@driftengine/core 4.8.7 → 4.10.0

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Files changed (263) hide show
  1. package/CHANGELOG.json +123 -11
  2. package/README.md +43 -38
  3. package/dist/index.d.ts +8 -1
  4. package/dist/index.js +11 -3
  5. package/dist/render/ambientHarmonics.d.ts +1 -1
  6. package/dist/render/ambientHarmonics.js +1 -1
  7. package/dist/render/areaLights.d.ts +4 -4
  8. package/dist/render/areaLights.js +1 -1
  9. package/dist/render/atmosphere.d.ts +13 -0
  10. package/dist/render/atmosphere.js +9 -1
  11. package/dist/render/backend/api.d.ts +19 -4
  12. package/dist/render/backend/createRenderer.d.ts +6 -0
  13. package/dist/render/backend/createRenderer.js +4 -1
  14. package/dist/render/backend/select.js +11 -5
  15. package/dist/render/backend/webgl2/boneAnimations.d.ts +29 -0
  16. package/dist/render/backend/webgl2/boneAnimations.js +80 -0
  17. package/dist/render/backend/webgl2/instanced.d.ts +5 -1
  18. package/dist/render/backend/webgl2/instanced.js +13 -1
  19. package/dist/render/backend/webgl2/renderer.d.ts +180 -4
  20. package/dist/render/backend/webgl2/renderer.js +550 -40
  21. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +5 -3
  22. package/dist/render/backend/webgl2/skinPaletteTexture.js +6 -4
  23. package/dist/render/backend/webgpu/boneAnimations.d.ts +34 -0
  24. package/dist/render/backend/webgpu/boneAnimations.js +76 -0
  25. package/dist/render/backend/webgpu/buffers.d.ts +19 -4
  26. package/dist/render/backend/webgpu/buffers.js +18 -11
  27. package/dist/render/backend/webgpu/compressedUpload.d.ts +0 -1
  28. package/dist/render/backend/webgpu/compressedUpload.js +53 -8
  29. package/dist/render/backend/webgpu/depthPass.d.ts +59 -3
  30. package/dist/render/backend/webgpu/depthPass.js +49 -14
  31. package/dist/render/backend/webgpu/device.d.ts +7 -1
  32. package/dist/render/backend/webgpu/device.js +31 -3
  33. package/dist/render/backend/webgpu/drawCommand.d.ts +18 -4
  34. package/dist/render/backend/webgpu/drawCommand.js +10 -3
  35. package/dist/render/backend/webgpu/flatPass.d.ts +100 -42
  36. package/dist/render/backend/webgpu/flatPass.js +191 -43
  37. package/dist/render/backend/webgpu/instanced.d.ts +14 -1
  38. package/dist/render/backend/webgpu/instanced.js +24 -1
  39. package/dist/render/backend/webgpu/materialStore.d.ts +101 -0
  40. package/dist/render/backend/webgpu/materialStore.js +265 -0
  41. package/dist/render/backend/webgpu/pipelineCache.d.ts +6 -0
  42. package/dist/render/backend/webgpu/pipelineCache.js +7 -0
  43. package/dist/render/backend/webgpu/postPass.d.ts +51 -9
  44. package/dist/render/backend/webgpu/postPass.js +16 -2
  45. package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
  46. package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
  47. package/dist/render/backend/webgpu/renderer.d.ts +283 -37
  48. package/dist/render/backend/webgpu/renderer.js +1363 -202
  49. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +7 -3
  50. package/dist/render/backend/webgpu/skinPaletteRing.js +13 -7
  51. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +6 -0
  52. package/dist/render/backend/webgpu/skinPaletteTexture.js +7 -1
  53. package/dist/render/backend/webgpu/staticBundles.d.ts +125 -0
  54. package/dist/render/backend/webgpu/staticBundles.js +241 -0
  55. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +10 -3
  56. package/dist/render/backend/webgpu/surfaceTexturePass.js +20 -2
  57. package/dist/render/backend/webgpu/uniformRing.d.ts +21 -0
  58. package/dist/render/backend/webgpu/uniformRing.js +9 -1
  59. package/dist/render/bloomChain.d.ts +3 -3
  60. package/dist/render/boneAnimation.d.ts +92 -0
  61. package/dist/render/boneAnimation.js +133 -0
  62. package/dist/render/compressedSource.d.ts +33 -13
  63. package/dist/render/compressedSource.js +70 -25
  64. package/dist/render/displayRange.d.ts +31 -0
  65. package/dist/render/displayRange.js +47 -0
  66. package/dist/render/filmicCurve.d.ts +74 -0
  67. package/dist/render/filmicCurve.js +203 -0
  68. package/dist/render/fog.d.ts +4 -1
  69. package/dist/render/fog.js +12 -2
  70. package/dist/render/frame/resources.d.ts +2 -2
  71. package/dist/render/frame/resources.js +6 -0
  72. package/dist/render/frameReflections.d.ts +40 -0
  73. package/dist/render/frameReflections.js +48 -0
  74. package/dist/render/glCompressed.js +83 -0
  75. package/dist/render/instances.d.ts +26 -0
  76. package/dist/render/lightBudget.d.ts +10 -0
  77. package/dist/render/lightBudget.js +10 -0
  78. package/dist/render/lightmap.d.ts +1 -1
  79. package/dist/render/mesh.d.ts +5 -0
  80. package/dist/render/mesh.js +6 -0
  81. package/dist/render/pass.d.ts +49 -0
  82. package/dist/render/pointLightSelection.d.ts +4 -4
  83. package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
  84. package/dist/render/reflectionSurfaceTargets.js +99 -0
  85. package/dist/render/renderQuality.d.ts +39 -8
  86. package/dist/render/renderQuality.js +4 -0
  87. package/dist/render/sceneTarget.d.ts +5 -0
  88. package/dist/render/sceneTarget.js +24 -1
  89. package/dist/render/screenSpaceReflection.d.ts +7 -1
  90. package/dist/render/screenSpaceReflection.js +5 -0
  91. package/dist/render/shaders/arcane.d.ts +1 -1
  92. package/dist/render/shaders/bolt.d.ts +1 -1
  93. package/dist/render/shaders/boneAnimation.d.ts +19 -0
  94. package/dist/render/shaders/boneAnimation.js +63 -0
  95. package/dist/render/shaders/caustics.d.ts +1 -1
  96. package/dist/render/shaders/depth.d.ts +7 -0
  97. package/dist/render/shaders/depth.js +35 -10
  98. package/dist/render/shaders/film.d.ts +1 -1
  99. package/dist/render/shaders/filmLook.js +2 -1
  100. package/dist/render/shaders/fire.d.ts +1 -1
  101. package/dist/render/shaders/flat/glassTint.d.ts +1 -1
  102. package/dist/render/shaders/flat/glassTint.js +2 -0
  103. package/dist/render/shaders/flat/index.d.ts +16 -0
  104. package/dist/render/shaders/flat/index.js +33 -5
  105. package/dist/render/shaders/flat/main.d.ts +1 -1
  106. package/dist/render/shaders/flat/main.js +43 -5
  107. package/dist/render/shaders/flat/models.js +1 -1
  108. package/dist/render/shaders/flat/overlay.d.ts +16 -0
  109. package/dist/render/shaders/flat/overlay.js +117 -0
  110. package/dist/render/shaders/flat/pointShadow.js +3 -3
  111. package/dist/render/shaders/flat/preamble.js +38 -24
  112. package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
  113. package/dist/render/shaders/flat/reflectionSurface.js +61 -0
  114. package/dist/render/shaders/fog.d.ts +1 -1
  115. package/dist/render/shaders/fog.js +9 -2
  116. package/dist/render/shaders/fringe.d.ts +29 -0
  117. package/dist/render/shaders/fringe.js +55 -0
  118. package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
  119. package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
  120. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  121. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  122. package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
  123. package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
  124. package/dist/render/shaders/generated/depth.wgsl.d.ts +93 -0
  125. package/dist/render/shaders/generated/depth.wgsl.js +93 -0
  126. package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
  127. package/dist/render/shaders/generated/film.wgsl.js +1 -1
  128. package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
  129. package/dist/render/shaders/generated/fire.wgsl.js +1 -1
  130. package/dist/render/shaders/generated/flat.wgsl.d.ts +3254 -2920
  131. package/dist/render/shaders/generated/flat.wgsl.js +3292 -2957
  132. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  133. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  134. package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
  135. package/dist/render/shaders/generated/particle.wgsl.js +4 -4
  136. package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
  137. package/dist/render/shaders/generated/rush.wgsl.js +56 -26
  138. package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
  139. package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
  140. package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
  141. package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
  142. package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
  143. package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
  144. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +22 -2
  145. package/dist/render/shaders/generated/ssrTrace.wgsl.js +22 -2
  146. package/dist/render/shaders/generated/water.wgsl.d.ts +1 -1
  147. package/dist/render/shaders/generated/water.wgsl.js +1 -1
  148. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
  149. package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
  150. package/dist/render/shaders/line.d.ts +1 -1
  151. package/dist/render/shaders/outputTransform.d.ts +7 -0
  152. package/dist/render/shaders/outputTransform.js +28 -14
  153. package/dist/render/shaders/particle.d.ts +3 -3
  154. package/dist/render/shaders/rush.js +54 -11
  155. package/dist/render/shaders/scatter.d.ts +1 -1
  156. package/dist/render/shaders/smoke.d.ts +1 -1
  157. package/dist/render/shaders/ssrResolve.d.ts +17 -0
  158. package/dist/render/shaders/ssrResolve.js +51 -0
  159. package/dist/render/shaders/ssrTrace.js +26 -0
  160. package/dist/render/shaders/vertexChannel.d.ts +7 -0
  161. package/dist/render/shaders/vertexChannel.js +26 -0
  162. package/dist/render/shaders/water.d.ts +1 -1
  163. package/dist/render/ssrPass.d.ts +16 -0
  164. package/dist/render/ssrPass.js +106 -1
  165. package/dist/render/staticDraws.d.ts +47 -0
  166. package/dist/render/staticDraws.js +43 -0
  167. package/dist/render/surfaceOverlay.d.ts +132 -0
  168. package/dist/render/surfaceOverlay.js +85 -0
  169. package/dist/render/surfaceTexture.d.ts +57 -7
  170. package/dist/render/surfaceTexture.js +125 -17
  171. package/dist/render/temporalAa.d.ts +14 -0
  172. package/dist/render/temporalAa.js +20 -0
  173. package/dist/render/vertexDefaults.d.ts +17 -0
  174. package/dist/render/vertexDefaults.js +24 -0
  175. package/package.json +6 -6
  176. package/src/index.ts +24 -2
  177. package/src/render/ambientHarmonics.ts +1 -1
  178. package/src/render/areaLights.ts +4 -4
  179. package/src/render/atmosphere.ts +22 -1
  180. package/src/render/backend/api.ts +22 -3
  181. package/src/render/backend/createRenderer.ts +18 -1
  182. package/src/render/backend/select.ts +10 -5
  183. package/src/render/backend/webgl2/boneAnimations.ts +105 -0
  184. package/src/render/backend/webgl2/instanced.ts +20 -1
  185. package/src/render/backend/webgl2/renderer.ts +672 -37
  186. package/src/render/backend/webgl2/skinPaletteTexture.ts +6 -4
  187. package/src/render/backend/webgpu/boneAnimations.ts +97 -0
  188. package/src/render/backend/webgpu/buffers.ts +42 -16
  189. package/src/render/backend/webgpu/compressedUpload.ts +59 -9
  190. package/src/render/backend/webgpu/depthPass.ts +51 -10
  191. package/src/render/backend/webgpu/device.ts +42 -3
  192. package/src/render/backend/webgpu/drawCommand.ts +22 -4
  193. package/src/render/backend/webgpu/flatPass.ts +250 -40
  194. package/src/render/backend/webgpu/instanced.ts +32 -1
  195. package/src/render/backend/webgpu/materialStore.ts +276 -0
  196. package/src/render/backend/webgpu/pipelineCache.ts +7 -0
  197. package/src/render/backend/webgpu/postPass.ts +18 -0
  198. package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
  199. package/src/render/backend/webgpu/renderer.ts +1655 -230
  200. package/src/render/backend/webgpu/skinPaletteRing.ts +13 -7
  201. package/src/render/backend/webgpu/skinPaletteTexture.ts +7 -1
  202. package/src/render/backend/webgpu/staticBundles.ts +363 -0
  203. package/src/render/backend/webgpu/surfaceTexturePass.ts +29 -3
  204. package/src/render/backend/webgpu/uniformRing.ts +10 -1
  205. package/src/render/bloomChain.ts +3 -3
  206. package/src/render/boneAnimation.ts +223 -0
  207. package/src/render/compressedSource.ts +121 -29
  208. package/src/render/displayRange.ts +61 -0
  209. package/src/render/filmicCurve.ts +229 -0
  210. package/src/render/fog.ts +19 -3
  211. package/src/render/frame/resources.ts +6 -0
  212. package/src/render/frameReflections.ts +72 -0
  213. package/src/render/glCompressed.ts +83 -0
  214. package/src/render/instances.ts +27 -0
  215. package/src/render/lightBudget.ts +11 -0
  216. package/src/render/lightmap.ts +1 -1
  217. package/src/render/mesh.ts +6 -0
  218. package/src/render/pass.ts +53 -1
  219. package/src/render/pointLightSelection.ts +4 -4
  220. package/src/render/reflectionSurfaceTargets.ts +105 -0
  221. package/src/render/renderQuality.ts +44 -8
  222. package/src/render/sceneTarget.ts +30 -2
  223. package/src/render/screenSpaceReflection.ts +7 -1
  224. package/src/render/shaders/boneAnimation.ts +63 -0
  225. package/src/render/shaders/depth.ts +45 -10
  226. package/src/render/shaders/filmLook.ts +2 -1
  227. package/src/render/shaders/flat/glassTint.ts +5 -1
  228. package/src/render/shaders/flat/index.ts +49 -5
  229. package/src/render/shaders/flat/main.ts +43 -5
  230. package/src/render/shaders/flat/models.ts +1 -1
  231. package/src/render/shaders/flat/overlay.ts +117 -0
  232. package/src/render/shaders/flat/pointShadow.ts +3 -3
  233. package/src/render/shaders/flat/preamble.ts +38 -24
  234. package/src/render/shaders/flat/reflectionSurface.ts +61 -0
  235. package/src/render/shaders/fog.ts +9 -2
  236. package/src/render/shaders/fringe.ts +59 -0
  237. package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
  238. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  239. package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
  240. package/src/render/shaders/generated/depth.wgsl.ts +95 -0
  241. package/src/render/shaders/generated/film.wgsl.ts +1 -1
  242. package/src/render/shaders/generated/fire.wgsl.ts +1 -1
  243. package/src/render/shaders/generated/flat.wgsl.ts +3292 -2957
  244. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  245. package/src/render/shaders/generated/particle.wgsl.ts +4 -4
  246. package/src/render/shaders/generated/rush.wgsl.ts +56 -26
  247. package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
  248. package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
  249. package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
  250. package/src/render/shaders/generated/ssrTrace.wgsl.ts +22 -2
  251. package/src/render/shaders/generated/water.wgsl.ts +1 -1
  252. package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
  253. package/src/render/shaders/outputTransform.ts +30 -14
  254. package/src/render/shaders/rush.ts +54 -11
  255. package/src/render/shaders/ssrResolve.ts +52 -0
  256. package/src/render/shaders/ssrTrace.ts +26 -0
  257. package/src/render/shaders/vertexChannel.ts +27 -0
  258. package/src/render/ssrPass.ts +138 -1
  259. package/src/render/staticDraws.ts +95 -0
  260. package/src/render/surfaceOverlay.ts +195 -0
  261. package/src/render/surfaceTexture.ts +161 -27
  262. package/src/render/temporalAa.ts +20 -0
  263. package/src/render/vertexDefaults.ts +28 -0
@@ -19,9 +19,11 @@ export declare class SkinPaletteTexture {
19
19
  /**
20
20
  * Upload a palette, reallocating only when the joint count changes.
21
21
  *
22
- * A rig's joint count is fixed for its life, so the reallocation path runs once per skeleton and
23
- * the steady state is one `texSubImage2D`. Reallocating per frame would be a GPU allocation in
24
- * the frame loop, which is the same class of mistake as allocating on the CPU there.
22
+ * **The texture grows and never shrinks**, so the steady state is one `texSubImage2D` whatever
23
+ * mix of rigs a frame draws. It was rebuilt whenever the joint count changed, which with one
24
+ * texture for every skinned draw meant a character and a prop drawn in turn reallocated it at
25
+ * every draw: a GPU allocation in the frame loop. The shader reads joints by index, so a texture
26
+ * wider than the rig is read exactly as one that fits.
25
27
  */
26
28
  update(gl: WebGL2RenderingContext, palette: Float32Array): void;
27
29
  /** Bind to a **vertex-stage** unit. See `SKIN_PALETTE_TEXTURE_UNIT` for why that is free. */
@@ -20,15 +20,17 @@ export class SkinPaletteTexture {
20
20
  /**
21
21
  * Upload a palette, reallocating only when the joint count changes.
22
22
  *
23
- * A rig's joint count is fixed for its life, so the reallocation path runs once per skeleton and
24
- * the steady state is one `texSubImage2D`. Reallocating per frame would be a GPU allocation in
25
- * the frame loop, which is the same class of mistake as allocating on the CPU there.
23
+ * **The texture grows and never shrinks**, so the steady state is one `texSubImage2D` whatever
24
+ * mix of rigs a frame draws. It was rebuilt whenever the joint count changed, which with one
25
+ * texture for every skinned draw meant a character and a prop drawn in turn reallocated it at
26
+ * every draw: a GPU allocation in the frame loop. The shader reads joints by index, so a texture
27
+ * wider than the rig is read exactly as one that fits.
26
28
  */
27
29
  update(gl, palette) {
28
30
  validateSkinPalette(palette);
29
31
  const joints = palette.length / 16;
30
32
  const width = paletteTextureWidth(joints);
31
- if (this.texture === null || this.joints !== joints) {
33
+ if (this.texture === null || joints > this.joints) {
32
34
  if (this.texture !== null)
33
35
  gl.deleteTexture(this.texture);
34
36
  const created = gl.createTexture();
@@ -0,0 +1,34 @@
1
+ /**
2
+ * A bone animation's textures on this backend, and a batch's clocks: what
3
+ * `shaders/boneAnimation.ts` reads by index, made once and never filtered.
4
+ *
5
+ * **`rgba32float` places and turns, and `rg32float` clocks**, all read with `textureLoad` and bound
6
+ * `unfilterable-float`, as the joint palette is: a turn in half floats moves a crowd's hands by a
7
+ * thousandth of their reach, a jitter at the frame's rate, and the bytes are a clip's, once.
8
+ */
9
+ import { type BoneAnimationHandle, type BoneAnimationTexels } from '../../boneAnimation.ts';
10
+ /** A clip on the device, from `createBoneAnimation`. */
11
+ export declare class GpuBoneAnimation implements BoneAnimationHandle {
12
+ readonly bones: number;
13
+ readonly frames: number;
14
+ readonly framesPerSecond: number;
15
+ readonly boneScale: number;
16
+ readonly placesView: GPUTextureView;
17
+ readonly turnsView: GPUTextureView;
18
+ disposed: boolean;
19
+ private readonly places;
20
+ private readonly turns;
21
+ constructor(device: GPUDevice, texels: BoneAnimationTexels);
22
+ dispose(): void;
23
+ }
24
+ /** A batch's clocks: two floats an instance, wrapped onto rows `CLOCK_TEXTURE_WIDTH` wide. */
25
+ export declare class GpuInstanceClocks {
26
+ readonly view: GPUTextureView;
27
+ readonly staging: Float32Array;
28
+ private readonly texture;
29
+ private readonly width;
30
+ constructor(device: GPUDevice, capacity: number, label: string);
31
+ /** The rows that hold the first `count` instances, from `staging`. */
32
+ upload(queue: GPUQueue, count: number): void;
33
+ dispose(): void;
34
+ }
@@ -0,0 +1,76 @@
1
+ /**
2
+ * A bone animation's textures on this backend, and a batch's clocks: what
3
+ * `shaders/boneAnimation.ts` reads by index, made once and never filtered.
4
+ *
5
+ * **`rgba32float` places and turns, and `rg32float` clocks**, all read with `textureLoad` and bound
6
+ * `unfilterable-float`, as the joint palette is: a turn in half floats moves a crowd's hands by a
7
+ * thousandth of their reach, a jitter at the frame's rate, and the bytes are a clip's, once.
8
+ */
9
+ import { CLOCK_TEXTURE_WIDTH, } from '../../boneAnimation.js';
10
+ const USAGE_TEXTURE = 0x4 | 0x2; // TEXTURE_BINDING | COPY_DST
11
+ /** A clip on the device, from `createBoneAnimation`. */
12
+ export class GpuBoneAnimation {
13
+ bones;
14
+ frames;
15
+ framesPerSecond;
16
+ boneScale;
17
+ placesView;
18
+ turnsView;
19
+ disposed = false;
20
+ places;
21
+ turns;
22
+ constructor(device, texels) {
23
+ this.bones = texels.bones;
24
+ this.frames = texels.frames;
25
+ this.framesPerSecond = texels.framesPerSecond;
26
+ this.boneScale = texels.boneScale;
27
+ const make = (label, data) => {
28
+ const texture = device.createTexture({
29
+ label,
30
+ size: [texels.bones, texels.frames],
31
+ format: 'rgba32float',
32
+ usage: USAGE_TEXTURE,
33
+ });
34
+ device.queue.writeTexture({ texture }, data, { bytesPerRow: texels.bones * 16, rowsPerImage: texels.frames }, [texels.bones, texels.frames]);
35
+ return texture;
36
+ };
37
+ this.places = make('bones.places', texels.places);
38
+ this.turns = make('bones.turns', texels.turns);
39
+ this.placesView = this.places.createView();
40
+ this.turnsView = this.turns.createView();
41
+ }
42
+ dispose() {
43
+ this.disposed = true;
44
+ this.places.destroy();
45
+ this.turns.destroy();
46
+ }
47
+ }
48
+ /** A batch's clocks: two floats an instance, wrapped onto rows `CLOCK_TEXTURE_WIDTH` wide. */
49
+ export class GpuInstanceClocks {
50
+ view;
51
+ staging;
52
+ texture;
53
+ width;
54
+ constructor(device, capacity, label) {
55
+ this.width = Math.max(1, Math.min(capacity, CLOCK_TEXTURE_WIDTH));
56
+ const rows = Math.max(1, Math.ceil(capacity / this.width));
57
+ this.staging = new Float32Array(this.width * rows * 2);
58
+ this.texture = device.createTexture({
59
+ label,
60
+ size: [this.width, rows],
61
+ format: 'rg32float',
62
+ usage: USAGE_TEXTURE,
63
+ });
64
+ this.view = this.texture.createView();
65
+ }
66
+ /** The rows that hold the first `count` instances, from `staging`. */
67
+ upload(queue, count) {
68
+ if (count <= 0)
69
+ return;
70
+ const rows = Math.ceil(count / this.width);
71
+ queue.writeTexture({ texture: this.texture }, this.staging, { bytesPerRow: this.width * 8, rowsPerImage: rows }, [this.width, rows]);
72
+ }
73
+ dispose() {
74
+ this.texture.destroy();
75
+ }
76
+ }
@@ -156,18 +156,33 @@ export interface GpuMesh {
156
156
  * changed, reported at 2.8 MB a frame for one character. What the split costs is a pipeline per
157
157
  * layout, keyed by `:dynamic`, and two more buffers bound per draw of such a mesh.
158
158
  */
159
- readonly update: ((device: GPUDevice, positions: Float32Array, normals?: Float32Array, previous?: GPUBuffer | null) => void) | null;
159
+ readonly update: ((device: GPUDevice, positions: Float32Array, normals?: Float32Array, staged?: StagedRewrite | null) => void) | null;
160
160
  /**
161
- * A dynamic mesh's motion state, which the renderer owns: a buffer for last frame's positions,
162
- * made the first time a reconstructing renderer rewrites the mesh, and the frame of the last
163
- * rewrite. Null on a mesh created without `{ dynamic: true }`, which never moves a vertex.
161
+ * A dynamic mesh's motion state, which the renderer owns: a buffer for last frame's positions and
162
+ * one the new positions are staged in, each made the first time a reconstructing renderer
163
+ * rewrites the mesh, and the frame of the last rewrite. Null on a mesh created without
164
+ * `{ dynamic: true }`, which never moves a vertex.
164
165
  */
165
166
  readonly motion: {
166
167
  previous: GPUBuffer | null;
168
+ staging: GPUBuffer | null;
167
169
  changed: number;
168
170
  } | null;
169
171
  dispose(): void;
170
172
  }
173
+ /**
174
+ * A rewrite a reconstructing renderer stages rather than writes, so last frame's positions can be
175
+ * kept with no submit of the rewrite's own: the new positions are written into `staging`, and two
176
+ * copies are recorded into `encoder` — the live positions into `previous` first, where the frame's
177
+ * first rewrite keeps them, then the staged ones in. The renderer submits that encoder at the head
178
+ * of the frame's next submit, which is what keeps both copies ahead of every draw that reads the
179
+ * mesh. A `writeBuffer` straight to the live positions would land before the copy aside could run.
180
+ */
181
+ export interface StagedRewrite {
182
+ encoder: GPUCommandEncoder;
183
+ staging: GPUBuffer;
184
+ previous: GPUBuffer | null;
185
+ }
171
186
  /** A mesh on its way to the device, and the iterator that gets it there. */
172
187
  export interface IncrementalGpuMesh {
173
188
  /**
@@ -408,7 +408,9 @@ function skinOffsetsOf(supplied) {
408
408
  }
409
409
  /** The handle, made where it can see only what it hands out. */
410
410
  function gpuMeshOf(parts) {
411
- const motion = parts.update === null ? null : { previous: null, changed: -1 };
411
+ const motion = parts.update === null
412
+ ? null
413
+ : { previous: null, staging: null, changed: -1 };
412
414
  const { vertices, constants, streams, indexBuffer, progress } = parts;
413
415
  return {
414
416
  vertexBuffers: streams === null
@@ -433,6 +435,7 @@ function gpuMeshOf(parts) {
433
435
  motion,
434
436
  dispose() {
435
437
  motion?.previous?.destroy();
438
+ motion?.staging?.destroy();
436
439
  streams?.positions.destroy();
437
440
  streams?.normals.destroy();
438
441
  vertices.destroy();
@@ -447,12 +450,12 @@ function isStreamed(attribute) {
447
450
  }
448
451
  /**
449
452
  * A dynamic mesh's `update`: the caller's positions, and its normals where it has them, each
450
- * written to its own buffer as it came. Last frame's positions, where a reconstruction wants them,
451
- * are copied on the device before the write — a copy submitted ahead of a `writeBuffer` runs ahead
452
- * of it on the queue — so no CPU copy of anything is kept.
453
+ * written to its own buffer as it came — or, where a reconstruction keeps last frame's positions,
454
+ * the positions staged and copied in on the device behind the copy aside (`StagedRewrite`), so no
455
+ * CPU copy of anything is kept and the rewrite submits nothing of its own.
453
456
  */
454
457
  function streamUpdate(positionsBuffer, normalsBuffer, streamBytes, bounds, vertexCount) {
455
- return (target, positions, normals, previous = null) => {
458
+ return (target, positions, normals, staged = null) => {
456
459
  for (const [name, values] of [
457
460
  ['update', positions],
458
461
  ['normals', normals],
@@ -463,15 +466,19 @@ function streamUpdate(positionsBuffer, normalsBuffer, streamBytes, bounds, verte
463
466
  "A mesh's vertex count is fixed at creation: the index buffer, the pipeline and " +
464
467
  'every other attribute are sized against it.');
465
468
  }
466
- if (previous !== null) {
467
- const encoder = target.createCommandEncoder({ label: 'mesh.previousPositions' });
468
- encoder.copyBufferToBuffer(positionsBuffer, 0, previous, 0, streamBytes);
469
- target.queue.submit([encoder.finish()]);
470
- }
471
469
  /* Everything that decides whether this is on screen starts from the bounds, so a cloth
472
470
  that blew sideways out of its original box would be culled while still visible. */
473
471
  boundsOfPositions(positions, bounds);
474
- target.queue.writeBuffer(positionsBuffer, 0, positions);
472
+ if (staged === null) {
473
+ target.queue.writeBuffer(positionsBuffer, 0, positions);
474
+ }
475
+ else {
476
+ target.queue.writeBuffer(staged.staging, 0, positions);
477
+ if (staged.previous !== null) {
478
+ staged.encoder.copyBufferToBuffer(positionsBuffer, 0, staged.previous, 0, streamBytes);
479
+ }
480
+ staged.encoder.copyBufferToBuffer(staged.staging, 0, positionsBuffer, 0, streamBytes);
481
+ }
475
482
  if (normals !== undefined)
476
483
  target.queue.writeBuffer(normalsBuffer, 0, normals);
477
484
  };
@@ -12,7 +12,6 @@
12
12
  * the level nominally has.
13
13
  */
14
14
  import type { CompressedTextureFormat, CompressedTextureSource } from '../../compressedSource.ts';
15
- /** Every BC format, where the device carries the feature; none where it does not. */
16
15
  export declare function gpuCompressedFormats(device: GPUDevice): CompressedTextureFormat[];
17
16
  /** A texture holding `layers` as `name`, `levels` levels of each, written as they are. */
18
17
  export declare function createCompressedTexture(device: GPUDevice, name: CompressedTextureFormat, layers: readonly CompressedTextureSource[], levels: number): GPUTexture;
@@ -1,4 +1,4 @@
1
- import { BLOCK_BYTES } from '../../compressedSource.js';
1
+ import { BLOCK_SHAPES, blockFamily } from '../../compressedSource.js';
2
2
  const GPU_FORMAT = {
3
3
  bc1: 'bc1-rgba-unorm',
4
4
  'bc1-srgb': 'bc1-rgba-unorm-srgb',
@@ -10,28 +10,73 @@ const GPU_FORMAT = {
10
10
  bc5: 'bc5-rg-unorm',
11
11
  bc7: 'bc7-rgba-unorm',
12
12
  'bc7-srgb': 'bc7-rgba-unorm-srgb',
13
+ 'etc2-rgb8': 'etc2-rgb8unorm',
14
+ 'etc2-rgb8-srgb': 'etc2-rgb8unorm-srgb',
15
+ 'etc2-rgb8a1': 'etc2-rgb8a1unorm',
16
+ 'etc2-rgb8a1-srgb': 'etc2-rgb8a1unorm-srgb',
17
+ 'etc2-rgba8': 'etc2-rgba8unorm',
18
+ 'etc2-rgba8-srgb': 'etc2-rgba8unorm-srgb',
19
+ 'eac-r11': 'eac-r11unorm',
20
+ 'eac-rg11': 'eac-rg11unorm',
21
+ 'astc-4x4': 'astc-4x4-unorm',
22
+ 'astc-4x4-srgb': 'astc-4x4-unorm-srgb',
23
+ 'astc-5x4': 'astc-5x4-unorm',
24
+ 'astc-5x4-srgb': 'astc-5x4-unorm-srgb',
25
+ 'astc-5x5': 'astc-5x5-unorm',
26
+ 'astc-5x5-srgb': 'astc-5x5-unorm-srgb',
27
+ 'astc-6x5': 'astc-6x5-unorm',
28
+ 'astc-6x5-srgb': 'astc-6x5-unorm-srgb',
29
+ 'astc-6x6': 'astc-6x6-unorm',
30
+ 'astc-6x6-srgb': 'astc-6x6-unorm-srgb',
31
+ 'astc-8x5': 'astc-8x5-unorm',
32
+ 'astc-8x5-srgb': 'astc-8x5-unorm-srgb',
33
+ 'astc-8x6': 'astc-8x6-unorm',
34
+ 'astc-8x6-srgb': 'astc-8x6-unorm-srgb',
35
+ 'astc-8x8': 'astc-8x8-unorm',
36
+ 'astc-8x8-srgb': 'astc-8x8-unorm-srgb',
37
+ 'astc-10x5': 'astc-10x5-unorm',
38
+ 'astc-10x5-srgb': 'astc-10x5-unorm-srgb',
39
+ 'astc-10x6': 'astc-10x6-unorm',
40
+ 'astc-10x6-srgb': 'astc-10x6-unorm-srgb',
41
+ 'astc-10x8': 'astc-10x8-unorm',
42
+ 'astc-10x8-srgb': 'astc-10x8-unorm-srgb',
43
+ 'astc-10x10': 'astc-10x10-unorm',
44
+ 'astc-10x10-srgb': 'astc-10x10-unorm-srgb',
45
+ 'astc-12x10': 'astc-12x10-unorm',
46
+ 'astc-12x10-srgb': 'astc-12x10-unorm-srgb',
47
+ 'astc-12x12': 'astc-12x12-unorm',
48
+ 'astc-12x12-srgb': 'astc-12x12-unorm-srgb',
13
49
  };
14
50
  /** Every BC format, where the device carries the feature; none where it does not. */
51
+ /** The feature that grants each family, which `select.ts` asks for wherever the adapter offers it. */
52
+ const FEATURE = {
53
+ bc: 'texture-compression-bc',
54
+ etc2: 'texture-compression-etc2',
55
+ astc: 'texture-compression-astc',
56
+ };
15
57
  export function gpuCompressedFormats(device) {
16
- return device.features.has('texture-compression-bc')
17
- ? Object.keys(GPU_FORMAT)
18
- : [];
58
+ return Object.keys(GPU_FORMAT).filter((name) => device.features.has(FEATURE[blockFamily(baseOf(name))]));
59
+ }
60
+ /** The format a name is of, without its colour space. */
61
+ function baseOf(name) {
62
+ return (name.endsWith('-srgb') ? name.slice(0, -'-srgb'.length) : name);
19
63
  }
20
64
  /** A texture holding `layers` as `name`, `levels` levels of each, written as they are. */
21
65
  export function createCompressedTexture(device, name, layers, levels) {
22
66
  const { format, width, height } = layers[0];
23
67
  const texture = device.createTexture({
24
- label: 'surface.texture.bc',
68
+ label: `surface.texture.${format}`,
25
69
  size: [width, height, layers.length],
26
70
  format: GPU_FORMAT[name],
27
71
  mipLevelCount: levels,
28
72
  usage: 0x2 | 0x4, // COPY_DST | TEXTURE_BINDING
29
73
  });
74
+ const block = BLOCK_SHAPES[format];
30
75
  for (let level = 0; level < levels; level++) {
31
- const across = Math.ceil(Math.max(1, width >> level) / 4);
32
- const down = Math.ceil(Math.max(1, height >> level) / 4);
76
+ const across = Math.ceil(Math.max(1, width >> level) / block.width);
77
+ const down = Math.ceil(Math.max(1, height >> level) / block.height);
33
78
  for (let layer = 0; layer < layers.length; layer++) {
34
- device.queue.writeTexture({ texture, mipLevel: level, origin: [0, 0, layer] }, layers[layer].levels[level], { bytesPerRow: across * BLOCK_BYTES[format], rowsPerImage: down }, { width: across * 4, height: down * 4, depthOrArrayLayers: 1 });
79
+ device.queue.writeTexture({ texture, mipLevel: level, origin: [0, 0, layer] }, layers[layer].levels[level], { bytesPerRow: across * block.bytes, rowsPerImage: down }, { width: across * block.width, height: down * block.height, depthOrArrayLayers: 1 });
35
80
  }
36
81
  }
37
82
  return texture;
@@ -1,6 +1,7 @@
1
1
  import { DEPTH_FRAG_WGSL } from '../../shaders/generated/depth.wgsl.ts';
2
2
  import type { PipelineCache } from './pipelineCache.ts';
3
3
  import type { ClothViews } from './clothTextures.ts';
4
+ import type { AnimationViews } from './flatPass.ts';
4
5
  /**
5
6
  * The shadow pass: the world drawn from the light, into a depth map.
6
7
  *
@@ -136,6 +137,55 @@ export declare const DEPTH_PALETTE_BINDING: {
136
137
  readonly sampler: 17;
137
138
  readonly type: "sampler2D";
138
139
  };
140
+ export declare const DEPTH_INSTANCED_ANIMATED_VERT_FIELDS: {
141
+ readonly uLightViewProj: {
142
+ readonly offset: 0;
143
+ readonly size: 64;
144
+ readonly type: "mat4";
145
+ };
146
+ readonly uSceneTime: {
147
+ readonly offset: 64;
148
+ readonly size: 4;
149
+ readonly type: "float";
150
+ };
151
+ readonly uBoneClip: {
152
+ readonly offset: 72;
153
+ readonly size: 8;
154
+ readonly type: "vec2";
155
+ };
156
+ };
157
+ export declare const DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT_FIELDS: {
158
+ readonly uLightViewProj: {
159
+ readonly offset: 0;
160
+ readonly size: 64;
161
+ readonly type: "mat4";
162
+ };
163
+ readonly uUvScale: {
164
+ readonly offset: 64;
165
+ readonly size: 8;
166
+ readonly type: "vec2";
167
+ };
168
+ readonly uUvOffset: {
169
+ readonly offset: 72;
170
+ readonly size: 8;
171
+ readonly type: "vec2";
172
+ };
173
+ readonly uAlphaCutout: {
174
+ readonly offset: 80;
175
+ readonly size: 8;
176
+ readonly type: "vec2";
177
+ };
178
+ readonly uSceneTime: {
179
+ readonly offset: 88;
180
+ readonly size: 4;
181
+ readonly type: "float";
182
+ };
183
+ readonly uBoneClip: {
184
+ readonly offset: 96;
185
+ readonly size: 8;
186
+ readonly type: "vec2";
187
+ };
188
+ };
139
189
  /**
140
190
  * The format the shadow map is stored in.
141
191
  *
@@ -160,7 +210,9 @@ skinned?: boolean,
160
210
  * Separate for the palette's reason: the plain layout stays exactly what it was, and a frame with
161
211
  * no cutout caster pays nothing.
162
212
  */
163
- cutout?: boolean): GPUBindGroupLayout;
213
+ cutout?: boolean,
214
+ /** An instanced caster playing a bone animation: its three vertex textures. */
215
+ animated?: boolean): GPUBindGroupLayout;
164
216
  export declare function createDepthBindGroup(device: GPUDevice, layout: GPUBindGroupLayout, perDraw: GPUBuffer, perPass: GPUBuffer, previous: GPUTextureView, sampler: GPUSampler,
165
217
  /** The joint palette, for a layout built with `skinned`. Omit for the rigid layout. */
166
218
  palette?: GPUTextureView | null,
@@ -170,7 +222,9 @@ cutout?: {
170
222
  readonly sampler: GPUSampler;
171
223
  } | null,
172
224
  /** A skinned group's cloth views: the caster's, or the stand-in where it has none. */
173
- cloth?: ClothViews | null): GPUBindGroup;
225
+ cloth?: ClothViews | null,
226
+ /** An animated caster's clip and clocks. See `AnimationViews`. */
227
+ animation?: AnimationViews | null): GPUBindGroup;
174
228
  /**
175
229
  * The depth pipeline.
176
230
  *
@@ -209,4 +263,6 @@ cutout?: boolean,
209
263
  */
210
264
  skinEight?: boolean,
211
265
  /** Whether a skinned caster is placed by a cloth binding, as its visible draw is. The key carries it. */
212
- cloth?: boolean): GPURenderPipeline;
266
+ cloth?: boolean,
267
+ /** An instanced caster playing a bone animation. The key must carry it. */
268
+ animated?: boolean): GPURenderPipeline;
@@ -1,4 +1,4 @@
1
- import { DEPTH_BINDINGS, DEPTH_CUTOUT_FRAG_WGSL, DEPTH_CUTOUT_VERT_WGSL, DEPTH_FRAG_WGSL, DEPTH_INSTANCED_CUTOUT_VERT_WGSL, DEPTH_INSTANCED_VERT_WGSL, DEPTH_SKINNED_VERT_WGSL, DEPTH_VERT_WGSL, } from '../../shaders/generated/depth.wgsl.js';
1
+ import { DEPTH_BINDINGS, DEPTH_CUTOUT_FRAG_WGSL, DEPTH_CUTOUT_VERT_WGSL, DEPTH_FRAG_WGSL, DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT_WGSL, DEPTH_INSTANCED_ANIMATED_VERT_WGSL, DEPTH_INSTANCED_CUTOUT_VERT_WGSL, DEPTH_INSTANCED_VERT_WGSL, DEPTH_SKINNED_VERT_WGSL, DEPTH_VERT_WGSL, } from '../../shaders/generated/depth.wgsl.js';
2
2
  import { vertexBufferLayouts } from './buffers.js';
3
3
  import { vertexConstants } from './flatPass.js';
4
4
  import { shaderModule } from './shaderModules.js';
@@ -37,6 +37,14 @@ const CLOTH_TEXTURES = [
37
37
  DEPTH_BINDINGS.DEPTH_SKINNED_VERT.textures.uClothParticles,
38
38
  DEPTH_BINDINGS.DEPTH_SKINNED_VERT.textures.uClothRest,
39
39
  ];
40
+ /** A bone animation's three textures, at the bindings both animated depth variants declare them. */
41
+ const ANIMATION_TEXTURES = [
42
+ DEPTH_BINDINGS.DEPTH_INSTANCED_ANIMATED_VERT.textures.uBonePlaces,
43
+ DEPTH_BINDINGS.DEPTH_INSTANCED_ANIMATED_VERT.textures.uBoneTurns,
44
+ DEPTH_BINDINGS.DEPTH_INSTANCED_ANIMATED_VERT.textures.uInstanceClocks,
45
+ ];
46
+ export const DEPTH_INSTANCED_ANIMATED_VERT_FIELDS = DEPTH_BINDINGS.DEPTH_INSTANCED_ANIMATED_VERT.fields;
47
+ export const DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT_FIELDS = DEPTH_BINDINGS.DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT.fields;
40
48
  const VISIBILITY_VERTEX = 0x1;
41
49
  const VISIBILITY_FRAGMENT = 0x2;
42
50
  /**
@@ -63,10 +71,19 @@ skinned = false,
63
71
  * Separate for the palette's reason: the plain layout stays exactly what it was, and a frame with
64
72
  * no cutout caster pays nothing.
65
73
  */
66
- cutout = false) {
74
+ cutout = false,
75
+ /** An instanced caster playing a bone animation: its three vertex textures. */
76
+ animated = false) {
67
77
  return device.createBindGroupLayout({
68
- label: skinned ? 'depth.layout.skinned' : cutout ? 'depth.layout.cutout' : 'depth.layout',
78
+ label: `${skinned ? 'depth.layout.skinned' : cutout ? 'depth.layout.cutout' : 'depth.layout'}${animated ? '.animated' : ''}`,
69
79
  entries: [
80
+ ...(animated
81
+ ? ANIMATION_TEXTURES.map((binding) => ({
82
+ binding: binding.texture,
83
+ visibility: VISIBILITY_VERTEX,
84
+ texture: { sampleType: 'unfilterable-float' },
85
+ }))
86
+ : []),
70
87
  /* The texture and no sampler: the shader reads the palette with `textureLoad`, an integer
71
88
  coordinate with nothing to filter, which is what `flatPass.ts` binds for the same
72
89
  palette. naga declares a sampler for it and nothing ever reads one. */
@@ -147,7 +164,9 @@ palette = null,
147
164
  /** The cutout map and its sampler, for a layout built with `cutout`. */
148
165
  cutout = null,
149
166
  /** A skinned group's cloth views: the caster's, or the stand-in where it has none. */
150
- cloth = null) {
167
+ cloth = null,
168
+ /** An animated caster's clip and clocks. See `AnimationViews`. */
169
+ animation = null) {
151
170
  return device.createBindGroup({
152
171
  label: palette !== null
153
172
  ? 'depth.bindGroup.skinned'
@@ -180,6 +199,13 @@ cloth = null) {
180
199
  { binding: CUTOUT_MAP.sampler, resource: cutout.sampler },
181
200
  ]
182
201
  : []),
202
+ ...(animation !== null
203
+ ? [
204
+ { binding: ANIMATION_TEXTURES[0].texture, resource: animation.places },
205
+ { binding: ANIMATION_TEXTURES[1].texture, resource: animation.turns },
206
+ { binding: ANIMATION_TEXTURES[2].texture, resource: animation.clocks },
207
+ ]
208
+ : []),
183
209
  ],
184
210
  });
185
211
  }
@@ -221,20 +247,29 @@ cutout = false,
221
247
  */
222
248
  skinEight = false,
223
249
  /** Whether a skinned caster is placed by a cloth binding, as its visible draw is. The key carries it. */
224
- cloth = false) {
250
+ cloth = false,
251
+ /** An instanced caster playing a bone animation. The key must carry it. */
252
+ animated = false) {
225
253
  return cache.get(key, () => ({
226
254
  label: key,
227
255
  layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }),
228
256
  vertex: {
229
- module: shaderModule(device, cutout
230
- ? instanced
231
- ? { label: 'depth.instanced.cutout.vert', code: DEPTH_INSTANCED_CUTOUT_VERT_WGSL }
232
- : { label: 'depth.cutout.vert', code: DEPTH_CUTOUT_VERT_WGSL }
233
- : instanced
234
- ? { label: 'depth.instanced.vert', code: DEPTH_INSTANCED_VERT_WGSL }
235
- : skinned
236
- ? { label: 'depth.skinned.vert', code: DEPTH_SKINNED_VERT_WGSL }
237
- : { label: 'depth.vert', code: DEPTH_VERT_WGSL }),
257
+ module: shaderModule(device, animated
258
+ ? cutout
259
+ ? {
260
+ label: 'depth.instanced.animated.cutout.vert',
261
+ code: DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT_WGSL,
262
+ }
263
+ : { label: 'depth.instanced.animated.vert', code: DEPTH_INSTANCED_ANIMATED_VERT_WGSL }
264
+ : cutout
265
+ ? instanced
266
+ ? { label: 'depth.instanced.cutout.vert', code: DEPTH_INSTANCED_CUTOUT_VERT_WGSL }
267
+ : { label: 'depth.cutout.vert', code: DEPTH_CUTOUT_VERT_WGSL }
268
+ : instanced
269
+ ? { label: 'depth.instanced.vert', code: DEPTH_INSTANCED_VERT_WGSL }
270
+ : skinned
271
+ ? { label: 'depth.skinned.vert', code: DEPTH_SKINNED_VERT_WGSL }
272
+ : { label: 'depth.vert', code: DEPTH_VERT_WGSL }),
238
273
  entryPoint: 'main',
239
274
  buffers: vertexBufferLayouts(present, instanced),
240
275
  ...(skinned && !instanced && !cutout
@@ -6,6 +6,7 @@
6
6
  * split matters because these two fail for unrelated reasons: a device is lost by a driver
7
7
  * reset the page did not cause, and a frame is wrong because of something the frame did.
8
8
  */
9
+ import type { DisplayRange, DisplayRangeChoice } from '../../displayRange.ts';
9
10
  /** What the renderer needs from the canvas it draws into, with the API's shape absorbed. */
10
11
  export interface GpuSurface {
11
12
  readonly device: GPUDevice;
@@ -21,6 +22,9 @@ export interface GpuSurface {
21
22
  readonly canvas: HTMLCanvasElement;
22
23
  /** The swap chain's format, which every render pipeline has to be built against. */
23
24
  readonly format: GPUTextureFormat;
25
+ /** The range the canvas was configured in, and why. See `displayRange.ts`. */
26
+ readonly displayRange: DisplayRange;
27
+ readonly displayRangeReason: string;
24
28
  /** Whether the device has gone. Read per frame; never throws. */
25
29
  readonly lost: boolean;
26
30
  /** Called when the device is lost. Fires immediately if it already has been. */
@@ -49,4 +53,6 @@ export interface GpuSurface {
49
53
  * consumer its GPU had failed every time it unmounted a canvas on purpose, so a disposed
50
54
  * surface stays silent.
51
55
  */
52
- export declare function createGpuSurface(canvas: HTMLCanvasElement, device: GPUDevice): GpuSurface;
56
+ export declare function createGpuSurface(canvas: HTMLCanvasElement, device: GPUDevice,
57
+ /** The range the profile and the display allow (`chooseDisplayRange`); standard unless given. */
58
+ wanted?: DisplayRangeChoice): GpuSurface;
@@ -6,6 +6,11 @@
6
6
  * split matters because these two fail for unrelated reasons: a device is lost by a driver
7
7
  * reset the page did not cause, and a frame is wrong because of something the frame did.
8
8
  */
9
+ /** A canvas nobody asked to extend. */
10
+ const STANDARD_RANGE = {
11
+ range: 'standard',
12
+ reason: 'highDynamicRange was not asked for',
13
+ };
9
14
  /**
10
15
  * Take a canvas and a device, and hand back the surface the renderer draws into.
11
16
  *
@@ -25,12 +30,23 @@
25
30
  * consumer its GPU had failed every time it unmounted a canvas on purpose, so a disposed
26
31
  * surface stays silent.
27
32
  */
28
- export function createGpuSurface(canvas, device) {
33
+ export function createGpuSurface(canvas, device,
34
+ /** The range the profile and the display allow (`chooseDisplayRange`); standard unless given. */
35
+ wanted = STANDARD_RANGE) {
29
36
  const context = canvas.getContext('webgpu');
30
37
  if (context === null) {
31
38
  throw new Error('createGpuSurface: the canvas would not give a webgpu context');
32
39
  }
33
- const format = navigator.gpu.getPreferredCanvasFormat();
40
+ /*
41
+ * **A high range is half floats with extended tone mapping**: a value of 1 is the display's
42
+ * paper white, and what lies above it is shown up to the display's peak instead of clipped. The
43
+ * colour space stays sRGB, so the composite's encoding is the one it always wrote, carried past 1.
44
+ */
45
+ const extended = wanted.range === 'high';
46
+ const format = extended
47
+ ? 'rgba16float'
48
+ : navigator.gpu.getPreferredCanvasFormat();
49
+ let range = wanted;
34
50
  const listeners = [];
35
51
  let lost = false;
36
52
  let disposed = false;
@@ -89,14 +105,26 @@ export function createGpuSurface(canvas, device) {
89
105
  * has no use for a transparent canvas, and the opaque path is the one a compositor can
90
106
  * take without a blend.
91
107
  */
92
- context.configure({ device, format, alphaMode: 'opaque' });
108
+ context.configure(extended
109
+ ? { device, format, alphaMode: 'opaque', toneMapping: { mode: 'extended' } }
110
+ : { device, format, alphaMode: 'opaque' });
93
111
  };
94
112
  configure(canvas.width, canvas.height);
113
+ /*
114
+ * **Read back, because a browser that does not know the option ignores it** and draws the
115
+ * standard range from an extended-range frame, clipped at paper white, which is the frame a game
116
+ * would grade for the standard range if it knew. So it is told.
117
+ */
118
+ if (extended && context.getConfiguration?.()?.toneMapping?.mode !== 'extended') {
119
+ range = { range: 'standard', reason: 'this browser has no extended-range canvas' };
120
+ }
95
121
  return {
96
122
  device,
97
123
  context,
98
124
  canvas,
99
125
  format,
126
+ displayRange: range.range,
127
+ displayRangeReason: range.reason,
100
128
  get lost() {
101
129
  return lost;
102
130
  },