@woosh/meep-engine 3.12.0 → 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 (285) hide show
  1. package/package.json +1 -1
  2. package/src/engine/graphics3/decal/GPUDecalRenderer.js +3 -3
  3. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  4. package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
  5. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  6. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
  7. package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
  8. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  9. package/src/shade/RENDERER_CONTRACT.md +2 -1
  10. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
  11. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  12. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
  13. package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
  14. package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
  15. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  16. package/src/shade/device/ShadeGPUCommandContext.js +801 -994
  17. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
  18. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
  19. package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
  20. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
  21. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
  22. package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
  23. package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
  24. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  25. package/src/shade/device/timing/GPUTimerArray.js +261 -289
  26. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
  27. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
  28. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
  29. package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
  30. package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
  31. package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
  32. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  33. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -1
  34. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  35. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -1
  36. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  37. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +3 -1
  38. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +2 -2
  39. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +2 -2
  40. package/src/shade/renderer/Renderer.d.ts +0 -6
  41. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  42. package/src/shade/renderer/Renderer.js +0 -29
  43. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  44. package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
  45. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  46. package/src/shade/renderer/animation/shader_animation_tick.js +128 -125
  47. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  48. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
  49. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  50. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +100 -98
  51. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  52. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +215 -212
  53. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
  54. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  55. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +135 -120
  56. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  57. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +77 -75
  58. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  59. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +375 -371
  60. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
  61. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +1 -1
  62. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  63. package/src/shade/renderer/buffer/table/GPUDatabase.js +14 -19
  64. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
  65. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
  66. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  67. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +325 -319
  68. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  69. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +3 -1
  70. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  71. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
  72. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
  73. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
  74. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
  75. package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
  76. package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
  77. package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
  78. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -102
  79. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  80. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +125 -121
  81. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
  82. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +766 -774
  83. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  84. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +72 -69
  85. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  86. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +5 -10
  87. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +129 -129
  88. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  89. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +5 -3
  90. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
  91. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -1
  92. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_resolve_probes.d.ts.map +1 -1
  93. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_resolve_probes.js +3 -1
  94. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +1 -1
  95. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +114 -112
  96. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lpv_store_sh.d.ts.map +1 -1
  97. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lpv_store_sh.js +4 -1
  98. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.d.ts.map +1 -1
  99. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +187 -184
  100. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_reduce_atlas_to_sh.d.ts.map +1 -1
  101. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_reduce_atlas_to_sh.js +4 -1
  102. package/src/shade/renderer/global_illumination/sharc/SpatialHashRadianceCache.d.ts.map +1 -1
  103. package/src/shade/renderer/global_illumination/sharc/SpatialHashRadianceCache.js +6 -8
  104. package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_evict.d.ts.map +1 -1
  105. package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_evict.js +3 -1
  106. package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.d.ts.map +1 -1
  107. package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.js +3 -1
  108. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +3 -3
  109. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +3 -3
  110. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  111. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  112. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +145 -142
  113. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  114. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +87 -82
  115. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  116. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +143 -140
  117. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +2 -2
  118. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -1
  119. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +43 -8
  120. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -1
  121. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js +4 -5
  122. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  123. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +88 -84
  124. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  125. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +194 -191
  126. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
  127. package/src/shade/renderer/hiz/HierarchicalZBuffer.js +33 -69
  128. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
  129. package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +6 -1
  130. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts.map +1 -1
  131. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js +23 -7
  132. package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts.map +1 -1
  133. package/src/shade/renderer/light/environment/execute_filter_environment_map.js +1 -2
  134. package/src/shade/renderer/light/environment/shader_convolve_reflection_map.d.ts.map +1 -1
  135. package/src/shade/renderer/light/environment/shader_convolve_reflection_map.js +6 -1
  136. package/src/shade/renderer/lightmap/bake/raster/graph_draw_lightmap_viz_buffer.d.ts.map +1 -1
  137. package/src/shade/renderer/lightmap/bake/raster/graph_draw_lightmap_viz_buffer.js +234 -219
  138. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +2 -2
  139. package/src/shade/renderer/lightmap/bake/shader_lightmap_denoise_sh.js +191 -191
  140. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.d.ts.map +1 -1
  141. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.js +85 -82
  142. package/src/shade/renderer/particles/graph_particles.d.ts.map +1 -1
  143. package/src/shade/renderer/particles/graph_particles.js +5 -3
  144. package/src/shade/renderer/particles/prototypeParticleSystem.js +3 -4
  145. package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
  146. package/src/shade/renderer/particles/shaders/shader_particle_emit.js +132 -117
  147. package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
  148. package/src/shade/renderer/particles/shaders/shader_particle_finalize.js +79 -77
  149. package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
  150. package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +111 -99
  151. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
  152. package/src/shade/renderer/particles/sort/shader_particle_sort.js +187 -158
  153. package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.d.ts.map +1 -1
  154. package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js +7 -10
  155. package/src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.d.ts.map +1 -1
  156. package/src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.js +4 -1
  157. package/src/shade/renderer/postprocess/bloom/shader_bloom_mix.d.ts.map +1 -1
  158. package/src/shade/renderer/postprocess/bloom/shader_bloom_mix.js +3 -1
  159. package/src/shade/renderer/postprocess/cas/shader_ffx_rcas.d.ts.map +1 -1
  160. package/src/shade/renderer/postprocess/cas/shader_ffx_rcas.js +4 -2
  161. package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.js +147 -147
  162. package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.d.ts.map +1 -1
  163. package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.js +121 -119
  164. package/src/shade/renderer/postprocess/dof/gather/graph_postprocess_dof2.d.ts.map +1 -1
  165. package/src/shade/renderer/postprocess/dof/gather/graph_postprocess_dof2.js +1 -2
  166. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_far.d.ts.map +1 -1
  167. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_far.js +4 -1
  168. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_near.d.ts.map +1 -1
  169. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_near.js +4 -1
  170. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_recombine.d.ts.map +1 -1
  171. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_recombine.js +4 -1
  172. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_setup.d.ts.map +1 -1
  173. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_setup.js +4 -1
  174. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.d.ts.map +1 -1
  175. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +2 -4
  176. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_composite.d.ts.map +1 -1
  177. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_composite.js +4 -1
  178. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_prefilter.d.ts.map +1 -1
  179. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_prefilter.js +4 -1
  180. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch.d.ts.map +1 -1
  181. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch.js +4 -1
  182. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
  183. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.js +269 -266
  184. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.d.ts.map +1 -1
  185. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.js +273 -270
  186. package/src/shade/renderer/postprocess/dof/shader_dof_autofocus.d.ts.map +1 -1
  187. package/src/shade/renderer/postprocess/dof/shader_dof_autofocus.js +4 -1
  188. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts.map +1 -1
  189. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +8 -11
  190. package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.d.ts.map +1 -1
  191. package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.js +5 -1
  192. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts.map +1 -1
  193. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.js +11 -8
  194. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.d.ts.map +1 -1
  195. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.js +7 -8
  196. package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.d.ts.map +1 -1
  197. package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.js +3 -1
  198. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  199. package/src/shade/renderer/postprocess/nss/shader_nss_concat.d.ts.map +1 -1
  200. package/src/shade/renderer/postprocess/nss/shader_nss_concat.js +70 -68
  201. package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts.map +1 -1
  202. package/src/shade/renderer/postprocess/ssr/depth_max_shader.js +70 -68
  203. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +1 -1
  204. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +3 -1
  205. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +1 -1
  206. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +4 -1
  207. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +1 -1
  208. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +103 -101
  209. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts.map +1 -1
  210. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +4 -2
  211. package/src/shade/renderer/postprocess/ssr/ssr_trace_shader.d.ts.map +1 -1
  212. package/src/shade/renderer/postprocess/ssr/ssr_trace_shader.js +3 -1
  213. package/src/shade/renderer/postprocess/taa/shader_taa.d.ts.map +1 -1
  214. package/src/shade/renderer/postprocess/taa/shader_taa.js +4 -1
  215. package/src/shade/renderer/postprocess/upscale-dither/fragment_shader_upscale_dither.js +5 -5
  216. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.d.ts.map +1 -1
  217. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +339 -341
  218. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.d.ts.map +1 -1
  219. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js +114 -109
  220. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.d.ts.map +1 -1
  221. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js +118 -115
  222. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
  223. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +69 -65
  224. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +722 -722
  225. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  226. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +1 -9
  227. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  228. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +1 -6
  229. package/src/shade/renderer/restir/di/graph_restir_di.d.ts.map +1 -1
  230. package/src/shade/renderer/restir/di/graph_restir_di.js +2 -3
  231. package/src/shade/renderer/restir/di/graph_restir_di_denoise.d.ts.map +1 -1
  232. package/src/shade/renderer/restir/di/graph_restir_di_denoise.js +1 -2
  233. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  234. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +139 -136
  235. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
  236. package/src/shade/renderer/restir/di/shader_restir_di_resample.js +131 -129
  237. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  238. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +101 -99
  239. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  240. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +379 -383
  241. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  242. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -144
  243. package/src/shade/renderer/shader/ComputeShader.d.ts +2 -2
  244. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  245. package/src/shade/renderer/shader/ComputeShader.js +14 -17
  246. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
  247. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  248. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
  249. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  250. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
  251. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  252. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
  253. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
  254. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
  255. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
  256. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
  257. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
  258. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
  259. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
  260. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
  261. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +4 -2
  262. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
  263. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
  264. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  265. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +7 -8
  266. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
  267. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
  268. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
  269. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
  270. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  271. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
  272. package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
  273. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
  274. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  275. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +233 -231
  276. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  277. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -4
  278. package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
  279. package/src/shade/wgsl/validate_wgsl_source.js +8 -3
  280. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
  281. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
  282. package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
  283. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
  284. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
  285. package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
@@ -1 +1 @@
1
- {"version":3,"file":"shader_hzb_mesh_filter_2way.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js"],"names":[],"mappings":"AAyGA,wDAIG;8BA5F2B,kCAAkC"}
1
+ {"version":3,"file":"shader_hzb_mesh_filter_2way.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js"],"names":[],"mappings":"AA8GA,wDAIG;8BAjG2B,kCAAkC"}
@@ -1,110 +1,115 @@
1
- import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
- import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
4
- import { COLLECTION_U32_STRUCT_WRITE } from "../../../gpu_primitive/COLLECTION_U32_STRUCT_WRITE.js";
5
- import {
6
- RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ
7
- } from "../../expand/bucket/RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ.js";
8
- import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
9
- import { U32_CONTAINER_STRUCT } from "../../../shader/type/U32_CONTAINER_STRUCT.js";
10
- import {
11
- chunk_query_depth_from_screen_space_bb
12
- } from "../../../shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js";
13
- import { AABB3_STRUCT } from "../../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
14
- import { chunk_aabb3_project_perspective } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_project_perspective.js";
15
- import { chunk_array_to_aabb3 } from "../../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
16
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
17
- import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
18
- import { ComputeShader } from "../../../shader/ComputeShader.js";
19
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
20
-
21
-
22
- const resources = new ShaderResourceSetDescriptor();
23
- resources.createGroup()
24
- .addUniform("bucket_index", U32_CONTAINER_STRUCT)
25
- .addStorageBuffer("bucket_data", RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ)
26
-
27
- resources.createGroup()
28
- .addUniform("camera_previous", CAMERA_UNIFORM_STRUCT)
29
- .addTexture("texture_hzb")
30
-
31
- resources.createGroup()
32
- .addStorageBuffer("scene_database", WebGPUArray.from(u32))
33
-
34
-
35
- resources.createGroup()
36
- .addStorageBuffer("output_positive", COLLECTION_U32_STRUCT_WRITE, true)
37
- .addStorageBuffer("output_maybe", COLLECTION_U32_STRUCT_WRITE, true)
38
-
39
-
40
- const body = CodeChunk.from(
41
- // language=WGSL
42
- `
43
- @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
44
- fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
45
-
46
- let index = global_id.x;
47
-
48
- let bucket_id = bucket_index.value;
49
-
50
- let bucket_start = bucket_data.headers[bucket_id].offset;
51
- let bucket_size = bucket_data.headers[bucket_id].count;
52
-
53
- if(index >= bucket_size){
54
- return;
55
- }
56
-
57
- let local_index = bucket_start + index;
58
-
59
- if(local_index >= arrayLength(&bucket_data.elements)){
60
- // overflow
61
- return;
62
- }
63
-
64
- let mesh_index = bucket_data.elements[local_index];
65
-
66
- let mesh = scene_read_mesh(&scene_database, mesh_index);
67
-
68
- let mesh_bounds = array_to_aabb3(mesh.bounding_box);
69
-
70
- var previous_view_bounds : ${AABB3_STRUCT.wgsl_ref};
71
-
72
- let valid_bounds = aabb3_project_perspective(&previous_view_bounds, mesh_bounds, camera_previous.view_projection_matrix);
73
-
74
- if(
75
- !valid_bounds || query_depth_from_screen_space_bb(previous_view_bounds, texture_hzb) >= 0.0
76
- ){
77
-
78
- let write_offset = atomicAdd(&output_positive.count, 1u);
79
-
80
- if(write_offset < arrayLength(&output_positive.elements)){
81
- output_positive.elements[write_offset] = mesh_index;
82
- }
83
-
84
- } else {
85
-
86
- let write_offset = atomicAdd(&output_maybe.count, 1u);
87
-
88
- if(write_offset < arrayLength(&output_maybe.elements)){
89
- output_maybe.elements[write_offset] = mesh_index;
90
- }
91
-
92
- }
93
- }`,
94
- [
95
- AABB3_STRUCT.declaration_chunk,
96
-
97
- chunk_aabb3_project_perspective,
98
- chunk_query_depth_from_screen_space_bb,
99
-
100
- chunk_array_to_aabb3,
101
-
102
- chunk_scene_database_access,
103
- ]);
104
-
105
-
106
- export const shader_hzb_mesh_filter_2way = ComputeShader.from({
107
- label: 'Mesh cull',
108
- resources,
109
- body,
1
+ import { u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
+ import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
4
+ import { COLLECTION_U32_STRUCT_WRITE } from "../../../gpu_primitive/COLLECTION_U32_STRUCT_WRITE.js";
5
+ import {
6
+ RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ
7
+ } from "../../expand/bucket/RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ.js";
8
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
9
+ import { U32_CONTAINER_STRUCT } from "../../../shader/type/U32_CONTAINER_STRUCT.js";
10
+ import {
11
+ chunk_query_depth_from_screen_space_bb
12
+ } from "../../../shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js";
13
+ import { AABB3_STRUCT } from "../../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
14
+ import { chunk_aabb3_project_perspective } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_project_perspective.js";
15
+ import { chunk_array_to_aabb3 } from "../../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
16
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
17
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
18
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
19
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
20
+
21
+
22
+ const resources = new ShaderResourceSetDescriptor();
23
+
24
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer — the same
25
+ // shape shader_read_out_bucket already uses. camera_previous stays a uniform: it is a scene buffer,
26
+ // not a per-dispatch value.
27
+ resources.setImmediate("bucket_index", U32_CONTAINER_STRUCT);
28
+
29
+ resources.createGroup()
30
+ .addStorageBuffer("bucket_data", RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ)
31
+
32
+ resources.createGroup()
33
+ .addUniform("camera_previous", CAMERA_UNIFORM_STRUCT)
34
+ .addTexture("texture_hzb")
35
+
36
+ resources.createGroup()
37
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32))
38
+
39
+
40
+ resources.createGroup()
41
+ .addStorageBuffer("output_positive", COLLECTION_U32_STRUCT_WRITE, true)
42
+ .addStorageBuffer("output_maybe", COLLECTION_U32_STRUCT_WRITE, true)
43
+
44
+
45
+ const body = CodeChunk.from(
46
+ // language=WGSL
47
+ `
48
+ @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
49
+ fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
50
+
51
+ let index = global_id.x;
52
+
53
+ let bucket_id = bucket_index.value;
54
+
55
+ let bucket_start = bucket_data.headers[bucket_id].offset;
56
+ let bucket_size = bucket_data.headers[bucket_id].count;
57
+
58
+ if(index >= bucket_size){
59
+ return;
60
+ }
61
+
62
+ let local_index = bucket_start + index;
63
+
64
+ if(local_index >= arrayLength(&bucket_data.elements)){
65
+ // overflow
66
+ return;
67
+ }
68
+
69
+ let mesh_index = bucket_data.elements[local_index];
70
+
71
+ let mesh = scene_read_mesh(&scene_database, mesh_index);
72
+
73
+ let mesh_bounds = array_to_aabb3(mesh.bounding_box);
74
+
75
+ var previous_view_bounds : ${AABB3_STRUCT.wgsl_ref};
76
+
77
+ let valid_bounds = aabb3_project_perspective(&previous_view_bounds, mesh_bounds, camera_previous.view_projection_matrix);
78
+
79
+ if(
80
+ !valid_bounds || query_depth_from_screen_space_bb(previous_view_bounds, texture_hzb) >= 0.0
81
+ ){
82
+
83
+ let write_offset = atomicAdd(&output_positive.count, 1u);
84
+
85
+ if(write_offset < arrayLength(&output_positive.elements)){
86
+ output_positive.elements[write_offset] = mesh_index;
87
+ }
88
+
89
+ } else {
90
+
91
+ let write_offset = atomicAdd(&output_maybe.count, 1u);
92
+
93
+ if(write_offset < arrayLength(&output_maybe.elements)){
94
+ output_maybe.elements[write_offset] = mesh_index;
95
+ }
96
+
97
+ }
98
+ }`,
99
+ [
100
+ AABB3_STRUCT.declaration_chunk,
101
+
102
+ chunk_aabb3_project_perspective,
103
+ chunk_query_depth_from_screen_space_bb,
104
+
105
+ chunk_array_to_aabb3,
106
+
107
+ chunk_scene_database_access,
108
+ ]);
109
+
110
+
111
+ export const shader_hzb_mesh_filter_2way = ComputeShader.from({
112
+ label: 'Mesh cull',
113
+ resources,
114
+ body,
110
115
  });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_hzb_meshlet_filter_1way_full.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js"],"names":[],"mappings":"AA2GA;;;GAGG;AACH,kDAFU,aAAa,CAMpB;8BAjG2B,kCAAkC"}
1
+ {"version":3,"file":"shader_hzb_meshlet_filter_1way_full.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js"],"names":[],"mappings":"AA8GA;;;GAGG;AACH,kDAFU,aAAa,CAMpB;8BApG2B,kCAAkC"}
@@ -1,116 +1,119 @@
1
- import { u32, vec2u } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
- import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
4
- import { MESHLET_METADATA_STRUCT } from "../../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
5
- import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
6
- import {
7
- chunk_query_depth_from_screen_space_bb
8
- } from "../../../shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js";
9
- import { AABB3_STRUCT } from "../../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
10
- import { chunk_aabb3_intersects_frustum } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_intersects_frustum.js";
11
- import { chunk_aabb3_project } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_project.js";
12
- import { chunk_aabb3_project_perspective } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_project_perspective.js";
13
- import { chunk_array_to_aabb3 } from "../../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
14
- import {
15
- chunk_aabb2_clip_overlaps_texel_centers
16
- } from "../../../shader/chunk/texture/chunk_aabb2_clip_overlaps_texel_centers.js";
17
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
18
- import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
19
- import { ComputeShader } from "../../../shader/ComputeShader.js";
20
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
21
- import { MESHLET_COLLECTION_STRUCT } from "../../MESHLET_COLLECTION_STRUCT.js";
22
- import { MESHLET_COLLECTION_WRITE_STRUCT } from "../../MESHLET_COLLECTION_WRITE_STRUCT.js";
23
-
24
- const resources = new ShaderResourceSetDescriptor();
25
-
26
- resources.createGroup()
27
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
28
- .addUniform("resolution", vec2u)
29
- .addStorageBuffer("scene_database", WebGPUArray.from(u32))
30
- .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
31
- .addTexture("texture_hzb")
32
-
33
-
34
- resources.createGroup()
35
- .addStorageBuffer("input", MESHLET_COLLECTION_STRUCT)
36
- .addStorageBuffer("output", MESHLET_COLLECTION_WRITE_STRUCT, true)
37
-
38
-
39
- const body = CodeChunk.from(
40
- // language=WGSL
41
- `
42
- @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
43
- fn unpack(@builtin(global_invocation_id) global_id : vec3<u32>){
44
-
45
- let input_index = global_id.x;
46
-
47
- if(input_index >= input.count){
48
- return;
49
- }
50
-
51
- let meshlet = input.elements[input_index];
52
-
53
- let mesh = scene_read_mesh(&scene_database, meshlet.mesh);
54
- let node = scene_read_node(&scene_database, mesh.node);
55
-
56
- let meshlet_index = meshlet.index;
57
-
58
- let bounds_array = meshlet_metadata[ meshlet_index ].bounds_box;
59
-
60
- let meshlet_bounds = array_to_aabb3(bounds_array);
61
-
62
- let world_bounds = aabb3_project(meshlet_bounds, node.global);
63
-
64
- if( !aabb3_intersects_frustum(world_bounds, camera.frustum) ){
65
- // outside of view frustum
66
- return ;
67
- }
68
-
69
- var view_bounds: ${AABB3_STRUCT.wgsl_ref};
70
-
71
- let valid_bounds = aabb3_project_perspective(&view_bounds, world_bounds, camera.view_projection_matrix);
72
-
73
- let would_draw = aabb2_clip_overlaps_texel_centers(
74
- view_bounds.min.xy,
75
- view_bounds.max.xy,
76
- resolution
77
- );
78
-
79
- if(valid_bounds && !would_draw){
80
- // cull, doesn't result in any draw
81
- return;
82
- }
83
-
84
- if(
85
- valid_bounds && query_depth_from_screen_space_bb(view_bounds, texture_hzb) < 0.0
86
- ){
87
- // filter failed
88
- return;
89
- }
90
-
91
- let write_offset = atomicAdd(&output.count, 1u);
92
-
93
- if(write_offset < arrayLength(&output.elements)){
94
- output.elements[ write_offset ] = meshlet;
95
- }
96
- }`,
97
- [
98
- AABB3_STRUCT.declaration_chunk,
99
- chunk_array_to_aabb3,
100
- chunk_aabb3_project,
101
- chunk_aabb3_project_perspective,
102
- chunk_query_depth_from_screen_space_bb,
103
- chunk_aabb2_clip_overlaps_texel_centers,
104
- chunk_aabb3_intersects_frustum,
105
- chunk_scene_database_access,
106
- ]);
107
-
108
- /**
109
- * Differs from {@link shader_hzb_meshlet_filter_1way} by using a full set of culling filters, the other one assumes some pre-filtering and only does HZB
110
- * @type {ComputeShader}
111
- */
112
- export const shader_hzb_meshlet_filter_1way_full = ComputeShader.from({
113
- label: 'HZB / Filter Meshlets - full',
114
- resources,
115
- body,
1
+ import { u32, vec2u } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
+ import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
4
+ import { MESHLET_METADATA_STRUCT } from "../../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
5
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
6
+ import {
7
+ chunk_query_depth_from_screen_space_bb
8
+ } from "../../../shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js";
9
+ import { AABB3_STRUCT } from "../../../shader/chunk/geometry/aabb3/AABB3_STRUCT.js";
10
+ import { chunk_aabb3_intersects_frustum } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_intersects_frustum.js";
11
+ import { chunk_aabb3_project } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_project.js";
12
+ import { chunk_aabb3_project_perspective } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_project_perspective.js";
13
+ import { chunk_array_to_aabb3 } from "../../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
14
+ import {
15
+ chunk_aabb2_clip_overlaps_texel_centers
16
+ } from "../../../shader/chunk/texture/chunk_aabb2_clip_overlaps_texel_centers.js";
17
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
18
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
19
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
20
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
21
+ import { MESHLET_COLLECTION_STRUCT } from "../../MESHLET_COLLECTION_STRUCT.js";
22
+ import { MESHLET_COLLECTION_WRITE_STRUCT } from "../../MESHLET_COLLECTION_WRITE_STRUCT.js";
23
+
24
+ const resources = new ShaderResourceSetDescriptor();
25
+
26
+ // per-dispatch, eight bytes, read-only: immediate data rather than a uniform buffer. camera stays
27
+ // a uniform — it is a scene buffer, not a per-dispatch value.
28
+ resources.setImmediate("resolution", vec2u);
29
+
30
+ resources.createGroup()
31
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
32
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32))
33
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
34
+ .addTexture("texture_hzb")
35
+
36
+
37
+ resources.createGroup()
38
+ .addStorageBuffer("input", MESHLET_COLLECTION_STRUCT)
39
+ .addStorageBuffer("output", MESHLET_COLLECTION_WRITE_STRUCT, true)
40
+
41
+
42
+ const body = CodeChunk.from(
43
+ // language=WGSL
44
+ `
45
+ @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
46
+ fn unpack(@builtin(global_invocation_id) global_id : vec3<u32>){
47
+
48
+ let input_index = global_id.x;
49
+
50
+ if(input_index >= input.count){
51
+ return;
52
+ }
53
+
54
+ let meshlet = input.elements[input_index];
55
+
56
+ let mesh = scene_read_mesh(&scene_database, meshlet.mesh);
57
+ let node = scene_read_node(&scene_database, mesh.node);
58
+
59
+ let meshlet_index = meshlet.index;
60
+
61
+ let bounds_array = meshlet_metadata[ meshlet_index ].bounds_box;
62
+
63
+ let meshlet_bounds = array_to_aabb3(bounds_array);
64
+
65
+ let world_bounds = aabb3_project(meshlet_bounds, node.global);
66
+
67
+ if( !aabb3_intersects_frustum(world_bounds, camera.frustum) ){
68
+ // outside of view frustum
69
+ return ;
70
+ }
71
+
72
+ var view_bounds: ${AABB3_STRUCT.wgsl_ref};
73
+
74
+ let valid_bounds = aabb3_project_perspective(&view_bounds, world_bounds, camera.view_projection_matrix);
75
+
76
+ let would_draw = aabb2_clip_overlaps_texel_centers(
77
+ view_bounds.min.xy,
78
+ view_bounds.max.xy,
79
+ resolution
80
+ );
81
+
82
+ if(valid_bounds && !would_draw){
83
+ // cull, doesn't result in any draw
84
+ return;
85
+ }
86
+
87
+ if(
88
+ valid_bounds && query_depth_from_screen_space_bb(view_bounds, texture_hzb) < 0.0
89
+ ){
90
+ // filter failed
91
+ return;
92
+ }
93
+
94
+ let write_offset = atomicAdd(&output.count, 1u);
95
+
96
+ if(write_offset < arrayLength(&output.elements)){
97
+ output.elements[ write_offset ] = meshlet;
98
+ }
99
+ }`,
100
+ [
101
+ AABB3_STRUCT.declaration_chunk,
102
+ chunk_array_to_aabb3,
103
+ chunk_aabb3_project,
104
+ chunk_aabb3_project_perspective,
105
+ chunk_query_depth_from_screen_space_bb,
106
+ chunk_aabb2_clip_overlaps_texel_centers,
107
+ chunk_aabb3_intersects_frustum,
108
+ chunk_scene_database_access,
109
+ ]);
110
+
111
+ /**
112
+ * Differs from {@link shader_hzb_meshlet_filter_1way} by using a full set of culling filters, the other one assumes some pre-filtering and only does HZB
113
+ * @type {ComputeShader}
114
+ */
115
+ export const shader_hzb_meshlet_filter_1way_full = ComputeShader.from({
116
+ label: 'HZB / Filter Meshlets - full',
117
+ resources,
118
+ body,
116
119
  });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_meshlets_extract_bucket.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js"],"names":[],"mappings":"AA6DA,2DAIG;8BA3D2B,qCAAqC"}
1
+ {"version":3,"file":"shader_meshlets_extract_bucket.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js"],"names":[],"mappings":"AAiEA,2DAIG;8BA/D2B,qCAAqC"}
@@ -1,66 +1,70 @@
1
- import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
2
- import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
3
- import { MESHLET_COLLECTION_STRUCT } from "../../../MESHLET_COLLECTION_STRUCT.js";
4
- import { U32_CONTAINER_STRUCT } from "../../../../shader/type/U32_CONTAINER_STRUCT.js";
5
- import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
6
- import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
7
- import { ComputeShader } from "../../../../shader/ComputeShader.js";
8
- import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
9
- import { MESHLET_DEFINITION_STRUCT } from "../../../../geometry/meshlet/encoding/MESHLET_DEFINITION_STRUCT.js";
10
- import {
11
- RASTERIZATION_BUCKET_SORT_OUTPUT_HEADER_STRUCT_READ
12
- } from "../RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ.js";
13
-
14
- const resources = new ShaderResourceSetDescriptor();
15
- resources.createGroup()
16
- .addUniform("bucket_index", U32_CONTAINER_STRUCT)
17
- .addStorageBuffer("bucket_data", WebGPUStruct.from({
18
- headers: RASTERIZATION_BUCKET_SORT_OUTPUT_HEADER_STRUCT_READ,
19
- elements: WebGPUArray.from(MESHLET_DEFINITION_STRUCT)
20
- }))
21
- .addStorageBuffer("output", MESHLET_COLLECTION_STRUCT, true)
22
-
23
- const body = CodeChunk.from(
24
- //language=WGSL
25
- `
26
- @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
27
- fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
28
- let thread_id = global_id.x;
29
-
30
- let bucket_id = bucket_index.value;
31
-
32
- let bucket_start = bucket_data.headers[bucket_id].offset;
33
- let bucket_size = bucket_data.headers[bucket_id].count;
34
-
35
- if(thread_id == 0u){
36
- // copy collection size
37
- output.count = bucket_size;
38
- }
39
-
40
- if(thread_id >= bucket_size){
41
- return;
42
- }
43
-
44
- let input_index = bucket_start + thread_id;
45
-
46
- if(input_index >= arrayLength(&bucket_data.elements)){
47
- // overflow
48
- return;
49
- }
50
-
51
- let element = bucket_data.elements[input_index];
52
-
53
- // move to output
54
- output.elements[thread_id] = element;
55
-
56
- }
57
- `, [
58
- MESHLET_COLLECTION_STRUCT.declaration_chunk,
59
- ]
60
- )
61
-
62
- export const shader_meshlets_extract_bucket = ComputeShader.from({
63
- label: "Meshlets extract bucket",
64
- resources,
65
- body,
1
+ import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
2
+ import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
3
+ import { MESHLET_COLLECTION_STRUCT } from "../../../MESHLET_COLLECTION_STRUCT.js";
4
+ import { U32_CONTAINER_STRUCT } from "../../../../shader/type/U32_CONTAINER_STRUCT.js";
5
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
6
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
7
+ import { ComputeShader } from "../../../../shader/ComputeShader.js";
8
+ import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { MESHLET_DEFINITION_STRUCT } from "../../../../geometry/meshlet/encoding/MESHLET_DEFINITION_STRUCT.js";
10
+ import {
11
+ RASTERIZATION_BUCKET_SORT_OUTPUT_HEADER_STRUCT_READ
12
+ } from "../RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ.js";
13
+
14
+ const resources = new ShaderResourceSetDescriptor();
15
+
16
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer — the same
17
+ // shape shader_read_out_bucket already uses
18
+ resources.setImmediate("bucket_index", U32_CONTAINER_STRUCT);
19
+
20
+ resources.createGroup()
21
+ .addStorageBuffer("bucket_data", WebGPUStruct.from({
22
+ headers: RASTERIZATION_BUCKET_SORT_OUTPUT_HEADER_STRUCT_READ,
23
+ elements: WebGPUArray.from(MESHLET_DEFINITION_STRUCT)
24
+ }))
25
+ .addStorageBuffer("output", MESHLET_COLLECTION_STRUCT, true)
26
+
27
+ const body = CodeChunk.from(
28
+ //language=WGSL
29
+ `
30
+ @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
31
+ fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
32
+ let thread_id = global_id.x;
33
+
34
+ let bucket_id = bucket_index.value;
35
+
36
+ let bucket_start = bucket_data.headers[bucket_id].offset;
37
+ let bucket_size = bucket_data.headers[bucket_id].count;
38
+
39
+ if(thread_id == 0u){
40
+ // copy collection size
41
+ output.count = bucket_size;
42
+ }
43
+
44
+ if(thread_id >= bucket_size){
45
+ return;
46
+ }
47
+
48
+ let input_index = bucket_start + thread_id;
49
+
50
+ if(input_index >= arrayLength(&bucket_data.elements)){
51
+ // overflow
52
+ return;
53
+ }
54
+
55
+ let element = bucket_data.elements[input_index];
56
+
57
+ // move to output
58
+ output.elements[thread_id] = element;
59
+
60
+ }
61
+ `, [
62
+ MESHLET_COLLECTION_STRUCT.declaration_chunk,
63
+ ]
64
+ )
65
+
66
+ export const shader_meshlets_extract_bucket = ComputeShader.from({
67
+ label: "Meshlets extract bucket",
68
+ resources,
69
+ body,
66
70
  });