@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
@@ -1,74 +1,74 @@
1
- import { BufferResourceDescriptor } from "../../../../../device/graph/BufferResourceDescriptor.js";
2
- import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
3
- import { PACKED_RAY_WORD_COUNT, PUSH_CONSTANTS, shader_generate_rays } from "./shader_generate_rays.js";
4
-
5
- /**
6
- *
7
- * @param {FrameGraph} graph
8
- * @param {number[]} resolution
9
- * @param {number} input_normals
10
- * @param {number} input_depth
11
- * @param {GPUViewContext} view
12
- * @returns {number} buffer of rays
13
- */
14
- export function graph_gen_rays({
15
- graph,
16
- resolution,
17
- input_normals = -1,
18
- input_depth = -1,
19
- view,
20
- }) {
21
-
22
- const data = {};
23
-
24
- /**
25
- *
26
- * @param data
27
- * @param {FramePassResources} resources
28
- * @param {GraphicsExecutionContext} context
29
- */
30
- function execute(data, resources, context) {
31
-
32
- const output = resources.get(data.output);
33
- const depth = resources.get(data.depth);
34
- const normals = resources.get(data.normals);
35
-
36
- const noise_texture = context.graphics.textures.obtain(HILBERT_R2_INDEX_TEXTURE);
37
-
38
- const settings = context.encoder.allocateTransientValueBuffer(PUSH_CONSTANTS, {
39
- frame_index: view.frame_index,
40
- });
41
-
42
- const scene_ctx = view.scene;
43
-
44
- shader_generate_rays.dispatchThreads({
45
- encoder: context.encoder,
46
- thread_count_x: resolution[0],
47
- thread_count_y: resolution[1],
48
- bindings: {
49
- settings,
50
- camera: view.camera.buffer.buffer,
51
- texture_noise: noise_texture.obtainView(),
52
- output,
53
- texture_depth: depth,
54
- texture_normal: normals,
55
- light_data: scene_ctx.lights.buffer_data,
56
- }
57
- })
58
- }
59
-
60
- const pass = graph.add("generate rays", data, execute);
61
-
62
- const pixel_count = resolution[0] * resolution[1];
63
-
64
- data.depth = pass.read(input_depth);
65
- data.normals = pass.read(input_normals);
66
-
67
- data.output = pass.create("output", BufferResourceDescriptor.from(
68
- 16 + PACKED_RAY_WORD_COUNT * 4 * pixel_count,
69
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
70
- 0, 16
71
- ));
72
-
73
- return data.output;
1
+ import { BufferResourceDescriptor } from "../../../../../device/graph/BufferResourceDescriptor.js";
2
+ import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
3
+ import { PACKED_RAY_WORD_COUNT, PUSH_CONSTANTS, shader_generate_rays } from "./shader_generate_rays.js";
4
+
5
+ /**
6
+ *
7
+ * @param {FrameGraph} graph
8
+ * @param {number[]} resolution
9
+ * @param {number} input_normals
10
+ * @param {number} input_depth
11
+ * @param {GPUViewContext} view
12
+ * @returns {number} buffer of rays
13
+ */
14
+ export function graph_gen_rays({
15
+ graph,
16
+ resolution,
17
+ input_normals = -1,
18
+ input_depth = -1,
19
+ view,
20
+ }) {
21
+
22
+ const data = {};
23
+
24
+ /**
25
+ *
26
+ * @param data
27
+ * @param {FramePassResources} resources
28
+ * @param {GraphicsExecutionContext} context
29
+ */
30
+ function execute(data, resources, context) {
31
+
32
+ const output = resources.get(data.output);
33
+ const depth = resources.get(data.depth);
34
+ const normals = resources.get(data.normals);
35
+
36
+ const noise_texture = context.graphics.textures.obtain(HILBERT_R2_INDEX_TEXTURE);
37
+
38
+ const settings = {
39
+ frame_index: view.frame_index,
40
+ };
41
+
42
+ const scene_ctx = view.scene;
43
+
44
+ shader_generate_rays.dispatchThreads({
45
+ encoder: context.encoder,
46
+ thread_count_x: resolution[0],
47
+ thread_count_y: resolution[1],
48
+ bindings: {
49
+ settings,
50
+ camera: view.camera.buffer.buffer,
51
+ texture_noise: noise_texture.obtainView(),
52
+ output,
53
+ texture_depth: depth,
54
+ texture_normal: normals,
55
+ light_data: scene_ctx.lights.buffer_data,
56
+ }
57
+ })
58
+ }
59
+
60
+ const pass = graph.add("generate rays", data, execute);
61
+
62
+ const pixel_count = resolution[0] * resolution[1];
63
+
64
+ data.depth = pass.read(input_depth);
65
+ data.normals = pass.read(input_normals);
66
+
67
+ data.output = pass.create("output", BufferResourceDescriptor.from(
68
+ 16 + PACKED_RAY_WORD_COUNT * 4 * pixel_count,
69
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
70
+ 0, 16
71
+ ));
72
+
73
+ return data.output;
74
74
  }
@@ -1 +1 @@
1
- {"version":3,"file":"shader_generate_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js"],"names":[],"mappings":"AA0BA,0CAEG;AAEH;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AA8GvC,iDAIE;6BAlJ2B,yCAAyC;8BAmBxC,qCAAqC"}
1
+ {"version":3,"file":"shader_generate_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js"],"names":[],"mappings":"AA0BA,0CAEG;AAEH;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAiHvC,iDAIE;6BArJ2B,yCAAyC;8BAmBxC,qCAAqC"}
@@ -1,149 +1,152 @@
1
- import { atomic_u32, 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 { CAMERA_UNIFORM_STRUCT } from "../../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { chunk_is_background } from "../../../../shader/chunk/depth/chunk_is_background.js";
6
- import {
7
- chunk_project_position_from_depth
8
- } from "../../../../shader/chunk/camera/chunk_project_position_from_depth.js";
9
- import { chunk_decode_g_buffer_normal } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
10
- import { chunk_offset_ray } from "../../../../shader/chunk/geometry/ray/chunk_offset_ray.js";
11
- import { RAY_STRUCT } from "../../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
12
- import { chunk_grid2d_to_index } from "../../../../shader/chunk/grid/chunk_grid2d_to_index.js";
13
- import {
14
- chunk_directional_lights_iteration_mask
15
- } from "../../../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
16
- import {
17
- chunk_sample_directional_light_record
18
- } from "../../../../shader/chunk/light/sample/chunk_sample_directional_light_record.js";
19
- import { chunk_spatio_temporal_noise_r2_64 } from "../../../../shader/chunk/noise/chunk_spatio_temporal_noise_r2_64.js";
20
- import { chunk_texel_coordinate_to_uv } from "../../../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
21
- import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
22
- import { ComputeShader } from "../../../../shader/ComputeShader.js";
23
- import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
24
- import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
25
- import { chunk_pack_ray } from "../chunk_pack_ray.js";
26
-
27
- export const PUSH_CONSTANTS = WebGPUStruct.from({
28
- frame_index: u32
29
- });
30
-
31
- /**
32
- * How many f32's make up a single packed ray
33
- * @type {number}
34
- */
35
- export const PACKED_RAY_WORD_COUNT = 8;
36
-
37
- const STRUCT_OUTPUT = WebGPUStruct.from({
38
- count: atomic_u32,
39
- // rays are packed
40
- rays: WebGPUArray.vec4f,
41
- });
42
-
43
- const resources = new ShaderResourceSetDescriptor();
44
-
45
- resources.createGroup()
46
- .addStorageBuffer("light_data", WebGPUArray.u32);
47
-
48
- resources.createGroup()
49
- .addTexture("texture_depth")
50
- .addTexture("texture_normal", "uint")
51
- .addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
52
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
53
- .addUniform("settings", PUSH_CONSTANTS)
54
-
55
- resources.createGroup()
56
- .addStorageBuffer("output", STRUCT_OUTPUT, true);
57
-
58
- const body = CodeChunk.from(
59
- //language=WGSL
60
- `
61
- @compute @workgroup_size(8,4,1)
62
- fn main(
63
- @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
64
- ){
65
- let pixel_position = global_invocation_id.xy;
66
- let texture_size = textureDimensions(texture_depth);
67
-
68
- if(any(pixel_position >= texture_size)){
69
- // outside of the viewport
70
- return;
71
- }
72
-
73
- let texel_depth = textureLoad(
74
- texture_depth,
75
- pixel_position,
76
- 0
77
- ).r;
78
-
79
- if(is_background(texel_depth)){
80
- return;
81
- }
82
-
83
- let uv = texel_coordinate_to_uv( vec2<f32>(pixel_position), texture_size);
84
-
85
- let position_ws = project_position_from_depth(
86
- uv,
87
- texel_depth,
88
- camera.view_projection_matrix_inverse
89
- );
90
-
91
- let g_buffer_sample_normal = textureLoad( texture_normal,
92
- pixel_position,
93
- 0
94
- );
95
-
96
- let geometric_normal = decode_g_buffer_normal( g_buffer_sample_normal.zw );
97
- let shading_normal = decode_g_buffer_normal( g_buffer_sample_normal.xy );
98
-
99
- let jitter = spatio_temporal_noise_r2_64(pixel_position, settings.frame_index, texture_noise);
100
-
101
- var ray_origin = offset_ray(position_ws, geometric_normal);
102
-
103
- // Pick the first occupied directional light from the iteration
104
- // mask (max 32 directionals enforced by GPULightCollection). One
105
- // ray per pixel; multi-directional shadowing would multiply ray
106
- // budget and require the trace pass to scale accordingly.
107
- let directional_bits = directional_lights_iteration_mask(&light_data);
108
- if (directional_bits == 0u) {
109
- return;
110
- }
111
- let directional_index = countTrailingZeros(directional_bits);
112
- let light_record = sample_directional_light_record(&light_data, directional_index, ray_origin, jitter);
113
-
114
- var _ray: ${RAY_STRUCT.wgsl_ref};
115
-
116
- _ray.origin = ray_origin;
117
- _ray.direction = light_record.direction;
118
- _ray.tmax = light_record.distance;
119
-
120
- if(dot(_ray.direction, shading_normal) <= 0){
121
- // ray points backways
122
- return;
123
- }
124
-
125
- let texel_index = grid2d_to_index(pixel_position, texture_size.x);
126
-
127
- let output_index = atomicAdd(&output.count, 1);
128
-
129
- pack_ray(&output.rays, output_index, _ray, texel_index);
130
- }
131
- `, [
132
- chunk_decode_g_buffer_normal,
133
- chunk_directional_lights_iteration_mask,
134
- chunk_sample_directional_light_record,
135
- chunk_spatio_temporal_noise_r2_64,
136
- chunk_offset_ray,
137
- chunk_texel_coordinate_to_uv,
138
- chunk_project_position_from_depth,
139
- chunk_is_background,
140
- chunk_pack_ray,
141
- chunk_grid2d_to_index,
142
- ]
143
- );
144
-
145
- export const shader_generate_rays = ComputeShader.from({
146
- label: "Generate Shadow Rays",
147
- body,
148
- resources,
1
+ import { atomic_u32, 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 { CAMERA_UNIFORM_STRUCT } from "../../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { chunk_is_background } from "../../../../shader/chunk/depth/chunk_is_background.js";
6
+ import {
7
+ chunk_project_position_from_depth
8
+ } from "../../../../shader/chunk/camera/chunk_project_position_from_depth.js";
9
+ import { chunk_decode_g_buffer_normal } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
10
+ import { chunk_offset_ray } from "../../../../shader/chunk/geometry/ray/chunk_offset_ray.js";
11
+ import { RAY_STRUCT } from "../../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
12
+ import { chunk_grid2d_to_index } from "../../../../shader/chunk/grid/chunk_grid2d_to_index.js";
13
+ import {
14
+ chunk_directional_lights_iteration_mask
15
+ } from "../../../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
16
+ import {
17
+ chunk_sample_directional_light_record
18
+ } from "../../../../shader/chunk/light/sample/chunk_sample_directional_light_record.js";
19
+ import { chunk_spatio_temporal_noise_r2_64 } from "../../../../shader/chunk/noise/chunk_spatio_temporal_noise_r2_64.js";
20
+ import { chunk_texel_coordinate_to_uv } from "../../../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
21
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
22
+ import { ComputeShader } from "../../../../shader/ComputeShader.js";
23
+ import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
24
+ import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
25
+ import { chunk_pack_ray } from "../chunk_pack_ray.js";
26
+
27
+ export const PUSH_CONSTANTS = WebGPUStruct.from({
28
+ frame_index: u32
29
+ });
30
+
31
+ /**
32
+ * How many f32's make up a single packed ray
33
+ * @type {number}
34
+ */
35
+ export const PACKED_RAY_WORD_COUNT = 8;
36
+
37
+ const STRUCT_OUTPUT = WebGPUStruct.from({
38
+ count: atomic_u32,
39
+ // rays are packed
40
+ rays: WebGPUArray.vec4f,
41
+ });
42
+
43
+ const resources = new ShaderResourceSetDescriptor();
44
+
45
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer — the struct was
46
+ // already named PUSH_CONSTANTS. camera stays bound.
47
+ resources.setImmediate("settings", PUSH_CONSTANTS);
48
+
49
+ resources.createGroup()
50
+ .addStorageBuffer("light_data", WebGPUArray.u32);
51
+
52
+ resources.createGroup()
53
+ .addTexture("texture_depth")
54
+ .addTexture("texture_normal", "uint")
55
+ .addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
56
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
57
+
58
+ resources.createGroup()
59
+ .addStorageBuffer("output", STRUCT_OUTPUT, true);
60
+
61
+ const body = CodeChunk.from(
62
+ //language=WGSL
63
+ `
64
+ @compute @workgroup_size(8,4,1)
65
+ fn main(
66
+ @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
67
+ ){
68
+ let pixel_position = global_invocation_id.xy;
69
+ let texture_size = textureDimensions(texture_depth);
70
+
71
+ if(any(pixel_position >= texture_size)){
72
+ // outside of the viewport
73
+ return;
74
+ }
75
+
76
+ let texel_depth = textureLoad(
77
+ texture_depth,
78
+ pixel_position,
79
+ 0
80
+ ).r;
81
+
82
+ if(is_background(texel_depth)){
83
+ return;
84
+ }
85
+
86
+ let uv = texel_coordinate_to_uv( vec2<f32>(pixel_position), texture_size);
87
+
88
+ let position_ws = project_position_from_depth(
89
+ uv,
90
+ texel_depth,
91
+ camera.view_projection_matrix_inverse
92
+ );
93
+
94
+ let g_buffer_sample_normal = textureLoad( texture_normal,
95
+ pixel_position,
96
+ 0
97
+ );
98
+
99
+ let geometric_normal = decode_g_buffer_normal( g_buffer_sample_normal.zw );
100
+ let shading_normal = decode_g_buffer_normal( g_buffer_sample_normal.xy );
101
+
102
+ let jitter = spatio_temporal_noise_r2_64(pixel_position, settings.frame_index, texture_noise);
103
+
104
+ var ray_origin = offset_ray(position_ws, geometric_normal);
105
+
106
+ // Pick the first occupied directional light from the iteration
107
+ // mask (max 32 directionals enforced by GPULightCollection). One
108
+ // ray per pixel; multi-directional shadowing would multiply ray
109
+ // budget and require the trace pass to scale accordingly.
110
+ let directional_bits = directional_lights_iteration_mask(&light_data);
111
+ if (directional_bits == 0u) {
112
+ return;
113
+ }
114
+ let directional_index = countTrailingZeros(directional_bits);
115
+ let light_record = sample_directional_light_record(&light_data, directional_index, ray_origin, jitter);
116
+
117
+ var _ray: ${RAY_STRUCT.wgsl_ref};
118
+
119
+ _ray.origin = ray_origin;
120
+ _ray.direction = light_record.direction;
121
+ _ray.tmax = light_record.distance;
122
+
123
+ if(dot(_ray.direction, shading_normal) <= 0){
124
+ // ray points backways
125
+ return;
126
+ }
127
+
128
+ let texel_index = grid2d_to_index(pixel_position, texture_size.x);
129
+
130
+ let output_index = atomicAdd(&output.count, 1);
131
+
132
+ pack_ray(&output.rays, output_index, _ray, texel_index);
133
+ }
134
+ `, [
135
+ chunk_decode_g_buffer_normal,
136
+ chunk_directional_lights_iteration_mask,
137
+ chunk_sample_directional_light_record,
138
+ chunk_spatio_temporal_noise_r2_64,
139
+ chunk_offset_ray,
140
+ chunk_texel_coordinate_to_uv,
141
+ chunk_project_position_from_depth,
142
+ chunk_is_background,
143
+ chunk_pack_ray,
144
+ chunk_grid2d_to_index,
145
+ ]
146
+ );
147
+
148
+ export const shader_generate_rays = ComputeShader.from({
149
+ label: "Generate Shadow Rays",
150
+ body,
151
+ resources,
149
152
  })
@@ -1 +1 @@
1
- {"version":3,"file":"graph_trace_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,sEAFa,MAAM,CA+ElB"}
1
+ {"version":3,"file":"graph_trace_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,sEAFa,MAAM,CAiFlB"}
@@ -54,8 +54,10 @@ export function graph_trace_rays({
54
54
  encoder: context.encoder,
55
55
  thread_count_x: resolution[0] * resolution[1],
56
56
  bindings: {
57
- resolution_width: context.encoder.allocateTransientValueBuffer(u32, resolution[0]),
58
- random_seed: context.encoder.allocateTransientValueBuffer(u32, seed),
57
+ settings: {
58
+ resolution_width: resolution[0],
59
+ random_seed: seed,
60
+ },
59
61
  rays,
60
62
  tlas: b_tlas,
61
63
  blas_lookup: b_blas_metadata,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_trace_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js"],"names":[],"mappings":"AAgFA,8CAIE;8BA1E4B,qCAAqC"}
1
+ {"version":3,"file":"shader_trace_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js"],"names":[],"mappings":"AA8FA,8CAIE;8BAxF4B,qCAAqC"}
@@ -18,8 +18,24 @@ const RAYS_STRUCT = WebGPUStruct.from({
18
18
  data: WebGPUArray.vec4f
19
19
  })
20
20
 
21
+ /**
22
+ * Per-dispatch, eight bytes, read-only.
23
+ *
24
+ * `resolution_width` and `random_seed` were two separate u32 uniforms, which meant two transient
25
+ * buffers, two staging copies and two bind group entries per frame. WGSL allows one immediate per
26
+ * entry point, so carrying them as immediate data means carrying them together.
27
+ *
28
+ * @type {WebGPUStruct}
29
+ */
30
+ const TRACE_SETTINGS = WebGPUStruct.from({
31
+ resolution_width: u32,
32
+ random_seed: u32,
33
+ }, 'TraceRaysSettings');
34
+
21
35
  const resources = new ShaderResourceSetDescriptor();
22
36
 
37
+ resources.setImmediate("settings", TRACE_SETTINGS);
38
+
23
39
  sr_create_group_RTX(resources);
24
40
 
25
41
  // ray_shaded_query_occluded samples material alpha (including the view-Fresnel
@@ -30,8 +46,6 @@ resources.createGroup()
30
46
  .addTexture("textures", "unfilterable-float", "2d-array")
31
47
 
32
48
  resources.createGroup()
33
- .addUniform("resolution_width", u32)
34
- .addUniform("random_seed", u32)
35
49
  .addStorageBuffer("rays", RAYS_STRUCT)
36
50
  .addStorageTexture("output", "r32float", "2d", "write-only")
37
51
 
@@ -52,10 +66,10 @@ fn main(
52
66
  let id = unpack_ray(&rays.data, thread_id.x, &ray);
53
67
 
54
68
  // if we got here, the ray is occluded, and we need to write it out
55
- let texel_position = index_to_grid2d(id, resolution_width);
69
+ let texel_position = index_to_grid2d(id, settings.resolution_width);
56
70
 
57
71
  // stochastic alpha test inside ray_shaded_query_occluded needs a PRNG
58
- random_initialize(thread_id, vec3<u32>(random_seed));
72
+ random_initialize(thread_id, vec3<u32>(settings.random_seed));
59
73
 
60
74
  var result: u32 = 0u;
61
75
 
@@ -1 +1 @@
1
- {"version":3,"file":"CascadedSceneSDF.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js"],"names":[],"mappings":"AAcA;IAqDI;;;OAGG;IACH,+BAmCC;IArFD;;;OAGG;IACH,QAFU,KAAK,CAE8B;IAa7C,iCAEC;IAED;;;OAGG;IACH,yBAFW,MAAM,QAqBhB;IA2CD;;;;OAIG;IACH,oBAHW,sBAAsB,gCA0DhC;IAED;;;;OAIG;IACH,WAHW,sBAAsB,gCAQhC;IAED;;;OAGG;IACH,kBAFW,YAAY,iBA4BtB;IAED,0BAQC;IAED;;;OAGG;IACH,oBAFW,YAAY,QAkEtB;IAED,gBAEC;;CACJ;sBArSqB,2CAA2C;kCAK/B,uCAAuC;uCAFlC,8CAA8C;6BANxD,4CAA4C"}
1
+ {"version":3,"file":"CascadedSceneSDF.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js"],"names":[],"mappings":"AAcA;IAqDI;;;OAGG;IACH,+BAmCC;IArFD;;;OAGG;IACH,QAFU,KAAK,CAE8B;IAa7C,iCAEC;IAED;;;OAGG;IACH,yBAFW,MAAM,QAqBhB;IA2CD;;;;OAIG;IACH,oBAHW,sBAAsB,gCAyDhC;IAED;;;;OAIG;IACH,WAHW,sBAAsB,gCAQhC;IAED;;;OAGG;IACH,kBAFW,YAAY,iBA4BtB;IAED,0BAQC;IAED;;;OAGG;IACH,oBAFW,YAAY,QAkEtB;IAED,gBAEC;;CACJ;sBApSqB,2CAA2C;kCAK/B,uCAAuC;uCAFlC,8CAA8C;6BANxD,4CAA4C"}
@@ -130,15 +130,14 @@ export class CascadedSceneSDF {
130
130
  throw new Error(`Unsupported format ${this.#format}`);
131
131
  }
132
132
 
133
- const settings = command_ctx.allocateTransientValueBuffer(
134
- shader.descriptor.resources.getResourceByName("settings").buffer_type,
135
- {
136
- world_bounds: {
137
- min: [bounds.x0, bounds.y0, bounds.z0],
138
- max: [bounds.x1, bounds.y1, bounds.z1],
139
- }
133
+ // the f16 and f32 shaders declare the same settings struct, so the value is written the same
134
+ // way for either — reading the type back off whichever one was picked is no longer needed
135
+ const settings = {
136
+ world_bounds: {
137
+ min: [bounds.x0, bounds.y0, bounds.z0],
138
+ max: [bounds.x1, bounds.y1, bounds.z1],
140
139
  }
141
- );
140
+ };
142
141
 
143
142
  const geometries = scene.geometries;
144
143
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"shader_build_scene_sdf_f32.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js"],"names":[],"mappings":"AAkBA,uDAIE;AASF,uDAIE;8BAjC4B,kCAAkC"}
1
+ {"version":3,"file":"shader_build_scene_sdf_f32.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js"],"names":[],"mappings":"AAoBA,uDAIE;AAWF,uDAIE;8BArC4B,kCAAkC"}
@@ -10,8 +10,10 @@ const PUSH_CONSTANTS = WebGPUStruct.from({
10
10
  });
11
11
 
12
12
  const resources_f32 = new ShaderResourceSetDescriptor();
13
+
14
+ // per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer
15
+ resources_f32.setImmediate("settings", PUSH_CONSTANTS);
13
16
  resources_f32.createGroup()
14
- .addUniform("settings", PUSH_CONSTANTS)
15
17
  .addStorageTexture("output_texture", "r32float", "3d");
16
18
 
17
19
  sr_create_group_RTX(resources_f32);
@@ -23,8 +25,10 @@ export const shader_build_scene_sdf_f32 = ComputeShader.from({
23
25
  })
24
26
 
25
27
  const resources_f16 = new ShaderResourceSetDescriptor();
28
+
29
+ // per-dispatch, 32 bytes, read-only: immediate data rather than a uniform buffer
30
+ resources_f16.setImmediate("settings", PUSH_CONSTANTS);
26
31
  resources_f16.createGroup()
27
- .addUniform("settings", PUSH_CONSTANTS)
28
32
  .addStorageTexture("output_texture", "r16float", "3d");
29
33
 
30
34
  sr_create_group_RTX(resources_f16);
@@ -1 +1 @@
1
- {"version":3,"file":"shader_scene_sdf_debug_viz.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js"],"names":[],"mappings":"AAsHA,qDASG;4BA9GyB,gCAAgC"}
1
+ {"version":3,"file":"shader_scene_sdf_debug_viz.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js"],"names":[],"mappings":"AAwHA,qDASG;4BAhHyB,gCAAgC"}