@meimu/mutracer 0.1.5 → 0.3.0

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 (590) hide show
  1. package/LICENSES/Classroom-CC0.txt +121 -0
  2. package/README.md +10 -7
  3. package/THIRD_PARTY_NOTICES.md +13 -8
  4. package/dist/assets/bvh.worker.js +1 -1
  5. package/dist/mutracer.umd.js +12316 -9228
  6. package/docs/api.md +232 -21
  7. package/docs/caustics.md +80 -0
  8. package/docs/denoising.md +30 -15
  9. package/docs/materials.md +6 -5
  10. package/docs/performance.md +5 -2
  11. package/docs/progressive-rendering.md +73 -1
  12. package/docs/technical/continuous-spectrum.md +93 -0
  13. package/docs/threejs.md +14 -5
  14. package/docs/updates.md +46 -2
  15. package/docs/viewer-checklist.md +65 -0
  16. package/docs/viewer.md +15 -8
  17. package/lib/Display.d.ts +13 -2
  18. package/lib/Display.js +28 -7
  19. package/lib/Display.js.map +1 -1
  20. package/lib/Engine.d.ts +4 -0
  21. package/lib/Engine.js +99 -37
  22. package/lib/Engine.js.map +1 -1
  23. package/lib/Render.d.ts +98 -15
  24. package/lib/Render.js +275 -27
  25. package/lib/Render.js.map +1 -1
  26. package/lib/RenderLoop.d.ts +11 -1
  27. package/lib/RenderLoop.js +120 -15
  28. package/lib/RenderLoop.js.map +1 -1
  29. package/lib/main.d.ts +6 -3
  30. package/lib/main.js +1 -0
  31. package/lib/main.js.map +1 -1
  32. package/lib/math/access.d.ts +4 -0
  33. package/lib/math/access.js +10 -0
  34. package/lib/math/access.js.map +1 -0
  35. package/lib/math/mat3.d.ts +4 -0
  36. package/lib/math/mat3.js +54 -0
  37. package/lib/math/mat3.js.map +1 -0
  38. package/lib/math/mat4.d.ts +19 -0
  39. package/lib/math/mat4.js +413 -0
  40. package/lib/math/mat4.js.map +1 -0
  41. package/lib/math/storage.d.ts +6 -0
  42. package/lib/math/storage.js +22 -0
  43. package/lib/math/storage.js.map +1 -0
  44. package/lib/math/types.d.ts +3 -0
  45. package/lib/math/types.js +2 -0
  46. package/lib/math/types.js.map +1 -0
  47. package/lib/math/vec2.d.ts +13 -0
  48. package/lib/math/vec2.js +52 -0
  49. package/lib/math/vec2.js.map +1 -0
  50. package/lib/math/vec3.d.ts +23 -0
  51. package/lib/math/vec3.js +139 -0
  52. package/lib/math/vec3.js.map +1 -0
  53. package/lib/math.d.ts +5 -17
  54. package/lib/math.js +5 -55
  55. package/lib/math.js.map +1 -1
  56. package/lib/oidn.d.ts +1 -1
  57. package/lib/oidn.js +4 -2
  58. package/lib/oidn.js.map +1 -1
  59. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  60. package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
  61. package/lib/renderer/AovPrimitiveCache.js +48 -0
  62. package/lib/renderer/AovPrimitiveCache.js.map +1 -0
  63. package/lib/renderer/Box3.d.ts +5 -0
  64. package/lib/renderer/Box3.js +9 -0
  65. package/lib/renderer/Box3.js.map +1 -0
  66. package/lib/renderer/GPUTraceQueue.d.ts +11 -0
  67. package/lib/renderer/GPUTraceQueue.js +33 -0
  68. package/lib/renderer/GPUTraceQueue.js.map +1 -0
  69. package/lib/renderer/MaterialData.d.ts +15 -0
  70. package/lib/renderer/MaterialData.js +61 -0
  71. package/lib/renderer/MaterialData.js.map +1 -0
  72. package/lib/renderer/MaterialTable.d.ts +11 -98
  73. package/lib/renderer/MaterialTable.js +34 -412
  74. package/lib/renderer/MaterialTable.js.map +1 -1
  75. package/lib/renderer/RenderingPipeline.d.ts +36 -13
  76. package/lib/renderer/RenderingPipeline.js +1 -17
  77. package/lib/renderer/RenderingPipeline.js.map +1 -1
  78. package/lib/renderer/TileRender.d.ts +0 -1
  79. package/lib/renderer/TileRender.js +14 -1
  80. package/lib/renderer/TileRender.js.map +1 -1
  81. package/lib/renderer/WGPUAov.d.ts +39 -0
  82. package/lib/renderer/WGPUAov.js +239 -0
  83. package/lib/renderer/WGPUAov.js.map +1 -0
  84. package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
  85. package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
  86. package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
  87. package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
  88. package/lib/renderer/WGPUBindlessTextures.js +180 -0
  89. package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
  90. package/lib/renderer/WGPUBloomPass.js +17 -97
  91. package/lib/renderer/WGPUBloomPass.js.map +1 -1
  92. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  93. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  94. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  95. package/lib/renderer/WGPUComputePass.d.ts +1 -1
  96. package/lib/renderer/WGPUComputePass.js.map +1 -1
  97. package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
  98. package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
  99. package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
  100. package/lib/renderer/WGPUFullQuadPass.js +10 -9
  101. package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
  102. package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
  103. package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
  104. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
  105. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  106. package/lib/renderer/WGPUPhotonMap.js +191 -0
  107. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  108. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  109. package/lib/renderer/WGPURayTraceOutput.js +132 -29
  110. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  111. package/lib/renderer/WGPURayTracePass.d.ts +83 -56
  112. package/lib/renderer/WGPURayTracePass.js +884 -837
  113. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  114. package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
  115. package/lib/renderer/WGPURenderingPipeline.js +297 -82
  116. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  117. package/lib/renderer/WGPUShaderCache.d.ts +2 -2
  118. package/lib/renderer/WGPUShaderCache.js +10 -5
  119. package/lib/renderer/WGPUShaderCache.js.map +1 -1
  120. package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
  121. package/lib/renderer/WGPUShaderCapabilities.js +54 -0
  122. package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
  123. package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
  124. package/lib/renderer/WGPUSkyBaker.js +85 -0
  125. package/lib/renderer/WGPUSkyBaker.js.map +1 -0
  126. package/lib/renderer/WebGLAov.d.ts +41 -0
  127. package/lib/renderer/WebGLAov.js +106 -0
  128. package/lib/renderer/WebGLAov.js.map +1 -0
  129. package/lib/renderer/WebGLFullQuadPass.d.ts +7 -4
  130. package/lib/renderer/WebGLFullQuadPass.js +22 -2
  131. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  132. package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
  133. package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
  134. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  135. package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
  136. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
  137. package/lib/renderer/WebGLRayTracePass.d.ts +18 -3
  138. package/lib/renderer/WebGLRayTracePass.js +121 -9
  139. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  140. package/lib/renderer/WebGLRenderingPipeline.js +126 -22
  141. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  142. package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
  143. package/lib/renderer/WebGLSkyBaker.js +422 -0
  144. package/lib/renderer/WebGLSkyBaker.js.map +1 -0
  145. package/lib/renderer/WebGLSkySource.d.ts +9 -0
  146. package/lib/renderer/WebGLSkySource.js +28 -0
  147. package/lib/renderer/WebGLSkySource.js.map +1 -0
  148. package/lib/renderer/accumulationTarget.d.ts +6 -0
  149. package/lib/renderer/accumulationTarget.js.map +1 -1
  150. package/lib/renderer/aov.d.ts +42 -0
  151. package/lib/renderer/aov.js +50 -0
  152. package/lib/renderer/aov.js.map +1 -0
  153. package/lib/renderer/aovDisplay.d.ts +14 -0
  154. package/lib/renderer/aovDisplay.js +32 -0
  155. package/lib/renderer/aovDisplay.js.map +1 -0
  156. package/lib/renderer/aovScene.d.ts +21 -0
  157. package/lib/renderer/aovScene.js +139 -0
  158. package/lib/renderer/aovScene.js.map +1 -0
  159. package/lib/renderer/binnedSahBvh.js +2 -1
  160. package/lib/renderer/binnedSahBvh.js.map +1 -1
  161. package/lib/renderer/bvhAccel.d.ts +20 -10
  162. package/lib/renderer/bvhAccel.js +168 -58
  163. package/lib/renderer/bvhAccel.js.map +1 -1
  164. package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
  165. package/lib/renderer/cameraSnapshot.js +2 -1
  166. package/lib/renderer/cameraSnapshot.js.map +1 -1
  167. package/lib/renderer/cameraUniform.d.ts +2 -0
  168. package/lib/renderer/cameraUniform.js +12 -0
  169. package/lib/renderer/cameraUniform.js.map +1 -0
  170. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  171. package/lib/renderer/causticDiagnostics.js +5 -0
  172. package/lib/renderer/causticDiagnostics.js.map +1 -0
  173. package/lib/renderer/causticEmission.d.ts +10 -0
  174. package/lib/renderer/causticEmission.js +40 -0
  175. package/lib/renderer/causticEmission.js.map +1 -0
  176. package/lib/renderer/causticUniform.d.ts +12 -0
  177. package/lib/renderer/causticUniform.js +22 -0
  178. package/lib/renderer/causticUniform.js.map +1 -0
  179. package/lib/renderer/caustics.d.ts +16 -0
  180. package/lib/renderer/caustics.js +93 -0
  181. package/lib/renderer/caustics.js.map +1 -0
  182. package/lib/renderer/committedScene.js +4 -0
  183. package/lib/renderer/committedScene.js.map +1 -1
  184. package/lib/renderer/denoiser.d.ts +3 -11
  185. package/lib/renderer/denoiser.js.map +1 -1
  186. package/lib/renderer/depthQuery.js +4 -1
  187. package/lib/renderer/depthQuery.js.map +1 -1
  188. package/lib/renderer/displacementPreparation.d.ts +11 -0
  189. package/lib/renderer/displacementPreparation.js +351 -0
  190. package/lib/renderer/displacementPreparation.js.map +1 -0
  191. package/lib/renderer/displacementRange.d.ts +1 -0
  192. package/lib/renderer/displacementRange.js +9 -0
  193. package/lib/renderer/displacementRange.js.map +1 -0
  194. package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
  195. package/lib/renderer/displayParityDiagnostics.js +2 -0
  196. package/lib/renderer/displayParityDiagnostics.js.map +1 -0
  197. package/lib/renderer/envMapCreation.d.ts +9 -8
  198. package/lib/renderer/envMapCreation.js +36 -12
  199. package/lib/renderer/envMapCreation.js.map +1 -1
  200. package/lib/renderer/envMapDistribution.d.ts +12 -2
  201. package/lib/renderer/envMapDistribution.js +43 -34
  202. package/lib/renderer/envMapDistribution.js.map +1 -1
  203. package/lib/renderer/geometryBvhBounds.d.ts +4 -0
  204. package/lib/renderer/geometryBvhBounds.js +82 -0
  205. package/lib/renderer/geometryBvhBounds.js.map +1 -0
  206. package/lib/renderer/geometryUpdateState.d.ts +32 -0
  207. package/lib/renderer/geometryUpdateState.js +2 -0
  208. package/lib/renderer/geometryUpdateState.js.map +1 -0
  209. package/lib/renderer/geometryUpdates.d.ts +17 -9
  210. package/lib/renderer/geometryUpdates.js +92 -33
  211. package/lib/renderer/geometryUpdates.js.map +1 -1
  212. package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
  213. package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
  214. package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
  215. package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
  216. package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
  217. package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
  218. package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
  219. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
  220. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
  221. package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
  222. package/lib/renderer/glsl/aovTrace.frag.js +121 -0
  223. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
  224. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  225. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  226. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  227. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  228. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -67
  229. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  230. package/lib/renderer/glsl/chunks/intersect.glsl.js +432 -434
  231. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  232. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  233. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +160 -157
  234. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  235. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +802 -802
  236. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  237. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  238. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  239. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +72 -67
  240. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  241. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
  242. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  243. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  244. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +143 -120
  245. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  246. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +21 -18
  247. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
  248. package/lib/renderer/glsl/chunks/sampling.glsl.js +91 -94
  249. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  250. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  251. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  252. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
  253. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
  254. package/lib/renderer/glsl/depthQuery.frag.js +7 -7
  255. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
  256. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
  257. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  258. package/lib/renderer/glsl/rayTrace.frag.js +271 -248
  259. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  260. package/lib/renderer/glsl/shadowCatcher.frag.js +37 -32
  261. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  262. package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
  263. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
  264. package/lib/renderer/lightConstants.d.ts +10 -0
  265. package/lib/renderer/lightConstants.js +11 -0
  266. package/lib/renderer/lightConstants.js.map +1 -0
  267. package/lib/renderer/lightCore.d.ts +12 -0
  268. package/lib/renderer/lightCore.js +13 -0
  269. package/lib/renderer/lightCore.js.map +1 -0
  270. package/lib/renderer/lightSampling.d.ts +22 -18
  271. package/lib/renderer/lightSampling.js +135 -62
  272. package/lib/renderer/lightSampling.js.map +1 -1
  273. package/lib/renderer/lightsData.d.ts +21 -0
  274. package/lib/renderer/lightsData.js +192 -0
  275. package/lib/renderer/lightsData.js.map +1 -0
  276. package/lib/renderer/lightsUtil.d.ts +3 -26
  277. package/lib/renderer/lightsUtil.js +3 -153
  278. package/lib/renderer/lightsUtil.js.map +1 -1
  279. package/lib/renderer/materialBufferData.d.ts +70 -0
  280. package/lib/renderer/materialBufferData.js +2 -0
  281. package/lib/renderer/materialBufferData.js.map +1 -0
  282. package/lib/renderer/materialConstants.d.ts +11 -0
  283. package/lib/renderer/materialConstants.js +11 -0
  284. package/lib/renderer/materialConstants.js.map +1 -1
  285. package/lib/renderer/materialCore.d.ts +8 -0
  286. package/lib/renderer/materialCore.js +9 -0
  287. package/lib/renderer/materialCore.js.map +1 -0
  288. package/lib/renderer/materialEmission.d.ts +2 -2
  289. package/lib/renderer/materialEmission.js +3 -3
  290. package/lib/renderer/materialEmission.js.map +1 -1
  291. package/lib/renderer/materialLayout.d.ts +2 -101
  292. package/lib/renderer/materialLayout.js +110 -172
  293. package/lib/renderer/materialLayout.js.map +1 -1
  294. package/lib/renderer/materialLayoutSchema.d.ts +26 -0
  295. package/lib/renderer/materialLayoutSchema.js +172 -0
  296. package/lib/renderer/materialLayoutSchema.js.map +1 -0
  297. package/lib/renderer/materialParams.d.ts +69 -0
  298. package/lib/renderer/materialParams.js +272 -0
  299. package/lib/renderer/materialParams.js.map +1 -0
  300. package/lib/renderer/materialTextureSlots.d.ts +14 -324
  301. package/lib/renderer/materialTextureSlots.js +21 -8
  302. package/lib/renderer/materialTextureSlots.js.map +1 -1
  303. package/lib/renderer/materialTextures.d.ts +6 -0
  304. package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
  305. package/lib/renderer/materialTextures.js.map +1 -0
  306. package/lib/renderer/mergeMeshesToGeometry.js +6 -147
  307. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
  308. package/lib/renderer/meshInstances.d.ts +4 -21
  309. package/lib/renderer/meshInstances.js +10 -56
  310. package/lib/renderer/meshInstances.js.map +1 -1
  311. package/lib/renderer/oidnNetwork.d.ts +2 -2
  312. package/lib/renderer/oidnNetwork.js +1 -1
  313. package/lib/renderer/oidnNetwork.js.map +1 -1
  314. package/lib/renderer/openPbrEnergyLut.js +850 -846
  315. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  316. package/lib/renderer/ownedDenoiser.d.ts +9 -0
  317. package/lib/renderer/ownedDenoiser.js +2 -0
  318. package/lib/renderer/ownedDenoiser.js.map +1 -0
  319. package/lib/renderer/packedMeshInstances.d.ts +23 -0
  320. package/lib/renderer/packedMeshInstances.js +80 -0
  321. package/lib/renderer/packedMeshInstances.js.map +1 -0
  322. package/lib/renderer/prepareMeshBVH.d.ts +12 -47
  323. package/lib/renderer/prepareMeshBVH.js +21 -642
  324. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  325. package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
  326. package/lib/renderer/proceduralEnvironmentPower.js +8 -0
  327. package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
  328. package/lib/renderer/progressiveScheduler.d.ts +1 -0
  329. package/lib/renderer/progressiveScheduler.js +7 -3
  330. package/lib/renderer/progressiveScheduler.js.map +1 -1
  331. package/lib/renderer/renderPipeline.d.ts +4 -1
  332. package/lib/renderer/renderPipeline.js.map +1 -1
  333. package/lib/renderer/renderingLimits.d.ts +9 -0
  334. package/lib/renderer/renderingLimits.js +18 -0
  335. package/lib/renderer/renderingLimits.js.map +1 -0
  336. package/lib/renderer/researchTransport.d.ts +31 -0
  337. package/lib/renderer/researchTransport.js +5 -0
  338. package/lib/renderer/researchTransport.js.map +1 -0
  339. package/lib/renderer/sceneAssembly.d.ts +73 -0
  340. package/lib/renderer/sceneAssembly.js +109 -0
  341. package/lib/renderer/sceneAssembly.js.map +1 -0
  342. package/lib/renderer/sceneChangeCore.d.ts +39 -0
  343. package/lib/renderer/sceneChangeCore.js +307 -0
  344. package/lib/renderer/sceneChangeCore.js.map +1 -0
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{ specularAnisotropyModelIndex, finiteAnisotropySource } from '../scene/anisotropyParameters.js';\nimport { finiteFilmThickness, thinFilmMapChannelIndex } from '../scene/thinFilmParameters.js';\nimport { MATERIAL_TEXTURE_NAMES, MATERIAL_TEXTURE_SLOTS, type MaterialTextureIndex } from './materialTextureSlots.js';\nimport { packMaterialBuffer } from './materialLayout.js';\nimport { float16Bits } from './float16.js';\nimport {createCanvas} from '../util/canvas.js';\nimport { mapAlphaUsageConstants } from './materialConstants.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport { ShadowCatcherMaterial, UnlitMaterial } from '../constants.js';\nimport { vec2 } from '../math.js';\nimport { materialEmission } from './materialEmission.js';\nimport {\n Texture2DArray as WebGLTexture2DArray,\n constants,\n Texture2D,\n type TexturePixelSource\n} from './webgl.js';\nimport OpenPBRMaterial, {\n materialAlphaModeConstants,\n resolveMaterialAlphaMode\n} from '../scene/OpenPBRMaterial.js';\nimport { ColorRGB } from '../types.js';\nimport { mergeTexturesFromMaterials } from './texturesFromMaterials.js';\nimport Texture, { isTextureDataSource, textureWrapIndex } from '../scene/Texture.js';\nimport { commonNearestFloatProps, setDataTexture } from './dataTextureUtil.js';\nimport { SceneLight } from '../scene/Scene.js';\n\nexport const DEFAULT_MAX_TEXTURE_ARRAY_BYTES = 384 * 1024 * 1024;\n\nexport interface MaterialTableOptions {\n maxTextureArrayBytes?: number;\n maxTextureArrayLayers?: number;\n maxTextureDimension2D?: number;\n}\n\nexport interface TextureAtlasStats {\n estimatedBytes: number;\n height: number;\n layers: number;\n packTimeMs: number;\n scale: number;\n sourcePixels: number;\n textureCount: number;\n width: number;\n}\n\nexport function materialUsesMedium(material: OpenPBRMaterial): boolean {\n return !material.thinWalled && (\n (material.transmissionWeight > 0 && material.transmissionDepth > 0) ||\n material.subsurfaceWeight > 0\n );\n}\n\nexport const uvProjectionConstants = {\n none: 0,\n spherical: 1,\n cylindrical: 2,\n triplanar: 3\n};\n\ninterface AtlasPlacement {\n height: number;\n index: number;\n layer: number;\n width: number;\n x: number;\n y: number;\n}\n\ninterface AtlasShelf {\n height: number;\n x: number;\n y: number;\n}\n\ninterface AtlasPage {\n nextY: number;\n placements: AtlasPlacement[];\n shelves: AtlasShelf[];\n}\n\n/**\n * Packs material textures into a small 2D-array atlas.\n *\n * The input rectangles are sorted from tallest/largest to smallest, then\n * placed with a shelf allocator. Each atlas layer contains horizontal shelves;\n * a texture is inserted into the first shelf with enough remaining width, or a\n * new shelf is opened below the existing ones. A new array layer is allocated\n * only when none of the current layers has enough room.\n *\n * `makeTextureArray` first tries this packing at full resolution. If the result\n * exceeds the adapter layer limit or the configured memory budget, it performs\n * a binary search for the largest uniform scale that fits. This preserves full\n * resolution whenever packing alone is sufficient and degrades predictably on\n * constrained hardware.\n *\n * The returned placements keep the original logical texture indices. Shaders\n * use per-texture atlas metadata instead of treating the logical index as the\n * physical array layer.\n */\nfunction packTextureAtlas(\n textures: Texture[],\n pageSize: number,\n scale: number\n) {\n const pages: AtlasPage[] = [];\n const placements = new Array<AtlasPlacement>(textures.length);\n const items = textures\n .map((texture, index) => ({\n height: Math.max(1, Math.floor(texture.image.height * scale)),\n index,\n width: Math.max(1, Math.floor(texture.image.width * scale))\n }))\n .sort((a, b) => b.height - a.height || b.width - a.width);\n\n for (const item of items) {\n let placement: AtlasPlacement | undefined;\n for (let layer = 0; layer < pages.length && !placement; layer++) {\n const page = pages[layer];\n for (const shelf of page.shelves) {\n if (\n item.height <= shelf.height &&\n shelf.x + item.width <= pageSize\n ) {\n placement = {\n ...item,\n layer,\n x: shelf.x,\n y: shelf.y\n };\n shelf.x += item.width;\n break;\n }\n }\n if (!placement && page.nextY + item.height <= pageSize) {\n placement = {\n ...item,\n layer,\n x: 0,\n y: page.nextY\n };\n page.shelves.push({\n height: item.height,\n x: item.width,\n y: page.nextY\n });\n page.nextY += item.height;\n }\n }\n\n if (!placement) {\n const layer = pages.length;\n placement = { ...item, layer, x: 0, y: 0 };\n pages.push({\n nextY: item.height,\n placements: [],\n shelves: [{ height: item.height, x: item.width, y: 0 }]\n });\n }\n pages[placement.layer].placements.push(placement);\n placements[item.index] = placement;\n }\n\n return { pages, placements };\n}\n\nfunction createAtlasCanvas(width: number, height: number) {\n return createCanvas(width, height);\n}\n\nfunction createDataAtlasPage(\n width: number,\n height: number,\n page: ReturnType<typeof packTextureAtlas>['pages'][number],\n textures: Texture[],\n floatStorage: boolean\n): TexturePixelSource {\n const data = floatStorage ? new Uint16Array(width * height * 4) : new Uint8Array(width * height * 4);\n // Retain the same Canvas composition for DOM layers, including straight-alpha\n // readback. Raw sources never pass through Canvas or its color conversion.\n const domPlacements = page.placements.filter(p => !isTextureDataSource(textures[p.index].image));\n if (domPlacements.length) {\n const canvas = createAtlasCanvas(width, height);\n const context = canvas.getContext('2d');\n if (!context) throw new Error('Unable to create a canvas for the texture atlas.');\n for (const placement of domPlacements) drawAtlasImage(context, placement, textures[placement.index]);\n const pixels = context.getImageData(0, 0, width, height).data;\n for (let i = 0; i < pixels.length; i++) data[i] = floatStorage ? float16Bits(pixels[i] / 255) : pixels[i];\n }\n for (const placement of page.placements) {\n const texture = textures[placement.index];\n const source = texture.image;\n if (!isTextureDataSource(source)) continue;\n const bytes = source.data instanceof Uint8Array || source.data instanceof Uint8ClampedArray;\n if (!bytes && !(source.data instanceof Float32Array) && !(source.data instanceof Int32Array)) {\n throw new Error('Material texture data must be Uint8Array, Uint8ClampedArray, Float32Array or Int32Array.');\n }\n if (source.data.length !== source.width * source.height * 4) {\n throw new Error('Material texture RGBA source length does not match its dimensions.');\n }\n for (let y = 0; y < placement.height; y++) {\n let sourceY = Math.min(source.height - 1, Math.floor(((y + 0.5) * source.height) / placement.height));\n if (texture.flipY) sourceY = source.height - 1 - sourceY;\n for (let x = 0; x < placement.width; x++) {\n const sourceX = Math.min(source.width - 1, Math.floor(((x + 0.5) * source.width) / placement.width));\n const sourceOffset = (sourceY * source.width + sourceX) * 4;\n const targetOffset = ((placement.y + y) * width + placement.x + x) * 4;\n for (let c = 0; c < 4; c++) {\n const value = source.data[sourceOffset + c];\n data[targetOffset + c] = floatStorage ? float16Bits(bytes ? value / 255 : value) : value;\n }\n }\n }\n }\n return { data, width, height };\n}\n\nfunction drawAtlasImage(\n context: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D,\n placement: AtlasPlacement,\n texture: Texture\n) {\n if (texture.flipY) {\n context.save();\n context.translate(placement.x, placement.y + placement.height);\n context.scale(1, -1);\n context.drawImage(texture.image as CanvasImageSource, 0, 0, placement.width, placement.height);\n context.restore();\n } else {\n context.drawImage(texture.image as CanvasImageSource, placement.x, placement.y, placement.width, placement.height);\n }\n}\n\nfunction makeTextureArray(\n textures: Texture[],\n sRGB = false,\n options: MaterialTableOptions = {}\n) {\n const packStart = performance.now();\n if (!textures.length) {\n return {\n mapInfo: [] as number[],\n mapTransform: [] as number[],\n mapUvChannel: [] as number[],\n mapColorLinear: [] as number[],\n mapWrap: [] as number[],\n stats: {\n estimatedBytes: 0,\n height: 1,\n layers: 0,\n packTimeMs: performance.now() - packStart,\n scale: 1,\n sourcePixels: 0,\n textureCount: 0,\n width: 1\n } satisfies TextureAtlasStats,\n texture: new WebGLTexture2DArray({\n width: 1,\n height: 1,\n sRGB,\n source: [],\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n })\n };\n }\n\n const dataBacked = textures.some((texture) =>\n isTextureDataSource(texture.image)\n );\n const mapColorLinear = textures.map(texture => {\n const image = texture.image;\n return Number(texture.colorSpace ? texture.colorSpace === 'linear' : isTextureDataSource(image) &&\n !(image.data instanceof Uint8Array) && !(image.data instanceof Uint8ClampedArray));\n });\n // Storage precision depends on the pixels, independently of their transfer function.\n const floatStorage = textures.some(({image}) => isTextureDataSource(image) &&\n !(image.data instanceof Uint8Array) && !(image.data instanceof Uint8ClampedArray));\n const bytesPerPixel = floatStorage ? 8 : 4;\n\n const maxTextureArrayLayers = options.maxTextureArrayLayers ?? Infinity;\n const maxTextureDimension2D = options.maxTextureDimension2D ?? Infinity;\n const maxTextureArrayBytes =\n options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;\n const sourcePixels = textures.reduce(\n (sum, texture) => sum + texture.image.width * texture.image.height,\n 0\n );\n const maxSourceDimension = textures.reduce(\n (max, texture) =>\n Math.max(max, texture.image.width, texture.image.height),\n 1\n );\n const maxPageSizeFromBudget = Math.max(\n 1,\n Math.floor(Math.sqrt(maxTextureArrayBytes / bytesPerPixel))\n );\n const pageSize = Math.max(\n 1,\n Math.floor(\n Math.min(\n maxSourceDimension,\n maxTextureDimension2D,\n maxPageSizeFromBudget\n )\n )\n );\n const pageBytes = pageSize * pageSize * bytesPerPixel;\n const maxPageCount = Math.max(\n 1,\n Math.min(\n maxTextureArrayLayers,\n Math.floor(maxTextureArrayBytes / pageBytes)\n )\n );\n const maxScale = Math.min(1, pageSize / maxSourceDimension);\n let packed = packTextureAtlas(textures, pageSize, maxScale);\n let scale = maxScale;\n\n if (packed.pages.length > maxPageCount) {\n let low = 0;\n let high = maxScale;\n let bestPacked: ReturnType<typeof packTextureAtlas> | undefined;\n let bestScale = 0;\n for (let i = 0; i < 14; i++) {\n const candidateScale = (low + high) / 2;\n const candidate = packTextureAtlas(\n textures,\n pageSize,\n candidateScale\n );\n if (candidate.pages.length <= maxPageCount) {\n low = candidateScale;\n bestScale = candidateScale;\n bestPacked = candidate;\n } else {\n high = candidateScale;\n }\n }\n if (!bestPacked) {\n throw new Error(\n `Unable to fit ${textures.length} textures into ${maxPageCount} atlas layers.`\n );\n }\n packed = bestPacked;\n scale = bestScale;\n }\n\n const atlasWidth = Math.max(\n 1,\n ...packed.placements.map((placement) => placement.x + placement.width)\n );\n const atlasHeight = Math.max(\n 1,\n ...packed.placements.map((placement) => placement.y + placement.height)\n );\n const pages = packed.pages.map((page) => {\n if (dataBacked) {\n return createDataAtlasPage(atlasWidth, atlasHeight, page, textures, floatStorage);\n }\n const canvas = createAtlasCanvas(atlasWidth, atlasHeight);\n const context = canvas.getContext('2d');\n if (!context) {\n throw new Error('Unable to create a canvas for the texture atlas.');\n }\n for (const placement of page.placements) drawAtlasImage(context, placement, textures[placement.index]);\n return canvas;\n });\n\n if (scale < 0.999) {\n console.warn(\n `Texture atlas downscaled to ${(scale * 100).toFixed(1)}% to fit the GPU budget.`\n );\n }\n\n // mapInfo = [uvScale.x, uvScale.y, layer + uvOffset.x, uvOffset.y].\n // Packing layer and X offset into one float keeps the shader metadata to one\n // vec4 per logical texture; floor(z) restores the layer and fract(z) the X.\n const mapInfo = packed.placements.flatMap((placement) => {\n const offsetX = (placement.x + 0.5) / atlasWidth;\n const offsetY = (placement.y + 0.5) / atlasHeight;\n return [\n Math.max(placement.width - 1, 0) / atlasWidth,\n Math.max(placement.height - 1, 0) / atlasHeight,\n placement.layer + offsetX,\n offsetY\n ];\n });\n\n const texture = new WebGLTexture2DArray({\n width: atlasWidth,\n height: atlasHeight,\n sRGB,\n type: floatStorage ? constants.HALF_FLOAT : constants.UNSIGNED_BYTE,\n source: pages,\n flipY: false,\n flipYArray: pages.map(() => false),\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n });\n\n return {\n texture,\n mapInfo,\n mapTransform: textures.flatMap((texture) => [\n texture.uvScale[0],\n texture.uvScale[1],\n texture.uvOffset[0],\n texture.uvOffset[1]\n ]),\n mapUvChannel: textures.map((texture) => texture.uvChannel),\n mapWrap: textures.flatMap(texture => [textureWrapIndex(texture.wrapS), textureWrapIndex(texture.wrapT)]),\n mapColorLinear,\n stats: {\n estimatedBytes: atlasWidth * atlasHeight * pages.length * bytesPerPixel,\n height: atlasHeight,\n layers: pages.length,\n packTimeMs: performance.now() - packStart,\n scale,\n sourcePixels,\n textureCount: textures.length,\n width: atlasWidth\n } satisfies TextureAtlasStats\n };\n}\n\nexport interface BufferData extends Record<MaterialTextureIndex, number[]> {\n color: ColorRGB[];\n roughness: number[];\n metallic: number[];\n emission: ColorRGB[];\n ior: number[];\n transmission: number[];\n dispersion: number[];\n thinFilmThickness: number[];\n thinFilmThicknessMinimum: number[];\n thinFilmMapChannel: number[];\n thinFilmIor: number[];\n anisotropy: number[];\n thin: number[];\n doubleSided: number[];\n bevelSize: number[];\n mapAlphaUsage: number[];\n\n normalScale: vec2.Vec2Array[];\n\n type: (typeof ShadowCatcherMaterial | typeof UnlitMaterial | 0)[];\n mapInfo: number[];\n mapTransform: number[];\n mapWrap: number[];\n mapUvChannel: number[];\n mapColorLinear: number[];\n\n mediumType: number[];\n specularAnisotropyModel: number[];\n specularAnisotropyRotation: number[];\n coatAnisotropyRotation: number[];\n coatNormalScale: vec2.Vec2Array[];\n\n uvProjection: number[];\n uvScale: vec2.Vec2Array[];\n\n displacementUvProjection: number[];\n displacementUvProjectionScale: number[];\n\n // For PDM displacement.\n displacementStepSize: number[];\n displacementBias: number[];\n\n // Alpha\n alpha: number[];\n alphaMode: number[];\n alphaCutoff: number[];\n\n baseWeight: number[];\n baseDiffuseRoughness: number[];\n specularWeight: number[];\n specularColor: ColorRGB[];\n transmissionColor: ColorRGB[];\n transmissionDepth: number[];\n transmissionScatter: ColorRGB[];\n transmissionScatterAnisotropy: number[];\n subsurfaceWeight: number[];\n subsurfaceColor: ColorRGB[];\n subsurfaceRadius: number[];\n subsurfaceRadiusScale: ColorRGB[];\n subsurfaceScatterAnisotropy: number[];\n fuzzWeight: number[];\n fuzzColor: ColorRGB[];\n fuzzRoughness: number[];\n coatWeight: number[];\n coatColor: ColorRGB[];\n coatRoughness: number[];\n coatAnisotropy: number[];\n coatIor: number[];\n coatDarkening: number[];\n thinFilmWeight: number[];\n dispersionAbbeNumber: number[];\n mediumExtinction: ColorRGB[];\n mediumScattering: ColorRGB[];\n mediumAnisotropy: number[];\n}\n\nfunction clampColor(color: ArrayLike<number>, fallback = 0): ColorRGB {\n return [0, 1, 2].map((channel) => {\n const value = Number(color[channel]);\n return Number.isFinite(value) ? Math.min(1, Math.max(0, value)) : fallback;\n }) as ColorRGB;\n}\n\ntype OpenPbrMedium = {\n anisotropy: number;\n extinction: ColorRGB;\n scattering: ColorRGB;\n};\n\nfunction emptyOpenPbrMedium(): OpenPbrMedium {\n return {\n anisotropy: 0,\n extinction: [0, 0, 0],\n scattering: [0, 0, 0]\n };\n}\n\nfunction transmissionMedium(material: OpenPBRMaterial) {\n const weight = Math.min(1, Math.max(0, material.transmissionWeight));\n const depth = Math.max(0, material.transmissionDepth);\n if (weight <= 0 || depth <= 0 || material.thinWalled) return undefined;\n\n const color = clampColor(material.transmissionColor, 1);\n const scatterColor = clampColor(material.transmissionScatter);\n const extinction = color.map((channel) =>\n Math.max(0, -Math.log(Math.max(channel, 1e-6)) / depth)\n ) as ColorRGB;\n const scattering = scatterColor.map((channel, index) =>\n extinction[index] * channel\n ) as ColorRGB;\n return {\n anisotropy: Math.min(\n 0.999,\n Math.max(-0.999, material.transmissionScatterAnisotropy)\n ),\n extinction,\n scattering\n } satisfies OpenPbrMedium;\n}\n\nfunction subsurfaceMedium(material: OpenPBRMaterial) {\n const weight = Math.min(1, Math.max(0, material.subsurfaceWeight));\n if (weight <= 0 || material.thinWalled) return undefined;\n\n // OpenPBR's radius is the extinction mean free path. The van de Hulst\n // mapping converts the artist-facing multiple-scattering color to a\n // single-scattering albedo while compensating for phase anisotropy.\n const radius = Math.max(material.subsurfaceRadius, 1e-3);\n const radiusScale = clampColor(material.subsurfaceRadiusScale, 1);\n const color = clampColor(material.subsurfaceColor);\n const anisotropy = Math.min(\n 0.999,\n Math.max(-0.999, material.subsurfaceAnisotropy)\n );\n const extinction = radiusScale.map(\n (scale) => 1 / Math.max(radius * scale, 1e-3)\n ) as ColorRGB;\n const scattering = color.map((channel, index) => {\n const s = 4.09712 + 4.20863 * channel - Math.sqrt(\n 9.59217 + 41.6808 * channel + 17.7126 * channel * channel\n );\n const sSquared = s * s;\n const albedo = Math.min(\n 1,\n Math.max(0, (1 - sSquared) / (1 - anisotropy * sSquared))\n );\n return extinction[index] * albedo;\n }) as ColorRGB;\n return { anisotropy, extinction, scattering } satisfies OpenPbrMedium;\n}\n\nfunction combineOpenPbrMedia(\n material: OpenPBRMaterial,\n transmission: OpenPbrMedium | undefined,\n subsurface: OpenPbrMedium | undefined\n) {\n const transmissionFraction = transmission\n ? Math.min(1, Math.max(0, material.transmissionWeight))\n : 0;\n const subsurfaceFraction = subsurface\n ? (1 - transmissionFraction)\n * Math.min(1, Math.max(0, material.subsurfaceWeight))\n : 0;\n const total = transmissionFraction + subsurfaceFraction;\n if (total <= 0) return undefined;\n\n const transmissionWeight = transmissionFraction / total;\n const subsurfaceWeight = subsurfaceFraction / total;\n const extinction = [0, 1, 2].map((channel) => {\n const transmissionAbsorption = transmission\n ? transmission.extinction[channel] - transmission.scattering[channel]\n : 0;\n const subsurfaceAbsorption = subsurface\n ? subsurface.extinction[channel] - subsurface.scattering[channel]\n : 0;\n const absorption = transmissionAbsorption * transmissionWeight\n + subsurfaceAbsorption * subsurfaceWeight;\n const scattering = (transmission?.scattering[channel] || 0)\n * transmissionWeight\n + (subsurface?.scattering[channel] || 0) * subsurfaceWeight;\n return Math.max(0, absorption + scattering);\n }) as ColorRGB;\n const scattering = [0, 1, 2].map((channel) =>\n (transmission?.scattering[channel] || 0) * transmissionWeight\n + (subsurface?.scattering[channel] || 0) * subsurfaceWeight\n ) as ColorRGB;\n const anisotropy = (transmission?.anisotropy || 0) * transmissionWeight\n + (subsurface?.anisotropy || 0) * subsurfaceWeight;\n return { anisotropy, extinction, scattering } satisfies OpenPbrMedium;\n}\n\nfunction openPbrMedium(material: OpenPBRMaterial) {\n const volume = combineOpenPbrMedia(\n material,\n transmissionMedium(material),\n subsurfaceMedium(material)\n );\n return volume ?? emptyOpenPbrMedium();\n}\n\nclass MaterialTable {\n texture: WebGLTexture2DArray | undefined;\n textureAtlasStats: TextureAtlasStats;\n\n defines: Record<string, string | number> = {};\n\n bufferData: BufferData;\n\n private _matBufferTex = new Texture2D(commonNearestFloatProps);\n private _materialBufferColumnsLog: number = 0;\n\n private _displacementMaps: Texture[] = [];\n private _lightTexturesIndices: number[] = [];\n\n constructor(\n materials: OpenPBRMaterial[],\n lights: SceneLight[],\n options: MaterialTableOptions = {}\n ) {\n const maps = mergeTexturesFromMaterials(materials, MATERIAL_TEXTURE_NAMES);\n this._displacementMaps =\n maps.indices.displacementMap\n .map((idx) => {\n return maps.textures[idx];\n })\n .filter((a) => !!a);\n\n const bufferData = this._packParams(materials);\n\n const allTextures = maps.textures.slice();\n const lightTexturesIndices: number[] = [];\n for (let i = 0; i < lights.length; i++) {\n const light = lights[i];\n if (light.type === 'RectLight' && light.texture) {\n lightTexturesIndices.push(allTextures.length);\n allTextures.push(light.texture);\n } else {\n lightTexturesIndices.push(-1);\n }\n }\n const { mapInfo, mapTransform, mapUvChannel, mapColorLinear, mapWrap, stats, texture } = makeTextureArray(\n allTextures,\n false,\n options\n );\n\n this.texture = texture;\n this.textureAtlasStats = stats;\n bufferData.mapInfo = mapInfo;\n bufferData.mapTransform = mapTransform;\n bufferData.mapWrap = mapWrap;\n bufferData.mapUvChannel = mapUvChannel;\n bufferData.mapColorLinear = mapColorLinear;\n for (const slot of MATERIAL_TEXTURE_SLOTS) {\n bufferData[slot.index] = maps.indices[slot.property];\n }\n\n this.bufferData = bufferData;\n\n this._lightTexturesIndices = lightTexturesIndices;\n\n function countMaps(indices: number[]) {\n return indices.filter((idx) => idx >= 0).length;\n }\n\n this.defines = {\n NUM_MAPS: allTextures.length,\n ...Object.fromEntries(MATERIAL_TEXTURE_SLOTS.flatMap(slot => slot.define\n ? [[slot.define, countMaps(maps.indices[slot.property])]] : []))\n };\n\n this._updateBuffer();\n }\n\n private _packParams(materials: OpenPBRMaterial[]) {\n const media = materials.map(openPbrMedium);\n return {\n color: materials.map((m) => m.baseColor.slice(0, 3) as ColorRGB),\n roughness: materials.map(m => m.specularAnisotropyModel === 'gltf' ? finiteAnisotropySource(m.specularRoughness, 0.3) : m.specularRoughness),\n emission: materials.map(materialEmission),\n metallic: materials.map((m) => m.baseMetalness),\n ior: materials.map((m) => m.specularIor),\n dispersion: materials.map((m) => m.transmissionDispersionScale),\n thin: materials.map((m) => +m.thinWalled),\n bevelSize: materials.map((m) => m.bevelSize),\n transmission: materials.map((m) => m.transmissionWeight),\n anisotropy: materials.map(m => m.specularAnisotropyModel === 'gltf' ? finiteAnisotropySource(m.specularAnisotropy, 0) : m.specularAnisotropy),\n specularAnisotropyModel: materials.map(m => specularAnisotropyModelIndex(m.specularAnisotropyModel)),\n thinFilmThickness: materials.map((m) => finiteFilmThickness(m.thinFilmThickness, 0.5)),\n thinFilmThicknessMinimum: materials.map((m) => finiteFilmThickness(m.thinFilmThicknessMinimum, 0)),\n thinFilmMapChannel: materials.map((m) => thinFilmMapChannelIndex(m.thinFilmMapChannel)),\n thinFilmIor: materials.map((m) => m.thinFilmIor),\n normalScale: materials.map((m) => m.normalScale),\n mapAlphaUsage: materials.map((m) => mapAlphaUsageConstants[m.mapAlphaUsage]),\n type: materials.map((m) => {\n if (m.shadowCatcher) {\n return ShadowCatcherMaterial;\n }\n if (m.unlit) {\n return UnlitMaterial;\n }\n // Standard material\n return 0;\n }),\n // Retain mediumType until both legacy readers are migrated; the\n // direction and coat-normal inputs are reserved for later C1 steps.\n mediumType: materials.map((m) => Number(materialUsesMedium(m))),\n specularAnisotropyRotation: materials.map(m => Number.isFinite(m.specularAnisotropyRotation) ? m.specularAnisotropyRotation : 0),\n coatAnisotropyRotation: materials.map(m => Number.isFinite(m.coatAnisotropyRotation) ? m.coatAnisotropyRotation : 0),\n coatNormalScale: materials.map(m => m.coatNormalScale),\n uvProjection: materials.map(\n (m) => uvProjectionConstants[m.uvProjection] || 0\n ),\n uvScale: materials.map((m) => m.uvProjectionScale || [1, 1]),\n\n displacementUvProjection: materials.map(\n (m) => uvProjectionConstants[m.displacementUvProjection] || 0\n ),\n displacementUvProjectionScale: materials.map((m) => m.displacementUvProjectionScale || 1),\n displacementBias: materials.map((m) => m.displacementBias),\n displacementStepSize: materials.map(\n (m) => Number.isFinite(m.displacementStepSize) && m.displacementStepSize > 0 ? m.displacementStepSize : 0\n ),\n\n // Alpha\n alpha: materials.map((m) => m.opacity),\n alphaMode: materials.map(\n (m) => materialAlphaModeConstants[resolveMaterialAlphaMode(m)]\n ),\n alphaCutoff: materials.map((m) => Math.max(0, m.alphaCutoff)),\n doubleSided: materials.map((m) => Number(m.doubleSided)),\n\n baseWeight: materials.map((m) => m.baseWeight),\n baseDiffuseRoughness: materials.map((m) => m.baseDiffuseRoughness),\n specularWeight: materials.map((m) => m.specularWeight),\n specularColor: materials.map((m) => clampColor(m.specularColor, 1)),\n transmissionColor: materials.map((m) => clampColor(m.transmissionColor, 1)),\n transmissionDepth: materials.map((m) => Math.max(0, m.transmissionDepth)),\n transmissionScatter: materials.map((m) => clampColor(m.transmissionScatter)),\n transmissionScatterAnisotropy: materials.map((m) => m.transmissionScatterAnisotropy),\n subsurfaceWeight: materials.map((m) => m.subsurfaceWeight),\n subsurfaceColor: materials.map((m) => clampColor(m.subsurfaceColor)),\n subsurfaceRadius: materials.map((m) => Math.max(0, m.subsurfaceRadius)),\n subsurfaceRadiusScale: materials.map((m) => clampColor(m.subsurfaceRadiusScale)),\n subsurfaceScatterAnisotropy: materials.map((m) => m.subsurfaceAnisotropy),\n fuzzWeight: materials.map((m) => m.fuzzWeight),\n fuzzColor: materials.map((m) => clampColor(m.fuzzColor, 1)),\n fuzzRoughness: materials.map((m) => m.fuzzRoughness),\n coatWeight: materials.map((m) => m.coatWeight),\n coatColor: materials.map((m) => clampColor(m.coatColor, 1)),\n coatRoughness: materials.map((m) => m.coatRoughness),\n coatAnisotropy: materials.map((m) => m.coatAnisotropy),\n coatIor: materials.map((m) => m.coatIor),\n coatDarkening: materials.map((m) => m.coatDarkening),\n thinFilmWeight: materials.map((m) => m.thinFilmWeight),\n dispersionAbbeNumber: materials.map((m) => m.transmissionDispersionAbbeNumber),\n mediumExtinction: media.map((medium) => medium.extinction),\n mediumScattering: media.map((medium) => medium.scattering),\n mediumAnisotropy: media.map((medium) => medium.anisotropy),\n\n } as BufferData;\n }\n\n /** Repack parameters with the same material slots and unchanged texture metadata. */\n repackParams(materials: OpenPBRMaterial[]) {\n Object.assign(this.bufferData, this._packParams(materials));\n this._updateBuffer();\n }\n\n getBufferArray() {\n return packMaterialBuffer(this.bufferData);\n }\n\n getDisplacementMaps() {\n return this._displacementMaps;\n }\n\n getLightTexturesIndices() {\n return this._lightTexturesIndices;\n }\n\n private _updateBuffer() {\n this._materialBufferColumnsLog = setDataTexture(\n this._matBufferTex,\n this.getBufferArray(),\n 4\n ).columnsLog;\n }\n\n setToPass(pass: {\n setUniform(label: string, value: unknown): unknown;\n setUniforms(values: Record<string, unknown>): void;\n }) {\n pass.setUniform('map', this.texture || null);\n pass.setUniform('mapInfo', this.bufferData.mapInfo);\n pass.setUniform('mapTransform', this.bufferData.mapTransform);\n pass.setUniform('mapWrap', this.bufferData.mapWrap);\n pass.setUniform('mapUvChannel', this.bufferData.mapUvChannel);\n pass.setUniform('mapColorLinear', this.bufferData.mapColorLinear);\n pass.setUniforms({\n materialBuffer: this._matBufferTex,\n materialBufferColumns: this._materialBufferColumnsLog\n });\n }\n\n dispose(gl: WebGL2RenderingContext) {\n this.texture?.dispose(gl);\n this._matBufferTex.dispose(gl);\n }\n}\n\nexport default MaterialTable;\n"]}
1
+ 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{ isProceduralSkyImage } from '../scene/skyParameters.js';\nimport MaterialData from './MaterialData.js';\nimport { packMaterialBuffer } from './materialLayout.js';\nimport { repackMaterialParams } from './materialParams.js';\nimport type { MaterialTableOptions, TextureAtlasStats, TextureAtlasPlan, AtlasPlacement } from './textureAtlas.js';\nimport { writeAtlasPixel, writeRawAtlasPlacement } from './textureAtlasPixels.js';\nimport { float16Bits } from './float16.js';\nimport {createCanvas} from '../util/canvas.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport {\n Texture2DArray as WebGLTexture2DArray,\n constants,\n Texture2D,\n type TexturePixelSource\n} from './webgl.js';\nimport type OpenPBRMaterial from '../scene/OpenPBRMaterial.js';\nimport { isTextureDataSource } from '../scene/Texture.js';\nimport type Texture from '../scene/Texture.js';\nimport { commonNearestFloatProps, setDataTexture } from './dataTextureUtil.js';\nimport type { SceneLight } from '../scene/Scene.js';\n\nexport { DEFAULT_MAX_TEXTURE_ARRAY_BYTES } from './textureAtlas.js';\nexport type { MaterialTableOptions, TextureAtlasStats } from './textureAtlas.js';\nexport { materialUsesMedium } from './materialParams.js';\nexport { uvProjectionConstants } from './materialConstants.js';\n\nfunction createAtlasCanvas(width: number, height: number) {\n return createCanvas(width, height);\n}\n\nfunction createDataAtlasPage(\n width: number,\n height: number,\n page: TextureAtlasPlan['pages'][number],\n textures: Texture[],\n floatStorage: boolean\n): TexturePixelSource {\n const data = floatStorage ? new Uint16Array(width * height * 4) : new Uint8Array(width * height * 4);\n // Retain the same Canvas composition for DOM layers, including straight-alpha\n // readback. Raw sources never pass through Canvas or its color conversion.\n const domPlacements = page.placements.filter(p => !isTextureDataSource(textures[p.index].image));\n if (domPlacements.length) {\n const canvas = createAtlasCanvas(width, height);\n const context = canvas.getContext('2d');\n if (!context) throw new Error('Unable to create a canvas for the texture atlas.');\n for (const placement of domPlacements) drawAtlasImage(context, placement, textures[placement.index]);\n const pixels = context.getImageData(0, 0, width, height).data;\n for (let i = 0; i < pixels.length; i++) writeAtlasPixel(data, i, floatStorage ? float16Bits(pixels[i] / 255) : pixels[i]);\n }\n for (const placement of page.placements) {\n const texture = textures[placement.index];\n const source = texture.image;\n if (!isTextureDataSource(source)) continue;\n writeRawAtlasPlacement(data, width, placement, {image: source, flipY: texture.flipY}, floatStorage);\n }\n return { data, width, height };\n}\n\nfunction drawAtlasImage(\n context: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D,\n placement: AtlasPlacement,\n texture: Texture\n) {\n if (texture.flipY) {\n context.save();\n context.translate(placement.x, placement.y + placement.height);\n context.scale(1, -1);\n context.drawImage(texture.image as CanvasImageSource, 0, 0, placement.width, placement.height);\n context.restore();\n } else {\n context.drawImage(texture.image as CanvasImageSource, placement.x, placement.y, placement.width, placement.height);\n }\n}\n\nfunction makeTextureArray(textures: Texture[], plan: TextureAtlasPlan, sRGB = false) {\n const packStart = performance.now();\n if (!textures.length) {\n return {\n stats: {\n estimatedBytes: 0,\n height: 1,\n layers: 0,\n packTimeMs: performance.now() - packStart,\n scale: 1,\n sourcePixels: 0,\n textureCount: 0,\n width: 1\n } satisfies TextureAtlasStats,\n texture: new WebGLTexture2DArray({\n width: 1,\n height: 1,\n sRGB,\n source: [],\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n })\n };\n }\n\n const dataBacked = textures.some(texture => isTextureDataSource(texture.image));\n const atlasWidth = plan.width, atlasHeight = plan.height, floatStorage = plan.floatStorage;\n const pages = plan.pages.map((page) => {\n if (dataBacked) {\n return createDataAtlasPage(atlasWidth, atlasHeight, page, textures, floatStorage);\n }\n const canvas = createAtlasCanvas(atlasWidth, atlasHeight);\n const context = canvas.getContext('2d');\n if (!context) {\n throw new Error('Unable to create a canvas for the texture atlas.');\n }\n for (const placement of page.placements) drawAtlasImage(context, placement, textures[placement.index]);\n return canvas;\n });\n\n if (plan.stats.scale < 0.999) console.warn(`Texture atlas downscaled to ${(plan.stats.scale * 100).toFixed(1)}% to fit the GPU budget.`);\n const texture = new WebGLTexture2DArray({\n width: atlasWidth,\n height: atlasHeight,\n sRGB,\n type: floatStorage ? constants.HALF_FLOAT : constants.UNSIGNED_BYTE,\n source: pages,\n flipY: false,\n flipYArray: pages.map(() => false),\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n });\n return {texture, stats: {...plan.stats, packTimeMs: performance.now() - packStart}};\n}\n\nexport type { BufferData } from './materialBufferData.js';\nimport type { BufferData } from './materialBufferData.js';\n\n\nclass MaterialTable {\n texture: WebGLTexture2DArray | undefined;\n textureAtlasStats: TextureAtlasStats;\n\n defines: Record<string, number> = {};\n\n bufferData: BufferData;\n\n private _matBufferTex = new Texture2D(commonNearestFloatProps);\n private _materialBufferColumnsLog: number = 0;\n\n private _displacementMaps: Texture[] = [];\n private _lightTexturesIndices: number[] = [];\n\n constructor(\n materials: OpenPBRMaterial[],\n lights: SceneLight[],\n options: MaterialTableOptions = {}\n ) {\n const packStart = performance.now();\n const data = new MaterialData(materials,\n lights.map(light => light.type === 'RectLight' ? light.texture : undefined),\n texture => {\n const image = (texture as Texture).image;\n return Number(texture.colorSpace ? texture.colorSpace === 'linear' : isTextureDataSource(image) && !(image.data instanceof Uint8Array) && !(image.data instanceof Uint8ClampedArray));\n }, options, texture => {\n const image = (texture as Texture).image;\n return isTextureDataSource(image) && !(image.data instanceof Uint8Array) && !(image.data instanceof Uint8ClampedArray);\n });\n if (data.textures.some(texture => isProceduralSkyImage(texture.image))) throw new Error('ProceduralSky is only supported as an environment or background.');\n const {texture, stats} = makeTextureArray(data.textures as Texture[], data.atlas);\n this.texture = texture;\n this.textureAtlasStats = {...stats, packTimeMs: performance.now() - packStart};\n this.bufferData = data.bufferData;\n this.defines = data.defines;\n this._displacementMaps = data.displacementMaps as Texture[];\n this._lightTexturesIndices = data.lightTexturesIndices;\n\n this._updateBuffer();\n }\n\n\n /** Repack parameters with the same material slots and unchanged texture metadata. */\n repackParams(materials: OpenPBRMaterial[]) {\n repackMaterialParams(this.bufferData, materials);\n this._updateBuffer();\n }\n\n getBufferArray() {\n return packMaterialBuffer(this.bufferData);\n }\n\n getDisplacementMaps() {\n return this._displacementMaps;\n }\n\n getLightTexturesIndices() {\n return this._lightTexturesIndices;\n }\n\n private _updateBuffer() {\n this._materialBufferColumnsLog = setDataTexture(\n this._matBufferTex,\n this.getBufferArray(),\n 4\n ).columnsLog;\n }\n\n setToPass(pass: {\n setUniform(label: string, value: unknown): unknown;\n setUniforms(values: Record<string, unknown>): void;\n }) {\n pass.setUniform('map', this.texture || null);\n pass.setUniform('mapInfo', this.bufferData.mapInfo);\n pass.setUniform('mapTransform', this.bufferData.mapTransform);\n pass.setUniform('mapWrap', this.bufferData.mapWrap);\n pass.setUniform('mapUvChannel', this.bufferData.mapUvChannel);\n pass.setUniform('mapColorLinear', this.bufferData.mapColorLinear);\n pass.setUniforms({\n materialBuffer: this._matBufferTex,\n materialBufferColumns: this._materialBufferColumnsLog\n });\n }\n\n dispose(gl: WebGL2RenderingContext) {\n this.texture?.dispose(gl);\n this._matBufferTex.dispose(gl);\n }\n}\n\nexport default MaterialTable;\n"]}
@@ -7,9 +7,9 @@ import Camera from '../scene/Camera.js';
7
7
  import Mesh from '../scene/Mesh.js';
8
8
  import Geometry from '../scene/Geometry.js';
9
9
  import OpenPBRMaterial from '../scene/OpenPBRMaterial.js';
10
- import { SceneBackground, SceneLight } from '../scene/Scene.js';
11
- import { ColorRGB } from '../types.js';
12
- import { TextureAtlasStats } from './MaterialTable.js';
10
+ import type { SceneBackground, SceneLight } from '../scene/Scene.js';
11
+ import type { ColorRGB } from '../types.js';
12
+ import type { TextureAtlasStats } from './MaterialTable.js';
13
13
  import type { OfflineAdaptiveSamplingOptions, OfflineAdaptiveSamplingResult } from './OfflineAdaptiveSampling.js';
14
14
  export type ToneMapping = 'agx' | 'aces' | 'cineon' | 'reinhard' | 'linear';
15
15
  export interface ToneMappingParams {
@@ -28,7 +28,7 @@ export interface ToneMappingParams {
28
28
  /** Vignette strength in [0, 1]. Default `0`. */
29
29
  vignette?: number;
30
30
  }
31
- export type DisplayChannel = 'final' | 'shadow' | 'albedo' | 'normal' | 'shadowCatcher';
31
+ export type DisplayChannel = 'final' | 'shadow' | 'albedo' | 'normal' | 'shadowCatcher' | import('./aov.js').AovKind;
32
32
  /** Primary-ray policy for glTF BLEND materials. */
33
33
  export type AlphaBlendStrategy = 'stochastic' | 'deterministic-source-over';
34
34
  /** Generated source measurements for one shader module. */
@@ -117,6 +117,22 @@ export interface RenderingDiagnostics {
117
117
  peakDisplayValue?: number;
118
118
  };
119
119
  textureAtlas?: TextureAtlasStats;
120
+ /** Material texture storage selection and estimated payload; driver allocation overhead is excluded. */
121
+ materialTextures?: {
122
+ requested: 'atlas' | 'auto';
123
+ active: 'atlas' | 'bindless';
124
+ /** Reason auto selected atlas; undefined when no fallback occurred. */
125
+ fallbackReason?: string;
126
+ textureCount: number;
127
+ estimatedBytes: number;
128
+ scale: number;
129
+ /** Metadata buffer bytes; zero for atlas. */
130
+ metadataBytes: number;
131
+ /** Resource-table slots; zero for atlas. */
132
+ resourceTableCapacity: number;
133
+ /** Payload and metadata waiting for previous GPU submissions; zero when none. */
134
+ retiredBytes: number;
135
+ };
120
136
  /** Shader compilation measurements: current WebGPU batch or cumulative WebGL programs. */
121
137
  shaderCompilation?: ShaderCompilationDiagnostics;
122
138
  /** Light-selection table summary (WebGPU). */
@@ -141,21 +157,17 @@ export interface RenderingDiagnostics {
141
157
  };
142
158
  };
143
159
  gpuTraceTiming?: {
160
+ /** Last light-tracing batch time in milliseconds. Default undefined until measured. */ causticTimeMs?: number;
161
+ /** Last photon-map batch time in milliseconds. Default undefined until measured. */ photonMappingTimeMs?: number;
162
+ /** Photon emission, count, block scan, sum scan and scatter times in milliseconds. Default undefined until measured. */ photonStagesMs?: number[];
163
+ /** Camera path kernel time in milliseconds. Default undefined until measured. */ pathTracingTimeMs?: number;
144
164
  tileTimeMs: number;
145
165
  tileTimePerSampleMs?: number;
146
166
  estimatedFullFrameTimeMs: number;
147
167
  tileCount: number;
148
168
  };
149
169
  }
150
- export declare const DEFAULT_BEVEL_SAMPLES = 8;
151
- export declare const MIN_BEVEL_SAMPLES = 1;
152
- export declare const MAX_BEVEL_SAMPLES = 32;
153
- /** Light candidates resampled per NEE estimate by the WebGPU path tracer. */
154
- export declare const DEFAULT_DIRECT_LIGHT_CANDIDATES = 4;
155
- export declare const MIN_DIRECT_LIGHT_CANDIDATES = 1;
156
- export declare const MAX_DIRECT_LIGHT_CANDIDATES = 16;
157
- export declare function normalizeDirectLightCandidates(candidates: number): number;
158
- export declare function normalizeBevelSamples(samples: number): number;
170
+ export { DEFAULT_BEVEL_SAMPLES, MIN_BEVEL_SAMPLES, MAX_BEVEL_SAMPLES, DEFAULT_DIRECT_LIGHT_CANDIDATES, MIN_DIRECT_LIGHT_CANDIDATES, MAX_DIRECT_LIGHT_CANDIDATES, normalizeDirectLightCandidates, normalizeBevelSamples } from './renderingLimits.js';
159
171
  /** Shared scene resources; uploaded once per committed revision. */
160
172
  export interface SceneResources {
161
173
  /** Returns true when scene geometry, materials, or instance transforms changed. */
@@ -223,7 +235,18 @@ export interface RenderPasses {
223
235
  }): boolean;
224
236
  setOnSampleRendered(cb: (sampleCount: number, isFirstFrame: boolean, frameTime: number) => void): void;
225
237
  setOutput(output: DisplayChannel): boolean;
238
+ setAovDisplayOptions?(options: import('./aovDisplay.js').AovDisplayOptions): void;
226
239
  dispose(): void;
240
+ aovReady?(kind: import('./aov.js').AovKind): boolean;
241
+ /** Updates optional surface outputs without tracing beauty; false while compiling. */
242
+ refineAovs?(camera: Camera, samples?: number): boolean;
243
+ restartAovs?(): void;
244
+ getAovSamples?(): number;
245
+ readAov?(kind: import('./aov.js').AovKind): Promise<{
246
+ width: number;
247
+ height: number;
248
+ data: Float32Array | Uint32Array;
249
+ }>;
227
250
  readOutput(kind: 'hdr' | 'denoised' | 'albedo' | 'normal'): Promise<{
228
251
  data: Float32Array;
229
252
  width: number;
@@ -1,18 +1,2 @@
1
- export const DEFAULT_BEVEL_SAMPLES = 8;
2
- export const MIN_BEVEL_SAMPLES = 1;
3
- export const MAX_BEVEL_SAMPLES = 32;
4
- /** Light candidates resampled per NEE estimate by the WebGPU path tracer. */
5
- export const DEFAULT_DIRECT_LIGHT_CANDIDATES = 4;
6
- export const MIN_DIRECT_LIGHT_CANDIDATES = 1;
7
- export const MAX_DIRECT_LIGHT_CANDIDATES = 16;
8
- export function normalizeDirectLightCandidates(candidates) {
9
- if (!Number.isFinite(candidates))
10
- return DEFAULT_DIRECT_LIGHT_CANDIDATES;
11
- return Math.min(MAX_DIRECT_LIGHT_CANDIDATES, Math.max(MIN_DIRECT_LIGHT_CANDIDATES, Math.round(candidates)));
12
- }
13
- export function normalizeBevelSamples(samples) {
14
- if (!Number.isFinite(samples))
15
- return DEFAULT_BEVEL_SAMPLES;
16
- return Math.min(MAX_BEVEL_SAMPLES, Math.max(MIN_BEVEL_SAMPLES, Math.round(samples)));
17
- }
1
+ export { DEFAULT_BEVEL_SAMPLES, MIN_BEVEL_SAMPLES, MAX_BEVEL_SAMPLES, DEFAULT_DIRECT_LIGHT_CANDIDATES, MIN_DIRECT_LIGHT_CANDIDATES, MAX_DIRECT_LIGHT_CANDIDATES, normalizeDirectLightCandidates, normalizeBevelSamples } from './renderingLimits.js';
18
2
  //# sourceMappingURL=RenderingPipeline.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"RenderingPipeline.js","sourceRoot":"","sources":["../../src/renderer/RenderingPipeline.ts"],"names":[],"mappings":"AAoKA,MAAM,CAAC,MAAM,qBAAqB,GAAG,CAAC,CAAC;AACvC,MAAM,CAAC,MAAM,iBAAiB,GAAG,CAAC,CAAC;AACnC,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAEpC,6EAA6E;AAC7E,MAAM,CAAC,MAAM,+BAA+B,GAAG,CAAC,CAAC;AACjD,MAAM,CAAC,MAAM,2BAA2B,GAAG,CAAC,CAAC;AAC7C,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,CAAC;AAE9C,MAAM,UAAU,8BAA8B,CAAC,UAAkB;IAC/D,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC;QAAE,OAAO,+BAA+B,CAAC;IACzE,OAAO,IAAI,CAAC,GAAG,CACb,2BAA2B,EAC3B,IAAI,CAAC,GAAG,CAAC,2BAA2B,EAAE,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAC9D,CAAC;AACJ,CAAC;AAED,MAAM,UAAU,qBAAqB,CAAC,OAAe;IACnD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC;QAAE,OAAO,qBAAqB,CAAC;IAC5D,OAAO,IAAI,CAAC,GAAG,CACb,iBAAiB,EACjB,IAAI,CAAC,GAAG,CAAC,iBAAiB,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CACjD,CAAC;AACJ,CAAC","sourcesContent":["import type {PostProcess} from '../Display.js';\nimport type Render from '../Render.js';\nimport type {DenoiserHandle, OIDNWeb} from './denoiser.js';\nimport type {DenoiseSchedule} from '../Render.js';\nimport type { DepthSampleArea } from './depthQuery.js';\nimport Camera from '../scene/Camera.js';\nimport Mesh from '../scene/Mesh.js';\nimport Geometry from '../scene/Geometry.js';\nimport OpenPBRMaterial from '../scene/OpenPBRMaterial.js';\nimport { SceneBackground, SceneLight } from '../scene/Scene.js';\nimport { ColorRGB } from '../types.js';\nimport { TextureAtlasStats } from './MaterialTable.js';\nimport type {\n OfflineAdaptiveSamplingOptions,\n OfflineAdaptiveSamplingResult\n} from './OfflineAdaptiveSampling.js';\n\nexport type ToneMapping =\n | 'agx'\n | 'aces'\n | 'cineon'\n | 'reinhard'\n | 'linear';\n\nexport interface ToneMappingParams {\n /** Linear exposure multiplier. Default `1`. */\n exposure?: number;\n /** Display tone mapper. Default `agx`. */\n toneMapping?: ToneMapping;\n /** Contrast multiplier. Default `1`. */\n contrast?: number;\n /** Saturation multiplier. Default `1`. */\n saturation?: number;\n /** Color temperature adjustment in [-1, 1]. Default `0`. */\n temperature?: number;\n /** Green/magenta adjustment in [-1, 1]. Default `0`. */\n tint?: number;\n /** Vignette strength in [0, 1]. Default `0`. */\n vignette?: number;\n}\n\nexport type DisplayChannel =\n | 'final'\n | 'shadow'\n | 'albedo'\n | 'normal'\n | 'shadowCatcher';\n\n/** Primary-ray policy for glTF BLEND materials. */\nexport type AlphaBlendStrategy =\n | 'stochastic'\n | 'deterministic-source-over';\n\n/** Generated source measurements for one shader module. */\nexport interface ShaderModuleCompilationDiagnostics {\n /** Module or pipeline diagnostic label. */\n label: string;\n /** Generated shader source size in bytes. */\n sourceBytes: number;\n /** Generated shader source line count. */\n sourceLines: number;\n /** Stable source-level fingerprint for diagnosing cache-key churn. */\n sourceFingerprint: string;\n}\n\n/** Compilation measurements for one shader pipeline/program. */\nexport interface ShaderPipelineCompilationDiagnostics {\n /** Module or pipeline diagnostic label. */\n label: string;\n /** Compute entry-point name. */\n entryPoint: string;\n /**\n * Whether this pipeline belongs to the minimum set needed to present a\n * usable first image. Optional reuse and quality stages are false even\n * while the current eager compiler still waits for them.\n */\n firstFrameRequired: boolean;\n /** Current compilation state. */\n status: 'queued' | 'compiling' | 'ready' | 'failed';\n /** Milliseconds from the start of this pipeline compilation batch. */\n startedAtMs?: number;\n /** Milliseconds from the start of this pipeline compilation batch. */\n endedAtMs?: number;\n /** Pipeline compilation duration in milliseconds; undefined until completed. */\n durationMs?: number;\n /** Number of pipelines compiling when this one started; undefined before start. */\n concurrentCompilationCount?: number;\n /** Failure message; undefined without a compilation error. */\n error?: string;\n}\n\n/** Source generation and asynchronous pipeline compilation measurements. */\nexport interface ShaderCompilationDiagnostics {\n /** Current compilation state. */\n status: 'compiling' | 'ready' | 'failed';\n /** Generated shader source size in bytes. */\n sourceBytes: number;\n /** Generated shader source line count. */\n sourceLines: number;\n /** Total pipelines in the batch. */\n pipelineCount: number;\n /** Number of pipelines successfully completed. */\n completedPipelineCount: number;\n /** CPU shader source generation time in milliseconds. */\n sourceGenerationTimeMs: number;\n /** Shader module creation time in milliseconds. */\n moduleCreationTimeMs: number;\n /** Per-module source measurements. */\n modules: ShaderModuleCompilationDiagnostics[];\n /** Per-pipeline timing and status measurements. */\n pipelines: ShaderPipelineCompilationDiagnostics[];\n /** Configured pool size, capped to the number of pipelines in this batch. */\n maximumConcurrentPipelineCount: number;\n /** Largest number of createComputePipelineAsync calls active at once. */\n peakConcurrentPipelineCount: number;\n /** Batch pipeline compilation time in milliseconds; undefined until completed. */\n pipelineCompilationTimeMs?: number;\n /** Total batch preparation time in milliseconds; undefined until completed. */\n totalTimeMs?: number;\n /** Failure message; undefined without a compilation error. */\n error?: string;\n}\n\nexport interface RenderingDiagnostics {\n /** Label of the last complete target presented; undefined before the first image. */\n presentedTarget?: string;\n /** Whether the displayed target contains a complete image. Default false. */\n presentedComplete?: boolean;\n /** Resident target dimensions and allocated GPU bytes, including denoise resources. */\n targets?: { label: string; width: number; height: number; bytes: number }[];\n hdrPresentation?: {\n requested: boolean;\n active: boolean;\n /** Largest encoded RGB component sent to the HDR presentation pass. */\n peakDisplayValue?: number;\n };\n textureAtlas?: TextureAtlasStats;\n /** Shader compilation measurements: current WebGPU batch or cumulative WebGL programs. */\n shaderCompilation?: ShaderCompilationDiagnostics;\n /** Light-selection table summary (WebGPU). */\n lightSampling?: {\n emissiveTriangles: number;\n activeChoices: number;\n totalWeight: number;\n domains: Record<\n 'environment' | 'infinite' | 'localAndEmissive',\n { count: number; weight: number; pmf: number }\n >;\n };\n /** Traversal stack capacities compiled into the current WebGPU shader. */\n bvh?: {\n tlasTraversalStackSize?: number;\n blasTraversalStackSize?: number;\n /** Last static preparation statistics, excluding queue and WASM loading time. */\n lastBuild?: { geometryCount: number; bvhTimeMs: number };\n };\n gpuTraceTiming?: {\n tileTimeMs: number;\n tileTimePerSampleMs?: number;\n estimatedFullFrameTimeMs: number;\n tileCount: number;\n };\n}\n\nexport const DEFAULT_BEVEL_SAMPLES = 8;\nexport const MIN_BEVEL_SAMPLES = 1;\nexport const MAX_BEVEL_SAMPLES = 32;\n\n/** Light candidates resampled per NEE estimate by the WebGPU path tracer. */\nexport const DEFAULT_DIRECT_LIGHT_CANDIDATES = 4;\nexport const MIN_DIRECT_LIGHT_CANDIDATES = 1;\nexport const MAX_DIRECT_LIGHT_CANDIDATES = 16;\n\nexport function normalizeDirectLightCandidates(candidates: number) {\n if (!Number.isFinite(candidates)) return DEFAULT_DIRECT_LIGHT_CANDIDATES;\n return Math.min(\n MAX_DIRECT_LIGHT_CANDIDATES,\n Math.max(MIN_DIRECT_LIGHT_CANDIDATES, Math.round(candidates))\n );\n}\n\nexport function normalizeBevelSamples(samples: number) {\n if (!Number.isFinite(samples)) return DEFAULT_BEVEL_SAMPLES;\n return Math.min(\n MAX_BEVEL_SAMPLES,\n Math.max(MIN_BEVEL_SAMPLES, Math.round(samples))\n );\n}\n/** Shared scene resources; uploaded once per committed revision. */\nexport interface SceneResources {\n /** Returns true when scene geometry, materials, or instance transforms changed. */\n setMeshes(meshes: Mesh[], update?: {\n transforms?: readonly Mesh[];\n colors?: readonly Mesh[];\n geometries?: readonly Geometry[];\n materials?: readonly OpenPBRMaterial[];\n }): boolean;\n /** Changes the software memory guard used when packing material textures. */\n setTextureAtlasBudget(maxBytes: number): boolean;\n setLights(lights: SceneLight[]): void;\n setBackground(background?: SceneBackground): void;\n getDiagnostics(): RenderingDiagnostics;\n dispose(): void;\n readDepthSamples(area: DepthSampleArea): Promise<Float32Array | undefined>;\n}\n/** Explicit execution and composition for one accumulation. */\nexport interface RenderPasses {\n isFirstFrame(): boolean;\n /** Discard accumulated samples and any asynchronous denoise output. */\n restartSamples(): void;\n trace(camera: Camera, maxSamples: number): boolean;\n drawPostProcess(): void;\n /** Apply display-only passes to the last composed image; absent on WebGL. */\n applyPostProcesses?(passes: readonly PostProcess[], render: Render): void;\n getOutputTexture?(kind: 'hdr' | 'display'): GPUTexture | undefined;\n /** Configure deterministic headless batches used by offline frame export. */\n setOfflineRenderOptions(options: {\n samplesPerBatch: number;\n deferPostProcess: boolean;\n sampleSequenceOffset: number;\n }): void;\n /** Store luminance second moments in the normal output during a pilot pass. */\n setVarianceMoments(enabled: boolean): void;\n /** Skip pixels once their independent final-pass target has been reached. */\n setAdaptiveSamplingTargets(targets?: {\n width: number;\n height: number;\n data: Float32Array;\n }): void;\n /** Generate final sample targets on GPU; WebGL returns undefined. */\n prepareOfflineAdaptiveSampling(\n options: OfflineAdaptiveSamplingOptions\n ): Promise<OfflineAdaptiveSamplingResult | undefined>;\n /** Enables extended-range float canvas presentation when the host supports it. */\n setHDROutputEnabled?(enabled: boolean): boolean;\n setToneMappingParams(params: ToneMappingParams): boolean;\n setSize(width: number, height: number): void;\n /**\n * Denoises the current image with an explicitly selected built-in or custom filter. Resolves whether the result is now displayed.\n */\n performDenoise?(\n denoiser: DenoiserHandle,\n alphaDenoiser?: OIDNWeb,\n schedule?: DenoiseSchedule,\n signal?: AbortSignal\n ): Promise<boolean>;\n /** Drops a denoise in flight; the next draw invalidates its output. */\n cancelDenoise?(): void;\n /** Keep the last completed OIDN image visible while static while-converging batches accumulate. */\n setPreserveDenoisedOutput?(preserve: boolean): void;\n getTotalSamplesRendered(): number;\n getDiagnostics(): RenderingDiagnostics;\n /** Waits for asynchronous timestamp diagnostics without changing samples. */\n flushDiagnostics(): Promise<void>;\n setShadowCatcherParams(color: ColorRGB, alpha: number): boolean;\n setBloomParams(opts: {\n intensity: number;\n threshold: number;\n radius: number;\n }): boolean;\n setOnSampleRendered(\n cb: (sampleCount: number, isFirstFrame: boolean, frameTime: number) => void\n ): void;\n setOutput(output: DisplayChannel): boolean;\n dispose(): void;\n readOutput(kind: 'hdr' | 'denoised' | 'albedo' | 'normal'): Promise<{\n data: Float32Array;\n width: number;\n height: number;\n }>;\n}\n"]}
1
+ {"version":3,"file":"RenderingPipeline.js","sourceRoot":"","sources":["../../src/renderer/RenderingPipeline.ts"],"names":[],"mappings":"AAyLA,OAAO,EAAC,qBAAqB,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,+BAA+B,EAAE,2BAA2B,EAAE,2BAA2B,EAAE,8BAA8B,EAAE,qBAAqB,EAAC,MAAM,sBAAsB,CAAC","sourcesContent":["import type {PostProcess} from '../Display.js';\nimport type Render from '../Render.js';\nimport type {DenoiserHandle, OIDNWeb} from './denoiser.js';\nimport type {DenoiseSchedule} from '../Render.js';\nimport type { DepthSampleArea } from './depthQuery.js';\nimport Camera from '../scene/Camera.js';\nimport Mesh from '../scene/Mesh.js';\nimport Geometry from '../scene/Geometry.js';\nimport OpenPBRMaterial from '../scene/OpenPBRMaterial.js';\nimport type { SceneBackground, SceneLight } from '../scene/Scene.js';\nimport type { ColorRGB } from '../types.js';\nimport type { TextureAtlasStats } from './MaterialTable.js';\nimport type {\n OfflineAdaptiveSamplingOptions,\n OfflineAdaptiveSamplingResult\n} from './OfflineAdaptiveSampling.js';\n\nexport type ToneMapping =\n | 'agx'\n | 'aces'\n | 'cineon'\n | 'reinhard'\n | 'linear';\n\nexport interface ToneMappingParams {\n /** Linear exposure multiplier. Default `1`. */\n exposure?: number;\n /** Display tone mapper. Default `agx`. */\n toneMapping?: ToneMapping;\n /** Contrast multiplier. Default `1`. */\n contrast?: number;\n /** Saturation multiplier. Default `1`. */\n saturation?: number;\n /** Color temperature adjustment in [-1, 1]. Default `0`. */\n temperature?: number;\n /** Green/magenta adjustment in [-1, 1]. Default `0`. */\n tint?: number;\n /** Vignette strength in [0, 1]. Default `0`. */\n vignette?: number;\n}\n\nexport type DisplayChannel =\n | 'final'\n | 'shadow'\n | 'albedo'\n | 'normal'\n | 'shadowCatcher'\n | import('./aov.js').AovKind;\n\n/** Primary-ray policy for glTF BLEND materials. */\nexport type AlphaBlendStrategy =\n | 'stochastic'\n | 'deterministic-source-over';\n\n/** Generated source measurements for one shader module. */\nexport interface ShaderModuleCompilationDiagnostics {\n /** Module or pipeline diagnostic label. */\n label: string;\n /** Generated shader source size in bytes. */\n sourceBytes: number;\n /** Generated shader source line count. */\n sourceLines: number;\n /** Stable source-level fingerprint for diagnosing cache-key churn. */\n sourceFingerprint: string;\n}\n\n/** Compilation measurements for one shader pipeline/program. */\nexport interface ShaderPipelineCompilationDiagnostics {\n /** Module or pipeline diagnostic label. */\n label: string;\n /** Compute entry-point name. */\n entryPoint: string;\n /**\n * Whether this pipeline belongs to the minimum set needed to present a\n * usable first image. Optional reuse and quality stages are false even\n * while the current eager compiler still waits for them.\n */\n firstFrameRequired: boolean;\n /** Current compilation state. */\n status: 'queued' | 'compiling' | 'ready' | 'failed';\n /** Milliseconds from the start of this pipeline compilation batch. */\n startedAtMs?: number;\n /** Milliseconds from the start of this pipeline compilation batch. */\n endedAtMs?: number;\n /** Pipeline compilation duration in milliseconds; undefined until completed. */\n durationMs?: number;\n /** Number of pipelines compiling when this one started; undefined before start. */\n concurrentCompilationCount?: number;\n /** Failure message; undefined without a compilation error. */\n error?: string;\n}\n\n/** Source generation and asynchronous pipeline compilation measurements. */\nexport interface ShaderCompilationDiagnostics {\n /** Current compilation state. */\n status: 'compiling' | 'ready' | 'failed';\n /** Generated shader source size in bytes. */\n sourceBytes: number;\n /** Generated shader source line count. */\n sourceLines: number;\n /** Total pipelines in the batch. */\n pipelineCount: number;\n /** Number of pipelines successfully completed. */\n completedPipelineCount: number;\n /** CPU shader source generation time in milliseconds. */\n sourceGenerationTimeMs: number;\n /** Shader module creation time in milliseconds. */\n moduleCreationTimeMs: number;\n /** Per-module source measurements. */\n modules: ShaderModuleCompilationDiagnostics[];\n /** Per-pipeline timing and status measurements. */\n pipelines: ShaderPipelineCompilationDiagnostics[];\n /** Configured pool size, capped to the number of pipelines in this batch. */\n maximumConcurrentPipelineCount: number;\n /** Largest number of createComputePipelineAsync calls active at once. */\n peakConcurrentPipelineCount: number;\n /** Batch pipeline compilation time in milliseconds; undefined until completed. */\n pipelineCompilationTimeMs?: number;\n /** Total batch preparation time in milliseconds; undefined until completed. */\n totalTimeMs?: number;\n /** Failure message; undefined without a compilation error. */\n error?: string;\n}\n\nexport interface RenderingDiagnostics {\n /** Label of the last complete target presented; undefined before the first image. */\n presentedTarget?: string;\n /** Whether the displayed target contains a complete image. Default false. */\n presentedComplete?: boolean;\n /** Resident target dimensions and allocated GPU bytes, including denoise resources. */\n targets?: { label: string; width: number; height: number; bytes: number }[];\n hdrPresentation?: {\n requested: boolean;\n active: boolean;\n /** Largest encoded RGB component sent to the HDR presentation pass. */\n peakDisplayValue?: number;\n };\n textureAtlas?: TextureAtlasStats;\n /** Material texture storage selection and estimated payload; driver allocation overhead is excluded. */\n materialTextures?: {\n requested: 'atlas' | 'auto';\n active: 'atlas' | 'bindless';\n /** Reason auto selected atlas; undefined when no fallback occurred. */\n fallbackReason?: string;\n textureCount: number;\n estimatedBytes: number;\n scale: number;\n /** Metadata buffer bytes; zero for atlas. */\n metadataBytes: number;\n /** Resource-table slots; zero for atlas. */\n resourceTableCapacity: number;\n /** Payload and metadata waiting for previous GPU submissions; zero when none. */\n retiredBytes: number;\n };\n /** Shader compilation measurements: current WebGPU batch or cumulative WebGL programs. */\n shaderCompilation?: ShaderCompilationDiagnostics;\n /** Light-selection table summary (WebGPU). */\n lightSampling?: {\n emissiveTriangles: number;\n activeChoices: number;\n totalWeight: number;\n domains: Record<\n 'environment' | 'infinite' | 'localAndEmissive',\n { count: number; weight: number; pmf: number }\n >;\n };\n /** Traversal stack capacities compiled into the current WebGPU shader. */\n bvh?: {\n tlasTraversalStackSize?: number;\n blasTraversalStackSize?: number;\n /** Last static preparation statistics, excluding queue and WASM loading time. */\n lastBuild?: { geometryCount: number; bvhTimeMs: number };\n };\n gpuTraceTiming?: {\n /** Last light-tracing batch time in milliseconds. Default undefined until measured. */ causticTimeMs?:number;\n /** Last photon-map batch time in milliseconds. Default undefined until measured. */ photonMappingTimeMs?:number;\n /** Photon emission, count, block scan, sum scan and scatter times in milliseconds. Default undefined until measured. */ photonStagesMs?:number[];\n /** Camera path kernel time in milliseconds. Default undefined until measured. */ pathTracingTimeMs?:number;\n tileTimeMs: number;\n tileTimePerSampleMs?: number;\n estimatedFullFrameTimeMs: number;\n tileCount: number;\n };\n}\n\nexport {DEFAULT_BEVEL_SAMPLES, MIN_BEVEL_SAMPLES, MAX_BEVEL_SAMPLES, DEFAULT_DIRECT_LIGHT_CANDIDATES, MIN_DIRECT_LIGHT_CANDIDATES, MAX_DIRECT_LIGHT_CANDIDATES, normalizeDirectLightCandidates, normalizeBevelSamples} from './renderingLimits.js';\n\n/** Shared scene resources; uploaded once per committed revision. */\nexport interface SceneResources {\n /** Returns true when scene geometry, materials, or instance transforms changed. */\n setMeshes(meshes: Mesh[], update?: {\n transforms?: readonly Mesh[];\n colors?: readonly Mesh[];\n geometries?: readonly Geometry[];\n materials?: readonly OpenPBRMaterial[];\n }): boolean;\n /** Changes the software memory guard used when packing material textures. */\n setTextureAtlasBudget(maxBytes: number): boolean;\n setLights(lights: SceneLight[]): void;\n setBackground(background?: SceneBackground): void;\n getDiagnostics(): RenderingDiagnostics;\n dispose(): void;\n readDepthSamples(area: DepthSampleArea): Promise<Float32Array | undefined>;\n}\n/** Explicit execution and composition for one accumulation. */\nexport interface RenderPasses {\n isFirstFrame(): boolean;\n /** Discard accumulated samples and any asynchronous denoise output. */\n restartSamples(): void;\n trace(camera: Camera, maxSamples: number): boolean;\n drawPostProcess(): void;\n /** Apply display-only passes to the last composed image; absent on WebGL. */\n applyPostProcesses?(passes: readonly PostProcess[], render: Render): void;\n getOutputTexture?(kind: 'hdr' | 'display'): GPUTexture | undefined;\n /** Configure deterministic headless batches used by offline frame export. */\n setOfflineRenderOptions(options: {\n samplesPerBatch: number;\n deferPostProcess: boolean;\n sampleSequenceOffset: number;\n }): void;\n /** Store luminance second moments in the normal output during a pilot pass. */\n setVarianceMoments(enabled: boolean): void;\n /** Skip pixels once their independent final-pass target has been reached. */\n setAdaptiveSamplingTargets(targets?: {\n width: number;\n height: number;\n data: Float32Array;\n }): void;\n /** Generate final sample targets on GPU; WebGL returns undefined. */\n prepareOfflineAdaptiveSampling(\n options: OfflineAdaptiveSamplingOptions\n ): Promise<OfflineAdaptiveSamplingResult | undefined>;\n /** Enables extended-range float canvas presentation when the host supports it. */\n setHDROutputEnabled?(enabled: boolean): boolean;\n setToneMappingParams(params: ToneMappingParams): boolean;\n setSize(width: number, height: number): void;\n /**\n * Denoises the current image with an explicitly selected built-in or custom filter. Resolves whether the result is now displayed.\n */\n performDenoise?(\n denoiser: DenoiserHandle,\n alphaDenoiser?: OIDNWeb,\n schedule?: DenoiseSchedule,\n signal?: AbortSignal\n ): Promise<boolean>;\n /** Drops a denoise in flight; the next draw invalidates its output. */\n cancelDenoise?(): void;\n /** Keep the last completed OIDN image visible while static while-converging batches accumulate. */\n setPreserveDenoisedOutput?(preserve: boolean): void;\n getTotalSamplesRendered(): number;\n getDiagnostics(): RenderingDiagnostics;\n /** Waits for asynchronous timestamp diagnostics without changing samples. */\n flushDiagnostics(): Promise<void>;\n setShadowCatcherParams(color: ColorRGB, alpha: number): boolean;\n setBloomParams(opts: {\n intensity: number;\n threshold: number;\n radius: number;\n }): boolean;\n setOnSampleRendered(\n cb: (sampleCount: number, isFirstFrame: boolean, frameTime: number) => void\n ): void;\n setOutput(output: DisplayChannel): boolean;\n setAovDisplayOptions?(options: import('./aovDisplay.js').AovDisplayOptions): void;\n dispose(): void;\n aovReady?(kind: import('./aov.js').AovKind): boolean;\n /** Updates optional surface outputs without tracing beauty; false while compiling. */\n refineAovs?(camera: Camera, samples?: number): boolean;\n restartAovs?(): void;\n getAovSamples?(): number;\n readAov?(kind: import('./aov.js').AovKind): Promise<{width: number; height: number; data: Float32Array | Uint32Array}>;\n readOutput(kind: 'hdr' | 'denoised' | 'albedo' | 'normal'): Promise<{\n data: Float32Array;\n width: number;\n height: number;\n }>;\n}\n"]}
@@ -41,4 +41,3 @@ export declare function makeTileRenderWithPredict(): {
41
41
  getLastTraceTime(): number;
42
42
  getDesiredMsPerTile(): number;
43
43
  };
44
- export type TileRenderWithPredict = ReturnType<typeof makeTileRenderWithPredict>;
@@ -185,6 +185,10 @@ export function makeTileRenderWithPredict() {
185
185
  let numTiles = 1;
186
186
  let currentTile = -1;
187
187
  let lastTraceTime = -1;
188
+ // Several offline samples can be submitted before a timing callback runs.
189
+ // Consume each measurement once so stale feedback cannot repeatedly shrink tiles.
190
+ let timingRevision = 0;
191
+ let appliedTimingRevision = -1;
188
192
  let lastFrameTotalTraceTime = 0;
189
193
  let lastFrameTraceTimeValidCount = 0;
190
194
  let tilePixels = [64, 64];
@@ -206,7 +210,8 @@ export function makeTileRenderWithPredict() {
206
210
  if (currentTile % numTiles === 0) {
207
211
  currentTile = 0;
208
212
  }
209
- if (currentTile === 0) {
213
+ if (currentTile === 0 && timingRevision !== appliedTimingRevision) {
214
+ appliedTimingRevision = timingRevision;
210
215
  const result = getPredictResult(width, height, avgTileTime, expectFrameTime, lastTraceTime >= 0 ? tilePixels : getInitialProbeSize(width, height), maxNumTiles);
211
216
  lastFrameTotalTraceTime = 0;
212
217
  lastFrameTraceTimeValidCount = 0;
@@ -241,21 +246,29 @@ export function makeTileRenderWithPredict() {
241
246
  currentTile = -1;
242
247
  },
243
248
  setSize(w, h) {
249
+ if (width !== w || height !== h)
250
+ timingRevision++;
244
251
  width = w;
245
252
  height = h;
246
253
  },
247
254
  setMaxTiles(maxTiles) {
255
+ if (maxNumTiles !== maxTiles)
256
+ timingRevision++;
248
257
  maxNumTiles = maxTiles;
249
258
  },
250
259
  setDesiredMsPerTile(time) {
260
+ if (expectFrameTime !== time)
261
+ timingRevision++;
251
262
  expectFrameTime = time;
252
263
  },
253
264
  needsUpdatePredicting() {
265
+ timingRevision++;
254
266
  lastTraceTime = -1;
255
267
  lastFrameTotalTraceTime = 0;
256
268
  lastFrameTraceTimeValidCount = 0;
257
269
  },
258
270
  setLastTraceTime(time) {
271
+ timingRevision++;
259
272
  lastTraceTime = time;
260
273
  lastFrameTraceTimeValidCount++;
261
274
  lastFrameTotalTraceTime += time;
@@ -1 +1 @@
1
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Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport { clamp } from './util.js';\n\n// TileRender is based on the concept of a compute shader's work group.\n\n// Path tracing the scene can be very slow (<1 fps).\n// This overworks the GPU and tends to lock up the OS, making it unresponsive.\n\n// To fix this, we can split the screen into smaller tiles, and sample the scene one tile at a time\n// The tile size is set such that each tile takes approximately a constant amount of time to render.\n\n// Since the render time of a tile is dependent on the device, we find the desired tile dimensions by measuring\n// the time it takes to render an arbitrarily-set tile size and adjusting the size according to the benchmark.\n\nexport function makeTileRender(gl?: WebGL2RenderingContext) {\n let desiredMsPerTile = 21;\n let maxNumTiles = Infinity;\n\n let currentTile = -1;\n let numTiles = 1;\n let numSamples = 1;\n\n let tileWidth: number;\n let tileHeight: number;\n\n let columns: number;\n let rows: number;\n\n let width = 0;\n let height = 0;\n\n let totalElapsedMs = 0;\n let timedTiles = 0;\n\n // initial number of pixels per rendered tile\n // based on correlation between system performance and max supported render buffer size\n // adjusted dynamically according to system performance\n let pixelsPerTile = gl ? pixelsPerTileEstimate(gl) : 600000;\n\n function reset() {\n currentTile = -1;\n totalElapsedMs = 0;\n timedTiles = 0;\n }\n\n function setSize(w: number, h: number) {\n width = w;\n height = h;\n reset();\n calcTileDimensions();\n }\n\n function calcTileDimensions() {\n const maxWidth = 3000;\n const aspectRatio = width / height;\n\n // quantize the width of the tile so that it evenly divides the entire window\n tileWidth = Math.ceil(\n maxWidth /\n Math.max(\n Math.round(maxWidth / Math.sqrt(pixelsPerTile * aspectRatio)),\n 1\n )\n );\n tileHeight = Math.ceil(tileWidth / aspectRatio);\n\n if (tileWidth > width && tileHeight > height) {\n columns = 1;\n rows = 1;\n numTiles = 1;\n\n numSamples =\n Math.round(tileWidth / width) * Math.round(tileHeight / height);\n } else {\n numSamples = 1;\n\n columns = Math.ceil(width / tileWidth);\n rows = Math.ceil(height / tileHeight);\n numTiles = columns * rows;\n }\n\n if (numTiles > maxNumTiles) {\n // TODO maxNumTiles is not exact value.\n numTiles = maxNumTiles;\n columns = Math.ceil(Math.sqrt(numTiles));\n rows = Math.ceil(numTiles / columns);\n numTiles = columns * rows;\n tileWidth = Math.ceil(width / columns);\n tileHeight = Math.ceil(height / rows);\n }\n }\n\n function updatePixelsPerTile() {\n const msPerTile = totalElapsedMs / timedTiles;\n\n const error = desiredMsPerTile - msPerTile;\n\n // tweak to find balance. higher = faster convergence, lower = less fluctuations to microstutters\n const strength = 5000;\n\n // sqrt prevents massive fluctuations in pixelsPerTile for the occasional stutter\n pixelsPerTile += strength * Math.sign(error) * Math.sqrt(Math.abs(error));\n pixelsPerTile = Math.max(pixelsPerTile, 8192);\n }\n\n function nextTile(elapsedFrameMs?: number) {\n // The supplied time belongs to the previous tile. After a reset it may\n // instead describe scene preparation, compilation, or the previous view.\n if (\n currentTile >= 0 && elapsedFrameMs != null &&\n Number.isFinite(elapsedFrameMs) && elapsedFrameMs > 0\n ) {\n totalElapsedMs += elapsedFrameMs;\n timedTiles++;\n }\n currentTile++;\n\n if (currentTile % numTiles === 0) {\n if (timedTiles) {\n updatePixelsPerTile();\n calcTileDimensions();\n }\n\n totalElapsedMs = 0;\n timedTiles = 0;\n currentTile = 0;\n }\n\n const isLastTile = currentTile === numTiles - 1;\n\n const x = currentTile % columns;\n const y = Math.floor(currentTile / columns) % rows;\n\n return {\n xIndex: x,\n yIndex: y,\n columns,\n rows,\n x: x * tileWidth,\n y: y * tileHeight,\n tileWidth,\n tileHeight,\n isFirstTile: currentTile === 0,\n isLastTile,\n samplesPerFrame: numSamples\n };\n }\n\n return {\n nextTile,\n reset,\n setSize,\n setMaxTiles(maxTiles: number) {\n maxNumTiles = maxTiles;\n },\n setDesiredMsPerTile(time: number) {\n desiredMsPerTile = time;\n },\n getDesiredMsPerTile() {\n return desiredMsPerTile;\n }\n };\n}\n\nfunction getPredictResult(\n width: number,\n height: number,\n lastTraceTime: number,\n expectFrameTime: number,\n tilePixels: number[],\n maxNumTiles: number\n) {\n const maxTileSize = [width, height];\n const rawCount = lastTraceTime > 0 ? expectFrameTime / lastTraceTime : 1;\n // GPU cost is not perfectly linear with tile area: tiny probes include fixed\n // dispatch overhead, while very large tiles can hit cache and divergence\n // cliffs. Limit each update to 2x per dimension so prediction converges in a\n // few samples without jumping from the probe straight to a blocking 4K tile.\n const count = clamp(rawCount, 0.25, 4);\n\n const wScale = Math.sqrt(count);\n const hScale = count / wScale;\n\n let newTileWidth = Math.ceil(wScale * tilePixels[0]);\n let newTileHeight = Math.ceil(hScale * tilePixels[1]);\n\n let samplesPerFrame = 1;\n if (newTileWidth > maxTileSize[0] * 2) {\n samplesPerFrame *= Math.floor(newTileWidth / maxTileSize[0]);\n }\n newTileWidth = Math.min(newTileWidth, maxTileSize[0]);\n if (newTileHeight > maxTileSize[1] * 2) {\n samplesPerFrame *= Math.floor(newTileHeight / maxTileSize[1]);\n }\n newTileHeight = Math.min(newTileHeight, maxTileSize[1]);\n\n let newColumns = Math.round(width / newTileWidth);\n let newRows = Math.round(height / newTileHeight);\n\n newTileWidth = Math.ceil(width / newColumns);\n newTileHeight = Math.ceil(height / newRows);\n\n let newNumTiles = newRows * newColumns;\n\n if (newNumTiles > maxNumTiles) {\n newNumTiles = maxNumTiles;\n newColumns = Math.ceil(Math.sqrt(newNumTiles));\n newRows = Math.ceil(newNumTiles / newColumns);\n newNumTiles = newColumns * newRows;\n newTileWidth = Math.ceil(width / newColumns);\n newTileHeight = Math.ceil(height / newRows);\n }\n\n return {\n tileWidth: newTileWidth,\n tileHeight: newTileHeight,\n columns: newColumns,\n rows: newRows,\n numTiles: newNumTiles,\n samplesPerFrame\n };\n}\n\n// A 64x64 probe is dominated by dispatch and timestamp overhead on modern\n// GPUs. At 4K it also leads to an extremely conservative first prediction.\n// Use a still-small but representative amount of work, shaped like the frame.\nconst initialProbePixels = 262144;\n\nfunction getInitialProbeSize(width: number, height: number) {\n const aspectRatio = width > 0 && height > 0 ? width / height : 1;\n return [\n Math.min(width, Math.max(1, Math.round(Math.sqrt(initialProbePixels * aspectRatio)))),\n Math.min(height, Math.max(1, Math.round(Math.sqrt(initialProbePixels / aspectRatio))))\n ];\n}\n\nexport function makeTileRenderWithPredict() {\n let numTiles = 1;\n let currentTile = -1;\n let lastTraceTime = -1;\n let lastFrameTotalTraceTime = 0;\n let lastFrameTraceTimeValidCount = 0;\n let tilePixels = [64, 64];\n let width = 0;\n let height = 0;\n let expectFrameTime = 0;\n\n // Calcualate\n let tileWidth = 0;\n let tileHeight = 0;\n let samplesPerFrame = 1;\n let columns = 0;\n let rows = 0;\n\n let maxNumTiles = Infinity;\n\n function nextTile() {\n currentTile++;\n const avgTileTime =\n lastFrameTraceTimeValidCount > 0\n ? lastFrameTotalTraceTime / lastFrameTraceTimeValidCount\n : lastTraceTime;\n\n if (currentTile % numTiles === 0) {\n currentTile = 0;\n }\n\n if (currentTile === 0) {\n const result = getPredictResult(\n width,\n height,\n avgTileTime,\n expectFrameTime,\n lastTraceTime >= 0 ? tilePixels : getInitialProbeSize(width, height),\n maxNumTiles\n );\n\n lastFrameTotalTraceTime = 0;\n lastFrameTraceTimeValidCount = 0;\n tileWidth = result.tileWidth;\n tileHeight = result.tileHeight;\n columns = result.columns;\n rows = result.rows;\n numTiles = result.numTiles;\n samplesPerFrame = result.samplesPerFrame;\n }\n\n const x = currentTile % columns;\n const y = Math.floor(currentTile / columns) % rows;\n const isLastTile = currentTile === numTiles - 1;\n\n tilePixels = [tileWidth, tileHeight];\n\n return {\n xIndex: x,\n yIndex: y,\n columns,\n rows,\n x: x * tileWidth,\n y: y * tileHeight,\n tileWidth,\n tileHeight,\n isFirstTile: currentTile === 0,\n isLastTile,\n samplesPerFrame\n };\n }\n\n return {\n nextTile,\n reset() {\n currentTile = -1;\n },\n setSize(w: number, h: number) {\n width = w;\n height = h;\n },\n setMaxTiles(maxTiles: number) {\n maxNumTiles = maxTiles;\n },\n setDesiredMsPerTile(time: number) {\n expectFrameTime = time;\n },\n needsUpdatePredicting() {\n lastTraceTime = -1;\n lastFrameTotalTraceTime = 0;\n lastFrameTraceTimeValidCount = 0;\n },\n setLastTraceTime(time: number) {\n lastTraceTime = time;\n lastFrameTraceTimeValidCount++;\n lastFrameTotalTraceTime += time;\n },\n getLastTraceTime() {\n return lastTraceTime;\n },\n getDesiredMsPerTile() {\n return expectFrameTime;\n }\n };\n}\n\nexport type TileRenderWithPredict = ReturnType<\n typeof makeTileRenderWithPredict\n>;\n\nfunction pixelsPerTileEstimate(gl: WebGL2RenderingContext) {\n const maxRenderbufferSize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);\n\n if (maxRenderbufferSize <= 8192) {\n return 200000;\n } else {\n // 16K render targets are common on current desktop/integrated GPUs. The\n // old 400K seed unnecessarily split even 720p into several tiles and took\n // dozens of samples to grow to a full-frame tile.\n return 1000000;\n }\n}\n"]}
1
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Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport { clamp } from './util.js';\n\n// TileRender is based on the concept of a compute shader's work group.\n\n// Path tracing the scene can be very slow (<1 fps).\n// This overworks the GPU and tends to lock up the OS, making it unresponsive.\n\n// To fix this, we can split the screen into smaller tiles, and sample the scene one tile at a time\n// The tile size is set such that each tile takes approximately a constant amount of time to render.\n\n// Since the render time of a tile is dependent on the device, we find the desired tile dimensions by measuring\n// the time it takes to render an arbitrarily-set tile size and adjusting the size according to the benchmark.\n\nexport function makeTileRender(gl?: WebGL2RenderingContext) {\n let desiredMsPerTile = 21;\n let maxNumTiles = Infinity;\n\n let currentTile = -1;\n let numTiles = 1;\n let numSamples = 1;\n\n let tileWidth: number;\n let tileHeight: number;\n\n let columns: number;\n let rows: number;\n\n let width = 0;\n let height = 0;\n\n let totalElapsedMs = 0;\n let timedTiles = 0;\n\n // initial number of pixels per rendered tile\n // based on correlation between system performance and max supported render buffer size\n // adjusted dynamically according to system performance\n let pixelsPerTile = gl ? pixelsPerTileEstimate(gl) : 600000;\n\n function reset() {\n currentTile = -1;\n totalElapsedMs = 0;\n timedTiles = 0;\n }\n\n function setSize(w: number, h: number) {\n width = w;\n height = h;\n reset();\n calcTileDimensions();\n }\n\n function calcTileDimensions() {\n const maxWidth = 3000;\n const aspectRatio = width / height;\n\n // quantize the width of the tile so that it evenly divides the entire window\n tileWidth = Math.ceil(\n maxWidth /\n Math.max(\n Math.round(maxWidth / Math.sqrt(pixelsPerTile * aspectRatio)),\n 1\n )\n );\n tileHeight = Math.ceil(tileWidth / aspectRatio);\n\n if (tileWidth > width && tileHeight > height) {\n columns = 1;\n rows = 1;\n numTiles = 1;\n\n numSamples =\n Math.round(tileWidth / width) * Math.round(tileHeight / height);\n } else {\n numSamples = 1;\n\n columns = Math.ceil(width / tileWidth);\n rows = Math.ceil(height / tileHeight);\n numTiles = columns * rows;\n }\n\n if (numTiles > maxNumTiles) {\n // TODO maxNumTiles is not exact value.\n numTiles = maxNumTiles;\n columns = Math.ceil(Math.sqrt(numTiles));\n rows = Math.ceil(numTiles / columns);\n numTiles = columns * rows;\n tileWidth = Math.ceil(width / columns);\n tileHeight = Math.ceil(height / rows);\n }\n }\n\n function updatePixelsPerTile() {\n const msPerTile = totalElapsedMs / timedTiles;\n\n const error = desiredMsPerTile - msPerTile;\n\n // tweak to find balance. higher = faster convergence, lower = less fluctuations to microstutters\n const strength = 5000;\n\n // sqrt prevents massive fluctuations in pixelsPerTile for the occasional stutter\n pixelsPerTile += strength * Math.sign(error) * Math.sqrt(Math.abs(error));\n pixelsPerTile = Math.max(pixelsPerTile, 8192);\n }\n\n function nextTile(elapsedFrameMs?: number) {\n // The supplied time belongs to the previous tile. After a reset it may\n // instead describe scene preparation, compilation, or the previous view.\n if (\n currentTile >= 0 && elapsedFrameMs != null &&\n Number.isFinite(elapsedFrameMs) && elapsedFrameMs > 0\n ) {\n totalElapsedMs += elapsedFrameMs;\n timedTiles++;\n }\n currentTile++;\n\n if (currentTile % numTiles === 0) {\n if (timedTiles) {\n updatePixelsPerTile();\n calcTileDimensions();\n }\n\n totalElapsedMs = 0;\n timedTiles = 0;\n currentTile = 0;\n }\n\n const isLastTile = currentTile === numTiles - 1;\n\n const x = currentTile % columns;\n const y = Math.floor(currentTile / columns) % rows;\n\n return {\n xIndex: x,\n yIndex: y,\n columns,\n rows,\n x: x * tileWidth,\n y: y * tileHeight,\n tileWidth,\n tileHeight,\n isFirstTile: currentTile === 0,\n isLastTile,\n samplesPerFrame: numSamples\n };\n }\n\n return {\n nextTile,\n reset,\n setSize,\n setMaxTiles(maxTiles: number) {\n maxNumTiles = maxTiles;\n },\n setDesiredMsPerTile(time: number) {\n desiredMsPerTile = time;\n },\n getDesiredMsPerTile() {\n return desiredMsPerTile;\n }\n };\n}\n\nfunction getPredictResult(\n width: number,\n height: number,\n lastTraceTime: number,\n expectFrameTime: number,\n tilePixels: number[],\n maxNumTiles: number\n) {\n const maxTileSize = [width, height];\n const rawCount = lastTraceTime > 0 ? expectFrameTime / lastTraceTime : 1;\n // GPU cost is not perfectly linear with tile area: tiny probes include fixed\n // dispatch overhead, while very large tiles can hit cache and divergence\n // cliffs. Limit each update to 2x per dimension so prediction converges in a\n // few samples without jumping from the probe straight to a blocking 4K tile.\n const count = clamp(rawCount, 0.25, 4);\n\n const wScale = Math.sqrt(count);\n const hScale = count / wScale;\n\n let newTileWidth = Math.ceil(wScale * tilePixels[0]);\n let newTileHeight = Math.ceil(hScale * tilePixels[1]);\n\n let samplesPerFrame = 1;\n if (newTileWidth > maxTileSize[0] * 2) {\n samplesPerFrame *= Math.floor(newTileWidth / maxTileSize[0]);\n }\n newTileWidth = Math.min(newTileWidth, maxTileSize[0]);\n if (newTileHeight > maxTileSize[1] * 2) {\n samplesPerFrame *= Math.floor(newTileHeight / maxTileSize[1]);\n }\n newTileHeight = Math.min(newTileHeight, maxTileSize[1]);\n\n let newColumns = Math.round(width / newTileWidth);\n let newRows = Math.round(height / newTileHeight);\n\n newTileWidth = Math.ceil(width / newColumns);\n newTileHeight = Math.ceil(height / newRows);\n\n let newNumTiles = newRows * newColumns;\n\n if (newNumTiles > maxNumTiles) {\n newNumTiles = maxNumTiles;\n newColumns = Math.ceil(Math.sqrt(newNumTiles));\n newRows = Math.ceil(newNumTiles / newColumns);\n newNumTiles = newColumns * newRows;\n newTileWidth = Math.ceil(width / newColumns);\n newTileHeight = Math.ceil(height / newRows);\n }\n\n return {\n tileWidth: newTileWidth,\n tileHeight: newTileHeight,\n columns: newColumns,\n rows: newRows,\n numTiles: newNumTiles,\n samplesPerFrame\n };\n}\n\n// A 64x64 probe is dominated by dispatch and timestamp overhead on modern\n// GPUs. At 4K it also leads to an extremely conservative first prediction.\n// Use a still-small but representative amount of work, shaped like the frame.\nconst initialProbePixels = 262144;\n\nfunction getInitialProbeSize(width: number, height: number) {\n const aspectRatio = width > 0 && height > 0 ? width / height : 1;\n return [\n Math.min(width, Math.max(1, Math.round(Math.sqrt(initialProbePixels * aspectRatio)))),\n Math.min(height, Math.max(1, Math.round(Math.sqrt(initialProbePixels / aspectRatio))))\n ];\n}\n\nexport function makeTileRenderWithPredict() {\n let numTiles = 1;\n let currentTile = -1;\n let lastTraceTime = -1;\n // Several offline samples can be submitted before a timing callback runs.\n // Consume each measurement once so stale feedback cannot repeatedly shrink tiles.\n let timingRevision = 0;\n let appliedTimingRevision = -1;\n let lastFrameTotalTraceTime = 0;\n let lastFrameTraceTimeValidCount = 0;\n let tilePixels = [64, 64];\n let width = 0;\n let height = 0;\n let expectFrameTime = 0;\n\n // Calcualate\n let tileWidth = 0;\n let tileHeight = 0;\n let samplesPerFrame = 1;\n let columns = 0;\n let rows = 0;\n\n let maxNumTiles = Infinity;\n\n function nextTile() {\n currentTile++;\n const avgTileTime =\n lastFrameTraceTimeValidCount > 0\n ? lastFrameTotalTraceTime / lastFrameTraceTimeValidCount\n : lastTraceTime;\n\n if (currentTile % numTiles === 0) {\n currentTile = 0;\n }\n\n if (currentTile === 0 && timingRevision !== appliedTimingRevision) {\n appliedTimingRevision = timingRevision;\n const result = getPredictResult(\n width,\n height,\n avgTileTime,\n expectFrameTime,\n lastTraceTime >= 0 ? tilePixels : getInitialProbeSize(width, height),\n maxNumTiles\n );\n\n lastFrameTotalTraceTime = 0;\n lastFrameTraceTimeValidCount = 0;\n tileWidth = result.tileWidth;\n tileHeight = result.tileHeight;\n columns = result.columns;\n rows = result.rows;\n numTiles = result.numTiles;\n samplesPerFrame = result.samplesPerFrame;\n }\n\n const x = currentTile % columns;\n const y = Math.floor(currentTile / columns) % rows;\n const isLastTile = currentTile === numTiles - 1;\n\n tilePixels = [tileWidth, tileHeight];\n\n return {\n xIndex: x,\n yIndex: y,\n columns,\n rows,\n x: x * tileWidth,\n y: y * tileHeight,\n tileWidth,\n tileHeight,\n isFirstTile: currentTile === 0,\n isLastTile,\n samplesPerFrame\n };\n }\n\n return {\n nextTile,\n reset() {\n currentTile = -1;\n },\n setSize(w: number, h: number) {\n if (width !== w || height !== h) timingRevision++;\n width = w;\n height = h;\n },\n setMaxTiles(maxTiles: number) {\n if (maxNumTiles !== maxTiles) timingRevision++;\n maxNumTiles = maxTiles;\n },\n setDesiredMsPerTile(time: number) {\n if (expectFrameTime !== time) timingRevision++;\n expectFrameTime = time;\n },\n needsUpdatePredicting() {\n timingRevision++;\n lastTraceTime = -1;\n lastFrameTotalTraceTime = 0;\n lastFrameTraceTimeValidCount = 0;\n },\n setLastTraceTime(time: number) {\n timingRevision++;\n lastTraceTime = time;\n lastFrameTraceTimeValidCount++;\n lastFrameTotalTraceTime += time;\n },\n getLastTraceTime() {\n return lastTraceTime;\n },\n getDesiredMsPerTile() {\n return expectFrameTime;\n }\n };\n}\n\n\nfunction pixelsPerTileEstimate(gl: WebGL2RenderingContext) {\n const maxRenderbufferSize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);\n\n if (maxRenderbufferSize <= 8192) {\n return 200000;\n } else {\n // 16K render targets are common on current desktop/integrated GPUs. The\n // old 400K seed unnecessarily split even 720p into several tiles and took\n // dozens of samples to grow to a full-frame tile.\n return 1000000;\n }\n}\n"]}
@@ -0,0 +1,39 @@
1
+ import { type AovDisplayOptions } from './aovDisplay.js';
2
+ import { AovHistory, type AovKind, type AovFrameSnapshot } from './aov.js';
3
+ /** One target's optional AOV allocations and accepted frame history. */
4
+ export declare class WGPUAov {
5
+ readonly device: GPUDevice;
6
+ readonly history: AovHistory;
7
+ width: number;
8
+ height: number;
9
+ samples: number;
10
+ centerReady: boolean;
11
+ accumulation?: GPUBuffer;
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+ center?: GPUBuffer;
13
+ previousCenter?: GPUBuffer;
14
+ scene?: GPUBuffer;
15
+ frame?: AovFrameSnapshot;
16
+ private displayPipeline?;
17
+ private displayTexture?;
18
+ private readonly resolvePipelines;
19
+ private scenePrimitives?;
20
+ private scenePrimitiveOffset;
21
+ private snapshotGeneration;
22
+ private readonly snapshotPool;
23
+ private readonly snapshotLeases;
24
+ private readonly snapshotBuffers;
25
+ constructor(device: GPUDevice);
26
+ reset(): void;
27
+ resize(width: number, height: number): void;
28
+ setScene(words: Uint32Array, primitiveIds?: Uint32Array): void;
29
+ get bytes(): number;
30
+ snapshot(kinds: readonly AovKind[]): Partial<Record<AovKind, GPUBuffer>>;
31
+ releaseSnapshot(buffers: Partial<Record<AovKind, GPUBuffer>>): void;
32
+ visualize(kind: AovKind, options: AovDisplayOptions, linear: boolean): GPUTexture;
33
+ read(kind: AovKind): Promise<{
34
+ width: number;
35
+ height: number;
36
+ data: Float32Array<ArrayBuffer> | Uint32Array<ArrayBuffer>;
37
+ }>;
38
+ dispose(): void;
39
+ }