@woosh/meep-engine 3.14.6 → 3.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1089) hide show
  1. package/editor/Editor.js +7 -7
  2. package/editor/actions/concrete/TransformModifyAction.d.ts +4 -4
  3. package/editor/actions/concrete/TransformModifyAction.d.ts.map +1 -1
  4. package/editor/actions/concrete/TransformModifyAction.js +4 -4
  5. package/editor/camera/camera_framing.js +7 -7
  6. package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts +20 -0
  7. package/editor/ecs/component/editors/ecs/Transform64Editor.d.ts.map +1 -0
  8. package/editor/ecs/component/editors/ecs/Transform64Editor.js +70 -0
  9. package/editor/ecs/component/prototypeObjectEditor.js +2 -2
  10. package/editor/ecs/component/registerEngineComponentEditors.js +3 -3
  11. package/editor/particles/effect/ParticleEffectDocument.d.ts +396 -0
  12. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -0
  13. package/editor/particles/effect/ParticleEffectDocument.js +989 -0
  14. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +113 -0
  15. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -0
  16. package/editor/particles/effect/ParticleReferenceSimulation.js +377 -0
  17. package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts +35 -0
  18. package/editor/particles/effect/actions/ParticleGroupDefineAction.d.ts.map +1 -0
  19. package/editor/particles/effect/actions/ParticleGroupDefineAction.js +45 -0
  20. package/editor/particles/effect/make_starter_particle_effect.d.ts +23 -0
  21. package/editor/particles/effect/make_starter_particle_effect.d.ts.map +1 -0
  22. package/editor/particles/effect/make_starter_particle_effect.js +177 -0
  23. package/editor/persistence/buildNewSceneDataset.d.ts.map +1 -1
  24. package/editor/persistence/buildNewSceneDataset.js +10 -8
  25. package/editor/process/symbolic/AudioEmitterSymbolicDisplay.js +67 -67
  26. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  27. package/editor/process/symbolic/GridPositionSymbolicDisplay.js +6 -6
  28. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  29. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts.map +1 -1
  30. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.js +6 -3
  31. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +6 -6
  32. package/editor/selection/editor_pick.js +130 -130
  33. package/editor/templates/entity_templates.js +7 -7
  34. package/editor/tools/TransformToolV2.d.ts +3 -3
  35. package/editor/tools/TransformToolV2.d.ts.map +1 -1
  36. package/editor/tools/TransformToolV2.js +58 -25
  37. package/editor/tools/paint/TerrainHeightPaintTool.d.ts.map +1 -1
  38. package/editor/tools/paint/TerrainHeightPaintTool.js +11 -9
  39. package/editor/tools/v2/GizmoNode.js +2 -2
  40. package/editor/tools/v2/TransformControls.d.ts +3 -3
  41. package/editor/tools/v2/TransformControls.d.ts.map +1 -1
  42. package/editor/tools/v2/TransformControls.js +1003 -971
  43. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -1
  44. package/editor/tools/v2/handle/gizmo_drag_plane.js +6 -1
  45. package/editor/view/ecs/components/common/AutoCanvasView.js +17 -0
  46. package/editor/view/node-graph/NodeGraphEditorView.d.ts +143 -2
  47. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  48. package/editor/view/node-graph/NodeGraphEditorView.js +358 -6
  49. package/editor/view/node-graph/NodeGraphMinimapView.d.ts +120 -0
  50. package/editor/view/node-graph/NodeGraphMinimapView.d.ts.map +1 -0
  51. package/editor/view/node-graph/NodeGraphMinimapView.js +859 -0
  52. package/editor/view/node-graph/NodeGraphPaletteView.d.ts +112 -0
  53. package/editor/view/node-graph/NodeGraphPaletteView.d.ts.map +1 -0
  54. package/editor/view/node-graph/NodeGraphPaletteView.js +352 -0
  55. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts +76 -0
  56. package/editor/view/node-graph/NodeGraphSearchMenuView.d.ts.map +1 -0
  57. package/editor/view/node-graph/NodeGraphSearchMenuView.js +247 -0
  58. package/editor/view/node-graph/NodeGraphView.d.ts +147 -5
  59. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  60. package/editor/view/node-graph/NodeGraphView.js +809 -76
  61. package/editor/view/node-graph/NodeIconView.d.ts +33 -0
  62. package/editor/view/node-graph/NodeIconView.d.ts.map +1 -0
  63. package/editor/view/node-graph/NodeIconView.js +54 -0
  64. package/editor/view/node-graph/NodeView.d.ts +71 -1
  65. package/editor/view/node-graph/NodeView.d.ts.map +1 -1
  66. package/editor/view/node-graph/NodeView.js +318 -17
  67. package/editor/view/node-graph/PortView.d.ts +41 -1
  68. package/editor/view/node-graph/PortView.d.ts.map +1 -1
  69. package/editor/view/node-graph/PortView.js +121 -69
  70. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +16 -3
  71. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts.map +1 -1
  72. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +29 -3
  73. package/editor/view/node-graph/actions/NodeCreateAction.d.ts +65 -0
  74. package/editor/view/node-graph/actions/NodeCreateAction.d.ts.map +1 -0
  75. package/editor/view/node-graph/actions/NodeCreateAction.js +108 -0
  76. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +6 -0
  77. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts.map +1 -1
  78. package/editor/view/node-graph/actions/NodeDeleteAction.js +24 -2
  79. package/editor/view/node-graph/connection_wire_geometry.d.ts +34 -0
  80. package/editor/view/node-graph/connection_wire_geometry.d.ts.map +1 -1
  81. package/editor/view/node-graph/connection_wire_geometry.js +79 -3
  82. package/editor/view/node-graph/node-graph.css +678 -0
  83. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts +37 -0
  84. package/editor/view/particles/effect/ParticleCodeEditorView.d.ts.map +1 -0
  85. package/editor/view/particles/effect/ParticleCodeEditorView.js +479 -0
  86. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts +61 -0
  87. package/editor/view/particles/effect/ParticleEffectEditorView.d.ts.map +1 -0
  88. package/editor/view/particles/effect/ParticleEffectEditorView.js +223 -0
  89. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +25 -0
  90. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -0
  91. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +606 -0
  92. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts +156 -0
  93. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -0
  94. package/editor/view/particles/effect/ParticleGraphEditorView.js +1636 -0
  95. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +22 -0
  96. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -0
  97. package/editor/view/particles/effect/ParticleNodeParametersView.js +520 -0
  98. package/editor/view/particles/effect/ParticlePreviewView.d.ts +52 -0
  99. package/editor/view/particles/effect/ParticlePreviewView.d.ts.map +1 -0
  100. package/editor/view/particles/effect/ParticlePreviewView.js +533 -0
  101. package/editor/view/particles/effect/particle-editor.css +556 -0
  102. package/editor/view/prepareMeshLibrary.d.ts.map +1 -1
  103. package/editor/view/prepareMeshLibrary.js +8 -4
  104. package/package.json +1 -1
  105. package/samples/engine/first-scene/main.js +152 -152
  106. package/samples/generation/generators/mir_generator_place_bases.js +3 -3
  107. package/src/core/assert.d.ts +28 -24
  108. package/src/core/assert.d.ts.map +1 -1
  109. package/src/core/assert.js +34 -26
  110. package/src/core/geom/3d/shape/PosedShape3D.d.ts +17 -0
  111. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  112. package/src/core/geom/3d/shape/PosedShape3D.js +34 -2
  113. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts +17 -0
  114. package/src/core/graph/format/graphviz/graphviz_escape_html_label.d.ts.map +1 -0
  115. package/src/core/graph/format/graphviz/graphviz_escape_html_label.js +25 -0
  116. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts +16 -0
  117. package/src/core/graph/format/graphviz/graphviz_escape_quoted.d.ts.map +1 -0
  118. package/src/core/graph/format/graphviz/graphviz_escape_quoted.js +24 -0
  119. package/src/core/model/node-graph/NodeGraph.d.ts +12 -0
  120. package/src/core/model/node-graph/NodeGraph.d.ts.map +1 -1
  121. package/src/core/model/node-graph/NodeGraph.js +21 -6
  122. package/src/core/model/node-graph/node/NodeDescription.d.ts +36 -0
  123. package/src/core/model/node-graph/node/NodeDescription.d.ts.map +1 -1
  124. package/src/core/model/node-graph/node/NodeDescription.js +41 -0
  125. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts +119 -0
  126. package/src/core/model/node-graph/visual/ConnectionVisualData.d.ts.map +1 -0
  127. package/src/core/model/node-graph/visual/ConnectionVisualData.js +317 -0
  128. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts +4 -0
  129. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.d.ts.map +1 -1
  130. package/src/core/model/node-graph/visual/NodeDescriptionVisualRegistry.js +125 -22
  131. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts +91 -2
  132. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts.map +1 -1
  133. package/src/core/model/node-graph/visual/NodeGraphVisualData.js +164 -113
  134. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts +162 -0
  135. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.d.ts.map +1 -0
  136. package/src/core/model/node-graph/visual/layout/LayoutBoxGraph.js +288 -0
  137. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts +109 -0
  138. package/src/core/model/node-graph/visual/layout/LayoutProblem.d.ts.map +1 -0
  139. package/src/core/model/node-graph/visual/layout/LayoutProblem.js +141 -0
  140. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +149 -0
  141. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -0
  142. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +175 -0
  143. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts +137 -0
  144. package/src/core/model/node-graph/visual/layout/RouteGrid.d.ts.map +1 -0
  145. package/src/core/model/node-graph/visual/layout/RouteGrid.js +242 -0
  146. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts +114 -0
  147. package/src/core/model/node-graph/visual/layout/RouteSearch.d.ts.map +1 -0
  148. package/src/core/model/node-graph/visual/layout/RouteSearch.js +300 -0
  149. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts +86 -0
  150. package/src/core/model/node-graph/visual/layout/RouteSet.d.ts.map +1 -0
  151. package/src/core/model/node-graph/visual/layout/RouteSet.js +168 -0
  152. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts +48 -0
  153. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.d.ts.map +1 -0
  154. package/src/core/model/node-graph/visual/layout/layout_assign_coordinates.js +555 -0
  155. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts +34 -0
  156. package/src/core/model/node-graph/visual/layout/layout_assign_layers.d.ts.map +1 -0
  157. package/src/core/model/node-graph/visual/layout/layout_assign_layers.js +202 -0
  158. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts +34 -0
  159. package/src/core/model/node-graph/visual/layout/layout_break_cycles.d.ts.map +1 -0
  160. package/src/core/model/node-graph/visual/layout/layout_break_cycles.js +254 -0
  161. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts +29 -0
  162. package/src/core/model/node-graph/visual/layout/layout_build_problem.d.ts.map +1 -0
  163. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +184 -0
  164. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts +29 -0
  165. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.d.ts.map +1 -0
  166. package/src/core/model/node-graph/visual/layout/layout_insert_lanes.js +95 -0
  167. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts +56 -0
  168. package/src/core/model/node-graph/visual/layout/layout_node_graph.d.ts.map +1 -0
  169. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +131 -0
  170. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts +36 -0
  171. package/src/core/model/node-graph/visual/layout/layout_order_layers.d.ts.map +1 -0
  172. package/src/core/model/node-graph/visual/layout/layout_order_layers.js +415 -0
  173. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts +21 -0
  174. package/src/core/model/node-graph/visual/layout/layout_orient_links.d.ts.map +1 -0
  175. package/src/core/model/node-graph/visual/layout/layout_orient_links.js +49 -0
  176. package/src/core/model/node-graph/visual/layout/route_connections.d.ts +41 -0
  177. package/src/core/model/node-graph/visual/layout/route_connections.d.ts.map +1 -0
  178. package/src/core/model/node-graph/visual/layout/route_connections.js +309 -0
  179. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts +33 -0
  180. package/src/core/model/node-graph/visual/layout/route_grid_build.d.ts.map +1 -0
  181. package/src/core/model/node-graph/visual/layout/route_grid_build.js +237 -0
  182. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts +25 -0
  183. package/src/core/model/node-graph/visual/layout/route_nudge.d.ts.map +1 -0
  184. package/src/core/model/node-graph/visual/layout/route_nudge.js +220 -0
  185. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts +29 -0
  186. package/src/core/model/node-graph/visual/layout/route_to_spline.d.ts.map +1 -0
  187. package/src/core/model/node-graph/visual/layout/route_to_spline.js +120 -0
  188. package/src/engine/EngineHarness.d.ts.map +1 -1
  189. package/src/engine/EngineHarness.js +593 -586
  190. package/src/engine/EntityCreator.js +116 -116
  191. package/src/engine/achievements/AchievementManager.js +437 -437
  192. package/src/engine/animation/AnimatedActions.js +111 -111
  193. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  194. package/src/engine/animation/AnimationUtils.js +246 -234
  195. package/src/engine/animation/Animations.d.ts +1 -0
  196. package/src/engine/animation/Animations.d.ts.map +1 -1
  197. package/src/engine/animation/Animations.js +13 -5
  198. package/src/engine/animation/clip/bind_property_writer.d.ts.map +1 -1
  199. package/src/engine/animation/clip/bind_property_writer.js +12 -5
  200. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts +29 -0
  201. package/src/engine/animation/curve/binding/BoundTransform64Writer.d.ts.map +1 -0
  202. package/src/engine/animation/curve/binding/BoundTransform64Writer.js +80 -0
  203. package/src/engine/animation/removeEntityWithMeshParticlesEffect.js +4 -4
  204. package/src/engine/asset/loaders/gltf_test_fixtures.d.ts.map +1 -1
  205. package/src/engine/asset/loaders/gltf_test_fixtures.js +5 -4
  206. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +12 -12
  207. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  208. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +77 -44
  209. package/src/engine/control/first-person/abilities/LedgeGrab.js +1 -1
  210. package/src/engine/control/first-person/abilities/Mantle.js +1 -1
  211. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  212. package/src/engine/control/first-person/collision/KinematicMover.d.ts +5 -9
  213. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  214. package/src/engine/control/first-person/collision/KinematicMover.js +59 -29
  215. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +2 -2
  216. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  217. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +7 -7
  218. package/src/engine/ecs/EventType.d.ts +1 -0
  219. package/src/engine/ecs/EventType.js +35 -10
  220. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.d.ts.map +1 -1
  221. package/src/engine/ecs/dynamic_actions/actions/definition/SendRequestActionDescription.js +12 -4
  222. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +4 -4
  223. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  224. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +10 -11
  225. package/src/engine/ecs/grid/pick.js +1 -1
  226. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.d.ts +1 -1
  227. package/src/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +13 -13
  228. package/src/engine/ecs/gui/hud/testHudEdgeStick.js +3 -3
  229. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts +10 -10
  230. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  231. package/src/engine/ecs/ik/InverseKinematicsSystem.js +8 -8
  232. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.d.ts.map +1 -1
  233. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +120 -97
  234. package/src/engine/ecs/ik/ik_bone_chain.d.ts +16 -5
  235. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  236. package/src/engine/ecs/ik/ik_bone_chain.js +16 -4
  237. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts +7 -3
  238. package/src/engine/ecs/ik/ik_probe_terrain_contact.d.ts.map +1 -1
  239. package/src/engine/ecs/ik/ik_probe_terrain_contact.js +20 -16
  240. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +18 -0
  241. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -0
  242. package/src/engine/ecs/ik/ik_write_local_rotation.js +30 -0
  243. package/src/engine/ecs/parent/EntityNode.d.ts +24 -6
  244. package/src/engine/ecs/parent/EntityNode.d.ts.map +1 -1
  245. package/src/engine/ecs/parent/EntityNode.js +54 -42
  246. package/src/engine/ecs/parent/EntityNodeFlags.d.ts +0 -1
  247. package/src/engine/ecs/parent/EntityNodeFlags.js +7 -8
  248. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  249. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  250. package/src/engine/ecs/speaker/VoiceSystem.js +4 -4
  251. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  252. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  253. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +5 -2
  254. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  255. package/src/engine/ecs/terrain/ecs/Terrain.js +7 -4
  256. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +3 -3
  257. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts +7 -7
  258. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  259. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +84 -36
  260. package/src/engine/ecs/transform/TRANSFORM64_MIGRATION_PLAN_2026_09_04.md +513 -0
  261. package/src/engine/ecs/transform/Transform64.d.ts +48 -11
  262. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  263. package/src/engine/ecs/transform/Transform64.js +54 -15
  264. package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts +37 -0
  265. package/src/engine/ecs/transform/Transform64SerializationAdapter.d.ts.map +1 -0
  266. package/src/engine/ecs/transform/Transform64SerializationAdapter.js +75 -0
  267. package/src/engine/ecs/transform/__probe.d.ts +4 -0
  268. package/src/engine/ecs/transform/__probe.d.ts.map +1 -0
  269. package/src/engine/ecs/transform/t64_allocation_probe.d.ts +31 -0
  270. package/src/engine/ecs/transform/t64_allocation_probe.d.ts.map +1 -0
  271. package/src/engine/ecs/transform/t64_allocation_probe.js +78 -0
  272. package/src/engine/ecs/transform/t64_announce_change.d.ts +33 -0
  273. package/src/engine/ecs/transform/t64_announce_change.d.ts.map +1 -0
  274. package/src/engine/ecs/transform/t64_announce_change.js +39 -0
  275. package/src/engine/ecs/transform/t64_equals_components.d.ts +30 -0
  276. package/src/engine/ecs/transform/t64_equals_components.d.ts.map +1 -0
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@@ -1,559 +1,559 @@
1
- /**
2
- * The measurement protocol from this page's README, as code.
3
- *
4
- * Not imported by the page — it is loaded from the console when there is something to measure:
5
- *
6
- * ```js
7
- * const m = await (await import('./measure.js')).attach();
8
- * await m.ab(v => globalThis.__VOL_TAA_ENABLED = v, false, true);
9
- * ```
10
- *
11
- * It exists because every trap the README lists is a trap about *procedure*, and a procedure
12
- * written down in prose gets followed differently each time. Three of them are structural and are
13
- * dealt with here rather than left to the operator:
14
- *
15
- * - **The canvas cannot be read back.** A canvas texture is configured by the presentation path,
16
- * cannot carry `COPY_SRC`, and is rotated away the moment the frame is presented — a `drawImage`
17
- * off it a task later returns an empty bitmap, and a comparison of two blanks reports perfect
18
- * agreement. Everything here renders into a texture this module owns, via
19
- * `Renderer.render_to_target`, which shares the view context (and therefore all the temporal
20
- * history) with the canvas path.
21
- *
22
- * - **Presentation throttling.** Whole-frame timing off the page's own loop is paced by the swap
23
- * chain, which is why the README says two settings that plainly differ can report the same
24
- * number. Driving the frames from here removes the swap chain from the measurement entirely.
25
- *
26
- * - **The noise floor has to pay the same costs the signal does.** `ab` takes the floor by making
27
- * an identical no-op change and settling exactly as the real change does, and it interleaves the
28
- * two sides so drift lands on both.
29
- *
30
- * The camera-path helpers exist for a narrower reason: a structure that is fitted to the camera can
31
- * be perfectly correct standing still and swim under motion, and the froxel volume then goes
32
- * through a 0.95-blend temporal filter that turns swimming into either ghosting or flicker. Neither
33
- * is visible in a still. `fly` drives a pose sequence one frame at a time and records what the
34
- * image does while it happens.
35
- */
36
-
37
- /**
38
- * @param {object} [context] defaults to the globals the page publishes
39
- * @param {Renderer} [context.renderer]
40
- * @param {Scene} [context.scene]
41
- * @param {PerspectiveCamera} [context.camera]
42
- * @param {OrbitalCameraController} [context.controller]
43
- */
44
- export async function attach({
45
- renderer = globalThis.renderer,
46
- scene = globalThis.scene,
47
- camera = globalThis.camera,
48
- controller = globalThis.controller,
49
- } = {}) {
50
-
51
- const { GPUTextureContext } = await import('../../renderer/texture/GPUTextureContext.js');
52
-
53
- const device = renderer.device;
54
-
55
- /** @type {object|null} */
56
- let capture = null;
57
-
58
- // The page's loop must stop, and not only so the frame count is ours: it also assigns
59
- // `renderer.pixel_ratio = window.devicePixelRatio` on every tick, ahead of its own pause check,
60
- // so a raised pixel ratio would be undone before the next frame.
61
- const pause_button = document.getElementById('pause');
62
-
63
- if (pause_button !== null && pause_button.textContent === 'Pause') {
64
- pause_button.click();
65
- }
66
-
67
- // A/B is meaningless with eye adaptation running — it keeps drifting for seconds after any
68
- // change, by more than most changes to this pass are worth.
69
- renderer.feature_automatic_exposure_enabled = false;
70
-
71
- function make_target() {
72
- if (capture !== null) {
73
- capture.destroy();
74
- }
75
-
76
- const resolution = renderer.output_resolution;
77
-
78
- const width = resolution.x;
79
- const height = resolution.y;
80
-
81
- // the rule the renderer's own context configuration follows
82
- const format = window.matchMedia('(dynamic-range: high)').matches
83
- ? 'rgba16float'
84
- : navigator.gpu.getPreferredCanvasFormat();
85
-
86
- const texture = device.createTexture({
87
- label: 'measure/capture',
88
- size: [width, height, 1],
89
- format,
90
- usage: GPUTextureUsage.RENDER_ATTACHMENT
91
- | GPUTextureUsage.COPY_SRC
92
- | GPUTextureUsage.COPY_DST
93
- | GPUTextureUsage.TEXTURE_BINDING,
94
- });
95
-
96
- const bytes_per_pixel = format === 'rgba16float' ? 8 : 4;
97
-
98
- // copyTextureToBuffer wants rows on a 256-byte boundary
99
- const bytes_per_row = Math.ceil(width * bytes_per_pixel / 256) * 256;
100
-
101
- capture = {
102
- texture,
103
- target: GPUTextureContext.fromTexture(texture, device),
104
- width,
105
- height,
106
- format,
107
- bytes_per_row,
108
- buffer: device.createBuffer({
109
- label: 'measure/readback',
110
- size: bytes_per_row * height,
111
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
112
- }),
113
- destroy() {
114
- this.texture.destroy();
115
- this.buffer.destroy();
116
- },
117
- };
118
-
119
- return capture;
120
- }
121
-
122
- function target() {
123
- const resolution = renderer.output_resolution;
124
-
125
- if (capture === null || capture.width !== resolution.x || capture.height !== resolution.y) {
126
- make_target();
127
- }
128
-
129
- return capture;
130
- }
131
-
132
- function half_to_float(h) {
133
- const sign = (h & 0x8000) !== 0 ? -1 : 1;
134
- const exponent = (h & 0x7C00) >> 10;
135
- const fraction = h & 0x03FF;
136
-
137
- if (exponent === 0) {
138
- return sign * Math.pow(2, -14) * (fraction / 1024);
139
- }
140
-
141
- if (exponent === 31) {
142
- return fraction !== 0 ? NaN : sign * Infinity;
143
- }
144
-
145
- return sign * Math.pow(2, exponent - 15) * (1 + fraction / 1024);
146
- }
147
-
148
- /** One frame into the owned target. */
149
- function frame(time_delta_s = 1 / 60) {
150
- renderer.render_to_target(camera, scene, time_delta_s, target().target);
151
- }
152
-
153
- /** `n` frames, awaited, with nothing read back — for letting the temporal filter converge. */
154
- async function settle(n) {
155
- for (let i = 0; i < n; i++) {
156
- frame();
157
- }
158
-
159
- await device.queue.onSubmittedWorkDone();
160
- }
161
-
162
- /**
163
- * Per-pixel luminance of whatever is in the capture texture, added into `out`.
164
- *
165
- * @param {Float32Array} out length width*height
166
- */
167
- async function accumulate_luminance(out) {
168
- const c = target();
169
-
170
- const encoder = device.createCommandEncoder({ label: 'measure/readback' });
171
-
172
- encoder.copyTextureToBuffer(
173
- { texture: c.texture },
174
- { buffer: c.buffer, bytesPerRow: c.bytes_per_row },
175
- [c.width, c.height, 1]
176
- );
177
-
178
- device.queue.submit([encoder.finish()]);
179
-
180
- await c.buffer.mapAsync(GPUMapMode.READ);
181
-
182
- const raw = c.buffer.getMappedRange();
183
-
184
- // The channel order is not cosmetic here: the preferred canvas format on Windows is
185
- // bgra8unorm, and weighting it as if it were rgba silently swaps the 0.2126 and 0.0722
186
- // coefficients — still a usable difference metric, but not the luminance it claims to be.
187
- if (c.format === 'rgba16float') {
188
- const source = new Uint16Array(raw);
189
- const stride = c.bytes_per_row / 2;
190
-
191
- for (let y = 0; y < c.height; y++) {
192
- for (let x = 0; x < c.width; x++) {
193
- const i = y * stride + x * 4;
194
-
195
- out[y * c.width + x] += 0.2126 * half_to_float(source[i])
196
- + 0.7152 * half_to_float(source[i + 1])
197
- + 0.0722 * half_to_float(source[i + 2]);
198
- }
199
- }
200
- } else {
201
- const source = new Uint8Array(raw);
202
- const bgra = c.format.startsWith('bgra');
203
-
204
- for (let y = 0; y < c.height; y++) {
205
- for (let x = 0; x < c.width; x++) {
206
- const i = y * c.bytes_per_row + x * 4;
207
-
208
- const r = bgra ? source[i + 2] : source[i];
209
- const b = bgra ? source[i] : source[i + 2];
210
-
211
- out[y * c.width + x] += 0.2126 * r + 0.7152 * source[i + 1] + 0.0722 * b;
212
- }
213
- }
214
- }
215
-
216
- c.buffer.unmap();
217
- }
218
-
219
- /**
220
- * Settle, then average. The two numbers are the README's protocol: ~45 frames of
221
- * re-convergence after any change that resets temporal accumulation, then a multi-frame average
222
- * because the column jitter and the sample RNG both key on the frame index and consecutive
223
- * frames genuinely differ.
224
- *
225
- * @returns {Promise<Float32Array>} mean luminance per pixel
226
- */
227
- async function capture_average({ settle: settle_frames = 45, average = 32 } = {}) {
228
- await settle(settle_frames);
229
-
230
- const c = target();
231
- const accumulator = new Float32Array(c.width * c.height);
232
-
233
- for (let i = 0; i < average; i++) {
234
- frame();
235
- await device.queue.onSubmittedWorkDone();
236
- await accumulate_luminance(accumulator);
237
- }
238
-
239
- for (let i = 0; i < accumulator.length; i++) {
240
- accumulator[i] /= average;
241
- }
242
-
243
- return accumulator;
244
- }
245
-
246
- function mean(values) {
247
- let sum = 0;
248
-
249
- for (let i = 0; i < values.length; i++) {
250
- sum += values[i];
251
- }
252
-
253
- return sum / values.length;
254
- }
255
-
256
- /**
257
- * Prefer the signed mean when the change has a direction — it discriminates far better than the
258
- * mean absolute, which is dominated by noise.
259
- */
260
- function compare(a, b) {
261
- let signed = 0;
262
- let absolute = 0;
263
- let largest = 0;
264
-
265
- for (let i = 0; i < a.length; i++) {
266
- const d = b[i] - a[i];
267
-
268
- signed += d;
269
- absolute += Math.abs(d);
270
-
271
- if (Math.abs(d) > largest) {
272
- largest = Math.abs(d);
273
- }
274
- }
275
-
276
- return {
277
- signed_mean: signed / a.length,
278
- mean_abs: absolute / a.length,
279
- max_abs: largest,
280
- mean_a: mean(a),
281
- mean_b: mean(b),
282
- };
283
- }
284
-
285
- /**
286
- * An interleaved A/B with its own noise floor.
287
- *
288
- * `apply` is called with `a` and with `b`; it must be the whole of the change, and cheap enough
289
- * that the two sides pay the same fixed costs. Both sides then go through the identical
290
- * settle-and-average, and the floor comes from the two captures of the *same* setting, which is
291
- * what makes a small result readable — anything at or below the floor has not been shown.
292
- */
293
- async function ab(apply, a, b, options = {}) {
294
- const run = async (value) => {
295
- apply(value);
296
- renderer.indicate_view_change();
297
- return capture_average(options);
298
- };
299
-
300
- const a1 = await run(a);
301
- const b1 = await run(b);
302
- const a2 = await run(a);
303
- const b2 = await run(b);
304
-
305
- return {
306
- floor: [compare(a1, a2), compare(b1, b2)],
307
- signal: [compare(a1, b1), compare(a2, b2)],
308
- };
309
- }
310
-
311
- // -----------------------------------------------------------------------------------------
312
- // camera paths
313
- // -----------------------------------------------------------------------------------------
314
-
315
- function read_pose() {
316
- const t = camera.transform;
317
-
318
- return {
319
- position: [t.position.x, t.position.y, t.position.z],
320
- rotation: [t.rotation.x, t.rotation.y, t.rotation.z, t.rotation.w],
321
- };
322
- }
323
-
324
- function write_pose(pose) {
325
- camera.transform.position.set(pose.position[0], pose.position[1], pose.position[2]);
326
- camera.transform.rotation.set(pose.rotation[0], pose.rotation[1], pose.rotation[2], pose.rotation[3]);
327
-
328
- // the controller keeps its own spherical state and would otherwise pull the camera back on
329
- // its next tick — the page's loop still runs it while paused
330
- controller.from_transform(camera.transform);
331
- }
332
-
333
- /** Straight-line interpolation between two poses, with the rotation slerped. */
334
- function interpolate(from, to, t) {
335
- const position = from.position.map((c, i) => c + (to.position[i] - c) * t);
336
-
337
- let dot = from.rotation.reduce((s, c, i) => s + c * to.rotation[i], 0);
338
- let target_rotation = to.rotation;
339
-
340
- if (dot < 0) {
341
- dot = -dot;
342
- target_rotation = to.rotation.map(c => -c);
343
- }
344
-
345
- let rotation;
346
-
347
- if (dot > 0.9995) {
348
- rotation = from.rotation.map((c, i) => c + (target_rotation[i] - c) * t);
349
- } else {
350
- const theta = Math.acos(dot);
351
- const s0 = Math.sin((1 - t) * theta) / Math.sin(theta);
352
- const s1 = Math.sin(t * theta) / Math.sin(theta);
353
- rotation = from.rotation.map((c, i) => c * s0 + target_rotation[i] * s1);
354
- }
355
-
356
- const length = Math.hypot(...rotation);
357
-
358
- return { position, rotation: rotation.map(c => c / length) };
359
- }
360
-
361
- /**
362
- * Fly the camera from its current pose to `to` over `frames` frames, rendering every one of
363
- * them, and record the frame-average luminance as it goes.
364
- *
365
- * The per-frame series is the point. A structure that swims under motion shows up as
366
- * frame-to-frame jitter in it that a static capture cannot contain; ghosting shows up as a tail
367
- * after the motion stops.
368
- *
369
- * @returns {Promise<number[]>} mean luminance, one entry per frame
370
- */
371
- async function fly(to, { frames = 60, hold = 0 } = {}) {
372
- const from = read_pose();
373
- const series = [];
374
-
375
- const c = target();
376
- const scratch = new Float32Array(c.width * c.height);
377
-
378
- for (let i = 0; i <= frames + hold; i++) {
379
- const t = Math.min(1, i / frames);
380
-
381
- write_pose(interpolate(from, to, t));
382
-
383
- frame();
384
- await device.queue.onSubmittedWorkDone();
385
-
386
- scratch.fill(0);
387
- await accumulate_luminance(scratch);
388
-
389
- series.push(mean(scratch));
390
- }
391
-
392
- return series;
393
- }
394
-
395
- /**
396
- * How noisy a per-frame series is, and how much of it is a trend rather than flicker.
397
- *
398
- * `flicker` is the mean absolute successive difference — a temporal-noise measure that is blind
399
- * to a smooth ramp, which is what makes it usable while the camera is still moving. `drift` is
400
- * the total change across the window.
401
- */
402
- function series_stats(series) {
403
- let successive = 0;
404
- let largest = 0;
405
-
406
- for (let i = 1; i < series.length; i++) {
407
- const d = Math.abs(series[i] - series[i - 1]);
408
- successive += d;
409
-
410
- if (d > largest) {
411
- largest = d;
412
- }
413
- }
414
-
415
- return {
416
- frames: series.length,
417
- mean: mean(series),
418
- flicker: successive / Math.max(1, series.length - 1),
419
- max_step: largest,
420
- drift: series[series.length - 1] - series[0],
421
- };
422
- }
423
-
424
- /** Teleport, reset history and converge — the reference a flown-into pose is judged against. */
425
- async function converge_at(pose, options = {}) {
426
- write_pose(pose);
427
- renderer.indicate_view_change();
428
- return capture_average(options);
429
- }
430
-
431
- /**
432
- * GPU-bound frame time, with the swap chain out of the measurement.
433
- *
434
- * Submits `frames` frames back to back and waits once, so the queue stays full and the number
435
- * is throughput rather than latency. Interleave the settings being compared and take medians —
436
- * a single reading here is worth nothing.
437
- */
438
- async function time_frames({ frames = 120 } = {}) {
439
- await settle(8);
440
-
441
- const started = performance.now();
442
-
443
- for (let i = 0; i < frames; i++) {
444
- frame();
445
- }
446
-
447
- await device.queue.onSubmittedWorkDone();
448
-
449
- return (performance.now() - started) / frames;
450
- }
451
-
452
- /**
453
- * Per-pass GPU durations, recorded and decoded in the page.
454
- *
455
- * This is the number to believe about cost, and the README says why in one line: at 1080p,
456
- * whole-frame timing of Q-04 came back with the wrong sign three runs in a row while the
457
- * per-pass capture read it cleanly. `time` measures a frame; this measures the passes the change
458
- * is supposed to move.
459
- *
460
- * The `.sgpt` never reaches disk — the session's bytes go straight through `sgpt_read_capture`.
461
- * A downloaded capture is the right artefact when the point is to keep it; when the point is a
462
- * number, a file the browser may decline to save the second time is a step to skip.
463
- *
464
- * Two things about the draining. A frame is committed when its timestamp readback lands, a
465
- * `mapAsync` a frame or two behind submit, so stopping the instant the last frame is encoded
466
- * discards exactly the frames you asked for. And the readback resolves on a task, not on
467
- * `onSubmittedWorkDone`, so the drain has to yield to the event loop rather than only to the
468
- * queue.
469
- *
470
- * @param {object} [options]
471
- * @param {number} [options.frames] frames to record
472
- * @param {number} [options.settle] frames to run before recording starts
473
- * @returns {Promise<Object<string, number>>} median duration in ms per pass label, plus
474
- * `__frames` and `__defects`
475
- */
476
- async function profile_passes({ frames = 40, settle: settle_frames = 20 } = {}) {
477
- const { GPUProfileSession } = await import('../../device/timing/profile/GPUProfileSession.js');
478
- const { GPUProfileLevel } = await import('../../device/timing/profile/GPUProfileLevel.js');
479
- const { sgpt_read_capture } = await import('../../device/timing/profile/sgpt_read_capture.js');
480
-
481
- await settle(settle_frames);
482
-
483
- const session = new GPUProfileSession({ level: GPUProfileLevel.WORKLOAD, note: 'measure.js' });
484
-
485
- renderer.profile_session = session;
486
- session.start();
487
-
488
- await settle(frames);
489
-
490
- for (let i = 0; i < 20; i++) {
491
- await new Promise(resolve => setTimeout(resolve, 40));
492
- frame();
493
- await device.queue.onSubmittedWorkDone();
494
- }
495
-
496
- renderer.profile_session = null;
497
-
498
- await device.queue.onSubmittedWorkDone();
499
- await new Promise(resolve => setTimeout(resolve, 200));
500
-
501
- const bytes = session.stop();
502
-
503
- const buffer = bytes instanceof ArrayBuffer
504
- ? bytes
505
- : bytes.buffer.slice(bytes.byteOffset, bytes.byteOffset + bytes.byteLength);
506
-
507
- const capture = sgpt_read_capture(buffer);
508
-
509
- // Summed per frame before the median is taken across frames, because one frame graph pass
510
- // routinely opens several GPU passes and a label is not unique — see GPUProfileSpan.
511
- const per_frame = new Map();
512
-
513
- for (const recorded of capture.frames) {
514
- const totals = new Map();
515
-
516
- for (const span of recorded.spans) {
517
- totals.set(span.label, (totals.get(span.label) ?? 0) + span.duration_ns * 1e-6);
518
- }
519
-
520
- for (const [label, ms] of totals) {
521
- if (!per_frame.has(label)) {
522
- per_frame.set(label, []);
523
- }
524
-
525
- per_frame.get(label).push(ms);
526
- }
527
- }
528
-
529
- const out = { __frames: capture.frames.length, __defects: capture.defects.length };
530
-
531
- for (const [label, values] of per_frame) {
532
- values.sort((a, b) => a - b);
533
- out[label] = values[values.length >> 1];
534
- }
535
-
536
- return out;
537
- }
538
-
539
- /**
540
- * Raise the internal resolution until the GPU is the bottleneck. The page's loop assigns
541
- * `renderer.pixel_ratio` from `window.devicePixelRatio` every tick, so the property has to go
542
- * rather than the field.
543
- */
544
- function set_pixel_ratio(ratio) {
545
- Object.defineProperty(window, 'devicePixelRatio', { get: () => ratio, configurable: true });
546
- renderer.pixel_ratio = ratio;
547
- make_target();
548
- renderer.indicate_view_change();
549
- }
550
-
551
- return {
552
- renderer, scene, camera, controller, device,
553
- get capture() { return capture; },
554
- make_target, target, frame, settle, accumulate_luminance,
555
- capture: capture_average, compare, mean, ab,
556
- read_pose, write_pose, interpolate, fly, series_stats, converge_at,
557
- time: time_frames, profile: profile_passes, set_pixel_ratio,
558
- };
559
- }
1
+ /**
2
+ * The measurement protocol from this page's README, as code.
3
+ *
4
+ * Not imported by the page — it is loaded from the console when there is something to measure:
5
+ *
6
+ * ```js
7
+ * const m = await (await import('./measure.js')).attach();
8
+ * await m.ab(v => globalThis.__VOL_TAA_ENABLED = v, false, true);
9
+ * ```
10
+ *
11
+ * It exists because every trap the README lists is a trap about *procedure*, and a procedure
12
+ * written down in prose gets followed differently each time. Three of them are structural and are
13
+ * dealt with here rather than left to the operator:
14
+ *
15
+ * - **The canvas cannot be read back.** A canvas texture is configured by the presentation path,
16
+ * cannot carry `COPY_SRC`, and is rotated away the moment the frame is presented — a `drawImage`
17
+ * off it a task later returns an empty bitmap, and a comparison of two blanks reports perfect
18
+ * agreement. Everything here renders into a texture this module owns, via
19
+ * `Renderer.render_to_target`, which shares the view context (and therefore all the temporal
20
+ * history) with the canvas path.
21
+ *
22
+ * - **Presentation throttling.** Whole-frame timing off the page's own loop is paced by the swap
23
+ * chain, which is why the README says two settings that plainly differ can report the same
24
+ * number. Driving the frames from here removes the swap chain from the measurement entirely.
25
+ *
26
+ * - **The noise floor has to pay the same costs the signal does.** `ab` takes the floor by making
27
+ * an identical no-op change and settling exactly as the real change does, and it interleaves the
28
+ * two sides so drift lands on both.
29
+ *
30
+ * The camera-path helpers exist for a narrower reason: a structure that is fitted to the camera can
31
+ * be perfectly correct standing still and swim under motion, and the froxel volume then goes
32
+ * through a 0.95-blend temporal filter that turns swimming into either ghosting or flicker. Neither
33
+ * is visible in a still. `fly` drives a pose sequence one frame at a time and records what the
34
+ * image does while it happens.
35
+ */
36
+
37
+ /**
38
+ * @param {object} [context] defaults to the globals the page publishes
39
+ * @param {Renderer} [context.renderer]
40
+ * @param {Scene} [context.scene]
41
+ * @param {PerspectiveCamera} [context.camera]
42
+ * @param {OrbitalCameraController} [context.controller]
43
+ */
44
+ export async function attach({
45
+ renderer = globalThis.renderer,
46
+ scene = globalThis.scene,
47
+ camera = globalThis.camera,
48
+ controller = globalThis.controller,
49
+ } = {}) {
50
+
51
+ const { GPUTextureContext } = await import('../../renderer/texture/GPUTextureContext.js');
52
+
53
+ const device = renderer.device;
54
+
55
+ /** @type {object|null} */
56
+ let capture = null;
57
+
58
+ // The page's loop must stop, and not only so the frame count is ours: it also assigns
59
+ // `renderer.pixel_ratio = window.devicePixelRatio` on every tick, ahead of its own pause check,
60
+ // so a raised pixel ratio would be undone before the next frame.
61
+ const pause_button = document.getElementById('pause');
62
+
63
+ if (pause_button !== null && pause_button.textContent === 'Pause') {
64
+ pause_button.click();
65
+ }
66
+
67
+ // A/B is meaningless with eye adaptation running — it keeps drifting for seconds after any
68
+ // change, by more than most changes to this pass are worth.
69
+ renderer.feature_automatic_exposure_enabled = false;
70
+
71
+ function make_target() {
72
+ if (capture !== null) {
73
+ capture.destroy();
74
+ }
75
+
76
+ const resolution = renderer.output_resolution;
77
+
78
+ const width = resolution.x;
79
+ const height = resolution.y;
80
+
81
+ // the rule the renderer's own context configuration follows
82
+ const format = window.matchMedia('(dynamic-range: high)').matches
83
+ ? 'rgba16float'
84
+ : navigator.gpu.getPreferredCanvasFormat();
85
+
86
+ const texture = device.createTexture({
87
+ label: 'measure/capture',
88
+ size: [width, height, 1],
89
+ format,
90
+ usage: GPUTextureUsage.RENDER_ATTACHMENT
91
+ | GPUTextureUsage.COPY_SRC
92
+ | GPUTextureUsage.COPY_DST
93
+ | GPUTextureUsage.TEXTURE_BINDING,
94
+ });
95
+
96
+ const bytes_per_pixel = format === 'rgba16float' ? 8 : 4;
97
+
98
+ // copyTextureToBuffer wants rows on a 256-byte boundary
99
+ const bytes_per_row = Math.ceil(width * bytes_per_pixel / 256) * 256;
100
+
101
+ capture = {
102
+ texture,
103
+ target: GPUTextureContext.fromTexture(texture, device),
104
+ width,
105
+ height,
106
+ format,
107
+ bytes_per_row,
108
+ buffer: device.createBuffer({
109
+ label: 'measure/readback',
110
+ size: bytes_per_row * height,
111
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
112
+ }),
113
+ destroy() {
114
+ this.texture.destroy();
115
+ this.buffer.destroy();
116
+ },
117
+ };
118
+
119
+ return capture;
120
+ }
121
+
122
+ function target() {
123
+ const resolution = renderer.output_resolution;
124
+
125
+ if (capture === null || capture.width !== resolution.x || capture.height !== resolution.y) {
126
+ make_target();
127
+ }
128
+
129
+ return capture;
130
+ }
131
+
132
+ function half_to_float(h) {
133
+ const sign = (h & 0x8000) !== 0 ? -1 : 1;
134
+ const exponent = (h & 0x7C00) >> 10;
135
+ const fraction = h & 0x03FF;
136
+
137
+ if (exponent === 0) {
138
+ return sign * Math.pow(2, -14) * (fraction / 1024);
139
+ }
140
+
141
+ if (exponent === 31) {
142
+ return fraction !== 0 ? NaN : sign * Infinity;
143
+ }
144
+
145
+ return sign * Math.pow(2, exponent - 15) * (1 + fraction / 1024);
146
+ }
147
+
148
+ /** One frame into the owned target. */
149
+ function frame(time_delta_s = 1 / 60) {
150
+ renderer.render_to_target(camera, scene, time_delta_s, target().target);
151
+ }
152
+
153
+ /** `n` frames, awaited, with nothing read back — for letting the temporal filter converge. */
154
+ async function settle(n) {
155
+ for (let i = 0; i < n; i++) {
156
+ frame();
157
+ }
158
+
159
+ await device.queue.onSubmittedWorkDone();
160
+ }
161
+
162
+ /**
163
+ * Per-pixel luminance of whatever is in the capture texture, added into `out`.
164
+ *
165
+ * @param {Float32Array} out length width*height
166
+ */
167
+ async function accumulate_luminance(out) {
168
+ const c = target();
169
+
170
+ const encoder = device.createCommandEncoder({ label: 'measure/readback' });
171
+
172
+ encoder.copyTextureToBuffer(
173
+ { texture: c.texture },
174
+ { buffer: c.buffer, bytesPerRow: c.bytes_per_row },
175
+ [c.width, c.height, 1]
176
+ );
177
+
178
+ device.queue.submit([encoder.finish()]);
179
+
180
+ await c.buffer.mapAsync(GPUMapMode.READ);
181
+
182
+ const raw = c.buffer.getMappedRange();
183
+
184
+ // The channel order is not cosmetic here: the preferred canvas format on Windows is
185
+ // bgra8unorm, and weighting it as if it were rgba silently swaps the 0.2126 and 0.0722
186
+ // coefficients — still a usable difference metric, but not the luminance it claims to be.
187
+ if (c.format === 'rgba16float') {
188
+ const source = new Uint16Array(raw);
189
+ const stride = c.bytes_per_row / 2;
190
+
191
+ for (let y = 0; y < c.height; y++) {
192
+ for (let x = 0; x < c.width; x++) {
193
+ const i = y * stride + x * 4;
194
+
195
+ out[y * c.width + x] += 0.2126 * half_to_float(source[i])
196
+ + 0.7152 * half_to_float(source[i + 1])
197
+ + 0.0722 * half_to_float(source[i + 2]);
198
+ }
199
+ }
200
+ } else {
201
+ const source = new Uint8Array(raw);
202
+ const bgra = c.format.startsWith('bgra');
203
+
204
+ for (let y = 0; y < c.height; y++) {
205
+ for (let x = 0; x < c.width; x++) {
206
+ const i = y * c.bytes_per_row + x * 4;
207
+
208
+ const r = bgra ? source[i + 2] : source[i];
209
+ const b = bgra ? source[i] : source[i + 2];
210
+
211
+ out[y * c.width + x] += 0.2126 * r + 0.7152 * source[i + 1] + 0.0722 * b;
212
+ }
213
+ }
214
+ }
215
+
216
+ c.buffer.unmap();
217
+ }
218
+
219
+ /**
220
+ * Settle, then average. The two numbers are the README's protocol: ~45 frames of
221
+ * re-convergence after any change that resets temporal accumulation, then a multi-frame average
222
+ * because the column jitter and the sample RNG both key on the frame index and consecutive
223
+ * frames genuinely differ.
224
+ *
225
+ * @returns {Promise<Float32Array>} mean luminance per pixel
226
+ */
227
+ async function capture_average({ settle: settle_frames = 45, average = 32 } = {}) {
228
+ await settle(settle_frames);
229
+
230
+ const c = target();
231
+ const accumulator = new Float32Array(c.width * c.height);
232
+
233
+ for (let i = 0; i < average; i++) {
234
+ frame();
235
+ await device.queue.onSubmittedWorkDone();
236
+ await accumulate_luminance(accumulator);
237
+ }
238
+
239
+ for (let i = 0; i < accumulator.length; i++) {
240
+ accumulator[i] /= average;
241
+ }
242
+
243
+ return accumulator;
244
+ }
245
+
246
+ function mean(values) {
247
+ let sum = 0;
248
+
249
+ for (let i = 0; i < values.length; i++) {
250
+ sum += values[i];
251
+ }
252
+
253
+ return sum / values.length;
254
+ }
255
+
256
+ /**
257
+ * Prefer the signed mean when the change has a direction — it discriminates far better than the
258
+ * mean absolute, which is dominated by noise.
259
+ */
260
+ function compare(a, b) {
261
+ let signed = 0;
262
+ let absolute = 0;
263
+ let largest = 0;
264
+
265
+ for (let i = 0; i < a.length; i++) {
266
+ const d = b[i] - a[i];
267
+
268
+ signed += d;
269
+ absolute += Math.abs(d);
270
+
271
+ if (Math.abs(d) > largest) {
272
+ largest = Math.abs(d);
273
+ }
274
+ }
275
+
276
+ return {
277
+ signed_mean: signed / a.length,
278
+ mean_abs: absolute / a.length,
279
+ max_abs: largest,
280
+ mean_a: mean(a),
281
+ mean_b: mean(b),
282
+ };
283
+ }
284
+
285
+ /**
286
+ * An interleaved A/B with its own noise floor.
287
+ *
288
+ * `apply` is called with `a` and with `b`; it must be the whole of the change, and cheap enough
289
+ * that the two sides pay the same fixed costs. Both sides then go through the identical
290
+ * settle-and-average, and the floor comes from the two captures of the *same* setting, which is
291
+ * what makes a small result readable — anything at or below the floor has not been shown.
292
+ */
293
+ async function ab(apply, a, b, options = {}) {
294
+ const run = async (value) => {
295
+ apply(value);
296
+ renderer.indicate_view_change();
297
+ return capture_average(options);
298
+ };
299
+
300
+ const a1 = await run(a);
301
+ const b1 = await run(b);
302
+ const a2 = await run(a);
303
+ const b2 = await run(b);
304
+
305
+ return {
306
+ floor: [compare(a1, a2), compare(b1, b2)],
307
+ signal: [compare(a1, b1), compare(a2, b2)],
308
+ };
309
+ }
310
+
311
+ // -----------------------------------------------------------------------------------------
312
+ // camera paths
313
+ // -----------------------------------------------------------------------------------------
314
+
315
+ function read_pose() {
316
+ const t = camera.transform;
317
+
318
+ return {
319
+ position: [t.translation_x, t.translation_y, t.translation_z],
320
+ rotation: [t.rotation_x, t.rotation_y, t.rotation_z, t.rotation_w],
321
+ };
322
+ }
323
+
324
+ function write_pose(pose) {
325
+ camera.transform.setTranslation(pose.position[0], pose.position[1], pose.position[2]);
326
+ camera.transform.setRotation(pose.rotation[0], pose.rotation[1], pose.rotation[2], pose.rotation[3]);
327
+
328
+ // the controller keeps its own spherical state and would otherwise pull the camera back on
329
+ // its next tick — the page's loop still runs it while paused
330
+ controller.from_transform(camera.transform);
331
+ }
332
+
333
+ /** Straight-line interpolation between two poses, with the rotation slerped. */
334
+ function interpolate(from, to, t) {
335
+ const position = from.position.map((c, i) => c + (to.position[i] - c) * t);
336
+
337
+ let dot = from.rotation.reduce((s, c, i) => s + c * to.rotation[i], 0);
338
+ let target_rotation = to.rotation;
339
+
340
+ if (dot < 0) {
341
+ dot = -dot;
342
+ target_rotation = to.rotation.map(c => -c);
343
+ }
344
+
345
+ let rotation;
346
+
347
+ if (dot > 0.9995) {
348
+ rotation = from.rotation.map((c, i) => c + (target_rotation[i] - c) * t);
349
+ } else {
350
+ const theta = Math.acos(dot);
351
+ const s0 = Math.sin((1 - t) * theta) / Math.sin(theta);
352
+ const s1 = Math.sin(t * theta) / Math.sin(theta);
353
+ rotation = from.rotation.map((c, i) => c * s0 + target_rotation[i] * s1);
354
+ }
355
+
356
+ const length = Math.hypot(...rotation);
357
+
358
+ return { position, rotation: rotation.map(c => c / length) };
359
+ }
360
+
361
+ /**
362
+ * Fly the camera from its current pose to `to` over `frames` frames, rendering every one of
363
+ * them, and record the frame-average luminance as it goes.
364
+ *
365
+ * The per-frame series is the point. A structure that swims under motion shows up as
366
+ * frame-to-frame jitter in it that a static capture cannot contain; ghosting shows up as a tail
367
+ * after the motion stops.
368
+ *
369
+ * @returns {Promise<number[]>} mean luminance, one entry per frame
370
+ */
371
+ async function fly(to, { frames = 60, hold = 0 } = {}) {
372
+ const from = read_pose();
373
+ const series = [];
374
+
375
+ const c = target();
376
+ const scratch = new Float32Array(c.width * c.height);
377
+
378
+ for (let i = 0; i <= frames + hold; i++) {
379
+ const t = Math.min(1, i / frames);
380
+
381
+ write_pose(interpolate(from, to, t));
382
+
383
+ frame();
384
+ await device.queue.onSubmittedWorkDone();
385
+
386
+ scratch.fill(0);
387
+ await accumulate_luminance(scratch);
388
+
389
+ series.push(mean(scratch));
390
+ }
391
+
392
+ return series;
393
+ }
394
+
395
+ /**
396
+ * How noisy a per-frame series is, and how much of it is a trend rather than flicker.
397
+ *
398
+ * `flicker` is the mean absolute successive difference — a temporal-noise measure that is blind
399
+ * to a smooth ramp, which is what makes it usable while the camera is still moving. `drift` is
400
+ * the total change across the window.
401
+ */
402
+ function series_stats(series) {
403
+ let successive = 0;
404
+ let largest = 0;
405
+
406
+ for (let i = 1; i < series.length; i++) {
407
+ const d = Math.abs(series[i] - series[i - 1]);
408
+ successive += d;
409
+
410
+ if (d > largest) {
411
+ largest = d;
412
+ }
413
+ }
414
+
415
+ return {
416
+ frames: series.length,
417
+ mean: mean(series),
418
+ flicker: successive / Math.max(1, series.length - 1),
419
+ max_step: largest,
420
+ drift: series[series.length - 1] - series[0],
421
+ };
422
+ }
423
+
424
+ /** Teleport, reset history and converge — the reference a flown-into pose is judged against. */
425
+ async function converge_at(pose, options = {}) {
426
+ write_pose(pose);
427
+ renderer.indicate_view_change();
428
+ return capture_average(options);
429
+ }
430
+
431
+ /**
432
+ * GPU-bound frame time, with the swap chain out of the measurement.
433
+ *
434
+ * Submits `frames` frames back to back and waits once, so the queue stays full and the number
435
+ * is throughput rather than latency. Interleave the settings being compared and take medians —
436
+ * a single reading here is worth nothing.
437
+ */
438
+ async function time_frames({ frames = 120 } = {}) {
439
+ await settle(8);
440
+
441
+ const started = performance.now();
442
+
443
+ for (let i = 0; i < frames; i++) {
444
+ frame();
445
+ }
446
+
447
+ await device.queue.onSubmittedWorkDone();
448
+
449
+ return (performance.now() - started) / frames;
450
+ }
451
+
452
+ /**
453
+ * Per-pass GPU durations, recorded and decoded in the page.
454
+ *
455
+ * This is the number to believe about cost, and the README says why in one line: at 1080p,
456
+ * whole-frame timing of Q-04 came back with the wrong sign three runs in a row while the
457
+ * per-pass capture read it cleanly. `time` measures a frame; this measures the passes the change
458
+ * is supposed to move.
459
+ *
460
+ * The `.sgpt` never reaches disk — the session's bytes go straight through `sgpt_read_capture`.
461
+ * A downloaded capture is the right artefact when the point is to keep it; when the point is a
462
+ * number, a file the browser may decline to save the second time is a step to skip.
463
+ *
464
+ * Two things about the draining. A frame is committed when its timestamp readback lands, a
465
+ * `mapAsync` a frame or two behind submit, so stopping the instant the last frame is encoded
466
+ * discards exactly the frames you asked for. And the readback resolves on a task, not on
467
+ * `onSubmittedWorkDone`, so the drain has to yield to the event loop rather than only to the
468
+ * queue.
469
+ *
470
+ * @param {object} [options]
471
+ * @param {number} [options.frames] frames to record
472
+ * @param {number} [options.settle] frames to run before recording starts
473
+ * @returns {Promise<Object<string, number>>} median duration in ms per pass label, plus
474
+ * `__frames` and `__defects`
475
+ */
476
+ async function profile_passes({ frames = 40, settle: settle_frames = 20 } = {}) {
477
+ const { GPUProfileSession } = await import('../../device/timing/profile/GPUProfileSession.js');
478
+ const { GPUProfileLevel } = await import('../../device/timing/profile/GPUProfileLevel.js');
479
+ const { sgpt_read_capture } = await import('../../device/timing/profile/sgpt_read_capture.js');
480
+
481
+ await settle(settle_frames);
482
+
483
+ const session = new GPUProfileSession({ level: GPUProfileLevel.WORKLOAD, note: 'measure.js' });
484
+
485
+ renderer.profile_session = session;
486
+ session.start();
487
+
488
+ await settle(frames);
489
+
490
+ for (let i = 0; i < 20; i++) {
491
+ await new Promise(resolve => setTimeout(resolve, 40));
492
+ frame();
493
+ await device.queue.onSubmittedWorkDone();
494
+ }
495
+
496
+ renderer.profile_session = null;
497
+
498
+ await device.queue.onSubmittedWorkDone();
499
+ await new Promise(resolve => setTimeout(resolve, 200));
500
+
501
+ const bytes = session.stop();
502
+
503
+ const buffer = bytes instanceof ArrayBuffer
504
+ ? bytes
505
+ : bytes.buffer.slice(bytes.byteOffset, bytes.byteOffset + bytes.byteLength);
506
+
507
+ const capture = sgpt_read_capture(buffer);
508
+
509
+ // Summed per frame before the median is taken across frames, because one frame graph pass
510
+ // routinely opens several GPU passes and a label is not unique — see GPUProfileSpan.
511
+ const per_frame = new Map();
512
+
513
+ for (const recorded of capture.frames) {
514
+ const totals = new Map();
515
+
516
+ for (const span of recorded.spans) {
517
+ totals.set(span.label, (totals.get(span.label) ?? 0) + span.duration_ns * 1e-6);
518
+ }
519
+
520
+ for (const [label, ms] of totals) {
521
+ if (!per_frame.has(label)) {
522
+ per_frame.set(label, []);
523
+ }
524
+
525
+ per_frame.get(label).push(ms);
526
+ }
527
+ }
528
+
529
+ const out = { __frames: capture.frames.length, __defects: capture.defects.length };
530
+
531
+ for (const [label, values] of per_frame) {
532
+ values.sort((a, b) => a - b);
533
+ out[label] = values[values.length >> 1];
534
+ }
535
+
536
+ return out;
537
+ }
538
+
539
+ /**
540
+ * Raise the internal resolution until the GPU is the bottleneck. The page's loop assigns
541
+ * `renderer.pixel_ratio` from `window.devicePixelRatio` every tick, so the property has to go
542
+ * rather than the field.
543
+ */
544
+ function set_pixel_ratio(ratio) {
545
+ Object.defineProperty(window, 'devicePixelRatio', { get: () => ratio, configurable: true });
546
+ renderer.pixel_ratio = ratio;
547
+ make_target();
548
+ renderer.indicate_view_change();
549
+ }
550
+
551
+ return {
552
+ renderer, scene, camera, controller, device,
553
+ get capture() { return capture; },
554
+ make_target, target, frame, settle, accumulate_luminance,
555
+ capture: capture_average, compare, mean, ab,
556
+ read_pose, write_pose, interpolate, fly, series_stats, converge_at,
557
+ time: time_frames, profile: profile_passes, set_pixel_ratio,
558
+ };
559
+ }