@meimu/mutracer 0.0.0-stage → 0.1.1

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 +240 -2
  13. package/THIRD_PARTY_NOTICES.md +160 -0
  14. package/dist/assets/bvh.worker.js +1 -0
  15. package/dist/mutracer.umd.js +14360 -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 +160 -0
  24. package/docs/sampling.md +40 -0
  25. package/docs/threejs.md +274 -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 +123 -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 +265 -0
  35. package/lib/Render.js +742 -0
  36. package/lib/Render.js.map +1 -0
  37. package/lib/RenderLoop.d.ts +79 -0
  38. package/lib/RenderLoop.js +236 -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 +1448 -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 +126 -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 +623 -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
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InstancedMesh from './scene/InstancedMesh.js';\nimport { bvhConfig, engineSettingsKey, workerCount, textureBudget } from './settings/engine.js';\nimport {createCanvas} from './util/canvas.js';\nimport Camera from './scene/Camera.js';\nimport {getRecommendedDeviceDescriptor, validateDevice} from './renderer/deviceRequirements.js';\nimport { cameraSnapshot } from './renderer/cameraSnapshot.js';\nimport type { Scene } from './scene/Scene.js';\nimport type Mesh from './scene/Mesh.js';\nimport type Geometry from './scene/Geometry.js';\nimport Display from './Display.js';\nimport type Render from './Render.js';\nimport { Events } from './util/events.js';\nimport { SceneChangeDetector, snapshotFields, snapshotsEqual } from './renderer/sceneChangeDetector.js';\nimport { CommittedScene } from './renderer/committedScene.js';\nimport { validateSceneLights } from './renderer/lightsUtil.js';\nimport { ensureMeshGeometryAttributes, meshNeedsStaticBvh, getPreparedMeshGeometry } from './renderer/prepareMeshBVH.js';\nimport { getGeometryBvh, type BvhBuildConfig } from './renderer/geometryBvh.js';\nimport { prepareStaticBvhs } from './renderer/staticBvhPreparation.js';\nimport { canUseBvhWorker, BvhWorkerPool, resolveBvhWorkerCount } from './renderer/bvhWorkerClient.js';\nimport { DEFAULT_MAX_TEXTURE_ARRAY_BYTES } from './renderer/MaterialTable.js';\nimport { packDepthSampleArea, type DepthSampleArea } from './renderer/depthQuery.js';\nimport { makeWGPURenderTargets } from './renderer/WGPURenderingPipeline.js';\nimport { makeWebGLRenderTargets } from './renderer/WebGLRenderingPipeline.js';\nimport { WebGLDevice as WebGLRenderer } from './renderer/webgl.js';\nimport type { RenderPipeline, RenderTarget } from './renderer/renderPipeline.js';\nimport type { RenderingDiagnostics } from './renderer/RenderingPipeline.js';\nimport type { TinyBvhLayout } from './tinybvh/TinyBvhBuilder.js';\nimport type {OwnedDenoiser} from './renderer/denoiser.js';\nimport type {Denoiser} from './Render.js';\nexport type { DepthSampleArea } from './renderer/depthQuery.js';\n\n/** BLAS implementation; default builtin. */\nexport type BVHBuilder = 'tinybvh' | 'builtin';\n/** Optional CPU preparation settings. */\nexport interface PrepareOptions {\n /** Completed BLAS fraction 0–1. Default undefined. */ onProgress?: (progress: number) => void;\n /** Cancels preparation. Default undefined. */ signal?: AbortSignal;\n}\n/** Engine construction settings. */\nexport interface EngineParams {\n /** Default display canvas. Default a new HTML canvas, or OffscreenCanvas without document. */ canvas?: HTMLCanvasElement | OffscreenCanvas;\n /** Backend selection. Default auto, with WebGL fallback. webgpu requires WebGPU. */ backend?: 'auto' | 'webgpu' | 'webgl';\n /** Caller-owned WebGPU device. Default undefined uses a shared device. Implies webgpu; incompatible with webgl. */ device?: GPUDevice;\n}\n/** Material-atlas device limits. */\nexport interface TextureAtlasLimits { maxTextureArrayLayers: number; maxTextureDimension2D: number; }\n/** Initialization result. */\nexport interface EngineInfo {\n backend: 'webgpu' | 'webgl'; adapterName: string; webgpuFallbackReason?: string; limits: TextureAtlasLimits;\n}\n/** Device and target diagnostics; Per-target GPU bytes exclude shared scene, temporary passes and driver costs. */\nexport interface EngineDiagnostics extends RenderingDiagnostics {\n backend: 'webgpu' | 'webgl' | undefined; adapterName: string;\n width: number; height: number; lastError?: string; webgpuFallbackReason?: string;\n}\ninterface EngineEvents {\n progress: { stage: 'device' | 'bvh' | 'shaders'; progress: number };\n error: Error;\n devicelost: { reason: string; recovering: boolean };\n}\nlet globalGPUDevice: GPUDevice | null = null;\nlet globalGPUAdapterInfo: GPUAdapterInfo | null = null;\nlet globalGPURequest: Promise<GPUDevice> | undefined;\nasync function sharedDevice(gpu: GPU): Promise<GPUDevice> {\n if (globalGPUDevice) return globalGPUDevice;\n if (!globalGPURequest) {\n const request = (async () => {\n const adapter = await gpu.requestAdapter({powerPreference: 'high-performance'}) ?? await gpu.requestAdapter();\n if (!adapter) throw new Error('No WebGPU adapter is available');\n const device = await adapter.requestDevice(getRecommendedDeviceDescriptor(adapter));\n globalGPUAdapterInfo = (adapter as GPUAdapter & {info?: GPUAdapterInfo}).info ?? null;\n globalGPUDevice = device;\n void device.lost.then(() => { if (globalGPUDevice === device) globalGPUDevice = null; });\n return device;\n })();\n globalGPURequest = request;\n void request.finally(() => { if (globalGPURequest === request) globalGPURequest = undefined; }).catch(() => {});\n }\n return globalGPURequest;\n}\n\n/** Shared device, committed scene/camera, CPU preparation and denoiser ownership. */\nexport default class Engine {\n /** Source scene, accepted only by update(). Default undefined. */ scene: Scene | undefined;\n /** Source camera, accepted only by update(). Default undefined. */ camera: Camera | undefined;\n /** Default canvas and display settings. */ readonly display: Display;\n /** Static BLAS builder. Default builtin. */ bvhBuilder: BVHBuilder = 'builtin';\n /** Static BLAS layout. Default bvh2; dynamic geometry uses bvh2. */ bvhLayout: TinyBvhLayout = 'bvh2';\n /** Enable TinyBVH spatial splits. Default false. */ bvhSpatialSplits = false;\n /** Material texture budget in bytes. Default 384 MiB. */ textureAtlasBudgetBytes = DEFAULT_MAX_TEXTURE_ARRAY_BYTES;\n /** Maximum CPU BVH workers. Default auto (hardware concurrency minus one, clamped 1–4). */\n get bvhWorkerCount(): number | 'auto' { return this._bvhWorkerCount; }\n set bvhWorkerCount(count: number | 'auto') { resolveBvhWorkerCount(count); this._bvhWorkerCount = count; }\n private _bvhWorkerCount: number | 'auto' = 'auto';\n private _bvhWorkerPool?: BvhWorkerPool;\n private _bvhPreparationRevision = 0;\n private _bvhPreparation?: Promise<void>;\n private _bvhPreparationTail: Promise<unknown> = Promise.resolve();\n private _tinyBvhUnavailable = false;\n private _bvhWorkerUnavailable = false;\n private _bvhPreparedGeometry = new WeakMap<Mesh, [Geometry, number]>();\n private _lastBvhBuild?: { geometryCount: number; bvhTimeMs: number };\n private _lastBvhSettings = '';\n private _lastBudget = -1;\n private _shaderProgress = '';\n private _events = new Events<EngineEvents>();\n private _pipeline?: RenderPipeline;\n private _webglRenderer?: WebGLRenderer;\n private _gpuDevice?: GPUDevice;\n private _suppliedDevice?: GPUDevice;\n private readonly _ownsDeviceSelection: boolean;\n private _deviceRevision = 0;\n private _lossController?: AbortController;\n private _deviceLossError?: Error;\n private _webglListening = false;\n private _webglLost = false;\n private _recoverWebGL = false;\n private _contextRestore?: {promise: Promise<void>; resolve: () => void; reject: (error: Error) => void};\n private _gpuAdapterInfo?: GPUAdapterInfo;\n private _backendChoice: NonNullable<EngineParams['backend']>;\n private _initPromise?: Promise<EngineInfo>;\n private _info?: EngineInfo;\n private _pipelineInitError?: Error;\n private _webgpuFallbackReason?: string;\n private _reportedErrors = new WeakSet<Error>();\n private _loggedErrorMessages = new Set<string>();\n private _sceneChangeDetector: SceneChangeDetector;\n private _snapshot = new CommittedScene();\n private _sourceScene?: Scene;\n private _committedScene?: Scene;\n private _sourceCamera?: Camera;\n private _committedCamera?: Camera;\n private _cameraFields: unknown[] = [];\n private _sceneRevision = 0;\n private _cameraRevision = 0;\n private _uploadedRevision = -1;\n private _pendingMeshes: 'none' | 'incremental' | 'full' = 'full';\n private _pendingTransforms = new Set<Mesh>();\n private _pendingColors = new Set<InstancedMesh>();\n private _pendingGeometries = new Set<Geometry>();\n private _pendingMaterials = new Set<import('./scene/OpenPBRMaterial.js').default>();\n private _pendingLights = true;\n private _pendingBackground = true;\n private _disposed = false;\n private _readingDepth = false;\n private _renders = new Set<Render>();\n private _targetCounter = 0;\n private _presented?: RenderTarget;\n private _denoisers = new Set<OwnedDenoiser>();\n private _denoiserCache = new Map<string, {references: number; value?: OwnedDenoiser; pending?: Promise<OwnedDenoiser>}>();\n private _denoiserEntries = new WeakMap<OwnedDenoiser, {key: string; references: number; value?: OwnedDenoiser; pending?: Promise<OwnedDenoiser>}>();\n private _weights = new Map<string, Promise<ArrayBuffer>>();\n private _customPrepared = new WeakMap<Denoiser, {device: GPUDevice; width: number; height: number}>();\n private _denoiseTail: Promise<unknown> = Promise.resolve();\n private _lastError: Error | undefined;\n /** Most recent synchronous engine/render failure. Default undefined. */\n get lastError() { return this._lastError; }\n /** @internal */ _setRenderError(error?: Error) { this._lastError = error ?? this._pipelineInitError; }\n\n constructor(params: EngineParams = {}) {\n if (params.device && params.backend === 'webgl') throw new Error('A supplied GPUDevice cannot use the webgl backend.');\n this._suppliedDevice = params.device;\n this._ownsDeviceSelection = !params.device;\n this._backendChoice = params.device ? 'webgpu' : params.backend ?? 'auto';\n this._sceneChangeDetector = new SceneChangeDetector();\n this.display = Display._create(this, params.canvas ?? createCanvas());\n }\n /** Initializes once; concurrent/repeated calls share the result. */\n init(): Promise<EngineInfo> {\n return this._initPromise ??= (async () => {\n if (this._disposed) throw new Error('Engine is disposed.');\n if (this._pipelineInitError && !this._ownsDeviceSelection) throw this._pipelineInitError;\n const revision = this._deviceRevision;\n if (this._contextRestore) await this._contextRestore.promise;\n if (this._disposed) throw new Error('Engine is disposed.');\n await this._initPipeline(this._backendChoice !== 'webgl' && !this._recoverWebGL);\n if (revision !== this._deviceRevision) throw this._deviceLossError;\n if (this._pipelineInitError) throw this._pipelineInitError;\n if (this._disposed) { this._pipeline?.dispose(); throw new Error('Engine is disposed.'); }\n const gl = this._webglRenderer?.gl, limits = this._gpuDevice?.limits;\n this._info = { backend: this._gpuDevice ? 'webgpu' : 'webgl', adapterName: this._adapterName(), webgpuFallbackReason: this._webgpuFallbackReason,\n limits: { maxTextureArrayLayers: limits?.maxTextureArrayLayers ?? gl?.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS), maxTextureDimension2D: limits?.maxTextureDimension2D ?? gl?.getParameter(gl.MAX_TEXTURE_SIZE) } };\n this._upload();\n return this._info;\n })();\n }\n /** Initialization info. Default undefined until init resolves. */ get info() { return this._info; }\n /** Active backend. Default undefined until initialization completes. */ get backend() { return this._info?.backend; }\n /** GPU device. Default undefined before initialization and on WebGL. */ get device() { return this._gpuDevice; }\n /** Subscribes to shared progress/errors/device loss; returns unsubscribe. */\n on<K extends keyof EngineEvents>(event: K, listener: (value: EngineEvents[K]) => void): () => void { return this._events.on(event, listener); }\n\n /** The sole external edit detection/commit point. Returns whether inputs changed. */\n update(): boolean {\n if (this._disposed) throw new Error('Engine is disposed.');\n this._lastError = this._pipelineInitError;\n let changed = false, resetTiming = false;\n const cameraFields = this.camera ? snapshotFields(this.camera) : [];\n if (this.camera !== this._sourceCamera || !snapshotsEqual(cameraFields, this._cameraFields)) {\n this._sourceCamera = this.camera; this._cameraFields = cameraFields;\n this._committedCamera = this.camera ? cameraSnapshot(this.camera) : undefined; this._cameraRevision++; changed = true;\n }\n const bvhSettings = engineSettingsKey(this, 'bvh');\n const force = bvhSettings !== this._lastBvhSettings || textureBudget(this) !== this._lastBudget;\n if (this.scene !== this._sourceScene || force) this._sceneChangeDetector.reset();\n if (this.scene) {\n validateSceneLights(this.scene.lights, error => this._notifyError(error));\n ensureMeshGeometryAttributes(this.scene.meshes);\n const changes = this._sceneChangeDetector.detect(this.scene);\n resetTiming = changes.meshes === 'full' || this.scene !== this._sourceScene || force;\n if (changes.meshes !== 'none' || changes.lights || changes.background || this.scene !== this._sourceScene || force) {\n this._committedScene = this._snapshot.capture(this.scene, changes);\n if (changes.meshes === 'full' || force || this.scene !== this._sourceScene) this._pendingMeshes = 'full';\n else if (changes.meshes === 'incremental' && this._pendingMeshes !== 'full') this._pendingMeshes = 'incremental';\n for (const mesh of changes.transforms) this._pendingTransforms.add(this._snapshot.mirror(mesh));\n for (const mesh of changes.colors) this._pendingColors.add(this._snapshot.mirror(mesh));\n for (const geometry of changes.geometries) this._pendingGeometries.add(this._snapshot.mirror(geometry));\n for (const material of changes.materials) this._pendingMaterials.add(this._snapshot.mirror(material));\n this._pendingLights ||= changes.lights;\n this._pendingBackground ||= changes.background;\n this._sceneRevision++; changed = true;\n }\n this._sceneChangeDetector.commit();\n } else if (this._sourceScene) { this._committedScene = undefined; this._pendingMeshes = 'full'; this._pendingLights = true; this._pendingBackground = true; this._sceneRevision++; changed = true; }\n this._sourceScene = this.scene; this._lastBvhSettings = bvhSettings; this._lastBudget = textureBudget(this);\n if (!this._pipeline) void this.init().catch(() => {});\n if (changed) for (const render of this._renders) render._inputsChanged(resetTiming);\n this._upload();\n return changed;\n }\n private _upload() {\n const pipeline = this._pipeline;\n if (!pipeline || this._disposed || this._bvhPreparation || this._uploadedRevision === this._sceneRevision) return;\n const scene = this._committedScene ?? { meshes: [], lights: [] };\n if (this._needsBVHPreparation(scene.meshes)) {\n const task = this.prepare(scene); this._bvhPreparation = task;\n void task.then(() => { if (this._bvhPreparation === task) this._bvhPreparation = undefined; this._upload(); }, error => { if (this._bvhPreparation === task) this._bvhPreparation = undefined; this._notifyError(error); });\n return;\n }\n const budgetChanged = pipeline.setTextureAtlasBudget(this._lastBudget >= 0 ? this._lastBudget : textureBudget(this));\n if (this._pendingMeshes !== 'none' || budgetChanged) pipeline.setMeshes(scene.meshes, this._pendingMeshes === 'full' || budgetChanged ? undefined : {\n transforms: [...this._pendingTransforms], colors: [...this._pendingColors], geometries: [...this._pendingGeometries], materials: [...this._pendingMaterials]\n });\n if (this._pendingLights) pipeline.setLights(scene.lights);\n if (this._pendingBackground) pipeline.setBackground(scene.background);\n this._pendingMeshes = 'none'; this._pendingLights = false; this._pendingBackground = false;\n this._pendingTransforms.clear(); this._pendingColors.clear(); this._pendingGeometries.clear(); this._pendingMaterials.clear();\n this._uploadedRevision = this._sceneRevision;\n }\n private _bvhConfig(): BvhBuildConfig { return bvhConfig(this); }\n /** Builds static CPU BVHs for this scene without replacing GPU inputs. Options default undefined. */\n prepare(scene: Scene, options: PrepareOptions = {}): Promise<void> {\n const revision = this._bvhPreparationRevision;\n const preparation = this._bvhPreparationTail.then(async () => {\n const isCancelled = () => revision !== this._bvhPreparationRevision || options.signal?.aborted === true;\n if (isCancelled()) return;\n const meshes = scene.meshes;\n const useWorker = canUseBvhWorker() && !this._bvhWorkerUnavailable;\n if (useWorker) {\n const count = workerCount(this);\n if (this._bvhWorkerPool?.size !== count) {\n this._bvhWorkerPool?.dispose();\n this._bvhWorkerPool = new BvhWorkerPool(count);\n }\n }\n const config = this._bvhConfig();\n const result = await prepareStaticBvhs(meshes, {\n config,\n ...config,\n builder: this.bvhBuilder === 'tinybvh' && !this._tinyBvhUnavailable ? 'tinybvh' : 'builtin',\n useWorker, workerPool: this._bvhWorkerPool, isCancelled,\n rebuild: false, onProgress: progress => {\n if (this._bvhPreparation === preparation) this._events.emit('progress', {stage: 'bvh', progress});\n options.onProgress?.(progress);\n }\n });\n if (isCancelled()) return;\n if (result.workerUnavailable && !this._bvhWorkerUnavailable) {\n this._bvhWorkerUnavailable = true;\n this._bvhWorkerPool?.dispose();\n this._bvhWorkerPool = undefined;\n console.warn('BVH preparation failed; falling back to the calling-thread BVH builder.');\n }\n if (result.tinyBvhUnavailable && !this._tinyBvhUnavailable) {\n this._tinyBvhUnavailable = true;\n console.warn('BVH preparation failed; falling back to the built-in BVH builder.');\n }\n result.failedMeshes.forEach(mesh => {\n this._bvhPreparedGeometry.set(mesh, [mesh.geometry, mesh.geometry.version]);\n });\n\n this._lastBvhBuild = { geometryCount: result.geometryCount, bvhTimeMs: result.bvhTimeMs };\n });\n this._bvhPreparationTail = preparation.catch(() => undefined);\n const signal = options.signal;\n if (!signal) return preparation;\n return new Promise<void>((resolve, reject) => {\n const aborted = () => reject(signal.reason ?? new DOMException('BVH preparation aborted', 'AbortError'));\n if (signal.aborted) { aborted(); return; }\n signal.addEventListener('abort', aborted, { once: true });\n preparation.then(resolve, reject).finally(() => signal.removeEventListener('abort', aborted));\n });\n }\n\n private _needsBVHPreparation(meshes: Mesh[]) {\n if (this._bvhPreparation) return true;\n if ((this.bvhBuilder !== 'tinybvh' || this._tinyBvhUnavailable) &&\n (!canUseBvhWorker() || this._bvhWorkerUnavailable)) {\n return meshes.some(mesh => !!getGeometryBvh(getPreparedMeshGeometry(mesh)) && meshNeedsStaticBvh(mesh, this._bvhConfig()));\n }\n return meshes.some((mesh) => {\n const prepared = this._bvhPreparedGeometry.get(mesh);\n const attempted = prepared?.[0] === mesh.geometry &&\n prepared[1] === mesh.geometry.version;\n return !attempted && meshNeedsStaticBvh(mesh, this._bvhConfig());\n });\n }\n\n private async _initPipeline(preferWebGPU: boolean) {\n let gpuCreated = false;\n try {\n\n this._events.emit('progress', {stage: 'device', progress: 0});\n this._pipelineInitError = undefined;\n if (preferWebGPU && (this._suppliedDevice || (typeof navigator !== 'undefined' && navigator.gpu))) {\n try {\n const gpu = typeof navigator !== 'undefined' ? navigator.gpu : undefined;\n const gpuDevice = this._suppliedDevice ?? await sharedDevice(gpu!);\n const gpuAdapterInfo = this._suppliedDevice\n ? (gpuDevice as GPUDevice & {adapterInfo?: GPUAdapterInfo}).adapterInfo : globalGPUAdapterInfo;\n if (this._disposed) return;\n validateDevice(gpuDevice);\n this._gpuAdapterInfo = gpuAdapterInfo ?? undefined;\n this._gpuDevice = gpuDevice;\n this._pipeline = makeWGPURenderTargets(this.display.canvas, gpuDevice, {\n presentationFormat: gpu?.getPreferredCanvasFormat() ?? 'bgra8unorm'\n });\n this._watchDevice(gpuDevice);\n gpuCreated = true;\n } catch (e) {\n if (this._backendChoice === 'webgpu') throw e;\n this._webgpuFallbackReason = e instanceof Error ? e.message : String(e);\n this._gpuDevice = undefined;\n this._gpuAdapterInfo = undefined;\n }\n }\n if (!gpuCreated) {\n if (this._backendChoice === 'webgpu') throw new Error('WebGPU is not available in this environment');\n if (preferWebGPU && !this._webgpuFallbackReason) {\n this._webgpuFallbackReason = 'WebGPU is not available in this environment';\n }\n this._webglRenderer = new WebGLRenderer({\n canvas: this.display.canvas,\n alpha: true,\n depth: true,\n stencil: false,\n antialias: false,\n pixelRatio: 1,\n preserveDrawingBuffer: true,\n // PENDING\n premultipliedAlpha: false,\n parallelShaderCompile: true,\n powerPreference: 'high-performance'\n });\n\n this._pipeline = makeWebGLRenderTargets(this._webglRenderer);\n if (!this._webglListening) {\n this._webglListening = true;\n this.display.canvas.addEventListener('webglcontextlost', this._onContextLost);\n this.display.canvas.addEventListener('webglcontextrestored', this._onContextRestored);\n }\n this._recoverWebGL = false;\n }\n\n\n } catch (error) {\n this._pipelineInitError = error instanceof Error ? error : new Error(String(error));\n this._lastError = this._pipelineInitError;\n this._notifyError(this._pipelineInitError);\n } finally {\n\n this._events.emit('progress', {stage: 'device', progress: 1});\n }\n }\n\n private _onContextLost = (event: Event) => {\n event.preventDefault();\n if (this._disposed || this._webglLost) return;\n this._webglLost = true; this._recoverWebGL = true;\n let resolve!: () => void, reject!: (error: Error) => void;\n const promise = new Promise<void>((done, fail) => {resolve = done; reject = fail;});\n void promise.catch(() => {});\n this._contextRestore = {promise, resolve, reject};\n const error = new Error(`WebGL context lost: ${(event as WebGLContextEvent).statusMessage || 'context is unavailable'}`);\n this._invalidateDevice(error, true);\n this._events.emit('devicelost', {reason: 'webglcontextlost', recovering: true});\n };\n private _onContextRestored = () => {\n if (this._disposed || !this._webglLost) return;\n this._webglLost = false;\n const restore = this._contextRestore; this._contextRestore = undefined; restore?.resolve();\n };\n private _watchDevice(device: GPUDevice) {\n void device.lost.then(info => {\n if (this._disposed || this._gpuDevice !== device) return;\n if (globalGPUDevice === device) globalGPUDevice = null;\n const recovering = this._ownsDeviceSelection;\n const error = new Error(`WebGPU device lost (${info.reason}): ${info.message || 'device is unavailable'}`);\n this._invalidateDevice(error, recovering);\n this._events.emit('devicelost', {reason: info.reason, recovering});\n if (!recovering) this._notifyError(error);\n });\n }\n private _invalidateDevice(error: Error, recovering: boolean) {\n this._deviceLossError = error; this._deviceRevision++;\n this._lossController?.abort(error); this._lossController = undefined;\n for (const render of this._renders) render._deviceLost(recovering);\n this._pipeline?.dispose(); this._pipeline = undefined;\n this._webglRenderer?.dispose(); this._webglRenderer = undefined;\n this._gpuDevice = undefined; this._gpuAdapterInfo = undefined;\n this._info = undefined; this._initPromise = undefined;\n this._pipelineInitError = recovering ? undefined : error; this._lastError = error;\n this._presented = undefined; this._shaderProgress = '';\n this._uploadedRevision = -1; this._pendingMeshes = 'full'; this._pendingLights = true; this._pendingBackground = true;\n this._sceneRevision++;\n this._customPrepared = new WeakMap();\n for (const filter of [...this._denoisers]) {\n const entry = this._denoiserEntries.get(filter); if (entry) entry.references = 1;\n this._releaseDenoiser(filter);\n }\n this._denoiserCache.clear();\n }\n /** Replaces a caller-owned device after validation. Only available on engines\n * constructed with device; the next update/refine uploads the committed scene.\n */\n async setDevice(device: GPUDevice): Promise<void> {\n if (this._disposed) throw new Error('Engine is disposed.');\n if (this._ownsDeviceSelection) throw new Error('setDevice requires an engine constructed with device.');\n try { validateDevice(device); }\n catch (error) {this._lastError = this._notifyError(error); throw error;}\n if (this._gpuDevice === device && !this._pipelineInitError) return;\n this._invalidateDevice(new Error('WebGPU device replaced during converge.'), true);\n this._suppliedDevice = device;\n }\n /** @internal Device loss rejects pending waits without relying on driver completion. */\n _awaitDevice<T>(work: Promise<T>): Promise<T> {\n const signal = (this._lossController ??= new AbortController()).signal;\n return new Promise((resolve, reject) => {\n const lost = () => reject(signal.reason);\n signal.addEventListener('abort', lost, {once: true});\n work.then(resolve, reject).finally(() => signal.removeEventListener('abort', lost));\n });\n }\n /** @internal */ get _deviceGeneration() { return this._deviceRevision; }\n /** @internal */ get _lostError() { return this._deviceLossError; }\n\n private _adapterName() {\n if (this._gpuAdapterInfo) return this._gpuAdapterInfo.description || this._gpuAdapterInfo.vendor || 'WebGPU';\n const gl = this._webglRenderer?.gl, extension = gl?.getExtension('WEBGL_debug_renderer_info');\n return extension && gl ? gl.getParameter(extension.UNMASKED_RENDERER_WEBGL) : this._webglRenderer ? 'WebGL 2' : this._gpuDevice ? 'WebGPU' : '';\n }\n /** @internal */ _reportShaderProgress() {\n const compilation = this._pipeline?.getDiagnostics().shaderCompilation;\n if (!compilation) return;\n const key = `${compilation.status}/${compilation.completedPipelineCount}/${compilation.pipelineCount}`;\n if (key === this._shaderProgress) return;\n this._shaderProgress = key;\n this._events.emit('progress', {stage: 'shaders', progress: compilation.pipelineCount ? compilation.completedPipelineCount / compilation.pipelineCount : 1});\n }\n /** Current shared preparation and resident target statistics. Default undefined before any work. */\n getDiagnostics(): EngineDiagnostics | undefined {\n if (!this._pipeline && !this._lastBvhBuild) return;\n const values = this._pipeline?.getDiagnostics();\n return { ...values, bvh: {...values?.bvh, lastBuild: this._lastBvhBuild}, backend: this.backend, adapterName: this._adapterName(), width: this.display.canvas.width, height: this.display.canvas.height,\n lastError: this.lastError?.message, webgpuFallbackReason: this._webgpuFallbackReason,\n presentedTarget: this._presented?.label, presentedComplete: this._presented?.presentationComplete ?? false };\n }\n /** Queries a 7×7 depth grid using the committed engine camera. Default undefined until GPU data is ready. */\n async readDepthSamples(area: DepthSampleArea): Promise<Float32Array | undefined> {\n packDepthSampleArea(area, 1);\n if (!this._ready || !this._committedCamera || this._readingDepth) return;\n this._readingDepth = true;\n try {\n const camera = cameraSnapshot(this._committedCamera);\n camera.aspect ??= this.display.canvas.width / this.display.canvas.height;\n const result = await this._pipeline!.readDepthSamples(camera, area);\n return this._disposed ? undefined : result;\n }\n finally { this._readingDepth = false; }\n }\n /** Releases all renders, shared resources, CPU workers and owned denoisers. */\n dispose() {\n if (this._disposed) return;\n this._disposed = true; this._bvhPreparationRevision++;\n this._contextRestore?.reject(new Error('Engine is disposed.')); this._contextRestore = undefined;\n if (this._webglListening) {\n this.display.canvas.removeEventListener('webglcontextlost', this._onContextLost);\n this.display.canvas.removeEventListener('webglcontextrestored', this._onContextRestored);\n }\n for (const render of [...this._renders]) render.dispose();\n this._pipeline?.dispose(); this._pipeline = undefined; this._webglRenderer?.dispose(); this._bvhWorkerPool?.dispose();\n for (const denoiser of [...this._denoisers]) { const entry = this._denoiserEntries.get(denoiser); if (entry) entry.references = 1; this._releaseDenoiser(denoiser); }\n this._denoiserCache.clear();\n this._weights.clear(); this._events.clear();\n }\n /** @internal */ get _initializationError() { return this._pipelineInitError; }\n /** @internal */ get _ready() { return !!this._pipeline && this._uploadedRevision === this._sceneRevision && !!this._committedScene && !!this._committedCamera && !this._disposed; }\n /** @internal */ get _inputs() { return {scene: this._sceneRevision, camera: this._cameraRevision, value: this._committedCamera}; }\n /** @internal */ _register(render: Render) { if (this._disposed) throw new Error('Engine is disposed.'); this._renders.add(render); }\n /** @internal */ _unregister(render: Render) { this._renders.delete(render); }\n /** @internal */ _createTarget() { return this._pipeline?.createTarget(`render-${++this._targetCounter}`); }\n /** @internal */ _releaseTarget(target: RenderTarget) { if (this._presented === target) this._presented = undefined; this._pipeline?.releaseTarget(target); }\n /** @internal */ _present(target: RenderTarget) { target.activate(); target.present(); this._presented = target; }\n /** @internal */ _notifyError(value: unknown): Error {\n const error = value instanceof Error ? value : new Error(String(value));\n if (!this._loggedErrorMessages.has(error.message)) { this._loggedErrorMessages.add(error.message); console.error(`Path tracing failed: ${error.message}`, error); }\n if (!this._reportedErrors.has(error)) { this._reportedErrors.add(error); this._events.emit('error', error); }\n return error;\n }\n /** @internal */ _getWeights(url: string, load: () => Promise<ArrayBuffer>) {\n let pending = this._weights.get(url);\n if (!pending) { pending = load(); this._weights.set(url, pending); void pending.catch(() => { if (this._weights.get(url) === pending) this._weights.delete(url); }); }\n return pending;\n }\n /** @internal */ _retainDenoiser<T extends OwnedDenoiser>(key: string, create: () => T): T {\n let entry = this._denoiserCache.get(key);\n if (!entry?.value) {\n const value = this._ownDenoiser(create());\n const next = {key, references: 0, value};\n this._denoiserCache.set(key, next); this._denoiserEntries.set(value, next); entry = next;\n }\n entry.references++; return entry.value as T;\n }\n /** @internal */ async _acquireDenoiser(key: string, create: () => Promise<Extract<OwnedDenoiser, {kind: 'oidn'}>>): Promise<Extract<OwnedDenoiser, {kind: 'oidn'}>> {\n let entry = this._denoiserCache.get(key);\n if (!entry) {\n const next: {key: string; references: number; value?: OwnedDenoiser; pending?: Promise<OwnedDenoiser>} = {key, references: 0};\n const revision = this._deviceRevision;\n next.pending = create().then(filter => {\n if (revision !== this._deviceRevision) { this._disposeDenoiser(filter); throw this._deviceLossError; }\n next.value = this._ownDenoiser(filter); this._denoiserEntries.set(filter, next); return filter; });\n this._denoiserCache.set(key, next); entry = next;\n }\n entry.references++;\n try { return (entry.value ?? await entry.pending!) as Extract<OwnedDenoiser, {kind: 'oidn'}>; }\n catch (error) { entry.references--; if (this._denoiserCache.get(key) === entry) this._denoiserCache.delete(key); throw error; }\n }\n /** @internal */ _ownDenoiser<T extends OwnedDenoiser>(denoiser: T): T {\n if (this._disposed) { this._disposeDenoiser(denoiser); throw new Error('Engine is disposed.'); }\n this._denoisers.add(denoiser); return denoiser;\n }\n /** @internal */ _releaseDenoiser(denoiser: OwnedDenoiser) {\n const entry = this._denoiserEntries.get(denoiser);\n if (entry && --entry.references > 0) return;\n if (entry && this._denoiserCache.get(entry.key) === entry) this._denoiserCache.delete(entry.key);\n this._denoiserEntries.delete(denoiser);\n if (!this._denoisers.delete(denoiser)) return;\n this._disposeDenoiser(denoiser);\n }\n private _disposeDenoiser(denoiser: OwnedDenoiser) {\n if (denoiser.kind === 'oidn') { denoiser.denoiser.auxiliaryDenoisers?.albedo.dispose(); denoiser.denoiser.auxiliaryDenoisers?.normal.dispose(); }\n denoiser.denoiser.dispose();\n }\n /** @internal Called only while holding the shared inference lease. */\n async _prepareCustomDenoiser(denoiser: Denoiser, width: number, height: number) {\n const device = this.device;\n if (!device) throw new Error('Custom denoising requires WebGPU.');\n const previous = this._customPrepared.get(denoiser);\n if (previous?.device === device && previous.width === width && previous.height === height) return;\n await denoiser.prepare?.({device, width, height});\n this._customPrepared.set(denoiser, {device, width, height});\n }\n /** @internal */ _enqueueDenoise<T>(work: () => Promise<T>): Promise<T> {\n const task = this._denoiseTail.then(work); this._denoiseTail = task.catch(() => {}); return task;\n }\n}\n"]}
@@ -0,0 +1,265 @@
1
+ import type Engine from './Engine.js';
2
+ import type Camera from './scene/Camera.js';
3
+ import type { AlphaBlendStrategy } from './renderer/RenderingPipeline.js';
4
+ import type { SamplingPattern } from './renderer/sampling.js';
5
+ import type { OIDNModel, OIDNEngine, OIDNPrecision, OIDNHDRTransfer, OIDNDynamicTileSetting, OIDNAuxiliaryModelUrls } from './oidn.js';
6
+ import { type JNLMOptions } from './renderer/jnlm.js';
7
+ import type { OfflineAdaptiveSamplingOptions, OfflineVarianceHistory } from './renderer/OfflineAdaptiveSampling.js';
8
+ /** Complete-sample notification, including the backend's measured sample time. */
9
+ export interface SampleEvent {
10
+ samples: number;
11
+ isFirstFrame: boolean;
12
+ frameTimeMs: number;
13
+ }
14
+ /** State of one independent accumulation. Default preparing. */
15
+ export type RenderStatus = 'preparing' | 'compiling' | 'converging' | 'denoising' | 'finished' | 'error';
16
+ /** When a render filters its complete samples. Default converged. */
17
+ export type DenoiseSchedule = 'converged' | 'progressive' | 'every-sample';
18
+ /** Caller-owned WebGPU filter. Render/Engine never dispose it; calls on one engine are serialized. */
19
+ export interface Denoiser {
20
+ /** Optional preallocation before first use or after device/dimension changes. Default undefined. The device may change after recovery; recreate device-owned resources then. */
21
+ prepare?(input: {
22
+ device: GPUDevice;
23
+ width: number;
24
+ height: number;
25
+ }): Promise<void>;
26
+ /** Write all output RGB, then resolve after submitting GPU work. Abort on input changes, restart, replacement or disposal; aborted results are discarded even if this resolves. Buffers are borrowed until settlement; do not retain or destroy them. */
27
+ denoise(input: DenoiseInput, context: {
28
+ signal: AbortSignal;
29
+ schedule: DenoiseSchedule;
30
+ }): Promise<void>;
31
+ }
32
+ /** Borrowed, tightly packed rgba32float buffers, top row first, width*height*16 bytes of image data. */
33
+ export interface DenoiseInput {
34
+ /** Engine WebGPU device; may change after device loss/recovery. */ device: GPUDevice;
35
+ /** Actual internal width, including backend alignment. */ width: number;
36
+ /** Actual internal height, including backend alignment. */ height: number;
37
+ /** Read-only native resolved linear HDR ray color, before exposure, grading, tone mapping, vignette, bloom and display background/catcher composition. RGB uses native hit-count normalization (flat primary misses are averaged by samples); alpha is raw path coverage. Usage STORAGE | COPY_SRC | COPY_DST. */ color: GPUBuffer;
38
+ /** Read-only resolved linear RGB albedo averaged over complete samples; alpha is primary-hit coverage. Same packing/usage as color. */ albedo: GPUBuffer;
39
+ /** Read-only resolved world-space RGB normal encoded as averaged normal*.5+.5, without renormalizing; alpha 1 for a valid surface, otherwise zero RGBA. Same packing/usage as albedo. */ normal: GPUBuffer;
40
+ /** Write linear HDR RGB here. Same packing/usage as color; alpha is ignored and original path coverage is retained. */ output: GPUBuffer;
41
+ }
42
+ /** Third-party WebGPU filter; ignored with one warning on WebGL. */
43
+ export interface CustomDenoiserOptions {
44
+ /** Required implementation selector. */ type: 'custom';
45
+ /** Required caller-owned instance, keyed by object identity; never serialized or released by Render/Engine. */ denoiser: Denoiser;
46
+ /** When to filter complete samples. Default converged. */ schedule?: DenoiseSchedule;
47
+ }
48
+ /** Built-in joint non-local means filter on both backends. */
49
+ export interface JNLMDenoiserOptions extends JNLMOptions {
50
+ /** Required implementation selector. */ type: 'jnlm';
51
+ /** When to filter complete samples. Default converged. */ schedule?: DenoiseSchedule;
52
+ }
53
+ /** Loading and execution options shared by both OIDN network sources. */
54
+ interface OIDNSettings {
55
+ /** Required implementation selector. */ type: 'oidn';
56
+ /** When to filter complete samples. Default converged. */ schedule?: DenoiseSchedule;
57
+ /** Override albedo and normal prefilter networks. Default packaged filters for cleanAuxLarge, otherwise undefined. */ auxiliaryModelUrls?: OIDNAuxiliaryModelUrls;
58
+ /** Execution backend. Default auto (native WGSL unless WebNN is selected). */ engine?: OIDNEngine;
59
+ /** WGSL precision. Default auto (fp16 when shader-f16 is available). */ precision?: OIDNPrecision;
60
+ /** Adaptive tile controller. Default enabled with minTileSize 256, initialTileSize 432, targetTileTimeMs 16, adjustmentStep 16. */ dynamicTile?: OIDNDynamicTileSetting;
61
+ /** Maximum OIDN tile size. Default chosen by oidn-web. */ maxTileSize?: number;
62
+ /** Abort weight downloads. Default undefined; does not distinguish cached networks. */ signal?: AbortSignal;
63
+ }
64
+ /** OIDN configuration on WebGPU: choose a packaged model or an explicit network URL. */
65
+ export type OIDNDenoiserOptions = OIDNSettings & ({
66
+ /** Packaged network. Default standard. */ model?: OIDNModel;
67
+ /** Weight directory override. Default bundled standard/small assets and CDN large weights. */ weightsBaseUrl?: string | URL;
68
+ weightsUrl?: never;
69
+ aux?: never;
70
+ hdr?: never;
71
+ hdrTransfer?: never;
72
+ } | {
73
+ /** Custom network file. Required in this branch; failures never fall back to CDN. */ weightsUrl: string | URL;
74
+ /** Custom model consumes albedo and normal. Default true. */ aux?: boolean;
75
+ /** Custom model consumes HDR color. Default true. */ hdr?: boolean;
76
+ /** Custom model HDR encoding. Default pu. */ hdrTransfer?: OIDNHDRTransfer;
77
+ model?: never;
78
+ weightsBaseUrl?: never;
79
+ });
80
+ /** Assign a complete configuration, or null to disable denoising. The type selector is required. */
81
+ export type DenoiserOptions = JNLMDenoiserOptions | OIDNDenoiserOptions | CustomDenoiserOptions;
82
+ /** Optional per-render execution and image-quality settings. */
83
+ export interface RenderSettings {
84
+ /** Maximum complete samples. Default 2048. */ maxSamples?: number;
85
+ /**
86
+ * Maximum scattering depth, rounded and clamped to [1, 20] (NaN becomes 1).
87
+ * Total path events, including transmission and alpha skips, are capped at 20
88
+ * and at three times this depth. Intel Mac WebGL uses min(depth, 3), doubled
89
+ * for scenes with transmission or alpha, with its existing early termination.
90
+ * Default 3.
91
+ */ bounces?: number;
92
+ /** Radiance clamp; 0 disables it. Default 0. */ clamping?: number;
93
+ /** Sampling sequence. Default sobol. */ samplingPattern?: SamplingPattern;
94
+ /** Light candidates per vertex; WebGPU only, ignored on WebGL. Default 4. */ directLightCandidates?: number;
95
+ /** Rounded material edges. Default true. */ bevel?: boolean;
96
+ /** Bevel neighborhood probes, clamped to 1–32. Default 8. */ bevelSamples?: number;
97
+ /** Wavelengths per dispersion sample. Default 3; 1 selects one random wavelength. */ dispersionWavelengths?: 1 | 3;
98
+ /** Primary-ray alpha blend strategy; WebGPU only. Default stochastic. */ alphaBlendStrategy?: AlphaBlendStrategy;
99
+ /** Minimum transmissive path alpha, using path depth. Default 1. Changes restart this accumulation. */ transmissiveOutputAlphaMin?: number;
100
+ /** Tile execution budget in milliseconds. Default 21. */ timeBudgetMs?: number;
101
+ /** Maximum tiles per frame. Default Infinity. */ maxTiles?: number;
102
+ /** Accumulate multiple samples when frame time permits. Default false. */ allowMultipleSamplesPerFrame?: boolean;
103
+ /** Adapt scale to frame timing; minScale must not exceed resolutionScale. Default false. */ adaptiveResolution?: {
104
+ targetFrameMs: number;
105
+ minScale: number;
106
+ } | false;
107
+ /** Single-level fallback on the same engine. Default null. */ fallback?: Render | null;
108
+ /** Denoising configuration. Default null. */ denoiser?: DenoiserOptions | null;
109
+ }
110
+ /** Constructor options: fixed dimensions and canvas-relative scale are mutually exclusive. */
111
+ export type RenderOptions = RenderSettings & ({
112
+ width: number; /** Fixed height in pixels, paired with width. */
113
+ height: number;
114
+ resolutionScale?: never;
115
+ } | {
116
+ resolutionScale?: number;
117
+ width?: never;
118
+ height?: never;
119
+ });
120
+ /** Deterministic offline execution options. */
121
+ export interface ConvergeOptions {
122
+ /** Final complete-sample budget. Required. */ samples: number;
123
+ /** Camera override for this output only, copied on entry. Default committed engine camera. */ camera?: Camera;
124
+ /** Two-stage variance sampling; WebGPU only, ignored on WebGL. Default undefined. */ adaptiveSampling?: Omit<OfflineAdaptiveSamplingOptions, 'maxSamples'>;
125
+ /** Deterministic sequence base. Default 0. */ sampleSequenceOffset?: number;
126
+ /** Maximum samples per submission batch. Default 8. */ samplesPerBatch?: number;
127
+ /** WebGPU target batch completion time in milliseconds. Default undefined (fixed batch size). */ targetBatchTimeMs?: number;
128
+ /** Delay between intermediate resolved images in milliseconds. Default undefined (resolve only at the end). */ previewIntervalMs?: number;
129
+ /** Batch progress callback. Default undefined. */ onProgress?: (progress: {
130
+ stage: 'pilot' | 'final' | 'denoising';
131
+ samples: number;
132
+ targetSamples: number;
133
+ }) => void;
134
+ /** Cancels the task. Default undefined. */ signal?: AbortSignal;
135
+ /** Timeout per stage in milliseconds. Default 600000. */ timeoutMs?: number;
136
+ }
137
+ /** Result of deterministic offline convergence. */
138
+ export interface ConvergeResult {
139
+ samples: number;
140
+ averageSamplesPerPixel: number;
141
+ pilotSamples: number;
142
+ varianceHistory?: OfflineVarianceHistory;
143
+ adaptiveSampling: boolean;
144
+ }
145
+ /** One independently configured image and its accumulation, owned by an engine. */
146
+ export default class Render {
147
+ /** Maximum complete samples. Default 2048. */ maxSamples: number;
148
+ /**
149
+ * Maximum scattering depth, rounded and clamped to [1, 20] (NaN becomes 1).
150
+ * Total path events, including transmission and alpha skips, are capped at 20
151
+ * and at three times this depth. Intel Mac WebGL uses min(depth, 3), doubled
152
+ * for scenes with transmission or alpha, with its existing early termination.
153
+ * Default 3.
154
+ */ bounces: number;
155
+ /** Per-sample radiance clamp; 0 disables it. Default 0. */ clamping: number;
156
+ /** Sampling sequence. Default sobol. */ samplingPattern: SamplingPattern;
157
+ /** WebGPU light candidates per vertex; ignored on WebGL. Default 4. */ directLightCandidates: number;
158
+ /** Rounded material edges. Default true. */ bevel: boolean;
159
+ /** Bevel probes, clamped to 1–32. Default 8. */ bevelSamples: number;
160
+ /** Dispersion wavelengths per sample. Default 3. */ dispersionWavelengths: 1 | 3;
161
+ /** WebGPU primary-ray alpha policy; ignored on WebGL. Default stochastic. */ alphaBlendStrategy: AlphaBlendStrategy;
162
+ /** Minimum transmissive path alpha. Default 1. Changing it restarts this render. */ transmissiveOutputAlphaMin: number;
163
+ /** Execution budget in milliseconds. Default 21. */ timeBudgetMs: number;
164
+ /** Maximum tiles per frame. Default Infinity. */ maxTiles: number;
165
+ /** Allow several samples per frame when possible. Default false. */ allowMultipleSamplesPerFrame: boolean;
166
+ /** Adaptive resolution controller, or false. Default false. */ adaptiveResolution: {
167
+ targetFrameMs: number;
168
+ minScale: number;
169
+ } | false;
170
+ private _resolutionScale;
171
+ /** Canvas-relative scale. Default 1; cannot be assigned on a fixed-size render. */
172
+ get resolutionScale(): number;
173
+ set resolutionScale(value: number);
174
+ private _fallback;
175
+ /** Single-level fallback on this engine. Default null; chains and cycles are rejected. */
176
+ get fallback(): Render | null;
177
+ set fallback(value: Render | null);
178
+ private _dependents;
179
+ private _denoiserOptions;
180
+ /** Frozen configuration snapshot. Default null. Change it with {@link Render.setDenoiser}. */
181
+ get denoiser(): Readonly<DenoiserOptions> | null;
182
+ /**
183
+ * Replaces the denoising configuration; null disables denoising. Invalid options throw synchronously
184
+ * before replacing any state. Resolves when the filter is ready to use (after OIDN weights load) or this
185
+ * configuration is replaced; rejects when loading fails. An equal configuration returns the current
186
+ * promise without reloading.
187
+ */
188
+ setDenoiser(options: DenoiserOptions | null): Promise<void>;
189
+ private _denoiserReady;
190
+ private _fixed?;
191
+ private _target?;
192
+ private _status;
193
+ private _disposed;
194
+ private _busy;
195
+ private _offlineCamera;
196
+ private _input;
197
+ private _adaptiveScale;
198
+ private _lastScale;
199
+ private _frameTime;
200
+ private _sampleStart?;
201
+ private _frameStart?;
202
+ private _sampleScale;
203
+ private _frameScale;
204
+ private _adaptiveFrames;
205
+ private _adaptiveFastFrames;
206
+ private _events;
207
+ /** Owning engine. */ get engine(): Engine;
208
+ /** Whether inference is queued or running, including intermediate updates. Default false. */ get denoising(): boolean;
209
+ /** Subscribes to every complete sample on this render; returns unsubscribe. */
210
+ on(event: 'sample', listener: (value: SampleEvent) => void): () => void;
211
+ private _filter?;
212
+ private _filterKey;
213
+ private _warnedWebGPUFilter;
214
+ private _denoiseController?;
215
+ private _filterRevision;
216
+ private _filterPending?;
217
+ private _denoiseRevision;
218
+ private _denoisePending?;
219
+ private _denoisedSamples;
220
+ private _lastDenoiseTime;
221
+ private _warnedDenoisedReadback;
222
+ constructor(engine: Engine, options?: RenderOptions);
223
+ /** Actual target width; before allocation uses the requested dimensions. */ get width(): number;
224
+ /** Actual target height; before allocation uses the requested dimensions. */ get height(): number;
225
+ /** Complete samples since the last restart; stale engine inputs report 0. Default 0. */
226
+ get samples(): number;
227
+ /** Whether complete samples reached maxSamples. Default false. */ get converged(): boolean;
228
+ /** Current execution state. Default preparing. */ get status(): RenderStatus;
229
+ private get _current();
230
+ private _validate;
231
+ private _size;
232
+ private _settings;
233
+ private _synchronize;
234
+ private _trace;
235
+ private _adaptResolution;
236
+ private _cancelAdaptiveFrames;
237
+ /** Accumulates within this frame's budget. Rejects calls during converge or after disposal. */
238
+ refine(): RenderStatus;
239
+ private _refine;
240
+ private _refineOne;
241
+ private _schedule;
242
+ private _nextSampleTarget;
243
+ /** Reloads a filter dropped by device recovery; failures report through engine errors. */
244
+ private _reloadDenoiser;
245
+ /** Starts loading the configured filter; returns its readiness when a new configuration was applied. */
246
+ private _refreshDenoiser;
247
+ private _warmDenoiser;
248
+ private _cancelDenoise;
249
+ private _maybeDenoise;
250
+ /** Reads native RGBA float32, top row first. Default hdr. Custom denoised output is resolved linear HDR ray color before display background/catcher composition; built-ins retain their native display-space output. Unavailable denoised output falls back to hdr. */
251
+ readPixels(kind?: 'hdr' | 'denoised' | 'albedo' | 'normal'): Promise<{
252
+ data: Float32Array;
253
+ width: number;
254
+ height: number;
255
+ }>;
256
+ /** Borrows a read-only WebGPU texture; undefined on WebGL or before a complete sample. Kind is required. HDR is native resolved linear ray color before denoising/display composition, with DenoiseInput.color normalization and coverage. Display is the latest compose, including filters and display passes. Valid only until this render's next refine/converge, display present/setSize, restart/dispose or device loss; never retain, write or destroy it. */
257
+ getOutputTexture(kind: 'hdr' | 'display'): GPUTexture | undefined;
258
+ /** Discards only this render's accumulation and pending denoising. */
259
+ restart(): void;
260
+ /** Releases only this render's image resources and denoiser. */
261
+ dispose(): void;
262
+ /** Deterministically renders this image. Rejects on abort/timeout/input revision changes and blocks refine on this render. */
263
+ converge(options: ConvergeOptions): Promise<ConvergeResult>;
264
+ }
265
+ export {};