@meimu/mutracer 0.1.5 → 0.2.0

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 (526) hide show
  1. package/LICENSES/Classroom-CC0.txt +121 -0
  2. package/README.md +7 -7
  3. package/THIRD_PARTY_NOTICES.md +13 -8
  4. package/dist/assets/bvh.worker.js +1 -1
  5. package/dist/mutracer.umd.js +10407 -8353
  6. package/docs/api.md +200 -10
  7. package/docs/denoising.md +30 -15
  8. package/docs/materials.md +1 -1
  9. package/docs/performance.md +5 -2
  10. package/docs/progressive-rendering.md +32 -1
  11. package/docs/threejs.md +14 -5
  12. package/docs/updates.md +44 -2
  13. package/docs/viewer.md +11 -6
  14. package/lib/Display.d.ts +13 -2
  15. package/lib/Display.js +27 -6
  16. package/lib/Display.js.map +1 -1
  17. package/lib/Engine.d.ts +2 -0
  18. package/lib/Engine.js +52 -25
  19. package/lib/Engine.js.map +1 -1
  20. package/lib/Render.d.ts +44 -9
  21. package/lib/Render.js +115 -17
  22. package/lib/Render.js.map +1 -1
  23. package/lib/RenderLoop.d.ts +7 -1
  24. package/lib/RenderLoop.js +94 -13
  25. package/lib/RenderLoop.js.map +1 -1
  26. package/lib/main.d.ts +6 -3
  27. package/lib/main.js +1 -0
  28. package/lib/main.js.map +1 -1
  29. package/lib/math/access.d.ts +4 -0
  30. package/lib/math/access.js +10 -0
  31. package/lib/math/access.js.map +1 -0
  32. package/lib/math/mat3.d.ts +4 -0
  33. package/lib/math/mat3.js +54 -0
  34. package/lib/math/mat3.js.map +1 -0
  35. package/lib/math/mat4.d.ts +19 -0
  36. package/lib/math/mat4.js +413 -0
  37. package/lib/math/mat4.js.map +1 -0
  38. package/lib/math/storage.d.ts +6 -0
  39. package/lib/math/storage.js +22 -0
  40. package/lib/math/storage.js.map +1 -0
  41. package/lib/math/types.d.ts +3 -0
  42. package/lib/math/types.js +2 -0
  43. package/lib/math/types.js.map +1 -0
  44. package/lib/math/vec2.d.ts +13 -0
  45. package/lib/math/vec2.js +52 -0
  46. package/lib/math/vec2.js.map +1 -0
  47. package/lib/math/vec3.d.ts +23 -0
  48. package/lib/math/vec3.js +139 -0
  49. package/lib/math/vec3.js.map +1 -0
  50. package/lib/math.d.ts +5 -17
  51. package/lib/math.js +5 -55
  52. package/lib/math.js.map +1 -1
  53. package/lib/oidn.d.ts +1 -1
  54. package/lib/oidn.js +4 -2
  55. package/lib/oidn.js.map +1 -1
  56. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  57. package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
  58. package/lib/renderer/AovPrimitiveCache.js +48 -0
  59. package/lib/renderer/AovPrimitiveCache.js.map +1 -0
  60. package/lib/renderer/Box3.d.ts +5 -0
  61. package/lib/renderer/Box3.js +9 -0
  62. package/lib/renderer/Box3.js.map +1 -0
  63. package/lib/renderer/GPUTraceQueue.d.ts +10 -0
  64. package/lib/renderer/GPUTraceQueue.js +31 -0
  65. package/lib/renderer/GPUTraceQueue.js.map +1 -0
  66. package/lib/renderer/MaterialData.d.ts +15 -0
  67. package/lib/renderer/MaterialData.js +61 -0
  68. package/lib/renderer/MaterialData.js.map +1 -0
  69. package/lib/renderer/MaterialTable.d.ts +11 -98
  70. package/lib/renderer/MaterialTable.js +34 -412
  71. package/lib/renderer/MaterialTable.js.map +1 -1
  72. package/lib/renderer/RenderingPipeline.d.ts +32 -13
  73. package/lib/renderer/RenderingPipeline.js +1 -17
  74. package/lib/renderer/RenderingPipeline.js.map +1 -1
  75. package/lib/renderer/TileRender.d.ts +0 -1
  76. package/lib/renderer/TileRender.js +14 -1
  77. package/lib/renderer/TileRender.js.map +1 -1
  78. package/lib/renderer/WGPUAov.d.ts +39 -0
  79. package/lib/renderer/WGPUAov.js +239 -0
  80. package/lib/renderer/WGPUAov.js.map +1 -0
  81. package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
  82. package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
  83. package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
  84. package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
  85. package/lib/renderer/WGPUBindlessTextures.js +180 -0
  86. package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
  87. package/lib/renderer/WGPUBloomPass.js +17 -97
  88. package/lib/renderer/WGPUBloomPass.js.map +1 -1
  89. package/lib/renderer/WGPUComputePass.d.ts +1 -1
  90. package/lib/renderer/WGPUComputePass.js.map +1 -1
  91. package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
  92. package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
  93. package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
  94. package/lib/renderer/WGPUFullQuadPass.js +10 -9
  95. package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
  96. package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
  97. package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
  98. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
  99. package/lib/renderer/WGPURayTraceOutput.js +26 -17
  100. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  101. package/lib/renderer/WGPURayTracePass.d.ts +36 -40
  102. package/lib/renderer/WGPURayTracePass.js +399 -550
  103. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  104. package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
  105. package/lib/renderer/WGPURenderingPipeline.js +239 -60
  106. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  107. package/lib/renderer/WGPUShaderCache.d.ts +2 -2
  108. package/lib/renderer/WGPUShaderCache.js +10 -5
  109. package/lib/renderer/WGPUShaderCache.js.map +1 -1
  110. package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
  111. package/lib/renderer/WGPUShaderCapabilities.js +54 -0
  112. package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
  113. package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
  114. package/lib/renderer/WGPUSkyBaker.js +85 -0
  115. package/lib/renderer/WGPUSkyBaker.js.map +1 -0
  116. package/lib/renderer/WebGLAov.d.ts +41 -0
  117. package/lib/renderer/WebGLAov.js +106 -0
  118. package/lib/renderer/WebGLAov.js.map +1 -0
  119. package/lib/renderer/WebGLFullQuadPass.d.ts +5 -3
  120. package/lib/renderer/WebGLFullQuadPass.js +18 -2
  121. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  122. package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
  123. package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
  124. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  125. package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
  126. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
  127. package/lib/renderer/WebGLRayTracePass.d.ts +12 -2
  128. package/lib/renderer/WebGLRayTracePass.js +82 -7
  129. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  130. package/lib/renderer/WebGLRenderingPipeline.js +116 -8
  131. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  132. package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
  133. package/lib/renderer/WebGLSkyBaker.js +422 -0
  134. package/lib/renderer/WebGLSkyBaker.js.map +1 -0
  135. package/lib/renderer/WebGLSkySource.d.ts +9 -0
  136. package/lib/renderer/WebGLSkySource.js +28 -0
  137. package/lib/renderer/WebGLSkySource.js.map +1 -0
  138. package/lib/renderer/accumulationTarget.d.ts +5 -0
  139. package/lib/renderer/accumulationTarget.js.map +1 -1
  140. package/lib/renderer/aov.d.ts +42 -0
  141. package/lib/renderer/aov.js +50 -0
  142. package/lib/renderer/aov.js.map +1 -0
  143. package/lib/renderer/aovDisplay.d.ts +14 -0
  144. package/lib/renderer/aovDisplay.js +32 -0
  145. package/lib/renderer/aovDisplay.js.map +1 -0
  146. package/lib/renderer/aovScene.d.ts +21 -0
  147. package/lib/renderer/aovScene.js +139 -0
  148. package/lib/renderer/aovScene.js.map +1 -0
  149. package/lib/renderer/binnedSahBvh.js +2 -1
  150. package/lib/renderer/binnedSahBvh.js.map +1 -1
  151. package/lib/renderer/bvhAccel.d.ts +20 -10
  152. package/lib/renderer/bvhAccel.js +168 -58
  153. package/lib/renderer/bvhAccel.js.map +1 -1
  154. package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
  155. package/lib/renderer/cameraSnapshot.js +2 -1
  156. package/lib/renderer/cameraSnapshot.js.map +1 -1
  157. package/lib/renderer/cameraUniform.d.ts +2 -0
  158. package/lib/renderer/cameraUniform.js +12 -0
  159. package/lib/renderer/cameraUniform.js.map +1 -0
  160. package/lib/renderer/committedScene.js +4 -0
  161. package/lib/renderer/committedScene.js.map +1 -1
  162. package/lib/renderer/denoiser.d.ts +3 -11
  163. package/lib/renderer/denoiser.js.map +1 -1
  164. package/lib/renderer/depthQuery.js +4 -1
  165. package/lib/renderer/depthQuery.js.map +1 -1
  166. package/lib/renderer/displacementPreparation.d.ts +11 -0
  167. package/lib/renderer/displacementPreparation.js +351 -0
  168. package/lib/renderer/displacementPreparation.js.map +1 -0
  169. package/lib/renderer/displacementRange.d.ts +1 -0
  170. package/lib/renderer/displacementRange.js +9 -0
  171. package/lib/renderer/displacementRange.js.map +1 -0
  172. package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
  173. package/lib/renderer/displayParityDiagnostics.js +2 -0
  174. package/lib/renderer/displayParityDiagnostics.js.map +1 -0
  175. package/lib/renderer/envMapCreation.d.ts +9 -8
  176. package/lib/renderer/envMapCreation.js +36 -12
  177. package/lib/renderer/envMapCreation.js.map +1 -1
  178. package/lib/renderer/envMapDistribution.d.ts +12 -2
  179. package/lib/renderer/envMapDistribution.js +43 -34
  180. package/lib/renderer/envMapDistribution.js.map +1 -1
  181. package/lib/renderer/geometryBvhBounds.d.ts +4 -0
  182. package/lib/renderer/geometryBvhBounds.js +82 -0
  183. package/lib/renderer/geometryBvhBounds.js.map +1 -0
  184. package/lib/renderer/geometryUpdateState.d.ts +32 -0
  185. package/lib/renderer/geometryUpdateState.js +2 -0
  186. package/lib/renderer/geometryUpdateState.js.map +1 -0
  187. package/lib/renderer/geometryUpdates.d.ts +17 -9
  188. package/lib/renderer/geometryUpdates.js +92 -33
  189. package/lib/renderer/geometryUpdates.js.map +1 -1
  190. package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
  191. package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
  192. package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
  193. package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
  194. package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
  195. package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
  196. package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
  197. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
  198. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
  199. package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
  200. package/lib/renderer/glsl/aovTrace.frag.js +121 -0
  201. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
  202. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  203. package/lib/renderer/glsl/chunks/envMap.glsl.js +80 -74
  204. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  205. package/lib/renderer/glsl/chunks/intersect.glsl.js +429 -429
  206. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +144 -144
  207. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  208. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +801 -801
  209. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  210. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  211. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +49 -49
  212. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  213. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +80 -80
  214. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +102 -102
  215. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +20 -17
  216. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
  217. package/lib/renderer/glsl/chunks/sampling.glsl.js +93 -93
  218. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  219. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  220. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
  221. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
  222. package/lib/renderer/glsl/depthQuery.frag.js +7 -7
  223. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
  224. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
  225. package/lib/renderer/glsl/rayTrace.frag.js +191 -191
  226. package/lib/renderer/glsl/shadowCatcher.frag.js +25 -20
  227. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  228. package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
  229. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
  230. package/lib/renderer/lightConstants.d.ts +10 -0
  231. package/lib/renderer/lightConstants.js +11 -0
  232. package/lib/renderer/lightConstants.js.map +1 -0
  233. package/lib/renderer/lightCore.d.ts +12 -0
  234. package/lib/renderer/lightCore.js +13 -0
  235. package/lib/renderer/lightCore.js.map +1 -0
  236. package/lib/renderer/lightSampling.d.ts +20 -17
  237. package/lib/renderer/lightSampling.js +123 -56
  238. package/lib/renderer/lightSampling.js.map +1 -1
  239. package/lib/renderer/lightsData.d.ts +21 -0
  240. package/lib/renderer/lightsData.js +192 -0
  241. package/lib/renderer/lightsData.js.map +1 -0
  242. package/lib/renderer/lightsUtil.d.ts +3 -26
  243. package/lib/renderer/lightsUtil.js +3 -153
  244. package/lib/renderer/lightsUtil.js.map +1 -1
  245. package/lib/renderer/materialBufferData.d.ts +70 -0
  246. package/lib/renderer/materialBufferData.js +2 -0
  247. package/lib/renderer/materialBufferData.js.map +1 -0
  248. package/lib/renderer/materialConstants.d.ts +11 -0
  249. package/lib/renderer/materialConstants.js +11 -0
  250. package/lib/renderer/materialConstants.js.map +1 -1
  251. package/lib/renderer/materialCore.d.ts +8 -0
  252. package/lib/renderer/materialCore.js +9 -0
  253. package/lib/renderer/materialCore.js.map +1 -0
  254. package/lib/renderer/materialEmission.d.ts +2 -2
  255. package/lib/renderer/materialEmission.js +3 -3
  256. package/lib/renderer/materialEmission.js.map +1 -1
  257. package/lib/renderer/materialLayout.d.ts +2 -101
  258. package/lib/renderer/materialLayout.js +110 -172
  259. package/lib/renderer/materialLayout.js.map +1 -1
  260. package/lib/renderer/materialLayoutSchema.d.ts +26 -0
  261. package/lib/renderer/materialLayoutSchema.js +172 -0
  262. package/lib/renderer/materialLayoutSchema.js.map +1 -0
  263. package/lib/renderer/materialParams.d.ts +69 -0
  264. package/lib/renderer/materialParams.js +272 -0
  265. package/lib/renderer/materialParams.js.map +1 -0
  266. package/lib/renderer/materialTextureSlots.d.ts +14 -324
  267. package/lib/renderer/materialTextureSlots.js +21 -8
  268. package/lib/renderer/materialTextureSlots.js.map +1 -1
  269. package/lib/renderer/materialTextures.d.ts +6 -0
  270. package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
  271. package/lib/renderer/materialTextures.js.map +1 -0
  272. package/lib/renderer/mergeMeshesToGeometry.js +6 -147
  273. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
  274. package/lib/renderer/meshInstances.d.ts +4 -21
  275. package/lib/renderer/meshInstances.js +10 -56
  276. package/lib/renderer/meshInstances.js.map +1 -1
  277. package/lib/renderer/oidnNetwork.d.ts +2 -2
  278. package/lib/renderer/oidnNetwork.js +1 -1
  279. package/lib/renderer/oidnNetwork.js.map +1 -1
  280. package/lib/renderer/openPbrEnergyLut.js +850 -846
  281. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  282. package/lib/renderer/ownedDenoiser.d.ts +9 -0
  283. package/lib/renderer/ownedDenoiser.js +2 -0
  284. package/lib/renderer/ownedDenoiser.js.map +1 -0
  285. package/lib/renderer/packedMeshInstances.d.ts +23 -0
  286. package/lib/renderer/packedMeshInstances.js +80 -0
  287. package/lib/renderer/packedMeshInstances.js.map +1 -0
  288. package/lib/renderer/prepareMeshBVH.d.ts +12 -47
  289. package/lib/renderer/prepareMeshBVH.js +21 -642
  290. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  291. package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
  292. package/lib/renderer/proceduralEnvironmentPower.js +8 -0
  293. package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
  294. package/lib/renderer/progressiveScheduler.d.ts +1 -0
  295. package/lib/renderer/progressiveScheduler.js +3 -0
  296. package/lib/renderer/progressiveScheduler.js.map +1 -1
  297. package/lib/renderer/renderPipeline.d.ts +3 -1
  298. package/lib/renderer/renderPipeline.js.map +1 -1
  299. package/lib/renderer/renderingLimits.d.ts +9 -0
  300. package/lib/renderer/renderingLimits.js +18 -0
  301. package/lib/renderer/renderingLimits.js.map +1 -0
  302. package/lib/renderer/sceneAssembly.d.ts +73 -0
  303. package/lib/renderer/sceneAssembly.js +109 -0
  304. package/lib/renderer/sceneAssembly.js.map +1 -0
  305. package/lib/renderer/sceneChangeCore.d.ts +39 -0
  306. package/lib/renderer/sceneChangeCore.js +307 -0
  307. package/lib/renderer/sceneChangeCore.js.map +1 -0
  308. package/lib/renderer/sceneChangeDetector.d.ts +3 -6
  309. package/lib/renderer/sceneChangeDetector.js +24 -150
  310. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  311. package/lib/renderer/sceneLayoutSchema.d.ts +118 -0
  312. package/lib/renderer/sceneLayoutSchema.js +111 -0
  313. package/lib/renderer/sceneLayoutSchema.js.map +1 -0
  314. package/lib/renderer/sceneLightChanges.d.ts +3 -3
  315. package/lib/renderer/sceneLightChanges.js.map +1 -1
  316. package/lib/renderer/scenePreparation.d.ts +55 -0
  317. package/lib/renderer/scenePreparation.js +360 -0
  318. package/lib/renderer/scenePreparation.js.map +1 -0
  319. package/lib/renderer/scratchSampling.js +18 -18
  320. package/lib/renderer/scratchSampling.js.map +1 -1
  321. package/lib/renderer/shader.d.ts +2 -0
  322. package/lib/renderer/shader.js +2 -0
  323. package/lib/renderer/shader.js.map +1 -1
  324. package/lib/renderer/shaderCapabilities.d.ts +23 -0
  325. package/lib/renderer/shaderCapabilities.js +55 -0
  326. package/lib/renderer/shaderCapabilities.js.map +1 -0
  327. package/lib/renderer/shaderCapacity.d.ts +2 -0
  328. package/lib/renderer/shaderCapacity.js +5 -0
  329. package/lib/renderer/shaderCapacity.js.map +1 -0
  330. package/lib/renderer/skyModel.d.ts +9 -0
  331. package/lib/renderer/skyModel.js +10 -0
  332. package/lib/renderer/skyModel.js.map +1 -0
  333. package/lib/renderer/textureAtlas.d.ts +60 -0
  334. package/lib/renderer/textureAtlas.js +145 -0
  335. package/lib/renderer/textureAtlas.js.map +1 -0
  336. package/lib/renderer/textureAtlasPixels.d.ts +7 -0
  337. package/lib/renderer/textureAtlasPixels.js +68 -0
  338. package/lib/renderer/textureAtlasPixels.js.map +1 -0
  339. package/lib/renderer/util.d.ts +1 -1
  340. package/lib/renderer/util.js.map +1 -1
  341. package/lib/renderer/webgl.d.ts +9 -2
  342. package/lib/renderer/webgl.js +54 -9
  343. package/lib/renderer/webgl.js.map +1 -1
  344. package/lib/renderer/wgpuBindless.d.ts +26 -0
  345. package/lib/renderer/wgpuBindless.js +95 -0
  346. package/lib/renderer/wgpuBindless.js.map +1 -0
  347. package/lib/renderer/wgpuBindlessSource.d.ts +2 -0
  348. package/lib/renderer/wgpuBindlessSource.js +51 -0
  349. package/lib/renderer/wgpuBindlessSource.js.map +1 -0
  350. package/lib/renderer/wgpuMaterialConstants.d.ts +4 -0
  351. package/lib/renderer/wgpuMaterialConstants.js +52 -0
  352. package/lib/renderer/wgpuMaterialConstants.js.map +1 -0
  353. package/lib/renderer/wgpuSceneUniform.d.ts +42 -0
  354. package/lib/renderer/wgpuSceneUniform.js +125 -0
  355. package/lib/renderer/wgpuSceneUniform.js.map +1 -0
  356. package/lib/renderer/wgpuShaderSource.d.ts +15 -0
  357. package/lib/renderer/wgpuShaderSource.js +31 -0
  358. package/lib/renderer/wgpuShaderSource.js.map +1 -0
  359. package/lib/renderer/wgsl/aovDisplay.wgsl.d.ts +1 -0
  360. package/lib/renderer/wgsl/aovDisplay.wgsl.js +70 -0
  361. package/lib/renderer/wgsl/aovDisplay.wgsl.js.map +1 -0
  362. package/lib/renderer/wgsl/aovReflectance.wgsl.d.ts +2 -0
  363. package/lib/renderer/wgsl/aovReflectance.wgsl.js +98 -0
  364. package/lib/renderer/wgsl/aovReflectance.wgsl.js.map +1 -0
  365. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.d.ts +2 -0
  366. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +135 -0
  367. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js.map +1 -0
  368. package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +5 -0
  369. package/lib/renderer/wgsl/aovResolve.wgsl.js +38 -0
  370. package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -0
  371. package/lib/renderer/wgsl/aovSnapshot.wgsl.d.ts +4 -0
  372. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +21 -0
  373. package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -0
  374. package/lib/renderer/wgsl/aovTrace.wgsl.d.ts +2 -0
  375. package/lib/renderer/wgsl/aovTrace.wgsl.js +115 -0
  376. package/lib/renderer/wgsl/aovTrace.wgsl.js.map +1 -0
  377. package/lib/renderer/wgsl/bloom.wgsl.d.ts +13 -0
  378. package/lib/renderer/wgsl/bloom.wgsl.js +92 -0
  379. package/lib/renderer/wgsl/bloom.wgsl.js.map +1 -0
  380. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  381. package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
  382. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +43 -37
  383. package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
  384. package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +13 -1
  385. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +742 -705
  386. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  387. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +16 -16
  388. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
  389. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +3 -1
  390. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +84 -82
  391. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  392. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +855 -857
  393. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js.map +1 -1
  394. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  395. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  396. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
  397. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +42 -32
  398. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  399. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  400. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +152 -148
  401. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  402. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +239 -232
  403. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  404. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  405. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +26 -13
  406. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  407. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +91 -91
  408. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +1 -1
  409. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +1 -0
  410. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
  411. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  412. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +12 -12
  413. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js.map +1 -1
  414. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +8 -3
  415. package/lib/renderer/wgsl/compose.frag.wgsl.js +143 -118
  416. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  417. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  418. package/lib/renderer/wgsl/depthQuery.wgsl.js +7 -7
  419. package/lib/renderer/wgsl/jnlm.compute.d.ts +25 -0
  420. package/lib/renderer/wgsl/jnlm.compute.js +315 -0
  421. package/lib/renderer/wgsl/jnlm.compute.js.map +1 -0
  422. package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
  423. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.d.ts +1 -0
  424. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +17 -0
  425. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js.map +1 -0
  426. package/lib/renderer/wgsl/proceduralSky.compute.d.ts +1 -0
  427. package/lib/renderer/wgsl/proceduralSky.compute.js +198 -0
  428. package/lib/renderer/wgsl/proceduralSky.compute.js.map +1 -0
  429. package/lib/renderer/wgsl/rayTrace.compute.d.ts +17 -1
  430. package/lib/renderer/wgsl/rayTrace.compute.js +612 -393
  431. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  432. package/lib/scene/Camera.js +7 -3
  433. package/lib/scene/Camera.js.map +1 -1
  434. package/lib/scene/EnvironmentLight.d.ts +5 -9
  435. package/lib/scene/EnvironmentLight.js +4 -14
  436. package/lib/scene/EnvironmentLight.js.map +1 -1
  437. package/lib/scene/EnvironmentLightState.d.ts +18 -0
  438. package/lib/scene/EnvironmentLightState.js +19 -0
  439. package/lib/scene/EnvironmentLightState.js.map +1 -0
  440. package/lib/scene/Geometry.d.ts +12 -6
  441. package/lib/scene/Geometry.js +37 -13
  442. package/lib/scene/Geometry.js.map +1 -1
  443. package/lib/scene/InstanceState.d.ts +39 -0
  444. package/lib/scene/InstanceState.js +77 -0
  445. package/lib/scene/InstanceState.js.map +1 -0
  446. package/lib/scene/InstancedMesh.d.ts +1 -1
  447. package/lib/scene/InstancedMesh.js +3 -0
  448. package/lib/scene/InstancedMesh.js.map +1 -1
  449. package/lib/scene/MaterialState.d.ts +209 -0
  450. package/lib/scene/MaterialState.js +231 -0
  451. package/lib/scene/MaterialState.js.map +1 -0
  452. package/lib/scene/Mesh.d.ts +4 -6
  453. package/lib/scene/Mesh.js +3 -11
  454. package/lib/scene/Mesh.js.map +1 -1
  455. package/lib/scene/MeshState.d.ts +20 -0
  456. package/lib/scene/MeshState.js +35 -0
  457. package/lib/scene/MeshState.js.map +1 -0
  458. package/lib/scene/OpenPBRMaterial.d.ts +6 -168
  459. package/lib/scene/OpenPBRMaterial.js +5 -223
  460. package/lib/scene/OpenPBRMaterial.js.map +1 -1
  461. package/lib/scene/PixelTexture.d.ts +6 -0
  462. package/lib/scene/PixelTexture.js +10 -0
  463. package/lib/scene/PixelTexture.js.map +1 -0
  464. package/lib/scene/ProceduralSky.d.ts +24 -0
  465. package/lib/scene/ProceduralSky.js +40 -0
  466. package/lib/scene/ProceduralSky.js.map +1 -0
  467. package/lib/scene/RectLight.d.ts +2 -13
  468. package/lib/scene/RectLight.js +3 -21
  469. package/lib/scene/RectLight.js.map +1 -1
  470. package/lib/scene/RectLightState.d.ts +31 -0
  471. package/lib/scene/RectLightState.js +26 -0
  472. package/lib/scene/RectLightState.js.map +1 -0
  473. package/lib/scene/Scene.d.ts +15 -4
  474. package/lib/scene/Scene.js.map +1 -1
  475. package/lib/scene/SceneNode.js +7 -6
  476. package/lib/scene/SceneNode.js.map +1 -1
  477. package/lib/scene/Texture.d.ts +10 -41
  478. package/lib/scene/Texture.js +4 -33
  479. package/lib/scene/Texture.js.map +1 -1
  480. package/lib/scene/TextureState.d.ts +35 -0
  481. package/lib/scene/TextureState.js +35 -0
  482. package/lib/scene/TextureState.js.map +1 -0
  483. package/lib/scene/attributeData.d.ts +4 -0
  484. package/lib/scene/attributeData.js +10 -0
  485. package/lib/scene/attributeData.js.map +1 -0
  486. package/lib/scene/lightState.d.ts +8 -0
  487. package/lib/scene/lightState.js +2 -0
  488. package/lib/scene/lightState.js.map +1 -0
  489. package/lib/scene/openPbrSchema.d.ts +7 -12
  490. package/lib/scene/openPbrSchema.js +273 -28
  491. package/lib/scene/openPbrSchema.js.map +1 -1
  492. package/lib/scene/skyParameters.d.ts +20 -0
  493. package/lib/scene/skyParameters.js +28 -0
  494. package/lib/scene/skyParameters.js.map +1 -0
  495. package/lib/scene/textureData.d.ts +9 -0
  496. package/lib/scene/textureData.js +2 -0
  497. package/lib/scene/textureData.js.map +1 -0
  498. package/lib/scene/texturePixels.d.ts +6 -0
  499. package/lib/scene/texturePixels.js +10 -0
  500. package/lib/scene/texturePixels.js.map +1 -0
  501. package/lib/settings/display.d.ts +33 -0
  502. package/lib/settings/display.js +7 -0
  503. package/lib/settings/display.js.map +1 -1
  504. package/lib/settings/render.d.ts +25 -3
  505. package/lib/settings/render.js +3 -1
  506. package/lib/settings/render.js.map +1 -1
  507. package/lib/tinybvh/tinybvh.wasm +0 -0
  508. package/lib/util/commonGeometry.js +7 -7
  509. package/lib/util/commonGeometry.js.map +1 -1
  510. package/lib/util/fromTHREE.d.ts +4 -1
  511. package/lib/util/fromTHREE.js +18 -5
  512. package/lib/util/fromTHREE.js.map +1 -1
  513. package/lib/util/geometry.js +42 -29
  514. package/lib/util/geometry.js.map +1 -1
  515. package/lib/util/loadRGBE.js +3 -4
  516. package/lib/util/loadRGBE.js.map +1 -1
  517. package/lib/util/studioLighting.d.ts +18 -0
  518. package/lib/util/studioLighting.js +36 -0
  519. package/lib/util/studioLighting.js.map +1 -0
  520. package/lib/version.d.ts +1 -1
  521. package/lib/version.js +1 -1
  522. package/lib/version.js.map +1 -1
  523. package/llms.txt +4 -0
  524. package/package.json +31 -5
  525. package/lib/renderer/texturesFromMaterials.d.ts +0 -6
  526. package/lib/renderer/texturesFromMaterials.js.map +0 -1
@@ -144,6 +144,8 @@ export class Texture2D {
144
144
  }
145
145
  _format(gl, channels = 4) {
146
146
  const type = this._options.type || gl.UNSIGNED_BYTE;
147
+ if (type === gl.UNSIGNED_INT)
148
+ return { type, format: gl.RGBA_INTEGER, internalFormat: gl.RGBA32UI };
147
149
  const formats = [gl.RED, gl.RG, gl.RGB, gl.RGBA];
148
150
  const floatFormats = [gl.R32F, gl.RG32F, gl.RGB32F, gl.RGBA32F];
149
151
  const halfFloatFormats = [gl.R16F, gl.RG16F, gl.RGB16F, gl.RGBA16F];
@@ -296,6 +298,8 @@ export class WebGLProgramBindings {
296
298
  bind(renderer) {
297
299
  const gl = renderer.gl;
298
300
  const program = this.getProgram(renderer);
301
+ if (!renderer.isProgramCompiled(program))
302
+ return false;
299
303
  gl.useProgram(program);
300
304
  let textureUnit = 0;
301
305
  for (const [name, uniform] of Object.entries(this.uniforms)) {
@@ -312,6 +316,7 @@ export class WebGLProgramBindings {
312
316
  setUniform(gl, location, uniform, value);
313
317
  }
314
318
  }
319
+ return true;
315
320
  }
316
321
  }
317
322
  function cloneValue(value) {
@@ -401,13 +406,14 @@ function composeFragment(shader, defines) {
401
406
  })
402
407
  .join('\n');
403
408
  const outputCode = shader.outputs
404
- .map((name, index) => `layout(location=${index}) out highp vec4 out_${name};`)
409
+ .map((name, index) => `layout(location=${index}) out highp ${shader.outputTypes[name] ?? 'vec4'} out_${name};`)
405
410
  .join('\n');
406
411
  return /* glsl */ `#version 300 es
407
412
  precision highp float;
408
413
  precision highp int;
409
414
  precision highp sampler2D;
410
415
  precision highp sampler2DArray;
416
+ precision highp usampler2D;
411
417
  ${defineCode}
412
418
  ${outputCode}
413
419
  ${uniformCode}
@@ -423,6 +429,8 @@ export class WebGLDevice {
423
429
  _viewportStack = [];
424
430
  _programs = new Set();
425
431
  _parallel;
432
+ _pendingPrograms = new Map();
433
+ _programErrors = new Map();
426
434
  _compilationStart = 0;
427
435
  _compilationRecords = [];
428
436
  constructor(options) {
@@ -451,22 +459,30 @@ export class WebGLDevice {
451
459
  hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);
452
460
  const creationStart = performance.now();
453
461
  const program = gl.createProgram();
462
+ const asynchronous = !!this._parallel && shader.parallelCompile;
463
+ const shaders = [];
454
464
  const compile = (type, source) => {
455
465
  const result = gl.createShader(type);
466
+ shaders.push(result);
456
467
  gl.shaderSource(result, source);
457
468
  gl.compileShader(result);
458
- if (!gl.getShaderParameter(result, gl.COMPILE_STATUS)) {
469
+ // COMPILE_STATUS and LINK_STATUS can synchronously wait for the driver.
470
+ // Poll COMPLETION_STATUS_KHR before either query for large programs.
471
+ if (!asynchronous && !gl.getShaderParameter(result, gl.COMPILE_STATUS)) {
459
472
  const message = gl.getShaderInfoLog(result);
460
473
  gl.deleteShader(result);
461
474
  throw new Error(`${shader.name || 'WebGL shader'}: ${message}\n${source}`);
462
475
  }
463
476
  gl.attachShader(program, result);
464
- gl.deleteShader(result);
477
+ if (!asynchronous)
478
+ gl.deleteShader(result);
465
479
  };
466
480
  compile(gl.VERTEX_SHADER, fullscreenVertex);
467
481
  compile(gl.FRAGMENT_SHADER, fragment);
468
482
  gl.linkProgram(program);
469
- if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
483
+ if (asynchronous)
484
+ this._pendingPrograms.set(program, { shader, shaders });
485
+ else if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
470
486
  throw new Error(`${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`);
471
487
  }
472
488
  this._programs.add(program);
@@ -474,14 +490,42 @@ export class WebGLDevice {
474
490
  bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\n').length,
475
491
  fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,
476
492
  generationMs, creationMs: performance.now() - creationStart,
477
- completedAt: this._parallel ? undefined : performance.now() });
493
+ completedAt: asynchronous ? undefined : performance.now() });
478
494
  return program;
479
495
  }
496
+ isProgramCompiled(program) {
497
+ const error = this._programErrors.get(program);
498
+ if (error)
499
+ throw error;
500
+ const pending = this._pendingPrograms.get(program);
501
+ if (!pending)
502
+ return true;
503
+ const gl = this.gl;
504
+ if (!gl.getProgramParameter(program, this._parallel.COMPLETION_STATUS_KHR))
505
+ return false;
506
+ this._pendingPrograms.delete(program);
507
+ try {
508
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
509
+ const details = pending.shaders.filter(s => !gl.getShaderParameter(s, gl.COMPILE_STATUS))
510
+ .map(s => `${gl.getShaderInfoLog(s)}\n${gl.getShaderSource(s)}`).join('\n');
511
+ const failure = new Error(`${pending.shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}${details ? '\n' + details : ''}`);
512
+ this._programErrors.set(program, failure);
513
+ throw failure;
514
+ }
515
+ }
516
+ finally {
517
+ pending.shaders.forEach(shader => gl.deleteShader(shader));
518
+ }
519
+ const record = this._compilationRecords.find(record => record.program === program);
520
+ if (record)
521
+ record.completedAt = performance.now();
522
+ return true;
523
+ }
480
524
  /** Cumulative program compilation measurements used by preparation progress. */
481
525
  getShaderCompilationDiagnostics() {
482
526
  const now = performance.now(), records = this._compilationRecords;
483
527
  for (const record of records) {
484
- if (record.completedAt === undefined && (!this._parallel || this.gl.getProgramParameter(record.program, this._parallel.COMPLETION_STATUS_KHR)))
528
+ if (record.completedAt === undefined && this.isProgramCompiled(record.program))
485
529
  record.completedAt = now;
486
530
  }
487
531
  const completed = records.filter(record => record.completedAt !== undefined);
@@ -515,10 +559,8 @@ export class WebGLDevice {
515
559
  };
516
560
  }
517
561
  isAllProgramCompiled() {
518
- if (!this._parallel)
519
- return true;
520
562
  for (const program of this._programs) {
521
- if (!this.gl.getProgramParameter(program, this._parallel.COMPLETION_STATUS_KHR)) {
563
+ if (!this.isProgramCompiled(program)) {
522
564
  return false;
523
565
  }
524
566
  }
@@ -548,6 +590,9 @@ export class WebGLDevice {
548
590
  this.gl.viewport(x, y, width, height);
549
591
  }
550
592
  dispose() {
593
+ this._pendingPrograms.forEach(pending => pending.shaders.forEach(shader => this.gl.deleteShader(shader)));
594
+ this._pendingPrograms.clear();
595
+ this._programErrors.clear();
551
596
  this._programs.forEach((program) => this.gl.deleteProgram(program));
552
597
  this._programs.clear();
553
598
  this._compilationRecords = [];
@@ -1 +1 @@
1
- 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number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. 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format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n 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{\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp vec4 out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n gl.shaderSource(result, source);\n gl.compileShader(result);\n if (!gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: this._parallel ? undefined : performance.now()});\n return program;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && (!this._parallel || this.gl.getProgramParameter(record.program, this._parallel.COMPLETION_STATUS_KHR))) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n if (!this._parallel) return true;\n for (const program of this._programs) {\n if (!this.gl.getProgramParameter(program, this._parallel.COMPLETION_STATUS_KHR)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
1
+ 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type { ShaderCompilationDiagnostics } from './RenderingPipeline.js';\nimport { FragmentShader, type ShaderDefineValue, type ShaderUniform } from './shader.js';\n\nexport { FragmentShader, Shader, createShaderMixin, glsl } from './shader.js';\n\nexport const constants = {\n FLOAT: 0x1406,\n HALF_FLOAT: 0x140b,\n UNSIGNED_BYTE: 0x1401,\n RGBA: 0x1908,\n LINEAR: 0x2601,\n NEAREST: 0x2600,\n REPEAT: 0x2901,\n CLAMP_TO_EDGE: 0x812f,\n SCISSOR_TEST: 0x0c11,\n COLOR_BUFFER_BIT: 0x4000,\n DEPTH_BUFFER_BIT: 0x0100,\n LINES: 0x0001,\n TEXTURE_2D: 0x0de1,\n TEXTURE_2D_ARRAY: 0x8c1a\n} as const;\n\nexport type TextureImageSource = any;\nexport interface TexturePixelSource {\n data: Float32Array | Int32Array | Uint8Array | Uint8ClampedArray | Uint16Array;\n width: number;\n height: number;\n}\ntype TextureSource = TextureImageSource | TexturePixelSource;\n\nexport interface TextureOptions {\n source?: TextureSource | TextureImageSource[];\n width?: number;\n height?: number;\n type?: number;\n minFilter?: number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. */\n updateDataRange(gl: WebGL2RenderingContext, data: Float32Array | Int32Array | Uint8Array,\n offset: number, size: number) {\n if (!size) return;\n const source = this.source as TexturePixelSource;\n if (!isPixelSource(source) || offset < 0 || size < 0 ||\n offset % data.BYTES_PER_ELEMENT || size % data.BYTES_PER_ELEMENT ||\n offset + size > data.byteLength || offset + size > source.data.byteLength) {\n throw new RangeError('Invalid data texture byte range');\n }\n source.data.set(data.subarray(offset / data.BYTES_PER_ELEMENT, (offset + size) / data.BYTES_PER_ELEMENT),\n offset / source.data.BYTES_PER_ELEMENT);\n this._ensureTexture(gl);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) { this._upload(gl); return; }\n const channels = source.data.length / (source.width * source.height);\n const rowBytes = source.width * channels * source.data.BYTES_PER_ELEMENT;\n const first = Math.floor(offset / rowBytes), end = Math.ceil((offset + size) / rowBytes);\n const { format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _format(gl: WebGL2RenderingContext, channels = 4) {\n const type = this._options.type || gl.UNSIGNED_BYTE;\n if (type === gl.UNSIGNED_INT) return {type, format: gl.RGBA_INTEGER, internalFormat: gl.RGBA32UI};\n const formats = [gl.RED, gl.RG, gl.RGB, gl.RGBA];\n const floatFormats = [gl.R32F, gl.RG32F, gl.RGB32F, gl.RGBA32F];\n const halfFloatFormats = [gl.R16F, gl.RG16F, gl.RGB16F, gl.RGBA16F];\n return {\n type,\n format: formats[channels - 1],\n internalFormat:\n type === gl.FLOAT\n ? floatFormats[channels - 1]\n : type === gl.HALF_FLOAT\n ? halfFloatFormats[channels - 1]\n : this._options.sRGB\n ? gl.SRGB8_ALPHA8\n : gl.RGBA8\n };\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n if (!renderer.isProgramCompiled(program)) return false;\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n return true;\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp ${shader.outputTypes[name] ?? 'vec4'} out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\nprecision highp usampler2D;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _pendingPrograms = new Map<WebGLProgram, {shader: FragmentShader; shaders: WebGLShader[]}>();\n private _programErrors = new Map<WebGLProgram, Error>();\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const asynchronous = !!this._parallel && shader.parallelCompile;\n const shaders: WebGLShader[] = [];\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n shaders.push(result);\n gl.shaderSource(result, source);\n gl.compileShader(result);\n // COMPILE_STATUS and LINK_STATUS can synchronously wait for the driver.\n // Poll COMPLETION_STATUS_KHR before either query for large programs.\n if (!asynchronous && !gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n if (!asynchronous) gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (asynchronous) this._pendingPrograms.set(program, {shader, shaders});\n else if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: asynchronous ? undefined : performance.now()});\n return program;\n }\n\n isProgramCompiled(program: WebGLProgram) {\n const error = this._programErrors.get(program);\n if (error) throw error;\n const pending = this._pendingPrograms.get(program);\n if (!pending) return true;\n const gl = this.gl;\n if (!gl.getProgramParameter(program, this._parallel!.COMPLETION_STATUS_KHR)) return false;\n this._pendingPrograms.delete(program);\n try {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const details = pending.shaders.filter(s => !gl.getShaderParameter(s, gl.COMPILE_STATUS))\n .map(s => `${gl.getShaderInfoLog(s)}\\n${gl.getShaderSource(s)}`).join('\\n');\n const failure = new Error(`${pending.shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}${details ? '\\n' + details : ''}`);\n this._programErrors.set(program, failure);\n throw failure;\n }\n } finally {\n pending.shaders.forEach(shader => gl.deleteShader(shader));\n }\n const record = this._compilationRecords.find(record => record.program === program);\n if (record) record.completedAt = performance.now();\n return true;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && this.isProgramCompiled(record.program)) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n for (const program of this._programs) {\n if (!this.isProgramCompiled(program)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._pendingPrograms.forEach(pending => pending.shaders.forEach(shader => this.gl.deleteShader(shader)));\n this._pendingPrograms.clear();\n this._programErrors.clear();\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
@@ -0,0 +1,26 @@
1
+ export interface ResourceTable {
2
+ readonly size: number;
3
+ update(slot: number, resource: GPUTextureView | GPUSampler): void;
4
+ destroy(): void;
5
+ }
6
+ export interface BindlessSupport {
7
+ feature: GPUFeatureName;
8
+ enable: string;
9
+ }
10
+ export interface MaterialTextureSelection {
11
+ requested: 'atlas' | 'auto';
12
+ support?: BindlessSupport;
13
+ fallbackReason?: string;
14
+ }
15
+ export declare const RESOURCE_TABLE_LIMIT = 65536;
16
+ export declare const FIRST_TEXTURE_SLOT = 10;
17
+ export declare function resourceTableFeature(features: Pick<GPUSupportedFeatures, 'has'>): BindlessSupport | undefined;
18
+ export declare function bindlessLimitReason(device: GPUDevice, count?: number): string | undefined;
19
+ export declare function createResourceTable(device: GPUDevice, size: number): ResourceTable;
20
+ export declare function setResourceTable(pass: GPUComputePassEncoder, table: ResourceTable): void;
21
+ export declare function resourceTableLayout(descriptor: GPUPipelineLayoutDescriptor): {
22
+ usesResourceTable: boolean;
23
+ bindGroupLayouts: Iterable<GPUBindGroupLayout>;
24
+ label?: string;
25
+ };
26
+ export declare function probeBindless(device: GPUDevice, support: BindlessSupport): Promise<string | undefined>;
@@ -0,0 +1,95 @@
1
+ export const RESOURCE_TABLE_LIMIT = 65536;
2
+ export const FIRST_TEXTURE_SLOT = 10;
3
+ export function resourceTableFeature(features) {
4
+ for (const [feature, enable] of [
5
+ ['sampling-resource-table', 'resource_table'],
6
+ ['chromium-experimental-sampling-resource-table', 'chromium_experimental_resource_table']
7
+ ])
8
+ if (features.has(feature))
9
+ return { feature: feature, enable };
10
+ }
11
+ export function bindlessLimitReason(device, count = 0) {
12
+ if (device.limits.maxStorageBuffersPerShaderStage < 9)
13
+ return 'Bindless textures require 9 storage buffers per shader stage.';
14
+ if (count + FIRST_TEXTURE_SLOT > RESOURCE_TABLE_LIMIT)
15
+ return 'Scene exceeds resource-table slot capacity.';
16
+ const bytes = Math.max(1, count) * 48;
17
+ if (bytes > device.limits.maxStorageBufferBindingSize || bytes > device.limits.maxBufferSize)
18
+ return 'Texture metadata exceeds device buffer limits.';
19
+ }
20
+ export function createResourceTable(device, size) {
21
+ return device.createResourceTable({ size, label: 'Material textures' });
22
+ }
23
+ export function setResourceTable(pass, table) {
24
+ pass.setResourceTable(table);
25
+ }
26
+ export function resourceTableLayout(descriptor) {
27
+ return { ...descriptor, usesResourceTable: true };
28
+ }
29
+ const probes = new WeakMap();
30
+ export function probeBindless(device, support) {
31
+ let pending = probes.get(device);
32
+ if (!pending) {
33
+ pending = runProbe(device, support);
34
+ probes.set(device, pending);
35
+ }
36
+ return pending;
37
+ }
38
+ async function runProbe(device, support) {
39
+ const reason = bindlessLimitReason(device);
40
+ if (reason)
41
+ return reason;
42
+ if (typeof device.createResourceTable !== 'function')
43
+ return 'Resource-table API is unavailable.';
44
+ let table;
45
+ const textures = [];
46
+ const buffers = [];
47
+ device.pushErrorScope('validation');
48
+ let failure;
49
+ try {
50
+ table = createResourceTable(device, 3);
51
+ for (let i = 0; i < 2; i++) {
52
+ const texture = device.createTexture({ size: [1, 1], format: 'rgba8unorm', usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST });
53
+ textures.push(texture);
54
+ device.queue.writeTexture({ texture }, new Uint8Array(i ? [0, 255, 0, 255] : [255, 0, 0, 255]), { bytesPerRow: 4 }, [1, 1]);
55
+ table.update(i, texture.createView());
56
+ }
57
+ table.update(2, device.createSampler({ minFilter: 'linear', magFilter: 'linear' }));
58
+ const module = device.createShaderModule({ code: `enable ${support.enable};
59
+ @group(0) @binding(0) var<storage, read_write> result: array<vec4f>;
60
+ @compute @workgroup_size(2) fn main(@builtin(local_invocation_index) index: u32) {
61
+ let tex = getResource<texture_2d<f32>>(index);
62
+ let samp = getResource<sampler>(2);
63
+ result[index] = textureSampleLevel(tex, samp, vec2f(0.5), 0.0);
64
+ }` });
65
+ const pipeline = await device.createComputePipelineAsync({ layout: 'auto', compute: { module } });
66
+ const output = device.createBuffer({ size: 32, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC });
67
+ const readback = device.createBuffer({ size: 32, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ });
68
+ buffers.push(output, readback);
69
+ const group = device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: output } }] });
70
+ const encoder = device.createCommandEncoder(), pass = encoder.beginComputePass();
71
+ pass.setPipeline(pipeline);
72
+ setResourceTable(pass, table);
73
+ pass.setBindGroup(0, group);
74
+ pass.dispatchWorkgroups(1);
75
+ pass.end();
76
+ encoder.copyBufferToBuffer(output, 0, readback, 0, 32);
77
+ device.queue.submit([encoder.finish()]);
78
+ await readback.mapAsync(GPUMapMode.READ);
79
+ const actual = new Float32Array(readback.getMappedRange());
80
+ if ([1, 0, 0, 1, 0, 1, 0, 1].some((value, i) => actual[i] !== value))
81
+ failure = 'Resource-table sampling probe returned incorrect pixels.';
82
+ readback.unmap();
83
+ }
84
+ catch (error) {
85
+ failure = error instanceof Error ? error.message : String(error);
86
+ }
87
+ finally {
88
+ table?.destroy();
89
+ textures.forEach(t => t.destroy());
90
+ buffers.forEach(b => b.destroy());
91
+ }
92
+ const error = await device.popErrorScope();
93
+ return failure ?? error?.message;
94
+ }
95
+ //# sourceMappingURL=wgpuBindless.js.map
@@ -0,0 +1 @@
1
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Keep native/shared WGSL types unchanged.\nexport interface ResourceTable {\n readonly size: number;\n update(slot: number, resource: GPUTextureView | GPUSampler): void;\n destroy(): void;\n}\nexport interface BindlessSupport { feature: GPUFeatureName; enable: string; }\nexport interface MaterialTextureSelection {\n requested: 'atlas' | 'auto';\n support?: BindlessSupport;\n fallbackReason?: string;\n}\ntype TableDevice = GPUDevice & {createResourceTable(descriptor: {size: number; label?: string}): ResourceTable};\ntype TablePass = GPUComputePassEncoder & {setResourceTable(table: ResourceTable): void};\nexport const RESOURCE_TABLE_LIMIT = 65536;\nexport const FIRST_TEXTURE_SLOT = 10;\nexport function resourceTableFeature(features: Pick<GPUSupportedFeatures, 'has'>): BindlessSupport | undefined {\n for (const [feature, enable] of [\n ['sampling-resource-table', 'resource_table'],\n ['chromium-experimental-sampling-resource-table', 'chromium_experimental_resource_table']\n ]) if (features.has(feature as GPUFeatureName)) return {feature: feature as GPUFeatureName, enable};\n}\nexport function bindlessLimitReason(device: GPUDevice, count = 0): string | undefined {\n if (device.limits.maxStorageBuffersPerShaderStage < 9) return 'Bindless textures require 9 storage buffers per shader stage.';\n if (count + FIRST_TEXTURE_SLOT > RESOURCE_TABLE_LIMIT) return 'Scene exceeds resource-table slot capacity.';\n const bytes = Math.max(1, count) * 48;\n if (bytes > device.limits.maxStorageBufferBindingSize || bytes > device.limits.maxBufferSize) return 'Texture metadata exceeds device buffer limits.';\n}\nexport function createResourceTable(device: GPUDevice, size: number): ResourceTable {\n return (device as TableDevice).createResourceTable({size, label: 'Material textures'});\n}\nexport function setResourceTable(pass: GPUComputePassEncoder, table: ResourceTable) {\n (pass as TablePass).setResourceTable(table);\n}\nexport function resourceTableLayout(descriptor: GPUPipelineLayoutDescriptor) {\n return {...descriptor, usesResourceTable: true};\n}\nconst probes = new WeakMap<GPUDevice, Promise<string | undefined>>();\nexport function probeBindless(device: GPUDevice, support: BindlessSupport): Promise<string | undefined> {\n let pending = probes.get(device);\n if (!pending) { pending = runProbe(device, support); probes.set(device, pending); }\n return pending;\n}\nasync function runProbe(device: GPUDevice, support: BindlessSupport): Promise<string | undefined> {\n const reason = bindlessLimitReason(device);\n if (reason) return reason;\n if (typeof (device as TableDevice).createResourceTable !== 'function') return 'Resource-table API is unavailable.';\n let table: ResourceTable | undefined;\n const textures: GPUTexture[] = [];\n const buffers: GPUBuffer[] = [];\n device.pushErrorScope('validation');\n let failure: string | undefined;\n try {\n table = createResourceTable(device, 3);\n for (let i = 0; i < 2; i++) {\n const texture = device.createTexture({size: [1, 1], format: 'rgba8unorm', usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST});\n textures.push(texture);\n device.queue.writeTexture({texture}, new Uint8Array(i ? [0,255,0,255] : [255,0,0,255]), {bytesPerRow: 4}, [1,1]);\n table.update(i, texture.createView());\n }\n table.update(2, device.createSampler({minFilter: 'linear', magFilter: 'linear'}));\n const module = device.createShaderModule({code: `enable ${support.enable};\n@group(0) @binding(0) var<storage, read_write> result: array<vec4f>;\n@compute @workgroup_size(2) fn main(@builtin(local_invocation_index) index: u32) {\n let tex = getResource<texture_2d<f32>>(index);\n let samp = getResource<sampler>(2);\n result[index] = textureSampleLevel(tex, samp, vec2f(0.5), 0.0);\n}`});\n const pipeline = await device.createComputePipelineAsync({layout: 'auto', compute: {module}});\n const output = device.createBuffer({size: 32, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC});\n const readback = device.createBuffer({size: 32, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ});\n buffers.push(output, readback);\n const group = device.createBindGroup({layout: pipeline.getBindGroupLayout(0), entries: [{binding: 0, resource: {buffer: output}}]});\n const encoder = device.createCommandEncoder(), pass = encoder.beginComputePass();\n pass.setPipeline(pipeline); setResourceTable(pass, table); pass.setBindGroup(0, group); pass.dispatchWorkgroups(1); pass.end();\n encoder.copyBufferToBuffer(output, 0, readback, 0, 32); device.queue.submit([encoder.finish()]);\n await readback.mapAsync(GPUMapMode.READ);\n const actual = new Float32Array(readback.getMappedRange());\n if ([1,0,0,1,0,1,0,1].some((value, i) => actual[i] !== value)) failure = 'Resource-table sampling probe returned incorrect pixels.';\n readback.unmap();\n } catch (error) { failure = error instanceof Error ? error.message : String(error); }\n finally { table?.destroy(); textures.forEach(t => t.destroy()); buffers.forEach(b => b.destroy()); }\n const error = await device.popErrorScope();\n return failure ?? error?.message;\n}\n"]}
@@ -0,0 +1,2 @@
1
+ export declare function bindlessShaderSource(source: string, enable: string): string;
2
+ export declare function bindlessBindGroupLayouts(): GPUBindGroupLayoutDescriptor[];
@@ -0,0 +1,51 @@
1
+ import { rayTraceBindGroupLayouts } from './sceneLayoutSchema.js';
2
+ // Browser-only adaptation of the shared generator. Fail clearly if its sampling
3
+ // boundary changes during native refactoring, instead of silently mixing layouts.
4
+ export function bindlessShaderSource(source, enable) {
5
+ const start = source.indexOf('fn decodeMapColor(');
6
+ const end = source.indexOf('fn getMaterialEmission(', start);
7
+ const declarations = /@group\(1\) @binding\(0\) var mapSampler: sampler;[\s\S]*?@group\(1\) @binding\(3\) var<uniform> mapInfo: array<vec4f, NUM_MAPS \* 3>;/;
8
+ if (start < 0 || end < start || !declarations.test(source))
9
+ throw new Error('Shared shader material sampling boundary changed.');
10
+ return `enable ${enable};\n` + (source.slice(0, start) + sampling + source.slice(end)).replace(declarations, metadata)
11
+ .replace(/mapInfo\[([^\]\n]+) \+ NUM_MAPS \* 2\]\.x > 0\.5/g, 'materialTextureInfo[$1].resources.z != 0u')
12
+ .replace(/@group\((\d)\) @binding\((\d+)\)/g, (declaration, group, binding) => {
13
+ const index = Number(group);
14
+ return index === 0 ? declaration : `@group(${index === 1 ? 0 : index - 1}) @binding(${Number(binding) + (index === 1 ? 4 : 0)})`;
15
+ });
16
+ }
17
+ export function bindlessBindGroupLayouts() {
18
+ const layouts = rayTraceBindGroupLayouts().map((layout, group) => group !== 1 ? layout : {
19
+ ...layout, entries: Array.from(layout.entries).filter(e => e.binding !== 0 && e.binding !== 1).map(e => e.binding === 3 ? { binding: 3, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'read-only-storage' } } : e)
20
+ });
21
+ // Resource tables consume one of maxBindGroups. Merge scene + textures so
22
+ // the browser optional path still fits a device exposing four groups.
23
+ return [{ label: 'Bindless scene', entries: [
24
+ ...layouts[0].entries, ...Array.from(layouts[1].entries).map(e => ({ ...e, binding: e.binding + 4 }))
25
+ ] }, layouts[2], layouts[3]];
26
+ }
27
+ const metadata = /* wgsl */ `struct MaterialTextureInfo {
28
+ uvTransform: vec4f,
29
+ resources: vec4u,
30
+ extent: vec4u,
31
+ };
32
+ @group(1) @binding(3) var<storage, read> materialTextureInfo: array<MaterialTextureInfo>;`;
33
+ const sampling = /* wgsl */ `fn decodeMapColor(idx: i32, c: vec3f) -> vec3f {
34
+ if (materialTextureInfo[idx].resources.w != 0u) { return c; }
35
+ return mG(c);
36
+ }
37
+ fn ah(val: i32) -> vec2f {
38
+ return vec2f(f32(val >> 8), f32(val & 0xff) / 255.0);
39
+ }
40
+ fn jO(idx: i32) -> vec2f { return vec2f(materialTextureInfo[idx].extent.xy); }
41
+ fn getMapUvSet(idx: i32, uv: vec2f, uv1: vec2f) -> vec2f {
42
+ return select(uv, uv1, materialTextureInfo[idx].resources.z != 0u);
43
+ }
44
+ fn sampleMap(idx: i32, uv: vec2f) -> vec4f {
45
+ let info = materialTextureInfo[idx];
46
+ let tex = getResource<texture_2d<f32>>(info.resources.x);
47
+ let samp = getResource<sampler>(info.resources.y);
48
+ return textureSampleLevel(tex, samp, uv * info.uvTransform.xy + info.uvTransform.zw, 0.0);
49
+ }
50
+ `;
51
+ //# sourceMappingURL=wgpuBindlessSource.js.map
@@ -0,0 +1 @@
1
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Fail clearly if its sampling\n// boundary changes during native refactoring, instead of silently mixing layouts.\nexport function bindlessShaderSource(source: string, enable: string) {\n const start = source.indexOf('fn decodeMapColor(');\n const end = source.indexOf('fn getMaterialEmission(', start);\n const declarations = /@group\\(1\\) @binding\\(0\\) var mapSampler: sampler;[\\s\\S]*?@group\\(1\\) @binding\\(3\\) var<uniform> mapInfo: array<vec4f, NUM_MAPS \\* 3>;/;\n if (start < 0 || end < start || !declarations.test(source)) throw new Error('Shared shader material sampling boundary changed.');\n return `enable ${enable};\\n` + (source.slice(0, start) + sampling + source.slice(end)).replace(declarations, metadata)\n .replace(/mapInfo\\[([^\\]\\n]+) \\+ NUM_MAPS \\* 2\\]\\.x > 0\\.5/g, 'materialTextureInfo[$1].resources.z != 0u')\n .replace(/@group\\((\\d)\\) @binding\\((\\d+)\\)/g, (declaration, group: string, binding: string) => {\n const index = Number(group);\n return index === 0 ? declaration : `@group(${index === 1 ? 0 : index - 1}) @binding(${Number(binding) + (index === 1 ? 4 : 0)})`;\n });\n}\nexport function bindlessBindGroupLayouts(): GPUBindGroupLayoutDescriptor[] {\n const layouts = rayTraceBindGroupLayouts().map((layout, group) => group !== 1 ? layout : {\n ...layout, entries: Array.from(layout.entries).filter(e => e.binding !== 0 && e.binding !== 1).map(e =>\n e.binding === 3 ? {binding: 3, visibility: GPUShaderStage.COMPUTE, buffer: {type: 'read-only-storage' as const}} : e)\n });\n // Resource tables consume one of maxBindGroups. Merge scene + textures so\n // the browser optional path still fits a device exposing four groups.\n return [{label: 'Bindless scene', entries: [\n ...layouts[0].entries, ...Array.from(layouts[1].entries).map(e => ({...e, binding: e.binding + 4}))\n ]}, layouts[2], layouts[3]];\n}\nconst metadata = /* wgsl */ `struct MaterialTextureInfo {\n uvTransform: vec4f,\n resources: vec4u,\n extent: vec4u,\n};\n@group(1) @binding(3) var<storage, read> materialTextureInfo: array<MaterialTextureInfo>;`;\nconst sampling = /* wgsl */ `fn decodeMapColor(idx: i32, c: vec3f) -> vec3f {\n if (materialTextureInfo[idx].resources.w != 0u) { return c; }\n return sRGBToLinear(c);\n}\nfn unpackMaterialIndex(val: i32) -> vec2f {\n return vec2f(f32(val >> 8), f32(val & 0xff) / 255.0);\n}\nfn getMapSize(idx: i32) -> vec2f { return vec2f(materialTextureInfo[idx].extent.xy); }\nfn getMapUvSet(idx: i32, uv: vec2f, uv1: vec2f) -> vec2f {\n return select(uv, uv1, materialTextureInfo[idx].resources.z != 0u);\n}\nfn sampleMap(idx: i32, uv: vec2f) -> vec4f {\n let info = materialTextureInfo[idx];\n let tex = getResource<texture_2d<f32>>(info.resources.x);\n let samp = getResource<sampler>(info.resources.y);\n return textureSampleLevel(tex, samp, uv * info.uvTransform.xy + info.uvTransform.zw, 0.0);\n}\n`;\n"]}