@meimu/mutracer 0.0.0-stage → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (536) hide show
  1. package/LICENSE +21 -0
  2. package/LICENSES/Apache-2.0.txt +202 -0
  3. package/LICENSES/GLSL-PathTracer-MIT.txt +21 -0
  4. package/LICENSES/GlMatrix-MIT.txt +19 -0
  5. package/LICENSES/KinoBloom-MIT.txt +21 -0
  6. package/LICENSES/OIDNWeb-MIT.txt +21 -0
  7. package/LICENSES/Octicons-MIT.txt +21 -0
  8. package/LICENSES/RayTracingRenderer-MIT.txt +21 -0
  9. package/LICENSES/TinyBVH-MIT.txt +21 -0
  10. package/LICENSES/WebGPUUtils-MIT.txt +21 -0
  11. package/LICENSES/ZetaRay-MIT.txt +21 -0
  12. package/README.md +195 -2
  13. package/THIRD_PARTY_NOTICES.md +160 -0
  14. package/dist/assets/bvh.worker.js +1 -0
  15. package/dist/mutracer.umd.js +14352 -0
  16. package/docs/api.md +394 -0
  17. package/docs/bvh.md +141 -0
  18. package/docs/denoising.md +301 -0
  19. package/docs/getting-started.md +308 -0
  20. package/docs/materials.md +281 -0
  21. package/docs/performance.md +85 -0
  22. package/docs/post-processing.md +87 -0
  23. package/docs/progressive-rendering.md +144 -0
  24. package/docs/sampling.md +40 -0
  25. package/docs/threejs.md +273 -0
  26. package/docs/todo.md +61 -0
  27. package/docs/updates.md +208 -0
  28. package/lib/Display.d.ts +72 -0
  29. package/lib/Display.js +121 -0
  30. package/lib/Display.js.map +1 -0
  31. package/lib/Engine.d.ts +161 -0
  32. package/lib/Engine.js +681 -0
  33. package/lib/Engine.js.map +1 -0
  34. package/lib/Render.d.ts +256 -0
  35. package/lib/Render.js +671 -0
  36. package/lib/Render.js.map +1 -0
  37. package/lib/RenderLoop.d.ts +76 -0
  38. package/lib/RenderLoop.js +204 -0
  39. package/lib/RenderLoop.js.map +1 -0
  40. package/lib/Sync.d.ts +19 -0
  41. package/lib/Sync.js +19 -0
  42. package/lib/Sync.js.map +1 -0
  43. package/lib/constants.d.ts +2 -0
  44. package/lib/constants.js +3 -0
  45. package/lib/constants.js.map +1 -0
  46. package/lib/main.d.ts +56 -0
  47. package/lib/main.js +43 -0
  48. package/lib/main.js.map +1 -0
  49. package/lib/math.d.ts +23 -0
  50. package/lib/math.js +56 -0
  51. package/lib/math.js.map +1 -0
  52. package/lib/oidn.d.ts +45 -0
  53. package/lib/oidn.js +42 -0
  54. package/lib/oidn.js.map +1 -0
  55. package/lib/oidnBundledWeights.cdn.d.ts +2 -0
  56. package/lib/oidnBundledWeights.cdn.js +5 -0
  57. package/lib/oidnBundledWeights.cdn.js.map +1 -0
  58. package/lib/oidnBundledWeights.d.ts +2 -0
  59. package/lib/oidnBundledWeights.js +4 -0
  60. package/lib/oidnBundledWeights.js.map +1 -0
  61. package/lib/renderer/DisplayPostProcess.d.ts +14 -0
  62. package/lib/renderer/DisplayPostProcess.js +41 -0
  63. package/lib/renderer/DisplayPostProcess.js.map +1 -0
  64. package/lib/renderer/MaterialTable.d.ts +119 -0
  65. package/lib/renderer/MaterialTable.js +550 -0
  66. package/lib/renderer/MaterialTable.js.map +1 -0
  67. package/lib/renderer/OfflineAdaptiveSampling.d.ts +47 -0
  68. package/lib/renderer/OfflineAdaptiveSampling.js +36 -0
  69. package/lib/renderer/OfflineAdaptiveSampling.js.map +1 -0
  70. package/lib/renderer/RenderingPipeline.d.ts +232 -0
  71. package/lib/renderer/RenderingPipeline.js +18 -0
  72. package/lib/renderer/RenderingPipeline.js.map +1 -0
  73. package/lib/renderer/ScratchPool.d.ts +13 -0
  74. package/lib/renderer/ScratchPool.js +21 -0
  75. package/lib/renderer/ScratchPool.js.map +1 -0
  76. package/lib/renderer/TileRender.d.ts +44 -0
  77. package/lib/renderer/TileRender.js +283 -0
  78. package/lib/renderer/TileRender.js.map +1 -0
  79. package/lib/renderer/WGPUBloomPass.d.ts +17 -0
  80. package/lib/renderer/WGPUBloomPass.js +243 -0
  81. package/lib/renderer/WGPUBloomPass.js.map +1 -0
  82. package/lib/renderer/WGPUCanvasSurface.d.ts +21 -0
  83. package/lib/renderer/WGPUCanvasSurface.js +48 -0
  84. package/lib/renderer/WGPUCanvasSurface.js.map +1 -0
  85. package/lib/renderer/WGPUComputePass.d.ts +73 -0
  86. package/lib/renderer/WGPUComputePass.js +317 -0
  87. package/lib/renderer/WGPUComputePass.js.map +1 -0
  88. package/lib/renderer/WGPUFullQuadPass.d.ts +73 -0
  89. package/lib/renderer/WGPUFullQuadPass.js +389 -0
  90. package/lib/renderer/WGPUFullQuadPass.js.map +1 -0
  91. package/lib/renderer/WGPUHDRPeakMeter.d.ts +19 -0
  92. package/lib/renderer/WGPUHDRPeakMeter.js +112 -0
  93. package/lib/renderer/WGPUHDRPeakMeter.js.map +1 -0
  94. package/lib/renderer/WGPUJNLMDenoiser.d.ts +61 -0
  95. package/lib/renderer/WGPUJNLMDenoiser.js +412 -0
  96. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -0
  97. package/lib/renderer/WGPURayTraceOutput.d.ts +44 -0
  98. package/lib/renderer/WGPURayTraceOutput.js +368 -0
  99. package/lib/renderer/WGPURayTraceOutput.js.map +1 -0
  100. package/lib/renderer/WGPURayTracePass.d.ts +284 -0
  101. package/lib/renderer/WGPURayTracePass.js +2323 -0
  102. package/lib/renderer/WGPURayTracePass.js.map +1 -0
  103. package/lib/renderer/WGPURenderingPipeline.d.ts +9 -0
  104. package/lib/renderer/WGPURenderingPipeline.js +1446 -0
  105. package/lib/renderer/WGPURenderingPipeline.js.map +1 -0
  106. package/lib/renderer/WGPUSceneFeatures.d.ts +3 -0
  107. package/lib/renderer/WGPUSceneFeatures.js +20 -0
  108. package/lib/renderer/WGPUSceneFeatures.js.map +1 -0
  109. package/lib/renderer/WGPUScratchBuffer.d.ts +9 -0
  110. package/lib/renderer/WGPUScratchBuffer.js +21 -0
  111. package/lib/renderer/WGPUScratchBuffer.js.map +1 -0
  112. package/lib/renderer/WGPUScratchTexture.d.ts +10 -0
  113. package/lib/renderer/WGPUScratchTexture.js +27 -0
  114. package/lib/renderer/WGPUScratchTexture.js.map +1 -0
  115. package/lib/renderer/WGPUShaderCache.d.ts +26 -0
  116. package/lib/renderer/WGPUShaderCache.js +103 -0
  117. package/lib/renderer/WGPUShaderCache.js.map +1 -0
  118. package/lib/renderer/WebGLBloomPass.d.ts +18 -0
  119. package/lib/renderer/WebGLBloomPass.js +113 -0
  120. package/lib/renderer/WebGLBloomPass.js.map +1 -0
  121. package/lib/renderer/WebGLFullQuadPass.d.ts +65 -0
  122. package/lib/renderer/WebGLFullQuadPass.js +208 -0
  123. package/lib/renderer/WebGLFullQuadPass.js.map +1 -0
  124. package/lib/renderer/WebGLJNLMDenoiser.d.ts +32 -0
  125. package/lib/renderer/WebGLJNLMDenoiser.js +328 -0
  126. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -0
  127. package/lib/renderer/WebGLRayTraceOutputPass.d.ts +20 -0
  128. package/lib/renderer/WebGLRayTraceOutputPass.js +106 -0
  129. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -0
  130. package/lib/renderer/WebGLRayTracePass.d.ts +142 -0
  131. package/lib/renderer/WebGLRayTracePass.js +845 -0
  132. package/lib/renderer/WebGLRayTracePass.js.map +1 -0
  133. package/lib/renderer/WebGLReadback.d.ts +4 -0
  134. package/lib/renderer/WebGLReadback.js +75 -0
  135. package/lib/renderer/WebGLReadback.js.map +1 -0
  136. package/lib/renderer/WebGLRenderingPipeline.d.ts +4 -0
  137. package/lib/renderer/WebGLRenderingPipeline.js +510 -0
  138. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -0
  139. package/lib/renderer/WebGLScratchCopy.d.ts +10 -0
  140. package/lib/renderer/WebGLScratchCopy.js +27 -0
  141. package/lib/renderer/WebGLScratchCopy.js.map +1 -0
  142. package/lib/renderer/accumulationTarget.d.ts +26 -0
  143. package/lib/renderer/accumulationTarget.js +2 -0
  144. package/lib/renderer/accumulationTarget.js.map +1 -0
  145. package/lib/renderer/binnedSahBvh.d.ts +31 -0
  146. package/lib/renderer/binnedSahBvh.js +263 -0
  147. package/lib/renderer/binnedSahBvh.js.map +1 -0
  148. package/lib/renderer/bvh.worker.d.ts +1 -0
  149. package/lib/renderer/bvh.worker.js +16 -0
  150. package/lib/renderer/bvh.worker.js.map +1 -0
  151. package/lib/renderer/bvhAccel.d.ts +81 -0
  152. package/lib/renderer/bvhAccel.js +621 -0
  153. package/lib/renderer/bvhAccel.js.map +1 -0
  154. package/lib/renderer/bvhWorkerBuild.d.ts +12 -0
  155. package/lib/renderer/bvhWorkerBuild.js +17 -0
  156. package/lib/renderer/bvhWorkerBuild.js.map +1 -0
  157. package/lib/renderer/bvhWorkerClient.d.ts +57 -0
  158. package/lib/renderer/bvhWorkerClient.js +166 -0
  159. package/lib/renderer/bvhWorkerClient.js.map +1 -0
  160. package/lib/renderer/cameraLens.d.ts +5 -0
  161. package/lib/renderer/cameraLens.js +15 -0
  162. package/lib/renderer/cameraLens.js.map +1 -0
  163. package/lib/renderer/cameraSnapshot.d.ts +3 -0
  164. package/lib/renderer/cameraSnapshot.js +7 -0
  165. package/lib/renderer/cameraSnapshot.js.map +1 -0
  166. package/lib/renderer/committedScene.d.ts +13 -0
  167. package/lib/renderer/committedScene.js +121 -0
  168. package/lib/renderer/committedScene.js.map +1 -0
  169. package/lib/renderer/dataTextureUtil.d.ts +32 -0
  170. package/lib/renderer/dataTextureUtil.js +46 -0
  171. package/lib/renderer/dataTextureUtil.js.map +1 -0
  172. package/lib/renderer/denoiser.d.ts +65 -0
  173. package/lib/renderer/denoiser.js +2 -0
  174. package/lib/renderer/denoiser.js.map +1 -0
  175. package/lib/renderer/depthQuery.d.ts +14 -0
  176. package/lib/renderer/depthQuery.js +14 -0
  177. package/lib/renderer/depthQuery.js.map +1 -0
  178. package/lib/renderer/deviceRequirements.d.ts +23 -0
  179. package/lib/renderer/deviceRequirements.js +50 -0
  180. package/lib/renderer/deviceRequirements.js.map +1 -0
  181. package/lib/renderer/envMapCreation.d.ts +10 -0
  182. package/lib/renderer/envMapCreation.js +96 -0
  183. package/lib/renderer/envMapCreation.js.map +1 -0
  184. package/lib/renderer/envMapDistribution.d.ts +9 -0
  185. package/lib/renderer/envMapDistribution.js +107 -0
  186. package/lib/renderer/envMapDistribution.js.map +1 -0
  187. package/lib/renderer/float16.d.ts +1 -0
  188. package/lib/renderer/float16.js +19 -0
  189. package/lib/renderer/float16.js.map +1 -0
  190. package/lib/renderer/geometryBvh.d.ts +11 -0
  191. package/lib/renderer/geometryBvh.js +24 -0
  192. package/lib/renderer/geometryBvh.js.map +1 -0
  193. package/lib/renderer/geometryUpdates.d.ts +28 -0
  194. package/lib/renderer/geometryUpdates.js +131 -0
  195. package/lib/renderer/geometryUpdates.js.map +1 -0
  196. package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +2 -0
  197. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +37 -0
  198. package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -0
  199. package/lib/renderer/glsl/chunks/common.glsl.d.ts +2 -0
  200. package/lib/renderer/glsl/chunks/common.glsl.js +17 -0
  201. package/lib/renderer/glsl/chunks/common.glsl.js.map +1 -0
  202. package/lib/renderer/glsl/chunks/envMap.glsl.d.ts +2 -0
  203. package/lib/renderer/glsl/chunks/envMap.glsl.js +192 -0
  204. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -0
  205. package/lib/renderer/glsl/chunks/intersect.glsl.d.ts +2 -0
  206. package/lib/renderer/glsl/chunks/intersect.glsl.js +1091 -0
  207. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -0
  208. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +2 -0
  209. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +371 -0
  210. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -0
  211. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.d.ts +2 -0
  212. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +1767 -0
  213. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js.map +1 -0
  214. package/lib/renderer/glsl/chunks/rand.glsl.d.ts +2 -0
  215. package/lib/renderer/glsl/chunks/rand.glsl.js +26 -0
  216. package/lib/renderer/glsl/chunks/rand.glsl.js.map +1 -0
  217. package/lib/renderer/glsl/chunks/random.glsl.d.ts +2 -0
  218. package/lib/renderer/glsl/chunks/random.glsl.js +27 -0
  219. package/lib/renderer/glsl/chunks/random.glsl.js.map +1 -0
  220. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +2 -0
  221. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +287 -0
  222. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -0
  223. package/lib/renderer/glsl/chunks/sampleLight.glsl.d.ts +2 -0
  224. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +254 -0
  225. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -0
  226. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +2 -0
  227. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +279 -0
  228. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -0
  229. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.d.ts +2 -0
  230. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +48 -0
  231. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -0
  232. package/lib/renderer/glsl/chunks/sampling.glsl.d.ts +2 -0
  233. package/lib/renderer/glsl/chunks/sampling.glsl.js +194 -0
  234. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -0
  235. package/lib/renderer/glsl/chunks/sobol.glsl.d.ts +2 -0
  236. package/lib/renderer/glsl/chunks/sobol.glsl.js +170 -0
  237. package/lib/renderer/glsl/chunks/sobol.glsl.js.map +1 -0
  238. package/lib/renderer/glsl/chunks/textureLinear.glsl.d.ts +2 -0
  239. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +27 -0
  240. package/lib/renderer/glsl/chunks/textureLinear.glsl.js.map +1 -0
  241. package/lib/renderer/glsl/chunks/uvProjection.glsl.d.ts +2 -0
  242. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +72 -0
  243. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -0
  244. package/lib/renderer/glsl/depthQuery.frag.d.ts +3 -0
  245. package/lib/renderer/glsl/depthQuery.frag.js +55 -0
  246. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -0
  247. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.d.ts +6 -0
  248. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +46 -0
  249. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -0
  250. package/lib/renderer/glsl/rayTrace.frag.d.ts +2 -0
  251. package/lib/renderer/glsl/rayTrace.frag.js +619 -0
  252. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -0
  253. package/lib/renderer/glsl/shadowCatcher.frag.d.ts +3 -0
  254. package/lib/renderer/glsl/shadowCatcher.frag.js +119 -0
  255. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -0
  256. package/lib/renderer/glsl/webglPipeline.frag.d.ts +4 -0
  257. package/lib/renderer/glsl/webglPipeline.frag.js +208 -0
  258. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -0
  259. package/lib/renderer/gpuMemory.d.ts +2 -0
  260. package/lib/renderer/gpuMemory.js +10 -0
  261. package/lib/renderer/gpuMemory.js.map +1 -0
  262. package/lib/renderer/halton.d.ts +1 -0
  263. package/lib/renderer/halton.js +15 -0
  264. package/lib/renderer/halton.js.map +1 -0
  265. package/lib/renderer/jnlm.d.ts +85 -0
  266. package/lib/renderer/jnlm.js +87 -0
  267. package/lib/renderer/jnlm.js.map +1 -0
  268. package/lib/renderer/lightSampling.d.ts +75 -0
  269. package/lib/renderer/lightSampling.js +305 -0
  270. package/lib/renderer/lightSampling.js.map +1 -0
  271. package/lib/renderer/lightsUtil.d.ts +26 -0
  272. package/lib/renderer/lightsUtil.js +154 -0
  273. package/lib/renderer/lightsUtil.js.map +1 -0
  274. package/lib/renderer/materialChanges.d.ts +13 -0
  275. package/lib/renderer/materialChanges.js +59 -0
  276. package/lib/renderer/materialChanges.js.map +1 -0
  277. package/lib/renderer/materialComparison.generated.d.ts +5 -0
  278. package/lib/renderer/materialComparison.generated.js +655 -0
  279. package/lib/renderer/materialComparison.generated.js.map +1 -0
  280. package/lib/renderer/materialConstants.d.ts +6 -0
  281. package/lib/renderer/materialConstants.js +3 -0
  282. package/lib/renderer/materialConstants.js.map +1 -0
  283. package/lib/renderer/materialEmission.d.ts +9 -0
  284. package/lib/renderer/materialEmission.js +21 -0
  285. package/lib/renderer/materialEmission.js.map +1 -0
  286. package/lib/renderer/materialIndices.d.ts +7 -0
  287. package/lib/renderer/materialIndices.js +34 -0
  288. package/lib/renderer/materialIndices.js.map +1 -0
  289. package/lib/renderer/materialLayout.d.ts +102 -0
  290. package/lib/renderer/materialLayout.js +189 -0
  291. package/lib/renderer/materialLayout.js.map +1 -0
  292. package/lib/renderer/materialTextureSlots.d.ts +537 -0
  293. package/lib/renderer/materialTextureSlots.js +219 -0
  294. package/lib/renderer/materialTextureSlots.js.map +1 -0
  295. package/lib/renderer/mergeMeshesToGeometry.d.ts +8 -0
  296. package/lib/renderer/mergeMeshesToGeometry.js +236 -0
  297. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -0
  298. package/lib/renderer/meshInstances.d.ts +23 -0
  299. package/lib/renderer/meshInstances.js +66 -0
  300. package/lib/renderer/meshInstances.js.map +1 -0
  301. package/lib/renderer/meshMembership.d.ts +10 -0
  302. package/lib/renderer/meshMembership.js +72 -0
  303. package/lib/renderer/meshMembership.js.map +1 -0
  304. package/lib/renderer/oidnNetwork.d.ts +20 -0
  305. package/lib/renderer/oidnNetwork.js +123 -0
  306. package/lib/renderer/oidnNetwork.js.map +1 -0
  307. package/lib/renderer/openPbrEnergyLut.d.ts +32 -0
  308. package/lib/renderer/openPbrEnergyLut.js +965 -0
  309. package/lib/renderer/openPbrEnergyLut.js.map +1 -0
  310. package/lib/renderer/pathLimits.d.ts +4 -0
  311. package/lib/renderer/pathLimits.js +7 -0
  312. package/lib/renderer/pathLimits.js.map +1 -0
  313. package/lib/renderer/prepareMeshBVH.d.ts +110 -0
  314. package/lib/renderer/prepareMeshBVH.js +857 -0
  315. package/lib/renderer/prepareMeshBVH.js.map +1 -0
  316. package/lib/renderer/progressiveScheduler.d.ts +11 -0
  317. package/lib/renderer/progressiveScheduler.js +19 -0
  318. package/lib/renderer/progressiveScheduler.js.map +1 -0
  319. package/lib/renderer/renderPipeline.d.ts +57 -0
  320. package/lib/renderer/renderPipeline.js +49 -0
  321. package/lib/renderer/renderPipeline.js.map +1 -0
  322. package/lib/renderer/sampling.d.ts +10 -0
  323. package/lib/renderer/sampling.js +28 -0
  324. package/lib/renderer/sampling.js.map +1 -0
  325. package/lib/renderer/sceneChangeDetector.d.ts +29 -0
  326. package/lib/renderer/sceneChangeDetector.js +232 -0
  327. package/lib/renderer/sceneChangeDetector.js.map +1 -0
  328. package/lib/renderer/sceneLightChanges.d.ts +14 -0
  329. package/lib/renderer/sceneLightChanges.js +34 -0
  330. package/lib/renderer/sceneLightChanges.js.map +1 -0
  331. package/lib/renderer/scratchSampling.d.ts +3 -0
  332. package/lib/renderer/scratchSampling.js +39 -0
  333. package/lib/renderer/scratchSampling.js.map +1 -0
  334. package/lib/renderer/shader.d.ts +37 -0
  335. package/lib/renderer/shader.js +41 -0
  336. package/lib/renderer/shader.js.map +1 -0
  337. package/lib/renderer/staticBvhPreparation.d.ts +24 -0
  338. package/lib/renderer/staticBvhPreparation.js +116 -0
  339. package/lib/renderer/staticBvhPreparation.js.map +1 -0
  340. package/lib/renderer/textureRegion.d.ts +8 -0
  341. package/lib/renderer/textureRegion.js +9 -0
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@@ -0,0 +1,48 @@
1
+ import { createCanvas } from '../util/canvas.js';
2
+ /** One canvas surface; composing or exporting an image never reconfigures it. */
3
+ export class WGPUCanvasSurface {
4
+ device;
5
+ standardFormat;
6
+ context;
7
+ hdr = false;
8
+ compatibleHDR;
9
+ constructor(canvas, device, standardFormat) {
10
+ this.device = device;
11
+ this.standardFormat = standardFormat;
12
+ this.context = canvas.getContext('webgpu');
13
+ this.context.configure({ device, format: standardFormat, alphaMode: 'premultiplied' });
14
+ }
15
+ get format() { return this.hdr ? 'rgba16float' : this.standardFormat; }
16
+ get supportsHDR() {
17
+ if (this.compatibleHDR !== undefined)
18
+ return this.compatibleHDR;
19
+ this.compatibleHDR = false;
20
+ let probe = null;
21
+ try {
22
+ probe = createCanvas().getContext('webgpu');
23
+ if (!probe)
24
+ return false;
25
+ probe.configure({ device: this.device, format: 'rgba16float', alphaMode: 'premultiplied', colorSpace: 'srgb', toneMapping: { mode: 'extended' } });
26
+ const applied = probe.getConfiguration?.();
27
+ this.compatibleHDR = applied?.format === 'rgba16float' && applied.toneMapping?.mode === 'extended';
28
+ }
29
+ catch {
30
+ this.compatibleHDR = false;
31
+ }
32
+ finally {
33
+ probe?.unconfigure?.();
34
+ }
35
+ return this.compatibleHDR;
36
+ }
37
+ configure(enabled) {
38
+ const active = enabled && this.supportsHDR;
39
+ if (active === this.hdr)
40
+ return;
41
+ this.hdr = active;
42
+ this.context.configure(active
43
+ ? { device: this.device, format: 'rgba16float', alphaMode: 'premultiplied', colorSpace: 'srgb', toneMapping: { mode: 'extended' } }
44
+ : { device: this.device, format: this.standardFormat, alphaMode: 'premultiplied' });
45
+ }
46
+ dispose() { this.context.unconfigure?.(); }
47
+ }
48
+ //# sourceMappingURL=WGPUCanvasSurface.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WGPUCanvasSurface.js","sourceRoot":"","sources":["../../src/renderer/WGPUCanvasSurface.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,YAAY,EAAC,MAAM,mBAAmB,CAAC;AAG/C,iFAAiF;AACjF,MAAM,OAAO,iBAAiB;IAI8C;IAAoC;IAHrG,OAAO,CAAqB;IACrC,GAAG,GAAG,KAAK,CAAC;IACJ,aAAa,CAAW;IAChC,YAAY,MAA2C,EAAmB,MAAiB,EAAmB,cAAgC;QAApE,WAAM,GAAN,MAAM,CAAW;QAAmB,mBAAc,GAAd,cAAc,CAAkB;QAC5I,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,UAAU,CAAC,QAAQ,CAAwB,CAAC;QAClE,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,EAAC,MAAM,EAAE,MAAM,EAAE,cAAc,EAAE,SAAS,EAAE,eAAe,EAAC,CAAC,CAAC;IACvF,CAAC;IACD,IAAI,MAAM,KAAI,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,aAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,CAAA,CAAC;IAC9E,IAAI,WAAW;QACb,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS;YAAE,OAAO,IAAI,CAAC,aAAa,CAAC;QAChE,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,IAAI,KAAK,GAA8B,IAAI,CAAC;QAC5C,IAAI,CAAC;YACH,KAAK,GAAG,YAAY,EAAE,CAAC,UAAU,CAAC,QAAQ,CAA8B,CAAC;YACzE,IAAI,CAAC,KAAK;gBAAE,OAAO,KAAK,CAAC;YACzB,KAAK,CAAC,SAAS,CAAC,EAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,aAAa,EAAE,SAAS,EAAE,eAAe,EAAE,UAAU,EAAE,MAAM,EAAE,WAAW,EAAE,EAAC,IAAI,EAAE,UAAU,EAAC,EAAqB,CAAC,CAAC;YACnK,MAAM,OAAO,GAAG,KAAK,CAAC,gBAAgB,EAAE,EAAE,CAAC;YAC3C,IAAI,CAAC,aAAa,GAAG,OAAO,EAAE,MAAM,KAAK,aAAa,IAAI,OAAO,CAAC,WAAW,EAAE,IAAI,KAAK,UAAU,CAAC;QACrG,CAAC;QAAC,MAAM,CAAC;YAAA,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAAA,CAAC;gBAC7B,CAAC;YAAA,KAAK,EAAE,WAAW,EAAE,EAAE,CAAC;QAAA,CAAC;QACjC,OAAO,IAAI,CAAC,aAAa,CAAC;IAC5B,CAAC;IACD,SAAS,CAAC,OAAgB;QACxB,MAAM,MAAM,GAAG,OAAO,IAAI,IAAI,CAAC,WAAW,CAAC;QAC3C,IAAI,MAAM,KAAK,IAAI,CAAC,GAAG;YAAE,OAAO;QAChC,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC;QAClB,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,MAAM;YAC3B,CAAC,CAAC,EAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,aAAa,EAAE,SAAS,EAAE,eAAe,EAAE,UAAU,EAAE,MAAM,EAAE,WAAW,EAAE,EAAC,IAAI,EAAE,UAAU,EAAC,EAAqB;YACnJ,CAAC,CAAC,EAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,CAAC,cAAc,EAAE,SAAS,EAAE,eAAe,EAAC,CAAC,CAAC;IACtF,CAAC;IACD,OAAO,KAAI,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,EAAE,CAAC,CAAA,CAAC;CAC1C","sourcesContent":["import {createCanvas} from '../util/canvas.js';\ntype HDRConfiguration = GPUCanvasConfiguration & {toneMapping: {mode: 'extended'}};\ntype InspectableContext = GPUCanvasContext & {getConfiguration?: () => GPUCanvasConfiguration & {toneMapping?: {mode?: string}}};\n/** One canvas surface; composing or exporting an image never reconfigures it. */\nexport class WGPUCanvasSurface {\n readonly context: InspectableContext;\n hdr = false;\n private compatibleHDR?: boolean;\n constructor(canvas: HTMLCanvasElement | OffscreenCanvas, private readonly device: GPUDevice, private readonly standardFormat: GPUTextureFormat) {\n this.context = canvas.getContext('webgpu')! as InspectableContext;\n this.context.configure({device, format: standardFormat, alphaMode: 'premultiplied'});\n }\n get format() {return this.hdr ? 'rgba16float' as const : this.standardFormat;}\n get supportsHDR() {\n if (this.compatibleHDR !== undefined) return this.compatibleHDR;\n this.compatibleHDR = false;\n let probe: InspectableContext | null = null;\n try {\n probe = createCanvas().getContext('webgpu') as InspectableContext | null;\n if (!probe) return false;\n probe.configure({device: this.device, format: 'rgba16float', alphaMode: 'premultiplied', colorSpace: 'srgb', toneMapping: {mode: 'extended'}} as HDRConfiguration);\n const applied = probe.getConfiguration?.();\n this.compatibleHDR = applied?.format === 'rgba16float' && applied.toneMapping?.mode === 'extended';\n } catch {this.compatibleHDR = false;}\n finally {probe?.unconfigure?.();}\n return this.compatibleHDR;\n }\n configure(enabled: boolean) {\n const active = enabled && this.supportsHDR;\n if (active === this.hdr) return;\n this.hdr = active;\n this.context.configure(active\n ? {device: this.device, format: 'rgba16float', alphaMode: 'premultiplied', colorSpace: 'srgb', toneMapping: {mode: 'extended'}} as HDRConfiguration\n : {device: this.device, format: this.standardFormat, alphaMode: 'premultiplied'});\n }\n dispose() {this.context.unconfigure?.();}\n}\n"]}
@@ -0,0 +1,73 @@
1
+ import { Uniform } from './WGPUFullQuadPass.js';
2
+ export type { Uniform };
3
+ export declare const WORKGROUP_SIZE = 8;
4
+ export interface WGPUComputePassInput {
5
+ buffer?: GPUBuffer;
6
+ texture?: GPUTexture;
7
+ channels: number;
8
+ type?: 'u32' | 'i32' | 'f32';
9
+ }
10
+ export interface WGPUComputePassOutput {
11
+ channels?: number;
12
+ count?: number;
13
+ atomic?: boolean;
14
+ type?: 'u32' | 'i32' | 'f32';
15
+ }
16
+ export declare class WGPUComputePass<I extends string, O extends string> {
17
+ private _label;
18
+ private _device;
19
+ private _outputBuffers;
20
+ private _outputParams;
21
+ private _pipeline;
22
+ private _bindGroups;
23
+ private _needsUpdatePipeline;
24
+ private _inputs;
25
+ private _outputs;
26
+ private _uniforms;
27
+ private _uniformsMap;
28
+ private _uniformBuffers;
29
+ private _capacityWidth;
30
+ private _capacityHeight;
31
+ private _reserveCapacity;
32
+ private _width;
33
+ private _height;
34
+ private _execWidth?;
35
+ private _execHeight?;
36
+ private _workGroupSize;
37
+ private _csCode;
38
+ private _csMain;
39
+ private _csDefine;
40
+ private _groupOffsets;
41
+ constructor(label: string, device: GPUDevice, opts: {
42
+ inputs: I[];
43
+ outputs: O[];
44
+ csMain: string;
45
+ csDefine?: string;
46
+ uniforms?: Uniform[];
47
+ });
48
+ setCSCode({ csDefine, csMain }: {
49
+ csDefine: string;
50
+ csMain: string;
51
+ }): void;
52
+ reserveCapacity(): void;
53
+ setSize(width: number, height: number): void;
54
+ setExecuteSize(width: number, height: number): void;
55
+ setOutputParams(outputParams: Record<O, WGPUComputePassOutput>): void;
56
+ setUniform(label: string, data: Uniform['data']): void;
57
+ getOutput(name: O): GPUBuffer;
58
+ getMemoryBytes(): number;
59
+ dispose(): void;
60
+ setWorkGroupSize(width: number, height: number): void;
61
+ private _getActualWorkgroupSize;
62
+ private _createBuffer;
63
+ private _invalidateChangedOutputBuffers;
64
+ private _updateOutputBuffers;
65
+ private _updatePipeline;
66
+ private _getFullCs;
67
+ private _updateBindGroups;
68
+ createPass(commandEncoder: GPUCommandEncoder, inputs: Record<I, WGPUComputePassInput>,
69
+ /**
70
+ * Explict outputs. Used for buffers reuse.
71
+ */
72
+ outputs?: Record<O, GPUBuffer>): void;
73
+ }
@@ -0,0 +1,317 @@
1
+ import { getTargetShaderCache } from './WGPUShaderCache.js';
2
+ // TODO output read write buffer
3
+ import { getUniformBuffer } from './WGPUFullQuadPass.js';
4
+ function isStorageParamsEqual(params, other) {
5
+ return (params.channels === other.channels &&
6
+ params.type === other.type &&
7
+ params.count === other.count &&
8
+ params.atomic === other.atomic);
9
+ }
10
+ export const WORKGROUP_SIZE = 8;
11
+ export class WGPUComputePass {
12
+ _label;
13
+ _device;
14
+ _outputBuffers = {};
15
+ _outputParams = {};
16
+ _pipeline;
17
+ _bindGroups = [];
18
+ _needsUpdatePipeline = true;
19
+ _inputs = [];
20
+ _outputs = [];
21
+ _uniforms = [];
22
+ _uniformsMap = {};
23
+ _uniformBuffers = {};
24
+ _capacityWidth = 0;
25
+ _capacityHeight = 0;
26
+ _reserveCapacity = false;
27
+ _width = 10;
28
+ _height = 10;
29
+ _execWidth;
30
+ _execHeight;
31
+ _workGroupSize = [WORKGROUP_SIZE, WORKGROUP_SIZE];
32
+ _csCode = '';
33
+ _csMain;
34
+ _csDefine;
35
+ _groupOffsets = {
36
+ inputs: 0,
37
+ uniforms: 1,
38
+ outputs: 2
39
+ };
40
+ constructor(label, device, opts) {
41
+ this._label = label;
42
+ this._device = device;
43
+ this._csMain = opts.csMain;
44
+ this._csDefine = opts.csDefine;
45
+ this._inputs = opts.inputs;
46
+ this._outputs = opts.outputs;
47
+ const uniforms = opts.uniforms || [];
48
+ this._uniforms = uniforms;
49
+ this._uniformsMap = this._uniforms.reduce((map, uniform) => {
50
+ map[uniform.label] = uniform;
51
+ return map;
52
+ }, {});
53
+ uniforms.forEach((uniform) => {
54
+ const data = getUniformBuffer(uniform.data, uniform.type);
55
+ this._uniformBuffers[uniform.label] = device.createBuffer({
56
+ label: this._label + '.' + uniform.label,
57
+ size: data.byteLength,
58
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
59
+ });
60
+ this._device.queue.writeBuffer(this._uniformBuffers[uniform.label], 0, data);
61
+ });
62
+ }
63
+ setCSCode({ csDefine, csMain }) {
64
+ this._csDefine = csDefine;
65
+ this._csMain = csMain;
66
+ this._needsUpdatePipeline = true;
67
+ }
68
+ reserveCapacity() { this._reserveCapacity = true; this._capacityWidth = this._width; this._capacityHeight = this._height; }
69
+ setSize(width, height) {
70
+ width = Math.max(1, Math.ceil(width));
71
+ height = Math.max(1, Math.ceil(height));
72
+ const sizeChanged = width !== this._width || height !== this._height;
73
+ this._width = width;
74
+ this._height = height;
75
+ if (sizeChanged) {
76
+ this._needsUpdatePipeline = true;
77
+ const nextWidth = Math.max(this._capacityWidth, width), nextHeight = Math.max(this._capacityHeight, height);
78
+ const capacityChanged = nextWidth !== this._capacityWidth || nextHeight !== this._capacityHeight;
79
+ this._capacityWidth = nextWidth;
80
+ this._capacityHeight = nextHeight;
81
+ if (this._reserveCapacity && !capacityChanged)
82
+ return;
83
+ // Invalidate all buffers
84
+ for (const key in this._outputBuffers) {
85
+ this._outputBuffers[key].destroy();
86
+ }
87
+ this._outputBuffers = {};
88
+ }
89
+ }
90
+ setExecuteSize(width, height) {
91
+ width = Math.max(1, Math.ceil(width));
92
+ height = Math.max(1, Math.ceil(height));
93
+ this._execWidth = width;
94
+ this._execHeight = height;
95
+ }
96
+ setOutputParams(outputParams) {
97
+ // TODO lazy update buffers
98
+ this._invalidateChangedOutputBuffers(outputParams);
99
+ this._outputParams = outputParams;
100
+ this._needsUpdatePipeline = true;
101
+ }
102
+ setUniform(label, data) {
103
+ const buffer = this._uniformBuffers[label];
104
+ this._device.queue.writeBuffer(buffer, 0, getUniformBuffer(data, this._uniformsMap[label].type));
105
+ }
106
+ getOutput(name) {
107
+ const outputBuffers = this._outputBuffers;
108
+ if (!outputBuffers[name]) {
109
+ outputBuffers[name] = this._createBuffer(name, this._outputParams[name] || {});
110
+ }
111
+ return outputBuffers[name];
112
+ }
113
+ getMemoryBytes() {
114
+ return [...Object.values(this._uniformBuffers), ...Object.values(this._outputBuffers)]
115
+ .reduce((sum, buffer) => sum + buffer.size, 0);
116
+ }
117
+ dispose() {
118
+ Object.keys(this._uniformBuffers).forEach((key) => {
119
+ this._uniformBuffers[key].destroy();
120
+ });
121
+ Object.keys(this._outputBuffers).forEach((key) => {
122
+ this._outputBuffers[key].destroy();
123
+ });
124
+ }
125
+ setWorkGroupSize(width, height) {
126
+ this._needsUpdatePipeline =
127
+ width !== this._workGroupSize[0] || height !== this._workGroupSize[1];
128
+ this._workGroupSize = [width, height];
129
+ }
130
+ _getActualWorkgroupSize() {
131
+ return [
132
+ Math.min(this._workGroupSize[0], this._execWidth ?? this._width),
133
+ Math.min(this._workGroupSize[1], this._execHeight ?? this._height)
134
+ ];
135
+ }
136
+ _createBuffer(label, params) {
137
+ const channels = params.channels ?? 4;
138
+ const byteLength = (this._reserveCapacity ? this._capacityWidth * this._capacityHeight : this._width * this._height) * channels * (params.count ?? 1) * 4;
139
+ return this._device.createBuffer({
140
+ label: this._label + '.' + label,
141
+ // webgpu needs buffer at least 80 bytes.
142
+ size: Math.max(byteLength, 80),
143
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC
144
+ });
145
+ }
146
+ _invalidateChangedOutputBuffers(newParams) {
147
+ const outputBuffers = this._outputBuffers;
148
+ const oldParams = this._outputParams;
149
+ for (const key in outputBuffers) {
150
+ if (!isStorageParamsEqual(newParams[key] || {}, oldParams[key] || {})) {
151
+ outputBuffers[key].destroy();
152
+ delete outputBuffers[key];
153
+ }
154
+ }
155
+ }
156
+ _updateOutputBuffers(excludes) {
157
+ const outputBuffers = this._outputBuffers;
158
+ const params = this._outputParams;
159
+ for (const key in params) {
160
+ if (!outputBuffers[key] && !excludes?.includes(key)) {
161
+ outputBuffers[key] = this._createBuffer(key, params[key]);
162
+ }
163
+ }
164
+ }
165
+ _updatePipeline(inputParams, inputTypes) {
166
+ if (!this._needsUpdatePipeline) {
167
+ return;
168
+ }
169
+ this._needsUpdatePipeline = false;
170
+ const device = this._device;
171
+ const csCode = this._getFullCs(inputParams, inputTypes);
172
+ if (csCode === this._csCode) {
173
+ return;
174
+ }
175
+ this._csCode = csCode;
176
+ this._pipeline = getTargetShaderCache(device).createComputePipeline({
177
+ label: this._label,
178
+ layout: 'auto',
179
+ compute: {
180
+ module: getTargetShaderCache(device).createShaderModule({
181
+ label: this._label,
182
+ code: csCode
183
+ }),
184
+ entryPoint: 'main'
185
+ }
186
+ });
187
+ this._updateBindGroups();
188
+ }
189
+ _getFullCs(inputParams, inputTypes) {
190
+ const inputs = this._inputs;
191
+ const uniforms = this._uniforms;
192
+ let offset = 0;
193
+ const groupOffsets = (this._groupOffsets = {
194
+ inputs: 0,
195
+ uniforms: 0,
196
+ outputs: 0
197
+ });
198
+ const workgroupSize = this._getActualWorkgroupSize();
199
+ if (inputs.length > 0) {
200
+ offset++;
201
+ }
202
+ if (uniforms.length > 0) {
203
+ groupOffsets.uniforms = offset;
204
+ offset++;
205
+ }
206
+ function getTypeCode(params) {
207
+ const { type = 'f32', channels } = params;
208
+ let code = channels === 1 ? type : `vec${channels}${type[0]}`;
209
+ if (params.atomic) {
210
+ code = `atomic<${code}>`;
211
+ }
212
+ return code;
213
+ }
214
+ groupOffsets.outputs = offset;
215
+ const cs = /* wgsl */ `
216
+ ${inputs
217
+ .sort()
218
+ .map((inputName, idx) => {
219
+ const bindingPrefix = `@group(${groupOffsets.inputs}) @binding(${idx}) `;
220
+ const varName = `in_${inputName}`;
221
+ // TODO more channels option.
222
+ return inputTypes[inputName] === 'texture'
223
+ ? `${bindingPrefix} var ${varName}: texture_2d<f32>;`
224
+ : `${bindingPrefix} var<storage, read> ${varName}: array<${getTypeCode(inputParams[inputName])}>;`;
225
+ })
226
+ .join('\n')}
227
+ ${this._uniforms
228
+ .map((uniform, idx) => `@group(${groupOffsets.uniforms}) @binding(${idx}) var<uniform> ${uniform.label}: ${uniform.type};`)
229
+ .join('\n')}
230
+
231
+ ${this._outputs
232
+ .map((name, idx) => {
233
+ return `@group(${groupOffsets.outputs}) @binding(${idx}) var<storage, read_write> out_${name}: array<${getTypeCode(this._outputParams[name] || {})}>;`;
234
+ })
235
+ .join('\n')}
236
+ ${this._csDefine ?? ''}
237
+ @compute @workgroup_size(${workgroupSize[0]}, ${workgroupSize[1]}, 1)
238
+ fn main(@builtin(global_invocation_id) globalId: vec3u) {
239
+ ${this._csMain}
240
+ }
241
+ `;
242
+ return cs;
243
+ }
244
+ _updateBindGroups() {
245
+ const bindGroups = [];
246
+ const device = this._device;
247
+ const groupOffsets = this._groupOffsets;
248
+ if (this._uniforms.length > 0) {
249
+ bindGroups[groupOffsets.uniforms] = device.createBindGroup({
250
+ label: this._label + '.uniforms',
251
+ layout: this._pipeline.getBindGroupLayout(groupOffsets.uniforms),
252
+ entries: this._uniforms.map((uniform, idx) => ({
253
+ binding: idx,
254
+ resource: {
255
+ buffer: this._uniformBuffers[uniform.label]
256
+ }
257
+ }))
258
+ });
259
+ }
260
+ this._bindGroups = bindGroups;
261
+ }
262
+ createPass(commandEncoder, inputs,
263
+ /**
264
+ * Explict outputs. Used for buffers reuse.
265
+ */
266
+ outputs) {
267
+ this._updateOutputBuffers(Object.keys(outputs || {}));
268
+ const outputBuffers = {
269
+ ...this._outputBuffers,
270
+ ...outputs
271
+ };
272
+ const inputTypes = this._inputs.reduce((obj, inputName) => {
273
+ obj[inputName] = inputs[inputName].buffer ? 'buffer' : 'texture';
274
+ return obj;
275
+ }, {});
276
+ this._updatePipeline(inputs, inputTypes);
277
+ const groupOffsets = this._groupOffsets;
278
+ if (this._inputs.length > 0) {
279
+ this._bindGroups[groupOffsets.inputs] = this._device.createBindGroup({
280
+ label: this._label + '.inputs',
281
+ layout: this._pipeline.getBindGroupLayout(groupOffsets.inputs),
282
+ entries: this._inputs.map((inputName, idx) => ({
283
+ binding: idx,
284
+ resource: inputs[inputName].buffer
285
+ ? {
286
+ buffer: inputs[inputName].buffer
287
+ }
288
+ : inputs[inputName].texture.createView()
289
+ }))
290
+ });
291
+ }
292
+ // Outputs
293
+ this._bindGroups[groupOffsets.outputs] = this._device.createBindGroup({
294
+ label: this._label + '.outputs',
295
+ layout: this._pipeline.getBindGroupLayout(groupOffsets.outputs),
296
+ entries: this._outputs.map((bufferName, idx) => ({
297
+ binding: idx,
298
+ resource: {
299
+ buffer: outputBuffers[bufferName]
300
+ }
301
+ }))
302
+ });
303
+ // Begin the render pass
304
+ const computePass = commandEncoder.beginComputePass();
305
+ // Draw a full quad
306
+ computePass.setPipeline(this._pipeline);
307
+ // Bind groups
308
+ this._bindGroups.forEach((bindGroup, idx) => {
309
+ computePass.setBindGroup(idx, bindGroup);
310
+ });
311
+ const workgroupSize = this._getActualWorkgroupSize();
312
+ computePass.dispatchWorkgroups(Math.ceil((this._execWidth ?? this._width) / workgroupSize[0]), Math.ceil((this._execHeight ?? this._height) / workgroupSize[1]), 1);
313
+ // End the render pass
314
+ computePass.end();
315
+ }
316
+ }
317
+ //# sourceMappingURL=WGPUComputePass.js.map
@@ -0,0 +1 @@
1
+ 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{ getTargetShaderCache } from './WGPUShaderCache.js';\n// TODO output read write buffer\nimport { getUniformBuffer, Uniform } from './WGPUFullQuadPass.js';\n\nexport type { Uniform };\n\nfunction isStorageParamsEqual(\n params: WGPUComputePassOutput,\n other: WGPUComputePassOutput\n) {\n return (\n params.channels === other.channels &&\n params.type === other.type &&\n params.count === other.count &&\n params.atomic === other.atomic\n );\n}\n\nexport const WORKGROUP_SIZE = 8;\n\nexport interface WGPUComputePassInput {\n buffer?: GPUBuffer;\n texture?: GPUTexture;\n channels: number;\n type?: 'u32' | 'i32' | 'f32';\n}\n\nexport interface WGPUComputePassOutput {\n channels?: number;\n // Default: 1. 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''}\n@compute @workgroup_size(${workgroupSize[0]}, ${workgroupSize[1]}, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3u) {\n${this._csMain}\n}\n`;\n\n return cs;\n }\n\n private _updateBindGroups() {\n const bindGroups: GPUBindGroup[] = [];\n const device = this._device;\n const groupOffsets = this._groupOffsets;\n\n if (this._uniforms.length > 0) {\n bindGroups[groupOffsets.uniforms] = device.createBindGroup({\n label: this._label + '.uniforms',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.uniforms),\n entries: this._uniforms.map(\n (uniform, idx) =>\n ({\n binding: idx,\n resource: {\n buffer: this._uniformBuffers[uniform.label]\n }\n } as GPUBindGroupEntry)\n )\n });\n }\n\n this._bindGroups = bindGroups;\n }\n\n createPass(\n commandEncoder: GPUCommandEncoder,\n inputs: Record<I, WGPUComputePassInput>,\n\n /**\n * Explict outputs. Used for buffers reuse.\n */\n outputs?: Record<O, GPUBuffer>\n ) {\n this._updateOutputBuffers(Object.keys(outputs || {}));\n const outputBuffers = {\n ...this._outputBuffers,\n ...outputs\n } as Record<string, GPUBuffer>;\n\n const inputTypes = this._inputs.reduce((obj, inputName) => {\n obj[inputName] = inputs[inputName as I].buffer ? 'buffer' : 'texture';\n return obj;\n }, {} as Record<string, 'texture' | 'buffer'>);\n\n this._updatePipeline(inputs, inputTypes);\n\n const groupOffsets = this._groupOffsets;\n if (this._inputs.length > 0) {\n this._bindGroups[groupOffsets.inputs] = this._device.createBindGroup({\n label: this._label + '.inputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.inputs),\n entries: this._inputs.map((inputName, idx) => ({\n binding: idx,\n resource: inputs[inputName as I].buffer\n ? {\n buffer: inputs[inputName as I].buffer!\n }\n : inputs[inputName as I].texture!.createView()\n }))\n });\n }\n\n // Outputs\n this._bindGroups[groupOffsets.outputs] = this._device.createBindGroup({\n label: this._label + '.outputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.outputs),\n entries: this._outputs.map((bufferName, idx) => ({\n binding: idx,\n resource: {\n buffer: outputBuffers[bufferName]\n }\n }))\n });\n\n // Begin the render pass\n const computePass = commandEncoder.beginComputePass();\n\n // Draw a full quad\n computePass.setPipeline(this._pipeline);\n // Bind groups\n this._bindGroups.forEach((bindGroup, idx) => {\n computePass.setBindGroup(idx, bindGroup);\n });\n\n const workgroupSize = this._getActualWorkgroupSize();\n computePass.dispatchWorkgroups(\n Math.ceil((this._execWidth ?? this._width) / workgroupSize[0]),\n Math.ceil((this._execHeight ?? this._height) / workgroupSize[1]),\n 1\n );\n // End the render pass\n computePass.end();\n }\n}\n"]}
@@ -0,0 +1,73 @@
1
+ export declare const fullScreenQuadVertexShaderWGSL = "\n@vertex\nfn main(\n @builtin(vertex_index) vertexIndex: u32\n) -> @builtin(position) vec4f {\n const pos = array(\n vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0),\n vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),\n );\n\n return vec4<f32>(pos[vertexIndex], 0.0, 1.0);\n}\n";
2
+ export declare function getUniformBuffer(value: any, type: Uniform['type']): Float32Array | Int32Array | Uint32Array;
3
+ export interface Uniform {
4
+ label: string;
5
+ type: `array<vec4u, ${number}>` | 'f32' | 'i32' | 'u32' | 'vec3f' | 'vec4f' | 'vec2f' | 'vec2i' | 'vec3i' | 'vec4i' | 'vec2u' | 'vec3u' | 'vec4u';
6
+ data: Float32Array | Int32Array | Uint32Array | number | number[];
7
+ }
8
+ export interface WGPUFullQuadPassOutput {
9
+ format: GPUTextureFormat;
10
+ }
11
+ export declare class WGPUFullQuadPass<I extends string, O extends string> {
12
+ private _label;
13
+ private _device;
14
+ private _outputTextures;
15
+ private _outputParams;
16
+ private _pipeline;
17
+ private _bindGroups;
18
+ private _needsUpdatePipeline;
19
+ private _needsUpdateOutputTextures;
20
+ /**
21
+ * When render to canvas
22
+ */
23
+ private _renderToScreen?;
24
+ private _inputs;
25
+ private _inputViewDimensions;
26
+ private _outputs;
27
+ private _uniforms;
28
+ private _uniformsMap;
29
+ private _uniformBuffers;
30
+ private _samplers;
31
+ private _capacityWidth;
32
+ private _capacityHeight;
33
+ private _reserveCapacity;
34
+ private _regionNames;
35
+ private _width;
36
+ private _height;
37
+ private _fsCode;
38
+ private readonly _fsMain;
39
+ private readonly _fsDefine;
40
+ private _textureWillBeRead;
41
+ constructor(label: string, device: GPUDevice, opts: {
42
+ inputs: I[];
43
+ inputViewDimensions?: Partial<Record<I, GPUTextureViewDimension>>;
44
+ outputs: O[];
45
+ samplers?: Record<string, GPUSampler>;
46
+ fsMain: string;
47
+ fsDefine?: string;
48
+ uniforms?: Uniform[];
49
+ textureWillBeRead?: boolean;
50
+ });
51
+ /** Keep physical outputs large enough for every render while varying the logical viewport. */
52
+ reserveCapacity(): void;
53
+ setSize(width: number, height: number): void;
54
+ setOutputParams(outputParams: Record<O, WGPUFullQuadPassOutput>): void;
55
+ setRenderToScreen(screenTexture: GPUTexture, presentationFormat: GPUTextureFormat): void;
56
+ setUniform(label: string, data: Uniform['data']): void;
57
+ private readonly _retainedOutputs;
58
+ retainOutput(texture: GPUTexture): void;
59
+ releaseOutput(texture: GPUTexture): void;
60
+ getOutput(name: O): GPUTexture;
61
+ getMemoryBytes(): number;
62
+ dispose(): void;
63
+ private _createTexture;
64
+ private _updateOutputTextures;
65
+ private _updatePipeline;
66
+ private _getFullFs;
67
+ private _updateBindGroups;
68
+ createPass(commandEncoder: GPUCommandEncoder, inputs: Record<I, GPUTexture>,
69
+ /**
70
+ * Explict outputs. Used for buffers reuse.
71
+ */
72
+ outputs?: Record<O, GPUTexture>): void;
73
+ }