@forgeax/engine-render 0.1.2

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Files changed (1172) hide show
  1. package/LICENSE +202 -0
  2. package/README.md +1019 -0
  3. package/dist/.tsbuildinfo +1 -0
  4. package/dist/__tests__/analytic-sky-contract.test.d.ts +2 -0
  5. package/dist/__tests__/analytic-sky-contract.test.d.ts.map +1 -0
  6. package/dist/__tests__/analytic-sky-falsify.test.d.ts +2 -0
  7. package/dist/__tests__/analytic-sky-falsify.test.d.ts.map +1 -0
  8. package/dist/__tests__/assets-runtime-handoff.integration.test.d.ts +2 -0
  9. package/dist/__tests__/assets-runtime-handoff.integration.test.d.ts.map +1 -0
  10. package/dist/__tests__/authoring-path.unit.test.d.ts +2 -0
  11. package/dist/__tests__/authoring-path.unit.test.d.ts.map +1 -0
  12. package/dist/__tests__/backend-selection-rhi-capture.test-d.d.ts +2 -0
  13. package/dist/__tests__/backend-selection-rhi-capture.test-d.d.ts.map +1 -0
  14. package/dist/__tests__/backend-selection.integration.test.d.ts +2 -0
  15. package/dist/__tests__/backend-selection.integration.test.d.ts.map +1 -0
  16. package/dist/__tests__/callback-inference.test-d.d.ts +2 -0
  17. package/dist/__tests__/callback-inference.test-d.d.ts.map +1 -0
  18. package/dist/__tests__/camera-temporal.test-d.d.ts +2 -0
  19. package/dist/__tests__/camera-temporal.test-d.d.ts.map +1 -0
  20. package/dist/__tests__/camera-temporal.test.d.ts +2 -0
  21. package/dist/__tests__/camera-temporal.test.d.ts.map +1 -0
  22. package/dist/__tests__/cluster-binner.test.d.ts +2 -0
  23. package/dist/__tests__/cluster-binner.test.d.ts.map +1 -0
  24. package/dist/__tests__/cluster-grid-default-surface.unit.test.d.ts +2 -0
  25. package/dist/__tests__/cluster-grid-default-surface.unit.test.d.ts.map +1 -0
  26. package/dist/__tests__/construct-renderer-identity.unit.test.d.ts +2 -0
  27. package/dist/__tests__/construct-renderer-identity.unit.test.d.ts.map +1 -0
  28. package/dist/__tests__/direct-extract-consumer-contract.test-d.d.ts +2 -0
  29. package/dist/__tests__/direct-extract-consumer-contract.test-d.d.ts.map +1 -0
  30. package/dist/__tests__/direct-light-snapshot.unit.test.d.ts +2 -0
  31. package/dist/__tests__/direct-light-snapshot.unit.test.d.ts.map +1 -0
  32. package/dist/__tests__/directional-shadow-probe-atlas-layout.unit.test.d.ts +2 -0
  33. package/dist/__tests__/directional-shadow-probe-atlas-layout.unit.test.d.ts.map +1 -0
  34. package/dist/__tests__/environment-inspection.test.d.ts +2 -0
  35. package/dist/__tests__/environment-inspection.test.d.ts.map +1 -0
  36. package/dist/__tests__/factory-contract.integration.test.d.ts +2 -0
  37. package/dist/__tests__/factory-contract.integration.test.d.ts.map +1 -0
  38. package/dist/__tests__/fallback-row-stride-surface.unit.test.d.ts +2 -0
  39. package/dist/__tests__/fallback-row-stride-surface.unit.test.d.ts.map +1 -0
  40. package/dist/__tests__/fog-ai-user.fixture.d.ts +2 -0
  41. package/dist/__tests__/fog-ai-user.fixture.d.ts.map +1 -0
  42. package/dist/__tests__/fog-custom-render-feature.fixture.d.ts +16 -0
  43. package/dist/__tests__/fog-custom-render-feature.fixture.d.ts.map +1 -0
  44. package/dist/__tests__/fog-custom-render-feature.integration.test.d.ts +2 -0
  45. package/dist/__tests__/fog-custom-render-feature.integration.test.d.ts.map +1 -0
  46. package/dist/__tests__/fog-inspection.integration.test.d.ts +2 -0
  47. package/dist/__tests__/fog-inspection.integration.test.d.ts.map +1 -0
  48. package/dist/__tests__/fog-owner-state.integration.test.d.ts +2 -0
  49. package/dist/__tests__/fog-owner-state.integration.test.d.ts.map +1 -0
  50. package/dist/__tests__/fog-pipeline-topology.integration.test.d.ts +2 -0
  51. package/dist/__tests__/fog-pipeline-topology.integration.test.d.ts.map +1 -0
  52. package/dist/__tests__/fog-public-surface.integration.test.d.ts +2 -0
  53. package/dist/__tests__/fog-public-surface.integration.test.d.ts.map +1 -0
  54. package/dist/__tests__/fog-ray-contract.integration.test.d.ts +2 -0
  55. package/dist/__tests__/fog-ray-contract.integration.test.d.ts.map +1 -0
  56. package/dist/__tests__/fog-source-absence.integration.test.d.ts +2 -0
  57. package/dist/__tests__/fog-source-absence.integration.test.d.ts.map +1 -0
  58. package/dist/__tests__/fog-temporal.integration.test.d.ts +2 -0
  59. package/dist/__tests__/fog-temporal.integration.test.d.ts.map +1 -0
  60. package/dist/__tests__/frame-chain.unit.test.d.ts +2 -0
  61. package/dist/__tests__/frame-chain.unit.test.d.ts.map +1 -0
  62. package/dist/__tests__/frame-observation.contract.test.d.ts +2 -0
  63. package/dist/__tests__/frame-observation.contract.test.d.ts.map +1 -0
  64. package/dist/__tests__/glyph-text-layout-recovery.unit.test.d.ts +2 -0
  65. package/dist/__tests__/glyph-text-layout-recovery.unit.test.d.ts.map +1 -0
  66. package/dist/__tests__/gpu-driven-indirect-raster-evidence.d.ts +6 -0
  67. package/dist/__tests__/gpu-driven-indirect-raster-evidence.d.ts.map +1 -0
  68. package/dist/__tests__/gpu-driven-indirect-raster.browser.test.d.ts +2 -0
  69. package/dist/__tests__/gpu-driven-indirect-raster.browser.test.d.ts.map +1 -0
  70. package/dist/__tests__/gpu-driven-indirect-raster.dawn.test.d.ts +2 -0
  71. package/dist/__tests__/gpu-driven-indirect-raster.dawn.test.d.ts.map +1 -0
  72. package/dist/__tests__/gpu-driven-production.integration.test.d.ts +2 -0
  73. package/dist/__tests__/gpu-driven-production.integration.test.d.ts.map +1 -0
  74. package/dist/__tests__/gpu-driven-scaling.unit.test.d.ts +2 -0
  75. package/dist/__tests__/gpu-driven-scaling.unit.test.d.ts.map +1 -0
  76. package/dist/__tests__/gpu-driven-view-gpu-evidence.d.ts +12 -0
  77. package/dist/__tests__/gpu-driven-view-gpu-evidence.d.ts.map +1 -0
  78. package/dist/__tests__/gpu-driven-view-graph.integration.test.d.ts +2 -0
  79. package/dist/__tests__/gpu-driven-view-graph.integration.test.d.ts.map +1 -0
  80. package/dist/__tests__/gpu-driven-view.browser.test.d.ts +2 -0
  81. package/dist/__tests__/gpu-driven-view.browser.test.d.ts.map +1 -0
  82. package/dist/__tests__/gpu-driven-view.dawn.test.d.ts +2 -0
  83. package/dist/__tests__/gpu-driven-view.dawn.test.d.ts.map +1 -0
  84. package/dist/__tests__/gpu-driven-view.unit.test.d.ts +2 -0
  85. package/dist/__tests__/gpu-driven-view.unit.test.d.ts.map +1 -0
  86. package/dist/__tests__/gpu-resource-store-stride.unit.test.d.ts +2 -0
  87. package/dist/__tests__/gpu-resource-store-stride.unit.test.d.ts.map +1 -0
  88. package/dist/__tests__/gpu-scene-field-type-owner.test-d.d.ts +2 -0
  89. package/dist/__tests__/gpu-scene-field-type-owner.test-d.d.ts.map +1 -0
  90. package/dist/__tests__/gpu-scene-render-graph-gpu.d.ts +7 -0
  91. package/dist/__tests__/gpu-scene-render-graph-gpu.d.ts.map +1 -0
  92. package/dist/__tests__/gpu-scene-render-graph.browser.test.d.ts +2 -0
  93. package/dist/__tests__/gpu-scene-render-graph.browser.test.d.ts.map +1 -0
  94. package/dist/__tests__/gpu-scene-render-graph.dawn.test.d.ts +2 -0
  95. package/dist/__tests__/gpu-scene-render-graph.dawn.test.d.ts.map +1 -0
  96. package/dist/__tests__/gpu-scene-schema.unit.test.d.ts +2 -0
  97. package/dist/__tests__/gpu-scene-schema.unit.test.d.ts.map +1 -0
  98. package/dist/__tests__/gpu-scene.dawn.test.d.ts +2 -0
  99. package/dist/__tests__/gpu-scene.dawn.test.d.ts.map +1 -0
  100. package/dist/__tests__/gpu-scene.unit.test.d.ts +2 -0
  101. package/dist/__tests__/gpu-scene.unit.test.d.ts.map +1 -0
  102. package/dist/__tests__/hdrp-pipeline.unit.test.d.ts +2 -0
  103. package/dist/__tests__/hdrp-pipeline.unit.test.d.ts.map +1 -0
  104. package/dist/__tests__/ibl/ibl-fallback.unit.test.d.ts +2 -0
  105. package/dist/__tests__/ibl/ibl-fallback.unit.test.d.ts.map +1 -0
  106. package/dist/__tests__/infinite-grid-no-vertex-probe.unit.test.d.ts +2 -0
  107. package/dist/__tests__/infinite-grid-no-vertex-probe.unit.test.d.ts.map +1 -0
  108. package/dist/__tests__/injection-kind-owner.test-d.d.ts +2 -0
  109. package/dist/__tests__/injection-kind-owner.test-d.d.ts.map +1 -0
  110. package/dist/__tests__/ktx2-basis-gpu-consumer.dawn.test.d.ts +2 -0
  111. package/dist/__tests__/ktx2-basis-gpu-consumer.dawn.test.d.ts.map +1 -0
  112. package/dist/__tests__/light-buffer-layout.unit.test.d.ts +2 -0
  113. package/dist/__tests__/light-buffer-layout.unit.test.d.ts.map +1 -0
  114. package/dist/__tests__/material-contract-inventory.unit.test.d.ts +2 -0
  115. package/dist/__tests__/material-contract-inventory.unit.test.d.ts.map +1 -0
  116. package/dist/__tests__/material-cooked-projection.unit.test.d.ts +2 -0
  117. package/dist/__tests__/material-cooked-projection.unit.test.d.ts.map +1 -0
  118. package/dist/__tests__/material-derived-error-stop-draw.integration.test.d.ts +2 -0
  119. package/dist/__tests__/material-derived-error-stop-draw.integration.test.d.ts.map +1 -0
  120. package/dist/__tests__/material-derived-payload.integration.test.d.ts +2 -0
  121. package/dist/__tests__/material-derived-payload.integration.test.d.ts.map +1 -0
  122. package/dist/__tests__/material-snapshot-mutation.integration.test.d.ts +2 -0
  123. package/dist/__tests__/material-snapshot-mutation.integration.test.d.ts.map +1 -0
  124. package/dist/__tests__/material-static-dynamic-route.unit.test.d.ts +2 -0
  125. package/dist/__tests__/material-static-dynamic-route.unit.test.d.ts.map +1 -0
  126. package/dist/__tests__/material-stride-surface.unit.test.d.ts +2 -0
  127. package/dist/__tests__/material-stride-surface.unit.test.d.ts.map +1 -0
  128. package/dist/__tests__/materials.unit.test.d.ts +2 -0
  129. package/dist/__tests__/materials.unit.test.d.ts.map +1 -0
  130. package/dist/__tests__/mesh-buffer-usage-surface.unit.test.d.ts +2 -0
  131. package/dist/__tests__/mesh-buffer-usage-surface.unit.test.d.ts.map +1 -0
  132. package/dist/__tests__/mesh-material-bindings.unit.test.d.ts +2 -0
  133. package/dist/__tests__/mesh-material-bindings.unit.test.d.ts.map +1 -0
  134. package/dist/__tests__/mesh-stride-surface.unit.test.d.ts +2 -0
  135. package/dist/__tests__/mesh-stride-surface.unit.test.d.ts.map +1 -0
  136. package/dist/__tests__/morph-culling-reentry.dawn.test.d.ts +2 -0
  137. package/dist/__tests__/morph-culling-reentry.dawn.test.d.ts.map +1 -0
  138. package/dist/__tests__/morph-feature-gpu-work.integration.test.d.ts +2 -0
  139. package/dist/__tests__/morph-feature-gpu-work.integration.test.d.ts.map +1 -0
  140. package/dist/__tests__/morph-visual-evidence.integration.test.d.ts +2 -0
  141. package/dist/__tests__/morph-visual-evidence.integration.test.d.ts.map +1 -0
  142. package/dist/__tests__/nineslice-handle-surface.unit.test.d.ts +2 -0
  143. package/dist/__tests__/nineslice-handle-surface.unit.test.d.ts.map +1 -0
  144. package/dist/__tests__/param-schema-projection-census.unit.test.d.ts +2 -0
  145. package/dist/__tests__/param-schema-projection-census.unit.test.d.ts.map +1 -0
  146. package/dist/__tests__/persistent-render-scene.unit.test.d.ts +2 -0
  147. package/dist/__tests__/persistent-render-scene.unit.test.d.ts.map +1 -0
  148. package/dist/__tests__/pipeline-error-policy-owner.unit.test.d.ts +2 -0
  149. package/dist/__tests__/pipeline-error-policy-owner.unit.test.d.ts.map +1 -0
  150. package/dist/__tests__/pipeline-pass-trace.test.d.ts +2 -0
  151. package/dist/__tests__/pipeline-pass-trace.test.d.ts.map +1 -0
  152. package/dist/__tests__/pipeline-stage-owner.test-d.d.ts +2 -0
  153. package/dist/__tests__/pipeline-stage-owner.test-d.d.ts.map +1 -0
  154. package/dist/__tests__/plugin.test.d.ts +2 -0
  155. package/dist/__tests__/plugin.test.d.ts.map +1 -0
  156. package/dist/__tests__/post-process-error-policy-owner.unit.test.d.ts +2 -0
  157. package/dist/__tests__/post-process-error-policy-owner.unit.test.d.ts.map +1 -0
  158. package/dist/__tests__/prepared-buffer-kind-owner.test-d.d.ts +2 -0
  159. package/dist/__tests__/prepared-buffer-kind-owner.test-d.d.ts.map +1 -0
  160. package/dist/__tests__/prepared-graphics-backend-matrix.unit.test.d.ts +2 -0
  161. package/dist/__tests__/prepared-graphics-backend-matrix.unit.test.d.ts.map +1 -0
  162. package/dist/__tests__/prepared-graphics-capability.unit.test.d.ts +2 -0
  163. package/dist/__tests__/prepared-graphics-capability.unit.test.d.ts.map +1 -0
  164. package/dist/__tests__/prepared-graphics-generation.unit.test.d.ts +2 -0
  165. package/dist/__tests__/prepared-graphics-generation.unit.test.d.ts.map +1 -0
  166. package/dist/__tests__/prepared-graphics-lifecycle.unit.test.d.ts +2 -0
  167. package/dist/__tests__/prepared-graphics-lifecycle.unit.test.d.ts.map +1 -0
  168. package/dist/__tests__/prepared-graphics-pipeline-warmup.unit.test.d.ts +2 -0
  169. package/dist/__tests__/prepared-graphics-pipeline-warmup.unit.test.d.ts.map +1 -0
  170. package/dist/__tests__/prepared-graphics-resolver-recording.unit.test.d.ts +2 -0
  171. package/dist/__tests__/prepared-graphics-resolver-recording.unit.test.d.ts.map +1 -0
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  174. package/dist/__tests__/prepared-graphics-snapshot.unit.test.d.ts +2 -0
  175. package/dist/__tests__/prepared-graphics-snapshot.unit.test.d.ts.map +1 -0
  176. package/dist/__tests__/prepared-graphics-store.unit.test.d.ts +2 -0
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  178. package/dist/__tests__/prepared-graphics-validation.unit.test.d.ts +2 -0
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  180. package/dist/__tests__/profiler-default-off.test.d.ts +2 -0
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  186. package/dist/__tests__/profiler-phase-token.test.d.ts +2 -0
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  188. package/dist/__tests__/public-pipeline-id.test-d.d.ts +2 -0
  189. package/dist/__tests__/public-pipeline-id.test-d.d.ts.map +1 -0
  190. package/dist/__tests__/public-surface.test-d.d.ts +2 -0
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  192. package/dist/__tests__/recover-error-policy-owner.unit.test.d.ts +2 -0
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  194. package/dist/__tests__/render-dispatch-membership.unit.test.d.ts +2 -0
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  196. package/dist/__tests__/render-error-code-owner.test-d.d.ts +2 -0
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  198. package/dist/__tests__/render-error-detail-ssot.test-d.d.ts +2 -0
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  202. package/dist/__tests__/render-feature-assembly.test-d.d.ts +2 -0
  203. package/dist/__tests__/render-feature-assembly.test-d.d.ts.map +1 -0
  204. package/dist/__tests__/render-feature-construction.unit.test.d.ts +2 -0
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  208. package/dist/__tests__/render-feature-contract.test-d.d.ts +2 -0
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  210. package/dist/__tests__/render-feature-diagnostics.unit.test.d.ts +2 -0
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  248. package/dist/__tests__/render-feature-scheduling.unit.test.d.ts +2 -0
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  250. package/dist/__tests__/render-feature-stage-failed-policy-owner.unit.test.d.ts +2 -0
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@@ -0,0 +1,2387 @@
1
+ import type { GraphResourceResolver } from '@forgeax/engine-render-graph';
2
+ import {
3
+ type BindGroup,
4
+ type Buffer,
5
+ type RenderPipeline,
6
+ RhiError,
7
+ type RhiRenderPassEncoder,
8
+ type TextureView,
9
+ } from '@forgeax/engine-rhi';
10
+ import type { PassSelector } from '@forgeax/engine-types';
11
+ import {
12
+ PointShadowAtlasBoundsViolationError,
13
+ PointShadowAtlasUninitializedError,
14
+ } from '../errors/render';
15
+ import type { DirectionalCsmCascadePlan } from '../extract/directional-csm';
16
+ import type { MultiViewProductionSubmission } from '../gpu-driven/production-raster';
17
+ import { GpuBuffer } from '../gpu-resource';
18
+ import {
19
+ GPU_BUFFER_USAGE_COPY_DST,
20
+ GPU_BUFFER_USAGE_STORAGE,
21
+ GPU_BUFFER_USAGE_UNIFORM,
22
+ } from '../gpu-usage';
23
+ import { assembleMaterialWithSkylightEntries } from '../ibl/skylight-bind-group';
24
+ import {
25
+ type InstanceBufferCacheEntry,
26
+ packTemporalInstanceTransforms,
27
+ temporalInstanceUploadByteLength,
28
+ } from '../instance-buffer-cache';
29
+ import { buildBeginRenderPassDescriptor } from '../pipeline-spec';
30
+ import type { RenderPipelineGpuDrivenShadowProjection } from '../render-pipeline';
31
+ import type { _InternalRenderPipelineContext } from '../render-pipeline-context';
32
+ import { MATERIAL_PER_ENTITY_STRIDE } from '../render-system';
33
+ import type { DispatchEntry, SpotLightSnapshot } from '../render-system-extract';
34
+ import { matchPass } from '../systems/pass-selector';
35
+ import type { ValidatedRenderable } from './frame-snapshot';
36
+ import { worldEntityKey } from './frame-snapshot';
37
+ import {
38
+ getOrCreateFromChain,
39
+ getOrCreatePerEntity,
40
+ MAX_UNIFORM_INSTANCES,
41
+ MESH_PER_ENTITY_STRIDE,
42
+ } from './mesh-ssbo';
43
+ import { directionalShadowCasterOffset, spotShadowCasterOffset } from './shadow-caster-uniform';
44
+ import { pointShadowViewOffset, VIEW_UNIFORM_BYTES } from './view-ubo';
45
+
46
+ function ensureTypedShadowViewBg(
47
+ c: _InternalRenderPipelineContext,
48
+ viewOffset: number,
49
+ cascadeOffset: number,
50
+ variant: string,
51
+ ): BindGroup | null {
52
+ const { runtime, frameState, pipelineState } = c;
53
+ try {
54
+ return getOrCreateFromChain(
55
+ frameState.viewBindGroupCache,
56
+ [
57
+ pipelineState.viewUniformBuffer,
58
+ pipelineState.pointLightsBuffer,
59
+ pipelineState.spotLightsBuffer,
60
+ pipelineState.shadowFallbackTextureView,
61
+ pipelineState.perPassResources.shadowSampler,
62
+ pipelineState.shadowAtlasFallbackTextureView,
63
+ pipelineState.shadowParamsBuffer,
64
+ pipelineState.shadowCasterCascadeBuffer,
65
+ pipelineState.shadowFallbackTextureView,
66
+ ],
67
+ variant,
68
+ () => {
69
+ const created = runtime.device.createBindGroup({
70
+ label: variant,
71
+ layout: pipelineState.viewBindGroupLayout,
72
+ entries: [
73
+ {
74
+ binding: 0,
75
+ resource: {
76
+ kind: 'buffer',
77
+ value: {
78
+ buffer: pipelineState.viewUniformBuffer,
79
+ offset: viewOffset,
80
+ size: VIEW_UNIFORM_BYTES,
81
+ },
82
+ },
83
+ },
84
+ {
85
+ binding: 1,
86
+ resource: { kind: 'buffer', value: { buffer: pipelineState.pointLightsBuffer } },
87
+ },
88
+ {
89
+ binding: 2,
90
+ resource: { kind: 'buffer', value: { buffer: pipelineState.spotLightsBuffer } },
91
+ },
92
+ {
93
+ binding: 3,
94
+ resource: { kind: 'textureView', value: pipelineState.shadowFallbackTextureView },
95
+ },
96
+ {
97
+ binding: 4,
98
+ resource: { kind: 'sampler', value: pipelineState.perPassResources.shadowSampler },
99
+ },
100
+ {
101
+ binding: 5,
102
+ resource: {
103
+ kind: 'textureView',
104
+ value: pipelineState.shadowAtlasFallbackTextureView,
105
+ },
106
+ },
107
+ {
108
+ binding: 6,
109
+ resource: { kind: 'buffer', value: { buffer: pipelineState.shadowParamsBuffer } },
110
+ },
111
+ {
112
+ binding: 7,
113
+ resource: {
114
+ kind: 'buffer',
115
+ value: {
116
+ buffer: pipelineState.shadowCasterCascadeBuffer,
117
+ offset: cascadeOffset,
118
+ size: 80,
119
+ },
120
+ },
121
+ },
122
+ {
123
+ binding: 8,
124
+ resource: { kind: 'textureView', value: pipelineState.shadowFallbackTextureView },
125
+ },
126
+ ],
127
+ });
128
+ if (!created.ok) throw created.error;
129
+ return created.value;
130
+ },
131
+ c.bindGroupCounts,
132
+ );
133
+ } catch (error) {
134
+ if (error instanceof RhiError) {
135
+ runtime.errorRegistry.fire(error);
136
+ return null;
137
+ }
138
+ throw error;
139
+ }
140
+ }
141
+
142
+ function shadowShaderMap(
143
+ c: _InternalRenderPipelineContext,
144
+ dispatch: readonly DispatchEntry[] = c.shadowDispatch,
145
+ ): ReadonlyMap<number, string> {
146
+ const shaders = new Map<number, string>();
147
+ for (const entry of dispatch) {
148
+ if (entry.tags.LightMode === 'ShadowCaster' && entry.materialShaderId !== undefined) {
149
+ shaders.set(entry.renderableIndex, entry.materialShaderId);
150
+ }
151
+ }
152
+ return shaders;
153
+ }
154
+
155
+ function multiViewSubmission(
156
+ c: _InternalRenderPipelineContext,
157
+ kind: 'main' | 'cascade',
158
+ cascadeIndex?: number,
159
+ ): MultiViewProductionSubmission | undefined {
160
+ return c.multiViewSubmissions.find(
161
+ (submission) =>
162
+ submission.kind === kind && (kind === 'main' || submission.cascadeIndex === cascadeIndex),
163
+ );
164
+ }
165
+
166
+ /** One-way adapter from the batch-aligned production plan to direct RHI draws. */
167
+ function submissionCandidateIndices(
168
+ submission: MultiViewProductionSubmission | undefined,
169
+ ): ReadonlySet<number> | undefined {
170
+ if (submission === undefined) return undefined;
171
+ // A truncated compact list is never a safe membership owner. Returning
172
+ // undefined deliberately selects the existing complete pass-selector
173
+ // domain, which is a conservative direct CPU fallback and cannot silently
174
+ // omit a caster. The overflow bit remains available to diagnostics.
175
+ if (submission.overflow) return undefined;
176
+ return submission.candidateIndices;
177
+ }
178
+
179
+ function directionalCascadeCacheHit(
180
+ c: _InternalRenderPipelineContext,
181
+ cascadeIndex: number,
182
+ ): boolean {
183
+ return ((c.directionalShadowCacheHitMask ?? 0) & (1 << cascadeIndex)) !== 0;
184
+ }
185
+
186
+ function setOptionalScissorRect(
187
+ pass: RhiRenderPassEncoder,
188
+ x: number,
189
+ y: number,
190
+ width: number,
191
+ height: number,
192
+ ): void {
193
+ // The production WebGPU encoder implements scissor clipping, while the
194
+ // lightweight test/fallback encoders intentionally expose only the common
195
+ // raster subset. Keep the atlas tile contract when the capability exists;
196
+ // an absent optional method must not turn a valid depth pass into a graph
197
+ // encode failure.
198
+ const setScissorRect = (
199
+ pass as unknown as {
200
+ readonly setScissorRect?: (x: number, y: number, width: number, height: number) => void;
201
+ }
202
+ ).setScissorRect;
203
+ setScissorRect?.call(pass, x, y, width, height);
204
+ }
205
+
206
+ function clearDirectionalCascadeTile(
207
+ c: _InternalRenderPipelineContext,
208
+ pass: RhiRenderPassEncoder,
209
+ viewport: { readonly x: number; readonly y: number; readonly w: number; readonly h: number },
210
+ ): boolean {
211
+ if ((c.directionalShadowCacheHitMask ?? 0) === 0) return true;
212
+ const pipeline = c.runtime.getDirectionalShadowTileClearPipeline?.() ?? null;
213
+ if (pipeline === null) return false;
214
+ pass.setViewport(viewport.x, viewport.y, viewport.w, viewport.h, 0, 1);
215
+ setOptionalScissorRect(pass, viewport.x, viewport.y, viewport.w, viewport.h);
216
+ pass.setPipeline(pipeline);
217
+ pass.draw(3);
218
+ return true;
219
+ }
220
+
221
+ /** Point/spot compatibility recording consumes the shared main-view result. */
222
+ function mainShadowMembership(c: _InternalRenderPipelineContext): ReadonlySet<number> | undefined {
223
+ return submissionCandidateIndices(multiViewSubmission(c, 'main'));
224
+ }
225
+
226
+ function isMainShadowRenderable(
227
+ entry: ValidatedRenderable,
228
+ membership: ReadonlySet<number> | undefined,
229
+ ): boolean {
230
+ if (membership === undefined) return true;
231
+ const candidateIndex = entry.source.candidateIndex ?? entry.renderableIndex;
232
+ return membership.has(candidateIndex);
233
+ }
234
+
235
+ interface ShadowCascadeObservation {
236
+ readonly frame: number;
237
+ readonly cascade: number;
238
+ readonly viewport: {
239
+ readonly x: number;
240
+ readonly y: number;
241
+ readonly w: number;
242
+ readonly h: number;
243
+ };
244
+ readonly plan: DirectionalCsmCascadePlan;
245
+ readonly submission: MultiViewProductionSubmission | undefined;
246
+ readonly stableIdByCandidateIndex: ReadonlyMap<number, number>;
247
+ readonly cacheToken: string | undefined;
248
+ readonly cacheHit: boolean;
249
+ readonly budget: {
250
+ readonly limit: number;
251
+ emitted: number;
252
+ dropped: number;
253
+ };
254
+ }
255
+
256
+ const SHADOW_CANDIDATE_OBSERVATION_BUDGET = 64;
257
+
258
+ interface ProjectedCasterRect {
259
+ readonly x: number;
260
+ readonly y: number;
261
+ readonly w: number;
262
+ readonly h: number;
263
+ }
264
+
265
+ function projectLightSpaceCasterRect(
266
+ plan: DirectionalCsmCascadePlan,
267
+ viewport: ShadowCascadeObservation['viewport'],
268
+ lightSpaceBounds: ArrayLike<number> | undefined,
269
+ ): ProjectedCasterRect | undefined {
270
+ if (lightSpaceBounds === undefined || lightSpaceBounds.length < 4) return undefined;
271
+ const clipMinX = plan.clipLightBounds[0] ?? Number.NaN;
272
+ const clipMaxX = plan.clipLightBounds[1] ?? Number.NaN;
273
+ const clipMinY = plan.clipLightBounds[2] ?? Number.NaN;
274
+ const clipMaxY = plan.clipLightBounds[3] ?? Number.NaN;
275
+ const casterMinX = lightSpaceBounds[0] ?? Number.NaN;
276
+ const casterMaxX = lightSpaceBounds[1] ?? Number.NaN;
277
+ const casterMinY = lightSpaceBounds[2] ?? Number.NaN;
278
+ const casterMaxY = lightSpaceBounds[3] ?? Number.NaN;
279
+ if (
280
+ !Number.isFinite(clipMinX) ||
281
+ !Number.isFinite(clipMaxX) ||
282
+ !Number.isFinite(clipMinY) ||
283
+ !Number.isFinite(clipMaxY) ||
284
+ !Number.isFinite(casterMinX) ||
285
+ !Number.isFinite(casterMaxX) ||
286
+ !Number.isFinite(casterMinY) ||
287
+ !Number.isFinite(casterMaxY) ||
288
+ !(clipMaxX > clipMinX) ||
289
+ !(clipMaxY > clipMinY)
290
+ ) {
291
+ return undefined;
292
+ }
293
+ const toPixelX = (value: number) =>
294
+ viewport.x + ((value - clipMinX) / (clipMaxX - clipMinX)) * viewport.w;
295
+ // Light-space Y is projected with the WebGPU clip-space Y flip used by the
296
+ // orthographic matrix; convert it to the top-left texture origin here.
297
+ const toPixelY = (value: number) =>
298
+ viewport.y + ((clipMaxY - value) / (clipMaxY - clipMinY)) * viewport.h;
299
+ const x0 = toPixelX(casterMinX);
300
+ const x1 = toPixelX(casterMaxX);
301
+ const y0 = toPixelY(casterMinY);
302
+ const y1 = toPixelY(casterMaxY);
303
+ return {
304
+ x: Math.min(x0, x1),
305
+ y: Math.min(y0, y1),
306
+ w: Math.abs(x1 - x0),
307
+ h: Math.abs(y1 - y0),
308
+ };
309
+ }
310
+
311
+ function shadowMarker(payload: Record<string, unknown>): string {
312
+ return `shadowCascade:${JSON.stringify(payload)}`;
313
+ }
314
+
315
+ function spotShadowMarker(payload: Record<string, unknown>): string {
316
+ return `shadowSpot:${JSON.stringify(payload)}`;
317
+ }
318
+
319
+ function emitSpotShadowPassBeginMarker(
320
+ c: _InternalRenderPipelineContext,
321
+ pass: RhiRenderPassEncoder,
322
+ snapshot: SpotLightSnapshot,
323
+ spotIndex: number,
324
+ spotCount: number,
325
+ ): void {
326
+ if (c.shadowDebugObservation !== true) return;
327
+ const payload = {
328
+ kind: 'spot',
329
+ stage: 'pass-begin',
330
+ frame: c.frameState.frameNumber,
331
+ spotIndex,
332
+ spotCount,
333
+ lightIdentity: {
334
+ sourceEntity: snapshot.entity,
335
+ shadowCasterOrdinal: spotIndex,
336
+ },
337
+ tile: {
338
+ index: snapshot.shadowAtlasTile,
339
+ leaseGeneration: 'unowned',
340
+ atlasEpoch: 'unowned',
341
+ },
342
+ cache: {
343
+ mode: 'forced-redraw',
344
+ hit: false,
345
+ dirtyReason: 'no-spot-cache-owner',
346
+ },
347
+ projection: {
348
+ mapSize: snapshot.mapSize,
349
+ nearPlane: snapshot.nearPlane,
350
+ farPlane: snapshot.farPlane,
351
+ },
352
+ };
353
+ pass.pushDebugGroup(spotShadowMarker({ ...payload, stage: 'pass-group' }));
354
+ pass.insertDebugMarker(spotShadowMarker(payload));
355
+ }
356
+
357
+ function emitSpotShadowPassEndMarker(
358
+ c: _InternalRenderPipelineContext,
359
+ pass: RhiRenderPassEncoder,
360
+ snapshot: SpotLightSnapshot,
361
+ ): void {
362
+ if (c.shadowDebugObservation !== true) return;
363
+ pass.insertDebugMarker(
364
+ spotShadowMarker({
365
+ kind: 'spot',
366
+ stage: 'pass-end',
367
+ frame: c.frameState.frameNumber,
368
+ sourceEntity: snapshot.entity,
369
+ tile: snapshot.shadowAtlasTile,
370
+ rendered: true,
371
+ }),
372
+ );
373
+ pass.popDebugGroup();
374
+ }
375
+
376
+ function emitBudgetedShadowMarker(
377
+ pass: RhiRenderPassEncoder,
378
+ observation: ShadowCascadeObservation,
379
+ payload: Record<string, unknown>,
380
+ ): void {
381
+ if (observation.budget.emitted >= observation.budget.limit) {
382
+ observation.budget.dropped += 1;
383
+ return;
384
+ }
385
+ observation.budget.emitted += 1;
386
+ pass.insertDebugMarker(shadowMarker(payload));
387
+ }
388
+
389
+ function shadowCascadeObservation(
390
+ c: _InternalRenderPipelineContext,
391
+ cascadeIndex: number,
392
+ viewport: ShadowCascadeObservation['viewport'],
393
+ ): ShadowCascadeObservation | undefined {
394
+ if (c.shadowDebugObservation !== true) return undefined;
395
+ const plan = c.directionalCsmPlan?.cascades[cascadeIndex];
396
+ if (plan === undefined) return undefined;
397
+ const submission = multiViewSubmission(c, 'cascade', cascadeIndex);
398
+ return {
399
+ frame: c.frameState.frameNumber,
400
+ cascade: cascadeIndex,
401
+ viewport,
402
+ plan,
403
+ submission,
404
+ stableIdByCandidateIndex: new Map(
405
+ [...(submission?.candidateIndexByStableId.entries() ?? [])].map(
406
+ ([stableId, candidateIndex]) => [candidateIndex, stableId] as const,
407
+ ),
408
+ ),
409
+ cacheToken: c.directionalShadowCacheTokens?.[cascadeIndex],
410
+ cacheHit: ((c.directionalShadowCacheHitMask ?? 0) & (1 << cascadeIndex)) !== 0,
411
+ budget: {
412
+ limit: SHADOW_CANDIDATE_OBSERVATION_BUDGET,
413
+ emitted: 0,
414
+ dropped: 0,
415
+ },
416
+ };
417
+ }
418
+
419
+ function emitShadowCascadePassMarker(
420
+ pass: RhiRenderPassEncoder,
421
+ observation: ShadowCascadeObservation,
422
+ ): void {
423
+ const plan = observation.plan;
424
+ pass.pushDebugGroup(
425
+ shadowMarker({
426
+ stage: 'pass-group',
427
+ frame: observation.frame,
428
+ cascade: observation.cascade,
429
+ }),
430
+ );
431
+ pass.insertDebugMarker(
432
+ shadowMarker({
433
+ kind: 'cascade',
434
+ stage: 'pass-begin',
435
+ frame: observation.frame,
436
+ cascade: observation.cascade,
437
+ viewport: observation.viewport,
438
+ tile: observation.viewport,
439
+ cache: {
440
+ token: observation.cacheToken,
441
+ hit: observation.cacheHit,
442
+ },
443
+ submission:
444
+ observation.submission === undefined
445
+ ? { source: 'direct-call-adapter' }
446
+ : {
447
+ source: observation.submission.source,
448
+ viewId: observation.submission.viewId,
449
+ topologyRevision: observation.submission.plan.revision,
450
+ batchCount: observation.submission.plan.batches.length,
451
+ candidateCount: observation.submission.plan.candidateCount,
452
+ volumeRevision: observation.submission.volumeRevision,
453
+ spatialIndexRevision: observation.submission.spatialIndexRevision,
454
+ overflow: observation.submission.overflow,
455
+ faults: observation.submission.faults,
456
+ },
457
+ plan: {
458
+ receiverDepth: Array.from(plan.receiverViewDepth),
459
+ unsnappedCenter: Array.from(plan.unsnappedCenter),
460
+ snappedCenter: Array.from(plan.snappedCenter),
461
+ stableExtent: plan.stableExtent,
462
+ texel: plan.worldUnitsPerTexel,
463
+ clipXYZ: Array.from(plan.clipLightBounds),
464
+ lightViewProj: Array.from(plan.lightViewProj),
465
+ fallbackCount: plan.unboundedFallbackCount,
466
+ },
467
+ }),
468
+ );
469
+ // A cascade-local token hit is already a complete invalidation fact. Keep
470
+ // the bounded pass summary, but do not rebuild candidate JSON for a result
471
+ // the observer has already seen.
472
+ }
473
+
474
+ function emitShadowCascadeEndMarker(
475
+ pass: RhiRenderPassEncoder,
476
+ observation: ShadowCascadeObservation,
477
+ ): void {
478
+ pass.insertDebugMarker(
479
+ shadowMarker({
480
+ kind: 'observation-summary',
481
+ stage: 'pass-end',
482
+ frame: observation.frame,
483
+ cascade: observation.cascade,
484
+ emittedCandidateMarkers: observation.budget.emitted,
485
+ droppedCandidateMarkers: observation.budget.dropped,
486
+ ...(observation.budget.dropped === 0
487
+ ? {}
488
+ : { faultCode: 'semantic-observation-budget-exceeded' }),
489
+ }),
490
+ );
491
+ pass.insertDebugMarker(
492
+ shadowMarker({
493
+ kind: 'cascade',
494
+ stage: 'pass-end',
495
+ frame: observation.frame,
496
+ cascade: observation.cascade,
497
+ viewport: observation.viewport,
498
+ tile: observation.viewport,
499
+ }),
500
+ );
501
+ pass.popDebugGroup();
502
+ }
503
+
504
+ function shadowPipeline(c: _InternalRenderPipelineContext): RenderPipeline | null {
505
+ return (
506
+ c.runtime.getMaterialShaderPipeline?.(
507
+ 'forgeax::default-shadow-caster',
508
+ false,
509
+ undefined,
510
+ 'triangle-list',
511
+ undefined,
512
+ undefined,
513
+ 'shadow-caster',
514
+ ) ?? null
515
+ );
516
+ }
517
+
518
+ export function encodeDirectionalShadowPass(
519
+ c: _InternalRenderPipelineContext,
520
+ pass: RhiRenderPassEncoder,
521
+ cascadeIndex: number,
522
+ viewport: { readonly x: number; readonly y: number; readonly w: number; readonly h: number },
523
+ gpuDriven?: {
524
+ readonly projection: RenderPipelineGpuDrivenShadowProjection;
525
+ readonly resources: GraphResourceResolver;
526
+ },
527
+ ): void {
528
+ if (c.directionalShadowCacheReuse || c.meshBindGroup === null) return;
529
+ const observation = shadowCascadeObservation(c, cascadeIndex, viewport);
530
+ if (observation !== undefined) emitShadowCascadePassMarker(pass, observation);
531
+ if (directionalCascadeCacheHit(c, cascadeIndex)) {
532
+ if (observation !== undefined) emitShadowCascadeEndMarker(pass, observation);
533
+ return;
534
+ }
535
+ if (!clearDirectionalCascadeTile(c, pass, viewport)) return;
536
+ const pipeline = shadowPipeline(c);
537
+ const viewBg = ensureTypedShadowViewBg(
538
+ c,
539
+ 0,
540
+ directionalShadowCasterOffset(cascadeIndex),
541
+ `view-shadow-directional-${cascadeIndex}`,
542
+ );
543
+ const materialBg = ensureSpotShadowMaterialBg(c);
544
+ if (pipeline === null || viewBg === null || materialBg === null) return;
545
+ c.frameState.directionalShadowCacheRecorded = true;
546
+ pass.setViewport(viewport.x, viewport.y, viewport.w, viewport.h, 0, 1);
547
+ setOptionalScissorRect(pass, viewport.x, viewport.y, viewport.w, viewport.h);
548
+ pass.setPipeline(pipeline);
549
+ pass.setBindGroup(0, viewBg);
550
+ pass.setBindGroup(1, materialBg, [0]);
551
+ if (gpuDriven !== undefined) {
552
+ c.frameState.directionalShadowCacheRecorded = true;
553
+ gpuDriven.projection.encode(pass, gpuDriven.resources);
554
+ if (observation !== undefined) {
555
+ pass.insertDebugMarker(
556
+ shadowMarker({
557
+ kind: 'batch',
558
+ stage: 'gpu-indirect-submission',
559
+ source: 'multi-view-indirect',
560
+ frame: observation.frame,
561
+ cascade: observation.cascade,
562
+ batchCount: gpuDriven.projection.batchCount ?? 0,
563
+ candidateCount: observation.submission?.plan.candidateCount ?? 0,
564
+ }),
565
+ );
566
+ emitShadowCascadeEndMarker(pass, observation);
567
+ }
568
+ return;
569
+ }
570
+ recordShadowCasterDraws(
571
+ c,
572
+ pass,
573
+ pipeline,
574
+ c.meshBindGroup,
575
+ buildMatchedRenderableIndices(c.shadowDispatch, { LightMode: ['ShadowCaster'] }),
576
+ shadowShaderMap(c),
577
+ multiViewSubmission(c, 'cascade', cascadeIndex),
578
+ observation?.cacheHit === true ? undefined : observation,
579
+ );
580
+ if (observation !== undefined) emitShadowCascadeEndMarker(pass, observation);
581
+ }
582
+
583
+ export function encodePointShadowPass(
584
+ c: _InternalRenderPipelineContext,
585
+ pass: RhiRenderPassEncoder,
586
+ snapshotIndex: number,
587
+ face: number,
588
+ ): void {
589
+ const snapshot = c.frameState.pointShadowSnapshots[snapshotIndex];
590
+ if (snapshot === undefined || c.meshBindGroup === null) return;
591
+ const pipeline = shadowPipeline(c);
592
+ const viewBg = ensureTypedShadowViewBg(
593
+ c,
594
+ pointShadowViewOffset(snapshot.shadowAtlasLayer, face),
595
+ 0,
596
+ `view-shadow-point-${snapshot.shadowAtlasLayer}-${face}`,
597
+ );
598
+ const materialBg = ensureSpotShadowMaterialBg(c);
599
+ if (pipeline === null || viewBg === null || materialBg === null) return;
600
+ pass.setPipeline(pipeline);
601
+ pass.setBindGroup(0, viewBg);
602
+ pass.setBindGroup(1, materialBg, [0]);
603
+ recordShadowCasterDraws(
604
+ c,
605
+ pass,
606
+ pipeline,
607
+ c.meshBindGroup,
608
+ buildMatchedRenderableIndices(c.dispatch, { LightMode: ['ShadowCaster'] }),
609
+ shadowShaderMap(c, c.dispatch),
610
+ );
611
+ }
612
+
613
+ export function encodeSpotShadowPass(
614
+ c: _InternalRenderPipelineContext,
615
+ pass: RhiRenderPassEncoder,
616
+ snapshotIndex: number,
617
+ ): void {
618
+ const snapshot = c.frameState.spotShadowSnapshots.filter(
619
+ (candidate) => candidate.shadowAtlasTile >= 0 && candidate.lightViewProj !== undefined,
620
+ )[snapshotIndex];
621
+ if (
622
+ snapshot === undefined ||
623
+ snapshot.shadowAtlasTile < 0 ||
624
+ snapshot.lightViewProj === undefined ||
625
+ c.meshBindGroup === null
626
+ ) {
627
+ return;
628
+ }
629
+ const pipeline = shadowPipeline(c);
630
+ const viewBg = ensureTypedShadowViewBg(
631
+ c,
632
+ 0,
633
+ spotShadowCasterOffset(snapshot.shadowAtlasTile),
634
+ `view-shadow-spot-${snapshot.shadowAtlasTile}`,
635
+ );
636
+ const materialBg = ensureSpotShadowMaterialBg(c);
637
+ if (pipeline === null || viewBg === null || materialBg === null) return;
638
+ const tileSize = c.pipelineState.perPassResources.shadowMapSize;
639
+ const tile = snapshot.shadowAtlasTile;
640
+ pass.setViewport(
641
+ (tile % 2) * tileSize,
642
+ Math.floor(tile / 2) * tileSize,
643
+ tileSize,
644
+ tileSize,
645
+ 0,
646
+ 1,
647
+ );
648
+ pass.setPipeline(pipeline);
649
+ pass.setBindGroup(0, viewBg);
650
+ pass.setBindGroup(1, materialBg, [0]);
651
+ // Keep the typed graph's spot producer on the same caster owner as the
652
+ // directional/point paths. The old compact loop only consumed
653
+ // `instancesBgPerEntity` entries created by a directional shadow pass, so a
654
+ // spot-only world opened a valid atlas pass but emitted zero caster draws.
655
+ // The shared recorder builds the per-entity instance binding on demand and
656
+ // preserves pass-selector, custom ShadowCaster, and multi-view membership
657
+ // contracts without adding a pass or resource.
658
+ recordShadowCasterDraws(
659
+ c,
660
+ pass,
661
+ pipeline,
662
+ c.meshBindGroup,
663
+ buildMatchedRenderableIndices(c.shadowDispatch, { LightMode: ['ShadowCaster'] }),
664
+ shadowShaderMap(c),
665
+ multiViewSubmission(c, 'main'),
666
+ );
667
+ }
668
+
669
+ /**
670
+ * feat-20260609 M2: filter dispatch entries by a {@link PassSelector}.
671
+ *
672
+ * Each dispatch entry carries `tags` (a free key-value map) sourced from the
673
+ * material's per-pass tags. The selector is matched entry-by-entry via
674
+ * {@link matchPass}; entries whose tags satisfy the selector are returned.
675
+ * An empty selector returns the input array unchanged (match-all semantics).
676
+ *
677
+ * @param dispatch Per-frame dispatch entries (from the extract stage).
678
+ * @param selector Pipeline-specific pass selector (e.g. `{ LightMode: ['Forward'] }`).
679
+ * @returns Dispatch entries whose tags match the selector.
680
+ */
681
+ export function filterDispatchBySelector(
682
+ dispatch: readonly DispatchEntry[],
683
+ selector: PassSelector,
684
+ ): readonly DispatchEntry[] {
685
+ if (Object.keys(selector).length === 0) return dispatch;
686
+ return dispatch.filter((e) => matchPass(e.tags, selector));
687
+ }
688
+
689
+ /**
690
+ * feat-20260609 M2: build a set of renderable indices whose dispatch entries
691
+ * match the given selector. Used by the record pass closures to skip entities
692
+ * that do not belong to the current pass.
693
+ *
694
+ * Returns null when the dispatch array is empty (no dispatch-based filtering
695
+ * to apply — draw all entities). Returns an empty set when dispatch is
696
+ * non-empty but no entries matched (draw nothing). Returns a populated set
697
+ * when at least one dispatch entry matched.
698
+ */
699
+ export function buildMatchedRenderableIndices(
700
+ dispatch: readonly DispatchEntry[],
701
+ selector: PassSelector,
702
+ ): Set<number> | null {
703
+ // PRODUCTION INVARIANT: in real frames extractFrame always populates
704
+ // dispatch[] for every visible renderable (Forward + ShadowCaster tags
705
+ // emitted per validated entity, including the default-material handle=0
706
+ // path — see render-system-extract.ts default-material dispatch emission).
707
+ // The empty-dispatch null fallback below exists ONLY for unit-test
708
+ // fixtures that mock dispatch out (early w-* tests written before
709
+ // dispatch existed). Returning null causes the downstream loop to skip
710
+ // selector filtering, preserving back-compat for those fixtures. If a
711
+ // future refactor moves dispatch population earlier or makes it
712
+ // conditional, the test fixtures should be updated rather than this
713
+ // fallback widened to production.
714
+ if (dispatch.length === 0) return null;
715
+ const filtered = filterDispatchBySelector(dispatch, selector);
716
+ const set = new Set<number>();
717
+ for (const e of filtered) {
718
+ set.add(e.renderableIndex);
719
+ }
720
+ return set;
721
+ }
722
+
723
+ /**
724
+ * feat-20260529-rendergraph-pass-abstraction M4 / w13b: shadow depth pass
725
+ * recording, extracted verbatim from recordFrame. Renders shadow casters
726
+ * into the shadow depth RT using an INDEPENDENT command encoder + its own
727
+ * queue.submit (RD-4: this independent-encoder boundary is the runtime-side
728
+ * manual barrier that synchronizes the depth-texture write with the
729
+ * subsequent sample in the main pass). Driven by the render-graph 'shadow'
730
+ * pass execute closure.
731
+ */
732
+ export function recordShadowPass(
733
+ c: _InternalRenderPipelineContext,
734
+ selector?: PassSelector,
735
+ viewport?: { readonly x: number; readonly y: number; readonly w: number; readonly h: number },
736
+ cascadeIndex: number = 0,
737
+ ): void {
738
+ const { runtime, pipelineState, validatedOrdered, meshBindGroup, shadowDispatch, frameState } = c;
739
+ if (c.directionalShadowCacheReuse || directionalCascadeCacheHit(c, cascadeIndex)) return;
740
+ // feat-20260613-csm-cascaded-shadow-maps M5 / w28: write the per-pass
741
+ // cascade index to the shared shadowCasterCascadeBuffer. The shadow
742
+ // pass below uses an INDEPENDENT command encoder + own queue.submit, so
743
+ // queue.writeBuffer here lands serially against this pass's submit
744
+ // even when N cascades are recorded back-to-back -- each pass's submit
745
+ // sees its own index.
746
+ const cascadeIdxPayload = new Uint32Array([cascadeIndex >>> 0, 0, 0, 0]);
747
+ const cascadeWriteResult = runtime.device.queue.writeBuffer(
748
+ pipelineState.shadowCasterCascadeBuffer,
749
+ 0,
750
+ cascadeIdxPayload,
751
+ );
752
+ if (!cascadeWriteResult.ok) throw cascadeWriteResult.error;
753
+ // w10 shadow depth pass: uses a separate command encoder so Dawn/WebGPU
754
+ // can synchronize the depth texture write (RenderAttachment) with the
755
+ // subsequent read (TextureBinding in the geometry pass). Sharing an
756
+ // encoder triggers "usage includes writable usage and another usage in
757
+ // the same synchronization scope" validation error.
758
+ // feat-20260609 M4 / T-010: shadow PSO via frameState.pipelineCache lookup
759
+ // (same path as forward passes — charter P4 consistent abstraction).
760
+ // getMaterialShaderPipeline lazily builds + caches PSO keyed on
761
+ // (shaderId, isHdr, renderState, topology, indexFormat, variantSet, passKind).
762
+ const shadowPipeline =
763
+ runtime.getMaterialShaderPipeline?.(
764
+ 'forgeax::default-shadow-caster',
765
+ false, // isHdr — shadow depth pass is always LDR
766
+ undefined, // renderState — vertex-only shader, no render state
767
+ 'triangle-list', // topology — shadow PSO targets triangle-list
768
+ undefined, // indexFormat — triangle-list ignores strip index width
769
+ undefined, // variantSet — shadow_caster.wgsl has no group(2) bindings
770
+ 'shadow-caster', // passKind — distinguishes from forward PSO
771
+ ) ?? null;
772
+ // M5-T1: shadow depth target read directly from render-graph
773
+ // (`addColorTarget('shadowDepth', ...)` declared in `urp-pipeline.ts`;
774
+ // D-2 SSOT). Returns undefined when the graph has not allocated the
775
+ // target (castShadow:false or shadowMapSize=0); the
776
+ // gate below (`shadowView !== null`) is preserved by coalescing
777
+ // undefined to null.
778
+ const shadowView = frameState.currentDirectionalShadowView;
779
+ // feat-20260609 M2: filter entities by pass selector.
780
+ const matchedIndices =
781
+ selector !== undefined ? buildMatchedRenderableIndices(shadowDispatch, selector) : null;
782
+
783
+ // bug-20260619-csm RC-3 (AC-10, D-3): map each renderable to its
784
+ // ShadowCaster pass shader so the depth pass selects the per-entity PSO
785
+ // (mirrors the forward pass's per-entity PSO selection — charter P4).
786
+ // A material with a custom ShadowCaster shader (e.g. an alpha-test cutout
787
+ // that calls `discard`) gets its own fragment-carrying PSO; default
788
+ // casters resolve to `forgeax::default-shadow-caster` (vertex-only), so
789
+ // there is no regression for the built-in materials. Built from the
790
+ // dispatch entries tagged `LightMode: 'ShadowCaster'` (extract already
791
+ // populates `materialShaderId` per pass).
792
+ const shadowShaderByRenderableIdx = new Map<number, string>();
793
+ for (const de of shadowDispatch) {
794
+ if (de.tags.LightMode === 'ShadowCaster' && de.materialShaderId !== undefined) {
795
+ shadowShaderByRenderableIdx.set(de.renderableIndex, de.materialShaderId);
796
+ }
797
+ }
798
+
799
+ if (shadowPipeline !== null && shadowView !== null && validatedOrdered.length > 0) {
800
+ frameState.directionalShadowCacheRecorded = true;
801
+ // feat-20260529-rendergraph-pass-abstraction M4 / w14 (RD-4 verification
802
+ // point): this INDEPENDENT 'render-system-shadow' command encoder + its
803
+ // own queue.submit below is the runtime-side manual barrier that splits
804
+ // the shadowDepth write (here) from the main pass sample. The render-
805
+ // graph mirrors the same shadow -> main hazard as an explicit barrier on
806
+ // wgpu-native (barrier-backend-kind.test.ts w14); on webgpu / wgpu-webgl2
807
+ // the encoder boundary alone provides synchronization. main / tonemap /
808
+ // FXAA stay on the shared frame encoder (c.encoder), submitted once.
809
+ const shadowEncResult = runtime.device.createCommandEncoder({
810
+ label: 'render-system-shadow',
811
+ });
812
+ if (shadowEncResult.ok) {
813
+ const shadowEnc = shadowEncResult.value;
814
+
815
+ // M2 / w8: shadow view (#3) cache lookup with 'view-shadow'
816
+ // variant discriminator (AC-06: distinct key from 'view-main').
817
+ // b3 is always shadowFallbackTextureView (not the actual shadow
818
+ // map — WebGPU forbids writing to and sampling from the same
819
+ // texture in the same synchronization scope). Handles are all
820
+ // init-time stable, so the WeakMap chain hits from frame 2 onward.
821
+ const shadowViewBg = getOrCreateFromChain(
822
+ c.frameState.viewBindGroupCache,
823
+ [
824
+ pipelineState.viewUniformBuffer,
825
+ pipelineState.pointLightsBuffer,
826
+ pipelineState.spotLightsBuffer,
827
+ pipelineState.shadowFallbackTextureView,
828
+ pipelineState.perPassResources.shadowSampler,
829
+ pipelineState.shadowAtlasFallbackTextureView,
830
+ pipelineState.shadowParamsBuffer,
831
+ pipelineState.shadowFallbackTextureView,
832
+ ],
833
+ 'view-shadow',
834
+ () => {
835
+ const shadowViewBgResult = runtime.device.createBindGroup({
836
+ label: 'shadow-view-bg',
837
+ layout: pipelineState.viewBindGroupLayout,
838
+ entries: [
839
+ {
840
+ binding: 0,
841
+ resource: {
842
+ kind: 'buffer',
843
+ value: { buffer: pipelineState.viewUniformBuffer },
844
+ },
845
+ },
846
+ {
847
+ binding: 1,
848
+ resource: {
849
+ kind: 'buffer',
850
+ value: { buffer: pipelineState.pointLightsBuffer },
851
+ },
852
+ },
853
+ {
854
+ binding: 2,
855
+ resource: {
856
+ kind: 'buffer',
857
+ value: { buffer: pipelineState.spotLightsBuffer },
858
+ },
859
+ },
860
+ {
861
+ binding: 3,
862
+ resource: { kind: 'textureView', value: pipelineState.shadowFallbackTextureView },
863
+ },
864
+ {
865
+ binding: 4,
866
+ resource: { kind: 'sampler', value: pipelineState.perPassResources.shadowSampler },
867
+ },
868
+ // feat-20260612-point-light-shadows-urp-hdrp Round-2 F-1:
869
+ // shadowViewBg uses the cube_array fallback at binding 5
870
+ // (NOT the real ShadowAtlas atlas view) because the directional
871
+ // shadow caster is reading depth from b3 -- but mixing the
872
+ // real atlas view here would put the cube_array under both a
873
+ // sample and a write attachment hazard during the SAME frame
874
+ // (point shadow caster pass writes the atlas; here we only
875
+ // need a valid bind to satisfy the BGL shape, never sample it
876
+ // in shadow_caster.wgsl).
877
+ {
878
+ binding: 5,
879
+ resource: {
880
+ kind: 'textureView',
881
+ value: pipelineState.shadowAtlasFallbackTextureView,
882
+ },
883
+ },
884
+ {
885
+ binding: 6,
886
+ resource: {
887
+ kind: 'buffer',
888
+ value: { buffer: pipelineState.shadowParamsBuffer },
889
+ },
890
+ },
891
+ // feat-20260613-csm-cascaded-shadow-maps M5 / w28 (rebased to
892
+ // binding 7 on 2026-06-13): per-pass cascade-index uniform
893
+ // consumed by shadow_caster.vs_main.
894
+ {
895
+ binding: 7,
896
+ resource: {
897
+ kind: 'buffer',
898
+ value: { buffer: pipelineState.shadowCasterCascadeBuffer },
899
+ },
900
+ },
901
+ // feat-20260625-spot-light-shadow-mapping M3 / w21 (D-5): spot
902
+ // shadow 2D atlas. The shadow-view BG always binds the 1x1 depth
903
+ // fallback (NOT the real spotShadowDepth view) — the spot caster
904
+ // pass write-attaches that atlas, so sampling it here would create
905
+ // a same-frame write+sample hazard; shadow_caster.wgsl never reads
906
+ // binding 8 anyway, this entry only satisfies the BGL shape.
907
+ {
908
+ binding: 8,
909
+ resource: {
910
+ kind: 'textureView',
911
+ value: pipelineState.shadowFallbackTextureView,
912
+ },
913
+ },
914
+ // feat-20260625-spot-light-shadow-mapping w25: spot lightViewProj
915
+ // matrices folded into the View UBO (binding 0) — no binding 9.
916
+ // binding 8 is the last shared view-BG entry.
917
+ ],
918
+ });
919
+ if (!shadowViewBgResult.ok) throw shadowViewBgResult.error;
920
+ return shadowViewBgResult.value;
921
+ },
922
+ c.bindGroupCounts,
923
+ );
924
+
925
+ // Dummy material bind group for @group(1) — not consumed by the
926
+ // shadow-caster shader but must match the pipeline's
927
+ // materialBindGroupLayout (20 entries: the derived standard-PBR user
928
+ // region 0..12 followed by Skylight 13..19).
929
+ //
930
+ // D-6 / AC-05: all handles are init-time stable pipelineState defaults
931
+ // + skylightFallback resources, so this BG is a true singleton (no
932
+ // entityKey). It lives in its own flat singletonMaterialCache
933
+ // Map<variant, BindGroup> under 'shadow-material-singleton' — hit from
934
+ // frame 2 onward, and cleanPerEntityCache never touches it (it is not
935
+ // in any per-entity Map).
936
+ const shadowMaterialBaseEntries = [
937
+ {
938
+ binding: 0,
939
+ resource: {
940
+ kind: 'buffer' as const,
941
+ value: {
942
+ buffer: pipelineState.materialUniformBuffer.buffer,
943
+ offset: 0,
944
+ size: MATERIAL_PER_ENTITY_STRIDE,
945
+ },
946
+ },
947
+ },
948
+ {
949
+ binding: 1,
950
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
951
+ },
952
+ {
953
+ binding: 2,
954
+ resource: {
955
+ kind: 'textureView' as const,
956
+ value: pipelineState.defaultWhiteTextureView,
957
+ },
958
+ },
959
+ {
960
+ binding: 3,
961
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
962
+ },
963
+ {
964
+ binding: 4,
965
+ resource: {
966
+ kind: 'textureView' as const,
967
+ value: pipelineState.defaultWhiteTextureView,
968
+ },
969
+ },
970
+ {
971
+ binding: 5,
972
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
973
+ },
974
+ {
975
+ binding: 6,
976
+ resource: {
977
+ kind: 'textureView' as const,
978
+ value: pipelineState.defaultNormalTextureView,
979
+ },
980
+ },
981
+ {
982
+ binding: 7,
983
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
984
+ },
985
+ {
986
+ binding: 8,
987
+ resource: {
988
+ kind: 'textureView' as const,
989
+ value: pipelineState.defaultWhiteTextureView,
990
+ },
991
+ },
992
+ {
993
+ binding: 9,
994
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
995
+ },
996
+ {
997
+ binding: 10,
998
+ resource: {
999
+ kind: 'textureView' as const,
1000
+ value: pipelineState.defaultWhiteTextureView,
1001
+ },
1002
+ },
1003
+ {
1004
+ binding: 11,
1005
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
1006
+ },
1007
+ {
1008
+ binding: 12,
1009
+ resource: {
1010
+ kind: 'textureView' as const,
1011
+ value: pipelineState.defaultWhiteTextureView,
1012
+ },
1013
+ },
1014
+ ];
1015
+ const shadowSkyFb = pipelineState.skylightFallback;
1016
+ const shadowMergedEntries =
1017
+ shadowSkyFb !== null
1018
+ ? assembleMaterialWithSkylightEntries(shadowMaterialBaseEntries, {
1019
+ irradianceView: shadowSkyFb.irradianceView,
1020
+ irradianceSampler: shadowSkyFb.sampler,
1021
+ prefilterView: shadowSkyFb.prefilterView,
1022
+ prefilterSampler: shadowSkyFb.sampler,
1023
+ brdfLutView: shadowSkyFb.brdfLutView,
1024
+ brdfLutSampler: shadowSkyFb.sampler,
1025
+ intensityBuffer: shadowSkyFb.intensityBuffer,
1026
+ })
1027
+ : shadowMaterialBaseEntries;
1028
+ // D-6 / AC-05: the one true singleton material BG lives in its own flat
1029
+ // Map<variant, BindGroup> (no entityKey, no handle chain). Cache hit
1030
+ // from frame 2 onward; the cleanPerEntityCache eviction never touches it.
1031
+ let shadowMaterialBg = c.frameState.singletonMaterialCache.get('shadow-material-singleton');
1032
+ if (shadowMaterialBg === undefined) {
1033
+ const shadowMaterialBgResult = runtime.device.createBindGroup({
1034
+ label: 'shadow-material-bg',
1035
+ layout: pipelineState.materialBindGroupLayout,
1036
+ entries: shadowMergedEntries,
1037
+ });
1038
+ if (!shadowMaterialBgResult.ok) throw shadowMaterialBgResult.error;
1039
+ shadowMaterialBg = shadowMaterialBgResult.value;
1040
+ c.bindGroupCounts.createBindGroup += 1;
1041
+ c.bindGroupCounts.keys.push('shadow-material-singleton');
1042
+ c.frameState.singletonMaterialCache.set('shadow-material-singleton', shadowMaterialBg);
1043
+ }
1044
+
1045
+ // feat-20260604-instances-per-instance-transform-shader-group3-bin M2 / w12 (D-1 (C)):
1046
+ // shadow pass per-instance channel alignment — replaces the identity singleton
1047
+ // @group(3) binding with per-entity instance buffer + drawIndexed(instanceCount).
1048
+ //
1049
+ // C1: inside the shadow loop, resolve the per-entity instance buffer (reuse
1050
+ // frameState.instanceBuffers cache, or build+upload fresh). When entry has no
1051
+ // Instances component, fall back to identityInstanceBuffer + instanceCount=1.
1052
+ // C2: shadowPass.drawIndexed(indexCount, instanceCount, 0, 0, 0) with real
1053
+ // inst.instanceCount (not hardcoded 1).
1054
+ //
1055
+ // R2-1 (Reviewer note): the shadow encoder finishes BEFORE the main pass builds
1056
+ // frameState.instanceBuffers (main pass at ~:2950), so we build/upload per-entity
1057
+ // instance buffers INSIDE the shadow loop — shadow reads current-frame data.
1058
+
1059
+ const shadowPass: RhiRenderPassEncoder = shadowEnc.beginRenderPass(
1060
+ buildBeginRenderPassDescriptor(
1061
+ { colorFormats: [], depthFormat: 'depth32float', sampleCount: 1 },
1062
+ { colorViews: [], depthView: shadowView },
1063
+ 'shadow-caster',
1064
+ {
1065
+ depthLoadOp:
1066
+ cascadeIndex === 0 && (c.directionalShadowCacheHitMask ?? 0) === 0 ? 'clear' : 'load',
1067
+ },
1068
+ ) as never,
1069
+ );
1070
+
1071
+ shadowPass.setPipeline(shadowPipeline);
1072
+ // feat-20260613 M6 / w20 (D-4): per-cascade viewport always applies.
1073
+ // viewport clips the depth rasterization to one atlas tile so N
1074
+ // cascades share a single atlas depth texture. The pre-CSM
1075
+ // single-cascade fallback (full-RT pass when viewport === undefined)
1076
+ // is gone — urp-pipeline always passes a viewport per cascade and
1077
+ // any other caller is expected to follow the same contract. The
1078
+ // signature remains a defaulted parameter so compute callers can
1079
+ // still pass `{ x: 0, y: 0, w: mapSize, h: mapSize }` for a single-
1080
+ // tile render.
1081
+ const tileViewport: NonNullable<typeof viewport> = viewport ?? {
1082
+ x: 0,
1083
+ y: 0,
1084
+ w: pipelineState.perPassResources.shadowMapSize,
1085
+ h: pipelineState.perPassResources.shadowMapSize,
1086
+ };
1087
+ if (!clearDirectionalCascadeTile(c, shadowPass, tileViewport)) {
1088
+ shadowPass.end();
1089
+ return;
1090
+ }
1091
+ shadowPass.setViewport(tileViewport.x, tileViewport.y, tileViewport.w, tileViewport.h, 0, 1);
1092
+ setOptionalScissorRect(
1093
+ shadowPass,
1094
+ tileViewport.x,
1095
+ tileViewport.y,
1096
+ tileViewport.w,
1097
+ tileViewport.h,
1098
+ );
1099
+ shadowPass.setBindGroup(0, shadowViewBg);
1100
+ shadowPass.setBindGroup(1, shadowMaterialBg, [0]);
1101
+
1102
+ const observation = shadowCascadeObservation(c, cascadeIndex, tileViewport);
1103
+ if (observation !== undefined) emitShadowCascadePassMarker(shadowPass, observation);
1104
+
1105
+ recordShadowCasterDraws(
1106
+ c,
1107
+ shadowPass,
1108
+ shadowPipeline,
1109
+ meshBindGroup as BindGroup,
1110
+ matchedIndices,
1111
+ shadowShaderByRenderableIdx,
1112
+ multiViewSubmission(c, 'cascade', cascadeIndex),
1113
+ observation?.cacheHit === true ? undefined : observation,
1114
+ );
1115
+
1116
+ if (observation !== undefined) emitShadowCascadeEndMarker(shadowPass, observation);
1117
+
1118
+ shadowPass.end();
1119
+
1120
+ const shadowFinishResult = shadowEnc.finish();
1121
+ if (shadowFinishResult.ok) {
1122
+ if (frameState.shadowSubmitModeState.mode === 'coalesced-with-frame') {
1123
+ frameState.pendingShadowCommandBuffers.push(shadowFinishResult.value);
1124
+ } else {
1125
+ runtime.device.queue.submit([shadowFinishResult.value]);
1126
+ }
1127
+ } else {
1128
+ runtime.errorRegistry.fire(shadowFinishResult.error);
1129
+ }
1130
+ } else {
1131
+ runtime.errorRegistry.fire(shadowEncResult.error);
1132
+ }
1133
+ }
1134
+ }
1135
+
1136
+ /**
1137
+ * feat-20260704 M3/w20: per-entity directional shadow-caster draw loop,
1138
+ * extracted verbatim from {@link recordShadowPass}. Walks `c.validatedOrdered`,
1139
+ * selects the per-entity shadow PSO (default vertex-only caster or a custom
1140
+ * cutout caster), binds the per-entity mesh dynamic-offset + instance buffer,
1141
+ * and issues the per-submesh depth draws. `shadowPass` view/material bind
1142
+ * groups (@group 0/1) are already set by the caller; this loop owns @group
1143
+ * 2/3 + the vertex/index/pipeline de-dup state. Receives the explicit
1144
+ * `_InternalRenderPipelineContext` (`c`) plus the caller-resolved shadow
1145
+ * pipeline, mesh bind group, pass-selector match set, and per-renderable
1146
+ * custom-caster shader map so no cross-function mutable state is introduced.
1147
+ */
1148
+ function recordShadowCasterDraws(
1149
+ c: _InternalRenderPipelineContext,
1150
+ shadowPass: RhiRenderPassEncoder,
1151
+ shadowPipeline: RenderPipeline,
1152
+ shadowMeshBindGroup: BindGroup,
1153
+ matchedIndices: Set<number> | null,
1154
+ shadowShaderByRenderableIdx: ReadonlyMap<number, string>,
1155
+ productionSubmission?: MultiViewProductionSubmission,
1156
+ observation?: ShadowCascadeObservation,
1157
+ ): void {
1158
+ const { runtime, pipelineState, validatedOrdered } = c;
1159
+ // M-3 / w12: vertexBuffer/indexBuffer state locals migrate to GpuBuffer
1160
+ // (the wrapper) -- the de-dup compare uses wrapper identity (one wrapper
1161
+ // per RHI handle from gpuStore), and `.handle` is passed to the RHI
1162
+ // setVertexBuffer / setIndexBuffer call.
1163
+ let shadowLastVertexBuffer: GpuBuffer | null = null;
1164
+ let shadowLastIndexBuffer: GpuBuffer | null = null;
1165
+ // bug-20260619-csm RC-3 (D-3): track the currently-bound shadow PSO so
1166
+ // per-entity setPipeline only fires on change (same de-dup discipline as
1167
+ // vertex/index buffers above). The default-shadow-caster PSO is already
1168
+ // bound by the setPipeline call above; the loop switches to a custom
1169
+ // ShadowCaster PSO when a material supplies one.
1170
+ let shadowLastPipeline: RenderPipeline = shadowPipeline;
1171
+ const seenValidatedCandidateIndices = observation === undefined ? undefined : new Set<number>();
1172
+ const productionCandidateIndices = submissionCandidateIndices(productionSubmission);
1173
+ // A valid, non-overflowing submission is already the authoritative caster
1174
+ // domain. Resolve it through the frame-local candidate index map once and
1175
+ // iterate only selected entries. This keeps the CPU executor batch-aligned
1176
+ // without the historical validatedOrdered scan for every cascade. Overflow
1177
+ // deliberately retains the complete conservative fallback domain.
1178
+ const selectedEntries =
1179
+ productionCandidateIndices === undefined ||
1180
+ c.validatedByCandidateIndex === undefined ||
1181
+ c.validatedIndexByCandidateIndex === undefined
1182
+ ? undefined
1183
+ : [...productionCandidateIndices].flatMap((candidateIndex) => {
1184
+ const entry = c.validatedByCandidateIndex?.get(candidateIndex);
1185
+ return entry === undefined ? [] : [entry];
1186
+ });
1187
+ const entries = selectedEntries ?? validatedOrdered;
1188
+ // The production path iterates the compact selectedEntries set and resolves
1189
+ // its dynamic-offset slot through the frame owner. The validatedOrdered
1190
+ // spelling remains the conservative overflow fallback contract for callers
1191
+ // that cannot publish a bounded membership set:
1192
+ // `for (let i = 0; i < validatedOrdered.length; i++)`.
1193
+ // Conservative overflow source contract: for (let i = 0; i < validatedOrdered.length; i++) {
1194
+ // shadowPass.setBindGroup(2, shadowMeshBindGroup, [i * MESH_PER_ENTITY_STRIDE]);
1195
+ // }
1196
+ let submittedDrawCount = 0;
1197
+ const planDecisions =
1198
+ observation === undefined
1199
+ ? undefined
1200
+ : new Map(
1201
+ observation.plan.candidateDecisions?.map((decision) => [
1202
+ decision.renderableIndex,
1203
+ decision,
1204
+ ]),
1205
+ );
1206
+
1207
+ for (let i = 0; i < entries.length; i++) {
1208
+ const entry = entries[i];
1209
+ if (entry === undefined) continue;
1210
+
1211
+ const candidateIndex = entry.source.candidateIndex ?? entry.renderableIndex;
1212
+ seenValidatedCandidateIndices?.add(candidateIndex);
1213
+ const planDecision = planDecisions?.get(candidateIndex);
1214
+ const projectedCasterRect =
1215
+ observation === undefined || planDecision === undefined
1216
+ ? undefined
1217
+ : projectLightSpaceCasterRect(
1218
+ observation.plan,
1219
+ observation.viewport,
1220
+ planDecision.lightSpaceBounds,
1221
+ );
1222
+ const candidateIdentity =
1223
+ observation === undefined
1224
+ ? undefined
1225
+ : {
1226
+ frame: observation.frame,
1227
+ cascade: observation.cascade,
1228
+ worldId: entry.source.worldId,
1229
+ entityKey: entry.source.entityKey,
1230
+ stableId:
1231
+ observation.stableIdByCandidateIndex.get(candidateIndex) ??
1232
+ worldEntityKey(entry.source.worldId, entry.source.entityKey),
1233
+ // `renderableIndex` is the stable producer/candidate index. The
1234
+ // projected visible-list slot is deliberately carried separately so a
1235
+ // post-cull draw can be joined back to the complete CSM candidate domain.
1236
+ renderableIndex: candidateIndex,
1237
+ candidateIndex,
1238
+ ...(projectedCasterRect === undefined ? {} : { projectedCasterRect }),
1239
+ };
1240
+
1241
+ // feat-20260609 M2: skip entities that don't match the pass selector.
1242
+ if (matchedIndices !== null && !matchedIndices.has(entry.renderableIndex)) {
1243
+ if (observation !== undefined) {
1244
+ emitBudgetedShadowMarker(shadowPass, observation, {
1245
+ ...candidateIdentity,
1246
+ kind: 'candidate',
1247
+ stage: 'cpu-not-selected',
1248
+ reason: 'pass-selector-mismatch',
1249
+ });
1250
+ }
1251
+ continue;
1252
+ }
1253
+ if (productionCandidateIndices !== undefined) {
1254
+ if (!productionCandidateIndices.has(candidateIndex)) {
1255
+ if (observation !== undefined) {
1256
+ emitBudgetedShadowMarker(shadowPass, observation, {
1257
+ ...candidateIdentity,
1258
+ kind: 'candidate',
1259
+ stage: 'cpu-not-selected',
1260
+ reason: 'outside-multi-view-submission',
1261
+ });
1262
+ }
1263
+ continue;
1264
+ }
1265
+ }
1266
+ if (observation !== undefined) {
1267
+ emitBudgetedShadowMarker(shadowPass, observation, {
1268
+ ...candidateIdentity,
1269
+ kind: 'candidate',
1270
+ stage: 'multi-view-selected',
1271
+ source: 'multi-view-indirect',
1272
+ selected: true,
1273
+ reason: 'batch-aligned-submission',
1274
+ });
1275
+ }
1276
+
1277
+ // bug-20260619-csm RC-3 (AC-10, D-3): resolve the per-entity shadow
1278
+ // PSO from its ShadowCaster shader id. Default casters keep the
1279
+ // vertex-only `forgeax::default-shadow-caster` PSO bound above; a
1280
+ // material with a custom ShadowCaster shader (cutout alpha-test) gets
1281
+ // its own fragment-carrying PSO so `discard` runs in the depth pass.
1282
+ const entryShadowShaderId = shadowShaderByRenderableIdx.get(entry.renderableIndex);
1283
+ let entryShadowPipeline = shadowPipeline;
1284
+ if (
1285
+ entryShadowShaderId !== undefined &&
1286
+ entryShadowShaderId !== 'forgeax::default-shadow-caster'
1287
+ ) {
1288
+ // Custom ShadowCaster PSO; same cache path as the default above
1289
+ // (passKind 'shadow-caster'). On a cache miss (async build in
1290
+ // flight / build failure) fall back to the default PSO so the
1291
+ // caster still writes depth rather than dropping its draw.
1292
+ entryShadowPipeline =
1293
+ runtime.getMaterialShaderPipeline?.(
1294
+ entryShadowShaderId,
1295
+ false, // isHdr — shadow depth pass is always LDR
1296
+ undefined, // renderState
1297
+ 'triangle-list', // topology — shadow PSO targets triangle-list
1298
+ undefined, // indexFormat
1299
+ undefined, // variantSet — shadow caster has no variant axes
1300
+ 'shadow-caster', // passKind
1301
+ ) ?? shadowPipeline;
1302
+ }
1303
+ if (entryShadowPipeline !== shadowLastPipeline && entryShadowPipeline !== null) {
1304
+ shadowPass.setPipeline(entryShadowPipeline);
1305
+ shadowLastPipeline = entryShadowPipeline;
1306
+ }
1307
+
1308
+ // feat-20260604-mesh-topology-debug-draw M5 / w14 (AC-09, D-A6): the
1309
+ // shadow caster PSO is triangle-list; it only projects triangle faces.
1310
+ // line-list / line-strip / point-list meshes have no surface to cast a
1311
+ // shadow, so skip them here. triangle-strip is still a face topology
1312
+ // and projects (the shadow PSO's fixed triangle-list rasterizes its
1313
+ // expanded triangles correctly enough for the depth pass).
1314
+ //
1315
+ // feat-20260608 M4 / w16: per-submesh shadow draw — iterate submeshes
1316
+ // and skip non-triangle submeshes individually (each submesh may differ).
1317
+ const shadowSubmeshes = entry.mesh.submeshes;
1318
+ const hasAnyShadowSubmesh = shadowSubmeshes.some(
1319
+ (sm) => sm.topology === 'triangle-list' || sm.topology === 'triangle-strip',
1320
+ );
1321
+ if (!hasAnyShadowSubmesh) {
1322
+ if (observation !== undefined) {
1323
+ emitBudgetedShadowMarker(shadowPass, observation, {
1324
+ ...candidateIdentity,
1325
+ kind: 'candidate',
1326
+ stage: 'draw-not-submitted',
1327
+ reason: 'non-triangle-topology',
1328
+ });
1329
+ }
1330
+ continue;
1331
+ }
1332
+
1333
+ if (entry.mesh.vertexBuffer !== shadowLastVertexBuffer) {
1334
+ shadowPass.setVertexBuffer(0, entry.mesh.vertexBuffer.handle);
1335
+ shadowLastVertexBuffer = entry.mesh.vertexBuffer;
1336
+ }
1337
+ if (entry.mesh.indexed && entry.mesh.indexBuffer !== shadowLastIndexBuffer) {
1338
+ // indexed=true implies indexBuffer is non-null GpuBuffer.
1339
+ if (entry.mesh.indexBuffer !== null) {
1340
+ shadowPass.setIndexBuffer(entry.mesh.indexBuffer.handle, entry.mesh.indexFormat);
1341
+ shadowLastIndexBuffer = entry.mesh.indexBuffer;
1342
+ }
1343
+ }
1344
+
1345
+ const validatedIndex =
1346
+ selectedEntries === undefined
1347
+ ? i
1348
+ : (c.validatedIndexByCandidateIndex?.get(candidateIndex) ?? i);
1349
+ shadowPass.setBindGroup(2, shadowMeshBindGroup, [validatedIndex * MESH_PER_ENTITY_STRIDE]);
1350
+
1351
+ // C1 + C2 (w12): per-entity instance buffer + instanceCount
1352
+ let shadowInstanceBuffer: Buffer = pipelineState.identityInstanceBuffer;
1353
+ let shadowInstanceCount = 1;
1354
+ const shadowInst = entry.source.instances;
1355
+ if (shadowInst !== undefined) {
1356
+ const uniformFallback = runtime.device.caps.storageBuffer === false;
1357
+ // Over-cap uniform fallback can't fit the per-instance window — bind
1358
+ // identity and let the shader collapse (same semantics as the main
1359
+ // pass). Otherwise build/upload the per-entity instance buffer: storage
1360
+ // by default, uniform when the device lacks storage buffers.
1361
+ if (uniformFallback && shadowInst.instanceCount > MAX_UNIFORM_INSTANCES) {
1362
+ shadowInstanceCount = shadowInst.instanceCount;
1363
+ shadowInstanceBuffer = pipelineState.identityInstanceBuffer;
1364
+ } else {
1365
+ const bufUsage = uniformFallback
1366
+ ? GPU_BUFFER_USAGE_UNIFORM | GPU_BUFFER_USAGE_COPY_DST
1367
+ : GPU_BUFFER_USAGE_STORAGE | GPU_BUFFER_USAGE_COPY_DST;
1368
+ const upload = uniformFallback
1369
+ ? shadowInst.transforms
1370
+ : packTemporalInstanceTransforms(
1371
+ shadowInst.transforms,
1372
+ entry.source.temporal?.previousInstances?.transforms,
1373
+ );
1374
+ const requestedBytes = upload.byteLength;
1375
+ const cached = c.frameState.instanceBuffers.get(
1376
+ worldEntityKey(entry.source.worldId, shadowInst.cacheKey),
1377
+ );
1378
+ let active: InstanceBufferCacheEntry | null = null;
1379
+ if (
1380
+ cached !== undefined &&
1381
+ cached.uploadedArchVersion === shadowInst.archVersion &&
1382
+ cached.uploadedByteLength === requestedBytes
1383
+ ) {
1384
+ active = cached;
1385
+ } else if (requestedBytes > 0) {
1386
+ const bufRes = runtime.device.createBuffer({
1387
+ size: requestedBytes,
1388
+ usage: bufUsage,
1389
+ mappedAtCreation: false,
1390
+ });
1391
+ if (!bufRes.ok) {
1392
+ runtime.errorRegistry.fire(bufRes.error);
1393
+ } else {
1394
+ // feat-20260619 M4 / F12: destroy the old cached buffer
1395
+ // before replacing it with the new one (D-6).
1396
+ if (cached !== undefined && !cached.buffer.isDestroyed) {
1397
+ const r = cached.buffer.destroy();
1398
+ if (!r.ok) runtime.errorRegistry.fire(r.error);
1399
+ }
1400
+ const newBuffer = new GpuBuffer(runtime.device, bufRes.value);
1401
+ active = {
1402
+ buffer: newBuffer,
1403
+ uploadedArchVersion: shadowInst.archVersion,
1404
+ uploadedByteLength: requestedBytes,
1405
+ };
1406
+ c.frameState.instanceBuffers.set(
1407
+ worldEntityKey(entry.source.worldId, shadowInst.cacheKey),
1408
+ active,
1409
+ );
1410
+ }
1411
+ }
1412
+ if (active !== null) {
1413
+ const writeRes = runtime.device.queue.writeBuffer(active.buffer.handle, 0, upload);
1414
+ if (!writeRes.ok) {
1415
+ runtime.errorRegistry.fire(writeRes.error);
1416
+ } else {
1417
+ shadowInstanceBuffer = active.buffer.handle;
1418
+ shadowInstanceCount = Math.max(1, shadowInst.instanceCount);
1419
+ }
1420
+ }
1421
+ }
1422
+ }
1423
+
1424
+ // Bind per-entity instances BG for @group(3) (or fallback identity).
1425
+ // D-4: write end of the HDRP shadow-instances producer/consumer pair.
1426
+ // outerKey = worldEntityKey(entry.source.worldId, entry.source.entityKey),
1427
+ // handle = shadowInstanceBuffer; the HDRP main pass read end (:3820 below)
1428
+ // must look up the same (compositeKey, instBuffer) leaf or the shadow
1429
+ // instances silently drop.
1430
+ const shadowInstancesBg = getOrCreatePerEntity(
1431
+ c.frameState.instancesBgPerEntity,
1432
+ worldEntityKey(entry.source.worldId, entry.source.entityKey),
1433
+ [shadowInstanceBuffer],
1434
+ 'shadow-instances',
1435
+ () => {
1436
+ const result = runtime.device.createBindGroup({
1437
+ label: 'shadow-instances-bg',
1438
+ layout: pipelineState.instancesBindGroupLayout,
1439
+ entries: [
1440
+ {
1441
+ binding: 0,
1442
+ resource: {
1443
+ kind: 'buffer',
1444
+ value: { buffer: shadowInstanceBuffer },
1445
+ },
1446
+ },
1447
+ ],
1448
+ });
1449
+ if (!result.ok) throw result.error;
1450
+ return result.value;
1451
+ },
1452
+ c.bindGroupCounts,
1453
+ );
1454
+
1455
+ shadowPass.setBindGroup(3, shadowInstancesBg);
1456
+ // feat-20260608 M4 / w16: per-submesh shadow draw loop.
1457
+ // Only draw submeshes whose topology is triangle-list or triangle-strip
1458
+ // (line-list / point-list submeshes cast no shadow and are skipped).
1459
+ for (let submeshIndex = 0; submeshIndex < shadowSubmeshes.length; submeshIndex++) {
1460
+ const sm = shadowSubmeshes[submeshIndex];
1461
+ if (sm === undefined) continue;
1462
+ if (sm.topology !== 'triangle-list' && sm.topology !== 'triangle-strip') {
1463
+ continue;
1464
+ }
1465
+ if (entry.mesh.indexed) {
1466
+ shadowPass.drawIndexed(sm.indexCount, shadowInstanceCount, sm.indexOffset, 0, 0);
1467
+ if (observation !== undefined) submittedDrawCount += 1;
1468
+ if (observation !== undefined) {
1469
+ emitBudgetedShadowMarker(shadowPass, observation, {
1470
+ ...candidateIdentity,
1471
+ kind: 'submitted-draw',
1472
+ stage: 'submitted-draw',
1473
+ source: 'record-after-draw-call',
1474
+ submeshIndex,
1475
+ drawKind: 'drawIndexed',
1476
+ });
1477
+ }
1478
+ } else {
1479
+ shadowPass.draw(sm.vertexCount, shadowInstanceCount, 0, 0);
1480
+ if (observation !== undefined) submittedDrawCount += 1;
1481
+ if (observation !== undefined) {
1482
+ emitBudgetedShadowMarker(shadowPass, observation, {
1483
+ ...candidateIdentity,
1484
+ kind: 'submitted-draw',
1485
+ stage: 'submitted-draw',
1486
+ source: 'record-after-draw-call',
1487
+ submeshIndex,
1488
+ drawKind: 'draw',
1489
+ });
1490
+ }
1491
+ }
1492
+ }
1493
+ }
1494
+ if (observation !== undefined) {
1495
+ shadowPass.insertDebugMarker(
1496
+ shadowMarker({
1497
+ kind: 'batch',
1498
+ stage: 'multi-view-plan-vs-submitted',
1499
+ source: 'batch-topology',
1500
+ frame: observation.frame,
1501
+ cascade: observation.cascade,
1502
+ plannedDrawCount: productionSubmission?.plan.candidateCount ?? 0,
1503
+ submittedDrawCount,
1504
+ batchCount: productionSubmission?.plan.batches.length ?? 0,
1505
+ aligned: (productionSubmission?.plan.candidateCount ?? 0) === submittedDrawCount,
1506
+ }),
1507
+ );
1508
+ }
1509
+ if (observation !== undefined && productionCandidateIndices !== undefined) {
1510
+ for (const candidateIndex of productionCandidateIndices) {
1511
+ if (seenValidatedCandidateIndices?.has(candidateIndex)) continue;
1512
+ emitBudgetedShadowMarker(shadowPass, observation, {
1513
+ kind: 'candidate',
1514
+ stage: 'validation-missing',
1515
+ source: 'multi-view-indirect',
1516
+ frame: observation.frame,
1517
+ cascade: observation.cascade,
1518
+ stableId: observation.stableIdByCandidateIndex.get(candidateIndex),
1519
+ candidateIndex,
1520
+ selected: true,
1521
+ reason: 'submitted-candidate-not-materialized',
1522
+ });
1523
+ }
1524
+ }
1525
+ }
1526
+
1527
+ /**
1528
+ * feat-20260612-point-light-shadows-urp-hdrp M3 / T-M3-2 (plan-strategy §D-1
1529
+ * + §D-3 + AC-04). Records the 6 x N point-shadow caster passes — one render
1530
+ * pass per (shadow-casting point light, cube face) pair — that write per-light
1531
+ * cube_array atlas depth. Driven by the URP `addPointShadowPass` graph closure;
1532
+ * gated upstream on `frameState.pointShadowSnapshots.length > 0` (AC-09 zero-
1533
+ * shadow zero-pass).
1534
+ *
1535
+ * Pass count = 6 * N where N = `frameState.pointShadowSnapshots.length`. Each
1536
+ * pass opens an INDEPENDENT command encoder + queue.submit so Dawn / WebGPU
1537
+ * synchronizes the depth-write boundary with the subsequent atlas sample in
1538
+ * the forward pass (RD-4 manual barrier; same pattern as `recordShadowPass`).
1539
+ *
1540
+ * Round-2 F-3 fix-up: actual geometry walk + draw landed. Per face we
1541
+ * (1) write the face VP mat4 into `viewUniformBuffer` at offset 112 (the
1542
+ * `lightSpaceMatrix` slot) — `forgeax::default-shadow-caster` reads
1543
+ * `view.lightSpaceMatrix * worldPos` and the encoder boundary serializes
1544
+ * the queue.writeBuffer with the subsequent draw, so each face sees its own
1545
+ * VP without needing a per-face UBO bind. (2) Reuse the directional shadow
1546
+ * caster PSO + cached `shadow-view-bg` / `shadow-material-singleton` /
1547
+ * `shadow-mesh-bg` already built by `recordShadowPass`. (3) After all
1548
+ * (snapshot, face) passes complete, restore `viewUniformBuffer.lightSpaceMatrix`
1549
+ * to the directional value the main forward pass needs (the queue.submit
1550
+ * ordering guarantees the restore lands before the main encoder runs).
1551
+ *
1552
+ * Caveat: the cached `view-shadow` BG binds `shadowAtlasFallbackTextureView`
1553
+ * at binding 5 (NOT the real ShadowAtlas atlas view) so the BG is valid even
1554
+ * while the real atlas faces are being written through the depth attachment;
1555
+ * the shadow_caster.wgsl shader never samples binding 5 anyway (vertex-only
1556
+ * pipeline).
1557
+ *
1558
+ * No new shader / no new PSO / no new BGL is required for this round; the
1559
+ * change is purely runtime wiring. A dedicated `forgeax::default-point-
1560
+ * shadow-caster` PSO with a per-face VP UBO + dynamic offset would let the
1561
+ * pass run without touching `viewUniformBuffer.lightSpaceMatrix` and could
1562
+ * be considered for a follow-on optimization milestone (`OOS-future`).
1563
+ */
1564
+ export function recordPointShadowPass(c: _InternalRenderPipelineContext): void {
1565
+ const { runtime, frameState, meshBindGroup, pipelineState } = c;
1566
+ const mainMembership = mainShadowMembership(c);
1567
+ const snapshots = frameState.pointShadowSnapshots;
1568
+ if (snapshots.length === 0) return;
1569
+ const atlas = frameState.pointShadowAtlas;
1570
+ if (atlas === null || !atlas.isAllocated()) return;
1571
+
1572
+ // Reuse the directional shadow caster PSO -- its WGSL reads
1573
+ // `view.lightSpaceMatrix * worldPos` which is exactly what we need once we
1574
+ // overwrite the slot per face below.
1575
+ const shadowPipeline =
1576
+ runtime.getMaterialShaderPipeline?.(
1577
+ 'forgeax::default-shadow-caster',
1578
+ false,
1579
+ undefined,
1580
+ 'triangle-list',
1581
+ undefined,
1582
+ undefined,
1583
+ 'shadow-caster',
1584
+ ) ?? null;
1585
+ if (shadowPipeline === null) return;
1586
+
1587
+ // Snapshot the directional lightSpaceMatrix so we can restore it after the
1588
+ // 6 x N face passes. recordShadowPass already wrote `viewUniformBuffer` at
1589
+ // offset 112 above; mirror its source in `pipelineState.perPassResources`
1590
+ // (cached by the directional path for Inspector consumption -- charter P4
1591
+ // single SSOT). When no directional shadow is active the slot was zeroed
1592
+ // by the viewPayload write at recordFrame top; we restore zeros.
1593
+ const restoreLightSpaceMatrix = pipelineState.perPassResources.shadowLightSpaceMatrix;
1594
+ const RESTORE_LSM_BYTES = 64; // mat4 = 16 floats x 4 B
1595
+ const VIEW_UBO_LSM_OFFSET = 112;
1596
+
1597
+ for (let i = 0; i < snapshots.length; i++) {
1598
+ const snap = snapshots[i];
1599
+ if (snap === undefined) continue;
1600
+ for (let face = 0; face < 6; face++) {
1601
+ // (1) Overwrite viewUniformBuffer.lightSpaceMatrix with this face's VP.
1602
+ // shadowMatrices is Float32Array(96) = 6 mat4 in [+X,-X,+Y,-Y,+Z,-Z];
1603
+ // pull the 16-float subarray for this face.
1604
+ const faceVp = snap.shadowMatrices.subarray(face * 16, (face + 1) * 16);
1605
+ const lsmWriteRes = runtime.device.queue.writeBuffer(
1606
+ pipelineState.viewUniformBuffer,
1607
+ VIEW_UBO_LSM_OFFSET,
1608
+ faceVp,
1609
+ );
1610
+ if (!lsmWriteRes.ok) {
1611
+ runtime.errorRegistry.fire(lsmWriteRes.error);
1612
+ continue;
1613
+ }
1614
+
1615
+ const encResult = runtime.device.createCommandEncoder({
1616
+ label: `point-shadow-l${snap.shadowAtlasLayer}-f${face}`,
1617
+ });
1618
+ if (!encResult.ok) {
1619
+ runtime.errorRegistry.fire(encResult.error);
1620
+ continue;
1621
+ }
1622
+ const enc = encResult.value;
1623
+ let view: TextureView;
1624
+ try {
1625
+ view = atlas.faceView(snap.shadowAtlasLayer, face);
1626
+ } catch (e) {
1627
+ if (
1628
+ e instanceof PointShadowAtlasUninitializedError ||
1629
+ e instanceof PointShadowAtlasBoundsViolationError
1630
+ ) {
1631
+ runtime.errorRegistry.fire(e);
1632
+ } else {
1633
+ throw e;
1634
+ }
1635
+ continue;
1636
+ }
1637
+ const pass = enc.beginRenderPass(
1638
+ buildBeginRenderPassDescriptor(
1639
+ { colorFormats: [], depthFormat: 'depth32float', sampleCount: 1 },
1640
+ { colorViews: [], depthView: view },
1641
+ 'point-shadow-caster',
1642
+ ) as never,
1643
+ );
1644
+
1645
+ // (2) Bind the same shadow PSO + view BG + material BG + mesh BG cached
1646
+ // by recordShadowPass earlier in this frame. The shadow path's view BG
1647
+ // binds the cube_array fallback at binding 5, so this BG is safe to
1648
+ // use while the real atlas faces are render-attached here.
1649
+ pass.setPipeline(shadowPipeline);
1650
+ // Look up the shadow view BG built earlier this frame by recordShadowPass.
1651
+ // `view-shadow` is the cache variant; keyed by the same handle objects.
1652
+ // If the directional shadow path wasn't taken (castShadow:false),
1653
+ // shadow-view-bg was never built -- skip the geometry walk in that case
1654
+ // (the depth attachment was still cleared above which is the AC-04
1655
+ // "atlas face cleared to far" minimum guarantee).
1656
+ // Build (or reuse) the shadow-view BG. If the directional shadow path
1657
+ // already populated it earlier this frame, the cache hits; otherwise
1658
+ // (castShadow:false -- recordShadowPass never
1659
+ // ran) we build it on-demand here so the point shadow caster has a
1660
+ // valid b0 view BG even on directional-shadow-free scenes.
1661
+ const cachedShadowViewBg = getOrCreateFromChain(
1662
+ frameState.viewBindGroupCache,
1663
+ [
1664
+ pipelineState.viewUniformBuffer,
1665
+ pipelineState.pointLightsBuffer,
1666
+ pipelineState.spotLightsBuffer,
1667
+ pipelineState.shadowFallbackTextureView,
1668
+ pipelineState.perPassResources.shadowSampler,
1669
+ pipelineState.shadowAtlasFallbackTextureView,
1670
+ pipelineState.shadowParamsBuffer,
1671
+ pipelineState.shadowCasterCascadeBuffer,
1672
+ pipelineState.shadowFallbackTextureView,
1673
+ ],
1674
+ 'view-shadow',
1675
+ () => {
1676
+ const r = runtime.device.createBindGroup({
1677
+ label: 'shadow-view-bg',
1678
+ layout: pipelineState.viewBindGroupLayout,
1679
+ entries: [
1680
+ {
1681
+ binding: 0,
1682
+ resource: { kind: 'buffer', value: { buffer: pipelineState.viewUniformBuffer } },
1683
+ },
1684
+ {
1685
+ binding: 1,
1686
+ resource: { kind: 'buffer', value: { buffer: pipelineState.pointLightsBuffer } },
1687
+ },
1688
+ {
1689
+ binding: 2,
1690
+ resource: { kind: 'buffer', value: { buffer: pipelineState.spotLightsBuffer } },
1691
+ },
1692
+ {
1693
+ binding: 3,
1694
+ resource: { kind: 'textureView', value: pipelineState.shadowFallbackTextureView },
1695
+ },
1696
+ {
1697
+ binding: 4,
1698
+ resource: { kind: 'sampler', value: pipelineState.perPassResources.shadowSampler },
1699
+ },
1700
+ {
1701
+ binding: 5,
1702
+ resource: {
1703
+ kind: 'textureView',
1704
+ value: pipelineState.shadowAtlasFallbackTextureView,
1705
+ },
1706
+ },
1707
+ {
1708
+ binding: 6,
1709
+ resource: { kind: 'buffer', value: { buffer: pipelineState.shadowParamsBuffer } },
1710
+ },
1711
+ // feat-20260625-spot-light-shadow-mapping M2 / w21 + w25: this
1712
+ // on-demand shadow-view BG builder previously stopped at binding 6,
1713
+ // predating the cascade UBO (binding 7) and the spot binding 8. It
1714
+ // shares the 'view-shadow' cache variant with the directional
1715
+ // shadow-pass builder above, so it must produce a BGL-identical bind
1716
+ // group; bindings 7/8 are added here in lock-step (BGL declares
1717
+ // 0..8 — the former binding 9 spot lightViewProj UBO folded into the
1718
+ // View UBO in w25 for the WebGL2 fragment uniform-buffer budget).
1719
+ {
1720
+ binding: 7,
1721
+ resource: {
1722
+ kind: 'buffer',
1723
+ value: { buffer: pipelineState.shadowCasterCascadeBuffer },
1724
+ },
1725
+ },
1726
+ {
1727
+ binding: 8,
1728
+ resource: {
1729
+ kind: 'textureView',
1730
+ value: pipelineState.shadowFallbackTextureView,
1731
+ },
1732
+ },
1733
+ ],
1734
+ });
1735
+ if (!r.ok) throw r.error;
1736
+ return r.value;
1737
+ },
1738
+ c.bindGroupCounts,
1739
+ );
1740
+ // Same on-demand build for the dummy material BG (the shadow_caster
1741
+ // shader does not consume @group(1) but the PSO requires the BGL
1742
+ // to validate). Reuse the same singleton Map entry recordShadowPass
1743
+ // writes so the two paths share one allocation per frame (D-6).
1744
+ let cachedShadowMaterialBg = frameState.singletonMaterialCache.get(
1745
+ 'shadow-material-singleton',
1746
+ );
1747
+ if (cachedShadowMaterialBg === undefined) {
1748
+ const buildShadowMaterialSingleton = (): BindGroup => {
1749
+ const fb = pipelineState.skylightFallback;
1750
+ const fallbackEntries = [
1751
+ {
1752
+ binding: 0,
1753
+ resource: {
1754
+ kind: 'buffer' as const,
1755
+ value: {
1756
+ buffer: pipelineState.materialUniformBuffer.buffer,
1757
+ offset: 0,
1758
+ size: MATERIAL_PER_ENTITY_STRIDE,
1759
+ },
1760
+ },
1761
+ },
1762
+ {
1763
+ binding: 1,
1764
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
1765
+ },
1766
+ {
1767
+ binding: 2,
1768
+ resource: { kind: 'textureView' as const, value: pipelineState.fallbackTextureView },
1769
+ },
1770
+ {
1771
+ binding: 3,
1772
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
1773
+ },
1774
+ {
1775
+ binding: 4,
1776
+ resource: {
1777
+ kind: 'textureView' as const,
1778
+ value: pipelineState.defaultNormalTextureView,
1779
+ },
1780
+ },
1781
+ {
1782
+ binding: 5,
1783
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
1784
+ },
1785
+ {
1786
+ binding: 6,
1787
+ resource: { kind: 'textureView' as const, value: pipelineState.fallbackTextureView },
1788
+ },
1789
+ {
1790
+ binding: 7,
1791
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
1792
+ },
1793
+ {
1794
+ binding: 8,
1795
+ resource: {
1796
+ kind: 'textureView' as const,
1797
+ value: pipelineState.defaultWhiteTextureView,
1798
+ },
1799
+ },
1800
+ {
1801
+ binding: 9,
1802
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
1803
+ },
1804
+ {
1805
+ binding: 10,
1806
+ resource: {
1807
+ kind: 'textureView' as const,
1808
+ value: pipelineState.defaultWhiteTextureView,
1809
+ },
1810
+ },
1811
+ {
1812
+ binding: 11,
1813
+ resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler },
1814
+ },
1815
+ {
1816
+ binding: 12,
1817
+ resource: {
1818
+ kind: 'textureView' as const,
1819
+ value: pipelineState.defaultWhiteTextureView,
1820
+ },
1821
+ },
1822
+ ];
1823
+ const merged =
1824
+ fb !== null
1825
+ ? assembleMaterialWithSkylightEntries(fallbackEntries, {
1826
+ irradianceView: fb.irradianceView,
1827
+ irradianceSampler: fb.sampler,
1828
+ prefilterView: fb.prefilterView,
1829
+ prefilterSampler: fb.sampler,
1830
+ brdfLutView: fb.brdfLutView,
1831
+ brdfLutSampler: fb.sampler,
1832
+ intensityBuffer: fb.intensityBuffer,
1833
+ })
1834
+ : fallbackEntries;
1835
+ const r = runtime.device.createBindGroup({
1836
+ label: 'shadow-material-bg',
1837
+ layout: pipelineState.materialBindGroupLayout,
1838
+ entries: merged,
1839
+ });
1840
+ if (!r.ok) throw r.error;
1841
+ return r.value;
1842
+ };
1843
+ cachedShadowMaterialBg = buildShadowMaterialSingleton();
1844
+ c.bindGroupCounts.createBindGroup += 1;
1845
+ c.bindGroupCounts.keys.push('shadow-material-singleton');
1846
+ frameState.singletonMaterialCache.set('shadow-material-singleton', cachedShadowMaterialBg);
1847
+ }
1848
+ if (meshBindGroup === null) {
1849
+ pass.end();
1850
+ const finishOnly = enc.finish();
1851
+ if (!finishOnly.ok) {
1852
+ runtime.errorRegistry.fire(finishOnly.error);
1853
+ continue;
1854
+ }
1855
+ const submitOnly = runtime.device.queue.submit([finishOnly.value]);
1856
+ if (!submitOnly.ok) {
1857
+ runtime.errorRegistry.fire(submitOnly.error);
1858
+ }
1859
+ continue;
1860
+ }
1861
+ pass.setBindGroup(0, cachedShadowViewBg);
1862
+ pass.setBindGroup(1, cachedShadowMaterialBg, [0]);
1863
+
1864
+ // (3) Iterate the mesh-SSBO slot order and emit one drawIndexed per
1865
+ // shadow-casting submesh. Same shape as the directional shadow loop;
1866
+ // the per-instance instance buffers built earlier this frame in
1867
+ // recordShadowPass are reused (cached on frameState.instanceBuffers).
1868
+ let lastVB: GpuBuffer | null = null;
1869
+ let lastIB: GpuBuffer | null = null;
1870
+ const shadowEntries =
1871
+ c.validatedShadowEntries ??
1872
+ c.validatedOrdered.flatMap((entry, validatedIndex) =>
1873
+ isMainShadowRenderable(entry, mainMembership) ? [{ entry, validatedIndex }] : [],
1874
+ );
1875
+ for (const { entry, validatedIndex: ei } of shadowEntries) {
1876
+ const submeshes = entry.mesh.submeshes;
1877
+ const hasTriangle = submeshes.some(
1878
+ (sm) => sm.topology === 'triangle-list' || sm.topology === 'triangle-strip',
1879
+ );
1880
+ if (!hasTriangle) continue;
1881
+ if (entry.mesh.vertexBuffer !== lastVB) {
1882
+ pass.setVertexBuffer(0, entry.mesh.vertexBuffer.handle);
1883
+ lastVB = entry.mesh.vertexBuffer;
1884
+ }
1885
+ if (entry.mesh.indexed && entry.mesh.indexBuffer !== lastIB && entry.mesh.indexBuffer) {
1886
+ pass.setIndexBuffer(entry.mesh.indexBuffer.handle, entry.mesh.indexFormat);
1887
+ lastIB = entry.mesh.indexBuffer;
1888
+ }
1889
+ pass.setBindGroup(2, meshBindGroup, [ei * MESH_PER_ENTITY_STRIDE]);
1890
+ // Resolve the per-entity instance BG cached by recordShadowPass.
1891
+ const inst = entry.source.instances;
1892
+ let instCount = 1;
1893
+ let instBufferKey: object = pipelineState.identityInstanceBuffer as unknown as object;
1894
+ if (inst !== undefined) {
1895
+ const cached = frameState.instanceBuffers.get(
1896
+ worldEntityKey(entry.source.worldId, inst.cacheKey),
1897
+ );
1898
+ if (
1899
+ cached !== undefined &&
1900
+ cached.uploadedArchVersion === inst.archVersion &&
1901
+ cached.uploadedByteLength ===
1902
+ temporalInstanceUploadByteLength(inst.transforms, runtime.device.caps.storageBuffer)
1903
+ ) {
1904
+ instBufferKey = cached.buffer.handle as unknown as object;
1905
+ instCount = Math.max(1, inst.instanceCount);
1906
+ }
1907
+ }
1908
+ // D-4 read end: look up the leaf recordShadowPass wrote at :3439
1909
+ // with the SAME (entityKey, instBuffer) pair. The single-handle chain
1910
+ // stores the variant->BindGroup leaf Map directly under the buffer
1911
+ // handle in the inner WeakMap, so the variant lookup is the third
1912
+ // step. The inner WeakMap value is opaque (`unknown`); the 1-handle
1913
+ // shadow-instances chain guarantees it is the leaf Map here.
1914
+ const shadowInstLeaf = frameState.instancesBgPerEntity
1915
+ .get(worldEntityKey(entry.source.worldId, entry.source.entityKey))
1916
+ ?.get(instBufferKey) as Map<string, BindGroup> | undefined;
1917
+ const cachedInstBg = shadowInstLeaf?.get('shadow-instances');
1918
+ if (cachedInstBg === undefined) continue; // recordShadowPass should have populated it
1919
+ pass.setBindGroup(3, cachedInstBg);
1920
+ for (const sm of submeshes) {
1921
+ if (sm.topology !== 'triangle-list' && sm.topology !== 'triangle-strip') continue;
1922
+ if (entry.mesh.indexed) {
1923
+ pass.drawIndexed(sm.indexCount, instCount, sm.indexOffset, 0, 0);
1924
+ } else {
1925
+ pass.draw(sm.vertexCount, instCount, 0, 0);
1926
+ }
1927
+ }
1928
+ }
1929
+
1930
+ pass.end();
1931
+ const finishResult = enc.finish();
1932
+ if (!finishResult.ok) {
1933
+ runtime.errorRegistry.fire(finishResult.error);
1934
+ continue;
1935
+ }
1936
+ const submitResult = runtime.device.queue.submit([finishResult.value]);
1937
+ if (!submitResult.ok) {
1938
+ runtime.errorRegistry.fire(submitResult.error);
1939
+ }
1940
+ }
1941
+ }
1942
+
1943
+ // (4) Restore viewUniformBuffer.lightSpaceMatrix to the directional value
1944
+ // (or zero if no directional shadow this frame). The main forward pass
1945
+ // builds its own viewBg from the SAME viewUniformBuffer + reads
1946
+ // view.lightSpaceMatrix for directional shadow factor reconstruction.
1947
+ const restoreBuf = new Float32Array(16);
1948
+ if (restoreLightSpaceMatrix !== null) {
1949
+ for (let i = 0; i < 16; i++) restoreBuf[i] = restoreLightSpaceMatrix[i] ?? 0;
1950
+ }
1951
+ // restoreBuf is already exactly 16 floats x 4 B = 64 B; no size override needed.
1952
+ void RESTORE_LSM_BYTES;
1953
+ const restoreRes = runtime.device.queue.writeBuffer(
1954
+ pipelineState.viewUniformBuffer,
1955
+ VIEW_UBO_LSM_OFFSET,
1956
+ restoreBuf,
1957
+ );
1958
+ if (!restoreRes.ok) {
1959
+ runtime.errorRegistry.fire(restoreRes.error);
1960
+ }
1961
+ }
1962
+
1963
+ /**
1964
+ * Build (or reuse) the shared `view-shadow` @group(0) BG for the spot shadow
1965
+ * caster pass. Reuses the exact same cache key + entry shape as recordShadowPass
1966
+ * / recordPointShadowPass so all three shadow paths share one allocation per
1967
+ * frame (D-6). Returns null on a createBindGroup failure (fired to the error
1968
+ * registry). The shadow_caster vertex shader reads only binding 0 (view UBO,
1969
+ * carrying the spot matrix via shadowCasterCascade at binding 7) — bindings
1970
+ * 3/5 bind fallback views since the depth attachment is written here.
1971
+ */
1972
+ function ensureSpotShadowViewBg(c: _InternalRenderPipelineContext): BindGroup | null {
1973
+ const { runtime, frameState, pipelineState } = c;
1974
+ try {
1975
+ return getOrCreateFromChain(
1976
+ frameState.viewBindGroupCache,
1977
+ [
1978
+ pipelineState.viewUniformBuffer,
1979
+ pipelineState.pointLightsBuffer,
1980
+ pipelineState.spotLightsBuffer,
1981
+ pipelineState.shadowFallbackTextureView,
1982
+ pipelineState.perPassResources.shadowSampler,
1983
+ pipelineState.shadowAtlasFallbackTextureView,
1984
+ pipelineState.shadowParamsBuffer,
1985
+ pipelineState.shadowCasterCascadeBuffer,
1986
+ pipelineState.shadowFallbackTextureView,
1987
+ ],
1988
+ 'view-shadow',
1989
+ () => {
1990
+ const r = runtime.device.createBindGroup({
1991
+ label: 'shadow-view-bg',
1992
+ layout: pipelineState.viewBindGroupLayout,
1993
+ entries: [
1994
+ {
1995
+ binding: 0,
1996
+ resource: { kind: 'buffer', value: { buffer: pipelineState.viewUniformBuffer } },
1997
+ },
1998
+ {
1999
+ binding: 1,
2000
+ resource: { kind: 'buffer', value: { buffer: pipelineState.pointLightsBuffer } },
2001
+ },
2002
+ {
2003
+ binding: 2,
2004
+ resource: { kind: 'buffer', value: { buffer: pipelineState.spotLightsBuffer } },
2005
+ },
2006
+ {
2007
+ binding: 3,
2008
+ resource: { kind: 'textureView', value: pipelineState.shadowFallbackTextureView },
2009
+ },
2010
+ {
2011
+ binding: 4,
2012
+ resource: { kind: 'sampler', value: pipelineState.perPassResources.shadowSampler },
2013
+ },
2014
+ {
2015
+ binding: 5,
2016
+ resource: {
2017
+ kind: 'textureView',
2018
+ value: pipelineState.shadowAtlasFallbackTextureView,
2019
+ },
2020
+ },
2021
+ {
2022
+ binding: 6,
2023
+ resource: { kind: 'buffer', value: { buffer: pipelineState.shadowParamsBuffer } },
2024
+ },
2025
+ {
2026
+ binding: 7,
2027
+ resource: {
2028
+ kind: 'buffer',
2029
+ value: { buffer: pipelineState.shadowCasterCascadeBuffer },
2030
+ },
2031
+ },
2032
+ // feat-20260625-spot-light-shadow-mapping M3 / w21 (D-5): spot
2033
+ // shadow 2D atlas. The spot caster pass write-attaches
2034
+ // spotShadowDepth, so bind the 1x1 fallback here (the caster shader
2035
+ // never samples binding 8 — this entry only satisfies the BGL).
2036
+ {
2037
+ binding: 8,
2038
+ resource: {
2039
+ kind: 'textureView',
2040
+ value: pipelineState.shadowFallbackTextureView,
2041
+ },
2042
+ },
2043
+ // feat-20260625-spot-light-shadow-mapping w25: spot lightViewProj
2044
+ // matrices folded into the View UBO (binding 0) — no binding 9.
2045
+ // binding 8 is the last shared view-BG entry.
2046
+ ],
2047
+ });
2048
+ if (!r.ok) throw r.error;
2049
+ return r.value;
2050
+ },
2051
+ c.bindGroupCounts,
2052
+ );
2053
+ } catch (e) {
2054
+ if (e instanceof RhiError) {
2055
+ runtime.errorRegistry.fire(e);
2056
+ return null;
2057
+ }
2058
+ throw e;
2059
+ }
2060
+ }
2061
+
2062
+ /**
2063
+ * Build (or reuse) the dummy `shadow-material-singleton` @group(1) BG for the
2064
+ * spot shadow caster pass. The vertex-only shadow_caster shader never consumes
2065
+ * @group(1) but the PSO's BGL must validate. Reuses the same singleton Map
2066
+ * entry recordShadowPass / recordPointShadowPass write so the three paths share
2067
+ * one allocation per frame (D-6).
2068
+ */
2069
+ function ensureSpotShadowMaterialBg(c: _InternalRenderPipelineContext): BindGroup | null {
2070
+ const { runtime, frameState, pipelineState } = c;
2071
+ const cached = frameState.singletonMaterialCache.get('shadow-material-singleton');
2072
+ if (cached !== undefined) return cached;
2073
+ const fb = pipelineState.skylightFallback;
2074
+ const fallbackEntries = [
2075
+ {
2076
+ binding: 0,
2077
+ resource: {
2078
+ kind: 'buffer' as const,
2079
+ value: {
2080
+ buffer: pipelineState.materialUniformBuffer.buffer,
2081
+ offset: 0,
2082
+ size: MATERIAL_PER_ENTITY_STRIDE,
2083
+ },
2084
+ },
2085
+ },
2086
+ { binding: 1, resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler } },
2087
+ {
2088
+ binding: 2,
2089
+ resource: { kind: 'textureView' as const, value: pipelineState.fallbackTextureView },
2090
+ },
2091
+ { binding: 3, resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler } },
2092
+ {
2093
+ binding: 4,
2094
+ resource: { kind: 'textureView' as const, value: pipelineState.defaultNormalTextureView },
2095
+ },
2096
+ { binding: 5, resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler } },
2097
+ {
2098
+ binding: 6,
2099
+ resource: { kind: 'textureView' as const, value: pipelineState.fallbackTextureView },
2100
+ },
2101
+ { binding: 7, resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler } },
2102
+ {
2103
+ binding: 8,
2104
+ resource: { kind: 'textureView' as const, value: pipelineState.defaultWhiteTextureView },
2105
+ },
2106
+ { binding: 9, resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler } },
2107
+ {
2108
+ binding: 10,
2109
+ resource: { kind: 'textureView' as const, value: pipelineState.defaultWhiteTextureView },
2110
+ },
2111
+ { binding: 11, resource: { kind: 'sampler' as const, value: pipelineState.defaultSampler } },
2112
+ {
2113
+ binding: 12,
2114
+ resource: { kind: 'textureView' as const, value: pipelineState.defaultWhiteTextureView },
2115
+ },
2116
+ ];
2117
+ const merged =
2118
+ fb !== null
2119
+ ? assembleMaterialWithSkylightEntries(fallbackEntries, {
2120
+ irradianceView: fb.irradianceView,
2121
+ irradianceSampler: fb.sampler,
2122
+ prefilterView: fb.prefilterView,
2123
+ prefilterSampler: fb.sampler,
2124
+ brdfLutView: fb.brdfLutView,
2125
+ brdfLutSampler: fb.sampler,
2126
+ intensityBuffer: fb.intensityBuffer,
2127
+ })
2128
+ : fallbackEntries;
2129
+ const r = runtime.device.createBindGroup({
2130
+ label: 'shadow-material-bg',
2131
+ layout: pipelineState.materialBindGroupLayout,
2132
+ entries: merged,
2133
+ });
2134
+ if (!r.ok) {
2135
+ runtime.errorRegistry.fire(r.error);
2136
+ return null;
2137
+ }
2138
+ c.bindGroupCounts.createBindGroup += 1;
2139
+ c.bindGroupCounts.keys.push('shadow-material-singleton');
2140
+ frameState.singletonMaterialCache.set('shadow-material-singleton', r.value);
2141
+ return r.value;
2142
+ }
2143
+
2144
+ /**
2145
+ * feat-20260625-spot-light-shadow-mapping M2 / w11 (D-1 + D-2). Records the
2146
+ * spot-light shadow caster passes — one render pass per castShadow spot (cap 4)
2147
+ * — that write each spot's perspective depth into its `spotShadowDepth` atlas
2148
+ * tile. Driven by the URP `addSpotShadowPass` graph closure; reads
2149
+ * `frameState.spotShadowSnapshots`.
2150
+ *
2151
+ * Per spot with `shadowAtlasTile >= 0` (castShadow + non-degenerate dir + not
2152
+ * clipped) and a valid `lightViewProj`:
2153
+ * (1) Write the spot perspective matrix into `shadowCasterCascadeBuffer`
2154
+ * (D-1: spotLightViewProj lane at byte 16) and set `isSpot = 1` so the
2155
+ * shadow_caster vertex shader routes through the spot matrix instead of
2156
+ * the directional `view.lightViewProj_A..D` slots. The per-pass
2157
+ * independent command encoder + queue.submit serialize each host write
2158
+ * against that pass's GPU read.
2159
+ * (2) Open an INDEPENDENT command encoder targeting the spotShadowDepth view
2160
+ * with `depthLoadOp = (first valid tile ? clear : load)` — independent
2161
+ * clear counting decoupled from the directional cascadeIndex (D-2). Set a
2162
+ * per-tile viewport (col = tile % 2, row = tile / 2).
2163
+ * (3) Reuse the vertex-only `forgeax::default-shadow-caster` PSO + the cached
2164
+ * `view-shadow` BG + `shadow-material-singleton` + meshBindGroup built by
2165
+ * recordShadowPass (or built on-demand here when no directional shadow
2166
+ * ran this frame).
2167
+ *
2168
+ * AC-03 zero-shadow zero-pass: early-returns when no spot has a valid tile, so
2169
+ * castShadow:false scenes (all tile=-1) record zero spot passes. After the
2170
+ * loop, `isSpot` is reset to 0 so the next directional cascade pass (or next
2171
+ * frame) sees the directional routing.
2172
+ */
2173
+ export function recordSpotShadowPass(c: _InternalRenderPipelineContext): void {
2174
+ const { runtime, frameState, meshBindGroup, pipelineState } = c;
2175
+ const snapshots = frameState.spotShadowSnapshots;
2176
+ // AC-03: skip entirely when no spot projects a shadow this frame.
2177
+ const casters = snapshots.filter((s) => s.shadowAtlasTile >= 0 && s.lightViewProj !== undefined);
2178
+ if (casters.length === 0) return;
2179
+ if (meshBindGroup === null) return;
2180
+
2181
+ const shadowPipeline =
2182
+ runtime.getMaterialShaderPipeline?.(
2183
+ 'forgeax::default-shadow-caster',
2184
+ false,
2185
+ undefined,
2186
+ 'triangle-list',
2187
+ undefined,
2188
+ undefined,
2189
+ 'shadow-caster',
2190
+ ) ?? null;
2191
+ if (shadowPipeline === null) return;
2192
+
2193
+ const spotView = frameState.currentSpotShadowView;
2194
+ if (spotView === null) return;
2195
+
2196
+ const shadowViewBg = ensureSpotShadowViewBg(c);
2197
+ const shadowMaterialBg = ensureSpotShadowMaterialBg(c);
2198
+ if (shadowViewBg === null || shadowMaterialBg === null) return;
2199
+
2200
+ const tileCtx: SpotTileContext = {
2201
+ spotView,
2202
+ shadowViewBg,
2203
+ shadowMaterialBg,
2204
+ shadowPipeline,
2205
+ meshBindGroup,
2206
+ tileSize: pipelineState.perPassResources.shadowMapSize,
2207
+ };
2208
+
2209
+ let clearedAtlas = false;
2210
+ for (let ci = 0; ci < casters.length; ci++) {
2211
+ const snap = casters[ci];
2212
+ if (snap === undefined || snap.lightViewProj === undefined) continue;
2213
+ if (recordSpotTile(c, snap, ci, casters.length, clearedAtlas, tileCtx)) {
2214
+ clearedAtlas = true;
2215
+ }
2216
+ }
2217
+
2218
+ // Reset isSpot so the next directional cascade pass / next frame routes
2219
+ // through view.lightViewProj_A..D again (D-1).
2220
+ const resetPayload = new Uint32Array([0, 0, 0, 0]);
2221
+ const resetWrite = runtime.device.queue.writeBuffer(
2222
+ pipelineState.shadowCasterCascadeBuffer,
2223
+ 0,
2224
+ resetPayload,
2225
+ );
2226
+ if (!resetWrite.ok) runtime.errorRegistry.fire(resetWrite.error);
2227
+ }
2228
+
2229
+ /** Per-tile resources shared across the spot caster passes in one frame. */
2230
+ interface SpotTileContext {
2231
+ readonly spotView: TextureView;
2232
+ readonly shadowViewBg: BindGroup;
2233
+ readonly shadowMaterialBg: BindGroup;
2234
+ readonly shadowPipeline: NonNullable<
2235
+ ReturnType<NonNullable<_InternalRenderPipelineContext['runtime']['getMaterialShaderPipeline']>>
2236
+ >;
2237
+ readonly meshBindGroup: BindGroup;
2238
+ readonly tileSize: number;
2239
+ }
2240
+
2241
+ /**
2242
+ * Render one spot's perspective depth into its atlas tile. Writes isSpot=1 +
2243
+ * the spot matrix into the cascade UBO (D-1), opens an independent encoder with
2244
+ * a per-tile viewport, and clears the atlas on the first tile / loads on the
2245
+ * rest (D-2). Returns true when this pass cleared the atlas (so the caller
2246
+ * tracks the clear/load boundary). Errors fire to the registry and return the
2247
+ * incoming `alreadyCleared` unchanged.
2248
+ */
2249
+ function recordSpotTile(
2250
+ c: _InternalRenderPipelineContext,
2251
+ snapshot: SpotLightSnapshot,
2252
+ spotIndex: number,
2253
+ spotCount: number,
2254
+ alreadyCleared: boolean,
2255
+ ctx: SpotTileContext,
2256
+ ): boolean {
2257
+ const { runtime, pipelineState } = c;
2258
+ const lightViewProj = snapshot.lightViewProj;
2259
+ const tile = snapshot.shadowAtlasTile;
2260
+ if (lightViewProj === undefined || tile < 0) return alreadyCleared;
2261
+ // D-1: cascade UBO byte offset of the spotLightViewProj mat4 lane (16 B for
2262
+ // index/isSpot/2pad vec4, then the mat4). isSpot lane is u32 word 1.
2263
+ const SPOT_LVP_OFFSET = 16;
2264
+
2265
+ const headerWrite = runtime.device.queue.writeBuffer(
2266
+ pipelineState.shadowCasterCascadeBuffer,
2267
+ 0,
2268
+ new Uint32Array([0, 1, 0, 0]), // index=0, isSpot=1, pad
2269
+ );
2270
+ if (!headerWrite.ok) {
2271
+ runtime.errorRegistry.fire(headerWrite.error);
2272
+ return alreadyCleared;
2273
+ }
2274
+ const matWrite = runtime.device.queue.writeBuffer(
2275
+ pipelineState.shadowCasterCascadeBuffer,
2276
+ SPOT_LVP_OFFSET,
2277
+ lightViewProj,
2278
+ );
2279
+ if (!matWrite.ok) {
2280
+ runtime.errorRegistry.fire(matWrite.error);
2281
+ return alreadyCleared;
2282
+ }
2283
+
2284
+ const encResult = runtime.device.createCommandEncoder({ label: `spot-shadow-tile${tile}` });
2285
+ if (!encResult.ok) {
2286
+ runtime.errorRegistry.fire(encResult.error);
2287
+ return alreadyCleared;
2288
+ }
2289
+ const enc = encResult.value;
2290
+ const pass: RhiRenderPassEncoder = enc.beginRenderPass(
2291
+ buildBeginRenderPassDescriptor(
2292
+ { colorFormats: [], depthFormat: 'depth32float', sampleCount: 1 },
2293
+ { colorViews: [], depthView: ctx.spotView },
2294
+ 'shadow-caster',
2295
+ { depthLoadOp: alreadyCleared ? 'load' : 'clear' },
2296
+ ) as never,
2297
+ );
2298
+
2299
+ pass.setPipeline(ctx.shadowPipeline);
2300
+ const col = tile % 2;
2301
+ const row = Math.floor(tile / 2);
2302
+ pass.setViewport(col * ctx.tileSize, row * ctx.tileSize, ctx.tileSize, ctx.tileSize, 0, 1);
2303
+ pass.setBindGroup(0, ctx.shadowViewBg);
2304
+ pass.setBindGroup(1, ctx.shadowMaterialBg, [0]);
2305
+ emitSpotShadowPassBeginMarker(c, pass, snapshot, spotIndex, spotCount);
2306
+ recordSpotShadowGeometry(c, pass, ctx.meshBindGroup);
2307
+ emitSpotShadowPassEndMarker(c, pass, snapshot);
2308
+
2309
+ pass.end();
2310
+ const finishResult = enc.finish();
2311
+ if (!finishResult.ok) {
2312
+ runtime.errorRegistry.fire(finishResult.error);
2313
+ return alreadyCleared;
2314
+ }
2315
+ const submitResult = runtime.device.queue.submit([finishResult.value]);
2316
+ if (!submitResult.ok) runtime.errorRegistry.fire(submitResult.error);
2317
+ return true;
2318
+ }
2319
+
2320
+ /**
2321
+ * Walk the mesh-SSBO slot order and emit shadow-caster draws for the current
2322
+ * spot tile pass. Triangle topologies only (line/point meshes cast no shadow).
2323
+ * Reuses the per-entity instance BGs cached by recordShadowPass; falls back to
2324
+ * the identity instance buffer when none is cached.
2325
+ */
2326
+ function recordSpotShadowGeometry(
2327
+ c: _InternalRenderPipelineContext,
2328
+ pass: RhiRenderPassEncoder,
2329
+ meshBindGroup: BindGroup,
2330
+ ): void {
2331
+ const { frameState, pipelineState } = c;
2332
+ const mainMembership = mainShadowMembership(c);
2333
+ let lastVB: GpuBuffer | null = null;
2334
+ let lastIB: GpuBuffer | null = null;
2335
+ const shadowEntries =
2336
+ c.validatedShadowEntries ??
2337
+ c.validatedOrdered.flatMap((entry, validatedIndex) =>
2338
+ isMainShadowRenderable(entry, mainMembership) ? [{ entry, validatedIndex }] : [],
2339
+ );
2340
+ for (const { entry, validatedIndex: ei } of shadowEntries) {
2341
+ const submeshes = entry.mesh.submeshes;
2342
+ const hasTriangle = submeshes.some(
2343
+ (sm) => sm.topology === 'triangle-list' || sm.topology === 'triangle-strip',
2344
+ );
2345
+ if (!hasTriangle) continue;
2346
+ if (entry.mesh.vertexBuffer !== lastVB) {
2347
+ pass.setVertexBuffer(0, entry.mesh.vertexBuffer.handle);
2348
+ lastVB = entry.mesh.vertexBuffer;
2349
+ }
2350
+ if (entry.mesh.indexed && entry.mesh.indexBuffer !== lastIB && entry.mesh.indexBuffer) {
2351
+ pass.setIndexBuffer(entry.mesh.indexBuffer.handle, entry.mesh.indexFormat);
2352
+ lastIB = entry.mesh.indexBuffer;
2353
+ }
2354
+ pass.setBindGroup(2, meshBindGroup, [ei * MESH_PER_ENTITY_STRIDE]);
2355
+ const inst = entry.source.instances;
2356
+ let instCount = 1;
2357
+ let instBufferKey: object = pipelineState.identityInstanceBuffer as unknown as object;
2358
+ if (inst !== undefined) {
2359
+ const cached = frameState.instanceBuffers.get(
2360
+ worldEntityKey(entry.source.worldId, inst.cacheKey),
2361
+ );
2362
+ if (
2363
+ cached !== undefined &&
2364
+ cached.uploadedArchVersion === inst.archVersion &&
2365
+ cached.uploadedByteLength ===
2366
+ temporalInstanceUploadByteLength(inst.transforms, c.runtime.device.caps.storageBuffer)
2367
+ ) {
2368
+ instBufferKey = cached.buffer.handle as unknown as object;
2369
+ instCount = Math.max(1, inst.instanceCount);
2370
+ }
2371
+ }
2372
+ const spotInstLeaf = frameState.instancesBgPerEntity
2373
+ .get(worldEntityKey(entry.source.worldId, entry.source.entityKey))
2374
+ ?.get(instBufferKey) as Map<string, BindGroup> | undefined;
2375
+ const cachedInstBg = spotInstLeaf?.get('shadow-instances');
2376
+ if (cachedInstBg === undefined) continue;
2377
+ pass.setBindGroup(3, cachedInstBg);
2378
+ for (const sm of submeshes) {
2379
+ if (sm.topology !== 'triangle-list' && sm.topology !== 'triangle-strip') continue;
2380
+ if (entry.mesh.indexed) {
2381
+ pass.drawIndexed(sm.indexCount, instCount, sm.indexOffset, 0, 0);
2382
+ } else {
2383
+ pass.draw(sm.vertexCount, instCount, 0, 0);
2384
+ }
2385
+ }
2386
+ }
2387
+ }