@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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  536. package/package.json +124 -4
@@ -0,0 +1,389 @@
1
+ import { scratchWGSLFunctions } from './scratchSampling.js';
2
+ import { setTextureRegion, textureRegion } from './textureRegion.js';
3
+ import { getTargetShaderCache } from './WGPUShaderCache.js';
4
+ import { textureBytes } from './gpuMemory.js';
5
+ export const fullScreenQuadVertexShaderWGSL = /*wgsl */ `
6
+ @vertex
7
+ fn main(
8
+ @builtin(vertex_index) vertexIndex: u32
9
+ ) -> @builtin(position) vec4f {
10
+ const pos = array(
11
+ vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0),
12
+ vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),
13
+ );
14
+
15
+ return vec4<f32>(pos[vertexIndex], 0.0, 1.0);
16
+ }
17
+ `;
18
+ function isTextureParamsEqual(params, other) {
19
+ return params.format === other.format;
20
+ }
21
+ export function getUniformBuffer(value, type) {
22
+ if (value instanceof Float32Array ||
23
+ value instanceof Int32Array ||
24
+ value instanceof Uint32Array) {
25
+ return value;
26
+ }
27
+ if (typeof value === 'number') {
28
+ value = [value];
29
+ }
30
+ if (type === 'i32' || type.endsWith('i')) {
31
+ return new Int32Array(value);
32
+ }
33
+ else if (type === 'u32' || type.endsWith('u')) {
34
+ return new Uint32Array(value);
35
+ }
36
+ else {
37
+ return new Float32Array(value);
38
+ }
39
+ }
40
+ export class WGPUFullQuadPass {
41
+ _label;
42
+ _device;
43
+ _outputTextures = {};
44
+ _outputParams = {};
45
+ _pipeline;
46
+ _bindGroups = [];
47
+ _needsUpdatePipeline = true;
48
+ _needsUpdateOutputTextures = true;
49
+ /**
50
+ * When render to canvas
51
+ */
52
+ _renderToScreen;
53
+ _inputs = [];
54
+ _inputViewDimensions = {};
55
+ _outputs = [];
56
+ _uniforms = [];
57
+ _uniformsMap = {};
58
+ _uniformBuffers = {};
59
+ _samplers = {};
60
+ _capacityWidth = 0;
61
+ _capacityHeight = 0;
62
+ _reserveCapacity = false;
63
+ _regionNames = [];
64
+ _width = 10;
65
+ _height = 10;
66
+ _fsCode = '';
67
+ _fsMain;
68
+ _fsDefine;
69
+ _textureWillBeRead;
70
+ constructor(label, device, opts) {
71
+ this._label = label;
72
+ this._device = device;
73
+ this._fsMain = opts.fsMain;
74
+ this._fsDefine = opts.fsDefine;
75
+ this._inputs = opts.inputs;
76
+ this._inputViewDimensions = opts.inputViewDimensions || {};
77
+ this._outputs = opts.outputs;
78
+ this._uniforms = (opts.uniforms || []).concat({
79
+ label: 'viewportSize',
80
+ type: 'vec2f',
81
+ data: [0, 0]
82
+ });
83
+ this._samplers = opts.samplers || {};
84
+ this._uniformsMap = this._uniforms.reduce((map, uniform) => {
85
+ map[uniform.label] = uniform;
86
+ return map;
87
+ }, {});
88
+ this._textureWillBeRead = opts.textureWillBeRead || false;
89
+ this._uniforms.forEach((uniform) => {
90
+ const data = getUniformBuffer(uniform.data, uniform.type);
91
+ this._uniformBuffers[uniform.label] = device.createBuffer({
92
+ label: this._label,
93
+ size: data.byteLength,
94
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
95
+ });
96
+ this._device.queue.writeBuffer(this._uniformBuffers[uniform.label], 0, data);
97
+ });
98
+ }
99
+ /** Keep physical outputs large enough for every render while varying the logical viewport. */
100
+ reserveCapacity() {
101
+ if (this._reserveCapacity)
102
+ return;
103
+ this._reserveCapacity = true;
104
+ this._capacityWidth = this._width;
105
+ this._capacityHeight = this._height;
106
+ const textures = this._inputs.filter(name => !this._inputViewDimensions[name] || this._inputViewDimensions[name] === '2d');
107
+ this._regionNames = textures;
108
+ if (textures.length) {
109
+ const uniform = { label: 'imageRegions', type: `array<vec4u, ${textures.length}>`, data: new Uint32Array(textures.length * 4) };
110
+ this._uniforms.push(uniform);
111
+ this._uniformsMap[uniform.label] = uniform;
112
+ this._uniformBuffers[uniform.label] = this._device.createBuffer({ label: `${this._label}.${uniform.label}`, size: textures.length * 16, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
113
+ }
114
+ this._needsUpdatePipeline = true;
115
+ this._fsCode = '';
116
+ }
117
+ setSize(width, height) {
118
+ width = Math.max(1, Math.ceil(width));
119
+ height = Math.max(1, Math.ceil(height));
120
+ const sizeChanged = width !== this._width || height !== this._height;
121
+ this._width = width;
122
+ this._height = height;
123
+ if (sizeChanged) {
124
+ const nextWidth = Math.max(this._capacityWidth, width);
125
+ const nextHeight = Math.max(this._capacityHeight, height);
126
+ this._needsUpdateOutputTextures ||= !this._reserveCapacity || nextWidth !== this._capacityWidth || nextHeight !== this._capacityHeight;
127
+ this._capacityWidth = nextWidth;
128
+ this._capacityHeight = nextHeight;
129
+ this._needsUpdatePipeline = true;
130
+ this.setUniform('viewportSize', [width, height]);
131
+ }
132
+ }
133
+ setOutputParams(outputParams) {
134
+ this._renderToScreen = undefined;
135
+ const outputsChanged = Object.keys(outputParams).some((key) => !isTextureParamsEqual(outputParams[key], this._outputParams[key] || {}));
136
+ this._needsUpdateOutputTextures ||= outputsChanged;
137
+ this._needsUpdatePipeline ||= outputsChanged;
138
+ if (outputsChanged)
139
+ this._fsCode = '';
140
+ this._outputParams = outputParams;
141
+ }
142
+ setRenderToScreen(screenTexture, presentationFormat) {
143
+ if (this._renderToScreen &&
144
+ this._renderToScreen.presentationFormat !== presentationFormat) {
145
+ this._needsUpdatePipeline = true;
146
+ this._fsCode = '';
147
+ }
148
+ this._renderToScreen = {
149
+ screenTexture,
150
+ presentationFormat
151
+ };
152
+ }
153
+ setUniform(label, data) {
154
+ const buffer = this._uniformBuffers[label];
155
+ this._device.queue.writeBuffer(buffer, 0, getUniformBuffer(data, this._uniformsMap[label].type));
156
+ }
157
+ _retainedOutputs = new Set();
158
+ retainOutput(texture) { if (Object.values(this._outputTextures).includes(texture))
159
+ this._retainedOutputs.add(texture); }
160
+ releaseOutput(texture) {
161
+ if (!this._retainedOutputs.delete(texture))
162
+ return;
163
+ if (!Object.values(this._outputTextures).includes(texture)) {
164
+ void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => texture.destroy());
165
+ }
166
+ }
167
+ getOutput(name) {
168
+ return this._outputTextures[name];
169
+ }
170
+ getMemoryBytes() {
171
+ return Object.values(this._uniformBuffers).reduce((sum, buffer) => sum + buffer.size, 0)
172
+ + Array.from(new Set([...Object.values(this._outputTextures), ...this._retainedOutputs]))
173
+ .reduce((sum, texture) => sum + textureBytes(texture), 0);
174
+ }
175
+ dispose() {
176
+ Object.keys(this._uniformBuffers).forEach((key) => {
177
+ this._uniformBuffers[key].destroy();
178
+ });
179
+ new Set([...Object.values(this._outputTextures), ...this._retainedOutputs]).forEach(texture => texture.destroy());
180
+ this._retainedOutputs.clear();
181
+ }
182
+ _createTexture(params) {
183
+ return this._device.createTexture({
184
+ label: this._label,
185
+ size: {
186
+ width: this._reserveCapacity ? this._capacityWidth : this._width,
187
+ height: this._reserveCapacity ? this._capacityHeight : this._height,
188
+ depthOrArrayLayers: 1
189
+ },
190
+ format: params.format,
191
+ usage: GPUTextureUsage.RENDER_ATTACHMENT |
192
+ GPUTextureUsage.TEXTURE_BINDING |
193
+ (this._textureWillBeRead ? GPUTextureUsage.COPY_SRC : 0)
194
+ });
195
+ }
196
+ _updateOutputTextures(excludes) {
197
+ const outputParams = this._outputParams;
198
+ for (const key in outputParams) {
199
+ if (excludes?.includes(key)) {
200
+ continue;
201
+ }
202
+ const params = outputParams[key];
203
+ if (!this._retainedOutputs.has(this._outputTextures[key]))
204
+ this._outputTextures[key]?.destroy();
205
+ this._outputTextures[key] = this._createTexture(params);
206
+ }
207
+ }
208
+ _updatePipeline() {
209
+ if (!this._needsUpdatePipeline) {
210
+ return;
211
+ }
212
+ this._needsUpdatePipeline = false;
213
+ const outputParams = this._outputParams;
214
+ const device = this._device;
215
+ const fsCode = this._getFullFs();
216
+ if (fsCode === this._fsCode) {
217
+ return;
218
+ }
219
+ const { screenTexture, presentationFormat } = this._renderToScreen || {};
220
+ this._fsCode = fsCode;
221
+ this._pipeline = getTargetShaderCache(device).createRenderPipeline({
222
+ label: this._label,
223
+ layout: 'auto',
224
+ vertex: {
225
+ module: getTargetShaderCache(device).createShaderModule({
226
+ label: this._label,
227
+ code: fullScreenQuadVertexShaderWGSL
228
+ }),
229
+ entryPoint: 'main'
230
+ },
231
+ fragment: {
232
+ module: getTargetShaderCache(device).createShaderModule({
233
+ label: this._label,
234
+ code: fsCode
235
+ }),
236
+ entryPoint: 'main',
237
+ targets: screenTexture
238
+ ? [
239
+ {
240
+ format: presentationFormat
241
+ }
242
+ ]
243
+ : this._outputs.map((key) => ({
244
+ format: outputParams[key].format
245
+ }))
246
+ },
247
+ primitive: {
248
+ topology: 'triangle-list'
249
+ }
250
+ });
251
+ this._updateBindGroups();
252
+ }
253
+ _getFullFs() {
254
+ const inputs = this._inputs;
255
+ const inputsLen = inputs.length;
256
+ const hasInputs = inputsLen > 0;
257
+ const fs = /* wgsl */ `
258
+ ${inputs
259
+ .sort()
260
+ .map((textureName, idx) => {
261
+ const viewDimension = this._inputViewDimensions[textureName];
262
+ const textureType = viewDimension === '3d' ? 'texture_3d' : 'texture_2d';
263
+ return `@group(0) @binding(${idx}) var ${textureName}: ${textureType}<f32>;`;
264
+ })
265
+ .join('\n')}
266
+
267
+ ${hasInputs
268
+ ? Object.keys(this._samplers)
269
+ .sort()
270
+ .map((samplerName, idx) => `@group(0) @binding(${idx + inputsLen}) var ${samplerName}: sampler;`)
271
+ .join('\n')
272
+ : ''}
273
+ ${this._uniforms
274
+ .map((uniform, idx) => `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${uniform.label}: ${uniform.type};`)
275
+ .join('\n')}
276
+ struct oQ {
277
+ ${this._outputs
278
+ .map((name, idx) => `@location(${idx}) ${name}: vec4f,`)
279
+ .join('\n')}
280
+ }
281
+ ${scratchWGSLFunctions(this._reserveCapacity ? this._regionNames : inputs.filter(name => !this._inputViewDimensions[name] || this._inputViewDimensions[name] === '2d'), Object.keys(this._samplers), this._reserveCapacity)}
282
+ ${this._fsDefine ?? ''}
283
+ @fragment
284
+ fn main(
285
+ @builtin(position) fD: vec4f
286
+ ) -> oQ {
287
+ let uv = vec2i(floor(fD.xy));
288
+ let uv2 = fD.xy / viewportSize;
289
+ var output: oQ;
290
+ ${this._fsMain}
291
+ return output;
292
+ }
293
+ `;
294
+ return fs;
295
+ }
296
+ _updateBindGroups() {
297
+ const bindGroups = [];
298
+ const device = this._device;
299
+ const uniformBindGroupIndex = this._inputs.length > 0 ? 1 : 0;
300
+ if (this._uniforms.length > 0) {
301
+ bindGroups[uniformBindGroupIndex] = device.createBindGroup({
302
+ label: this._label,
303
+ layout: this._pipeline.getBindGroupLayout(uniformBindGroupIndex),
304
+ entries: this._uniforms.map((uniform, idx) => ({
305
+ binding: idx,
306
+ resource: {
307
+ buffer: this._uniformBuffers[uniform.label]
308
+ }
309
+ }))
310
+ });
311
+ }
312
+ this._bindGroups = bindGroups;
313
+ }
314
+ createPass(commandEncoder, inputs,
315
+ /**
316
+ * Explict outputs. Used for buffers reuse.
317
+ */
318
+ outputs) {
319
+ if (this._needsUpdateOutputTextures && !this._renderToScreen) {
320
+ this._updateOutputTextures(Object.keys(outputs || {}));
321
+ this._needsUpdateOutputTextures = false;
322
+ }
323
+ if (this._regionNames.length) {
324
+ const values = new Uint32Array(this._regionNames.length * 4);
325
+ for (const [index, name] of this._regionNames.entries()) {
326
+ const region = textureRegion(inputs[name]);
327
+ values.set([region.width, region.height], index * 4);
328
+ }
329
+ this.setUniform('imageRegions', values);
330
+ }
331
+ for (const texture of Object.values(this._outputTextures))
332
+ setTextureRegion(texture, this._width, this._height);
333
+ this._updatePipeline();
334
+ const inputsLen = this._inputs.length;
335
+ if (inputsLen > 0) {
336
+ this._bindGroups[0] = this._device.createBindGroup({
337
+ label: this._label,
338
+ layout: this._pipeline.getBindGroupLayout(0),
339
+ entries: [
340
+ ...this._inputs.map((textureName, idx) => ({
341
+ binding: idx,
342
+ resource: inputs[textureName].createView(this._inputViewDimensions[textureName]
343
+ ? { dimension: this._inputViewDimensions[textureName] }
344
+ : undefined)
345
+ })),
346
+ ...Object.keys(this._samplers).map((samplerName, idx) => ({
347
+ binding: idx + inputsLen,
348
+ resource: this._samplers[samplerName]
349
+ }))
350
+ ]
351
+ });
352
+ }
353
+ const outputTextures = {
354
+ // Pick the texture from outputTextures first.
355
+ ...this._outputTextures,
356
+ ...outputs
357
+ };
358
+ // Begin the render pass
359
+ const renderPass = commandEncoder.beginRenderPass({
360
+ colorAttachments: this._renderToScreen
361
+ ? [
362
+ {
363
+ view: this._renderToScreen.screenTexture.createView(),
364
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
365
+ storeOp: 'store',
366
+ loadOp: 'clear'
367
+ }
368
+ ]
369
+ : this._outputs.map((textureName) => ({
370
+ view: outputTextures[textureName].createView(),
371
+ clearValue: { r: 0, g: 0, b: 0, a: 0 },
372
+ loadOp: 'clear',
373
+ storeOp: 'store'
374
+ }))
375
+ });
376
+ // Draw a full quad
377
+ renderPass.setViewport(0, 0, this._width, this._height, 0, 1);
378
+ renderPass.setScissorRect(0, 0, this._width, this._height);
379
+ renderPass.setPipeline(this._pipeline);
380
+ // Bind groups
381
+ this._bindGroups.forEach((bindGroup, idx) => {
382
+ renderPass.setBindGroup(idx, bindGroup);
383
+ });
384
+ renderPass.draw(6, 1, 0, 0);
385
+ // End the render pass
386
+ renderPass.end();
387
+ }
388
+ }
389
+ //# sourceMappingURL=WGPUFullQuadPass.js.map
@@ -0,0 +1 @@
1
+ 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_needsUpdateOutputTextures = true;\n /**\n * When render to canvas\n */\n private _renderToScreen?: {\n screenTexture: GPUTexture;\n presentationFormat: GPUTextureFormat;\n };\n private _inputs: string[] = [];\n private _inputViewDimensions: Partial<\n Record<I, GPUTextureViewDimension>\n > = {};\n private _outputs: string[] = [];\n private _uniforms: Uniform[] = [];\n private _uniformsMap: Record<string, Uniform> = {};\n private _uniformBuffers: Record<string, GPUBuffer> = {};\n\n private _samplers: Record<string, GPUSampler> = {};\n\n private _capacityWidth = 0;\n private _capacityHeight = 0;\n private _reserveCapacity = false;\n private _regionNames: string[] = [];\n private _width = 10;\n private _height = 10;\n\n private _fsCode = '';\n private readonly _fsMain;\n private readonly _fsDefine;\n\n private _textureWillBeRead;\n\n constructor(\n label: string,\n device: GPUDevice,\n opts: {\n inputs: I[];\n inputViewDimensions?: Partial<Record<I, GPUTextureViewDimension>>;\n outputs: O[];\n samplers?: Record<string, GPUSampler>;\n fsMain: string;\n fsDefine?: string;\n uniforms?: Uniform[];\n textureWillBeRead?: boolean;\n }\n ) {\n this._label = label;\n this._device = device;\n this._fsMain = opts.fsMain;\n this._fsDefine = opts.fsDefine;\n this._inputs = opts.inputs;\n this._inputViewDimensions = opts.inputViewDimensions || {};\n this._outputs = opts.outputs;\n this._uniforms = (opts.uniforms || []).concat({\n label: 'viewportSize',\n type: 'vec2f',\n data: [0, 0]\n });\n this._samplers = opts.samplers || {};\n this._uniformsMap = this._uniforms.reduce((map, uniform) => {\n map[uniform.label] = uniform;\n return map;\n }, {} as Record<string, Uniform>);\n this._textureWillBeRead = opts.textureWillBeRead || false;\n\n this._uniforms.forEach((uniform) => {\n const data = getUniformBuffer(uniform.data, uniform.type);\n this._uniformBuffers[uniform.label] = device.createBuffer({\n label: this._label,\n size: data.byteLength,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n });\n this._device.queue.writeBuffer(\n this._uniformBuffers[uniform.label],\n 0,\n data\n );\n });\n }\n\n /** Keep physical outputs large enough for every render while varying the logical viewport. */\n reserveCapacity() {\n if (this._reserveCapacity) return;\n this._reserveCapacity = true;\n this._capacityWidth = this._width; this._capacityHeight = this._height;\n const textures = this._inputs.filter(name => !this._inputViewDimensions[name as I] || this._inputViewDimensions[name as I] === '2d');\n this._regionNames = textures;\n if (textures.length) {\n const uniform: Uniform = {label: 'imageRegions', type: `array<vec4u, ${textures.length}>`, data: new Uint32Array(textures.length * 4)};\n this._uniforms.push(uniform); this._uniformsMap[uniform.label] = uniform;\n this._uniformBuffers[uniform.label] = this._device.createBuffer({label: `${this._label}.${uniform.label}`, size: textures.length * 16, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST});\n }\n this._needsUpdatePipeline = true; this._fsCode = '';\n }\n setSize(width: number, height: number) {\n width = Math.max(1, Math.ceil(width));\n height = Math.max(1, Math.ceil(height));\n const sizeChanged = width !== this._width || height !== this._height;\n this._width = width;\n this._height = height;\n if (sizeChanged) {\n const nextWidth = Math.max(this._capacityWidth, width);\n const nextHeight = Math.max(this._capacityHeight, height);\n this._needsUpdateOutputTextures ||= !this._reserveCapacity || nextWidth !== this._capacityWidth || nextHeight !== this._capacityHeight;\n this._capacityWidth = nextWidth; this._capacityHeight = nextHeight;\n this._needsUpdatePipeline = true;\n\n this.setUniform('viewportSize', [width, height]);\n }\n }\n\n setOutputParams(outputParams: Record<O, WGPUFullQuadPassOutput>) {\n this._renderToScreen = undefined;\n const outputsChanged = Object.keys(outputParams).some(\n (key) =>\n !isTextureParamsEqual(\n (outputParams as any)[key],\n this._outputParams[key] || ({} as WGPUFullQuadPassOutput)\n )\n );\n this._needsUpdateOutputTextures ||= outputsChanged;\n this._needsUpdatePipeline ||= outputsChanged;\n if (outputsChanged) this._fsCode = '';\n this._outputParams = outputParams;\n }\n\n setRenderToScreen(\n screenTexture: GPUTexture,\n presentationFormat: GPUTextureFormat\n ) {\n if (\n this._renderToScreen &&\n this._renderToScreen.presentationFormat !== presentationFormat\n ) {\n this._needsUpdatePipeline = true;\n this._fsCode = '';\n }\n this._renderToScreen = {\n screenTexture,\n presentationFormat\n };\n }\n\n setUniform(label: string, data: Uniform['data']) {\n const buffer = this._uniformBuffers[label];\n this._device.queue.writeBuffer(\n buffer,\n 0,\n getUniformBuffer(data, this._uniformsMap[label].type)\n );\n }\n\n private readonly _retainedOutputs = new Set<GPUTexture>();\n retainOutput(texture: GPUTexture) { if (Object.values(this._outputTextures).includes(texture)) this._retainedOutputs.add(texture); }\n releaseOutput(texture: GPUTexture) {\n if (!this._retainedOutputs.delete(texture)) return;\n if (!Object.values(this._outputTextures).includes(texture)) {\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => texture.destroy());\n }\n }\n\n getOutput(name: O) {\n return this._outputTextures[name];\n }\n\n getMemoryBytes() {\n return Object.values(this._uniformBuffers).reduce((sum, buffer) => sum + buffer.size, 0)\n + Array.from(new Set([...Object.values(this._outputTextures), ...this._retainedOutputs]))\n .reduce((sum, texture) => sum + textureBytes(texture), 0);\n }\n\n dispose() {\n Object.keys(this._uniformBuffers).forEach((key) => {\n (this._uniformBuffers as any)[key].destroy();\n });\n new Set([...Object.values(this._outputTextures), ...this._retainedOutputs]).forEach(texture => texture.destroy());\n this._retainedOutputs.clear();\n }\n\n private _createTexture(params: WGPUFullQuadPassOutput) {\n return this._device.createTexture({\n label: this._label,\n size: {\n width: this._reserveCapacity ? this._capacityWidth : this._width,\n height: this._reserveCapacity ? this._capacityHeight : this._height,\n depthOrArrayLayers: 1\n },\n format: params.format,\n usage:\n GPUTextureUsage.RENDER_ATTACHMENT |\n GPUTextureUsage.TEXTURE_BINDING |\n (this._textureWillBeRead ? GPUTextureUsage.COPY_SRC : 0)\n });\n }\n\n private _updateOutputTextures(excludes?: string[]) {\n const outputParams = this._outputParams;\n for (const key in outputParams) {\n if (excludes?.includes(key)) {\n continue;\n }\n const params = outputParams[key];\n if (!this._retainedOutputs.has(this._outputTextures[key])) this._outputTextures[key]?.destroy();\n this._outputTextures[key] = this._createTexture(params);\n }\n }\n\n private _updatePipeline() {\n if (!this._needsUpdatePipeline) {\n return;\n }\n this._needsUpdatePipeline = false;\n\n const outputParams = this._outputParams;\n const device = this._device;\n const fsCode = this._getFullFs();\n if (fsCode === this._fsCode) {\n return;\n }\n const { screenTexture, presentationFormat } = this._renderToScreen || {};\n this._fsCode = fsCode;\n this._pipeline = getTargetShaderCache(device).createRenderPipeline({\n label: this._label,\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({\n label: this._label,\n code: fullScreenQuadVertexShaderWGSL\n }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({\n label: this._label,\n code: fsCode\n }),\n entryPoint: 'main',\n targets: screenTexture\n ? [\n {\n format: presentationFormat!\n }\n ]\n : this._outputs.map((key) => ({\n format: (outputParams as any)[key].format\n }))\n },\n primitive: {\n topology: 'triangle-list'\n }\n });\n this._updateBindGroups();\n }\n\n private _getFullFs() {\n const inputs = this._inputs;\n const inputsLen = inputs.length;\n const hasInputs = inputsLen > 0;\n const fs = /* wgsl */ `\n${inputs\n .sort()\n .map(\n (textureName, idx) => {\n const viewDimension = this._inputViewDimensions[textureName as I];\n const textureType = viewDimension === '3d' ? 'texture_3d' : 'texture_2d';\n return `@group(0) @binding(${idx}) var ${textureName}: ${textureType}<f32>;`;\n }\n )\n .join('\\n')}\n\n${\n hasInputs\n ? Object.keys(this._samplers)\n .sort()\n .map(\n (samplerName, idx) =>\n `@group(0) @binding(${\n idx + inputsLen\n }) var ${samplerName}: sampler;`\n )\n .join('\\n')\n : ''\n}\n${this._uniforms\n .map(\n (uniform, idx) =>\n `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${\n uniform.label\n }: ${uniform.type};`\n )\n .join('\\n')}\nstruct FSOutput {\n${this._outputs\n .map((name, idx) => `@location(${idx}) ${name}: vec4f,`)\n .join('\\n')}\n}\n${scratchWGSLFunctions(\n this._reserveCapacity ? this._regionNames : inputs.filter(name =>\n !this._inputViewDimensions[name as I] || this._inputViewDimensions[name as I] === '2d'),\n Object.keys(this._samplers), this._reserveCapacity\n)}\n${this._fsDefine ?? ''}\n@fragment\nfn main(\n @builtin(position) coord: vec4f\n) -> FSOutput {\n let uv = vec2i(floor(coord.xy));\n let uv2 = coord.xy / viewportSize;\n var output: FSOutput;\n${this._fsMain}\n return output;\n}\n`;\n\n return fs;\n }\n\n private _updateBindGroups() {\n const bindGroups: GPUBindGroup[] = [];\n const device = this._device;\n const uniformBindGroupIndex = this._inputs.length > 0 ? 1 : 0;\n if (this._uniforms.length > 0) {\n bindGroups[uniformBindGroupIndex] = device.createBindGroup({\n label: this._label,\n layout: this._pipeline.getBindGroupLayout(uniformBindGroupIndex),\n entries: this._uniforms.map(\n (uniform, idx) =>\n ({\n binding: idx,\n resource: {\n buffer: this._uniformBuffers[uniform.label]\n }\n } satisfies GPUBindGroupEntry)\n )\n });\n }\n\n this._bindGroups = bindGroups;\n }\n\n createPass(\n commandEncoder: GPUCommandEncoder,\n inputs: Record<I, GPUTexture>,\n\n /**\n * Explict outputs. Used for buffers reuse.\n */\n outputs?: Record<O, GPUTexture>\n ) {\n if (this._needsUpdateOutputTextures && !this._renderToScreen) {\n this._updateOutputTextures(Object.keys(outputs || {}));\n this._needsUpdateOutputTextures = false;\n }\n\n if (this._regionNames.length) {\n const values = new Uint32Array(this._regionNames.length * 4);\n for (const [index, name] of this._regionNames.entries()) {\n const region = textureRegion(inputs[name as I]);\n values.set([region.width, region.height], index * 4);\n }\n this.setUniform('imageRegions', values);\n }\n for (const texture of Object.values(this._outputTextures)) setTextureRegion(texture, this._width, this._height);\n this._updatePipeline();\n\n const inputsLen = this._inputs.length;\n if (inputsLen > 0) {\n this._bindGroups[0] = this._device.createBindGroup({\n label: this._label,\n layout: this._pipeline.getBindGroupLayout(0),\n entries: [\n ...this._inputs.map((textureName, idx) => ({\n binding: idx,\n resource: inputs[textureName as I].createView(\n this._inputViewDimensions[textureName as I]\n ? { dimension: this._inputViewDimensions[textureName as I] }\n : undefined\n )\n })),\n ...Object.keys(this._samplers).map((samplerName, idx) => ({\n binding: idx + inputsLen,\n resource: this._samplers[samplerName]\n }))\n ]\n });\n }\n\n const outputTextures = {\n // Pick the texture from outputTextures first.\n ...this._outputTextures,\n ...outputs\n } as Record<string, GPUTexture>;\n // Begin the render pass\n const renderPass = commandEncoder.beginRenderPass({\n colorAttachments: this._renderToScreen\n ? [\n {\n view: this._renderToScreen.screenTexture.createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 0 },\n storeOp: 'store',\n loadOp: 'clear'\n }\n ]\n : this._outputs.map(\n (textureName) =>\n ({\n view: outputTextures[textureName].createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 0 },\n loadOp: 'clear',\n storeOp: 'store'\n } satisfies GPURenderPassColorAttachment)\n )\n });\n\n // Draw a full quad\n renderPass.setViewport(0, 0, this._width, this._height, 0, 1);\n renderPass.setScissorRect(0, 0, this._width, this._height);\n renderPass.setPipeline(this._pipeline);\n // Bind groups\n this._bindGroups.forEach((bindGroup, idx) => {\n renderPass.setBindGroup(idx, bindGroup);\n });\n renderPass.draw(6, 1, 0, 0);\n // End the render pass\n renderPass.end();\n }\n}\n"]}
@@ -0,0 +1,19 @@
1
+ /** Periodically measures the largest encoded value sent to an HDR canvas. */
2
+ export declare class WGPUHDRPeakMeter {
3
+ private readonly device;
4
+ private readonly peakBuffer;
5
+ private readonly readbackBuffer;
6
+ private readonly pipeline;
7
+ private pending;
8
+ private disposed;
9
+ private lastSubmissionTime;
10
+ private peakDisplayValue;
11
+ constructor(device: GPUDevice);
12
+ encode(encoder: GPUCommandEncoder, inputTexture: GPUTexture, width: number, height: number, now?: number): boolean;
13
+ resolve(): Promise<void>;
14
+ getPeakDisplayValue(): number;
15
+ reset(): void;
16
+ getMemoryBytes(): number;
17
+ dispose(): void;
18
+ }
19
+ export default WGPUHDRPeakMeter;
@@ -0,0 +1,112 @@
1
+ const peakMeterWGSL = /* wgsl */ `
2
+ @group(0) @binding(0) var inputTexture: texture_2d<f32>;
3
+ @group(0) @binding(1) var<storage, read_write> peakBits: atomic<u32>;
4
+
5
+ @compute @workgroup_size(16, 16)
6
+ fn main(@builtin(global_invocation_id) id: vec3u) {
7
+ let size = textureDimensions(inputTexture);
8
+ if (id.x >= size.x || id.y >= size.y) { return; }
9
+ let color = max(textureLoad(inputTexture, vec2i(id.xy), 0).rgb, vec3f(0.0));
10
+ let peak = max(color.r, max(color.g, color.b));
11
+ if (peak < 65504.0) {
12
+ atomicMax(&peakBits, bitcast<u32>(peak));
13
+ }
14
+ }
15
+ `;
16
+ /** Periodically measures the largest encoded value sent to an HDR canvas. */
17
+ export class WGPUHDRPeakMeter {
18
+ device;
19
+ peakBuffer;
20
+ readbackBuffer;
21
+ pipeline;
22
+ pending = false;
23
+ disposed = false;
24
+ lastSubmissionTime = -Infinity;
25
+ peakDisplayValue = 0;
26
+ constructor(device) {
27
+ this.device = device;
28
+ this.peakBuffer = device.createBuffer({
29
+ label: 'HDR display peak',
30
+ size: Uint32Array.BYTES_PER_ELEMENT,
31
+ usage: GPUBufferUsage.STORAGE |
32
+ GPUBufferUsage.COPY_SRC |
33
+ GPUBufferUsage.COPY_DST
34
+ });
35
+ this.readbackBuffer = device.createBuffer({
36
+ label: 'HDR display peak readback',
37
+ size: Uint32Array.BYTES_PER_ELEMENT,
38
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
39
+ });
40
+ this.pipeline = device.createComputePipeline({
41
+ label: 'HDR display peak',
42
+ layout: 'auto',
43
+ compute: {
44
+ module: device.createShaderModule({
45
+ label: 'HDR display peak',
46
+ code: peakMeterWGSL
47
+ }),
48
+ entryPoint: 'main'
49
+ }
50
+ });
51
+ }
52
+ encode(encoder, inputTexture, width, height, now = performance.now()) {
53
+ if (this.pending || now - this.lastSubmissionTime < 500)
54
+ return false;
55
+ this.pending = true;
56
+ this.lastSubmissionTime = now;
57
+ encoder.clearBuffer(this.peakBuffer);
58
+ const bindGroup = this.device.createBindGroup({
59
+ label: 'HDR display peak',
60
+ layout: this.pipeline.getBindGroupLayout(0),
61
+ entries: [
62
+ { binding: 0, resource: inputTexture.createView() },
63
+ { binding: 1, resource: { buffer: this.peakBuffer } }
64
+ ]
65
+ });
66
+ const pass = encoder.beginComputePass({ label: 'HDR display peak' });
67
+ pass.setPipeline(this.pipeline);
68
+ pass.setBindGroup(0, bindGroup);
69
+ pass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));
70
+ pass.end();
71
+ encoder.copyBufferToBuffer(this.peakBuffer, 0, this.readbackBuffer, 0, Uint32Array.BYTES_PER_ELEMENT);
72
+ return true;
73
+ }
74
+ async resolve() {
75
+ if (!this.pending || this.disposed)
76
+ return;
77
+ try {
78
+ await this.readbackBuffer.mapAsync(GPUMapMode.READ);
79
+ const mapped = this.readbackBuffer.getMappedRange();
80
+ const bits = new Uint32Array(mapped)[0];
81
+ const raw = new ArrayBuffer(Float32Array.BYTES_PER_ELEMENT);
82
+ new Uint32Array(raw)[0] = bits;
83
+ this.peakDisplayValue = new Float32Array(raw)[0];
84
+ this.readbackBuffer.unmap();
85
+ }
86
+ catch {
87
+ if (this.readbackBuffer.mapState === 'mapped') {
88
+ this.readbackBuffer.unmap();
89
+ }
90
+ }
91
+ finally {
92
+ this.pending = false;
93
+ }
94
+ }
95
+ getPeakDisplayValue() {
96
+ return this.peakDisplayValue;
97
+ }
98
+ reset() {
99
+ this.peakDisplayValue = 0;
100
+ this.lastSubmissionTime = -Infinity;
101
+ }
102
+ getMemoryBytes() { return this.peakBuffer.size + this.readbackBuffer.size; }
103
+ dispose() {
104
+ this.disposed = true;
105
+ void this.device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => {
106
+ this.peakBuffer.destroy();
107
+ this.readbackBuffer.destroy();
108
+ });
109
+ }
110
+ }
111
+ export default WGPUHDRPeakMeter;
112
+ //# sourceMappingURL=WGPUHDRPeakMeter.js.map
@@ -0,0 +1 @@
1
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}\n let color = max(textureLoad(inputTexture, vec2i(id.xy), 0).rgb, vec3f(0.0));\n let peak = max(color.r, max(color.g, color.b));\n if (peak < 65504.0) {\n atomicMax(&peakBits, bitcast<u32>(peak));\n }\n}\n`;\n\n/** Periodically measures the largest encoded value sent to an HDR canvas. */\nexport class WGPUHDRPeakMeter {\n private readonly peakBuffer: GPUBuffer;\n private readonly readbackBuffer: GPUBuffer;\n private readonly pipeline: GPUComputePipeline;\n private pending = false;\n private disposed = false;\n private lastSubmissionTime = -Infinity;\n private peakDisplayValue = 0;\n\n constructor(private readonly device: GPUDevice) {\n this.peakBuffer = device.createBuffer({\n label: 'HDR display peak',\n size: Uint32Array.BYTES_PER_ELEMENT,\n usage:\n GPUBufferUsage.STORAGE |\n GPUBufferUsage.COPY_SRC |\n GPUBufferUsage.COPY_DST\n });\n this.readbackBuffer = device.createBuffer({\n label: 'HDR display peak readback',\n size: Uint32Array.BYTES_PER_ELEMENT,\n usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ\n });\n this.pipeline = device.createComputePipeline({\n label: 'HDR display peak',\n layout: 'auto',\n compute: {\n module: device.createShaderModule({\n label: 'HDR display peak',\n code: peakMeterWGSL\n }),\n entryPoint: 'main'\n }\n });\n }\n\n encode(\n encoder: GPUCommandEncoder,\n inputTexture: GPUTexture,\n width: number,\n height: number,\n now = performance.now()\n ) {\n if (this.pending || now - this.lastSubmissionTime < 500) return false;\n this.pending = true;\n this.lastSubmissionTime = now;\n encoder.clearBuffer(this.peakBuffer);\n const bindGroup = this.device.createBindGroup({\n label: 'HDR display peak',\n layout: this.pipeline.getBindGroupLayout(0),\n entries: [\n { binding: 0, resource: inputTexture.createView() },\n { binding: 1, resource: { buffer: this.peakBuffer } }\n ]\n });\n const pass = encoder.beginComputePass({ label: 'HDR display peak' });\n pass.setPipeline(this.pipeline);\n pass.setBindGroup(0, bindGroup);\n pass.dispatchWorkgroups(Math.ceil(width / 16), Math.ceil(height / 16));\n pass.end();\n encoder.copyBufferToBuffer(\n this.peakBuffer,\n 0,\n this.readbackBuffer,\n 0,\n Uint32Array.BYTES_PER_ELEMENT\n );\n return true;\n }\n\n async resolve() {\n if (!this.pending || this.disposed) return;\n try {\n await this.readbackBuffer.mapAsync(GPUMapMode.READ);\n const mapped = this.readbackBuffer.getMappedRange();\n const bits = new Uint32Array(mapped)[0];\n const raw = new ArrayBuffer(Float32Array.BYTES_PER_ELEMENT);\n new Uint32Array(raw)[0] = bits;\n this.peakDisplayValue = new Float32Array(raw)[0];\n this.readbackBuffer.unmap();\n } catch {\n if (this.readbackBuffer.mapState === 'mapped') {\n this.readbackBuffer.unmap();\n }\n } finally {\n this.pending = false;\n }\n }\n\n getPeakDisplayValue() {\n return this.peakDisplayValue;\n }\n\n reset() {\n this.peakDisplayValue = 0;\n this.lastSubmissionTime = -Infinity;\n }\n\n getMemoryBytes() {return this.peakBuffer.size + this.readbackBuffer.size;}\n\n dispose() {\n this.disposed = true;\n void this.device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => {\n this.peakBuffer.destroy();\n this.readbackBuffer.destroy();\n });\n }\n}\n\nexport default WGPUHDRPeakMeter;\n"]}
@@ -0,0 +1,61 @@
1
+ import { type JNLMFilterShape } from './jnlm.js';
2
+ /** WebGPU passes of the JNLM denoiser described in `jnlm.ts`. */
3
+ export declare const JNLM_WORKGROUP_SIZE = 8;
4
+ /**
5
+ * Pass 1: the guide mean and the variance of that mean from the accumulated
6
+ * moments. Ray buffers are stored bottom-up; guides use texture rows.
7
+ */
8
+ export declare const jnlmGuideWGSL: string;
9
+ /**
10
+ * Pass 2: smooth the noisy per-pixel variance over 3 x 3 pixels. Pixels with
11
+ * a single sample take the spatial variance of their neighborhood instead.
12
+ */
13
+ export declare const jnlmVarianceWGSL = "\n\nstruct JNLMParams {\n size: vec2u,\n colorSensitivity: f32,\n // Pixel spacing of the search window and patches in this pass.\n dilation: f32,\n}\n@group(0) @binding(0) var<uniform> params: JNLMParams;\n\n@group(0) @binding(1) var<storage, read> rawGuide: array<vec2f>;\n@group(0) @binding(2) var<storage, read_write> guide: array<vec2f>;\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) id: vec3u) {\n let size = params.size;\n if (id.x >= size.x || id.y >= size.y) { return; }\n let center = rawGuide[id.x + id.y * size.x];\n var varianceSum = 0.0;\n var varianceCount = 0.0;\n var meanSum = 0.0;\n var meanSquareSum = 0.0;\n for (var dy = -1; dy <= 1; dy++) {\n for (var dx = -1; dx <= 1; dx++) {\n let q = clamp(vec2i(id.xy) + vec2i(dx, dy), vec2i(0), vec2i(size) - 1);\n let value = rawGuide[u32(q.x) + u32(q.y) * size.x];\n meanSum += value.x;\n meanSquareSum += value.x * value.x;\n if (value.y >= 0.0) {\n varianceSum += value.y;\n varianceCount += 1.0;\n }\n }\n }\n var variance: f32;\n if (center.y >= 0.0) {\n variance = varianceSum / varianceCount;\n } else {\n let spatialMean = meanSum / 9.0;\n variance = max(meanSquareSum / 9.0 - spatialMean * spatialMean, 0.0) * 9.0 / 8.0;\n }\n guide[id.x + id.y * size.x] = vec2f(center.x, variance);\n}\n";
14
+ /** Copies the composed image into the filter's color buffer. */
15
+ export declare const jnlmLoadColorWGSL = "\n\nstruct JNLMParams {\n size: vec2u,\n colorSensitivity: f32,\n // Pixel spacing of the search window and patches in this pass.\n dilation: f32,\n}\n@group(0) @binding(0) var<uniform> params: JNLMParams;\n\n@group(0) @binding(1) var colorTex: texture_2d<f32>;\n@group(0) @binding(2) var<storage, read_write> outColor: array<vec4f>;\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) id: vec3u) {\n if (id.x >= params.size.x || id.y >= params.size.y) { return; }\n outColor[id.x + id.y * params.size.x] = textureLoad(colorTex, vec2i(id.xy), 0);\n}\n";
16
+ /**
17
+ * Pass 3: the joint NL-means filter of the composed image. It also filters
18
+ * the guide with the same weights, with the variance of the weighted mean,
19
+ * for a following pass. The albedo regression corrects color only, keeping
20
+ * uncertain fitted texture responses out of the matching guide.
21
+ */
22
+ export declare function createJNLMFilterWGSL({ searchRadius, patchRadius, albedoBandwidth, normalBandwidth }?: JNLMFilterShape): string;
23
+ export interface JNLMInputs {
24
+ width: number;
25
+ height: number;
26
+ /** Normalized shadow-catcher mask; red is the catcher coverage. */
27
+ shadowCatcher: GPUTexture;
28
+ /** Ray-trace auxiliary accumulation holding the guide moments. */
29
+ accumulation: GPUBuffer;
30
+ /** Ray-trace normal accumulation; its alpha is the per-pixel sample count. */
31
+ normalAccumulation: GPUBuffer;
32
+ /** Composed linear image to filter. */
33
+ color: GPUTexture;
34
+ albedo: GPUTexture;
35
+ normal: GPUTexture;
36
+ strength: number;
37
+ shape: JNLMFilterShape;
38
+ }
39
+ export declare class WGPUJNLMDenoisePass {
40
+ private _device;
41
+ private _paramsBuffers;
42
+ private _guidePipeline;
43
+ private _variancePipeline;
44
+ private _loadColorPipeline;
45
+ private _filterPipeline?;
46
+ private _filterShapeKey;
47
+ private _guides;
48
+ private _colors;
49
+ private _width;
50
+ private _height;
51
+ constructor(device: GPUDevice);
52
+ private _createPipeline;
53
+ private _getFilterPipeline;
54
+ reserveCapacity(): void;
55
+ private _ensureBuffers;
56
+ private _destroyBuffers;
57
+ /** Encodes the denoiser and returns the RGBA32F output in texture rows. */
58
+ encode(encoder: GPUCommandEncoder, inputs: JNLMInputs): GPUBuffer;
59
+ getMemoryBytes(): number;
60
+ dispose(): void;
61
+ }