@woosh/meep-engine 3.11.3 → 3.13.0

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 (596) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/GPUDecalRenderer.js +3 -3
  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/decal/shader_decal_composite.d.ts.map +1 -1
  177. package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
  178. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  179. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
  180. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  181. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  182. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  183. package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
  184. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  185. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  186. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  187. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  188. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  189. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  190. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  191. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  192. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  193. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  194. package/src/shade/RENDERER_CONTRACT.md +2 -1
  195. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
  196. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  197. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
  198. package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
  199. package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
  200. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  201. package/src/shade/device/ShadeGPUCommandContext.js +801 -994
  202. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
  203. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
  204. package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
  205. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
  206. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
  207. package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
  208. package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
  209. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  210. package/src/shade/device/timing/GPUTimerArray.js +261 -289
  211. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
  212. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
  213. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
  214. package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
  215. package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
  216. package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
  217. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  218. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -2
  219. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -2
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +135 -134
  223. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  224. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  225. package/src/shade/renderer/Renderer.d.ts +0 -6
  226. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  227. package/src/shade/renderer/Renderer.js +0 -29
  228. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  229. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  230. package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
  231. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  234. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  236. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  238. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  239. package/src/shade/renderer/animation/shader_animation_tick.js +4 -2
  240. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  241. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +3 -2
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +4 -2
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +24 -10
  249. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +3 -2
  251. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -2
  253. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  254. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  255. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  256. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  257. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
  258. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  259. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  260. package/src/shade/renderer/buffer/table/GPUDatabase.js +16 -22
  261. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
  262. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
  263. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  264. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +11 -5
  265. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  266. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +43 -42
  267. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  268. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  269. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  270. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
  271. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
  272. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
  273. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
  274. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  275. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  276. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  277. package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
  278. package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
  279. package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
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  487. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.js +89 -90
  488. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
  489. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.js +61 -62
  490. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
  491. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
  492. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  493. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  494. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +722 -722
  495. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
  496. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
  497. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
  498. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
  499. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +76 -76
  500. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  501. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +1 -9
  502. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  503. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +1 -6
  504. package/src/shade/renderer/restir/di/graph_restir_di.d.ts.map +1 -1
  505. package/src/shade/renderer/restir/di/graph_restir_di.js +2 -3
  506. package/src/shade/renderer/restir/di/graph_restir_di_denoise.d.ts.map +1 -1
  507. package/src/shade/renderer/restir/di/graph_restir_di_denoise.js +1 -2
  508. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  509. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +5 -3
  510. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
  511. package/src/shade/renderer/restir/di/shader_restir_di_resample.js +4 -3
  512. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  513. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +4 -3
  514. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
  515. package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
  516. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  517. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +3 -7
  518. package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
  519. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
  520. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
  521. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
  522. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
  523. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
  524. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
  525. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  526. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -145
  527. package/src/shade/renderer/shader/ComputeShader.d.ts +26 -5
  528. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  529. package/src/shade/renderer/shader/ComputeShader.js +347 -296
  530. package/src/shade/renderer/shader/ImageShader.js +217 -217
  531. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
  532. package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
  533. package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
  534. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
  535. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  536. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
  537. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  538. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
  539. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  540. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  541. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  542. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  543. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
  544. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  545. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
  546. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
  547. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
  548. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
  549. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
  550. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
  551. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
  552. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
  553. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +6 -4
  554. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
  555. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
  556. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  557. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +11 -12
  558. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
  559. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
  560. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
  561. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
  562. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  563. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
  564. package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
  565. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
  566. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  567. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +3 -2
  568. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  569. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  570. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +14 -19
  571. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
  572. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  573. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
  574. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  575. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  576. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  577. package/src/shade/renderer/water/shader_water.js +246 -246
  578. package/src/shade/vitest.setup.mjs +1 -1
  579. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  580. package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
  581. package/src/shade/wgsl/validate_wgsl_source.js +8 -3
  582. package/src/view/minimap/Minimap.d.ts +2 -2
  583. package/src/view/minimap/Minimap.d.ts.map +1 -1
  584. package/src/view/minimap/Minimap.js +225 -225
  585. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  586. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  587. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  588. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
  589. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
  590. package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
  591. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
  592. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
  593. package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
  594. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  595. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  596. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -0,0 +1,182 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { ShadeGPUComputePassEncoder } from "../pass/ShadeGPUComputePassEncoder.js";
3
+ import { ShadeGPURenderPassEncoder } from "../pass/ShadeGPURenderPassEncoder.js";
4
+ import { GPUTimerArray } from "./GPUTimerArray.js";
5
+
6
+ /**
7
+ * Everything one {@link ShadeGPUCommandContext} needs in order to be profiled: its timer array, the
8
+ * recorder its timings go to, and which query set it is within the frame.
9
+ *
10
+ * **It opens the passes itself.** Two values are needed at two different instants — the
11
+ * `timestampWrites` before the encoder exists, the {@link GPUProfileWork} after — and any shape that
12
+ * hands both back to the caller has to carry them across that gap. The predecessor carried them in a
13
+ * private field on the command context, consumed by whatever ran next, which is the kind of coupling
14
+ * that breaks the moment a line is inserted between the two halves. Handing the profiler the encoder
15
+ * collapses the gap: both values are produced and consumed inside one method and there is nothing to
16
+ * carry.
17
+ *
18
+ * Off by default and constructed only by `enable_profiling`, so a context that is not being profiled
19
+ * holds one null field and allocates no query set.
20
+ *
21
+ * @author Alex Goldring
22
+ * @copyright Company Named Limited (c) 2026
23
+ */
24
+ export class ShadeGPUContextProfiler {
25
+
26
+ /**
27
+ * @type {GPUTimerArray}
28
+ */
29
+ #timers;
30
+
31
+ /**
32
+ * @type {GPUFrameRecorder}
33
+ */
34
+ #recorder;
35
+
36
+ /**
37
+ * Which query set this context is, within its frame. Carried into every span it records —
38
+ * timestamps from two query sets are not specified to share a clock domain, and a frame has one
39
+ * set per context.
40
+ *
41
+ * @type {number}
42
+ */
43
+ #query_set_id;
44
+
45
+ /**
46
+ * @type {Promise<void>}
47
+ */
48
+ #absorbed;
49
+
50
+ /**
51
+ * @type {function}
52
+ */
53
+ #absorbed_resolve;
54
+
55
+ /**
56
+ * @param {GPUDevice} device
57
+ * @param {GPUFrameRecorder} recorder
58
+ * @param {number} query_set_id this context's index within the frame
59
+ */
60
+ constructor(device, recorder, query_set_id) {
61
+ assert.defined(device, 'device');
62
+ assert.defined(recorder, 'recorder');
63
+ assert.isNonNegativeInteger(query_set_id, 'query_set_id');
64
+
65
+ this.#timers = new GPUTimerArray(device);
66
+ this.#recorder = recorder;
67
+ this.#query_set_id = query_set_id;
68
+
69
+ this.#absorbed = new Promise(resolve => {
70
+ this.#absorbed_resolve = resolve;
71
+ });
72
+ }
73
+
74
+ /**
75
+ * Resolves after this context's timings have been read back and handed to the recorder.
76
+ *
77
+ * @returns {Promise<void>}
78
+ */
79
+ get absorbed() {
80
+ return this.#absorbed;
81
+ }
82
+
83
+ /**
84
+ * @param {GPUCommandEncoder} encoder
85
+ * @param {GPUComputePassDescriptor} [descriptor]
86
+ * @returns {ShadeGPUComputePassEncoder}
87
+ */
88
+ begin_compute_pass(encoder, descriptor) {
89
+ const writes = this.#timers.getComputeWrites(descriptor?.label);
90
+
91
+ if (writes === undefined) {
92
+ return new ShadeGPUComputePassEncoder(encoder.beginComputePass(descriptor), null);
93
+ }
94
+
95
+ const gpu_pass = encoder.beginComputePass(this.#timed(descriptor, writes));
96
+
97
+ return new ShadeGPUComputePassEncoder(gpu_pass, this.#note_slot(writes));
98
+ }
99
+
100
+ /**
101
+ * @param {GPUCommandEncoder} encoder
102
+ * @param {GPURenderPassDescriptor} descriptor
103
+ * @returns {ShadeGPURenderPassEncoder}
104
+ */
105
+ begin_render_pass(encoder, descriptor) {
106
+ const writes = this.#timers.getRenderWrites(descriptor?.label);
107
+
108
+ if (writes === undefined) {
109
+ return new ShadeGPURenderPassEncoder(encoder.beginRenderPass(descriptor), null);
110
+ }
111
+
112
+ const gpu_pass = encoder.beginRenderPass(this.#timed(descriptor, writes));
113
+
114
+ return new ShadeGPURenderPassEncoder(gpu_pass, this.#note_slot(writes));
115
+ }
116
+
117
+ /**
118
+ * The descriptor a timed pass should be begun with.
119
+ *
120
+ * A copy, never a write-through. Several call sites reuse one descriptor across passes, and
121
+ * stamping `timestampWrites` onto it left the next pass carrying the previous pass's query
122
+ * indices. `{...undefined}` is `{}`, which is also how the no-descriptor form of
123
+ * `beginComputePass` stays legal.
124
+ *
125
+ * @param {GPUComputePassDescriptor|GPURenderPassDescriptor} [descriptor]
126
+ * @param {GPUComputePassTimestampWrites|GPURenderPassTimestampWrites} writes
127
+ * @returns {GPUComputePassDescriptor|GPURenderPassDescriptor}
128
+ */
129
+ #timed(descriptor, writes) {
130
+ return { ...descriptor, timestampWrites: writes };
131
+ }
132
+
133
+ /**
134
+ * Tell the recorder which graph pass owns the slot just claimed.
135
+ *
136
+ * The one moment the join can be made. The recorder knows which frame graph pass is executing
137
+ * right now; the slot is what the timings will come back keyed by. Neither fact is recoverable
138
+ * later — see {@link GPUFrameRecorder}.
139
+ *
140
+ * @param {GPUComputePassTimestampWrites|GPURenderPassTimestampWrites} writes
141
+ * @returns {GPUProfileWork|null} null below {@link GPUProfileLevel.WORKLOAD}
142
+ */
143
+ #note_slot(writes) {
144
+ return this.#recorder.note_pass_slot(
145
+ this.#query_set_id,
146
+ writes.beginningOfPassWriteIndex / 2
147
+ );
148
+ }
149
+
150
+ /**
151
+ * @param {GPUCommandEncoder} encoder
152
+ * @returns {void}
153
+ */
154
+ resolve(encoder) {
155
+ this.#timers.resolve(encoder);
156
+ }
157
+
158
+ /**
159
+ * Read the timings back and hand them to the recorder. Resolves {@link absorbed} either way.
160
+ *
161
+ * @returns {void}
162
+ */
163
+ absorb() {
164
+ const timers = this.#timers;
165
+
166
+ timers
167
+ .download_results()
168
+ .then(() => {
169
+ this.#recorder.absorb(timers, this.#query_set_id);
170
+ })
171
+ .finally(() => {
172
+ timers.destroy();
173
+
174
+ /*
175
+ In `finally` so a failed readback still releases whoever is waiting on the frame. A
176
+ profile session that hangs because one download rejected is worse than one missing a
177
+ frame.
178
+ */
179
+ this.#absorbed_resolve();
180
+ });
181
+ }
182
+ }
@@ -20,10 +20,10 @@
20
20
  * application that never mentions the profiler does not carry any of it. The feature ships without
21
21
  * a build flag, a strip-plugin interaction, or a dead branch anyone has to keep honest.
22
22
  *
23
- * Two leaf helpers under this directory *are* linked unconditionally, because
24
- * {@link ShadeGPUCommandContext} needs them while encoding: `make_profiling_pass_encoder` and
25
- * `parse_workgroup_size`. They import `assert` and nothing else, and neither knows what a capture
26
- * is. What remains in the engine beyond those is a nullable field and the null checks around it.
23
+ * Nothing under this directory is linked unconditionally. The pass encoders count dispatches into a
24
+ * {@link GPUProfileWork} when handed one, but they hold it as a bag of counters and never name the
25
+ * type; the workgroup size they record comes off {@link ComputePipelineDescriptor}, which reads it
26
+ * as its code is set. What remains in the engine is a nullable field and the null checks around it.
27
27
  *
28
28
  * Recording is an **open-ended forward stream**: `frame_limit` defaults to `Infinity` and
29
29
  * everything captured is kept. There is no ring buffer. Uncapped means a per-frame cost is also a
@@ -43,10 +43,10 @@ const DEFAULT_BYTE_BUDGET = 512 * 1024 * 1024;
43
43
  * application that never mentions the profiler does not carry any of it. The feature ships without
44
44
  * a build flag, a strip-plugin interaction, or a dead branch anyone has to keep honest.
45
45
  *
46
- * Two leaf helpers under this directory *are* linked unconditionally, because
47
- * {@link ShadeGPUCommandContext} needs them while encoding: `make_profiling_pass_encoder` and
48
- * `parse_workgroup_size`. They import `assert` and nothing else, and neither knows what a capture
49
- * is. What remains in the engine beyond those is a nullable field and the null checks around it.
46
+ * Nothing under this directory is linked unconditionally. The pass encoders count dispatches into a
47
+ * {@link GPUProfileWork} when handed one, but they hold it as a bag of counters and never name the
48
+ * type; the workgroup size they record comes off {@link ComputePipelineDescriptor}, which reads it
49
+ * as its code is set. What remains in the engine is a nullable field and the null checks around it.
50
50
  *
51
51
  * Recording is an **open-ended forward stream**: `frame_limit` defaults to `Infinity` and
52
52
  * everything captured is kept. There is no ring buffer. Uncapped means a per-frame cost is also a
@@ -1 +1 @@
1
- {"version":3,"file":"shader_blas_audit_leaf_triangles.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js"],"names":[],"mappings":"AAqBA,2CAA4C;AA4D5C;;;;;;;;;;;;;;;;GAgBG;AACH,+CAFU,aAAa,CAOpB;8BApG2B,wCAAwC"}
1
+ {"version":3,"file":"shader_blas_audit_leaf_triangles.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js"],"names":[],"mappings":"AAqBA,2CAA4C;AA8D5C;;;;;;;;;;;;;;;;GAgBG;AACH,+CAFU,aAAa,CAMpB;8BArG2B,wCAAwC"}
@@ -22,8 +22,10 @@ import {
22
22
  export const BLAS_AUDIT_WORKGROUP_SIZE = 64;
23
23
 
24
24
  const resources = new ShaderResourceSetDescriptor();
25
+
26
+ // per-dispatch, 16 bytes, read-only: immediate data rather than a uniform buffer
27
+ resources.setImmediate("settings", BLAS_LEAF_BOUNDS_SETTINGS_STRUCT);
25
28
  resources.createGroup()
26
- .addUniform("settings", BLAS_LEAF_BOUNDS_SETTINGS_STRUCT)
27
29
  .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
28
30
  .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
29
31
  .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
@@ -100,5 +102,4 @@ export const shader_blas_audit_leaf_triangles = ComputeShader.from({
100
102
  label: "BLAS/AuditLeafTriangles",
101
103
  resources,
102
104
  body,
103
- group_size: [BLAS_AUDIT_WORKGROUP_SIZE, 1, 1],
104
105
  });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_blas_audit_points.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js"],"names":[],"mappings":"AAkBA,4CAA6C;AAE7C;;GAEG;AACH,0CAFU,YAAY,CAOG;AA8CzB;;;;;;;;;;;;;GAaG;AACH,uCAFU,aAAa,CAOpB;6BA3F0B,4CAA4C;8BAE3C,wCAAwC"}
1
+ {"version":3,"file":"shader_blas_audit_points.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js"],"names":[],"mappings":"AAkBA,4CAA6C;AAE7C;;GAEG;AACH,0CAFU,YAAY,CAOG;AAgDzB;;;;;;;;;;;;;GAaG;AACH,uCAFU,aAAa,CAMpB;6BA5F0B,4CAA4C;8BAE3C,wCAAwC"}
@@ -29,8 +29,10 @@ export const BLAS_POINTS_SETTINGS_STRUCT = WebGPUStruct.from({
29
29
  }, "BlasPointsSettings");
30
30
 
31
31
  const resources = new ShaderResourceSetDescriptor();
32
+
33
+ // per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer
34
+ resources.setImmediate("settings", BLAS_POINTS_SETTINGS_STRUCT);
32
35
  resources.createGroup()
33
- .addUniform("settings", BLAS_POINTS_SETTINGS_STRUCT)
34
36
  // three f32 per point, in the geometry's own space
35
37
  .addStorageBuffer("targets", WebGPUArray.from(f32), false)
36
38
  .addStorageBuffer("blas_lookup", WebGPUArray.from(u32), false)
@@ -90,5 +92,4 @@ export const shader_blas_audit_points = ComputeShader.from({
90
92
  label: "BLAS/AuditPoints",
91
93
  resources,
92
94
  body,
93
- group_size: [BLAS_POINTS_WORKGROUP_SIZE, 1, 1],
94
95
  });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_blas_audit_visibility.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js"],"names":[],"mappings":"AAyBA,gDAAiD;AAEjD;;GAEG;AACH,8CAFU,YAAY,CASO;AA0E7B;;;;;;;;;;;;;;;;GAgBG;AACH,2CAFU,aAAa,CAOpB;6BAnI0B,4CAA4C;8BAE3C,wCAAwC"}
1
+ {"version":3,"file":"shader_blas_audit_visibility.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js"],"names":[],"mappings":"AAyBA,gDAAiD;AAEjD;;GAEG;AACH,8CAFU,YAAY,CASO;AA4E7B;;;;;;;;;;;;;;;;GAgBG;AACH,2CAFU,aAAa,CAMpB;6BApI0B,4CAA4C;8BAE3C,wCAAwC"}
@@ -1,134 +1,135 @@
1
- import { f32, u32, vec3f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
4
- import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
7
- import {
8
- BVH_NODE_CHILD_2_WORD,
9
- BVH_NODE_STRIDE_WORDS
10
- } from "../../renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
11
- import { BVH2_NODE_STRUCT } from "../../renderer/shader/chunk/bvh/BVH2_NODE_STRUCT.js";
12
- import { BVH_TRAVERSAL_STACK_SIZE } from "../../renderer/shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
13
- import {
14
- chunk_ray_query_blas_nearest
15
- } from "../../renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
16
- import {
17
- chunk_geometry_read_triangle_vertices
18
- } from "../../renderer/shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
19
- import { RAY_STRUCT } from "../../renderer/shader/chunk/geometry/ray/RAY_STRUCT.js";
20
- import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
21
- import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
22
- import {
23
- MESHLET_METADATA_STRUCT
24
- } from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
25
-
26
- export const BLAS_VISIBILITY_WORKGROUP_SIZE = 64;
27
-
28
- /**
29
- * @type {WebGPUStruct}
30
- */
31
- export const BLAS_VISIBILITY_SETTINGS_STRUCT = WebGPUStruct.from({
32
- origin: vec3f,
33
- leaf_count: u32,
34
- node_word_offset: u32,
35
- leaf_nodes_offset: u32,
36
- geometry_index: u32,
37
- tmax: f32,
38
- }, "BlasVisibilitySettings");
39
-
40
- const resources = new ShaderResourceSetDescriptor();
41
- resources.createGroup()
42
- .addUniform("settings", BLAS_VISIBILITY_SETTINGS_STRUCT)
43
- .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
44
- .addStorageBuffer("blas_lookup", WebGPUArray.from(u32), false)
45
- .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT), false)
46
- .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
47
- .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
48
- .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
49
- .addStorageBuffer("nodes", WebGPUArray.from(f32), false)
50
- // per leaf: the parametric t the traversal came back with, negative for a miss
51
- .addStorageBuffer("out_t", WebGPUArray.from(f32), true)
52
- // per leaf: the triangle the traversal returned, or 0xFFFFFFFF
53
- .addStorageBuffer("out_triangle", WebGPUArray.from(u32), true)
54
- // per leaf: the distance to the point the ray was aimed at, which the answer cannot exceed
55
- .addStorageBuffer("out_expected_t", WebGPUArray.from(f32), true);
56
-
57
- const body = CodeChunk.from(
58
- //language=WGSL
59
- `
60
- const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
61
- const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
62
-
63
- @compute @workgroup_size(${BLAS_VISIBILITY_WORKGROUP_SIZE}, 1, 1)
64
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
65
- let i = gid.x;
66
-
67
- if (i >= settings.leaf_count) {
68
- return;
69
- }
70
-
71
- let leaf_node = leaf_nodes[settings.leaf_nodes_offset + i];
72
-
73
- let node_word = settings.node_word_offset + leaf_node * NODE_STRIDE;
74
-
75
- let meshlet_triangle_id = bitcast<u32>(nodes[node_word + NODE_CHILD_2]);
76
-
77
- let triangle = geometry_read_triangle_vertices(
78
- geometries[settings.geometry_index],
79
- meshlet_triangle_id
80
- );
81
-
82
- // Aim at the triangle's own centroid, which is strictly inside it. The ray provably intersects
83
- // this triangle, so the traversal has to come back with *something* — this one, or something
84
- // occluding it. A miss is not a geometric possibility; it is the traversal failing to reach a
85
- // leaf whose box, by construction, the ray passes through.
86
- let centre = (triangle.a.position + triangle.b.position + triangle.c.position) / 3.0;
87
-
88
- var ray: ${RAY_STRUCT.wgsl_ref};
89
-
90
- ray.origin = settings.origin;
91
- ray.direction = normalize(centre - settings.origin);
92
- ray.tmax = settings.tmax;
93
-
94
- var stack: array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
95
-
96
- let hit = ray_query_blas_nearest(ray, settings.geometry_index, &stack, 0u);
97
-
98
- out_t[i] = hit.t;
99
- out_triangle[i] = select(0xFFFFFFFFu, hit.triangle, hit.t >= 0.0);
100
-
101
- // The ray was aimed at a point on this triangle, so the nearest surface along it is at most
102
- // this far. An answer beyond it is not an occlusion and not a miss — it is the traversal
103
- // walking past a surface it was pointed at, which is what a hole in the traced image is.
104
- out_expected_t[i] = length(centre - settings.origin);
105
- }
106
- `, [
107
- RAY_STRUCT.declaration_chunk,
108
- chunk_geometry_read_triangle_vertices,
109
- chunk_ray_query_blas_nearest,
110
- ]);
111
-
112
- /**
113
- * Ask the traversal, once per triangle, whether it can find that triangle.
114
- *
115
- * Every structural check on the tree has passed, which narrows the fault to the traversal itself
116
- * and traversal is the one thing no readback of the tree can exercise. So this runs the real
117
- * `ray_query_blas_nearest`, the same function the path tracer calls, along a ray whose answer is
118
- * known in advance.
119
- *
120
- * The ray goes from the camera to a triangle's centroid. That point is inside the triangle, so the
121
- * ray intersects it, so the query must return a hit — this triangle if nothing is in front, some
122
- * other one if something is. Only a miss is impossible, and a miss is therefore a traversal that
123
- * failed to reach a leaf whose box it was inside.
124
- *
125
- * Which triangles miss, and where they are, is the whole diagnosis.
126
- *
127
- * @type {ComputeShader}
128
- */
129
- export const shader_blas_audit_visibility = ComputeShader.from({
130
- label: "BLAS/AuditVisibility",
131
- resources,
132
- body,
133
- group_size: [BLAS_VISIBILITY_WORKGROUP_SIZE, 1, 1],
134
- });
1
+ import { f32, u32, vec3f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
4
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ BVH_NODE_CHILD_2_WORD,
9
+ BVH_NODE_STRIDE_WORDS
10
+ } from "../../renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
11
+ import { BVH2_NODE_STRUCT } from "../../renderer/shader/chunk/bvh/BVH2_NODE_STRUCT.js";
12
+ import { BVH_TRAVERSAL_STACK_SIZE } from "../../renderer/shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
13
+ import {
14
+ chunk_ray_query_blas_nearest
15
+ } from "../../renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
16
+ import {
17
+ chunk_geometry_read_triangle_vertices
18
+ } from "../../renderer/shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
19
+ import { RAY_STRUCT } from "../../renderer/shader/chunk/geometry/ray/RAY_STRUCT.js";
20
+ import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
21
+ import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
22
+ import {
23
+ MESHLET_METADATA_STRUCT
24
+ } from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
25
+
26
+ export const BLAS_VISIBILITY_WORKGROUP_SIZE = 64;
27
+
28
+ /**
29
+ * @type {WebGPUStruct}
30
+ */
31
+ export const BLAS_VISIBILITY_SETTINGS_STRUCT = WebGPUStruct.from({
32
+ origin: vec3f,
33
+ leaf_count: u32,
34
+ node_word_offset: u32,
35
+ leaf_nodes_offset: u32,
36
+ geometry_index: u32,
37
+ tmax: f32,
38
+ }, "BlasVisibilitySettings");
39
+
40
+ const resources = new ShaderResourceSetDescriptor();
41
+
42
+ // per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer
43
+ resources.setImmediate("settings", BLAS_VISIBILITY_SETTINGS_STRUCT);
44
+ resources.createGroup()
45
+ .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
46
+ .addStorageBuffer("blas_lookup", WebGPUArray.from(u32), false)
47
+ .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT), false)
48
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
49
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
50
+ .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
51
+ .addStorageBuffer("nodes", WebGPUArray.from(f32), false)
52
+ // per leaf: the parametric t the traversal came back with, negative for a miss
53
+ .addStorageBuffer("out_t", WebGPUArray.from(f32), true)
54
+ // per leaf: the triangle the traversal returned, or 0xFFFFFFFF
55
+ .addStorageBuffer("out_triangle", WebGPUArray.from(u32), true)
56
+ // per leaf: the distance to the point the ray was aimed at, which the answer cannot exceed
57
+ .addStorageBuffer("out_expected_t", WebGPUArray.from(f32), true);
58
+
59
+ const body = CodeChunk.from(
60
+ //language=WGSL
61
+ `
62
+ const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
63
+ const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
64
+
65
+ @compute @workgroup_size(${BLAS_VISIBILITY_WORKGROUP_SIZE}, 1, 1)
66
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
67
+ let i = gid.x;
68
+
69
+ if (i >= settings.leaf_count) {
70
+ return;
71
+ }
72
+
73
+ let leaf_node = leaf_nodes[settings.leaf_nodes_offset + i];
74
+
75
+ let node_word = settings.node_word_offset + leaf_node * NODE_STRIDE;
76
+
77
+ let meshlet_triangle_id = bitcast<u32>(nodes[node_word + NODE_CHILD_2]);
78
+
79
+ let triangle = geometry_read_triangle_vertices(
80
+ geometries[settings.geometry_index],
81
+ meshlet_triangle_id
82
+ );
83
+
84
+ // Aim at the triangle's own centroid, which is strictly inside it. The ray provably intersects
85
+ // this triangle, so the traversal has to come back with *something* — this one, or something
86
+ // occluding it. A miss is not a geometric possibility; it is the traversal failing to reach a
87
+ // leaf whose box, by construction, the ray passes through.
88
+ let centre = (triangle.a.position + triangle.b.position + triangle.c.position) / 3.0;
89
+
90
+ var ray: ${RAY_STRUCT.wgsl_ref};
91
+
92
+ ray.origin = settings.origin;
93
+ ray.direction = normalize(centre - settings.origin);
94
+ ray.tmax = settings.tmax;
95
+
96
+ var stack: array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
97
+
98
+ let hit = ray_query_blas_nearest(ray, settings.geometry_index, &stack, 0u);
99
+
100
+ out_t[i] = hit.t;
101
+ out_triangle[i] = select(0xFFFFFFFFu, hit.triangle, hit.t >= 0.0);
102
+
103
+ // The ray was aimed at a point on this triangle, so the nearest surface along it is at most
104
+ // this far. An answer beyond it is not an occlusion and not a miss — it is the traversal
105
+ // walking past a surface it was pointed at, which is what a hole in the traced image is.
106
+ out_expected_t[i] = length(centre - settings.origin);
107
+ }
108
+ `, [
109
+ RAY_STRUCT.declaration_chunk,
110
+ chunk_geometry_read_triangle_vertices,
111
+ chunk_ray_query_blas_nearest,
112
+ ]);
113
+
114
+ /**
115
+ * Ask the traversal, once per triangle, whether it can find that triangle.
116
+ *
117
+ * Every structural check on the tree has passed, which narrows the fault to the traversal itself —
118
+ * and traversal is the one thing no readback of the tree can exercise. So this runs the real
119
+ * `ray_query_blas_nearest`, the same function the path tracer calls, along a ray whose answer is
120
+ * known in advance.
121
+ *
122
+ * The ray goes from the camera to a triangle's centroid. That point is inside the triangle, so the
123
+ * ray intersects it, so the query must return a hit this triangle if nothing is in front, some
124
+ * other one if something is. Only a miss is impossible, and a miss is therefore a traversal that
125
+ * failed to reach a leaf whose box it was inside.
126
+ *
127
+ * Which triangles miss, and where they are, is the whole diagnosis.
128
+ *
129
+ * @type {ComputeShader}
130
+ */
131
+ export const shader_blas_audit_visibility = ComputeShader.from({
132
+ label: "BLAS/AuditVisibility",
133
+ resources,
134
+ body,
135
+ });