@woosh/meep-engine 3.12.0 → 3.13.1

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 (301) hide show
  1. package/package.json +1 -1
  2. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  3. package/src/core/geom/3d/shape/ConvexHullShape3D.js +41 -25
  4. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  5. package/src/core/geom/3d/shape/PosedShape3D.js +7 -2
  6. package/src/engine/graphics3/decal/GPUDecalRenderer.js +3 -3
  7. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  8. package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
  9. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  10. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
  11. package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
  12. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  13. package/src/shade/RENDERER_CONTRACT.md +2 -1
  14. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
  15. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  16. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
  17. package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +755 -0
  18. package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
  19. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  20. package/src/shade/device/ShadeGPUCommandContext.js +801 -994
  21. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
  22. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
  23. package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
  24. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
  25. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
  26. package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
  27. package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
  28. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  29. package/src/shade/device/timing/GPUTimerArray.js +261 -289
  30. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
  31. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
  32. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
  33. package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
  34. package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
  35. package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
  36. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  37. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -1
  38. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  39. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -1
  40. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  41. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +3 -1
  42. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +2 -2
  43. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +2 -2
  44. package/src/shade/renderer/Renderer.d.ts +0 -6
  45. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  46. package/src/shade/renderer/Renderer.js +0 -29
  47. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  48. package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
  49. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  50. package/src/shade/renderer/animation/shader_animation_tick.js +128 -125
  51. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  52. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
  53. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  54. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +100 -98
  55. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  56. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +215 -212
  57. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
  58. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  59. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +135 -120
  60. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  61. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +77 -75
  62. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  63. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +375 -371
  64. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
  65. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +1 -1
  66. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  67. package/src/shade/renderer/buffer/table/GPUDatabase.js +14 -19
  68. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
  69. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
  70. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  71. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +325 -319
  72. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  73. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +3 -1
  74. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  75. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
  76. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
  77. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
  78. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
  79. package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
  80. package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
  81. package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
  82. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -102
  83. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  84. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +125 -121
  85. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
  86. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +766 -774
  87. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  88. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +72 -69
  89. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  90. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +5 -10
  91. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +129 -129
  92. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  93. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +5 -3
  94. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
  95. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -1
  96. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_resolve_probes.d.ts.map +1 -1
  97. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_resolve_probes.js +3 -1
  98. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +1 -1
  99. package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +114 -112
  100. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lpv_store_sh.d.ts.map +1 -1
  101. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lpv_store_sh.js +4 -1
  102. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.d.ts.map +1 -1
  103. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +187 -184
  104. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_reduce_atlas_to_sh.d.ts.map +1 -1
  105. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_reduce_atlas_to_sh.js +4 -1
  106. package/src/shade/renderer/global_illumination/sharc/SpatialHashRadianceCache.d.ts.map +1 -1
  107. package/src/shade/renderer/global_illumination/sharc/SpatialHashRadianceCache.js +6 -8
  108. package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_evict.d.ts.map +1 -1
  109. package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_evict.js +3 -1
  110. package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.d.ts.map +1 -1
  111. package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.js +3 -1
  112. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +3 -3
  113. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +3 -3
  114. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  115. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  116. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +145 -142
  117. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  118. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +87 -82
  119. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  120. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +143 -140
  121. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +2 -2
  122. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -1
  123. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +43 -8
  124. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -1
  125. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js +4 -5
  126. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  127. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +88 -84
  128. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  129. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +194 -191
  130. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
  131. package/src/shade/renderer/hiz/HierarchicalZBuffer.js +33 -69
  132. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
  133. package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +6 -1
  134. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts.map +1 -1
  135. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js +23 -7
  136. package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts.map +1 -1
  137. package/src/shade/renderer/light/environment/execute_filter_environment_map.js +1 -2
  138. package/src/shade/renderer/light/environment/shader_convolve_reflection_map.d.ts.map +1 -1
  139. package/src/shade/renderer/light/environment/shader_convolve_reflection_map.js +6 -1
  140. package/src/shade/renderer/lightmap/bake/raster/graph_draw_lightmap_viz_buffer.d.ts.map +1 -1
  141. package/src/shade/renderer/lightmap/bake/raster/graph_draw_lightmap_viz_buffer.js +234 -219
  142. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +2 -2
  143. package/src/shade/renderer/lightmap/bake/shader_lightmap_denoise_sh.js +191 -191
  144. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.d.ts.map +1 -1
  145. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.js +85 -82
  146. package/src/shade/renderer/particles/graph_particles.d.ts.map +1 -1
  147. package/src/shade/renderer/particles/graph_particles.js +5 -3
  148. package/src/shade/renderer/particles/prototypeParticleSystem.js +3 -4
  149. package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
  150. package/src/shade/renderer/particles/shaders/shader_particle_emit.js +132 -117
  151. package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
  152. package/src/shade/renderer/particles/shaders/shader_particle_finalize.js +79 -77
  153. package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
  154. package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +111 -99
  155. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
  156. package/src/shade/renderer/particles/sort/shader_particle_sort.js +187 -158
  157. package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.d.ts.map +1 -1
  158. package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js +7 -10
  159. package/src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.d.ts.map +1 -1
  160. package/src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.js +4 -1
  161. package/src/shade/renderer/postprocess/bloom/shader_bloom_mix.d.ts.map +1 -1
  162. package/src/shade/renderer/postprocess/bloom/shader_bloom_mix.js +3 -1
  163. package/src/shade/renderer/postprocess/cas/shader_ffx_rcas.d.ts.map +1 -1
  164. package/src/shade/renderer/postprocess/cas/shader_ffx_rcas.js +4 -2
  165. package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.js +147 -147
  166. package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.d.ts.map +1 -1
  167. package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.js +121 -119
  168. package/src/shade/renderer/postprocess/dof/gather/graph_postprocess_dof2.d.ts.map +1 -1
  169. package/src/shade/renderer/postprocess/dof/gather/graph_postprocess_dof2.js +1 -2
  170. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_far.d.ts.map +1 -1
  171. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_far.js +4 -1
  172. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_near.d.ts.map +1 -1
  173. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_near.js +4 -1
  174. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_recombine.d.ts.map +1 -1
  175. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_recombine.js +4 -1
  176. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_setup.d.ts.map +1 -1
  177. package/src/shade/renderer/postprocess/dof/gather/shader_dof2_setup.js +4 -1
  178. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.d.ts.map +1 -1
  179. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +2 -4
  180. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_composite.d.ts.map +1 -1
  181. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_composite.js +4 -1
  182. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_prefilter.d.ts.map +1 -1
  183. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_prefilter.js +4 -1
  184. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch.d.ts.map +1 -1
  185. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch.js +4 -1
  186. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
  187. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.js +269 -266
  188. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.d.ts.map +1 -1
  189. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.js +273 -270
  190. package/src/shade/renderer/postprocess/dof/shader_dof_autofocus.d.ts.map +1 -1
  191. package/src/shade/renderer/postprocess/dof/shader_dof_autofocus.js +4 -1
  192. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts.map +1 -1
  193. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +8 -11
  194. package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.d.ts.map +1 -1
  195. package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.js +5 -1
  196. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts.map +1 -1
  197. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.js +11 -8
  198. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.d.ts.map +1 -1
  199. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.js +7 -8
  200. package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.d.ts.map +1 -1
  201. package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.js +3 -1
  202. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  203. package/src/shade/renderer/postprocess/nss/shader_nss_concat.d.ts.map +1 -1
  204. package/src/shade/renderer/postprocess/nss/shader_nss_concat.js +70 -68
  205. package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts.map +1 -1
  206. package/src/shade/renderer/postprocess/ssr/depth_max_shader.js +70 -68
  207. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +1 -1
  208. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +3 -1
  209. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +1 -1
  210. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +4 -1
  211. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +1 -1
  212. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +103 -101
  213. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts.map +1 -1
  214. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +4 -2
  215. package/src/shade/renderer/postprocess/ssr/ssr_trace_shader.d.ts.map +1 -1
  216. package/src/shade/renderer/postprocess/ssr/ssr_trace_shader.js +3 -1
  217. package/src/shade/renderer/postprocess/taa/shader_taa.d.ts.map +1 -1
  218. package/src/shade/renderer/postprocess/taa/shader_taa.js +4 -1
  219. package/src/shade/renderer/postprocess/upscale-dither/fragment_shader_upscale_dither.js +5 -5
  220. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.d.ts.map +1 -1
  221. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +339 -341
  222. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.d.ts.map +1 -1
  223. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js +114 -109
  224. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.d.ts.map +1 -1
  225. package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js +118 -115
  226. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
  227. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +69 -65
  228. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +722 -722
  229. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  230. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +1 -9
  231. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  232. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +1 -6
  233. package/src/shade/renderer/restir/di/graph_restir_di.d.ts.map +1 -1
  234. package/src/shade/renderer/restir/di/graph_restir_di.js +2 -3
  235. package/src/shade/renderer/restir/di/graph_restir_di_denoise.d.ts.map +1 -1
  236. package/src/shade/renderer/restir/di/graph_restir_di_denoise.js +1 -2
  237. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  238. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +139 -136
  239. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
  240. package/src/shade/renderer/restir/di/shader_restir_di_resample.js +131 -129
  241. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  242. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +101 -99
  243. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  244. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +379 -383
  245. package/src/shade/renderer/scene/Mesh.d.ts.map +1 -1
  246. package/src/shade/renderer/scene/Mesh.js +4 -6
  247. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  248. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -144
  249. package/src/shade/renderer/shader/ComputeShader.d.ts +2 -2
  250. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  251. package/src/shade/renderer/shader/ComputeShader.js +14 -17
  252. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
  253. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  254. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
  255. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  256. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
  257. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +16 -7
  258. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  259. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1342 -1326
  260. package/src/shade/renderer/shadow/map/Shadowmap.d.ts +13 -0
  261. package/src/shade/renderer/shadow/map/Shadowmap.d.ts.map +1 -1
  262. package/src/shade/renderer/shadow/map/Shadowmap.js +14 -0
  263. package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.d.ts +79 -0
  264. package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.d.ts.map +1 -0
  265. package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.js +196 -0
  266. package/src/shade/renderer/shadow/map/ShadowmapRegistry.d.ts +91 -0
  267. package/src/shade/renderer/shadow/map/ShadowmapRegistry.d.ts.map +1 -0
  268. package/src/shade/renderer/shadow/map/ShadowmapRegistry.js +156 -0
  269. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
  270. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
  271. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
  272. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
  273. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
  274. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
  275. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
  276. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
  277. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +4 -2
  278. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
  279. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
  280. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  281. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +7 -8
  282. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
  283. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
  284. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
  285. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
  286. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  287. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
  288. package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
  289. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
  290. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  291. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +233 -231
  292. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  293. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -4
  294. package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
  295. package/src/shade/wgsl/validate_wgsl_source.js +8 -3
  296. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
  297. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
  298. package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
  299. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
  300. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
  301. package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
@@ -1,125 +1,128 @@
1
- import { f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../shader/type/WebGPUArray.js";
3
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
4
- import { ComputeShader } from "../shader/ComputeShader.js";
5
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
6
- import { ANIMATION_DATABASE_SPEC } from "./ANIMATION_DATABASE_SPEC.js";
7
- import { AnimationClipFlags } from "./AnimationClipFlags.js";
8
-
9
- const CLIP_TABLE = ANIMATION_DATABASE_SPEC.get('animation_clips');
10
-
11
- /**
12
- * Workgroup size for the tick pass. Exported so dispatchers can pair it
13
- * with `animation_clips.dispatch_group_count(WORKGROUP_SIZE)` — the
14
- * page iterator's slot-to-workgroup mapping is computed against this
15
- * value, so the two must agree.
16
- */
17
- export const WORKGROUP_SIZE = 64;
18
-
19
- // rw variant — our `animation_database` binding is read_write so the
20
- // tick can advance `clip.time` in place. The iterator's `_setup` and
21
- // `_read` need matching access mode on their database parameter.
22
- const PG_PREFIX = CLIP_TABLE.page_iterator_symbol_prefix(WORKGROUP_SIZE, true);
23
-
24
- // `dt` is a single f32 uniform — seconds elapsed since the last tick.
25
- // `animation_database` is read_write because the tick advances the
26
- // `time` field of each playing clip in place.
27
- const resources = new ShaderResourceSetDescriptor();
28
- resources.createGroup()
29
- .addUniform('dt', f32)
30
- .addStorageBuffer('animation_database', WebGPUArray.from(u32), true);
31
-
32
- const body = CodeChunk.from(
33
- //language=WGSL
34
- `
35
- const FLAG_PLAYING: u32 = ${AnimationClipFlags.Playing}u;
36
- const FLAG_LOOP: u32 = ${AnimationClipFlags.Loop}u;
37
-
38
- @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
39
- fn main(
40
- @builtin(workgroup_id) wg_id: vec3<u32>,
41
- @builtin(local_invocation_index) local_id: u32,
42
- ) {
43
- if !${PG_PREFIX}_setup(&animation_database, wg_id.x, local_id) {
44
- return;
45
- }
46
-
47
- let slot_in_page = ${PG_PREFIX}_slot_in_page(local_id);
48
-
49
- if slot_in_page >= ${PG_PREFIX}_ELEMENTS_PER_PAGE {
50
- return;
51
- }
52
- if !${PG_PREFIX}_is_occupied(slot_in_page) {
53
- return;
54
- }
55
-
56
- let clip = ${PG_PREFIX}_read(&animation_database, slot_in_page);
57
-
58
- // The Playing bit gates time advance entirely. A stopped clip
59
- // doesn't even need a write — the upload-buffer dedupe would
60
- // collapse it, but skipping saves the store entirely.
61
- if (clip.flags & FLAG_PLAYING) == 0u {
62
- return;
63
- }
64
-
65
- let clip_id = ${PG_PREFIX}_slot_to_index(slot_in_page);
66
-
67
- let advance = dt * clip.playback_rate;
68
- var new_time = clip.time + advance;
69
-
70
- // "clip.time" is the playback offset relative to "clip.time_start",
71
- // not an absolute curve-clock value — the apply shader does
72
- // "effective_time = clip.time + clip.time_start" when sampling
73
- // curves. So we wrap / clamp in "[0, duration]", not in
74
- // "[time_start, time_end]".
75
- let span = clip.time_end - clip.time_start;
76
-
77
- if span <= 0.0 {
78
- // Zero-length clip pin to 0 and skip the wrap/clamp math.
79
- // Avoids division by zero in the loop branch and gives a
80
- // deterministic value the apply shader can read.
81
- new_time = 0.0;
82
- } else if (clip.flags & FLAG_LOOP) != 0u {
83
- // Wrap into [0, duration). Uses fmod-style positive modulo
84
- // so negative playback_rates wrap cleanly too.
85
- new_time = new_time - floor(new_time / span) * span;
86
- } else {
87
- // Non-looping: clamp to the playback range. Once clamped, the
88
- // clip "completes" time stops advancing on its own (advance
89
- // adds zero in subsequent frames because new_time == clip.time
90
- // would already equal duration). The Playing bit is left set
91
- // so the host can decide whether to stop, rewind, or flip the
92
- // Loop bit on.
93
- new_time = clamp(new_time, 0.0, span);
94
- }
95
-
96
- ${CLIP_TABLE.marshalling_method_write_field('time')}(&animation_database, clip_id, new_time);
97
- }
98
- `, [
99
- CLIP_TABLE.chunk_iterate(WORKGROUP_SIZE, true),
100
- CLIP_TABLE.wgsl_gen_write_field_code('time'),
101
- ]
102
- );
103
-
104
- /**
105
- * GPU-side animation playback driver: one thread per clip slot via the
106
- * page iterator. For each clip with the {@link AnimationClipFlags.Playing}
107
- * bit set, advances `time` by `dt * playback_rate`, then either wraps
108
- * modulo `[time_start, time_end]` (if {@link AnimationClipFlags.Loop} is
109
- * set) or clamps to that range (if not).
110
- *
111
- * Run before `shader_animation_apply` each frame the apply pass reads
112
- * `clip.time` to evaluate tracks, so the tick must land first. The
113
- * `dt` uniform is the wall-clock seconds elapsed since the previous
114
- * tick; the host owns its measurement.
115
- *
116
- * Dispatch via
117
- * `shader_animation_tick.dispatch({ group_count_x: animation_clips.dispatch_group_count(WORKGROUP_SIZE), ... })`.
118
- * Skip the dispatch when `group_count_x === 0` — no clips registered
119
- * means no work to do.
120
- */
121
- export const shader_animation_tick = ComputeShader.from({
122
- label: "Animation/Tick",
123
- body,
124
- resources,
125
- });
1
+ import { f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
3
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { ANIMATION_DATABASE_SPEC } from "./ANIMATION_DATABASE_SPEC.js";
7
+ import { AnimationClipFlags } from "./AnimationClipFlags.js";
8
+
9
+ const CLIP_TABLE = ANIMATION_DATABASE_SPEC.get('animation_clips');
10
+
11
+ /**
12
+ * Workgroup size for the tick pass. Exported so dispatchers can pair it
13
+ * with `animation_clips.dispatch_group_count(WORKGROUP_SIZE)` — the
14
+ * page iterator's slot-to-workgroup mapping is computed against this
15
+ * value, so the two must agree.
16
+ */
17
+ export const WORKGROUP_SIZE = 64;
18
+
19
+ // rw variant — our `animation_database` binding is read_write so the
20
+ // tick can advance `clip.time` in place. The iterator's `_setup` and
21
+ // `_read` need matching access mode on their database parameter.
22
+ const PG_PREFIX = CLIP_TABLE.page_iterator_symbol_prefix(WORKGROUP_SIZE, true);
23
+
24
+ // `dt` is a single f32 uniform — seconds elapsed since the last tick.
25
+ // `animation_database` is read_write because the tick advances the
26
+ // `time` field of each playing clip in place.
27
+ const resources = new ShaderResourceSetDescriptor();
28
+
29
+ // per-frame, four bytes, read-only: immediate data rather than a uniform buffer holding one f32
30
+ resources.setImmediate("dt", f32);
31
+
32
+ resources.createGroup()
33
+ .addStorageBuffer('animation_database', WebGPUArray.from(u32), true);
34
+
35
+ const body = CodeChunk.from(
36
+ //language=WGSL
37
+ `
38
+ const FLAG_PLAYING: u32 = ${AnimationClipFlags.Playing}u;
39
+ const FLAG_LOOP: u32 = ${AnimationClipFlags.Loop}u;
40
+
41
+ @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
42
+ fn main(
43
+ @builtin(workgroup_id) wg_id: vec3<u32>,
44
+ @builtin(local_invocation_index) local_id: u32,
45
+ ) {
46
+ if !${PG_PREFIX}_setup(&animation_database, wg_id.x, local_id) {
47
+ return;
48
+ }
49
+
50
+ let slot_in_page = ${PG_PREFIX}_slot_in_page(local_id);
51
+
52
+ if slot_in_page >= ${PG_PREFIX}_ELEMENTS_PER_PAGE {
53
+ return;
54
+ }
55
+ if !${PG_PREFIX}_is_occupied(slot_in_page) {
56
+ return;
57
+ }
58
+
59
+ let clip = ${PG_PREFIX}_read(&animation_database, slot_in_page);
60
+
61
+ // The Playing bit gates time advance entirely. A stopped clip
62
+ // doesn't even need a write — the upload-buffer dedupe would
63
+ // collapse it, but skipping saves the store entirely.
64
+ if (clip.flags & FLAG_PLAYING) == 0u {
65
+ return;
66
+ }
67
+
68
+ let clip_id = ${PG_PREFIX}_slot_to_index(slot_in_page);
69
+
70
+ let advance = dt * clip.playback_rate;
71
+ var new_time = clip.time + advance;
72
+
73
+ // "clip.time" is the playback offset relative to "clip.time_start",
74
+ // not an absolute curve-clock value — the apply shader does
75
+ // "effective_time = clip.time + clip.time_start" when sampling
76
+ // curves. So we wrap / clamp in "[0, duration]", not in
77
+ // "[time_start, time_end]".
78
+ let span = clip.time_end - clip.time_start;
79
+
80
+ if span <= 0.0 {
81
+ // Zero-length clip — pin to 0 and skip the wrap/clamp math.
82
+ // Avoids division by zero in the loop branch and gives a
83
+ // deterministic value the apply shader can read.
84
+ new_time = 0.0;
85
+ } else if (clip.flags & FLAG_LOOP) != 0u {
86
+ // Wrap into [0, duration). Uses fmod-style positive modulo
87
+ // so negative playback_rates wrap cleanly too.
88
+ new_time = new_time - floor(new_time / span) * span;
89
+ } else {
90
+ // Non-looping: clamp to the playback range. Once clamped, the
91
+ // clip "completes" time stops advancing on its own (advance
92
+ // adds zero in subsequent frames because new_time == clip.time
93
+ // would already equal duration). The Playing bit is left set
94
+ // so the host can decide whether to stop, rewind, or flip the
95
+ // Loop bit on.
96
+ new_time = clamp(new_time, 0.0, span);
97
+ }
98
+
99
+ ${CLIP_TABLE.marshalling_method_write_field('time')}(&animation_database, clip_id, new_time);
100
+ }
101
+ `, [
102
+ CLIP_TABLE.chunk_iterate(WORKGROUP_SIZE, true),
103
+ CLIP_TABLE.wgsl_gen_write_field_code('time'),
104
+ ]
105
+ );
106
+
107
+ /**
108
+ * GPU-side animation playback driver: one thread per clip slot via the
109
+ * page iterator. For each clip with the {@link AnimationClipFlags.Playing}
110
+ * bit set, advances `time` by `dt * playback_rate`, then either wraps
111
+ * modulo `[time_start, time_end]` (if {@link AnimationClipFlags.Loop} is
112
+ * set) or clamps to that range (if not).
113
+ *
114
+ * Run before `shader_animation_apply` each frame — the apply pass reads
115
+ * `clip.time` to evaluate tracks, so the tick must land first. The
116
+ * `dt` uniform is the wall-clock seconds elapsed since the previous
117
+ * tick; the host owns its measurement.
118
+ *
119
+ * Dispatch via
120
+ * `shader_animation_tick.dispatch({ group_count_x: animation_clips.dispatch_group_count(WORKGROUP_SIZE), ... })`.
121
+ * Skip the dispatch when `group_count_x === 0` — no clips registered
122
+ * means no work to do.
123
+ */
124
+ export const shader_animation_tick = ComputeShader.from({
125
+ label: "Animation/Tick",
126
+ body,
127
+ resources,
128
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"GPUMeshSkinningContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js"],"names":[],"mappings":"AA0EA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IA2MI;;;;;;;OAOG;IACH,sEAPW;QACV,UAAgB,qBAAqB;QACrC,iBAAuB,sBAAsB;QAC7C,aAAmB,kBAAkB;QACrC,MAAY,YAAY;KACrB,EAYH;IAED;;;;;;OAMG;IACH,iCAEC;IAED;;;;;;OAMG;IACH,2BAEC;IAED;;;;;;;OAOG;IACH,wCAEC;IAED;;;;;;;;;;;;;;OAcG;IACH,mCAFa,MAAM,CAelB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,iCAFW,MAAM,QAmBhB;IAED;;;;;;;OAOG;IACH,gCAFa,MAAM,GAAC,SAAS,CAI5B;IAED;;;;;;;;;;OAUG;IACH,gCAYC;IAED;;;;;;;;OAQG;IACH,4BAFW,MAAM,QAYhB;IAyCD;;;;;;;;;;;;;;;OAeG;IACH,8CA2NC;IAsSD,gBAiBC;;CACJ"}
1
+ {"version":3,"file":"GPUMeshSkinningContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js"],"names":[],"mappings":"AAyEA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IA2MI;;;;;;;OAOG;IACH,sEAPW;QACV,UAAgB,qBAAqB;QACrC,iBAAuB,sBAAsB;QAC7C,aAAmB,kBAAkB;QACrC,MAAY,YAAY;KACrB,EAYH;IAED;;;;;;OAMG;IACH,iCAEC;IAED;;;;;;OAMG;IACH,2BAEC;IAED;;;;;;;OAOG;IACH,wCAEC;IAED;;;;;;;;;;;;;;OAcG;IACH,mCAFa,MAAM,CAelB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,iCAFW,MAAM,QAmBhB;IAED;;;;;;;OAOG;IACH,gCAFa,MAAM,GAAC,SAAS,CAI5B;IAED;;;;;;;;;;OAUG;IACH,gCAYC;IAED;;;;;;;;OAQG;IACH,4BAFW,MAAM,QAYhB;IAyCD;;;;;;;;;;;;;;;OAeG;IACH,8CAkNC;IAsSD,gBAiBC;;CACJ"}
@@ -1,5 +1,4 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
2
  import { write_gpu_typed_buffer } from "../../shader/type/serde/write_gpu_typed_buffer.js";
4
3
  import {
5
4
  shader_geometry_sphere_derive,
@@ -600,13 +599,11 @@ export class GPUMeshSkinningContext {
600
599
  // work is identical to a single huge dispatch.
601
600
  for (let offset = 0; offset < total; offset += max_workgroups) {
602
601
  const this_chunk = Math.min(max_workgroups, total - offset);
603
- const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(u32, offset);
604
-
605
602
  shader_meshlet_apply_skinning.dispatch({
606
603
  encoder: cmd_ctx,
607
604
  group_count_x: this_chunk,
608
605
  bindings: {
609
- dispatch_offset,
606
+ dispatch_offset: offset,
610
607
  meshlet_data: meshlets.buffer_data,
611
608
  meshlet_metadata: meshlets.buffer_metadata,
612
609
  skin_matrices: this.#animation_manager.skin_matrices_buffer,
@@ -657,17 +654,14 @@ export class GPUMeshSkinningContext {
657
654
  const this_chunk = Math.min(max_workgroups, total_workgroups - offset_wg);
658
655
  // dispatch_offset is in *pair* units for scatter — the
659
656
  // shader does `gid.x + dispatch_offset`.
660
- const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(
661
- u32,
662
- offset_wg * BOUNDS_SCATTER_WORKGROUP_SIZE
663
- );
664
- const total_pair_count = cmd_ctx.allocateTransientValueBuffer(u32, total);
665
657
  shader_meshlet_bounds_scatter.dispatch({
666
658
  encoder: cmd_ctx,
667
659
  group_count_x: this_chunk,
668
660
  bindings: {
669
- dispatch_offset,
670
- total_pair_count,
661
+ settings: {
662
+ dispatch_offset: offset_wg * BOUNDS_SCATTER_WORKGROUP_SIZE,
663
+ total_pair_count: total,
664
+ },
671
665
  skinning_bindings: this.#bindings_buffer,
672
666
  dispatch_lookup: this.#dispatch_lookup_buffer,
673
667
  meshlet_metadata_atomic: meshlets.buffer_metadata,
@@ -682,13 +676,11 @@ export class GPUMeshSkinningContext {
682
676
  // skinning; same pagination.
683
677
  for (let offset = 0; offset < total; offset += max_workgroups) {
684
678
  const this_chunk = Math.min(max_workgroups, total - offset);
685
- const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(u32, offset);
686
-
687
679
  shader_meshlet_bounds_reduce.dispatch({
688
680
  encoder: cmd_ctx,
689
681
  group_count_x: this_chunk,
690
682
  bindings: {
691
- dispatch_offset,
683
+ dispatch_offset: offset,
692
684
  skinning_bindings: this.#bindings_buffer,
693
685
  dispatch_lookup: this.#dispatch_lookup_buffer,
694
686
  meshlet_data: meshlets.buffer_data,
@@ -705,12 +697,11 @@ export class GPUMeshSkinningContext {
705
697
  {
706
698
  const total_workgroups = Math.ceil(binding_count / SPHERE_DERIVE_WORKGROUP_SIZE);
707
699
  if (total_workgroups > 0) {
708
- const binding_count_u = cmd_ctx.allocateTransientValueBuffer(u32, binding_count);
709
700
  shader_geometry_sphere_derive.dispatch({
710
701
  encoder: cmd_ctx,
711
702
  group_count_x: total_workgroups,
712
703
  bindings: {
713
- binding_count: binding_count_u,
704
+ binding_count,
714
705
  skinning_bindings: this.#bindings_buffer,
715
706
  geometry_metadata_atomic: geometry_metadata_buffer,
716
707
  },
@@ -725,12 +716,11 @@ export class GPUMeshSkinningContext {
725
716
  {
726
717
  const total_workgroups = Math.ceil(binding_count / MESH_BOUNDS_REFRESH_WORKGROUP_SIZE);
727
718
  if (total_workgroups > 0) {
728
- const binding_count_u = cmd_ctx.allocateTransientValueBuffer(u32, binding_count);
729
719
  shader_skinned_mesh_bounds_refresh.dispatch({
730
720
  encoder: cmd_ctx,
731
721
  group_count_x: total_workgroups,
732
722
  bindings: {
733
- binding_count: binding_count_u,
723
+ binding_count,
734
724
  skinning_bindings: this.#bindings_buffer,
735
725
  scene_database: scene_database_buffer,
736
726
  geometries: geometry_metadata_buffer,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_geometry_sphere_derive.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js"],"names":[],"mappings":"AAQA,gCAAiC;AAsEjC;;;;;;;;;;;;;;GAcG;AACH,0DAIG;8BA7F2B,kCAAkC"}
1
+ {"version":3,"file":"shader_geometry_sphere_derive.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js"],"names":[],"mappings":"AAQA,gCAAiC;AAwEjC;;;;;;;;;;;;;;GAcG;AACH,0DAIG;8BA/F2B,kCAAkC"}
@@ -1,98 +1,100 @@
1
- import { atomic_u32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
- import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
4
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
7
- import { SKINNING_BINDING_STRUCT } from "../SKINNING_BINDING_STRUCT.js";
8
-
9
- export const WORKGROUP_SIZE = 64;
10
-
11
- const GEOMETRY_BBOX_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_box').offset / 4;
12
- const GEOMETRY_SPHERE_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_sphere').offset / 4;
13
- const GEOMETRY_STRIDE_WORDS = GEOMETRY_METADATA_STRUCT.size / 4;
14
-
15
- const resources = new ShaderResourceSetDescriptor();
16
- resources.createGroup()
17
- // Number of active skinning bindings. Threads past `binding_count`
18
- // early-out (the dispatch is sized to `ceil(binding_count/64)`
19
- // workgroups, so the tail can have up to 63 idle threads).
20
- .addUniform('binding_count', u32)
21
- .addStorageBuffer('skinning_bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
22
- // Same buffer the rasterizer reads as a typed struct array; we
23
- // atomicLoad the freshly-merged `bounding_box` cells and
24
- // atomicStore the derived sphere into `bounding_sphere`. Atomic
25
- // store is the simplest way to write through an atomic-typed
26
- // view; only one thread (this binding's) writes its geometry's
27
- // sphere, so there's no contention.
28
- .addStorageBuffer('geometry_metadata_atomic', WebGPUArray.from(atomic_u32), true);
29
-
30
- const body = CodeChunk.from(
31
- //language=WGSL
32
- `
33
- const GEOMETRY_BBOX_OFFSET: u32 = ${GEOMETRY_BBOX_OFFSET_WORDS}u;
34
- const GEOMETRY_SPHERE_OFFSET: u32 = ${GEOMETRY_SPHERE_OFFSET_WORDS}u;
35
- const GEOMETRY_STRIDE: u32 = ${GEOMETRY_STRIDE_WORDS}u;
36
-
37
- @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
38
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
39
- let binding_index = gid.x;
40
- if binding_index >= binding_count {
41
- return;
42
- }
43
-
44
- let binding = skinning_bindings[binding_index];
45
- let g_base = binding.clone_geometry_index * GEOMETRY_STRIDE;
46
-
47
- // Read the freshly-merged bounding box. The reduce pass wrote
48
- // these atomically; by the time this dispatch runs (after the
49
- // reduce pass's barrier), they're stable. atomicLoad is the
50
- // correct read through an atomic-typed binding.
51
- let bbox_base = g_base + GEOMETRY_BBOX_OFFSET;
52
- let min_x = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 0u]));
53
- let min_y = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 1u]));
54
- let min_z = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 2u]));
55
- let max_x = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 3u]));
56
- let max_y = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 4u]));
57
- let max_z = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 5u]));
58
-
59
- let min_v = vec3<f32>(min_x, min_y, min_z);
60
- let max_v = vec3<f32>(max_x, max_y, max_z);
61
-
62
- // Conservative sphere from the AABB: center at the box midpoint,
63
- // radius = half the box diagonal. Slightly larger than the
64
- // minimum enclosing sphere (which would need a Miniball-style
65
- // iterative solver), but cheap and tight enough for culling.
66
- // Same convention as "computeBoundingSphereFromBox" on the CPU
67
- // side.
68
- let center = (min_v + max_v) * 0.5;
69
- let radius = length(max_v - min_v) * 0.5;
70
-
71
- let sphere_base = g_base + GEOMETRY_SPHERE_OFFSET;
72
- atomicStore(&geometry_metadata_atomic[sphere_base + 0u], bitcast<u32>(center.x));
73
- atomicStore(&geometry_metadata_atomic[sphere_base + 1u], bitcast<u32>(center.y));
74
- atomicStore(&geometry_metadata_atomic[sphere_base + 2u], bitcast<u32>(center.z));
75
- atomicStore(&geometry_metadata_atomic[sphere_base + 3u], bitcast<u32>(radius));
76
- }
77
- `);
78
-
79
- /**
80
- * Compute shader that derives each active clone geometry's
81
- * `bounding_sphere` from its freshly-merged `bounding_box`.
82
- *
83
- * One thread per active skinning binding (= one per clone geometry).
84
- * Reads the 6 box cells, computes center = (min+max)/2 and radius =
85
- * length(max-min)/2 the box-derived conservative sphere and
86
- * writes the 4 sphere cells. No cross-thread contention since each
87
- * binding owns its own geometry row.
88
- *
89
- * Must run AFTER `shader_meshlet_bounds_reduce` (which finalizes the
90
- * `bounding_box` cells this pass reads) and BEFORE the mesh-instance
91
- * bounds-refresh pass (which reads `bounding_sphere` to project into
92
- * world space).
93
- */
94
- export const shader_geometry_sphere_derive = ComputeShader.from({
95
- label: "Skinning/GeometrySphereDerive",
96
- resources,
97
- body,
98
- });
1
+ import { atomic_u32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
+ import { GEOMETRY_METADATA_STRUCT } from "../../../geometry/GEOMETRY_METADATA_STRUCT.js";
4
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { SKINNING_BINDING_STRUCT } from "../SKINNING_BINDING_STRUCT.js";
8
+
9
+ export const WORKGROUP_SIZE = 64;
10
+
11
+ const GEOMETRY_BBOX_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_box').offset / 4;
12
+ const GEOMETRY_SPHERE_OFFSET_WORDS = GEOMETRY_METADATA_STRUCT.get('bounding_sphere').offset / 4;
13
+ const GEOMETRY_STRIDE_WORDS = GEOMETRY_METADATA_STRUCT.size / 4;
14
+
15
+ const resources = new ShaderResourceSetDescriptor();
16
+
17
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer
18
+ resources.setImmediate("binding_count", u32);
19
+ resources.createGroup()
20
+ // Number of active skinning bindings. Threads past `binding_count`
21
+ // early-out (the dispatch is sized to `ceil(binding_count/64)`
22
+ // workgroups, so the tail can have up to 63 idle threads).
23
+ .addStorageBuffer('skinning_bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
24
+ // Same buffer the rasterizer reads as a typed struct array; we
25
+ // atomicLoad the freshly-merged `bounding_box` cells and
26
+ // atomicStore the derived sphere into `bounding_sphere`. Atomic
27
+ // store is the simplest way to write through an atomic-typed
28
+ // view; only one thread (this binding's) writes its geometry's
29
+ // sphere, so there's no contention.
30
+ .addStorageBuffer('geometry_metadata_atomic', WebGPUArray.from(atomic_u32), true);
31
+
32
+ const body = CodeChunk.from(
33
+ //language=WGSL
34
+ `
35
+ const GEOMETRY_BBOX_OFFSET: u32 = ${GEOMETRY_BBOX_OFFSET_WORDS}u;
36
+ const GEOMETRY_SPHERE_OFFSET: u32 = ${GEOMETRY_SPHERE_OFFSET_WORDS}u;
37
+ const GEOMETRY_STRIDE: u32 = ${GEOMETRY_STRIDE_WORDS}u;
38
+
39
+ @compute @workgroup_size(${WORKGROUP_SIZE},1,1)
40
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
41
+ let binding_index = gid.x;
42
+ if binding_index >= binding_count {
43
+ return;
44
+ }
45
+
46
+ let binding = skinning_bindings[binding_index];
47
+ let g_base = binding.clone_geometry_index * GEOMETRY_STRIDE;
48
+
49
+ // Read the freshly-merged bounding box. The reduce pass wrote
50
+ // these atomically; by the time this dispatch runs (after the
51
+ // reduce pass's barrier), they're stable. atomicLoad is the
52
+ // correct read through an atomic-typed binding.
53
+ let bbox_base = g_base + GEOMETRY_BBOX_OFFSET;
54
+ let min_x = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 0u]));
55
+ let min_y = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 1u]));
56
+ let min_z = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 2u]));
57
+ let max_x = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 3u]));
58
+ let max_y = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 4u]));
59
+ let max_z = bitcast<f32>(atomicLoad(&geometry_metadata_atomic[bbox_base + 5u]));
60
+
61
+ let min_v = vec3<f32>(min_x, min_y, min_z);
62
+ let max_v = vec3<f32>(max_x, max_y, max_z);
63
+
64
+ // Conservative sphere from the AABB: center at the box midpoint,
65
+ // radius = half the box diagonal. Slightly larger than the
66
+ // minimum enclosing sphere (which would need a Miniball-style
67
+ // iterative solver), but cheap and tight enough for culling.
68
+ // Same convention as "computeBoundingSphereFromBox" on the CPU
69
+ // side.
70
+ let center = (min_v + max_v) * 0.5;
71
+ let radius = length(max_v - min_v) * 0.5;
72
+
73
+ let sphere_base = g_base + GEOMETRY_SPHERE_OFFSET;
74
+ atomicStore(&geometry_metadata_atomic[sphere_base + 0u], bitcast<u32>(center.x));
75
+ atomicStore(&geometry_metadata_atomic[sphere_base + 1u], bitcast<u32>(center.y));
76
+ atomicStore(&geometry_metadata_atomic[sphere_base + 2u], bitcast<u32>(center.z));
77
+ atomicStore(&geometry_metadata_atomic[sphere_base + 3u], bitcast<u32>(radius));
78
+ }
79
+ `);
80
+
81
+ /**
82
+ * Compute shader that derives each active clone geometry's
83
+ * `bounding_sphere` from its freshly-merged `bounding_box`.
84
+ *
85
+ * One thread per active skinning binding (= one per clone geometry).
86
+ * Reads the 6 box cells, computes center = (min+max)/2 and radius =
87
+ * length(max-min)/2 the box-derived conservative sphere — and
88
+ * writes the 4 sphere cells. No cross-thread contention since each
89
+ * binding owns its own geometry row.
90
+ *
91
+ * Must run AFTER `shader_meshlet_bounds_reduce` (which finalizes the
92
+ * `bounding_box` cells this pass reads) and BEFORE the mesh-instance
93
+ * bounds-refresh pass (which reads `bounding_sphere` to project into
94
+ * world space).
95
+ */
96
+ export const shader_geometry_sphere_derive = ComputeShader.from({
97
+ label: "Skinning/GeometrySphereDerive",
98
+ resources,
99
+ body,
100
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_meshlet_bounds_reduce.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js"],"names":[],"mappings":"AAUA;;;;;;;GAOG;AACH,gCAAiC;AAmKjC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,yDAIG;8BA9M2B,kCAAkC"}
1
+ {"version":3,"file":"shader_meshlet_bounds_reduce.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js"],"names":[],"mappings":"AAUA;;;;;;;GAOG;AACH,gCAAiC;AAsKjC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,yDAIG;8BAjN2B,kCAAkC"}