@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
@@ -1,121 +1,125 @@
1
- import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.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 {
8
- BVH_NODE_BOUNDS_WORD,
9
- BVH_NODE_CHILD_2_WORD,
10
- BVH_NODE_STRIDE_WORDS
11
- } from "../../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
12
- import {
13
- chunk_geometry_read_triangle_bounds
14
- } from "../../shader/chunk/geometry/format/chunk_geometry_read_triangle_bounds.js";
15
- import { GEOMETRY_METADATA_STRUCT } from "../GEOMETRY_METADATA_STRUCT.js";
16
- import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
17
- import { MESHLET_METADATA_STRUCT } from "../meshlet/encoding/MESHLET_METADATA_STRUCT.js";
18
-
19
- export const BLAS_LEAF_BOUNDS_WORKGROUP_SIZE = 64;
20
-
21
- /**
22
- * Which tree, and where it lives.
23
- *
24
- * @type {WebGPUStruct}
25
- */
26
- export const BLAS_LEAF_BOUNDS_SETTINGS_STRUCT = WebGPUStruct.from({
27
- /**
28
- * Leaves in this tree — one triangle each, so also its triangle count.
29
- */
30
- leaf_count: u32,
31
- /**
32
- * u32 word the tree's node 0 starts at inside the shared node arena.
33
- */
34
- node_word_offset: u32,
35
- /**
36
- * Word this tree's leaf list starts at inside the shared leaf-node arena.
37
- */
38
- leaf_nodes_offset: u32,
39
- /**
40
- * Row in the geometry table whose meshlets the leaves index into. For a skinned mesh this is
41
- * the per-instance clone, whose vertex region the skinning pass has already deformed — which is
42
- * the entire point: the source's positions are the rest pose.
43
- */
44
- geometry_index: u32,
45
- }, "BlasLeafBoundsSettings");
46
-
47
- const resources = new ShaderResourceSetDescriptor();
48
- resources.createGroup()
49
- .addUniform("settings", BLAS_LEAF_BOUNDS_SETTINGS_STRUCT)
50
- // node index of each leaf ordinal, as tree construction published it
51
- .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
52
- .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
53
- .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
54
- .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
55
- // the node arena, flat. Only leaf bounds are written, and a leaf is written by one thread.
56
- .addStorageBuffer("nodes", WebGPUArray.from(f32), true);
57
-
58
- const body = CodeChunk.from(
59
- //language=WGSL
60
- `
61
- const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
62
- const NODE_BOUNDS = ${BVH_NODE_BOUNDS_WORD}u;
63
- const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
64
-
65
- @compute @workgroup_size(${BLAS_LEAF_BOUNDS_WORKGROUP_SIZE}, 1, 1)
66
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
67
- let i = gid.x;
68
-
69
- if (i >= settings.leaf_count) {
70
- return;
71
- }
72
-
73
- let leaf_node = leaf_nodes[settings.leaf_nodes_offset + i];
74
-
75
- let node_word = settings.node_word_offset + leaf_node * NODE_STRIDE;
76
-
77
- // The leaf already says which triangle it holds — its payload is what the ray query hands to
78
- // the triangle test. Reading it back means no side table has to agree with the tree about
79
- // which leaf is which.
80
- let meshlet_triangle_id = bitcast<u32>(nodes[node_word + NODE_CHILD_2]);
81
-
82
- let bounds = geometry_read_triangle_bounds(
83
- geometries[settings.geometry_index],
84
- meshlet_triangle_id
85
- );
86
-
87
- nodes[node_word + NODE_BOUNDS] = bounds.min.x;
88
- nodes[node_word + NODE_BOUNDS + 1u] = bounds.min.y;
89
- nodes[node_word + NODE_BOUNDS + 2u] = bounds.min.z;
90
- nodes[node_word + NODE_BOUNDS + 3u] = bounds.max.x;
91
- nodes[node_word + NODE_BOUNDS + 4u] = bounds.max.y;
92
- nodes[node_word + NODE_BOUNDS + 5u] = bounds.max.z;
93
- }
94
- `, [
95
- chunk_geometry_read_triangle_bounds,
96
- ]);
97
-
98
- /**
99
- * Recompute a BLAS's leaf bounds from the geometry's current vertex positions.
100
- *
101
- * The first half of a refit-only update, and the only half that knows what a triangle is: one
102
- * thread per leaf reads the triangle its node names, takes the AABB of that triangle as the vertex
103
- * buffer holds it *now*, and writes it into the node. {@link shader_bvh_refit} then carries those
104
- * bounds up the tree, unchanged from the TLAS build — topology is frozen, so there is nothing to
105
- * emit and nothing to sort.
106
- *
107
- * For a skinned mesh this runs against the per-instance clone, after the skinning pass has deformed
108
- * its vertex region. Reading the source instead would produce the rest pose, which is what a clone
109
- * without its own BLAS gets today.
110
- *
111
- * Plain (non-atomic) node access, unlike the refit: every leaf is written by exactly one thread and
112
- * read by nobody until the next dispatch, so there is no cross-workgroup communication here to
113
- * discipline.
114
- *
115
- * @type {ComputeShader}
116
- */
117
- export const shader_blas_refit_leaf_bounds = ComputeShader.from({
118
- label: "BLAS/RefitLeafBounds",
119
- resources,
120
- body,
121
- });
1
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.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 {
8
+ BVH_NODE_BOUNDS_WORD,
9
+ BVH_NODE_CHILD_2_WORD,
10
+ BVH_NODE_STRIDE_WORDS
11
+ } from "../../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
12
+ import {
13
+ chunk_geometry_read_triangle_bounds
14
+ } from "../../shader/chunk/geometry/format/chunk_geometry_read_triangle_bounds.js";
15
+ import { GEOMETRY_METADATA_STRUCT } from "../GEOMETRY_METADATA_STRUCT.js";
16
+ import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
17
+ import { MESHLET_METADATA_STRUCT } from "../meshlet/encoding/MESHLET_METADATA_STRUCT.js";
18
+
19
+ export const BLAS_LEAF_BOUNDS_WORKGROUP_SIZE = 64;
20
+
21
+ /**
22
+ * Which tree, and where it lives.
23
+ *
24
+ * @type {WebGPUStruct}
25
+ */
26
+ export const BLAS_LEAF_BOUNDS_SETTINGS_STRUCT = WebGPUStruct.from({
27
+ /**
28
+ * Leaves in this tree — one triangle each, so also its triangle count.
29
+ */
30
+ leaf_count: u32,
31
+ /**
32
+ * u32 word the tree's node 0 starts at inside the shared node arena.
33
+ */
34
+ node_word_offset: u32,
35
+ /**
36
+ * Word this tree's leaf list starts at inside the shared leaf-node arena.
37
+ */
38
+ leaf_nodes_offset: u32,
39
+ /**
40
+ * Row in the geometry table whose meshlets the leaves index into. For a skinned mesh this is
41
+ * the per-instance clone, whose vertex region the skinning pass has already deformed — which is
42
+ * the entire point: the source's positions are the rest pose.
43
+ */
44
+ geometry_index: u32,
45
+ }, "BlasLeafBoundsSettings");
46
+
47
+ const resources = new ShaderResourceSetDescriptor();
48
+
49
+ // per-dispatch, 16 bytes, read-only: immediate data rather than a uniform buffer. Runs once per
50
+ // skinned BLAS per frame, so the buffer it used to need was allocated that often too.
51
+ resources.setImmediate("settings", BLAS_LEAF_BOUNDS_SETTINGS_STRUCT);
52
+
53
+ resources.createGroup()
54
+ // node index of each leaf ordinal, as tree construction published it
55
+ .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
56
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
57
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
58
+ .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
59
+ // the node arena, flat. Only leaf bounds are written, and a leaf is written by one thread.
60
+ .addStorageBuffer("nodes", WebGPUArray.from(f32), true);
61
+
62
+ const body = CodeChunk.from(
63
+ //language=WGSL
64
+ `
65
+ const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
66
+ const NODE_BOUNDS = ${BVH_NODE_BOUNDS_WORD}u;
67
+ const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
68
+
69
+ @compute @workgroup_size(${BLAS_LEAF_BOUNDS_WORKGROUP_SIZE}, 1, 1)
70
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
71
+ let i = gid.x;
72
+
73
+ if (i >= settings.leaf_count) {
74
+ return;
75
+ }
76
+
77
+ let leaf_node = leaf_nodes[settings.leaf_nodes_offset + i];
78
+
79
+ let node_word = settings.node_word_offset + leaf_node * NODE_STRIDE;
80
+
81
+ // The leaf already says which triangle it holds — its payload is what the ray query hands to
82
+ // the triangle test. Reading it back means no side table has to agree with the tree about
83
+ // which leaf is which.
84
+ let meshlet_triangle_id = bitcast<u32>(nodes[node_word + NODE_CHILD_2]);
85
+
86
+ let bounds = geometry_read_triangle_bounds(
87
+ geometries[settings.geometry_index],
88
+ meshlet_triangle_id
89
+ );
90
+
91
+ nodes[node_word + NODE_BOUNDS] = bounds.min.x;
92
+ nodes[node_word + NODE_BOUNDS + 1u] = bounds.min.y;
93
+ nodes[node_word + NODE_BOUNDS + 2u] = bounds.min.z;
94
+ nodes[node_word + NODE_BOUNDS + 3u] = bounds.max.x;
95
+ nodes[node_word + NODE_BOUNDS + 4u] = bounds.max.y;
96
+ nodes[node_word + NODE_BOUNDS + 5u] = bounds.max.z;
97
+ }
98
+ `, [
99
+ chunk_geometry_read_triangle_bounds,
100
+ ]);
101
+
102
+ /**
103
+ * Recompute a BLAS's leaf bounds from the geometry's current vertex positions.
104
+ *
105
+ * The first half of a refit-only update, and the only half that knows what a triangle is: one
106
+ * thread per leaf reads the triangle its node names, takes the AABB of that triangle as the vertex
107
+ * buffer holds it *now*, and writes it into the node. {@link shader_bvh_refit} then carries those
108
+ * bounds up the tree, unchanged from the TLAS build topology is frozen, so there is nothing to
109
+ * emit and nothing to sort.
110
+ *
111
+ * For a skinned mesh this runs against the per-instance clone, after the skinning pass has deformed
112
+ * its vertex region. Reading the source instead would produce the rest pose, which is what a clone
113
+ * without its own BLAS gets today.
114
+ *
115
+ * Plain (non-atomic) node access, unlike the refit: every leaf is written by exactly one thread and
116
+ * read by nobody until the next dispatch, so there is no cross-workgroup communication here to
117
+ * discipline.
118
+ *
119
+ * @type {ComputeShader}
120
+ */
121
+ export const shader_blas_refit_leaf_bounds = ComputeShader.from({
122
+ label: "BLAS/RefitLeafBounds",
123
+ resources,
124
+ body,
125
+ });
@@ -1 +1 @@
1
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