@woosh/meep-engine 3.11.2 → 3.12.0

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 (551) hide show
  1. package/README.md +14 -18
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/SelectionVisualizer.js +127 -127
  4. package/editor/entity_world_bounds.js +27 -27
  5. package/editor/particles/rebuildParticleEmitter.js +31 -31
  6. package/editor/process/SymbolicDisplayProcess.js +1 -1
  7. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  8. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  9. package/editor/prototypeEditorShell.js +156 -156
  10. package/editor/selection/editor_pick.js +130 -130
  11. package/editor/selection/screen_rect_frustum.js +119 -119
  12. package/editor/tools/v2/TransformControls.js +971 -971
  13. package/package.json +1 -1
  14. package/src/engine/Engine.d.ts +3 -3
  15. package/src/engine/Engine.d.ts.map +1 -1
  16. package/src/engine/Engine.js +726 -726
  17. package/src/engine/EngineHarness.d.ts +1 -1
  18. package/src/engine/EngineHarness.js +590 -590
  19. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  21. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  23. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  24. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  25. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  26. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  27. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  29. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  30. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  31. package/src/engine/graphics/ecs/water/Water.js +104 -104
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  33. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  36. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  38. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  39. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  40. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  41. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  42. package/src/engine/graphics3/AnimationSystem.js +352 -0
  43. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  44. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  45. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  46. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  47. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  48. package/src/engine/graphics3/CameraSystem.js +170 -0
  49. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  50. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  51. package/src/engine/graphics3/CameraSystem3.js +6 -166
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  53. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  54. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  56. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  57. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  58. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  59. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  60. package/src/engine/graphics3/DecalSystem.js +441 -0
  61. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  62. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  63. package/src/engine/graphics3/DecalSystem3.js +6 -437
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  65. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  66. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  68. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  69. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  70. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  71. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  72. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  74. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  75. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  76. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  77. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  78. package/src/engine/graphics3/HighlightSystem.js +241 -0
  79. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  80. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  81. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  82. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  83. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  84. package/src/engine/graphics3/LightSystem.js +211 -0
  85. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  86. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  87. package/src/engine/graphics3/LightSystem3.js +6 -207
  88. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  89. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  90. package/src/engine/graphics3/MeshSystem.js +647 -0
  91. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  92. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  93. package/src/engine/graphics3/MeshSystem3.js +6 -642
  94. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  95. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  101. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  106. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  107. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  109. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  110. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  112. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  113. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  114. package/src/engine/graphics3/Pickable.d.ts +1 -1
  115. package/src/engine/graphics3/Pickable.js +65 -65
  116. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  117. package/src/engine/graphics3/PickingQuery.js +48 -48
  118. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  119. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  120. package/src/engine/graphics3/PickingSystem.js +273 -0
  121. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  122. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  123. package/src/engine/graphics3/PickingSystem3.js +6 -269
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  128. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  129. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  130. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  131. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  132. package/src/engine/graphics3/TerrainSystem.js +566 -0
  133. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  134. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  135. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  138. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  140. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  141. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  142. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  143. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  144. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  146. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  147. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  148. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  149. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  155. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  156. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  157. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  158. package/src/engine/graphics3/WaterSystem.js +293 -0
  159. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  160. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  161. package/src/engine/graphics3/WaterSystem3.js +6 -289
  162. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  163. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  164. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  165. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  166. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  167. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  169. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  172. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  175. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  177. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  178. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  180. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  182. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  183. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  184. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  185. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  186. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  187. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  188. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts +16 -2
  189. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts.map +1 -1
  190. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +28 -4
  191. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +1 -1
  192. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  193. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +5 -2
  194. package/src/shade/device/IMMEDIATE_DATA_PLAN_2026_08_28.md +564 -451
  195. package/src/shade/device/ShadeGPUCommandContext.d.ts +18 -2
  196. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  197. package/src/shade/device/ShadeGPUCommandContext.js +994 -940
  198. package/src/shade/device/immediate_data_supported.d.ts +33 -0
  199. package/src/shade/device/immediate_data_supported.d.ts.map +1 -0
  200. package/src/shade/device/immediate_data_supported.js +53 -0
  201. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts +18 -0
  202. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts.map +1 -1
  203. package/src/shade/device/mock/SoftwareGPUCommandEncoder.js +24 -0
  204. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts +7 -0
  205. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts.map +1 -1
  206. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.js +49 -1
  207. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  208. package/src/shade/device/mock/SoftwareGPUDevice.js +20 -2
  209. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts +65 -0
  210. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts.map +1 -0
  211. package/src/shade/device/mock/SoftwareGPUImmediateData.js +160 -0
  212. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts +7 -0
  213. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts.map +1 -1
  214. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.js +50 -0
  215. package/src/shade/device/mock/pipeline_immediate_size.d.ts +11 -0
  216. package/src/shade/device/mock/pipeline_immediate_size.d.ts.map +1 -0
  217. package/src/shade/device/mock/pipeline_immediate_size.js +18 -0
  218. package/src/shade/device/pipeline/PipelineLayoutManager.d.ts.map +1 -1
  219. package/src/shade/device/pipeline/PipelineLayoutManager.js +1 -0
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  223. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  224. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  225. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  226. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  227. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  228. package/src/shade/renderer/GraphicsContext.d.ts +9 -2
  229. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  230. package/src/shade/renderer/GraphicsContext.js +13 -1
  231. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  234. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  236. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  238. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  239. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  240. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  241. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  249. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  251. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  253. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  254. package/src/shade/renderer/atmosphere/GPUSky.js +145 -142
  255. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +34 -0
  256. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -0
  257. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +36 -0
  258. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +20 -0
  259. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -0
  260. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +25 -0
  261. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +14 -1
  262. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  263. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +163 -177
  264. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts +20 -0
  265. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts.map +1 -0
  266. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.js +46 -0
  267. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +11 -1
  268. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
  269. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +57 -27
  270. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +19 -1
  271. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
  272. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +69 -33
  273. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +13 -0
  274. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
  275. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +35 -35
  276. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts +13 -0
  277. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts.map +1 -0
  278. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.js +38 -0
  279. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts +17 -0
  280. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts.map +1 -0
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  492. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  493. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +1 -0
  494. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts +21 -0
  495. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts.map +1 -0
  496. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.js +21 -0
  497. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts +59 -1
  498. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  499. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +195 -2
  500. package/src/shade/renderer/shader/type/type_has_arrays.d.ts +14 -0
  501. package/src/shade/renderer/shader/type/type_has_arrays.d.ts.map +1 -0
  502. package/src/shade/renderer/shader/type/type_has_arrays.js +33 -0
  503. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  504. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  505. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  506. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  507. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  508. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  509. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  510. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  511. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  512. package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +1 -1
  513. package/src/shade/renderer/view/GPUViewSkyContext.js +169 -173
  514. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  515. package/src/shade/renderer/volumetrics/NOTES.md +238 -0
  516. package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js +145 -145
  517. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts.map +1 -1
  518. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js +38 -15
  519. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +14 -2
  520. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  521. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +591 -577
  522. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +17 -0
  523. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  524. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +20 -2
  525. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  526. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +29 -18
  527. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +260 -260
  528. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +53 -3
  529. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -1
  530. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +175 -59
  531. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  532. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  533. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  534. package/src/shade/renderer/water/shader_water.js +246 -246
  535. package/src/shade/vitest.setup.mjs +1 -1
  536. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  537. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
  538. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  539. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1325 -1297
  540. package/src/view/minimap/Minimap.d.ts +2 -2
  541. package/src/view/minimap/Minimap.d.ts.map +1 -1
  542. package/src/view/minimap/Minimap.js +225 -225
  543. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  544. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  545. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  546. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  547. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  548. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
  549. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts +0 -2
  550. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts.map +0 -1
  551. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.js +0 -1
@@ -1,293 +1,351 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { ComputePipelineDescriptor } from "../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
3
- import { ShaderDescriptor } from "./ShaderDescriptor.js";
4
-
5
- const VALIDATION_ENABLED = true;
6
-
7
- export class ComputeShader {
8
-
9
- /**
10
- * @type {ShaderDescriptor}
11
- */
12
- #descriptor
13
-
14
- /**
15
- * @type {ComputePipelineDescriptor}
16
- */
17
- #pipeline;
18
-
19
- /**
20
- *
21
- * @return {ComputePipelineDescriptor}
22
- */
23
- get pipeline() {
24
- return this.#pipeline;
25
- }
26
-
27
- /**
28
- * Useful metadata.
29
- * `@compute @group_size(x,y,z)`
30
- * @type {number[]}
31
- */
32
- #group_size = [1, 1, 1];
33
-
34
- /**
35
- *
36
- * @returns {number}
37
- */
38
- get group_size_x(){
39
- return this.#group_size[0];
40
- }
41
-
42
- /**
43
- *
44
- * @returns {number}
45
- */
46
- get group_size_y(){
47
- return this.#group_size[1];
48
- }
49
-
50
- /**
51
- *
52
- * @returns {number}
53
- */
54
- get group_size_z(){
55
- return this.#group_size[2];
56
- }
57
-
58
- /**
59
- *
60
- * @returns {ShaderDescriptor}
61
- */
62
- get descriptor() {
63
- return this.#descriptor;
64
- }
65
-
66
- /**
67
- *
68
- * @param {ShaderDescriptor} descriptor
69
- */
70
- constructor(descriptor) {
71
- this.#descriptor = descriptor;
72
-
73
- this.#pipeline = ComputePipelineDescriptor.simplified({
74
- label: descriptor.label,
75
- code: descriptor.compile(),
76
- bindings: descriptor.resources.generateBindingsArray()
77
- });
78
-
79
- }
80
-
81
- /**
82
- *
83
- * @param {string} [label]
84
- * @param {ShaderResourceSetDescriptor} resources
85
- * @param {CodeChunk} body
86
- * @param {number[]} [group_size] Compute shader's group_size attribute, defaults to `[1,1,1]`, can be [x], [x,y] or [x,y,z].
87
- * @returns {ComputeShader}
88
- */
89
- static from({
90
- label,
91
- body,
92
- resources,
93
- group_size = [1, 1, 1],
94
- }) {
95
-
96
- assert.isArray(group_size, 'group_size');
97
- assert.isNonNegativeInteger(group_size.length, 'group_size.length');
98
- assert.greaterThanOrEqual(group_size.length, 1, 'group_size.length must be at least 1');
99
- assert.lessThanOrEqual(group_size.length, 3, 'group_size.length must be at most 3');
100
-
101
- const r = new ComputeShader(ShaderDescriptor.from({
102
- label,
103
- body,
104
- resources
105
- }));
106
-
107
- const dims = Math.min(group_size.length, 3);
108
-
109
- for (let i = 0; i < dims; i++) {
110
- const size = group_size[i];
111
-
112
- assert.isNonNegativeInteger(size, 'group_size dimension');
113
- assert.greaterThanOrEqual(size, 1, 'group_size dimension must be at least 1');
114
-
115
- r.#group_size[i] = size;
116
- }
117
-
118
- return r;
119
-
120
- }
121
-
122
- /**
123
- *
124
- * @param {ShadeGPUCommandContext} encoder
125
- * @param {Object} bindings
126
- * @return {GPUComputePassEncoder}
127
- */
128
- constructPass({
129
- encoder,
130
- bindings
131
- }) {
132
-
133
- assert.defined(encoder, 'encoder');
134
- assert.defined(bindings, 'bindings');
135
-
136
- if (VALIDATION_ENABLED) {
137
- this.#descriptor.validate_against_device(encoder.device);
138
- }
139
-
140
- const resources = this.#descriptor.resources;
141
-
142
- const gpu_bindings = resources.generateBindings(bindings, encoder);
143
-
144
- return encoder.constructComputePass({
145
- pipeline: this.#pipeline,
146
- bindings: gpu_bindings
147
- });
148
- }
149
-
150
- /**
151
- * Shortcut to {@link dispatch}, intended for iteration of linear workloads.
152
- *
153
- * For example, if we have a workload with 1000 elements, and `@group_size(256,1,1)`. We supply `element_count=1000` and this utility will set group_count to `Math.ceil(1000 / 256) = 4`.
154
- *
155
- * @param {ShadeGPUCommandContext} encoder
156
- * @param {Object} bindings
157
- * @param {number} element_count number of useful threads to process. Must be a non-negative integer.
158
- * @see dispatch
159
- */
160
- dispatchLinear({
161
- encoder,
162
- bindings,
163
- element_count
164
- }) {
165
-
166
- assert.defined(encoder, 'encoder');
167
- assert.defined(bindings, 'bindings');
168
- assert.isNonNegativeInteger(element_count, 'element_count');
169
-
170
- if (element_count === 0) {
171
- // nothing to do
172
- return;
173
- }
174
-
175
- const group_size = this.#group_size;
176
-
177
- assert.equal(group_size[1], 1, 'group_size[1](y) must be 1');
178
- assert.equal(group_size[2], 1, 'group_size[2](z) must be 1');
179
-
180
- const group_count = Math.ceil(element_count / group_size[0]);
181
-
182
- this.dispatch({
183
- encoder,
184
- bindings,
185
- group_count_x: group_count,
186
- });
187
-
188
- }
189
-
190
- /**
191
- *
192
- * @param {ShadeGPUCommandContext} encoder
193
- * @param {Object} bindings
194
- * @param {number} [group_count_x]
195
- * @param {number} [group_count_y]
196
- * @param {number} [group_count_z]
197
- */
198
- dispatch({
199
- encoder,
200
- bindings,
201
- group_count_x = 1,
202
- group_count_y = 1,
203
- group_count_z = 1,
204
- }) {
205
-
206
- assert.isNonNegativeInteger(group_count_x, 'group_count_x');
207
- assert.isNonNegativeInteger(group_count_y, 'group_count_y');
208
- assert.isNonNegativeInteger(group_count_z, 'group_count_z');
209
-
210
- assert.isFinite(group_count_x, 'group_count_x');
211
- assert.isFinite(group_count_y, 'group_count_y');
212
- assert.isFinite(group_count_z, 'group_count_z');
213
-
214
- assert.greaterThanOrEqual(group_count_x, 1, 'must be at least 1');
215
- assert.greaterThanOrEqual(group_count_y, 1, 'must be at least 1');
216
- assert.greaterThanOrEqual(group_count_z, 1, 'must be at least 1');
217
-
218
- encoder.pushDebugGroup(this.#descriptor.label);
219
-
220
- try {
221
- const pass = this.constructPass({
222
- encoder,
223
- bindings,
224
- });
225
-
226
- pass.dispatchWorkgroups(group_count_x, group_count_y, group_count_z);
227
- pass.end();
228
- } catch (e) {
229
- // annotate error
230
- const error = new Error(`ComputeShader '${this.#descriptor.label}' failed to dispatch' `);
231
-
232
- error.cause = e;
233
-
234
- throw error;
235
- }
236
-
237
- encoder.popDebugGroup();
238
-
239
- }
240
-
241
- /**
242
- *
243
- * @param {ShadeGPUCommandContext} encoder
244
- * @param {GPUBuffer} command
245
- * @param {Object} bindings
246
- * @param {number} [command_offset] see {@link GPUComputePassEncoder.dispatchWorkgroupsIndirect} indirectOffset parameter
247
- */
248
- dispatchIndirect({
249
- encoder,
250
- bindings,
251
- command,
252
- command_offset = 0
253
- }) {
254
-
255
- assert.notNull(command, 'command');
256
- assert.defined(command, 'command');
257
- assert.isObject(command, 'command');
258
- assert.equal(command.usage & GPUBufferUsage.INDIRECT, GPUBufferUsage.INDIRECT, 'command.usage does not include GPUBufferUsage.INDIRECT')
259
- assert.isNonNegativeInteger(command_offset, 'command_offset');
260
- assert.defined(encoder, 'encoder');
261
- assert.isObject(encoder, 'encoder');
262
- assert.equal(encoder.isGPUCommandContext, true, 'encoder.isGPUCommandContext !== true');
263
-
264
- // TODO check if command buffer is used anywhere in the bindings, as that would cause an error
265
-
266
- encoder.pushDebugGroup(this.#descriptor.label);
267
-
268
- try {
269
- const pass = this.constructPass({
270
- encoder,
271
- bindings,
272
- });
273
-
274
- pass.dispatchWorkgroupsIndirect(command, command_offset);
275
- pass.end();
276
- } catch (e) {
277
- // annotate error
278
- const error = new Error(`ComputeShader '${this.#descriptor.label}' failed to dispatchIndirect' `);
279
-
280
- error.cause = e;
281
-
282
- throw error;
283
- }
284
-
285
- encoder.popDebugGroup();
286
- }
287
- }
288
-
289
- /**
290
- * @readonly
291
- * @type {boolean}
292
- */
1
+ import { assert } from "../../../core/assert.js";
2
+ import { ComputePipelineDescriptor } from "../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
3
+ import { ShaderDescriptor } from "./ShaderDescriptor.js";
4
+ import {
5
+ compute_infer_workgroup_size_from_source
6
+ } from "./util/compute_infer_workgroup_size_from_source.js";
7
+
8
+ const VALIDATION_ENABLED = true;
9
+
10
+ export class ComputeShader {
11
+
12
+ /**
13
+ * @type {ShaderDescriptor}
14
+ */
15
+ #descriptor
16
+
17
+ /**
18
+ * @type {ComputePipelineDescriptor}
19
+ */
20
+ #pipeline;
21
+
22
+ /**
23
+ *
24
+ * @return {ComputePipelineDescriptor}
25
+ */
26
+ get pipeline() {
27
+ return this.#pipeline;
28
+ }
29
+
30
+ /**
31
+ * The `@workgroup_size(x,y,z)` of the shader's entry point, read out of the compiled WGSL.
32
+ *
33
+ * Inferred rather than declared alongside it, so there is one place to change it and no way for
34
+ * the two to drift. A shader that divides a thread count by a stale copy of this number
35
+ * dispatches the wrong number of workgroups and says nothing about it.
36
+ *
37
+ * @type {[number, number, number]}
38
+ */
39
+ #group_size;
40
+
41
+ /**
42
+ *
43
+ * @returns {number}
44
+ */
45
+ get group_size_x(){
46
+ return this.#group_size[0];
47
+ }
48
+
49
+ /**
50
+ *
51
+ * @returns {number}
52
+ */
53
+ get group_size_y(){
54
+ return this.#group_size[1];
55
+ }
56
+
57
+ /**
58
+ *
59
+ * @returns {number}
60
+ */
61
+ get group_size_z(){
62
+ return this.#group_size[2];
63
+ }
64
+
65
+ /**
66
+ *
67
+ * @returns {ShaderDescriptor}
68
+ */
69
+ get descriptor() {
70
+ return this.#descriptor;
71
+ }
72
+
73
+ /**
74
+ *
75
+ * @param {ShaderDescriptor} descriptor
76
+ */
77
+ constructor(descriptor) {
78
+ this.#descriptor = descriptor;
79
+
80
+ // compiled once here rather than read twice off the descriptor, so that a failure to
81
+ // compile stays its own error instead of arriving wrapped in the one below
82
+ const source = descriptor.source;
83
+
84
+ try {
85
+ this.#group_size = compute_infer_workgroup_size_from_source(source);
86
+ } catch (e) {
87
+ // the source alone says nothing about which shader it belongs to
88
+ const error = new Error(`ComputeShader '${descriptor.label}' has no readable workgroup size: ${e.message}`);
89
+
90
+ error.cause = e;
91
+
92
+ throw error;
93
+ }
94
+
95
+ this.#pipeline = ComputePipelineDescriptor.simplified({
96
+ label: descriptor.label,
97
+ code: source,
98
+ bindings: descriptor.resources.generateBindingsArray(),
99
+ immediate_size: descriptor.resources.immediateSize
100
+ });
101
+
102
+ }
103
+
104
+ /**
105
+ *
106
+ * @param {string} [label]
107
+ * @param {ShaderResourceSetDescriptor} resources
108
+ * @param {CodeChunk} body
109
+ * @param {number[]} [group_size] removed see {@link group_size_x}. Still destructured only so
110
+ * that a call site left over from before the removal fails loudly instead of having its value
111
+ * silently ignored.
112
+ * @returns {ComputeShader}
113
+ */
114
+ static from({
115
+ label,
116
+ body,
117
+ resources,
118
+ group_size,
119
+ }) {
120
+
121
+ if (group_size !== undefined) {
122
+ throw new Error(
123
+ `ComputeShader '${label}' was given group_size [${group_size}], which no longer exists.`
124
+ + ` The shader's own @workgroup_size attribute is the one source of truth for this and`
125
+ + ` is read from the compiled WGSL — delete the argument.`
126
+ );
127
+ }
128
+
129
+ return new ComputeShader(ShaderDescriptor.from({
130
+ label,
131
+ body,
132
+ resources
133
+ }));
134
+
135
+ }
136
+
137
+ /**
138
+ *
139
+ * @param {ShadeGPUCommandContext} encoder
140
+ * @param {Object} bindings
141
+ * @return {GPUComputePassEncoder}
142
+ */
143
+ constructPass({
144
+ encoder,
145
+ bindings
146
+ }) {
147
+
148
+ assert.defined(encoder, 'encoder');
149
+ assert.defined(bindings, 'bindings');
150
+
151
+ if (VALIDATION_ENABLED) {
152
+ this.#descriptor.validate_against_device(encoder.device);
153
+ }
154
+
155
+ const resources = this.#descriptor.resources;
156
+
157
+ const gpu_bindings = resources.generateBindings(bindings, encoder);
158
+
159
+ const immediate = encoder.writeImmediate(resources, bindings);
160
+
161
+ return encoder.constructComputePass({
162
+ pipeline: this.#pipeline,
163
+ bindings: gpu_bindings,
164
+ immediate
165
+ });
166
+ }
167
+
168
+ /**
169
+ * Shortcut to {@link dispatch}, expressed in threads instead of workgroups.
170
+ *
171
+ * Each dimension's thread count is divided by the matching `group_size` component, rounding up.
172
+ *
173
+ * For example, if we have a workload with 1000 elements, and `@workgroup_size(256,1,1)`. We supply `thread_count_x=1000` and this utility will set `group_count_x` to `Math.ceil(1000 / 256) = 4`.
174
+ *
175
+ * NOTE: rounding up means the last group in each dimension is only partially useful, the shader is responsible for discarding threads beyond the requested counts.
176
+ *
177
+ * @param {ShadeGPUCommandContext} encoder
178
+ * @param {Object} bindings
179
+ * @param {number} [thread_count_x] number of useful threads to process along X. Must be a non-negative integer. Defaults to `1`.
180
+ * @param {number} [thread_count_y] number of useful threads to process along Y. Must be a non-negative integer. Defaults to `1`.
181
+ * @param {number} [thread_count_z] number of useful threads to process along Z. Must be a non-negative integer. Defaults to `1`.
182
+ * @see dispatch
183
+ */
184
+ dispatchThreads({
185
+ encoder,
186
+ bindings,
187
+ thread_count_x = 1,
188
+ thread_count_y = 1,
189
+ thread_count_z = 1,
190
+ }) {
191
+
192
+ assert.defined(encoder, 'encoder');
193
+ assert.defined(bindings, 'bindings');
194
+ assert.isNonNegativeInteger(thread_count_x, 'thread_count_x');
195
+ assert.isNonNegativeInteger(thread_count_y, 'thread_count_y');
196
+ assert.isNonNegativeInteger(thread_count_z, 'thread_count_z');
197
+
198
+ if (thread_count_x === 0 || thread_count_y === 0 || thread_count_z === 0) {
199
+ // workload is empty, nothing to do
200
+ return;
201
+ }
202
+
203
+ const group_size = this.#group_size;
204
+
205
+ this.dispatch({
206
+ encoder,
207
+ bindings,
208
+ group_count_x: Math.ceil(thread_count_x / group_size[0]),
209
+ group_count_y: Math.ceil(thread_count_y / group_size[1]),
210
+ group_count_z: Math.ceil(thread_count_z / group_size[2]),
211
+ });
212
+
213
+ }
214
+
215
+ /**
216
+ * @deprecated use {@link dispatchThreads} instead, passing `element_count` as `thread_count_x`.
217
+ *
218
+ * Shortcut to {@link dispatch}, intended for iteration of linear workloads.
219
+ *
220
+ * For example, if we have a workload with 1000 elements, and `@workgroup_size(256,1,1)`. We supply `element_count=1000` and this utility will set group_count to `Math.ceil(1000 / 256) = 4`.
221
+ *
222
+ * @param {ShadeGPUCommandContext} encoder
223
+ * @param {Object} bindings
224
+ * @param {number} element_count number of useful threads to process. Must be a non-negative integer.
225
+ * @see dispatchThreads
226
+ */
227
+ dispatchLinear({
228
+ encoder,
229
+ bindings,
230
+ element_count
231
+ }) {
232
+
233
+ assert.isNonNegativeInteger(element_count, 'element_count');
234
+
235
+ const group_size = this.#group_size;
236
+
237
+ assert.equal(group_size[1], 1, 'group_size[1](y) must be 1');
238
+ assert.equal(group_size[2], 1, 'group_size[2](z) must be 1');
239
+
240
+ this.dispatchThreads({
241
+ encoder,
242
+ bindings,
243
+ thread_count_x: element_count,
244
+ });
245
+
246
+ }
247
+
248
+ /**
249
+ *
250
+ * @param {ShadeGPUCommandContext} encoder
251
+ * @param {Object} bindings
252
+ * @param {number} [group_count_x]
253
+ * @param {number} [group_count_y]
254
+ * @param {number} [group_count_z]
255
+ */
256
+ dispatch({
257
+ encoder,
258
+ bindings,
259
+ group_count_x = 1,
260
+ group_count_y = 1,
261
+ group_count_z = 1,
262
+ }) {
263
+
264
+ assert.isNonNegativeInteger(group_count_x, 'group_count_x');
265
+ assert.isNonNegativeInteger(group_count_y, 'group_count_y');
266
+ assert.isNonNegativeInteger(group_count_z, 'group_count_z');
267
+
268
+ assert.isFinite(group_count_x, 'group_count_x');
269
+ assert.isFinite(group_count_y, 'group_count_y');
270
+ assert.isFinite(group_count_z, 'group_count_z');
271
+
272
+ assert.greaterThanOrEqual(group_count_x, 1, 'must be at least 1');
273
+ assert.greaterThanOrEqual(group_count_y, 1, 'must be at least 1');
274
+ assert.greaterThanOrEqual(group_count_z, 1, 'must be at least 1');
275
+
276
+ encoder.pushDebugGroup(this.#descriptor.label);
277
+
278
+ try {
279
+ const pass = this.constructPass({
280
+ encoder,
281
+ bindings,
282
+ });
283
+
284
+ pass.dispatchWorkgroups(group_count_x, group_count_y, group_count_z);
285
+ pass.end();
286
+ } catch (e) {
287
+ // annotate error
288
+ const error = new Error(`ComputeShader '${this.#descriptor.label}' failed to dispatch' `);
289
+
290
+ error.cause = e;
291
+
292
+ throw error;
293
+ }
294
+
295
+ encoder.popDebugGroup();
296
+
297
+ }
298
+
299
+ /**
300
+ *
301
+ * @param {ShadeGPUCommandContext} encoder
302
+ * @param {GPUBuffer} command
303
+ * @param {Object} bindings
304
+ * @param {number} [command_offset] see {@link GPUComputePassEncoder.dispatchWorkgroupsIndirect} indirectOffset parameter
305
+ */
306
+ dispatchIndirect({
307
+ encoder,
308
+ bindings,
309
+ command,
310
+ command_offset = 0
311
+ }) {
312
+
313
+ assert.notNull(command, 'command');
314
+ assert.defined(command, 'command');
315
+ assert.isObject(command, 'command');
316
+ assert.equal(command.usage & GPUBufferUsage.INDIRECT, GPUBufferUsage.INDIRECT, 'command.usage does not include GPUBufferUsage.INDIRECT')
317
+ assert.isNonNegativeInteger(command_offset, 'command_offset');
318
+ assert.defined(encoder, 'encoder');
319
+ assert.isObject(encoder, 'encoder');
320
+ assert.equal(encoder.isGPUCommandContext, true, 'encoder.isGPUCommandContext !== true');
321
+
322
+ // TODO check if command buffer is used anywhere in the bindings, as that would cause an error
323
+
324
+ encoder.pushDebugGroup(this.#descriptor.label);
325
+
326
+ try {
327
+ const pass = this.constructPass({
328
+ encoder,
329
+ bindings,
330
+ });
331
+
332
+ pass.dispatchWorkgroupsIndirect(command, command_offset);
333
+ pass.end();
334
+ } catch (e) {
335
+ // annotate error
336
+ const error = new Error(`ComputeShader '${this.#descriptor.label}' failed to dispatchIndirect' `);
337
+
338
+ error.cause = e;
339
+
340
+ throw error;
341
+ }
342
+
343
+ encoder.popDebugGroup();
344
+ }
345
+ }
346
+
347
+ /**
348
+ * @readonly
349
+ * @type {boolean}
350
+ */
293
351
  ComputeShader.prototype.isComputeShader = true;
@@ -1 +1 @@
1
- {"version":3,"file":"ImageShader.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ImageShader.js"],"names":[],"mappings":"AAQA;;GAEG;AACH;IAyGI;;;;;;OAMG;IACH,uEAFa,WAAW,CAavB;IAlFD;;;;;OAKG;IACH,sEAuDC;IAhGD;;;OAGG;IACH,mCAEC;IAED;;;OAGG;IACH,cAFU,MAAM,EAAE,EAAE,CAEF;IAOlB;;;OAGG;IACH,yCAEC;IAED;;;OAGG;IACH,6BAEC;IAsFD;;;;;;;;;OASG;IACH,6HAmEC;;CACJ"}
1
+ {"version":3,"file":"ImageShader.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ImageShader.js"],"names":[],"mappings":"AAQA;;GAEG;AACH;IAyGI;;;;;;OAMG;IACH,uEAFa,WAAW,CAavB;IAlFD;;;;;OAKG;IACH,sEAuDC;IAhGD;;;OAGG;IACH,mCAEC;IAED;;;OAGG;IACH,cAFU,MAAM,EAAE,EAAE,CAEF;IAOlB;;;OAGG;IACH,yCAEC;IAED;;;OAGG;IACH,6BAEC;IAsFD;;;;;;;;;OASG;IACH,6HAsEC;;CACJ"}