@driftengine/core 4.9.0 → 4.11.0

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Files changed (231) hide show
  1. package/CHANGELOG.json +133 -11
  2. package/README.md +43 -38
  3. package/dist/index.d.ts +7 -4
  4. package/dist/index.js +5 -4
  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/backend/api.d.ts +10 -3
  10. package/dist/render/backend/select.js +11 -5
  11. package/dist/render/backend/webgl2/boneAnimations.d.ts +29 -0
  12. package/dist/render/backend/webgl2/boneAnimations.js +80 -0
  13. package/dist/render/backend/webgl2/instanced.d.ts +5 -1
  14. package/dist/render/backend/webgl2/instanced.js +13 -1
  15. package/dist/render/backend/webgl2/renderer.d.ts +189 -4
  16. package/dist/render/backend/webgl2/renderer.js +614 -66
  17. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +5 -3
  18. package/dist/render/backend/webgl2/skinPaletteTexture.js +6 -4
  19. package/dist/render/backend/webgpu/boneAnimations.d.ts +34 -0
  20. package/dist/render/backend/webgpu/boneAnimations.js +76 -0
  21. package/dist/render/backend/webgpu/buffers.d.ts +24 -4
  22. package/dist/render/backend/webgpu/buffers.js +116 -59
  23. package/dist/render/backend/webgpu/clothKernels.d.ts +8 -0
  24. package/dist/render/backend/webgpu/clothKernels.js +76 -0
  25. package/dist/render/backend/webgpu/clothOps.d.ts +39 -0
  26. package/dist/render/backend/webgpu/clothOps.js +78 -0
  27. package/dist/render/backend/webgpu/clothSetLayout.d.ts +25 -0
  28. package/dist/render/backend/webgpu/clothSetLayout.js +84 -0
  29. package/dist/render/backend/webgpu/clothSetPack.d.ts +33 -0
  30. package/dist/render/backend/webgpu/clothSetPack.js +144 -0
  31. package/dist/render/backend/webgpu/compressedUpload.d.ts +0 -1
  32. package/dist/render/backend/webgpu/compressedUpload.js +53 -8
  33. package/dist/render/backend/webgpu/depthPass.d.ts +59 -3
  34. package/dist/render/backend/webgpu/depthPass.js +49 -14
  35. package/dist/render/backend/webgpu/drawCommand.d.ts +20 -4
  36. package/dist/render/backend/webgpu/drawCommand.js +11 -3
  37. package/dist/render/backend/webgpu/flatPass.d.ts +85 -42
  38. package/dist/render/backend/webgpu/flatPass.js +137 -20
  39. package/dist/render/backend/webgpu/gpuClothSet.d.ts +80 -0
  40. package/dist/render/backend/webgpu/gpuClothSet.js +462 -0
  41. package/dist/render/backend/webgpu/instanced.d.ts +14 -1
  42. package/dist/render/backend/webgpu/instanced.js +24 -1
  43. package/dist/render/backend/webgpu/latePass.js +1 -0
  44. package/dist/render/backend/webgpu/materialStore.d.ts +101 -0
  45. package/dist/render/backend/webgpu/materialStore.js +265 -0
  46. package/dist/render/backend/webgpu/motionPass.js +15 -6
  47. package/dist/render/backend/webgpu/pipelineCache.d.ts +28 -1
  48. package/dist/render/backend/webgpu/pipelineCache.js +46 -1
  49. package/dist/render/backend/webgpu/postPass.d.ts +1 -1
  50. package/dist/render/backend/webgpu/renderer.d.ts +200 -35
  51. package/dist/render/backend/webgpu/renderer.js +993 -168
  52. package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.d.ts +9 -2
  53. package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.js +121 -47
  54. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +7 -3
  55. package/dist/render/backend/webgpu/skinPaletteRing.js +13 -7
  56. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +6 -0
  57. package/dist/render/backend/webgpu/skinPaletteTexture.js +7 -1
  58. package/dist/render/backend/webgpu/staticBundles.d.ts +125 -0
  59. package/dist/render/backend/webgpu/staticBundles.js +242 -0
  60. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +10 -3
  61. package/dist/render/backend/webgpu/surfaceTexturePass.js +20 -2
  62. package/dist/render/backend/webgpu/uniformRing.d.ts +21 -0
  63. package/dist/render/backend/webgpu/uniformRing.js +9 -1
  64. package/dist/render/backend/webgpu/vertexFormats.d.ts +22 -0
  65. package/dist/render/backend/webgpu/vertexFormats.js +97 -0
  66. package/dist/render/bloomChain.d.ts +3 -3
  67. package/dist/render/boneAnimation.d.ts +92 -0
  68. package/dist/render/boneAnimation.js +133 -0
  69. package/dist/render/compressedSource.d.ts +33 -13
  70. package/dist/render/compressedSource.js +70 -25
  71. package/dist/render/glCompressed.js +83 -0
  72. package/dist/render/globalMediumPass.d.ts +2 -0
  73. package/dist/render/globalMediumPass.js +1 -0
  74. package/dist/render/indexWidth.d.ts +17 -0
  75. package/dist/render/indexWidth.js +23 -0
  76. package/dist/render/instances.d.ts +26 -0
  77. package/dist/render/lightBudget.d.ts +10 -0
  78. package/dist/render/lightBudget.js +10 -0
  79. package/dist/render/lightMatrix.d.ts +11 -0
  80. package/dist/render/lightMatrix.js +14 -0
  81. package/dist/render/lightmap.d.ts +1 -1
  82. package/dist/render/mesh.d.ts +14 -0
  83. package/dist/render/mesh.js +44 -14
  84. package/dist/render/pointLightSelection.d.ts +4 -4
  85. package/dist/render/renderQuality.d.ts +30 -0
  86. package/dist/render/renderQuality.js +5 -0
  87. package/dist/render/rendererHarness.d.ts +7 -0
  88. package/dist/render/rendererHarness.js +12 -0
  89. package/dist/render/screenSpaceReflection.d.ts +2 -1
  90. package/dist/render/shader.d.ts +15 -0
  91. package/dist/render/shader.js +41 -0
  92. package/dist/render/shaders/boneAnimation.d.ts +19 -0
  93. package/dist/render/shaders/boneAnimation.js +63 -0
  94. package/dist/render/shaders/depth.d.ts +7 -0
  95. package/dist/render/shaders/depth.js +35 -10
  96. package/dist/render/shaders/flat/directionalShadow.js +84 -10
  97. package/dist/render/shaders/flat/glassTint.d.ts +1 -1
  98. package/dist/render/shaders/flat/glassTint.js +3 -0
  99. package/dist/render/shaders/flat/index.d.ts +21 -0
  100. package/dist/render/shaders/flat/index.js +42 -7
  101. package/dist/render/shaders/flat/layered.d.ts +19 -0
  102. package/dist/render/shaders/flat/layered.js +115 -0
  103. package/dist/render/shaders/flat/main.d.ts +1 -1
  104. package/dist/render/shaders/flat/main.js +58 -21
  105. package/dist/render/shaders/flat/mapReads.d.ts +10 -0
  106. package/dist/render/shaders/flat/mapReads.js +38 -0
  107. package/dist/render/shaders/flat/models.js +1 -1
  108. package/dist/render/shaders/flat/movingSun.d.ts +21 -0
  109. package/dist/render/shaders/flat/movingSun.js +46 -0
  110. package/dist/render/shaders/flat/normalMap.d.ts +6 -2
  111. package/dist/render/shaders/flat/normalMap.js +14 -3
  112. package/dist/render/shaders/flat/overlay.d.ts +3 -2
  113. package/dist/render/shaders/flat/overlay.js +42 -20
  114. package/dist/render/shaders/flat/pointShadow.js +2 -2
  115. package/dist/render/shaders/flat/preamble.js +59 -27
  116. package/dist/render/shaders/flat/worldUv.d.ts +22 -0
  117. package/dist/render/shaders/flat/worldUv.js +113 -0
  118. package/dist/render/shaders/generated/depth.wgsl.d.ts +93 -0
  119. package/dist/render/shaders/generated/depth.wgsl.js +93 -0
  120. package/dist/render/shaders/generated/flat.wgsl.d.ts +3616 -3042
  121. package/dist/render/shaders/generated/flat.wgsl.js +3688 -3113
  122. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +8 -3
  123. package/dist/render/shaders/generated/globalMedium.wgsl.js +8 -3
  124. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +15 -10
  125. package/dist/render/shaders/generated/lightVolume.wgsl.js +16 -11
  126. package/dist/render/shaders/globalMedium.js +9 -1
  127. package/dist/render/shaders/lightVolume.js +9 -1
  128. package/dist/render/shaders/outputTransform.d.ts +7 -0
  129. package/dist/render/shaders/outputTransform.js +28 -14
  130. package/dist/render/shaders/tangentFrame.d.ts +1 -1
  131. package/dist/render/shaders/tangentFrame.js +16 -3
  132. package/dist/render/shaders/vertexChannel.d.ts +7 -0
  133. package/dist/render/shaders/vertexChannel.js +26 -0
  134. package/dist/render/skinnedClothRun.d.ts +28 -0
  135. package/dist/render/skinnedClothRun.js +103 -35
  136. package/dist/render/staticDraws.d.ts +47 -0
  137. package/dist/render/staticDraws.js +43 -0
  138. package/dist/render/surfaceLayers.d.ts +39 -0
  139. package/dist/render/surfaceLayers.js +26 -0
  140. package/dist/render/surfaceOverlay.d.ts +16 -3
  141. package/dist/render/surfaceOverlay.js +11 -6
  142. package/dist/render/surfaceProjection.d.ts +34 -0
  143. package/dist/render/surfaceProjection.js +30 -0
  144. package/dist/render/surfaceTexture.d.ts +68 -7
  145. package/dist/render/surfaceTexture.js +56 -17
  146. package/dist/render/vertexPacking.d.ts +48 -0
  147. package/dist/render/vertexPacking.js +68 -0
  148. package/package.json +6 -6
  149. package/src/index.ts +12 -4
  150. package/src/render/ambientHarmonics.ts +1 -1
  151. package/src/render/areaLights.ts +4 -4
  152. package/src/render/backend/api.ts +13 -3
  153. package/src/render/backend/select.ts +10 -5
  154. package/src/render/backend/webgl2/boneAnimations.ts +105 -0
  155. package/src/render/backend/webgl2/instanced.ts +20 -1
  156. package/src/render/backend/webgl2/renderer.ts +723 -79
  157. package/src/render/backend/webgl2/skinPaletteTexture.ts +6 -4
  158. package/src/render/backend/webgpu/boneAnimations.ts +97 -0
  159. package/src/render/backend/webgpu/buffers.ts +195 -70
  160. package/src/render/backend/webgpu/clothKernels.ts +86 -0
  161. package/src/render/backend/webgpu/clothOps.ts +86 -0
  162. package/src/render/backend/webgpu/clothSetLayout.ts +102 -0
  163. package/src/render/backend/webgpu/clothSetPack.ts +197 -0
  164. package/src/render/backend/webgpu/compressedUpload.ts +59 -9
  165. package/src/render/backend/webgpu/depthPass.ts +51 -10
  166. package/src/render/backend/webgpu/drawCommand.ts +25 -4
  167. package/src/render/backend/webgpu/flatPass.ts +212 -41
  168. package/src/render/backend/webgpu/gpuClothSet.ts +564 -0
  169. package/src/render/backend/webgpu/instanced.ts +32 -1
  170. package/src/render/backend/webgpu/latePass.ts +1 -0
  171. package/src/render/backend/webgpu/materialStore.ts +276 -0
  172. package/src/render/backend/webgpu/motionPass.ts +18 -7
  173. package/src/render/backend/webgpu/pipelineCache.ts +53 -7
  174. package/src/render/backend/webgpu/renderer.ts +1201 -202
  175. package/src/render/backend/webgpu/shaders/clothSolve.wgsl.ts +121 -47
  176. package/src/render/backend/webgpu/skinPaletteRing.ts +13 -7
  177. package/src/render/backend/webgpu/skinPaletteTexture.ts +7 -1
  178. package/src/render/backend/webgpu/staticBundles.ts +364 -0
  179. package/src/render/backend/webgpu/surfaceTexturePass.ts +29 -3
  180. package/src/render/backend/webgpu/uniformRing.ts +10 -1
  181. package/src/render/backend/webgpu/vertexFormats.ts +113 -0
  182. package/src/render/bloomChain.ts +3 -3
  183. package/src/render/boneAnimation.ts +223 -0
  184. package/src/render/compressedSource.ts +121 -29
  185. package/src/render/glCompressed.ts +83 -0
  186. package/src/render/globalMediumPass.ts +7 -0
  187. package/src/render/indexWidth.ts +27 -0
  188. package/src/render/instances.ts +27 -0
  189. package/src/render/lightBudget.ts +11 -0
  190. package/src/render/lightMatrix.ts +15 -0
  191. package/src/render/lightmap.ts +1 -1
  192. package/src/render/mesh.ts +72 -14
  193. package/src/render/pointLightSelection.ts +4 -4
  194. package/src/render/renderQuality.ts +38 -0
  195. package/src/render/rendererHarness.ts +15 -0
  196. package/src/render/screenSpaceReflection.ts +2 -1
  197. package/src/render/shader.ts +59 -0
  198. package/src/render/shaders/boneAnimation.ts +63 -0
  199. package/src/render/shaders/depth.ts +45 -10
  200. package/src/render/shaders/flat/directionalShadow.ts +84 -10
  201. package/src/render/shaders/flat/glassTint.ts +7 -1
  202. package/src/render/shaders/flat/index.ts +63 -7
  203. package/src/render/shaders/flat/layered.ts +115 -0
  204. package/src/render/shaders/flat/main.ts +58 -21
  205. package/src/render/shaders/flat/mapReads.ts +38 -0
  206. package/src/render/shaders/flat/models.ts +1 -1
  207. package/src/render/shaders/flat/movingSun.ts +46 -0
  208. package/src/render/shaders/flat/normalMap.ts +14 -3
  209. package/src/render/shaders/flat/overlay.ts +42 -20
  210. package/src/render/shaders/flat/pointShadow.ts +2 -2
  211. package/src/render/shaders/flat/preamble.ts +59 -27
  212. package/src/render/shaders/flat/worldUv.ts +113 -0
  213. package/src/render/shaders/generated/depth.wgsl.ts +95 -0
  214. package/src/render/shaders/generated/flat.wgsl.ts +3688 -3113
  215. package/src/render/shaders/generated/globalMedium.wgsl.ts +8 -3
  216. package/src/render/shaders/generated/lightVolume.wgsl.ts +16 -11
  217. package/src/render/shaders/globalMedium.ts +9 -1
  218. package/src/render/shaders/lightVolume.ts +9 -1
  219. package/src/render/shaders/outputTransform.ts +30 -14
  220. package/src/render/shaders/tangentFrame.ts +16 -3
  221. package/src/render/shaders/vertexChannel.ts +27 -0
  222. package/src/render/skinnedClothRun.ts +138 -38
  223. package/src/render/staticDraws.ts +95 -0
  224. package/src/render/surfaceLayers.ts +57 -0
  225. package/src/render/surfaceOverlay.ts +24 -7
  226. package/src/render/surfaceProjection.ts +57 -0
  227. package/src/render/surfaceTexture.ts +124 -27
  228. package/src/render/vertexPacking.ts +109 -0
  229. package/dist/render/backend/webgpu/gpuSkinnedCloth.d.ts +0 -74
  230. package/dist/render/backend/webgpu/gpuSkinnedCloth.js +0 -452
  231. package/src/render/backend/webgpu/gpuSkinnedCloth.ts +0 -502
@@ -0,0 +1,265 @@
1
+ import { DYNAMIC_ALIGNMENT, MAX_RING_BYTES } from './uniformRing.js';
2
+ /**
3
+ * The lit stage's material blocks, each kept in its slot for as long as later draws ask for the
4
+ * same numbers, so a material that has not changed since the last frame costs no upload at all.
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+ *
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+ * **Keyed by content, because nothing else names a material.** A material here is whatever the
7
+ * setters left in the block when a draw took it — a consumer never hands over an object that could
8
+ * carry an identity — so the block's own words are the key: hashed to find a bucket, compared word
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+ * for word to accept a match, and bound by the slot's offset. What it gives up is a hash and a
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+ * compare of a few hundred bytes per material change, against copying and uploading the whole
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+ * block every frame, which a stage of four hundred materials measured at megabytes a frame.
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+ *
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+ * **A slot the frame has asked for is never given away within it**, for the reason `UniformRing`
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+ * exists: a queue write does not interleave with recorded draws, so rewriting a slot a recorded draw
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+ * reads would hand that draw the new numbers. A frame asking for more distinct blocks than there are
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+ * slots is refused, counted and skipped, as the ring was. Across frames rewriting is safe, because a
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+ * write issued after a submit is ordered after the commands in it.
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+ *
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+ * **What a new block displaces is a slot nobody asked for this frame or the last**, found by a hand
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+ * that sweeps the slots in turn; only when every slot was asked for recently does it take one the
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+ * last frame used. What would make that wrong is a scene whose distinct materials a frame approach
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+ * the store's size: it then rewrites some of its steady materials every frame, which costs their
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+ * upload and nothing else.
24
+ */
25
+ export class MaterialStore {
26
+ device;
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+ usage;
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+ label;
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+ budget;
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+ /** Replaced by `growTo`, so every bind group over it is rebuilt when that says so. */
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+ buffer;
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+ /** Bytes per slot, rounded up to the alignment a dynamic offset requires. */
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+ slotSize;
34
+ words;
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+ stride;
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+ capacity;
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+ staging;
38
+ ints;
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+ /** Per slot: its block's hash, the next slot in its bucket or -1, and whether it holds one. */
40
+ hashes;
41
+ next;
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+ held;
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+ /** Per slot: the frame that last asked for it, and whether it was written since the last flush. */
44
+ askedIn;
45
+ pending;
46
+ /** Per slot: how many holders pinned it. A pinned slot is never displaced. */
47
+ pins;
48
+ /**
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+ * How many times the store has forgotten everything it held, which growth does: a holder of an
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+ * offset compares this, because an offset from before is a slot of a buffer that is gone.
51
+ */
52
+ epoch = 0;
53
+ /** Per bucket: its first slot, or -1. A power of two at least twice the slots. */
54
+ heads;
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+ mask;
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+ lowPending;
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+ highPending = -1;
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+ hand = 0;
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+ /** Starts past zero, so a slot never asked for reads as long unasked. */
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+ frame = 2;
61
+ constructor(device, bytesPerBlock, slots, usage, label = 'materials.store', budget = null) {
62
+ this.device = device;
63
+ this.usage = usage;
64
+ this.label = label;
65
+ this.budget = budget;
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+ this.words = Math.ceil(bytesPerBlock / 4);
67
+ this.slotSize = Math.ceil(bytesPerBlock / DYNAMIC_ALIGNMENT) * DYNAMIC_ALIGNMENT;
68
+ this.stride = this.slotSize / 4;
69
+ this.capacity = slots;
70
+ this.lowPending = slots;
71
+ this.staging = new ArrayBuffer(this.slotSize * slots);
72
+ this.ints = new Int32Array(this.staging);
73
+ this.hashes = new Int32Array(slots);
74
+ this.next = new Int32Array(slots);
75
+ this.held = new Uint8Array(slots);
76
+ this.askedIn = new Int32Array(slots);
77
+ this.pending = new Uint8Array(slots);
78
+ this.pins = new Int32Array(slots);
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+ this.heads = new Int32Array(bucketsFor(slots)).fill(-1);
80
+ this.mask = this.heads.length - 1;
81
+ this.buffer = device.createBuffer({ label, size: this.staging.byteLength, usage });
82
+ }
83
+ /** How many distinct blocks a frame may hold. */
84
+ get slots() {
85
+ return this.capacity;
86
+ }
87
+ /** Start a frame: every slot the last one asked for may be displaced from here on, last. */
88
+ beginFrame() {
89
+ this.frame += 1;
90
+ }
91
+ /**
92
+ * The byte offset of a slot holding exactly `block`, written there if no slot did, or null when
93
+ * every slot is one this frame has asked for. `block` is the whole block, word for word.
94
+ */
95
+ place(block) {
96
+ this.budget?.ask();
97
+ const hash = hashWords(block, this.words);
98
+ const bucket = hash & this.mask;
99
+ for (let slot = this.heads[bucket]; slot >= 0; slot = this.next[slot]) {
100
+ if (this.hashes[slot] === hash && this.holds(slot, block)) {
101
+ this.askedIn[slot] = this.frame;
102
+ return slot * this.slotSize;
103
+ }
104
+ }
105
+ const slot = this.displace();
106
+ if (slot < 0) {
107
+ this.budget?.drop();
108
+ return null;
109
+ }
110
+ if (this.held[slot] === 1)
111
+ this.unlink(slot);
112
+ this.ints.set(block, slot * this.stride);
113
+ this.hashes[slot] = hash;
114
+ this.next[slot] = this.heads[bucket];
115
+ this.heads[bucket] = slot;
116
+ this.held[slot] = 1;
117
+ this.askedIn[slot] = this.frame;
118
+ this.pending[slot] = 1;
119
+ if (slot < this.lowPending)
120
+ this.lowPending = slot;
121
+ if (slot > this.highPending)
122
+ this.highPending = slot;
123
+ return slot * this.slotSize;
124
+ }
125
+ /** Upload every slot written since the last flush, one write per run of neighbouring slots. */
126
+ flush() {
127
+ let slot = this.lowPending;
128
+ while (slot <= this.highPending) {
129
+ if (this.pending[slot] !== 1) {
130
+ slot += 1;
131
+ continue;
132
+ }
133
+ const from = slot;
134
+ while (slot <= this.highPending && this.pending[slot] === 1) {
135
+ this.pending[slot] = 0;
136
+ slot += 1;
137
+ }
138
+ const at = from * this.slotSize;
139
+ this.device.queue.writeBuffer(this.buffer, at, this.staging, at, (slot - from) * this.slotSize);
140
+ }
141
+ this.lowPending = this.capacity;
142
+ this.highPending = -1;
143
+ }
144
+ /**
145
+ * Make room for at least `slots`, forgetting every block held, and say whether the buffer was
146
+ * replaced. Called where `UniformRing.growTo` is, at a frame's start, for the reasons it gives,
147
+ * and refused past the same ceiling.
148
+ */
149
+ growTo(slots) {
150
+ if (slots <= this.capacity)
151
+ return false;
152
+ if (this.slotSize * slots > MAX_RING_BYTES)
153
+ return false;
154
+ this.buffer.destroy();
155
+ this.capacity = slots;
156
+ this.staging = new ArrayBuffer(this.slotSize * slots);
157
+ this.ints = new Int32Array(this.staging);
158
+ this.hashes = new Int32Array(slots);
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+ this.next = new Int32Array(slots);
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+ this.held = new Uint8Array(slots);
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+ this.askedIn = new Int32Array(slots);
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+ this.pending = new Uint8Array(slots);
163
+ this.pins = new Int32Array(slots);
164
+ this.heads = new Int32Array(bucketsFor(slots)).fill(-1);
165
+ this.mask = this.heads.length - 1;
166
+ this.lowPending = slots;
167
+ this.epoch += 1;
168
+ this.highPending = -1;
169
+ this.hand = 0;
170
+ this.buffer = this.device.createBuffer({
171
+ label: this.label,
172
+ size: this.staging.byteLength,
173
+ usage: this.usage,
174
+ });
175
+ return true;
176
+ }
177
+ /**
178
+ * Keep the block at `offset` where it is until `unpin`: a holder binding it by offset frame after
179
+ * frame — a list recorded once — whether or not anything asks for it. Counted, so two holders of
180
+ * one block each let go of their own pin.
181
+ */
182
+ pin(offset) {
183
+ const slot = offset / this.slotSize;
184
+ this.pins[slot] = this.pins[slot] + 1;
185
+ }
186
+ unpin(offset) {
187
+ const slot = offset / this.slotSize;
188
+ if (this.pins[slot] > 0)
189
+ this.pins[slot] = this.pins[slot] - 1;
190
+ }
191
+ dispose() {
192
+ this.buffer.destroy();
193
+ }
194
+ holds(slot, block) {
195
+ const base = slot * this.stride;
196
+ for (let word = 0; word < this.words; word++) {
197
+ if (this.ints[base + word] !== block[word])
198
+ return false;
199
+ }
200
+ return true;
201
+ }
202
+ /**
203
+ * The slot a new block goes in: the first from the hand nobody asked for this frame or the last,
204
+ * else the first this frame has not asked for, else none. One sweep at most.
205
+ */
206
+ displace() {
207
+ let fallback = -1;
208
+ for (let step = 0; step < this.capacity; step++) {
209
+ const slot = this.hand;
210
+ this.hand = slot + 1 === this.capacity ? 0 : slot + 1;
211
+ if (this.pins[slot] > 0)
212
+ continue;
213
+ const asked = this.askedIn[slot];
214
+ if (asked < this.frame - 1)
215
+ return slot;
216
+ if (fallback < 0 && asked !== this.frame)
217
+ fallback = slot;
218
+ }
219
+ return fallback;
220
+ }
221
+ unlink(slot) {
222
+ const bucket = this.hashes[slot] & this.mask;
223
+ let at = this.heads[bucket];
224
+ if (at === slot) {
225
+ this.heads[bucket] = this.next[slot];
226
+ return;
227
+ }
228
+ while (at >= 0) {
229
+ const after = this.next[at];
230
+ if (after === slot) {
231
+ this.next[at] = this.next[slot];
232
+ return;
233
+ }
234
+ at = after;
235
+ }
236
+ }
237
+ }
238
+ function bucketsFor(slots) {
239
+ let buckets = 16;
240
+ while (buckets < slots * 2)
241
+ buckets *= 2;
242
+ return buckets;
243
+ }
244
+ /**
245
+ * MurmurHash3's 32-bit mix over the block's words. Not FNV, whose multiply carries a difference only
246
+ * upward: the bucket is the hash's low bits, and a material's words are mostly floats, whose low
247
+ * mantissa bits are zero for every value a person types — 0.5, 1, 2 — so blocks differing only in
248
+ * those would all have shared one bucket. The compare that follows a match is what decides.
249
+ */
250
+ export function hashWords(block, words) {
251
+ let hash = 0x9747b28c;
252
+ for (let word = 0; word < words; word++) {
253
+ let k = Math.imul(block[word], 0xcc9e2d51);
254
+ k = (k << 15) | (k >>> 17);
255
+ hash ^= Math.imul(k, 0x1b873593);
256
+ hash = (hash << 13) | (hash >>> 19);
257
+ hash = (Math.imul(hash, 5) + 0xe6546b64) | 0;
258
+ }
259
+ hash ^= words * 4;
260
+ hash ^= hash >>> 16;
261
+ hash = Math.imul(hash, 0x85ebca6b);
262
+ hash ^= hash >>> 13;
263
+ hash = Math.imul(hash, 0xc2b2ae35);
264
+ return hash ^ (hash >>> 16);
265
+ }
@@ -197,12 +197,17 @@ export class MotionPass {
197
197
  const eight = offsets.joints2 >= 0 && offsets.weights2 >= 0;
198
198
  /*
199
199
  * Five byte counts, each under 256 because a vertex is at most 172 bytes, as five base-256
200
- * digits: exact below 2^40, so two layouts can never share a key.
200
+ * digits, and two bits for the weights' formats: exact below 2^42, so two layouts can never
201
+ * share a key.
201
202
  */
202
- const key = (((stride * 256 + offsets.joints) * 256 + offsets.weights) * 256 + offsets.joints2 + 1) *
203
+ const key = ((((stride * 256 + offsets.joints) * 256 + offsets.weights) * 256 + offsets.joints2 + 1) *
203
204
  256 +
204
205
  offsets.weights2 +
205
- 1;
206
+ 1) *
207
+ 4 +
208
+ /* And whether each four weights are floats or fixed point, two bits: `vertexPacking.ts`. */
209
+ (offsets.weightsFormat === 'float32x4' ? 0 : 2) +
210
+ (offsets.weights2Format === 'float32x4' ? 0 : 1);
206
211
  const pipelines = cloth ? this.clothPipelines : this.skinnedPipelines;
207
212
  const held = pipelines.get(key);
208
213
  if (held !== undefined)
@@ -224,11 +229,15 @@ export class MotionPass {
224
229
  attributes: [
225
230
  { shaderLocation: 0, offset: 0, format: 'float32x3' },
226
231
  { shaderLocation: 11, offset: offsets.joints, format: 'float32x4' },
227
- { shaderLocation: 12, offset: offsets.weights, format: 'float32x4' },
232
+ { shaderLocation: 12, offset: offsets.weights, format: offsets.weightsFormat },
228
233
  ...(eight
229
234
  ? [
230
235
  { shaderLocation: 14, offset: offsets.joints2, format: 'float32x4' },
231
- { shaderLocation: 15, offset: offsets.weights2, format: 'float32x4' },
236
+ {
237
+ shaderLocation: 15,
238
+ offset: offsets.weights2,
239
+ format: offsets.weights2Format,
240
+ },
232
241
  ]
233
242
  : []),
234
243
  ],
@@ -570,7 +579,7 @@ export class MotionPass {
570
579
  }
571
580
  pass.setBindGroup(0, this.group, [i * MOTION_DRAW_STRIDE]);
572
581
  pass.setVertexBuffer(0, mesh.vertexBuffers[0]);
573
- pass.setIndexBuffer(mesh.indexBuffer, 'uint32');
582
+ pass.setIndexBuffer(mesh.indexBuffer, mesh.indexFormat);
574
583
  pass.drawIndexed(mesh.indexCount, instances);
575
584
  }
576
585
  }
@@ -52,6 +52,12 @@ export declare class PipelineCache {
52
52
  readonly glassShadows: boolean;
53
53
  /** How to describe each lit pipeline again, so `enable` can rebuild every one. */
54
54
  private readonly litDescribers;
55
+ /**
56
+ * Bumped when a switch's rebuilt set lands, which replaces pipelines already handed out: a holder
57
+ * of one — a recorded render bundle — compares this and records again rather than drawing on
58
+ * with the pipelines from before the switch.
59
+ */
60
+ version: number;
55
61
  /** Bumped by every switch, so a lit build started before one is not kept after it. */
56
62
  private litGeneration;
57
63
  /** The last rebuild, which the next one waits for so they land in the order they were asked. */
@@ -73,6 +79,15 @@ export declare class PipelineCache {
73
79
  * wait for readiness rather than discovering it mid-frame.
74
80
  */
75
81
  private readonly compiling;
82
+ /** Keys whose compile off the main thread failed, which `lit` then builds where asked for. */
83
+ private readonly failed;
84
+ /**
85
+ * Whether a lit pipeline first asked for inside a frame is compiled off the main thread while
86
+ * its draw is left out — `RenderQuality.pipelineCompile` `'skip'` — rather than built where it is
87
+ * asked for, which holds the GPU process for the compile. The renderer turns it off while it
88
+ * records static draws, which must hold every draw they were given.
89
+ */
90
+ skipsCompiling: boolean;
76
91
  constructor(device: GPUDevice, format: GPUTextureFormat, sampleCount?: number, glassShadows?: boolean,
77
92
  /** The profile's `clusteredLights`, which compiles the clustered arm in or leaves it out. */
78
93
  clusteredLights?: boolean);
@@ -90,7 +105,8 @@ export declare class PipelineCache {
90
105
  /** Whether this is a lit pipeline, which `enable` rebuilds. See `litSwitches`. */
91
106
  lit?: boolean): Promise<GPURenderPipeline>;
92
107
  /**
93
- * Resolve once every pipeline asked for so far has finished compiling.
108
+ * Resolve once every pipeline asked for so far has finished compiling, a switch's rebuild
109
+ * among them.
94
110
  *
95
111
  * A renderer awaits this before its first frame, which is what moves the compile out of the
96
112
  * queue and in front of it. A failure is not rethrown: a pipeline that cannot be built will
@@ -112,6 +128,17 @@ export declare class PipelineCache {
112
128
  get(key: string, describe: () => GPURenderPipelineDescriptor,
113
129
  /** Whether this is a lit pipeline, which `enable` rebuilds. See `litSwitches`. */
114
130
  lit?: boolean): GPURenderPipeline;
131
+ /**
132
+ * A lit pipeline for a draw inside a frame: the one built, or one built here — or, where draws
133
+ * skip (`skipsCompiling`), none, with its compile started off the main thread for a later frame to
134
+ * find. A draw handed none is left out.
135
+ *
136
+ * **What skipping gives up** is the draw for the frames its compile takes, a few to a few dozen on
137
+ * a phone, against a frame held for the compile where it is asked for: 130 to 400 ms, reported on
138
+ * a phone for a material first drawn mid-scene. A compile that fails is built here the next time,
139
+ * so the device reports it rather than the draw vanishing for good.
140
+ */
141
+ lit(key: string, describe: () => GPURenderPipelineDescriptor): GPURenderPipeline | null;
115
142
  /**
116
143
  * Turn one of the lit stage's switches on, for every lit pipeline built from now on and every one
117
144
  * already built. See `litSwitches`.
@@ -51,6 +51,12 @@ export class PipelineCache {
51
51
  glassShadows;
52
52
  /** How to describe each lit pipeline again, so `enable` can rebuild every one. */
53
53
  litDescribers = new Map();
54
+ /**
55
+ * Bumped when a switch's rebuilt set lands, which replaces pipelines already handed out: a holder
56
+ * of one — a recorded render bundle — compares this and records again rather than drawing on
57
+ * with the pipelines from before the switch.
58
+ */
59
+ version = 0;
54
60
  /** Bumped by every switch, so a lit build started before one is not kept after it. */
55
61
  litGeneration = 0;
56
62
  /** The last rebuild, which the next one waits for so they land in the order they were asked. */
@@ -72,6 +78,15 @@ export class PipelineCache {
72
78
  * wait for readiness rather than discovering it mid-frame.
73
79
  */
74
80
  compiling = new Map();
81
+ /** Keys whose compile off the main thread failed, which `lit` then builds where asked for. */
82
+ failed = new Set();
83
+ /**
84
+ * Whether a lit pipeline first asked for inside a frame is compiled off the main thread while
85
+ * its draw is left out — `RenderQuality.pipelineCompile` `'skip'` — rather than built where it is
86
+ * asked for, which holds the GPU process for the compile. The renderer turns it off while it
87
+ * records static draws, which must hold every draw they were given.
88
+ */
89
+ skipsCompiling = false;
75
90
  constructor(device, format, sampleCount = 1, glassShadows = true,
76
91
  /** The profile's `clusteredLights`, which compiles the clustered arm in or leaves it out. */
77
92
  clusteredLights = false) {
@@ -121,12 +136,19 @@ export class PipelineCache {
121
136
  this.pipelines.set(key, built);
122
137
  this.compiling.delete(key);
123
138
  return built;
139
+ },
140
+ /* Out of the list, or `ready` waits on it for ever; `lit` builds it where asked next. */
141
+ (error) => {
142
+ this.compiling.delete(key);
143
+ this.failed.add(key);
144
+ throw error;
124
145
  });
125
146
  this.compiling.set(key, promise);
126
147
  return promise;
127
148
  }
128
149
  /**
129
- * Resolve once every pipeline asked for so far has finished compiling.
150
+ * Resolve once every pipeline asked for so far has finished compiling, a switch's rebuild
151
+ * among them.
130
152
  *
131
153
  * A renderer awaits this before its first frame, which is what moves the compile out of the
132
154
  * queue and in front of it. A failure is not rethrown: a pipeline that cannot be built will
@@ -137,6 +159,8 @@ export class PipelineCache {
137
159
  while (this.compiling.size > 0) {
138
160
  await Promise.allSettled([...this.compiling.values()]);
139
161
  }
162
+ /* And a switch's rebuild, whose set replaces the pipelines in one swap: see `enable`. */
163
+ await this.litRebuild;
140
164
  }
141
165
  /** The pipeline for this key if it is already built, without building one. */
142
166
  peek(key) {
@@ -165,6 +189,26 @@ export class PipelineCache {
165
189
  this.pipelines.set(key, built);
166
190
  return built;
167
191
  }
192
+ /**
193
+ * A lit pipeline for a draw inside a frame: the one built, or one built here — or, where draws
194
+ * skip (`skipsCompiling`), none, with its compile started off the main thread for a later frame to
195
+ * find. A draw handed none is left out.
196
+ *
197
+ * **What skipping gives up** is the draw for the frames its compile takes, a few to a few dozen on
198
+ * a phone, against a frame held for the compile where it is asked for: 130 to 400 ms, reported on
199
+ * a phone for a material first drawn mid-scene. A compile that fails is built here the next time,
200
+ * so the device reports it rather than the draw vanishing for good.
201
+ */
202
+ lit(key, describe) {
203
+ const existing = this.pipelines.get(key);
204
+ if (existing !== undefined)
205
+ return existing;
206
+ if (!this.skipsCompiling || this.failed.has(key))
207
+ return this.get(key, describe, true);
208
+ if (!this.compiling.has(key))
209
+ void this.getAsync(key, describe, true).catch(() => { });
210
+ return null;
211
+ }
168
212
  /**
169
213
  * Turn one of the lit stage's switches on, for every lit pipeline built from now on and every one
170
214
  * already built. See `litSwitches`.
@@ -201,6 +245,7 @@ export class PipelineCache {
201
245
  if (result.status === 'fulfilled')
202
246
  this.pipelines.set(result.value[0], result.value[1]);
203
247
  }
248
+ this.version += 1;
204
249
  });
205
250
  return this.litRebuild;
206
251
  }
@@ -75,7 +75,7 @@ export declare const AO_FRAG_SIZE: 96;
75
75
  export declare const AO_BLUR_FIELDS: UniformFields;
76
76
  export declare const AO_BLUR_SIZE: 48;
77
77
  export declare const MEDIUM_FRAG_FIELDS: UniformFields;
78
- export declare const MEDIUM_FRAG_SIZE: 240;
78
+ export declare const MEDIUM_FRAG_SIZE: 304;
79
79
  export declare const MEDIUM_UPSAMPLE_FIELDS: UniformFields;
80
80
  export declare const MEDIUM_UPSAMPLE_SIZE: 32;
81
81
  export declare const BLOOM_PREFILTER_FIELDS: UniformFields;