@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.
- package/package.json +1 -1
- package/src/engine/graphics3/decal/GPUDecalRenderer.js +3 -3
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
- package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/RENDERER_CONTRACT.md +2 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
- package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
- package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
- package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
- package/src/shade/device/ShadeGPUCommandContext.js +801 -994
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
- package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
- package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
- package/src/shade/device/timing/GPUTimerArray.js +261 -289
- package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
- package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
- package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
- package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
- package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
- package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +3 -1
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +2 -2
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +2 -2
- package/src/shade/renderer/Renderer.d.ts +0 -6
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +0 -29
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
- package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_tick.js +128 -125
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +100 -98
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +215 -212
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +135 -120
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +77 -75
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +375 -371
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
- package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.js +14 -19
- package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +325 -319
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +3 -1
- package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
- package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
- package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
- package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
- package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
- package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -102
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +125 -121
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +766 -774
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +72 -69
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +5 -10
- package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +129 -129
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +5 -3
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_resolve_probes.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_resolve_probes.js +3 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +114 -112
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lpv_store_sh.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lpv_store_sh.js +4 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +187 -184
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_reduce_atlas_to_sh.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_reduce_atlas_to_sh.js +4 -1
- package/src/shade/renderer/global_illumination/sharc/SpatialHashRadianceCache.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/sharc/SpatialHashRadianceCache.js +6 -8
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_evict.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_evict.js +3 -1
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.js +3 -1
- package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +3 -3
- package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +3 -3
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +145 -142
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +87 -82
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +143 -140
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +2 -2
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +43 -8
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js +4 -5
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +88 -84
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +194 -191
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.js +33 -69
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +6 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js +23 -7
- package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/execute_filter_environment_map.js +1 -2
- package/src/shade/renderer/light/environment/shader_convolve_reflection_map.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/shader_convolve_reflection_map.js +6 -1
- package/src/shade/renderer/lightmap/bake/raster/graph_draw_lightmap_viz_buffer.d.ts.map +1 -1
- package/src/shade/renderer/lightmap/bake/raster/graph_draw_lightmap_viz_buffer.js +234 -219
- package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +2 -2
- package/src/shade/renderer/lightmap/bake/shader_lightmap_denoise_sh.js +191 -191
- package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.d.ts.map +1 -1
- package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.js +85 -82
- package/src/shade/renderer/particles/graph_particles.d.ts.map +1 -1
- package/src/shade/renderer/particles/graph_particles.js +5 -3
- package/src/shade/renderer/particles/prototypeParticleSystem.js +3 -4
- package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_emit.js +132 -117
- package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_finalize.js +79 -77
- package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +111 -99
- package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
- package/src/shade/renderer/particles/sort/shader_particle_sort.js +187 -158
- package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.d.ts.map +1 -1
- package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js +7 -10
- package/src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.d.ts.map +1 -1
- package/src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.js +4 -1
- package/src/shade/renderer/postprocess/bloom/shader_bloom_mix.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/bloom/shader_bloom_mix.js +3 -1
- package/src/shade/renderer/postprocess/cas/shader_ffx_rcas.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/cas/shader_ffx_rcas.js +4 -2
- package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.js +147 -147
- package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.js +121 -119
- package/src/shade/renderer/postprocess/dof/gather/graph_postprocess_dof2.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/graph_postprocess_dof2.js +1 -2
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_far.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_far.js +4 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_near.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_near.js +4 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_recombine.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_recombine.js +4 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_setup.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_setup.js +4 -1
- package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +2 -4
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_composite.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_composite.js +4 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_prefilter.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_prefilter.js +4 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch.js +4 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.js +269 -266
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.js +273 -270
- package/src/shade/renderer/postprocess/dof/shader_dof_autofocus.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/shader_dof_autofocus.js +4 -1
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +8 -11
- package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.js +5 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.js +11 -8
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.js +7 -8
- package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.js +3 -1
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_concat.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_concat.js +70 -68
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.js +70 -68
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +3 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +4 -1
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +103 -101
- package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +4 -2
- package/src/shade/renderer/postprocess/ssr/ssr_trace_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_trace_shader.js +3 -1
- package/src/shade/renderer/postprocess/taa/shader_taa.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/taa/shader_taa.js +4 -1
- package/src/shade/renderer/postprocess/upscale-dither/fragment_shader_upscale_dither.js +5 -5
- package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +339 -341
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js +114 -109
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js +118 -115
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +69 -65
- package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +722 -722
- package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +1 -9
- package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +1 -6
- package/src/shade/renderer/restir/di/graph_restir_di.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/graph_restir_di.js +2 -3
- package/src/shade/renderer/restir/di/graph_restir_di_denoise.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/graph_restir_di_denoise.js +1 -2
- package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +139 -136
- package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_resample.js +131 -129
- package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +101 -99
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +379 -383
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -144
- package/src/shade/renderer/shader/ComputeShader.d.ts +2 -2
- package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
- package/src/shade/renderer/shader/ComputeShader.js +14 -17
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
- package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
- package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
- package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +4 -2
- package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +7 -8
- package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +233 -231
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -4
- package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
- package/src/shade/wgsl/validate_wgsl_source.js +8 -3
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
- package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
- package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
- package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
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import { u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { chunk_rtxdi_empty_reservoir } from "../reservoir/chunk_rtxdi_empty_reservoir.js";
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import { chunk_rtxdi_pack_reservoir } from "../reservoir/chunk_rtxdi_pack_reservoir.js";
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import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
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import { chunk_stbn_sample_vec2 } from "../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
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import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
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import { chunk_random } from "../../shader/chunk/random/chunk_random.js";
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import { chunk_random_initialize } from "../../shader/chunk/random/chunk_random_initialize.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
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import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
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import { chunk_restir_generate_candidates } from "./chunk_restir_generate_candidates.js";
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import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
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import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
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import { chunk_restir_temporal_reuse } from "./chunk_restir_temporal_reuse.js";
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/**
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* ReSTIR DI — resample pass (stage 1 of 2).
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*
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* Per pixel: reconstruct the surface, draw M_initial candidate local lights from
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* the froxel cluster (RIS / WRS with the BRDF target function), temporally
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* resample against the reprojected previous-frame reservoir, and write the
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* finalized reservoir to `reservoir_current`.
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*
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* the two reservoirs) — within maxStorageBuffersPerShaderStage. The visibility
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const resources = new ShaderResourceSetDescriptor();
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//
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resources.
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RESTIR_DI_LIGHT_GROUP
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//
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RESTIR_DI_RESERVOIR_GROUP
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import { u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { chunk_rtxdi_empty_reservoir } from "../reservoir/chunk_rtxdi_empty_reservoir.js";
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import { chunk_rtxdi_pack_reservoir } from "../reservoir/chunk_rtxdi_pack_reservoir.js";
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import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
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import { chunk_stbn_sample_vec2 } from "../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
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import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
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import { chunk_random } from "../../shader/chunk/random/chunk_random.js";
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import { chunk_random_initialize } from "../../shader/chunk/random/chunk_random_initialize.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
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import { chunk_restir_generate_candidates } from "./chunk_restir_generate_candidates.js";
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import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
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import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
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import { chunk_restir_temporal_reuse } from "./chunk_restir_temporal_reuse.js";
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/**
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* ReSTIR DI — resample pass (stage 1 of 2).
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*
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* Per pixel: reconstruct the surface, draw M_initial candidate local lights from
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* the froxel cluster (RIS / WRS with the BRDF target function), temporally
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* resample against the reprojected previous-frame reservoir, and write the
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* finalized reservoir to `reservoir_current`.
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*
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* Deliberately holds NO ray-tracing bindings: visibility is deferred to the
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* resolve pass, which keeps this pass at 5 storage buffers (lights + clusters +
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* the two reservoirs) — within maxStorageBuffersPerShaderStage. The visibility
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* ray + shading is the resolve pass's job.
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*
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* @type {ComputeShader}
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*/
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const resources = new ShaderResourceSetDescriptor();
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// per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer
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resources.setImmediate("m_initial", u32);
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// G-buffer + reprojection inputs + uniforms (no storage buffers in this group).
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resources.createGroup()
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.addTexture("gBufferDepth")
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.addTexture("gBufferPBR")
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.addTexture("gBufferNormal", "uint")
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.addTexture("gBufferAlbedo")
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.addTexture("gBufferEmissive", "uint")
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.addTexture("VelocityBuffer")
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.addTexture("tOcclusionClip")
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.addTexture("tSTBN_vec2", "unfilterable-float", "3d")
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
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.addUniform("view", VIEW_UNIFORM_STRUCT);
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// Local lights + froxel clusters (the screen-space tile candidate set).
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const RESTIR_DI_LIGHT_GROUP = new ShaderResourceGroupDescriptor();
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RESTIR_DI_LIGHT_GROUP.label = "restir-di/lights";
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RESTIR_DI_LIGHT_GROUP
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.addStorageBuffer("light_data", WebGPUArray.u32)
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.addUniform("cluster_parameters", vec3f)
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.addStorageBuffer("cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT)
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.addStorageBuffer("cluster_data", WebGPUArray.u32);
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resources.addGroup(RESTIR_DI_LIGHT_GROUP);
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// Previous frame's spatiotemporal reservoir (read) + this pass's output (write).
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// The output is a transient scratch the spatial pass consumes; the persistent
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// ping-pong final reservoir is written by the spatial pass.
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const RESTIR_DI_RESERVOIR_GROUP = new ShaderResourceGroupDescriptor();
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RESTIR_DI_RESERVOIR_GROUP.label = "restir-di/reservoirs";
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RESTIR_DI_RESERVOIR_GROUP
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.addStorageBuffer("reservoir_out", WebGPUArray.from(RTXDI_PackedReservoir), true)
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.addStorageBuffer("reservoir_previous", WebGPUArray.from(RTXDI_PackedReservoir), false);
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resources.addGroup(RESTIR_DI_RESERVOIR_GROUP);
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const body = CodeChunk.from(
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//language=WGSL
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`
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@compute @workgroup_size(8, 8, 1)
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fn main(
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@builtin(global_invocation_id) global_invocation_id: vec3<u32>,
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) {
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let i_coord = global_invocation_id.xy;
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let texture_size = textureDimensions(gBufferDepth);
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if (!all(i_coord < texture_size)) {
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return;
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}
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// Per-pixel, per-frame PRNG for candidate sampling + area-light jitter.
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random_initialize(vec3<u32>(i_coord, view.frame_index), vec3<u32>(0x9E3779B9u, 0x85EBCA6Bu, 0xC2B2AE35u));
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var reservoir = rtxdi_empty_reservoir();
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let surface = restir_reconstruct_surface(i_coord, texture_size);
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if (surface.is_valid) {
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// Blue-noise area-light sample coordinate (spatially-visible dimension).
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let stbn_uv = stbn_sample_vec2(vec3<u32>(i_coord, view.frame_index));
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let canonical = restir_generate_candidates(
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surface.geometry,
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surface.material,
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vec2<f32>(i_coord) + vec2<f32>(0.5, 0.5),
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surface.view_depth,
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texture_size,
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m_initial,
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stbn_uv,
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);
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reservoir = restir_temporal_reuse(canonical, surface.geometry, surface.material, i_coord, texture_size);
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}
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reservoir_out[restir_reservoir_address(i_coord, texture_size.x)] = rtxdi_pack_reservoir(reservoir);
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}
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`, [
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chunk_restir_reconstruct_surface,
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chunk_restir_generate_candidates,
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chunk_restir_temporal_reuse,
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chunk_stbn_sample_vec2,
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chunk_rtxdi_empty_reservoir,
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chunk_rtxdi_pack_reservoir,
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chunk_restir_reservoir_address,
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chunk_random,
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chunk_random_initialize,
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]
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);
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export const shader_restir_di_resample = ComputeShader.from({
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label: "ReSTIR DI Resample",
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resources,
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body,
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});
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{"version":3,"file":"shader_restir_di_resolve.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resolve.js"],"names":[],"mappings":"
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{"version":3,"file":"shader_restir_di_resolve.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resolve.js"],"names":[],"mappings":"AAgGA,qDAIG;8BA9F2B,+BAA+B"}
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import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { chunk_rtxdi_unpack_reservoir } from "../reservoir/chunk_rtxdi_unpack_reservoir.js";
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import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { sr_create_group_RTX } from "../../geometry/sr_create_group_RTX.js";
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import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
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import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
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import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
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import { chunk_restir_resolve } from "./chunk_restir_resolve.js";
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/**
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* ReSTIR DI — resolve pass (stage 2 of 2).
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*
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* Per pixel: reconstruct the surface, read the reservoir the resample pass wrote,
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* and resolve it to outgoing radiance — full RGB BRDF * W * visibility, with one
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* opaque shadow ray. Holds the 7-buffer ray-tracing group plus light_data + the
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* reservoir (9 storage buffers), within maxStorageBuffersPerShaderStage. The
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* candidate generation + temporal reuse (which need the cluster + the second
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* reservoir) live in the resample pass.
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*
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*/
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const resources = new ShaderResourceSetDescriptor();
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//
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resources.
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.addTexture("
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RESTIR_DI_RESOLVE_LIGHT_GROUP
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import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { chunk_rtxdi_unpack_reservoir } from "../reservoir/chunk_rtxdi_unpack_reservoir.js";
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import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { sr_create_group_RTX } from "../../geometry/sr_create_group_RTX.js";
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import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
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import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
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import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
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import { chunk_restir_resolve } from "./chunk_restir_resolve.js";
|
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15
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+
|
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+
/**
|
|
17
|
+
* ReSTIR DI — resolve pass (stage 2 of 2).
|
|
18
|
+
*
|
|
19
|
+
* Per pixel: reconstruct the surface, read the reservoir the resample pass wrote,
|
|
20
|
+
* and resolve it to outgoing radiance — full RGB BRDF * W * visibility, with one
|
|
21
|
+
* opaque shadow ray. Holds the 7-buffer ray-tracing group plus light_data + the
|
|
22
|
+
* reservoir (9 storage buffers), within maxStorageBuffersPerShaderStage. The
|
|
23
|
+
* candidate generation + temporal reuse (which need the cluster + the second
|
|
24
|
+
* reservoir) live in the resample pass.
|
|
25
|
+
*
|
|
26
|
+
* @type {ComputeShader}
|
|
27
|
+
*/
|
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+
|
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const resources = new ShaderResourceSetDescriptor();
|
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+
|
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|
+
// per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer
|
|
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+
resources.setImmediate("use_screen_space_shadow", u32);
|
|
33
|
+
|
|
34
|
+
// G-buffer + radiance output + uniforms.
|
|
35
|
+
resources.createGroup()
|
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36
|
+
.addTexture("gBufferDepth")
|
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37
|
+
.addTexture("gBufferPBR")
|
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38
|
+
.addTexture("gBufferNormal", "uint")
|
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|
+
.addTexture("gBufferAlbedo")
|
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40
|
+
.addTexture("gBufferEmissive", "uint")
|
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41
|
+
// Depth + HiZ pyramid for the hybrid screen-space hand-off trace.
|
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42
|
+
.addTexture("tDepth")
|
|
43
|
+
.addTexture("tHZB")
|
|
44
|
+
.addStorageTexture("output", "rgba16float", "2d", "write-only")
|
|
45
|
+
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
46
|
+
.addUniform("view", VIEW_UNIFORM_STRUCT);
|
|
47
|
+
|
|
48
|
+
// Local light tables (resolve re-evaluates the selected light; no clusters needed).
|
|
49
|
+
const RESTIR_DI_RESOLVE_LIGHT_GROUP = new ShaderResourceGroupDescriptor();
|
|
50
|
+
RESTIR_DI_RESOLVE_LIGHT_GROUP.label = "restir-di/resolve-lights";
|
|
51
|
+
RESTIR_DI_RESOLVE_LIGHT_GROUP.addStorageBuffer("light_data", WebGPUArray.u32);
|
|
52
|
+
resources.addGroup(RESTIR_DI_RESOLVE_LIGHT_GROUP);
|
|
53
|
+
|
|
54
|
+
// Ray-tracing acceleration structure + geometry (opaque visibility ray).
|
|
55
|
+
sr_create_group_RTX(resources);
|
|
56
|
+
|
|
57
|
+
// The reservoir written by the resample pass (read-only here).
|
|
58
|
+
const RESTIR_DI_RESOLVE_RESERVOIR_GROUP = new ShaderResourceGroupDescriptor();
|
|
59
|
+
RESTIR_DI_RESOLVE_RESERVOIR_GROUP.label = "restir-di/resolve-reservoir";
|
|
60
|
+
RESTIR_DI_RESOLVE_RESERVOIR_GROUP.addStorageBuffer("reservoir_current", WebGPUArray.from(RTXDI_PackedReservoir), false);
|
|
61
|
+
resources.addGroup(RESTIR_DI_RESOLVE_RESERVOIR_GROUP);
|
|
62
|
+
|
|
63
|
+
const body = CodeChunk.from(
|
|
64
|
+
//language=WGSL
|
|
65
|
+
`
|
|
66
|
+
@compute @workgroup_size(8, 8, 1)
|
|
67
|
+
fn main(
|
|
68
|
+
@builtin(global_invocation_id) global_invocation_id: vec3<u32>,
|
|
69
|
+
) {
|
|
70
|
+
let i_coord = global_invocation_id.xy;
|
|
71
|
+
let texture_size = textureDimensions(gBufferDepth);
|
|
72
|
+
|
|
73
|
+
if (!all(i_coord < texture_size)) {
|
|
74
|
+
return;
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
let surface = restir_reconstruct_surface(i_coord, texture_size);
|
|
78
|
+
if (!surface.is_valid) {
|
|
79
|
+
textureStore(output, i_coord, vec4<f32>(0.0, 0.0, 0.0, 0.0));
|
|
80
|
+
return;
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
let reservoir = rtxdi_unpack_reservoir(reservoir_current[restir_reservoir_address(i_coord, texture_size.x)]);
|
|
84
|
+
|
|
85
|
+
let radiance = restir_resolve(i_coord, reservoir, surface.geometry, surface.material, use_screen_space_shadow);
|
|
86
|
+
|
|
87
|
+
textureStore(output, i_coord, vec4<f32>(radiance, 1.0));
|
|
88
|
+
}
|
|
89
|
+
`, [
|
|
90
|
+
chunk_restir_reconstruct_surface,
|
|
91
|
+
chunk_rtxdi_unpack_reservoir,
|
|
92
|
+
chunk_restir_resolve,
|
|
93
|
+
chunk_restir_reservoir_address,
|
|
94
|
+
]
|
|
95
|
+
);
|
|
96
|
+
|
|
97
|
+
export const shader_restir_di_resolve = ComputeShader.from({
|
|
98
|
+
label: "ReSTIR DI Resolve",
|
|
99
|
+
resources,
|
|
100
|
+
body,
|
|
101
|
+
});
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GPUInstancesAccelerationStructure.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/GPUInstancesAccelerationStructure.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"GPUInstancesAccelerationStructure.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/GPUInstancesAccelerationStructure.js"],"names":[],"mappings":"AA+BA;;GAEG;AACH;IA2EI;;;OAGG;IACH,uCAcC;IA/ED;;;;;OAKG;IACH,eAEC;IAED,cAKC;IAOD;;;OAGG;IACH,wBAEC;IA2DD;;;;OAIG;IACH,oBAHW,MAAM,wBAmBhB;IAED;;;;;;OAMG;IACH,uBAFW,MAAM,QAkBhB;IAED;;;;OAIG;IACH,uBAHW,MAAM,wBAYhB;IAuID;;OAEG;IACH,oDAIC;IAED;;OAEG;IACH,+CAMC;;CACJ;oBA9VmB,gCAAgC"}
|