@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
@@ -1,270 +1,273 @@
1
- import { chunk_stbn_sample_vec2 } from "../../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
2
- import { chunk_rgb_to_luminance } from "../../../shader/chunk/color/chunk_rgb_to_luminance.js";
3
- import { PI_DECLARATION } from "../../../shader/chunk/math/PI_DECLARATION.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 { chunk_dof_aperture_shape } from "../chunk_dof_aperture_shape.js";
8
- import {
9
- DOF_FOCUS_CUTOFF,
10
- DOF_LDS_APRON,
11
- DOF_LDS_WORKGROUP,
12
- DOF_MAX_COC_RADIUS,
13
- DOF_SLICE_DIRECTIONS,
14
- DOF_SLICE_SLOPES,
15
- DOF_TILE_SIZE,
16
- } from "../DOF_CONFIG.js";
17
- import { DOF_SETTINGS_STRUCT } from "./DOF_SETTINGS_STRUCT.js";
18
-
19
- const resources = new ShaderResourceSetDescriptor();
20
- resources.createGroup()
21
- // Full-res (colour.rgb, signed CoC radius) from the prefilter.
22
- .addTexture("tColorCoc", "float")
23
- // Spatio-temporal blue noise (NVIDIA STBN) for the aperture phase.
24
- .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
25
- // Dilated per-tile max |CoC| the fast-path early-out source.
26
- .addTexture("tTile", "float")
27
- .addUniform("dof", DOF_SETTINGS_STRUCT)
28
- // Defocused colour (rgb) + defocus amount (a) — same contract as the
29
- // fragment march's render target, written via textureStore.
30
- .addStorageTexture("tOut", "rgba16float", "2d", "write-only")
31
- ;
32
-
33
- // ── Workgroup-LDS cache geometry (shared with the 2D compute march) ──
34
- const WG = DOF_LDS_WORKGROUP; // 8 — workgroup side
35
- const APRON = DOF_LDS_APRON; // 40 — cached skirt, full-res px
36
- const REGION = WG + 2 * APRON; // 88 cached square side (even)
37
- const ROW_U32 = REGION / 2; // 44u32 per cached row (2 f16/u32)
38
- const LDS_U32 = REGION * ROW_U32; // 3872total u32 4 B = 15 488 B)
39
- const WG_THREADS = WG * WG; // 64threads per workgroup
40
-
41
- const D = DOF_SLICE_DIRECTIONS; // aperture directions over [0, π)
42
- const M = DOF_SLICE_SLOPES; // aperture radii ("slopes") per direction
43
-
44
- const body = CodeChunk.from(
45
- //language=WGSL
46
- `
47
- const MAXR: f32 = ${DOF_MAX_COC_RADIUS};
48
- const CUTOFF: f32 = ${DOF_FOCUS_CUTOFF};
49
- const TILE_SIZE: i32 = ${DOF_TILE_SIZE};
50
- const MAX_STEPS: u32 = 64u; // per-(slope) bitmask width (vec2<u32>); >= max N
51
-
52
- const WG: i32 = ${WG};
53
- const APRON: i32 = ${APRON};
54
- const REGION: i32 = ${REGION};
55
- const ROW_U32: i32 = ${ROW_U32};
56
- const LDS_U32: u32 = ${LDS_U32}u;
57
- const WG_THREADS: u32 = ${WG_THREADS}u;
58
-
59
- const D: u32 = ${D}u; // directions over [0, π)
60
- const M: u32 = ${M}u; // slopes per direction
61
-
62
- // Workgroup CoC cache: the REGION×REGION (tile + apron) signed-CoC field, two
63
- // f16 packed per u32 (the rgba16float source round-trips losslessly). Same as
64
- // the 2D compute march; the slice march reads it once per step and tests every
65
- // slope against that one read.
66
- var<workgroup> lds_coc: array<u32, LDS_U32>;
67
-
68
- // Clamped CoC fetch used by the cooperative load.
69
- fn dof_load_coc(p: vec2<i32>, dims: vec2<i32>) -> f32 {
70
- return textureLoad(tColorCoc, clamp(p, vec2<i32>(0), dims - vec2<i32>(1)), 0).a;
71
- }
72
-
73
- // CoC at a march position: the workgroup cache when inside the apron, a texture
74
- // load for the rare far tap (|offset| in (APRON, MAXR]).
75
- fn slice_read_coc(pos: vec2<f32>, region_origin: vec2<i32>, dims: vec2<i32>, dims_f: vec2<f32>) -> f32 {
76
- let xt = vec2<i32>(clamp(pos, vec2<f32>(0.0), dims_f - 1.0));
77
- let rc = xt - region_origin;
78
- if (rc.x >= 0 && rc.x < REGION && rc.y >= 0 && rc.y < REGION) {
79
- let pair = unpack2x16float(lds_coc[rc.y * ROW_U32 + (rc.x >> 1)]);
80
- return select(pair.x, pair.y, (rc.x & 1) != 0);
81
- }
82
- return textureLoad(tColorCoc, xt, 0).a;
83
- }
84
-
85
- @compute @workgroup_size(${WG}, ${WG}, 1)
86
- fn main(
87
- @builtin(global_invocation_id) gid: vec3<u32>,
88
- @builtin(local_invocation_index) lid: u32,
89
- @builtin(workgroup_id) wid: vec3<u32>,
90
- ) {
91
- let dims = vec2<i32>(textureDimensions(tColorCoc));
92
-
93
- // Workgroup-uniform tile decision (see the 2D march for the full rationale).
94
- let tile_origin = vec2<i32>(wid.xy) * WG;
95
- let wg_tile = tile_origin / TILE_SIZE;
96
- let tile_max_coc = textureLoad(tTile, wg_tile, 0).r;
97
- let tile_blurred = tile_max_coc >= CUTOFF;
98
-
99
- // Cooperative load (skipped for an in-focus tile); unconditional barrier.
100
- let region_origin = tile_origin - vec2<i32>(APRON);
101
- if (tile_blurred) {
102
- for (var s: u32 = lid; s < LDS_U32; s = s + WG_THREADS) {
103
- let si = i32(s);
104
- let ry = si / ROW_U32;
105
- let jx = si % ROW_U32;
106
- let gy = region_origin.y + ry;
107
- let gx = region_origin.x + 2 * jx;
108
- let c0 = dof_load_coc(vec2<i32>(gx, gy), dims);
109
- let c1 = dof_load_coc(vec2<i32>(gx + 1, gy), dims);
110
- lds_coc[s] = pack2x16float(vec2<f32>(c0, c1));
111
- }
112
- }
113
- workgroupBarrier();
114
-
115
- let pixel = vec2<i32>(gid.xy);
116
- if (pixel.x >= dims.x || pixel.y >= dims.y) {
117
- return;
118
- }
119
-
120
- let center = textureLoad(tColorCoc, pixel, 0);
121
- let center_rgb = center.rgb;
122
- let center_coc = center.a;
123
- let center_is_background = center_coc > CUTOFF;
124
-
125
- if (!tile_blurred) {
126
- textureStore(tOut, pixel, vec4<f32>(center_rgb, 0.0));
127
- return;
128
- }
129
-
130
- let coord = vec2<f32>(gid.xy) + 0.5;
131
- let dims_f = vec2<f32>(dims);
132
-
133
- // Per-pixel blue-noise rotation of the whole direction set (static slice,
134
- // post-TAA) jitter within one angular cell so the D directions stay
135
- // even but break the finite-direction banding.
136
- let rotation = stbn_sample_vec2(vec3<u32>(vec2<u32>(coord), 0u)).x;
137
- let jitter = rotation * PI / f32(D);
138
-
139
- let blades = dof.blade_count;
140
- const aa = 1.0 / MAXR;
141
- let N = min(u32(dof.step_count), MAX_STEPS);
142
- let step_len = MAXR / f32(N); // fixed step (shared by all slopes)
143
-
144
- // Area-uniform aperture radii ρ_m = sqrt((m+0.5)/M), precomputed once.
145
- var rho: array<f32, M>;
146
- for (var m: u32 = 0u; m < M; m = m + 1u) {
147
- rho[m] = sqrt((f32(m) + 0.5) / f32(M));
148
- }
149
-
150
- var acc = vec3<f32>(0.0);
151
- var wsum = 0.0;
152
- var max_reach = select(0.0, abs(center_coc), abs(center_coc) > CUTOFF);
153
-
154
- for (var di: u32 = 0u; di < D; di = di + 1u) {
155
- let theta = f32(di) * PI / f32(D) + jitter;
156
- let e = vec2<f32>(cos(theta), sin(theta));
157
-
158
- for (var sidei: u32 = 0u; sidei < 2u; sidei = sidei + 1u) {
159
- let dir = select(e, -e, sidei == 1u);
160
-
161
- // One bitmask per slope; the per-step CoC read is shared across all
162
- // slopes (the whole point of the slice form).
163
- var mask_lo: array<u32, M>;
164
- var mask_hi: array<u32, M>;
165
- for (var m: u32 = 0u; m < M; m = m + 1u) {
166
- mask_lo[m] = 0u;
167
- mask_hi[m] = 0u;
168
- }
169
-
170
- for (var k: u32 = 1u; k <= N; k = k + 1u) {
171
- let d_k = f32(k) * step_len;
172
- let pos = coord + dir * d_k;
173
- let coc = slice_read_coc(pos, region_origin, dims, dims_f);
174
- let reach = abs(coc);
175
- // Occlusion gate (surface-only, slope-independent read once).
176
- let accept = (coc < -CUTOFF) || (coc > CUTOFF && center_is_background);
177
- if (accept) {
178
- let b = MAX_STEPS - k; // nearest k -> highest bit
179
- for (var m: u32 = 0u; m < M; m = m + 1u) {
180
- if (rho[m] * reach - d_k + 1.0 > 0.5) {
181
- if (b < 32u) {
182
- mask_lo[m] = mask_lo[m] | (1u << b);
183
- } else {
184
- mask_hi[m] = mask_hi[m] | (1u << (b - 32u));
185
- }
186
- }
187
- }
188
- }
189
- }
190
-
191
- // Resolve each slope's nearest hit; accumulate its aperture sample.
192
- for (var m: u32 = 0u; m < M; m = m + 1u) {
193
- let o = dir * rho[m]; // unit-disk aperture point
194
- let shape = dof_aperture_shape(o, blades, dof.blade_rotation, aa);
195
- if (shape <= 0.0) {
196
- continue;
197
- }
198
-
199
- var hb: u32 = 0xFFFFFFFFu;
200
- if (mask_hi[m] != 0u) {
201
- hb = 32u + firstLeadingBit(mask_hi[m]);
202
- } else if (mask_lo[m] != 0u) {
203
- hb = firstLeadingBit(mask_lo[m]);
204
- }
205
-
206
- // Not-found contributes the sharp centre (matches the reference's
207
- // unconditional per-sub-ray fallback — keeps the denominator right).
208
- var samp = center_rgb;
209
- var reach_used = 0.0;
210
- var found = false;
211
- if (hb != 0xFFFFFFFFu) {
212
- let k = MAX_STEPS - hb;
213
- let pos = coord + dir * (f32(k) * step_len);
214
- let xt = vec2<i32>(clamp(pos, vec2<f32>(0.0), dims_f - 1.0));
215
- let s = textureLoad(tColorCoc, xt, 0); // colour + reach at hit
216
- samp = s.rgb;
217
- reach_used = abs(s.a);
218
- found = true;
219
- }
220
-
221
- let hl = 1.0 + dof.highlight_boost * rgb_to_luminance(samp);
222
- let w = shape * hl;
223
- acc = acc + samp * w;
224
- wsum = wsum + w;
225
- if (found) {
226
- max_reach = max(max_reach, reach_used);
227
- }
228
- }
229
- }
230
- }
231
-
232
- let color = acc / max(wsum, 1e-4);
233
- let defocus = saturate(max_reach - CUTOFF);
234
- textureStore(tOut, pixel, vec4<f32>(color, defocus));
235
- }
236
- `,
237
- [
238
- chunk_dof_aperture_shape,
239
- chunk_stbn_sample_vec2,
240
- chunk_rgb_to_luminance,
241
- PI_DECLARATION,
242
- ]
243
- );
244
-
245
- /**
246
- * DoF ray-march — 1-D directional-slice compute form (Form-1 Phase B, the real
247
- * Stachowiak GPC-2024 structure). The 2D Vogel gather ({@link
248
- * shader_dof_raymarch_compute}, measured slower than the fragment reference) is
249
- * reorganised so the aperture is sampled along `D` evenly-spaced directions
250
- * (jittered per pixel), each marched ± both ways, and along one direction the
251
- * **per-step CoC read is shared across the `M` aperture radii** — `D·2·N`
252
- * reads instead of `D·2·M·N`. Reuses the Step-2b workgroup CoC cache; the
253
- * per-slope nearest hit is the verified `firstLeadingBit` bitmask (Step 2a).
254
- *
255
- * NOT bit-identical to the reference (a different sampling of the disc): the
256
- * bokeh is a `D`-gon rather than the Vogel spiral. Validate visually + profile;
257
- * the win is the read-sharing across slopes. Single dispatch, register
258
- * accumulation (no cross-dispatch accumulator). All sub-rays contribute (found
259
- * hit colour, else sharp centre) exactly as the reference, so the weighted
260
- * average and the flood/occlusion behaviour match.
261
- *
262
- * Selected by `DepthOfField.march_mode === DOF_MARCH_MODE.SLICE`.
263
- *
264
- * @type {ComputeShader}
265
- */
266
- export const shader_dof_slice_compute = ComputeShader.from({
267
- label: "DoF/SliceMarch",
268
- resources,
269
- body,
270
- });
1
+ import { chunk_stbn_sample_vec2 } from "../../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
2
+ import { chunk_rgb_to_luminance } from "../../../shader/chunk/color/chunk_rgb_to_luminance.js";
3
+ import { PI_DECLARATION } from "../../../shader/chunk/math/PI_DECLARATION.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 { chunk_dof_aperture_shape } from "../chunk_dof_aperture_shape.js";
8
+ import {
9
+ DOF_FOCUS_CUTOFF,
10
+ DOF_LDS_APRON,
11
+ DOF_LDS_WORKGROUP,
12
+ DOF_MAX_COC_RADIUS,
13
+ DOF_SLICE_DIRECTIONS,
14
+ DOF_SLICE_SLOPES,
15
+ DOF_TILE_SIZE,
16
+ } from "../DOF_CONFIG.js";
17
+ import { DOF_SETTINGS_STRUCT } from "./DOF_SETTINGS_STRUCT.js";
18
+
19
+ const resources = new ShaderResourceSetDescriptor();
20
+
21
+ // per-pass, under 64 bytes, read-only: immediate data rather than a uniform buffer. focus_state
22
+ // beside it stays bound — the autofocus pass writes it on the GPU, so there is no CPU value.
23
+ resources.setImmediate("dof", DOF_SETTINGS_STRUCT);
24
+ resources.createGroup()
25
+ // Full-res (colour.rgb, signed CoC radius) from the prefilter.
26
+ .addTexture("tColorCoc", "float")
27
+ // Spatio-temporal blue noise (NVIDIA STBN) for the aperture phase.
28
+ .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
29
+ // Dilated per-tile max |CoC| the fast-path early-out source.
30
+ .addTexture("tTile", "float")
31
+ // Defocused colour (rgb) + defocus amount (a) — same contract as the
32
+ // fragment march's render target, written via textureStore.
33
+ .addStorageTexture("tOut", "rgba16float", "2d", "write-only")
34
+ ;
35
+
36
+ // ── Workgroup-LDS cache geometry (shared with the 2D compute march) ──
37
+ const WG = DOF_LDS_WORKGROUP; // 8workgroup side
38
+ const APRON = DOF_LDS_APRON; // 40cached skirt, full-res px
39
+ const REGION = WG + 2 * APRON; // 88cached square side (even)
40
+ const ROW_U32 = REGION / 2; // 44 — u32 per cached row (2 f16/u32)
41
+ const LDS_U32 = REGION * ROW_U32; // 3872 total u32 (× 4 B = 15 488 B)
42
+ const WG_THREADS = WG * WG; // 64 threads per workgroup
43
+
44
+ const D = DOF_SLICE_DIRECTIONS; // aperture directions over [0, π)
45
+ const M = DOF_SLICE_SLOPES; // aperture radii ("slopes") per direction
46
+
47
+ const body = CodeChunk.from(
48
+ //language=WGSL
49
+ `
50
+ const MAXR: f32 = ${DOF_MAX_COC_RADIUS};
51
+ const CUTOFF: f32 = ${DOF_FOCUS_CUTOFF};
52
+ const TILE_SIZE: i32 = ${DOF_TILE_SIZE};
53
+ const MAX_STEPS: u32 = 64u; // per-(slope) bitmask width (vec2<u32>); >= max N
54
+
55
+ const WG: i32 = ${WG};
56
+ const APRON: i32 = ${APRON};
57
+ const REGION: i32 = ${REGION};
58
+ const ROW_U32: i32 = ${ROW_U32};
59
+ const LDS_U32: u32 = ${LDS_U32}u;
60
+ const WG_THREADS: u32 = ${WG_THREADS}u;
61
+
62
+ const D: u32 = ${D}u; // directions over [0, π)
63
+ const M: u32 = ${M}u; // slopes per direction
64
+
65
+ // Workgroup CoC cache: the REGION×REGION (tile + apron) signed-CoC field, two
66
+ // f16 packed per u32 (the rgba16float source round-trips losslessly). Same as
67
+ // the 2D compute march; the slice march reads it once per step and tests every
68
+ // slope against that one read.
69
+ var<workgroup> lds_coc: array<u32, LDS_U32>;
70
+
71
+ // Clamped CoC fetch used by the cooperative load.
72
+ fn dof_load_coc(p: vec2<i32>, dims: vec2<i32>) -> f32 {
73
+ return textureLoad(tColorCoc, clamp(p, vec2<i32>(0), dims - vec2<i32>(1)), 0).a;
74
+ }
75
+
76
+ // CoC at a march position: the workgroup cache when inside the apron, a texture
77
+ // load for the rare far tap (|offset| in (APRON, MAXR]).
78
+ fn slice_read_coc(pos: vec2<f32>, region_origin: vec2<i32>, dims: vec2<i32>, dims_f: vec2<f32>) -> f32 {
79
+ let xt = vec2<i32>(clamp(pos, vec2<f32>(0.0), dims_f - 1.0));
80
+ let rc = xt - region_origin;
81
+ if (rc.x >= 0 && rc.x < REGION && rc.y >= 0 && rc.y < REGION) {
82
+ let pair = unpack2x16float(lds_coc[rc.y * ROW_U32 + (rc.x >> 1)]);
83
+ return select(pair.x, pair.y, (rc.x & 1) != 0);
84
+ }
85
+ return textureLoad(tColorCoc, xt, 0).a;
86
+ }
87
+
88
+ @compute @workgroup_size(${WG}, ${WG}, 1)
89
+ fn main(
90
+ @builtin(global_invocation_id) gid: vec3<u32>,
91
+ @builtin(local_invocation_index) lid: u32,
92
+ @builtin(workgroup_id) wid: vec3<u32>,
93
+ ) {
94
+ let dims = vec2<i32>(textureDimensions(tColorCoc));
95
+
96
+ // Workgroup-uniform tile decision (see the 2D march for the full rationale).
97
+ let tile_origin = vec2<i32>(wid.xy) * WG;
98
+ let wg_tile = tile_origin / TILE_SIZE;
99
+ let tile_max_coc = textureLoad(tTile, wg_tile, 0).r;
100
+ let tile_blurred = tile_max_coc >= CUTOFF;
101
+
102
+ // Cooperative load (skipped for an in-focus tile); unconditional barrier.
103
+ let region_origin = tile_origin - vec2<i32>(APRON);
104
+ if (tile_blurred) {
105
+ for (var s: u32 = lid; s < LDS_U32; s = s + WG_THREADS) {
106
+ let si = i32(s);
107
+ let ry = si / ROW_U32;
108
+ let jx = si % ROW_U32;
109
+ let gy = region_origin.y + ry;
110
+ let gx = region_origin.x + 2 * jx;
111
+ let c0 = dof_load_coc(vec2<i32>(gx, gy), dims);
112
+ let c1 = dof_load_coc(vec2<i32>(gx + 1, gy), dims);
113
+ lds_coc[s] = pack2x16float(vec2<f32>(c0, c1));
114
+ }
115
+ }
116
+ workgroupBarrier();
117
+
118
+ let pixel = vec2<i32>(gid.xy);
119
+ if (pixel.x >= dims.x || pixel.y >= dims.y) {
120
+ return;
121
+ }
122
+
123
+ let center = textureLoad(tColorCoc, pixel, 0);
124
+ let center_rgb = center.rgb;
125
+ let center_coc = center.a;
126
+ let center_is_background = center_coc > CUTOFF;
127
+
128
+ if (!tile_blurred) {
129
+ textureStore(tOut, pixel, vec4<f32>(center_rgb, 0.0));
130
+ return;
131
+ }
132
+
133
+ let coord = vec2<f32>(gid.xy) + 0.5;
134
+ let dims_f = vec2<f32>(dims);
135
+
136
+ // Per-pixel blue-noise rotation of the whole direction set (static slice,
137
+ // post-TAA) — jitter within one angular cell so the D directions stay
138
+ // even but break the finite-direction banding.
139
+ let rotation = stbn_sample_vec2(vec3<u32>(vec2<u32>(coord), 0u)).x;
140
+ let jitter = rotation * PI / f32(D);
141
+
142
+ let blades = dof.blade_count;
143
+ const aa = 1.0 / MAXR;
144
+ let N = min(u32(dof.step_count), MAX_STEPS);
145
+ let step_len = MAXR / f32(N); // fixed step (shared by all slopes)
146
+
147
+ // Area-uniform aperture radii ρ_m = sqrt((m+0.5)/M), precomputed once.
148
+ var rho: array<f32, M>;
149
+ for (var m: u32 = 0u; m < M; m = m + 1u) {
150
+ rho[m] = sqrt((f32(m) + 0.5) / f32(M));
151
+ }
152
+
153
+ var acc = vec3<f32>(0.0);
154
+ var wsum = 0.0;
155
+ var max_reach = select(0.0, abs(center_coc), abs(center_coc) > CUTOFF);
156
+
157
+ for (var di: u32 = 0u; di < D; di = di + 1u) {
158
+ let theta = f32(di) * PI / f32(D) + jitter;
159
+ let e = vec2<f32>(cos(theta), sin(theta));
160
+
161
+ for (var sidei: u32 = 0u; sidei < 2u; sidei = sidei + 1u) {
162
+ let dir = select(e, -e, sidei == 1u);
163
+
164
+ // One bitmask per slope; the per-step CoC read is shared across all
165
+ // slopes (the whole point of the slice form).
166
+ var mask_lo: array<u32, M>;
167
+ var mask_hi: array<u32, M>;
168
+ for (var m: u32 = 0u; m < M; m = m + 1u) {
169
+ mask_lo[m] = 0u;
170
+ mask_hi[m] = 0u;
171
+ }
172
+
173
+ for (var k: u32 = 1u; k <= N; k = k + 1u) {
174
+ let d_k = f32(k) * step_len;
175
+ let pos = coord + dir * d_k;
176
+ let coc = slice_read_coc(pos, region_origin, dims, dims_f);
177
+ let reach = abs(coc);
178
+ // Occlusion gate (surface-only, slope-independent read once).
179
+ let accept = (coc < -CUTOFF) || (coc > CUTOFF && center_is_background);
180
+ if (accept) {
181
+ let b = MAX_STEPS - k; // nearest k -> highest bit
182
+ for (var m: u32 = 0u; m < M; m = m + 1u) {
183
+ if (rho[m] * reach - d_k + 1.0 > 0.5) {
184
+ if (b < 32u) {
185
+ mask_lo[m] = mask_lo[m] | (1u << b);
186
+ } else {
187
+ mask_hi[m] = mask_hi[m] | (1u << (b - 32u));
188
+ }
189
+ }
190
+ }
191
+ }
192
+ }
193
+
194
+ // Resolve each slope's nearest hit; accumulate its aperture sample.
195
+ for (var m: u32 = 0u; m < M; m = m + 1u) {
196
+ let o = dir * rho[m]; // unit-disk aperture point
197
+ let shape = dof_aperture_shape(o, blades, dof.blade_rotation, aa);
198
+ if (shape <= 0.0) {
199
+ continue;
200
+ }
201
+
202
+ var hb: u32 = 0xFFFFFFFFu;
203
+ if (mask_hi[m] != 0u) {
204
+ hb = 32u + firstLeadingBit(mask_hi[m]);
205
+ } else if (mask_lo[m] != 0u) {
206
+ hb = firstLeadingBit(mask_lo[m]);
207
+ }
208
+
209
+ // Not-found contributes the sharp centre (matches the reference's
210
+ // unconditional per-sub-ray fallback — keeps the denominator right).
211
+ var samp = center_rgb;
212
+ var reach_used = 0.0;
213
+ var found = false;
214
+ if (hb != 0xFFFFFFFFu) {
215
+ let k = MAX_STEPS - hb;
216
+ let pos = coord + dir * (f32(k) * step_len);
217
+ let xt = vec2<i32>(clamp(pos, vec2<f32>(0.0), dims_f - 1.0));
218
+ let s = textureLoad(tColorCoc, xt, 0); // colour + reach at hit
219
+ samp = s.rgb;
220
+ reach_used = abs(s.a);
221
+ found = true;
222
+ }
223
+
224
+ let hl = 1.0 + dof.highlight_boost * rgb_to_luminance(samp);
225
+ let w = shape * hl;
226
+ acc = acc + samp * w;
227
+ wsum = wsum + w;
228
+ if (found) {
229
+ max_reach = max(max_reach, reach_used);
230
+ }
231
+ }
232
+ }
233
+ }
234
+
235
+ let color = acc / max(wsum, 1e-4);
236
+ let defocus = saturate(max_reach - CUTOFF);
237
+ textureStore(tOut, pixel, vec4<f32>(color, defocus));
238
+ }
239
+ `,
240
+ [
241
+ chunk_dof_aperture_shape,
242
+ chunk_stbn_sample_vec2,
243
+ chunk_rgb_to_luminance,
244
+ PI_DECLARATION,
245
+ ]
246
+ );
247
+
248
+ /**
249
+ * DoF ray-march 1-D directional-slice compute form (Form-1 Phase B, the real
250
+ * Stachowiak GPC-2024 structure). The 2D Vogel gather ({@link
251
+ * shader_dof_raymarch_compute}, measured slower than the fragment reference) is
252
+ * reorganised so the aperture is sampled along `D` evenly-spaced directions
253
+ * (jittered per pixel), each marched ± both ways, and along one direction the
254
+ * **per-step CoC read is shared across the `M` aperture radii** — `D·2·N`
255
+ * reads instead of `D·2·M·N`. Reuses the Step-2b workgroup CoC cache; the
256
+ * per-slope nearest hit is the verified `firstLeadingBit` bitmask (Step 2a).
257
+ *
258
+ * NOT bit-identical to the reference (a different sampling of the disc): the
259
+ * bokeh is a `D`-gon rather than the Vogel spiral. Validate visually + profile;
260
+ * the win is the read-sharing across slopes. Single dispatch, register
261
+ * accumulation (no cross-dispatch accumulator). All sub-rays contribute (found
262
+ * hit colour, else → sharp centre) exactly as the reference, so the weighted
263
+ * average and the flood/occlusion behaviour match.
264
+ *
265
+ * Selected by `DepthOfField.march_mode === DOF_MARCH_MODE.SLICE`.
266
+ *
267
+ * @type {ComputeShader}
268
+ */
269
+ export const shader_dof_slice_compute = ComputeShader.from({
270
+ label: "DoF/SliceMarch",
271
+ resources,
272
+ body,
273
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_dof_autofocus.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/dof/shader_dof_autofocus.js"],"names":[],"mappings":"AAmFA;;;;;;;;;;GAUG;AACH,mCAFU,aAAa,CAMpB;8BA/F2B,+BAA+B"}
1
+ {"version":3,"file":"shader_dof_autofocus.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/dof/shader_dof_autofocus.js"],"names":[],"mappings":"AAsFA;;;;;;;;;;GAUG;AACH,mCAFU,aAAa,CAMpB;8BAlG2B,+BAA+B"}
@@ -7,11 +7,14 @@ import { DOF_AUTOFOCUS_PARAMS_STRUCT } from "./DOF_AUTOFOCUS_PARAMS_STRUCT.js";
7
7
  import { DOF_FOCUS_STATE_STRUCT } from "./DOF_FOCUS_STATE_STRUCT.js";
8
8
 
9
9
  const resources = new ShaderResourceSetDescriptor();
10
+
11
+ // per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer. previous stays
12
+ // bound: it carries last frame's focus state, which this pass reads off the GPU.
13
+ resources.setImmediate("params", DOF_AUTOFOCUS_PARAMS_STRUCT);
10
14
  resources.createGroup()
11
15
  // Scene depth (reverse-Z, depth32float).
12
16
  .addTexture("tDepth", "depth")
13
17
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
14
- .addUniform("params", DOF_AUTOFOCUS_PARAMS_STRUCT)
15
18
  // Last frame's eased focus (double-buffered persistent state).
16
19
  .addUniform("previous", DOF_FOCUS_STATE_STRUCT)
17
20
  // This frame's eased focus, written here.
@@ -1 +1 @@
1
- {"version":3,"file":"GPUCameraExposureManager.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js"],"names":[],"mappings":"AAUA;;GAEG;AACH;IAuCI;;;OAGG;IACH,+BAcC;IAhDD;;;;OAIG;IACH,qBAFU,MAAM,CAEU;IAE1B;;;;OAIG;IACH,uBAFU,MAAM,CAEY;IAE5B;;;;;OAKG;IACH,yBAFU,MAAM,CAEc;IAE9B;;;;;OAKG;IACH,uBAFU,MAAM,CAEY;IAsB5B,gBAIC;IAED;;;;OAIG;IACH,mCAFY,MAAM,CAyCjB;IAED;;;;;OAKG;IACH,qEAiJC;;CAEJ"}
1
+ {"version":3,"file":"GPUCameraExposureManager.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js"],"names":[],"mappings":"AAUA;;GAEG;AACH;IAuCI;;;OAGG;IACH,+BAcC;IAhDD;;;;OAIG;IACH,qBAFU,MAAM,CAEU;IAE1B;;;;OAIG;IACH,uBAFU,MAAM,CAEY;IAE5B;;;;;OAKG;IACH,yBAFU,MAAM,CAEc;IAE9B;;;;;OAKG;IACH,uBAFU,MAAM,CAEY;IAsB5B,gBAIC;IAED;;;;OAIG;IACH,mCAFY,MAAM,CAyCjB;IAED;;;;;OAKG;IACH,qEA8IC;;CAEJ"}
@@ -4,7 +4,7 @@ import { GPUTypedBuffer } from "../../buffer/GPUTypedBuffer.js";
4
4
  import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
5
5
  import { F32_CONTAINER_STRUCT } from "../../shader/type/F32_CONTAINER_STRUCT.js";
6
6
  import { AUTOEXPOSURE_WRITE_HISTOGRAM_STRUCT } from "./AUTOEXPOSURE_HISTOGRAM_STRUCT.js";
7
- import { ADAPTATION_SETTINGS_STRUCT, shader_autoexposure_adapt } from "./shader_autoexposure_adapt.js";
7
+ import { shader_autoexposure_adapt } from "./shader_autoexposure_adapt.js";
8
8
  import { shader_autoexposure_build_histogram } from "./shader_autoexposure_build_histogram.js";
9
9
  import { shader_autoexposure_read_histogram } from "./shader_autoexposure_read_histogram.js";
10
10
 
@@ -233,16 +233,13 @@ export class GPUCameraExposureManager {
233
233
 
234
234
  const encoder = context.encoder;
235
235
 
236
- const settings = encoder.allocateTransientValueBuffer(
237
- ADAPTATION_SETTINGS_STRUCT,
238
- {
239
- speed_up: this.adaptation_speed_up,
240
- speed_down: this.adaptation_speed_down,
241
- time_delta: time_delta_seconds,
242
- exp_transition_distance: this.exp_transition_distance,
243
- compensation: this.exposure_compensation,
244
- }
245
- );
236
+ const settings = {
237
+ speed_up: this.adaptation_speed_up,
238
+ speed_down: this.adaptation_speed_down,
239
+ time_delta: time_delta_seconds,
240
+ exp_transition_distance: this.exp_transition_distance,
241
+ compensation: this.exposure_compensation,
242
+ };
246
243
 
247
244
 
248
245
  const goal = resources.get(data.goal);