@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.
- package/README.md +14 -18
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/SelectionVisualizer.js +127 -127
- package/editor/entity_world_bounds.js +27 -27
- package/editor/particles/rebuildParticleEmitter.js +31 -31
- package/editor/process/SymbolicDisplayProcess.js +1 -1
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/prototypeEditorShell.js +156 -156
- package/editor/selection/editor_pick.js +130 -130
- package/editor/selection/screen_rect_frustum.js +119 -119
- package/editor/tools/v2/TransformControls.js +971 -971
- package/package.json +1 -1
- package/src/engine/Engine.d.ts +3 -3
- package/src/engine/Engine.d.ts.map +1 -1
- package/src/engine/Engine.js +726 -726
- package/src/engine/EngineHarness.d.ts +1 -1
- package/src/engine/EngineHarness.js +590 -590
- package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
- package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
- package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
- package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
- package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
- package/src/engine/graphics/ecs/water/Water.js +104 -104
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
- package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationSystem.js +352 -0
- package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
- package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem3.js +6 -348
- package/src/engine/graphics3/CameraSystem.d.ts +49 -0
- package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
- package/src/engine/graphics3/CameraSystem.js +170 -0
- package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
- package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/CameraSystem3.js +6 -166
- package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
- package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DebugDrawSystem.js +205 -0
- package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
- package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
- package/src/engine/graphics3/DecalSystem.d.ts +81 -0
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DecalSystem.js +441 -0
- package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
- package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem3.js +6 -437
- package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
- package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
- package/src/engine/graphics3/FogOfWarSystem.js +265 -0
- package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
- package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
- package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
- package/src/engine/graphics3/GraphicsEngine.js +790 -0
- package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
- package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine3.js +6 -786
- package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
- package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/HighlightSystem.js +241 -0
- package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
- package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem3.js +6 -237
- package/src/engine/graphics3/LightSystem.d.ts +40 -0
- package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/LightSystem.js +211 -0
- package/src/engine/graphics3/LightSystem3.d.ts +6 -36
- package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/LightSystem3.js +6 -207
- package/src/engine/graphics3/MeshSystem.d.ts +106 -0
- package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
- package/src/engine/graphics3/MeshSystem.js +647 -0
- package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
- package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/MeshSystem3.js +6 -642
- package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
- package/src/engine/graphics3/ParticipatingMedia.js +203 -203
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
- package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
- package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
- package/src/engine/graphics3/PathDisplaySystem.js +309 -0
- package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
- package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
- package/src/engine/graphics3/Pickable.d.ts +1 -1
- package/src/engine/graphics3/Pickable.js +65 -65
- package/src/engine/graphics3/PickingQuery.d.ts +1 -1
- package/src/engine/graphics3/PickingQuery.js +48 -48
- package/src/engine/graphics3/PickingSystem.d.ts +67 -0
- package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
- package/src/engine/graphics3/PickingSystem.js +273 -0
- package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
- package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PickingSystem3.js +6 -269
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
- package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
- package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
- package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TerrainSystem.js +566 -0
- package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
- package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TerrainSystem3.js +6 -562
- package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
- package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
- package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
- package/src/engine/graphics3/Trail3DSystem.js +221 -0
- package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
- package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem3.js +6 -217
- package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
- package/src/engine/graphics3/VolumetricLightMap.js +2 -2
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
- package/src/engine/graphics3/WaterSystem.d.ts +59 -0
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/WaterSystem.js +293 -0
- package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
- package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem3.js +6 -289
- package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
- package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
- package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
- package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
- package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
- package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
- package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
- package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
- package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
- package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
- package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
- package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
- package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
- package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
- package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts +16 -2
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +28 -4
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +5 -2
- package/src/shade/device/IMMEDIATE_DATA_PLAN_2026_08_28.md +564 -451
- package/src/shade/device/ShadeGPUCommandContext.d.ts +18 -2
- package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
- package/src/shade/device/ShadeGPUCommandContext.js +994 -940
- package/src/shade/device/immediate_data_supported.d.ts +33 -0
- package/src/shade/device/immediate_data_supported.d.ts.map +1 -0
- package/src/shade/device/immediate_data_supported.js +53 -0
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts +18 -0
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.js +24 -0
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts +7 -0
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.js +49 -1
- package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUDevice.js +20 -2
- package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts +65 -0
- package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts.map +1 -0
- package/src/shade/device/mock/SoftwareGPUImmediateData.js +160 -0
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts +7 -0
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.js +50 -0
- package/src/shade/device/mock/pipeline_immediate_size.d.ts +11 -0
- package/src/shade/device/mock/pipeline_immediate_size.d.ts.map +1 -0
- package/src/shade/device/mock/pipeline_immediate_size.js +18 -0
- package/src/shade/device/pipeline/PipelineLayoutManager.d.ts.map +1 -1
- package/src/shade/device/pipeline/PipelineLayoutManager.js +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
- package/src/shade/renderer/GraphicsContext.d.ts +9 -2
- package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
- package/src/shade/renderer/GraphicsContext.js +13 -1
- package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
- package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
- package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
- package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
- package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/GPUSky.js +145 -142
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +34 -0
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +36 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +20 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +25 -0
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +14 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +163 -177
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts +20 -0
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.js +46 -0
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +11 -1
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +57 -27
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +19 -1
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +69 -33
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +13 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +35 -35
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts +13 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.js +38 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts +17 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.js +29 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.d.ts +21 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.js +42 -0
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts +2 -2
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +164 -84
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +215 -204
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +79 -67
- package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
- package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
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- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +20 -2
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +29 -18
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +260 -260
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +53 -3
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +175 -59
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
- package/src/shade/renderer/water/shader_water.js +246 -246
- package/src/shade/vitest.setup.mjs +1 -1
- package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1325 -1297
- package/src/view/minimap/Minimap.d.ts +2 -2
- package/src/view/minimap/Minimap.d.ts.map +1 -1
- package/src/view/minimap/Minimap.js +225 -225
- package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
- package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
- package/src/view/minimap/dom/MinimapCameraView.js +206 -206
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts +0 -2
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.js +0 -1
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@@ -1,267 +1,266 @@
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import { chunk_stbn_sample_vec2 } from "../../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
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import { chunk_rgb_to_luminance } from "../../../shader/chunk/color/chunk_rgb_to_luminance.js";
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import { PI_DECLARATION } from "../../../shader/chunk/math/PI_DECLARATION.js";
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import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../../shader/ComputeShader.js";
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import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
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import { chunk_dof_aperture_shape } from "../chunk_dof_aperture_shape.js";
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import { chunk_dof_sample_offset } from "../chunk_dof_sample_offset.js";
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import { DOF_FOCUS_CUTOFF, DOF_LDS_APRON, DOF_LDS_WORKGROUP, DOF_MAX_COC_RADIUS, DOF_TILE_SIZE } from "../DOF_CONFIG.js";
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import { DOF_SETTINGS_STRUCT } from "./DOF_SETTINGS_STRUCT.js";
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const resources = new ShaderResourceSetDescriptor();
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resources.createGroup()
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// Full-res (colour.rgb, signed CoC radius) from the prefilter.
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.addTexture("tColorCoc", "float")
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// Spatio-temporal blue noise (NVIDIA STBN) for the aperture phase.
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.addTexture("tSTBN_vec2", "unfilterable-float", "3d")
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// Dilated per-tile max |CoC| — the fast-path early-out source.
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.addTexture("tTile", "float")
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.addUniform("dof", DOF_SETTINGS_STRUCT)
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// Defocused colour (rgb) + defocus amount (a) — same contract as the
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// fragment march's render target, but written via textureStore.
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.addStorageTexture("tOut", "rgba16float", "2d", "write-only")
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;
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// ── Workgroup-LDS cache geometry (derived; see DOF_LDS_* in DOF_CONFIG) ──
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const WG = DOF_LDS_WORKGROUP; // 8 — workgroup side
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const APRON = DOF_LDS_APRON; // 40 — cached skirt, full-res px
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const REGION = WG + 2 * APRON; // 88 — cached square side (even)
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const ROW_U32 = REGION / 2; // 44 — u32 per cached row (2 f16/u32)
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const LDS_U32 = REGION * ROW_U32; // 3872 — total u32 (× 4 B = 15 488 B)
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const WG_THREADS = WG * WG; // 64 — threads per workgroup
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const body = CodeChunk.from(
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//language=WGSL
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`
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const MAXR: f32 = ${DOF_MAX_COC_RADIUS};
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const CUTOFF: f32 = ${DOF_FOCUS_CUTOFF};
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const TILE_SIZE: i32 = ${DOF_TILE_SIZE};
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const MAX_STEPS: u32 = 64u; // bitmask width (vec2<u32>); >= max STEPS (ultra = 48)
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const WG: i32 = ${WG};
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const APRON: i32 = ${APRON};
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const REGION: i32 = ${REGION};
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const ROW_U32: i32 = ${ROW_U32};
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const LDS_U32: u32 = ${LDS_U32}u;
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const WG_THREADS: u32 = ${WG_THREADS}u;
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// Workgroup CoC cache: the REGION×REGION (tile + apron) signed-CoC field, two
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// f16 packed per u32. The CoC texture is rgba16float, so packing its already-
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// f16 .a channel round-trips losslessly — the cached march stays bit-identical
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// to the texture march (and to the fragment reference).
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var<workgroup> lds_coc: array<u32, LDS_U32>;
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// Clamped CoC fetch used by the cooperative load.
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fn dof_load_coc(p: vec2<i32>, dims: vec2<i32>) -> f32 {
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return textureLoad(tColorCoc, clamp(p, vec2<i32>(0), dims - vec2<i32>(1)), 0).a;
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}
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@compute @workgroup_size(${WG}, ${WG}, 1)
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fn main(
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@builtin(global_invocation_id) gid: vec3<u32>,
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@builtin(local_invocation_index) lid: u32,
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@builtin(workgroup_id) wid: vec3<u32>,
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) {
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let dims = vec2<i32>(textureDimensions(tColorCoc));
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// Tile fast-path decision, computed from the WORKGROUP id so it is the same
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// value for every thread: the workgroup sits wholly inside one tile (the
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// tile size is a multiple of the workgroup side), so all 64 pixels share
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// it. A workgroup-uniform decision is what lets the cooperative load be
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// skipped wholesale for an in-focus tile without leaving holes in the cache.
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let tile_origin = vec2<i32>(wid.xy) * WG;
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let wg_tile = tile_origin / TILE_SIZE;
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let tile_max_coc = textureLoad(tTile, wg_tile, 0).r;
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let tile_blurred = tile_max_coc >= CUTOFF;
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// Cooperative load: pack the tile+apron CoC field into shared memory. Each
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// u32 slot holds two horizontally-adjacent texels of the REGION grid; every
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// slot is written by exactly one thread, so there is no read-modify-write
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// race. Skipped entirely for an in-focus tile (the load is the bulk of the
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// cost the cache is meant to remove).
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let region_origin = tile_origin - vec2<i32>(APRON);
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if (tile_blurred) {
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for (var s: u32 = lid; s < LDS_U32; s = s + WG_THREADS) {
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let si = i32(s);
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let ry = si / ROW_U32;
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let jx = si % ROW_U32;
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let gy = region_origin.y + ry;
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let gx = region_origin.x + 2 * jx;
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let c0 = dof_load_coc(vec2<i32>(gx, gy), dims);
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let c1 = dof_load_coc(vec2<i32>(gx + 1, gy), dims);
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lds_coc[s] = pack2x16float(vec2<f32>(c0, c1));
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}
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}
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// Unconditional barrier (uniform control flow): every thread reaches it, so
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// the cache is fully published before any thread reads it.
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workgroupBarrier();
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let pixel = vec2<i32>(gid.xy);
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if (pixel.x >= dims.x || pixel.y >= dims.y) {
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return;
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}
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let center = textureLoad(tColorCoc, pixel, 0);
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let center_rgb = center.rgb;
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let center_coc = center.a; // signed full-res radius
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let center_is_background = center_coc > CUTOFF;
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// In-focus tile: the march would accumulate nothing but the sharp centre
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// (mirrors the fragment reference's tile fast-path). The cache was not
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// loaded for this tile, so this must return before any LDS read.
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if (!tile_blurred) {
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textureStore(tOut, pixel, vec4<f32>(center_rgb, 0.0));
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return;
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}
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// Pixel-centre float coords — identical to the fragment march's
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// @builtin(position).xy, so every per-pixel value matches the reference.
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let coord = vec2<f32>(gid.xy) + 0.5;
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let dims_f = vec2<f32>(dims);
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// Per-pixel blue-noise aperture phase (STBN), static slice (post-TAA).
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let rotation = stbn_sample_vec2(vec3<u32>(vec2<u32>(coord), 0u)).x;
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let rot = rotation * 2.0 * PI;
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let blades = dof.blade_count;
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const aa = 1.0 / MAXR;
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let SAMPLES = u32(dof.sample_count);
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// Clamp to the bitmask's capacity (see Step 2a): b = MAX_STEPS - k
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// underflows for k > 64. Preset step counts top out at 48.
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let STEPS = min(u32(dof.step_count), MAX_STEPS);
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var acc = vec3<f32>(0.0);
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var wsum = 0.0;
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var max_reach = select(0.0, abs(center_coc), abs(center_coc) > CUTOFF);
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for (var i: u32 = 0u; i < SAMPLES; i = i + 1u) {
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let o = dof_sample_offset(i, SAMPLES, rot); // unit-disk aperture point
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let rho = length(o);
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if (rho < 1e-3) {
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continue;
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}
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let dir = o / rho;
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let shape = dof_aperture_shape(o, blades, dof.blade_rotation, aa);
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if (shape <= 0.0) {
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continue;
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}
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let step_len = (rho * MAXR) / f32(STEPS);
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// Branchless nearest-hit via a register bitmask + firstLeadingBit
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// (Stachowiak; see Step 2a). The CoC for each step is read from the
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// workgroup cache when the tap lands inside the apron, and from the
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// texture for the rare far tap (|offset| in (APRON, MAXR]).
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var mask_lo: u32 = 0u;
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var mask_hi: u32 = 0u;
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for (var k: u32 = 1u; k <= STEPS; k = k + 1u) {
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let r = f32(k) * step_len; // full-res px from centre
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let x = coord + dir * r;
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let xt = vec2<i32>(clamp(x, vec2<f32>(0.0), dims_f - 1.0));
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let rc = xt - region_origin; // cache coord
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var s_coc: f32;
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if (rc.x >= 0 && rc.x < REGION && rc.y >= 0 && rc.y < REGION) {
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let pair = unpack2x16float(lds_coc[rc.y * ROW_U32 + (rc.x >> 1)]);
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s_coc = select(pair.x, pair.y, (rc.x & 1) != 0);
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} else {
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s_coc = textureLoad(tColorCoc, xt, 0).a;
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}
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let reach = abs(s_coc);
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let cover = saturate(rho * reach - r + 1.0);
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// Occlusion gate: foreground floods over everything; background
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// only blurs a background centre (no bleed across a discontinuity).
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let accept = (s_coc < -CUTOFF) || (s_coc > CUTOFF && center_is_background);
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if (cover > 0.5 && accept) {
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let b = MAX_STEPS - k; // k=1 -> bit 63 (MSB = nearest)
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if (b < 32u) {
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mask_lo = mask_lo | (1u << b);
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} else {
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mask_hi = mask_hi | (1u << (b - 32u));
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}
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}
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}
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// Nearest accepted cover = highest set bit; the high word holds the
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// nearer steps (k <= 32) so test it first.
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var found = false;
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var samp = center_rgb;
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var reach_used = 0.0;
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var hb: u32 = 0xFFFFFFFFu;
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if (mask_hi != 0u) {
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hb = 32u + firstLeadingBit(mask_hi);
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} else if (mask_lo != 0u) {
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hb = firstLeadingBit(mask_lo);
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}
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if (hb != 0xFFFFFFFFu) {
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let k = MAX_STEPS - hb;
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let x = coord + dir * (f32(k) * step_len);
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let xt = vec2<i32>(clamp(x, vec2<f32>(0.0), dims_f - 1.0));
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let s = textureLoad(tColorCoc, xt, 0); // rgb + reach at the hit
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samp = s.rgb;
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reach_used = abs(s.a);
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found = true;
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}
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let hl = 1.0 + dof.highlight_boost * rgb_to_luminance(samp);
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let w = shape * hl;
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acc = acc + samp * w;
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wsum = wsum + w;
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if (found) {
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max_reach = max(max_reach, reach_used);
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}
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}
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let color = acc / max(wsum, 1e-4);
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let defocus = saturate(max_reach - CUTOFF);
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textureStore(tOut, pixel, vec4<f32>(color, defocus));
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}
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`,
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[
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chunk_dof_sample_offset,
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chunk_dof_aperture_shape,
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chunk_stbn_sample_vec2,
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chunk_rgb_to_luminance,
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PI_DECLARATION,
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]
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);
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/**
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* DoF ray-march — compute form (Form-1 Phase B; see DOF_REFINEMENT_PLAN_02).
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* A compute port of the fragment {@link shader_dof_raymarch} writing a storage
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* texture. Same chunks, same 24-direction aperture sampling, same
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* `(defocused colour, defocus amount)` output contract; `coord = gid + 0.5`
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* reproduces the fragment's pixel-centre `@builtin(position)`, so per-pixel
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238
|
-
* results match the reference.
|
|
239
|
-
*
|
|
240
|
-
* Built incrementally so each blind (GPU-only) change is validated in
|
|
241
|
-
* isolation against the fragment reference:
|
|
242
|
-
* - **Step 1**: bit-identical port — proves the compute/storage-texture
|
|
243
|
-
* FrameGraph integration.
|
|
244
|
-
* - **Step 2a**: the per-ray serial break-loop becomes a branchless register
|
|
245
|
-
* bitmask resolved by `firstLeadingBit` — same nearest-hit result, but every
|
|
246
|
-
* lane marches uniformly (no data-dependent break), the prerequisite for the
|
|
247
|
-
* cache.
|
|
248
|
-
* - **Step 2b** (here): each workgroup cooperatively loads its tile + apron
|
|
249
|
-
* CoC neighbourhood into `var<workgroup>` shared memory (two f16 packed per
|
|
250
|
-
* u32), and the inner march reads the cache instead of the texture. Because
|
|
251
|
-
* the CoC source is already `rgba16float`, the pack is lossless and the
|
|
252
|
-
* output stays bit-identical to the reference; the in-focus tile fast-path
|
|
253
|
-
* skips the load, and far taps beyond the apron fall back to a texture read.
|
|
254
|
-
* The win is the SAMPLES×STEPS per-pixel CoC taps collapsing to one
|
|
255
|
-
* cooperative load shared across the workgroup.
|
|
256
|
-
*
|
|
257
|
-
* Selected by `DepthOfField.march_mode === DOF_MARCH_MODE.COMPUTE`; the
|
|
258
|
-
* fragment march stays the default and the GPU correctness oracle.
|
|
259
|
-
*
|
|
260
|
-
* @type {ComputeShader}
|
|
261
|
-
*/
|
|
262
|
-
export const shader_dof_raymarch_compute = ComputeShader.from({
|
|
263
|
-
label: "DoF/RayMarchCompute",
|
|
264
|
-
resources,
|
|
265
|
-
body,
|
|
266
|
-
|
|
267
|
-
});
|
|
1
|
+
import { chunk_stbn_sample_vec2 } from "../../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
|
|
2
|
+
import { chunk_rgb_to_luminance } from "../../../shader/chunk/color/chunk_rgb_to_luminance.js";
|
|
3
|
+
import { PI_DECLARATION } from "../../../shader/chunk/math/PI_DECLARATION.js";
|
|
4
|
+
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
5
|
+
import { ComputeShader } from "../../../shader/ComputeShader.js";
|
|
6
|
+
import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
7
|
+
import { chunk_dof_aperture_shape } from "../chunk_dof_aperture_shape.js";
|
|
8
|
+
import { chunk_dof_sample_offset } from "../chunk_dof_sample_offset.js";
|
|
9
|
+
import { DOF_FOCUS_CUTOFF, DOF_LDS_APRON, DOF_LDS_WORKGROUP, DOF_MAX_COC_RADIUS, DOF_TILE_SIZE } from "../DOF_CONFIG.js";
|
|
10
|
+
import { DOF_SETTINGS_STRUCT } from "./DOF_SETTINGS_STRUCT.js";
|
|
11
|
+
|
|
12
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
13
|
+
resources.createGroup()
|
|
14
|
+
// Full-res (colour.rgb, signed CoC radius) from the prefilter.
|
|
15
|
+
.addTexture("tColorCoc", "float")
|
|
16
|
+
// Spatio-temporal blue noise (NVIDIA STBN) for the aperture phase.
|
|
17
|
+
.addTexture("tSTBN_vec2", "unfilterable-float", "3d")
|
|
18
|
+
// Dilated per-tile max |CoC| — the fast-path early-out source.
|
|
19
|
+
.addTexture("tTile", "float")
|
|
20
|
+
.addUniform("dof", DOF_SETTINGS_STRUCT)
|
|
21
|
+
// Defocused colour (rgb) + defocus amount (a) — same contract as the
|
|
22
|
+
// fragment march's render target, but written via textureStore.
|
|
23
|
+
.addStorageTexture("tOut", "rgba16float", "2d", "write-only")
|
|
24
|
+
;
|
|
25
|
+
|
|
26
|
+
// ── Workgroup-LDS cache geometry (derived; see DOF_LDS_* in DOF_CONFIG) ──
|
|
27
|
+
const WG = DOF_LDS_WORKGROUP; // 8 — workgroup side
|
|
28
|
+
const APRON = DOF_LDS_APRON; // 40 — cached skirt, full-res px
|
|
29
|
+
const REGION = WG + 2 * APRON; // 88 — cached square side (even)
|
|
30
|
+
const ROW_U32 = REGION / 2; // 44 — u32 per cached row (2 f16/u32)
|
|
31
|
+
const LDS_U32 = REGION * ROW_U32; // 3872 — total u32 (× 4 B = 15 488 B)
|
|
32
|
+
const WG_THREADS = WG * WG; // 64 — threads per workgroup
|
|
33
|
+
|
|
34
|
+
const body = CodeChunk.from(
|
|
35
|
+
//language=WGSL
|
|
36
|
+
`
|
|
37
|
+
const MAXR: f32 = ${DOF_MAX_COC_RADIUS};
|
|
38
|
+
const CUTOFF: f32 = ${DOF_FOCUS_CUTOFF};
|
|
39
|
+
const TILE_SIZE: i32 = ${DOF_TILE_SIZE};
|
|
40
|
+
const MAX_STEPS: u32 = 64u; // bitmask width (vec2<u32>); >= max STEPS (ultra = 48)
|
|
41
|
+
|
|
42
|
+
const WG: i32 = ${WG};
|
|
43
|
+
const APRON: i32 = ${APRON};
|
|
44
|
+
const REGION: i32 = ${REGION};
|
|
45
|
+
const ROW_U32: i32 = ${ROW_U32};
|
|
46
|
+
const LDS_U32: u32 = ${LDS_U32}u;
|
|
47
|
+
const WG_THREADS: u32 = ${WG_THREADS}u;
|
|
48
|
+
|
|
49
|
+
// Workgroup CoC cache: the REGION×REGION (tile + apron) signed-CoC field, two
|
|
50
|
+
// f16 packed per u32. The CoC texture is rgba16float, so packing its already-
|
|
51
|
+
// f16 .a channel round-trips losslessly — the cached march stays bit-identical
|
|
52
|
+
// to the texture march (and to the fragment reference).
|
|
53
|
+
var<workgroup> lds_coc: array<u32, LDS_U32>;
|
|
54
|
+
|
|
55
|
+
// Clamped CoC fetch used by the cooperative load.
|
|
56
|
+
fn dof_load_coc(p: vec2<i32>, dims: vec2<i32>) -> f32 {
|
|
57
|
+
return textureLoad(tColorCoc, clamp(p, vec2<i32>(0), dims - vec2<i32>(1)), 0).a;
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
@compute @workgroup_size(${WG}, ${WG}, 1)
|
|
61
|
+
fn main(
|
|
62
|
+
@builtin(global_invocation_id) gid: vec3<u32>,
|
|
63
|
+
@builtin(local_invocation_index) lid: u32,
|
|
64
|
+
@builtin(workgroup_id) wid: vec3<u32>,
|
|
65
|
+
) {
|
|
66
|
+
let dims = vec2<i32>(textureDimensions(tColorCoc));
|
|
67
|
+
|
|
68
|
+
// Tile fast-path decision, computed from the WORKGROUP id so it is the same
|
|
69
|
+
// value for every thread: the workgroup sits wholly inside one tile (the
|
|
70
|
+
// tile size is a multiple of the workgroup side), so all 64 pixels share
|
|
71
|
+
// it. A workgroup-uniform decision is what lets the cooperative load be
|
|
72
|
+
// skipped wholesale for an in-focus tile without leaving holes in the cache.
|
|
73
|
+
let tile_origin = vec2<i32>(wid.xy) * WG;
|
|
74
|
+
let wg_tile = tile_origin / TILE_SIZE;
|
|
75
|
+
let tile_max_coc = textureLoad(tTile, wg_tile, 0).r;
|
|
76
|
+
let tile_blurred = tile_max_coc >= CUTOFF;
|
|
77
|
+
|
|
78
|
+
// Cooperative load: pack the tile+apron CoC field into shared memory. Each
|
|
79
|
+
// u32 slot holds two horizontally-adjacent texels of the REGION grid; every
|
|
80
|
+
// slot is written by exactly one thread, so there is no read-modify-write
|
|
81
|
+
// race. Skipped entirely for an in-focus tile (the load is the bulk of the
|
|
82
|
+
// cost the cache is meant to remove).
|
|
83
|
+
let region_origin = tile_origin - vec2<i32>(APRON);
|
|
84
|
+
if (tile_blurred) {
|
|
85
|
+
for (var s: u32 = lid; s < LDS_U32; s = s + WG_THREADS) {
|
|
86
|
+
let si = i32(s);
|
|
87
|
+
let ry = si / ROW_U32;
|
|
88
|
+
let jx = si % ROW_U32;
|
|
89
|
+
let gy = region_origin.y + ry;
|
|
90
|
+
let gx = region_origin.x + 2 * jx;
|
|
91
|
+
let c0 = dof_load_coc(vec2<i32>(gx, gy), dims);
|
|
92
|
+
let c1 = dof_load_coc(vec2<i32>(gx + 1, gy), dims);
|
|
93
|
+
lds_coc[s] = pack2x16float(vec2<f32>(c0, c1));
|
|
94
|
+
}
|
|
95
|
+
}
|
|
96
|
+
// Unconditional barrier (uniform control flow): every thread reaches it, so
|
|
97
|
+
// the cache is fully published before any thread reads it.
|
|
98
|
+
workgroupBarrier();
|
|
99
|
+
|
|
100
|
+
let pixel = vec2<i32>(gid.xy);
|
|
101
|
+
if (pixel.x >= dims.x || pixel.y >= dims.y) {
|
|
102
|
+
return;
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
let center = textureLoad(tColorCoc, pixel, 0);
|
|
106
|
+
let center_rgb = center.rgb;
|
|
107
|
+
let center_coc = center.a; // signed full-res radius
|
|
108
|
+
let center_is_background = center_coc > CUTOFF;
|
|
109
|
+
|
|
110
|
+
// In-focus tile: the march would accumulate nothing but the sharp centre
|
|
111
|
+
// (mirrors the fragment reference's tile fast-path). The cache was not
|
|
112
|
+
// loaded for this tile, so this must return before any LDS read.
|
|
113
|
+
if (!tile_blurred) {
|
|
114
|
+
textureStore(tOut, pixel, vec4<f32>(center_rgb, 0.0));
|
|
115
|
+
return;
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
// Pixel-centre float coords — identical to the fragment march's
|
|
119
|
+
// @builtin(position).xy, so every per-pixel value matches the reference.
|
|
120
|
+
let coord = vec2<f32>(gid.xy) + 0.5;
|
|
121
|
+
let dims_f = vec2<f32>(dims);
|
|
122
|
+
|
|
123
|
+
// Per-pixel blue-noise aperture phase (STBN), static slice (post-TAA).
|
|
124
|
+
let rotation = stbn_sample_vec2(vec3<u32>(vec2<u32>(coord), 0u)).x;
|
|
125
|
+
let rot = rotation * 2.0 * PI;
|
|
126
|
+
let blades = dof.blade_count;
|
|
127
|
+
const aa = 1.0 / MAXR;
|
|
128
|
+
let SAMPLES = u32(dof.sample_count);
|
|
129
|
+
// Clamp to the bitmask's capacity (see Step 2a): b = MAX_STEPS - k
|
|
130
|
+
// underflows for k > 64. Preset step counts top out at 48.
|
|
131
|
+
let STEPS = min(u32(dof.step_count), MAX_STEPS);
|
|
132
|
+
|
|
133
|
+
var acc = vec3<f32>(0.0);
|
|
134
|
+
var wsum = 0.0;
|
|
135
|
+
var max_reach = select(0.0, abs(center_coc), abs(center_coc) > CUTOFF);
|
|
136
|
+
|
|
137
|
+
for (var i: u32 = 0u; i < SAMPLES; i = i + 1u) {
|
|
138
|
+
let o = dof_sample_offset(i, SAMPLES, rot); // unit-disk aperture point
|
|
139
|
+
let rho = length(o);
|
|
140
|
+
if (rho < 1e-3) {
|
|
141
|
+
continue;
|
|
142
|
+
}
|
|
143
|
+
let dir = o / rho;
|
|
144
|
+
let shape = dof_aperture_shape(o, blades, dof.blade_rotation, aa);
|
|
145
|
+
if (shape <= 0.0) {
|
|
146
|
+
continue;
|
|
147
|
+
}
|
|
148
|
+
|
|
149
|
+
let step_len = (rho * MAXR) / f32(STEPS);
|
|
150
|
+
|
|
151
|
+
// Branchless nearest-hit via a register bitmask + firstLeadingBit
|
|
152
|
+
// (Stachowiak; see Step 2a). The CoC for each step is read from the
|
|
153
|
+
// workgroup cache when the tap lands inside the apron, and from the
|
|
154
|
+
// texture for the rare far tap (|offset| in (APRON, MAXR]).
|
|
155
|
+
var mask_lo: u32 = 0u;
|
|
156
|
+
var mask_hi: u32 = 0u;
|
|
157
|
+
|
|
158
|
+
for (var k: u32 = 1u; k <= STEPS; k = k + 1u) {
|
|
159
|
+
let r = f32(k) * step_len; // full-res px from centre
|
|
160
|
+
let x = coord + dir * r;
|
|
161
|
+
let xt = vec2<i32>(clamp(x, vec2<f32>(0.0), dims_f - 1.0));
|
|
162
|
+
|
|
163
|
+
let rc = xt - region_origin; // cache coord
|
|
164
|
+
var s_coc: f32;
|
|
165
|
+
if (rc.x >= 0 && rc.x < REGION && rc.y >= 0 && rc.y < REGION) {
|
|
166
|
+
let pair = unpack2x16float(lds_coc[rc.y * ROW_U32 + (rc.x >> 1)]);
|
|
167
|
+
s_coc = select(pair.x, pair.y, (rc.x & 1) != 0);
|
|
168
|
+
} else {
|
|
169
|
+
s_coc = textureLoad(tColorCoc, xt, 0).a;
|
|
170
|
+
}
|
|
171
|
+
let reach = abs(s_coc);
|
|
172
|
+
|
|
173
|
+
let cover = saturate(rho * reach - r + 1.0);
|
|
174
|
+
// Occlusion gate: foreground floods over everything; background
|
|
175
|
+
// only blurs a background centre (no bleed across a discontinuity).
|
|
176
|
+
let accept = (s_coc < -CUTOFF) || (s_coc > CUTOFF && center_is_background);
|
|
177
|
+
|
|
178
|
+
if (cover > 0.5 && accept) {
|
|
179
|
+
let b = MAX_STEPS - k; // k=1 -> bit 63 (MSB = nearest)
|
|
180
|
+
if (b < 32u) {
|
|
181
|
+
mask_lo = mask_lo | (1u << b);
|
|
182
|
+
} else {
|
|
183
|
+
mask_hi = mask_hi | (1u << (b - 32u));
|
|
184
|
+
}
|
|
185
|
+
}
|
|
186
|
+
}
|
|
187
|
+
|
|
188
|
+
// Nearest accepted cover = highest set bit; the high word holds the
|
|
189
|
+
// nearer steps (k <= 32) so test it first.
|
|
190
|
+
var found = false;
|
|
191
|
+
var samp = center_rgb;
|
|
192
|
+
var reach_used = 0.0;
|
|
193
|
+
var hb: u32 = 0xFFFFFFFFu;
|
|
194
|
+
if (mask_hi != 0u) {
|
|
195
|
+
hb = 32u + firstLeadingBit(mask_hi);
|
|
196
|
+
} else if (mask_lo != 0u) {
|
|
197
|
+
hb = firstLeadingBit(mask_lo);
|
|
198
|
+
}
|
|
199
|
+
if (hb != 0xFFFFFFFFu) {
|
|
200
|
+
let k = MAX_STEPS - hb;
|
|
201
|
+
let x = coord + dir * (f32(k) * step_len);
|
|
202
|
+
let xt = vec2<i32>(clamp(x, vec2<f32>(0.0), dims_f - 1.0));
|
|
203
|
+
let s = textureLoad(tColorCoc, xt, 0); // rgb + reach at the hit
|
|
204
|
+
samp = s.rgb;
|
|
205
|
+
reach_used = abs(s.a);
|
|
206
|
+
found = true;
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
let hl = 1.0 + dof.highlight_boost * rgb_to_luminance(samp);
|
|
210
|
+
let w = shape * hl;
|
|
211
|
+
acc = acc + samp * w;
|
|
212
|
+
wsum = wsum + w;
|
|
213
|
+
if (found) {
|
|
214
|
+
max_reach = max(max_reach, reach_used);
|
|
215
|
+
}
|
|
216
|
+
}
|
|
217
|
+
|
|
218
|
+
let color = acc / max(wsum, 1e-4);
|
|
219
|
+
let defocus = saturate(max_reach - CUTOFF);
|
|
220
|
+
textureStore(tOut, pixel, vec4<f32>(color, defocus));
|
|
221
|
+
}
|
|
222
|
+
`,
|
|
223
|
+
[
|
|
224
|
+
chunk_dof_sample_offset,
|
|
225
|
+
chunk_dof_aperture_shape,
|
|
226
|
+
chunk_stbn_sample_vec2,
|
|
227
|
+
chunk_rgb_to_luminance,
|
|
228
|
+
PI_DECLARATION,
|
|
229
|
+
]
|
|
230
|
+
);
|
|
231
|
+
|
|
232
|
+
/**
|
|
233
|
+
* DoF ray-march — compute form (Form-1 Phase B; see DOF_REFINEMENT_PLAN_02).
|
|
234
|
+
* A compute port of the fragment {@link shader_dof_raymarch} writing a storage
|
|
235
|
+
* texture. Same chunks, same 24-direction aperture sampling, same
|
|
236
|
+
* `(defocused colour, defocus amount)` output contract; `coord = gid + 0.5`
|
|
237
|
+
* reproduces the fragment's pixel-centre `@builtin(position)`, so per-pixel
|
|
238
|
+
* results match the reference.
|
|
239
|
+
*
|
|
240
|
+
* Built incrementally so each blind (GPU-only) change is validated in
|
|
241
|
+
* isolation against the fragment reference:
|
|
242
|
+
* - **Step 1**: bit-identical port — proves the compute/storage-texture
|
|
243
|
+
* FrameGraph integration.
|
|
244
|
+
* - **Step 2a**: the per-ray serial break-loop becomes a branchless register
|
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245
|
+
* bitmask resolved by `firstLeadingBit` — same nearest-hit result, but every
|
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246
|
+
* lane marches uniformly (no data-dependent break), the prerequisite for the
|
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247
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+
* cache.
|
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248
|
+
* - **Step 2b** (here): each workgroup cooperatively loads its tile + apron
|
|
249
|
+
* CoC neighbourhood into `var<workgroup>` shared memory (two f16 packed per
|
|
250
|
+
* u32), and the inner march reads the cache instead of the texture. Because
|
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251
|
+
* the CoC source is already `rgba16float`, the pack is lossless and the
|
|
252
|
+
* output stays bit-identical to the reference; the in-focus tile fast-path
|
|
253
|
+
* skips the load, and far taps beyond the apron fall back to a texture read.
|
|
254
|
+
* The win is the SAMPLES×STEPS per-pixel CoC taps collapsing to one
|
|
255
|
+
* cooperative load shared across the workgroup.
|
|
256
|
+
*
|
|
257
|
+
* Selected by `DepthOfField.march_mode === DOF_MARCH_MODE.COMPUTE`; the
|
|
258
|
+
* fragment march stays the default and the GPU correctness oracle.
|
|
259
|
+
*
|
|
260
|
+
* @type {ComputeShader}
|
|
261
|
+
*/
|
|
262
|
+
export const shader_dof_raymarch_compute = ComputeShader.from({
|
|
263
|
+
label: "DoF/RayMarchCompute",
|
|
264
|
+
resources,
|
|
265
|
+
body,
|
|
266
|
+
});
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_dof_slice_compute.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.js"],"names":[],"mappings":"AAoPA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,uCAFU,aAAa,
|
|
1
|
+
{"version":3,"file":"shader_dof_slice_compute.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.js"],"names":[],"mappings":"AAoPA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,uCAFU,aAAa,CAMpB;8BAzQ2B,kCAAkC"}
|