS_PER_FRAME) {
|
|
1185
|
+
throw new Error(
|
|
1186
|
+
`drawsPerFrame is ${quality.drawsPerFrame}, and at most ${MAX_DRAWS_PER_FRAME} are kept: ` +
|
|
1187
|
+
'past that the rings are a hundred megabytes, and a frame drawing that often wants instancing.',
|
|
1188
|
+
);
|
|
1189
|
+
}
|
|
1135
1190
|
positiveInteger('directionalShadowMapSize', quality.directionalShadowMapSize);
|
|
1136
1191
|
positiveInteger('pointShadowFaceSize', quality.pointShadowFaceSize);
|
|
1137
1192
|
positiveInteger('shadowFilterTaps', quality.shadowFilterTaps);
|
|
@@ -160,7 +160,14 @@ export function recordingGl(
|
|
|
160
160
|
and a small answer is read as a device that cannot do the thing. */
|
|
161
161
|
return 4096;
|
|
162
162
|
},
|
|
163
|
-
getExtension: (name: unknown) =>
|
|
163
|
+
getExtension: (name: unknown) => {
|
|
164
|
+
if (!extensions.has(String(name))) return null;
|
|
165
|
+
/* Clip control is called as well as asked for, so its object has to carry the call. */
|
|
166
|
+
if (name === 'EXT_clip_control') {
|
|
167
|
+
return { LOWER_LEFT_EXT: 0x8ca1, ZERO_TO_ONE_EXT: 0x935f, clipControlEXT: () => undefined };
|
|
168
|
+
}
|
|
169
|
+
return {};
|
|
170
|
+
},
|
|
164
171
|
getShaderParameter: () => true,
|
|
165
172
|
/*
|
|
166
173
|
* A shader remembers its own source, and a program remembers its fragment one, so a link can
|
package/src/world/freeze.ts
CHANGED
|
@@ -24,7 +24,7 @@
|
|
|
24
24
|
* What freezing needs of a world.
|
|
25
25
|
*
|
|
26
26
|
* Taken as a parameter rather than imported, on `AGENTS.md`'s rule: core has no entity store and a
|
|
27
|
-
* consumer may be holding one of several.
|
|
27
|
+
* consumer may be holding one of several. Five methods, all of which any store can answer.
|
|
28
28
|
*/
|
|
29
29
|
export interface FreezableWorld {
|
|
30
30
|
/** Every entity whose home is this cell, live or not. */
|