@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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{ getTargetShaderCache } from './WGPUShaderCache.js';\n// TODO output read write buffer\nimport { getUniformBuffer, Uniform } from './WGPUFullQuadPass.js';\n\nexport type { Uniform };\n\nfunction isStorageParamsEqual(\n params: WGPUComputePassOutput,\n other: WGPUComputePassOutput\n) {\n return (\n params.channels === other.channels &&\n params.type === other.type &&\n params.count === other.count &&\n params.atomic === other.atomic\n );\n}\n\nexport const WORKGROUP_SIZE = 8;\n\nexport interface WGPUComputePassInput {\n buffer?: GPUBuffer;\n texture?: GPUTexture;\n channels: number;\n type?: 'u32' | 'i32' | 'f32';\n}\n\nexport interface WGPUComputePassOutput {\n channels?: number;\n // Default: 1. 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''}\n@compute @workgroup_size(${workgroupSize[0]}, ${workgroupSize[1]}, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3u) {\n${this._csMain}\n}\n`;\n\n return cs;\n }\n\n private _updateBindGroups() {\n const bindGroups: GPUBindGroup[] = [];\n const device = this._device;\n const groupOffsets = this._groupOffsets;\n\n if (this._uniforms.length > 0) {\n bindGroups[groupOffsets.uniforms] = device.createBindGroup({\n label: this._label + '.uniforms',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.uniforms),\n entries: this._uniforms.map(\n (uniform, idx) =>\n ({\n binding: idx,\n resource: {\n buffer: this._uniformBuffers[uniform.label]\n }\n } as GPUBindGroupEntry)\n )\n });\n }\n\n this._bindGroups = bindGroups;\n }\n\n createPass(\n commandEncoder: GPUCommandEncoder,\n inputs: Record<I, WGPUComputePassInput>,\n\n /**\n * Explict outputs. Used for buffers reuse.\n */\n outputs?: Record<O, GPUBuffer>\n ) {\n this._updateOutputBuffers(Object.keys(outputs || {}));\n const outputBuffers = {\n ...this._outputBuffers,\n ...outputs\n } as Record<string, GPUBuffer>;\n\n const inputTypes = this._inputs.reduce((obj, inputName) => {\n obj[inputName] = inputs[inputName as I].buffer ? 'buffer' : 'texture';\n return obj;\n }, {} as Record<string, 'texture' | 'buffer'>);\n\n this._updatePipeline(inputs, inputTypes);\n\n const groupOffsets = this._groupOffsets;\n if (this._inputs.length > 0) {\n this._bindGroups[groupOffsets.inputs] = this._device.createBindGroup({\n label: this._label + '.inputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.inputs),\n entries: this._inputs.map((inputName, idx) => ({\n binding: idx,\n resource: inputs[inputName as I].buffer\n ? {\n buffer: inputs[inputName as I].buffer!\n }\n : inputs[inputName as I].texture!.createView()\n }))\n });\n }\n\n // Outputs\n this._bindGroups[groupOffsets.outputs] = this._device.createBindGroup({\n label: this._label + '.outputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.outputs),\n entries: this._outputs.map((bufferName, idx) => ({\n binding: idx,\n resource: {\n buffer: outputBuffers[bufferName]\n }\n }))\n });\n\n // Begin the render pass\n const computePass = commandEncoder.beginComputePass();\n\n // Draw a full quad\n computePass.setPipeline(this._pipeline);\n // Bind groups\n this._bindGroups.forEach((bindGroup, idx) => {\n computePass.setBindGroup(idx, bindGroup);\n });\n\n const workgroupSize = this._getActualWorkgroupSize();\n computePass.dispatchWorkgroups(\n Math.ceil((this._execWidth ?? this._width) / workgroupSize[0]),\n Math.ceil((this._execHeight ?? this._height) / workgroupSize[1]),\n 1\n );\n // End the render pass\n computePass.end();\n }\n}\n"]}
1
+ 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{ getTargetShaderCache } from './WGPUShaderCache.js';\n// TODO output read write buffer\nimport { getUniformBuffer, type Uniform } from './WGPUFullQuadPass.js';\n\nexport type { Uniform };\n\nfunction isStorageParamsEqual(\n params: WGPUComputePassOutput,\n other: WGPUComputePassOutput\n) {\n return (\n params.channels === other.channels &&\n params.type === other.type &&\n params.count === other.count &&\n params.atomic === other.atomic\n );\n}\n\nexport const WORKGROUP_SIZE = 8;\n\nexport interface WGPUComputePassInput {\n buffer?: GPUBuffer;\n texture?: GPUTexture;\n channels: number;\n type?: 'u32' | 'i32' | 'f32';\n}\n\nexport interface WGPUComputePassOutput {\n channels?: number;\n // Default: 1. 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''}\n@compute @workgroup_size(${workgroupSize[0]}, ${workgroupSize[1]}, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3u) {\n${this._csMain}\n}\n`;\n\n return cs;\n }\n\n private _updateBindGroups() {\n const bindGroups: GPUBindGroup[] = [];\n const device = this._device;\n const groupOffsets = this._groupOffsets;\n\n if (this._uniforms.length > 0) {\n bindGroups[groupOffsets.uniforms] = device.createBindGroup({\n label: this._label + '.uniforms',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.uniforms),\n entries: this._uniforms.map(\n (uniform, idx) =>\n ({\n binding: idx,\n resource: {\n buffer: this._uniformBuffers[uniform.label]\n }\n } as GPUBindGroupEntry)\n )\n });\n }\n\n this._bindGroups = bindGroups;\n }\n\n createPass(\n commandEncoder: GPUCommandEncoder,\n inputs: Record<I, WGPUComputePassInput>,\n\n /**\n * Explict outputs. Used for buffers reuse.\n */\n outputs?: Record<O, GPUBuffer>\n ) {\n this._updateOutputBuffers(Object.keys(outputs || {}));\n const outputBuffers = {\n ...this._outputBuffers,\n ...outputs\n } as Record<string, GPUBuffer>;\n\n const inputTypes = this._inputs.reduce((obj, inputName) => {\n obj[inputName] = inputs[inputName as I].buffer ? 'buffer' : 'texture';\n return obj;\n }, {} as Record<string, 'texture' | 'buffer'>);\n\n this._updatePipeline(inputs, inputTypes);\n\n const groupOffsets = this._groupOffsets;\n if (this._inputs.length > 0) {\n this._bindGroups[groupOffsets.inputs] = this._device.createBindGroup({\n label: this._label + '.inputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.inputs),\n entries: this._inputs.map((inputName, idx) => ({\n binding: idx,\n resource: inputs[inputName as I].buffer\n ? {\n buffer: inputs[inputName as I].buffer!\n }\n : inputs[inputName as I].texture!.createView()\n }))\n });\n }\n\n // Outputs\n this._bindGroups[groupOffsets.outputs] = this._device.createBindGroup({\n label: this._label + '.outputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.outputs),\n entries: this._outputs.map((bufferName, idx) => ({\n binding: idx,\n resource: {\n buffer: outputBuffers[bufferName]\n }\n }))\n });\n\n // Begin the render pass\n const computePass = commandEncoder.beginComputePass();\n\n // Draw a full quad\n computePass.setPipeline(this._pipeline);\n // Bind groups\n this._bindGroups.forEach((bindGroup, idx) => {\n computePass.setBindGroup(idx, bindGroup);\n });\n\n const workgroupSize = this._getActualWorkgroupSize();\n computePass.dispatchWorkgroups(\n Math.ceil((this._execWidth ?? this._width) / workgroupSize[0]),\n Math.ceil((this._execHeight ?? this._height) / workgroupSize[1]),\n 1\n );\n // End the render pass\n computePass.end();\n }\n}\n"]}
@@ -0,0 +1,12 @@
1
+ /** Builds the existing CDF/PDF texture layout without CPU readback or upload. */
2
+ export declare class WGPUEnvMapDistribution {
3
+ private readonly device;
4
+ private readonly layout;
5
+ private readonly pipelines;
6
+ private pixels?;
7
+ private rows?;
8
+ static supported(device: GPUDevice, width: number, height: number): boolean;
9
+ constructor(device: GPUDevice);
10
+ build(input: GPUTexture, output: GPUTexture): void;
11
+ dispose(): void;
12
+ }
@@ -0,0 +1,150 @@
1
+ const distributionWGSL = /* wgsl */ `
2
+ @group(0) @binding(0) var radiance: texture_2d<f32>;
3
+
4
+ @group(0) @binding(1) var<storage, read_write> pixels: array<vec2f>;
5
+ @group(0) @binding(2) var<storage, read_write> rows: array<vec2f>;
6
+ @group(0) @binding(3) var output: texture_storage_2d<rg32float, write>;
7
+ var<workgroup> scan: array<f32, 256>;
8
+ var<workgroup> tw: f32;
9
+
10
+ fn iU(pT: u32) {
11
+ workgroupBarrier();
12
+ for (var offset = 1u; offset < 256u; offset *= 2u) {
13
+ var previous = 0.0;
14
+ if (pT >= offset) { previous = scan[pT - offset]; }
15
+ workgroupBarrier();
16
+ scan[pT] += previous;
17
+ workgroupBarrier();
18
+ }
19
+ }
20
+
21
+ @compute @workgroup_size(256)
22
+ fn scanRows(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) pT: u32) {
23
+ let size = textureDimensions(radiance);
24
+ let y = group.x;
25
+ if (pT == 0u) { tw = 0.0; }
26
+ workgroupBarrier();
27
+ for (var start = 0u; start < size.x; start += 256u) {
28
+ let x = start + pT;
29
+ var weight = 0.0;
30
+ if (x < size.x) {
31
+
32
+ var maximum = 0.0;
33
+ for (var dy = -1; dy <= 1; dy++) {
34
+ for (var dx = -1; dx <= 1; dx++) {
35
+ let p = clamp(vec2i(i32(x) + dx, i32(y) + dy), vec2i(0), vec2i(size) - 1);
36
+ maximum = max(maximum, dot(textureLoad(radiance, p, 0).rgb, vec3f(0.2126, 0.7152, 0.0722)));
37
+ }
38
+ }
39
+ weight = max(maximum, 1e-12) * sin(3.141592653589793 * (f32(y) + 0.5) / f32(size.y));
40
+ }
41
+ scan[pT] = weight / f32(size.x);
42
+ iU(pT);
43
+ if (x < size.x) { pixels[y * size.x + x] = vec2f(tw + scan[pT], weight); }
44
+ workgroupBarrier();
45
+ if (pT == 0u) { tw += scan[255]; }
46
+ workgroupBarrier();
47
+ }
48
+ if (pT == 0u) { rows[y] = vec2f(0.0, tw); }
49
+ }
50
+
51
+ @compute @workgroup_size(256)
52
+ fn scanMarginal(@builtin(local_invocation_index) pT: u32) {
53
+ let height = textureDimensions(radiance).y;
54
+ if (pT == 0u) { tw = 0.0; }
55
+ workgroupBarrier();
56
+ for (var start = 0u; start < height; start += 256u) {
57
+ let y = start + pT;
58
+ var integral = 0.0;
59
+ if (y < height) { integral = rows[y].y; }
60
+ scan[pT] = integral / f32(height);
61
+ iU(pT);
62
+ if (y < height) { rows[y].x = tw + scan[pT]; }
63
+ workgroupBarrier();
64
+ if (pT == 0u) { tw += scan[255]; }
65
+ workgroupBarrier();
66
+ }
67
+ }
68
+
69
+ @compute @workgroup_size(16, 16)
70
+ fn normalize(@builtin(global_invocation_id) id: vec3u) {
71
+ let size = textureDimensions(radiance);
72
+ let x = id.x;
73
+ let y = id.y;
74
+ if (x >= size.x + 2u || y >= size.y + 1u) { return; }
75
+ var value = vec2f(0.0);
76
+ if (x == 0u) {
77
+ let total = rows[size.y - 1u].x;
78
+ if (y > 0u) { value.x = rows[y - 1u].x / total; }
79
+ if (y < size.y) { value.y = rows[y].y / total; }
80
+ } else if (y < size.y) {
81
+ let integral = rows[y].y;
82
+ if (x > 1u) { value.x = pixels[y * size.x + x - 2u].x / integral; }
83
+ if (x <= size.x) { value.y = pixels[y * size.x + x - 1u].y / integral; }
84
+ }
85
+ textureStore(output, vec2i(id.xy), vec4f(value, 0.0, 0.0));
86
+ }
87
+ `;
88
+ /** Builds the existing CDF/PDF texture layout without CPU readback or upload. */
89
+ export class WGPUEnvMapDistribution {
90
+ device;
91
+ layout;
92
+ pipelines;
93
+ pixels;
94
+ rows;
95
+ static supported(device, width, height) {
96
+ // Large HDRIs can exceed a single storage binding; retain the CPU path there.
97
+ return width * height * 8 <= Math.min(device.limits.maxStorageBufferBindingSize, device.limits.maxBufferSize);
98
+ }
99
+ constructor(device) {
100
+ this.device = device;
101
+ this.layout = device.createBindGroupLayout({
102
+ label: 'Environment distribution',
103
+ entries: [
104
+ { binding: 0, visibility: GPUShaderStage.COMPUTE, texture: { sampleType: 'unfilterable-float' } },
105
+ { binding: 1, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'storage' } },
106
+ { binding: 2, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'storage' } },
107
+ { binding: 3, visibility: GPUShaderStage.COMPUTE, storageTexture: { access: 'write-only', format: 'rg32float' } }
108
+ ]
109
+ });
110
+ const module = device.createShaderModule({ label: 'Environment distribution', code: distributionWGSL });
111
+ const layout = device.createPipelineLayout({ bindGroupLayouts: [this.layout] });
112
+ this.pipelines = ['scanRows', 'scanMarginal', 'normalize'].map(entryPoint => device.createComputePipeline({
113
+ label: `Environment distribution ${entryPoint}`, layout, compute: { module, entryPoint }
114
+ }));
115
+ }
116
+ build(input, output) {
117
+ const { width, height } = input;
118
+ if (this.pixels?.size !== width * height * 8 || this.rows?.size !== height * 8) {
119
+ this.dispose();
120
+ this.pixels = this.device.createBuffer({ label: 'Environment row scans', size: width * height * 8, usage: GPUBufferUsage.STORAGE });
121
+ this.rows = this.device.createBuffer({ label: 'Environment marginal scan', size: height * 8, usage: GPUBufferUsage.STORAGE });
122
+ }
123
+ const group = this.device.createBindGroup({
124
+ layout: this.layout,
125
+ entries: [
126
+ { binding: 0, resource: input.createView() },
127
+ { binding: 1, resource: { buffer: this.pixels } },
128
+ { binding: 2, resource: { buffer: this.rows } },
129
+ { binding: 3, resource: output.createView() }
130
+ ]
131
+ });
132
+ const encoder = this.device.createCommandEncoder({ label: 'Environment distribution' });
133
+ const workgroups = [[height, 1], [1, 1], [Math.ceil((width + 2) / 16), Math.ceil((height + 1) / 16)]];
134
+ this.pipelines.forEach((pipeline, index) => {
135
+ const pass = encoder.beginComputePass();
136
+ pass.setPipeline(pipeline);
137
+ pass.setBindGroup(0, group);
138
+ pass.dispatchWorkgroups(...workgroups[index]);
139
+ pass.end();
140
+ });
141
+ this.device.queue.submit([encoder.finish()]);
142
+ }
143
+ dispose() {
144
+ this.pixels?.destroy();
145
+ this.rows?.destroy();
146
+ this.pixels = undefined;
147
+ this.rows = undefined;
148
+ }
149
+ }
150
+ //# sourceMappingURL=WGPUEnvMapDistribution.js.map
@@ -0,0 +1 @@
1
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offset < 256u; offset *= 2u) {\n var previous = 0.0;\n if (lane >= offset) { previous = scan[lane - offset]; }\n workgroupBarrier();\n scan[lane] += previous;\n workgroupBarrier();\n }\n}\n\n@compute @workgroup_size(256)\nfn scanRows(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {\n let size = textureDimensions(radiance);\n let y = group.x;\n if (lane == 0u) { carry = 0.0; }\n workgroupBarrier();\n for (var start = 0u; start < size.x; start += 256u) {\n let x = start + lane;\n var weight = 0.0;\n if (x < size.x) {\n // Match the CPU proposal's clamped 3×3 footprint around filtered HDR radiance.\n var maximum = 0.0;\n for (var dy = -1; dy <= 1; dy++) {\n for (var dx = -1; dx <= 1; dx++) {\n let p = clamp(vec2i(i32(x) + dx, i32(y) + dy), vec2i(0), vec2i(size) - 1);\n maximum = max(maximum, dot(textureLoad(radiance, p, 0).rgb, vec3f(0.2126, 0.7152, 0.0722)));\n }\n }\n weight = max(maximum, 1e-12) * sin(3.141592653589793 * (f32(y) + 0.5) / f32(size.y));\n }\n scan[lane] = weight / f32(size.x);\n inclusiveScan(lane);\n if (x < size.x) { pixels[y * size.x + x] = vec2f(carry + scan[lane], weight); }\n workgroupBarrier();\n if (lane == 0u) { carry += scan[255]; }\n workgroupBarrier();\n }\n if (lane == 0u) { rows[y] = vec2f(0.0, carry); }\n}\n\n@compute @workgroup_size(256)\nfn scanMarginal(@builtin(local_invocation_index) lane: u32) {\n let height = textureDimensions(radiance).y;\n if (lane == 0u) { carry = 0.0; }\n workgroupBarrier();\n for (var start = 0u; start < height; start += 256u) {\n let y = start + lane;\n var integral = 0.0;\n if (y < height) { integral = rows[y].y; }\n scan[lane] = integral / f32(height);\n inclusiveScan(lane);\n if (y < height) { rows[y].x = carry + scan[lane]; }\n workgroupBarrier();\n if (lane == 0u) { carry += scan[255]; }\n workgroupBarrier();\n }\n}\n\n@compute @workgroup_size(16, 16)\nfn normalize(@builtin(global_invocation_id) id: vec3u) {\n let size = textureDimensions(radiance);\n let x = id.x;\n let y = id.y;\n if (x >= size.x + 2u || y >= size.y + 1u) { return; }\n var value = vec2f(0.0);\n if (x == 0u) {\n let total = rows[size.y - 1u].x;\n if (y > 0u) { value.x = rows[y - 1u].x / total; }\n if (y < size.y) { value.y = rows[y].y / total; }\n } else if (y < size.y) {\n let integral = rows[y].y;\n if (x > 1u) { value.x = pixels[y * size.x + x - 2u].x / integral; }\n if (x <= size.x) { value.y = pixels[y * size.x + x - 1u].y / integral; }\n }\n textureStore(output, vec2i(id.xy), vec4f(value, 0.0, 0.0));\n}\n`;\n\n/** Builds the existing CDF/PDF texture layout without CPU readback or upload. */\nexport class WGPUEnvMapDistribution {\n private readonly layout: GPUBindGroupLayout;\n private readonly pipelines: GPUComputePipeline[];\n private pixels?: GPUBuffer;\n private rows?: GPUBuffer;\n\n static supported(device: GPUDevice, width: number, height: number) {\n // Large HDRIs can exceed a single storage binding; retain the CPU path there.\n return width * height * 8 <= Math.min(device.limits.maxStorageBufferBindingSize, device.limits.maxBufferSize);\n }\n\n constructor(private readonly device: GPUDevice) {\n this.layout = device.createBindGroupLayout({\n label: 'Environment distribution',\n entries: [\n { binding: 0, visibility: GPUShaderStage.COMPUTE, texture: { sampleType: 'unfilterable-float' } },\n { binding: 1, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'storage' } },\n { binding: 2, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'storage' } },\n { binding: 3, visibility: GPUShaderStage.COMPUTE, storageTexture: { access: 'write-only', format: 'rg32float' } }\n ]\n });\n const module = device.createShaderModule({ label: 'Environment distribution', code: distributionWGSL });\n const layout = device.createPipelineLayout({ bindGroupLayouts: [this.layout] });\n this.pipelines = ['scanRows', 'scanMarginal', 'normalize'].map(entryPoint => device.createComputePipeline({\n label: `Environment distribution ${entryPoint}`, layout, compute: { module, entryPoint }\n }));\n }\n\n build(input: GPUTexture, output: GPUTexture) {\n const { width, height } = input;\n if (this.pixels?.size !== width * height * 8 || this.rows?.size !== height * 8) {\n this.dispose();\n this.pixels = this.device.createBuffer({ label: 'Environment row scans', size: width * height * 8, usage: GPUBufferUsage.STORAGE });\n this.rows = this.device.createBuffer({ label: 'Environment marginal scan', size: height * 8, usage: GPUBufferUsage.STORAGE });\n }\n const group = this.device.createBindGroup({\n layout: this.layout,\n entries: [\n { binding: 0, resource: input.createView() },\n { binding: 1, resource: { buffer: this.pixels! } },\n { binding: 2, resource: { buffer: this.rows! } },\n { binding: 3, resource: output.createView() }\n ]\n });\n const encoder = this.device.createCommandEncoder({ label: 'Environment distribution' });\n const workgroups = [[height, 1], [1, 1], [Math.ceil((width + 2) / 16), Math.ceil((height + 1) / 16)]];\n this.pipelines.forEach((pipeline, index) => {\n const pass = encoder.beginComputePass();\n pass.setPipeline(pipeline);\n pass.setBindGroup(0, group);\n pass.dispatchWorkgroups(...workgroups[index] as [number, number]);\n pass.end();\n });\n this.device.queue.submit([encoder.finish()]);\n }\n\n dispose() {\n this.pixels?.destroy();\n this.rows?.destroy();\n this.pixels = undefined;\n this.rows = undefined;\n }\n}\n"]}
@@ -131,16 +131,17 @@ export class WGPUFullQuadPass {
131
131
  }
132
132
  }
133
133
  setOutputParams(outputParams) {
134
+ const wasScreen = !!this._renderToScreen;
134
135
  this._renderToScreen = undefined;
135
136
  const outputsChanged = Object.keys(outputParams).some((key) => !isTextureParamsEqual(outputParams[key], this._outputParams[key] || {}));
136
137
  this._needsUpdateOutputTextures ||= outputsChanged;
137
- this._needsUpdatePipeline ||= outputsChanged;
138
- if (outputsChanged)
138
+ this._needsUpdatePipeline ||= outputsChanged || wasScreen;
139
+ if (outputsChanged || wasScreen)
139
140
  this._fsCode = '';
140
141
  this._outputParams = outputParams;
141
142
  }
142
143
  setRenderToScreen(screenTexture, presentationFormat) {
143
- if (this._renderToScreen &&
144
+ if (!this._renderToScreen ||
144
145
  this._renderToScreen.presentationFormat !== presentationFormat) {
145
146
  this._needsUpdatePipeline = true;
146
147
  this._fsCode = '';
@@ -273,7 +274,7 @@ ${hasInputs
273
274
  ${this._uniforms
274
275
  .map((uniform, idx) => `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${uniform.label}: ${uniform.type};`)
275
276
  .join('\n')}
276
- struct pd {
277
+ struct pV {
277
278
  ${this._outputs
278
279
  .map((name, idx) => `@location(${idx}) ${name}: vec4f,`)
279
280
  .join('\n')}
@@ -282,11 +283,11 @@ ${scratchWGSLFunctions(this._reserveCapacity ? this._regionNames : inputs.filter
282
283
  ${this._fsDefine ?? ''}
283
284
  @fragment
284
285
  fn main(
285
- @builtin(position) fH: vec4f
286
- ) -> pd {
287
- let uv = vec2i(floor(fH.xy));
288
- let uv2 = fH.xy / viewportSize;
289
- var output: pd;
286
+ @builtin(position) coord: vec4f
287
+ ) -> pV {
288
+ let uv = vec2i(floor(coord.xy));
289
+ let uv2 = coord.xy / viewportSize;
290
+ var output: pV;
290
291
  ${this._fsMain}
291
292
  return output;
292
293
  }
@@ -1 +1 @@
1
- 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_needsUpdateOutputTextures = true;\n /**\n * When render to canvas\n */\n private _renderToScreen?: {\n screenTexture: GPUTexture;\n presentationFormat: GPUTextureFormat;\n };\n private _inputs: string[] = [];\n private _inputViewDimensions: Partial<\n Record<I, GPUTextureViewDimension>\n > = {};\n private _outputs: string[] = [];\n private _uniforms: Uniform[] = [];\n private _uniformsMap: Record<string, Uniform> = {};\n private _uniformBuffers: Record<string, GPUBuffer> = {};\n\n private _samplers: Record<string, GPUSampler> = {};\n\n private _capacityWidth = 0;\n private _capacityHeight = 0;\n private _reserveCapacity = false;\n private _regionNames: string[] = [];\n private _width = 10;\n private _height = 10;\n\n private _fsCode = '';\n private readonly _fsMain;\n private readonly _fsDefine;\n\n private _textureWillBeRead;\n\n constructor(\n label: string,\n device: GPUDevice,\n opts: {\n inputs: I[];\n inputViewDimensions?: Partial<Record<I, GPUTextureViewDimension>>;\n outputs: O[];\n samplers?: Record<string, GPUSampler>;\n fsMain: string;\n fsDefine?: string;\n uniforms?: Uniform[];\n textureWillBeRead?: boolean;\n }\n ) {\n this._label = label;\n this._device = device;\n this._fsMain = opts.fsMain;\n this._fsDefine = opts.fsDefine;\n this._inputs = opts.inputs;\n this._inputViewDimensions = opts.inputViewDimensions || {};\n this._outputs = opts.outputs;\n this._uniforms = (opts.uniforms || []).concat({\n label: 'viewportSize',\n type: 'vec2f',\n data: [0, 0]\n });\n this._samplers = opts.samplers || {};\n this._uniformsMap = this._uniforms.reduce((map, uniform) => {\n map[uniform.label] = uniform;\n return map;\n }, {} as Record<string, Uniform>);\n this._textureWillBeRead = opts.textureWillBeRead || false;\n\n this._uniforms.forEach((uniform) => {\n const data = getUniformBuffer(uniform.data, uniform.type);\n this._uniformBuffers[uniform.label] = device.createBuffer({\n label: this._label,\n size: data.byteLength,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n });\n this._device.queue.writeBuffer(\n this._uniformBuffers[uniform.label],\n 0,\n data\n );\n });\n }\n\n /** Keep physical outputs large enough for every render while varying the logical viewport. */\n reserveCapacity() {\n if (this._reserveCapacity) return;\n this._reserveCapacity = true;\n this._capacityWidth = this._width; this._capacityHeight = this._height;\n const textures = this._inputs.filter(name => !this._inputViewDimensions[name as I] || this._inputViewDimensions[name as I] === '2d');\n this._regionNames = textures;\n if (textures.length) {\n const uniform: Uniform = {label: 'imageRegions', type: `array<vec4u, ${textures.length}>`, data: new Uint32Array(textures.length * 4)};\n this._uniforms.push(uniform); this._uniformsMap[uniform.label] = uniform;\n this._uniformBuffers[uniform.label] = this._device.createBuffer({label: `${this._label}.${uniform.label}`, size: textures.length * 16, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST});\n }\n this._needsUpdatePipeline = true; this._fsCode = '';\n }\n setSize(width: number, height: number) {\n width = Math.max(1, Math.ceil(width));\n height = Math.max(1, Math.ceil(height));\n const sizeChanged = width !== this._width || height !== this._height;\n this._width = width;\n this._height = height;\n if (sizeChanged) {\n const nextWidth = Math.max(this._capacityWidth, width);\n const nextHeight = Math.max(this._capacityHeight, height);\n this._needsUpdateOutputTextures ||= !this._reserveCapacity || nextWidth !== this._capacityWidth || nextHeight !== this._capacityHeight;\n this._capacityWidth = nextWidth; this._capacityHeight = nextHeight;\n this._needsUpdatePipeline = true;\n\n this.setUniform('viewportSize', [width, height]);\n }\n }\n\n setOutputParams(outputParams: Record<O, WGPUFullQuadPassOutput>) {\n this._renderToScreen = undefined;\n const outputsChanged = Object.keys(outputParams).some(\n (key) =>\n !isTextureParamsEqual(\n (outputParams as any)[key],\n this._outputParams[key] || ({} as WGPUFullQuadPassOutput)\n )\n );\n this._needsUpdateOutputTextures ||= outputsChanged;\n this._needsUpdatePipeline ||= outputsChanged;\n if (outputsChanged) this._fsCode = '';\n this._outputParams = outputParams;\n }\n\n setRenderToScreen(\n screenTexture: GPUTexture,\n presentationFormat: GPUTextureFormat\n ) {\n if (\n this._renderToScreen &&\n this._renderToScreen.presentationFormat !== presentationFormat\n ) {\n this._needsUpdatePipeline = true;\n this._fsCode = '';\n }\n this._renderToScreen = {\n screenTexture,\n presentationFormat\n };\n }\n\n setUniform(label: string, data: Uniform['data']) {\n const buffer = this._uniformBuffers[label];\n this._device.queue.writeBuffer(\n buffer,\n 0,\n getUniformBuffer(data, this._uniformsMap[label].type)\n );\n }\n\n private readonly _retainedOutputs = new Set<GPUTexture>();\n retainOutput(texture: GPUTexture) { if (Object.values(this._outputTextures).includes(texture)) this._retainedOutputs.add(texture); }\n releaseOutput(texture: GPUTexture) {\n if (!this._retainedOutputs.delete(texture)) return;\n if (!Object.values(this._outputTextures).includes(texture)) {\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => texture.destroy());\n }\n }\n\n getOutput(name: O) {\n return this._outputTextures[name];\n }\n\n getMemoryBytes() {\n return Object.values(this._uniformBuffers).reduce((sum, buffer) => sum + buffer.size, 0)\n + Array.from(new Set([...Object.values(this._outputTextures), ...this._retainedOutputs]))\n .reduce((sum, texture) => sum + textureBytes(texture), 0);\n }\n\n dispose() {\n Object.keys(this._uniformBuffers).forEach((key) => {\n (this._uniformBuffers as any)[key].destroy();\n });\n new Set([...Object.values(this._outputTextures), ...this._retainedOutputs]).forEach(texture => texture.destroy());\n this._retainedOutputs.clear();\n }\n\n private _createTexture(params: WGPUFullQuadPassOutput) {\n return this._device.createTexture({\n label: this._label,\n size: {\n width: this._reserveCapacity ? this._capacityWidth : this._width,\n height: this._reserveCapacity ? this._capacityHeight : this._height,\n depthOrArrayLayers: 1\n },\n format: params.format,\n usage:\n GPUTextureUsage.RENDER_ATTACHMENT |\n GPUTextureUsage.TEXTURE_BINDING |\n (this._textureWillBeRead ? GPUTextureUsage.COPY_SRC : 0)\n });\n }\n\n private _updateOutputTextures(excludes?: string[]) {\n const outputParams = this._outputParams;\n for (const key in outputParams) {\n if (excludes?.includes(key)) {\n continue;\n }\n const params = outputParams[key];\n if (!this._retainedOutputs.has(this._outputTextures[key])) this._outputTextures[key]?.destroy();\n this._outputTextures[key] = this._createTexture(params);\n }\n }\n\n private _updatePipeline() {\n if (!this._needsUpdatePipeline) {\n return;\n }\n this._needsUpdatePipeline = false;\n\n const outputParams = this._outputParams;\n const device = this._device;\n const fsCode = this._getFullFs();\n if (fsCode === this._fsCode) {\n return;\n }\n const { screenTexture, presentationFormat } = this._renderToScreen || {};\n this._fsCode = fsCode;\n this._pipeline = getTargetShaderCache(device).createRenderPipeline({\n label: this._label,\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({\n label: this._label,\n code: fullScreenQuadVertexShaderWGSL\n }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({\n label: this._label,\n code: fsCode\n }),\n entryPoint: 'main',\n targets: screenTexture\n ? [\n {\n format: presentationFormat!\n }\n ]\n : this._outputs.map((key) => ({\n format: (outputParams as any)[key].format\n }))\n },\n primitive: {\n topology: 'triangle-list'\n }\n });\n this._updateBindGroups();\n }\n\n private _getFullFs() {\n const inputs = this._inputs;\n const inputsLen = inputs.length;\n const hasInputs = inputsLen > 0;\n const fs = /* wgsl */ `\n${inputs\n .sort()\n .map(\n (textureName, idx) => {\n const viewDimension = this._inputViewDimensions[textureName as I];\n const textureType = viewDimension === '3d' ? 'texture_3d' : 'texture_2d';\n return `@group(0) @binding(${idx}) var ${textureName}: ${textureType}<f32>;`;\n }\n )\n .join('\\n')}\n\n${\n hasInputs\n ? Object.keys(this._samplers)\n .sort()\n .map(\n (samplerName, idx) =>\n `@group(0) @binding(${\n idx + inputsLen\n }) var ${samplerName}: sampler;`\n )\n .join('\\n')\n : ''\n}\n${this._uniforms\n .map(\n (uniform, idx) =>\n `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${\n uniform.label\n }: ${uniform.type};`\n )\n .join('\\n')}\nstruct FSOutput {\n${this._outputs\n .map((name, idx) => `@location(${idx}) ${name}: vec4f,`)\n .join('\\n')}\n}\n${scratchWGSLFunctions(\n this._reserveCapacity ? this._regionNames : inputs.filter(name =>\n !this._inputViewDimensions[name as I] || this._inputViewDimensions[name as I] === '2d'),\n Object.keys(this._samplers), this._reserveCapacity\n)}\n${this._fsDefine ?? ''}\n@fragment\nfn main(\n @builtin(position) coord: vec4f\n) -> FSOutput {\n let uv = vec2i(floor(coord.xy));\n let uv2 = coord.xy / viewportSize;\n var output: FSOutput;\n${this._fsMain}\n return output;\n}\n`;\n\n return fs;\n }\n\n private _updateBindGroups() {\n const bindGroups: GPUBindGroup[] = [];\n const device = this._device;\n const uniformBindGroupIndex = this._inputs.length > 0 ? 1 : 0;\n if (this._uniforms.length > 0) {\n bindGroups[uniformBindGroupIndex] = device.createBindGroup({\n label: this._label,\n layout: this._pipeline.getBindGroupLayout(uniformBindGroupIndex),\n entries: this._uniforms.map(\n (uniform, idx) =>\n ({\n binding: idx,\n resource: {\n buffer: this._uniformBuffers[uniform.label]\n }\n } satisfies GPUBindGroupEntry)\n )\n });\n }\n\n this._bindGroups = bindGroups;\n }\n\n createPass(\n commandEncoder: GPUCommandEncoder,\n inputs: Record<I, GPUTexture>,\n\n /**\n * Explict outputs. Used for buffers reuse.\n */\n outputs?: Record<O, GPUTexture>\n ) {\n if (this._needsUpdateOutputTextures && !this._renderToScreen) {\n this._updateOutputTextures(Object.keys(outputs || {}));\n this._needsUpdateOutputTextures = false;\n }\n\n if (this._regionNames.length) {\n const values = new Uint32Array(this._regionNames.length * 4);\n for (const [index, name] of this._regionNames.entries()) {\n const region = textureRegion(inputs[name as I]);\n values.set([region.width, region.height], index * 4);\n }\n this.setUniform('imageRegions', values);\n }\n for (const texture of Object.values(this._outputTextures)) setTextureRegion(texture, this._width, this._height);\n this._updatePipeline();\n\n const inputsLen = this._inputs.length;\n if (inputsLen > 0) {\n this._bindGroups[0] = this._device.createBindGroup({\n label: this._label,\n layout: this._pipeline.getBindGroupLayout(0),\n entries: [\n ...this._inputs.map((textureName, idx) => ({\n binding: idx,\n resource: inputs[textureName as I].createView(\n this._inputViewDimensions[textureName as I]\n ? { dimension: this._inputViewDimensions[textureName as I] }\n : undefined\n )\n })),\n ...Object.keys(this._samplers).map((samplerName, idx) => ({\n binding: idx + inputsLen,\n resource: this._samplers[samplerName]\n }))\n ]\n });\n }\n\n const outputTextures = {\n // Pick the texture from outputTextures first.\n ...this._outputTextures,\n ...outputs\n } as Record<string, GPUTexture>;\n // Begin the render pass\n const renderPass = commandEncoder.beginRenderPass({\n colorAttachments: this._renderToScreen\n ? [\n {\n view: this._renderToScreen.screenTexture.createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 0 },\n storeOp: 'store',\n loadOp: 'clear'\n }\n ]\n : this._outputs.map(\n (textureName) =>\n ({\n view: outputTextures[textureName].createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 0 },\n loadOp: 'clear',\n storeOp: 'store'\n } satisfies GPURenderPassColorAttachment)\n )\n });\n\n // Draw a full quad\n renderPass.setViewport(0, 0, this._width, this._height, 0, 1);\n renderPass.setScissorRect(0, 0, this._width, this._height);\n renderPass.setPipeline(this._pipeline);\n // Bind groups\n this._bindGroups.forEach((bindGroup, idx) => {\n renderPass.setBindGroup(idx, bindGroup);\n });\n renderPass.draw(6, 1, 0, 0);\n // End the render pass\n renderPass.end();\n }\n}\n"]}
1
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_needsUpdateOutputTextures = true;\n /**\n * When render to canvas\n */\n private _renderToScreen?: {\n screenTexture: GPUTexture;\n presentationFormat: GPUTextureFormat;\n };\n private _inputs: string[] = [];\n private _inputViewDimensions: Partial<\n Record<I, GPUTextureViewDimension>\n > = {};\n private _outputs: string[] = [];\n private _uniforms: Uniform[] = [];\n private _uniformsMap: Record<string, Uniform> = {};\n private _uniformBuffers: Record<string, GPUBuffer> = {};\n\n private _samplers: Record<string, GPUSampler> = {};\n\n private _capacityWidth = 0;\n private _capacityHeight = 0;\n private _reserveCapacity = false;\n private _regionNames: string[] = [];\n private _width = 10;\n private _height = 10;\n\n private _fsCode = '';\n private readonly _fsMain;\n private readonly _fsDefine;\n\n private _textureWillBeRead;\n\n constructor(\n label: string,\n device: GPUDevice,\n opts: {\n inputs: I[];\n inputViewDimensions?: Partial<Record<I, GPUTextureViewDimension>>;\n outputs: O[];\n samplers?: Record<string, GPUSampler>;\n fsMain: string;\n fsDefine?: string;\n uniforms?: Uniform[];\n textureWillBeRead?: boolean;\n }\n ) {\n this._label = label;\n this._device = device;\n this._fsMain = opts.fsMain;\n this._fsDefine = opts.fsDefine;\n this._inputs = opts.inputs;\n this._inputViewDimensions = opts.inputViewDimensions || {};\n this._outputs = opts.outputs;\n this._uniforms = (opts.uniforms || []).concat({\n label: 'viewportSize',\n type: 'vec2f',\n data: [0, 0]\n });\n this._samplers = opts.samplers || {};\n this._uniformsMap = this._uniforms.reduce((map, uniform) => {\n map[uniform.label] = uniform;\n return map;\n }, {} as Record<string, Uniform>);\n this._textureWillBeRead = opts.textureWillBeRead || false;\n\n this._uniforms.forEach((uniform) => {\n const data = getUniformBuffer(uniform.data, uniform.type);\n this._uniformBuffers[uniform.label] = device.createBuffer({\n label: this._label,\n size: data.byteLength,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n });\n this._device.queue.writeBuffer(\n this._uniformBuffers[uniform.label],\n 0,\n data\n );\n });\n }\n\n /** Keep physical outputs large enough for every render while varying the logical viewport. */\n reserveCapacity() {\n if (this._reserveCapacity) return;\n this._reserveCapacity = true;\n this._capacityWidth = this._width; this._capacityHeight = this._height;\n const textures = this._inputs.filter(name => !this._inputViewDimensions[name as I] || this._inputViewDimensions[name as I] === '2d');\n this._regionNames = textures;\n if (textures.length) {\n const uniform: Uniform = {label: 'imageRegions', type: `array<vec4u, ${textures.length}>`, data: new Uint32Array(textures.length * 4)};\n this._uniforms.push(uniform); this._uniformsMap[uniform.label] = uniform;\n this._uniformBuffers[uniform.label] = this._device.createBuffer({label: `${this._label}.${uniform.label}`, size: textures.length * 16, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST});\n }\n this._needsUpdatePipeline = true; this._fsCode = '';\n }\n setSize(width: number, height: number) {\n width = Math.max(1, Math.ceil(width));\n height = Math.max(1, Math.ceil(height));\n const sizeChanged = width !== this._width || height !== this._height;\n this._width = width;\n this._height = height;\n if (sizeChanged) {\n const nextWidth = Math.max(this._capacityWidth, width);\n const nextHeight = Math.max(this._capacityHeight, height);\n this._needsUpdateOutputTextures ||= !this._reserveCapacity || nextWidth !== this._capacityWidth || nextHeight !== this._capacityHeight;\n this._capacityWidth = nextWidth; this._capacityHeight = nextHeight;\n this._needsUpdatePipeline = true;\n\n this.setUniform('viewportSize', [width, height]);\n }\n }\n\n setOutputParams(outputParams: Record<O, WGPUFullQuadPassOutput>) {\n const wasScreen = !!this._renderToScreen;\n this._renderToScreen = undefined;\n const outputsChanged = Object.keys(outputParams).some(\n (key) =>\n !isTextureParamsEqual(\n (outputParams as any)[key],\n this._outputParams[key] || ({} as WGPUFullQuadPassOutput)\n )\n );\n this._needsUpdateOutputTextures ||= outputsChanged;\n this._needsUpdatePipeline ||= outputsChanged || wasScreen;\n if (outputsChanged || wasScreen) this._fsCode = '';\n this._outputParams = outputParams;\n }\n\n setRenderToScreen(\n screenTexture: GPUTexture,\n presentationFormat: GPUTextureFormat\n ) {\n if (\n !this._renderToScreen ||\n this._renderToScreen.presentationFormat !== presentationFormat\n ) {\n this._needsUpdatePipeline = true;\n this._fsCode = '';\n }\n this._renderToScreen = {\n screenTexture,\n presentationFormat\n };\n }\n\n setUniform(label: string, data: Uniform['data']) {\n const buffer = this._uniformBuffers[label];\n this._device.queue.writeBuffer(\n buffer,\n 0,\n getUniformBuffer(data, this._uniformsMap[label].type)\n );\n }\n\n private readonly _retainedOutputs = new Set<GPUTexture>();\n retainOutput(texture: GPUTexture) { if (Object.values(this._outputTextures).includes(texture)) this._retainedOutputs.add(texture); }\n releaseOutput(texture: GPUTexture) {\n if (!this._retainedOutputs.delete(texture)) return;\n if (!Object.values(this._outputTextures).includes(texture)) {\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => texture.destroy());\n }\n }\n\n getOutput(name: O) {\n return this._outputTextures[name];\n }\n\n getMemoryBytes() {\n return Object.values(this._uniformBuffers).reduce((sum, buffer) => sum + buffer.size, 0)\n + Array.from(new Set([...Object.values(this._outputTextures), ...this._retainedOutputs]))\n .reduce((sum, texture) => sum + textureBytes(texture), 0);\n }\n\n dispose() {\n Object.keys(this._uniformBuffers).forEach((key) => {\n (this._uniformBuffers as any)[key].destroy();\n });\n new Set([...Object.values(this._outputTextures), ...this._retainedOutputs]).forEach(texture => texture.destroy());\n this._retainedOutputs.clear();\n }\n\n private _createTexture(params: WGPUFullQuadPassOutput) {\n return this._device.createTexture({\n label: this._label,\n size: {\n width: this._reserveCapacity ? this._capacityWidth : this._width,\n height: this._reserveCapacity ? this._capacityHeight : this._height,\n depthOrArrayLayers: 1\n },\n format: params.format,\n usage:\n GPUTextureUsage.RENDER_ATTACHMENT |\n GPUTextureUsage.TEXTURE_BINDING |\n (this._textureWillBeRead ? GPUTextureUsage.COPY_SRC : 0)\n });\n }\n\n private _updateOutputTextures(excludes?: string[]) {\n const outputParams = this._outputParams;\n for (const key in outputParams) {\n if (excludes?.includes(key)) {\n continue;\n }\n const params = outputParams[key];\n if (!this._retainedOutputs.has(this._outputTextures[key])) this._outputTextures[key]?.destroy();\n this._outputTextures[key] = this._createTexture(params);\n }\n }\n\n private _updatePipeline() {\n if (!this._needsUpdatePipeline) {\n return;\n }\n this._needsUpdatePipeline = false;\n\n const outputParams = this._outputParams;\n const device = this._device;\n const fsCode = this._getFullFs();\n if (fsCode === this._fsCode) {\n return;\n }\n const { screenTexture, presentationFormat } = this._renderToScreen || {};\n this._fsCode = fsCode;\n this._pipeline = getTargetShaderCache(device).createRenderPipeline({\n label: this._label,\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({\n label: this._label,\n code: fullScreenQuadVertexShaderWGSL\n }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({\n label: this._label,\n code: fsCode\n }),\n entryPoint: 'main',\n targets: screenTexture\n ? [\n {\n format: presentationFormat!\n }\n ]\n : this._outputs.map((key) => ({\n format: (outputParams as any)[key].format\n }))\n },\n primitive: {\n topology: 'triangle-list'\n }\n });\n this._updateBindGroups();\n }\n\n private _getFullFs() {\n const inputs = this._inputs;\n const inputsLen = inputs.length;\n const hasInputs = inputsLen > 0;\n const fs = /* wgsl */ `\n${inputs\n .sort()\n .map(\n (textureName, idx) => {\n const viewDimension = this._inputViewDimensions[textureName as I];\n const textureType = viewDimension === '3d' ? 'texture_3d' : 'texture_2d';\n return `@group(0) @binding(${idx}) var ${textureName}: ${textureType}<f32>;`;\n }\n )\n .join('\\n')}\n\n${\n hasInputs\n ? Object.keys(this._samplers)\n .sort()\n .map(\n (samplerName, idx) =>\n `@group(0) @binding(${\n idx + inputsLen\n }) var ${samplerName}: sampler;`\n )\n .join('\\n')\n : ''\n}\n${this._uniforms\n .map(\n (uniform, idx) =>\n `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${\n uniform.label\n }: ${uniform.type};`\n )\n .join('\\n')}\nstruct FSOutput {\n${this._outputs\n .map((name, idx) => `@location(${idx}) ${name}: vec4f,`)\n .join('\\n')}\n}\n${scratchWGSLFunctions(\n this._reserveCapacity ? this._regionNames : inputs.filter(name =>\n !this._inputViewDimensions[name as I] || this._inputViewDimensions[name as I] === '2d'),\n Object.keys(this._samplers), this._reserveCapacity\n)}\n${this._fsDefine ?? ''}\n@fragment\nfn main(\n @builtin(position) coord: vec4f\n) -> FSOutput {\n let uv = vec2i(floor(coord.xy));\n let uv2 = coord.xy / viewportSize;\n var output: FSOutput;\n${this._fsMain}\n return output;\n}\n`;\n\n return fs;\n }\n\n private _updateBindGroups() {\n const bindGroups: GPUBindGroup[] = [];\n const device = this._device;\n const uniformBindGroupIndex = this._inputs.length > 0 ? 1 : 0;\n if (this._uniforms.length > 0) {\n bindGroups[uniformBindGroupIndex] = device.createBindGroup({\n label: this._label,\n layout: this._pipeline.getBindGroupLayout(uniformBindGroupIndex),\n entries: this._uniforms.map(\n (uniform, idx) =>\n ({\n binding: idx,\n resource: {\n buffer: this._uniformBuffers[uniform.label]\n }\n } satisfies GPUBindGroupEntry)\n )\n });\n }\n\n this._bindGroups = bindGroups;\n }\n\n createPass(\n commandEncoder: GPUCommandEncoder,\n inputs: Record<I, GPUTexture>,\n\n /**\n * Explict outputs. Used for buffers reuse.\n */\n outputs?: Record<O, GPUTexture>\n ) {\n if (this._needsUpdateOutputTextures && !this._renderToScreen) {\n this._updateOutputTextures(Object.keys(outputs || {}));\n this._needsUpdateOutputTextures = false;\n }\n\n if (this._regionNames.length) {\n const values = new Uint32Array(this._regionNames.length * 4);\n for (const [index, name] of this._regionNames.entries()) {\n const region = textureRegion(inputs[name as I]);\n values.set([region.width, region.height], index * 4);\n }\n this.setUniform('imageRegions', values);\n }\n for (const texture of Object.values(this._outputTextures)) setTextureRegion(texture, this._width, this._height);\n this._updatePipeline();\n\n const inputsLen = this._inputs.length;\n if (inputsLen > 0) {\n this._bindGroups[0] = this._device.createBindGroup({\n label: this._label,\n layout: this._pipeline.getBindGroupLayout(0),\n entries: [\n ...this._inputs.map((textureName, idx) => ({\n binding: idx,\n resource: inputs[textureName as I].createView(\n this._inputViewDimensions[textureName as I]\n ? { dimension: this._inputViewDimensions[textureName as I] }\n : undefined\n )\n })),\n ...Object.keys(this._samplers).map((samplerName, idx) => ({\n binding: idx + inputsLen,\n resource: this._samplers[samplerName]\n }))\n ]\n });\n }\n\n const outputTextures = {\n // Pick the texture from outputTextures first.\n ...this._outputTextures,\n ...outputs\n } as Record<string, GPUTexture>;\n // Begin the render pass\n const renderPass = commandEncoder.beginRenderPass({\n colorAttachments: this._renderToScreen\n ? [\n {\n view: this._renderToScreen.screenTexture.createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 0 },\n storeOp: 'store',\n loadOp: 'clear'\n }\n ]\n : this._outputs.map(\n (textureName) =>\n ({\n view: outputTextures[textureName].createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 0 },\n loadOp: 'clear',\n storeOp: 'store'\n } satisfies GPURenderPassColorAttachment)\n )\n });\n\n // Draw a full quad\n renderPass.setViewport(0, 0, this._width, this._height, 0, 1);\n renderPass.setScissorRect(0, 0, this._width, this._height);\n renderPass.setPipeline(this._pipeline);\n // Bind groups\n this._bindGroups.forEach((bindGroup, idx) => {\n renderPass.setBindGroup(idx, bindGroup);\n });\n renderPass.draw(6, 1, 0, 0);\n // End the render pass\n renderPass.end();\n }\n}\n"]}
@@ -1,25 +1,6 @@
1
1
  import { type JNLMFilterShape } from './jnlm.js';
2
+ export { createJNLMFilterWGSL, jnlmGuideWGSL, jnlmVarianceWGSL, jnlmLoadColorWGSL, JNLM_WORKGROUP_SIZE } from './wgsl/jnlm.compute.js';
2
3
  /** WebGPU passes of the JNLM denoiser described in `jnlm.ts`. */
3
- export declare const JNLM_WORKGROUP_SIZE = 8;
4
- /**
5
- * Pass 1: the guide mean and the variance of that mean from the accumulated
6
- * moments. Ray buffers are stored bottom-up; guides use texture rows.
7
- */
8
- export declare const jnlmGuideWGSL: string;
9
- /**
10
- * Pass 2: smooth the noisy per-pixel variance over 3 x 3 pixels. Pixels with
11
- * a single sample take the spatial variance of their neighborhood instead.
12
- */
13
- export declare const jnlmVarianceWGSL = "\n\nstruct JNLMParams {\n size: vec2u,\n colorSensitivity: f32,\n // Pixel spacing of the search window and patches in this pass.\n dilation: f32,\n}\n@group(0) @binding(0) var<uniform> params: JNLMParams;\n\n@group(0) @binding(1) var<storage, read> rawGuide: array<vec2f>;\n@group(0) @binding(2) var<storage, read_write> guide: array<vec2f>;\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) id: vec3u) {\n let size = params.size;\n if (id.x >= size.x || id.y >= size.y) { return; }\n let center = rawGuide[id.x + id.y * size.x];\n var varianceSum = 0.0;\n var varianceCount = 0.0;\n var meanSum = 0.0;\n var meanSquareSum = 0.0;\n for (var dy = -1; dy <= 1; dy++) {\n for (var dx = -1; dx <= 1; dx++) {\n let q = clamp(vec2i(id.xy) + vec2i(dx, dy), vec2i(0), vec2i(size) - 1);\n let value = rawGuide[u32(q.x) + u32(q.y) * size.x];\n meanSum += value.x;\n meanSquareSum += value.x * value.x;\n if (value.y >= 0.0) {\n varianceSum += value.y;\n varianceCount += 1.0;\n }\n }\n }\n var variance: f32;\n if (center.y >= 0.0) {\n variance = varianceSum / varianceCount;\n } else {\n let spatialMean = meanSum / 9.0;\n variance = max(meanSquareSum / 9.0 - spatialMean * spatialMean, 0.0) * 9.0 / 8.0;\n }\n guide[id.x + id.y * size.x] = vec2f(center.x, variance);\n}\n";
14
- /** Copies the composed image into the filter's color buffer. */
15
- export declare const jnlmLoadColorWGSL = "\n\nstruct JNLMParams {\n size: vec2u,\n colorSensitivity: f32,\n // Pixel spacing of the search window and patches in this pass.\n dilation: f32,\n}\n@group(0) @binding(0) var<uniform> params: JNLMParams;\n\n@group(0) @binding(1) var colorTex: texture_2d<f32>;\n@group(0) @binding(2) var<storage, read_write> outColor: array<vec4f>;\n\n@compute @workgroup_size(8, 8, 1)\nfn main(@builtin(global_invocation_id) id: vec3u) {\n if (id.x >= params.size.x || id.y >= params.size.y) { return; }\n outColor[id.x + id.y * params.size.x] = textureLoad(colorTex, vec2i(id.xy), 0);\n}\n";
16
- /**
17
- * Pass 3: the joint NL-means filter of the composed image. It also filters
18
- * the guide with the same weights, with the variance of the weighted mean,
19
- * for a following pass. The albedo regression corrects color only, keeping
20
- * uncertain fitted texture responses out of the matching guide.
21
- */
22
- export declare function createJNLMFilterWGSL({ searchRadius, patchRadius, albedoBandwidth, normalBandwidth }?: JNLMFilterShape): string;
23
4
  export interface JNLMInputs {
24
5
  width: number;
25
6
  height: number;