@woosh/meep-engine 3.2.0 → 3.4.0

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 (893) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/avif/encoder_worker.js +5 -18
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  9. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  10. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  11. package/src/core/color/PQ/PQ_constants.js +50 -0
  12. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  13. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  14. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  15. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  16. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  17. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  18. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
  19. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
  20. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
  21. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
  22. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
  23. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
  24. package/src/engine/EntityCreator.d.ts +19 -11
  25. package/src/engine/EntityCreator.d.ts.map +1 -1
  26. package/src/engine/EntityCreator.js +116 -94
  27. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  28. package/src/engine/achievements/AchievementManager.js +437 -433
  29. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  30. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  31. package/src/engine/animation/AnimatedActions.js +111 -81
  32. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  33. package/src/engine/animation/AnimationUtils.js +234 -252
  34. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  35. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  36. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
  37. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  38. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  39. package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
  40. package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
  41. package/src/engine/graphics3/VolumetricLightMap.js +160 -0
  42. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
  43. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
  44. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
  45. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
  46. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
  47. package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
  48. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  49. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  50. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  51. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  52. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  53. package/src/engine/sound/SoundEngine.d.ts +2 -2
  54. package/src/engine/sound/SoundEngine.js +124 -124
  55. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  56. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  57. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  58. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  59. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  60. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  61. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  62. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  63. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  64. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  65. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  66. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  67. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  68. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  69. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  70. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  71. package/src/engine/sound/sopra/README.md +644 -643
  72. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  73. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  74. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  75. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  76. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  77. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  78. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  79. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  80. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  81. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  82. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  83. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  84. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  85. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  86. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  87. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  88. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  89. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  90. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  91. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  92. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  93. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  94. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  95. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  96. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  97. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  98. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  99. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  100. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  101. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  102. package/src/shade/playground/add_random_meshes.js +132 -84
  103. package/src/shade/playground/bvh_repro/README.md +57 -0
  104. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  105. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  106. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  107. package/src/shade/playground/bvh_repro/index.html +124 -0
  108. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  109. package/src/shade/playground/bvh_repro/main.js +254 -0
  110. package/src/shade/playground/load_default_environment.d.ts +10 -1
  111. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  112. package/src/shade/playground/load_default_environment.js +44 -20
  113. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  114. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  115. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  116. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  117. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  118. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  119. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  120. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  121. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  122. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  123. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  124. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  125. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  126. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  127. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  128. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  129. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  130. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  131. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  132. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  135. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  136. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  137. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  138. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  139. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  140. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  141. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  142. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  143. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  144. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  145. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  146. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  147. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  148. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  149. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  150. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  151. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  152. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  153. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  154. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  155. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  156. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  157. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  158. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  159. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  160. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  161. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  162. package/src/shade/renderer/Renderer.d.ts +16 -0
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +23 -4
  165. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  166. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  167. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  168. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  169. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  170. package/src/shade/renderer/animation/Skin.js +9 -7
  171. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  172. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  173. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  174. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  175. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  176. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  177. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  178. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  179. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  180. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  181. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  182. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  183. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  184. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  185. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  186. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  187. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  188. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  189. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  190. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  191. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  192. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  193. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  194. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  195. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  196. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
  197. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
  198. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  203. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  204. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  206. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  207. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  209. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  210. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  211. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  212. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  213. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
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  216. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
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  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  219. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  220. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  222. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  223. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  225. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  226. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  230. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
  233. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  234. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  235. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  236. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  238. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
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  888. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
  889. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  890. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
  891. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.d.ts +0 -0
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@@ -0,0 +1,201 @@
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+ # Hand-over: implement Phase 1 of the GPU BVH builder
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+
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+ You are implementing **Phase 1 only** of `GPU_BVH_BUILD_PLAN.md` (same directory — read it in
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+ full before writing any code; it is the authoritative design, this file is the execution brief).
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+ Phase 1 = two deliverables, in this order:
6
+
7
+ 1. **A key-value radix sort** built around CSDLDF, re-founding `src/shade/renderer/gpu_primitive/sort/`.
8
+ 2. **A GPU TLAS build** (LBVH: extract → morton → sort → Karras emission → refit) replacing the
9
+ CPU-side work in `GPUInstancesAccelerationStructure.push_to_gpu()`.
10
+
11
+ Do **not** start phases 2–4 (treelets, BLAS, BVH8), do not redesign node formats, do not add
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+ frameworks. Everything you need exists in the tree or in git history; this project's explicit
13
+ standard is *port and reuse, don't invent*.
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+
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+ ## Read these before writing code
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+
17
+ In order, each for a stated reason:
18
+
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+ 1. `src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md` — the design. §2.1 is the byte
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+ contract, §4 is what you are building, §4.2.1 is the sort, §4.5 is the test plan you must
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+ satisfy, §6/§7 explain decisions — do not relitigate them.
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+ 2. `src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js` (+ its `.spec.js`) — the CPU oracle your
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+ emission kernel transliterates: `delta` with the `32 + clz32(i^j)` duplicate-key tiebreak,
24
+ `determineRange`, `find_split`. Read the comment block at `find_split` about why duplicate
25
+ codes must NOT be midpoint-split — that bug produces a shared-node non-tree.
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+ 3. `src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.js` and
27
+ `graph_prefix_scan_csdldf.js` — the blessed scan you reuse as the sort's spine, and the house
28
+ subgroup idioms (`subgroup_size` builtin, `MIN_SUBGROUP_SIZE = 4`,
29
+ `@diagnostic(off, subgroup_uniformity)` helpers, split flag words, bounded spin + fallback).
30
+ 4. Git history of the deleted OneSweep port — orchestration + scatter/ranking reference:
31
+ `git show 370542c3f:src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.js`
32
+ (graph orchestration template), `...shader_digit_binning_pass_pairs.js` (workgroup ranking
33
+ machinery + two pinned WebGPU lessons), `...one_sweep.spec.js` and
34
+ `...verify_radix_sort_one_sweep.js` (spec/verify templates). List the directory with
35
+ `git show 370542c3f:src/shade/renderer/gpu_primitive/sort/one_sweep/ 2>$null` or
36
+ `git ls-tree 370542c3f -- src/shade/renderer/gpu_primitive/sort/one_sweep/`.
37
+ 5. `src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js` +
38
+ `chunk_aabb_atomic_f32.js` — the reduce-then-atomic-merge pattern for the scene-bounds pass,
39
+ and the "same buffer bound as `array<atomic<u32>>` in one pass, typed in another" idiom the
40
+ refit pass needs. Note its comment about `bitcast<f32>(0x7F800000u)` not const-folding.
41
+ 6. `src/shade/renderer/scene/GPUInstancesAccelerationStructure.js`,
42
+ `src/shade/renderer/scene/GPUSceneContext.js` (how `instance_add/remove/update` and
43
+ `update()` drive it), `src/shade/renderer/geometry/bvh/bvh_to_gpu_buffer.js` +
44
+ `bvh2_compress.js` (the legacy path you keep behind a flag),
45
+ `src/shade/renderer/scene/MESH_INSTANCE_METADATA_STRUCT.js` (where per-row world AABBs live).
46
+ 7. `src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.js` — the traversal
47
+ consumer; internalize its leaf/root conventions before emitting a single node.
48
+ 8. Testing machinery: `src/shade/wgsl/emulator/ComputeShaderEmulator.js` + its `.spec.js` and a
49
+ couple of existing chunk specs under `src/shade/renderer/shader/chunk/math/` (the established
50
+ pattern for emulator-testing individual WGSL functions);
51
+ `src/shade/device/mock/SoftwareGPUDevice.js` + `SoftwareGPUComputePassEncoder.js` (a
52
+ **recording** device — executes no shaders; assert on what was encoded and on host-written
53
+ bytes only); `src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js` and
54
+ `src/shade/renderer/buffer/graph_inspect_gpu_buffer.js` (browser verify pattern);
55
+ `src/shade/playground/bvh_repro/` — the standalone page where the `verify_*` functions get
56
+ registered and run against a real device (`npm run dev`, then
57
+ <http://localhost:5173/src/shade/playground/bvh_repro/index.html>).
58
+
59
+ ## Non-negotiable contracts
60
+
61
+ **Output bytes** (every RT consumer depends on this; there is no versioning):
62
+ - Node = 32 bytes: `[min.x, min.y, min.z, max.x, max.y, max.z] : f32` then `child_1 : u32`,
63
+ `child_2 : u32`.
64
+ - Leaf ⇔ `child_1 == 0xFFFFFFFF` (`BVH_NULL_NODE`); then `child_2` = scene-database `meshes`
65
+ row. Internal ⇒ both children are valid node indices with meaningful bounds.
66
+ - TLAS buffer = `u32 root` at byte 0, nodes from byte 4. Your layout: root is node 0
67
+ (Karras internal 0), internals `[0, N-2]`, leaves `[N-1, 2N-2]`. Still write the root word.
68
+ - `N == 0` ⇒ write `root = BVH_NULL_NODE` host-side. `N == 1` ⇒ single leaf as node 0, root 0.
69
+
70
+ **House rules:**
71
+ - **Subgroups are a baseline engine requirement.** Use them wherever they pay. But do not bake
72
+ wave-*width* assumptions into algorithm structure — subgroup size is a runtime value 4–128;
73
+ workgroup memory is the correctness layer across subgroup boundaries.
74
+ - **CSDLDF discipline:** no unbounded cross-workgroup waiting, ever. Bounded spin + fallback
75
+ (the csdldf shader) or no spin at all (arrival counters where the loser exits — the refit).
76
+ All cross-workgroup-communicated state goes through `array<atomic<u32>>` accesses exclusively.
77
+ - **A vitest spec may never stand up a real GPU device.** Shade specs run under vitest
78
+ (`npm test`); the four validation tiers of plan §4.5 are all mandatory.
79
+ - Match existing code style exactly: `assert.*` guards on public entry points, `#private`
80
+ fields, `chunk_*`/`shader_*`/`graph_*` naming, `CodeChunk.from(wgsl, [deps])` composition,
81
+ `ShaderResourceSetDescriptor` for bindings, JSDoc in the house voice. Read neighbours, write
82
+ like them.
83
+ - Commit directly to `master`, conventional style with scope (`feat(shade): …`), incremental —
84
+ one commit per milestone below is about right. Do not amend, do not branch.
85
+
86
+ ## Milestones, in order
87
+
88
+ **M1 — the sort.** `src/shade/renderer/gpu_primitive/sort/`:
89
+ `graph_radix_sort({graph, keys, values, element_count}) → {keys, values}` — u32 keys + u32
90
+ values, ascending, stable, result back in the caller's buffers. Reduce-then-scan LSD, 8-bit
91
+ digits × 4 passes; per pass: (a) per-tile 256-bin histogram; (b) spine scan through
92
+ `graph_prefix_scan_csdldf` **reused as-is** — adopt its `{count: u32, elements: array<vec4u>}`
93
+ 16-byte-aligned layout, write the count word host-side or in the histogram pass, size with
94
+ `element_max_count = tiles × 256`, flatten column-major (bin-major) so one scan yields global
95
+ digit offsets and per-tile offsets together; (c) rank-and-scatter. The scan is **in-place and
96
+ inclusive-only**: the scatter recomputes its own tile's local histogram and ranks in workgroup
97
+ memory anyway (it must, for stability), so the global exclusive offset is
98
+ `spine_value − own_tile_count` — do not try to preserve pre-scan counts. Include a
99
+ `warn_limited` guard on workgroup counts like the scan has. Definition of done: WGSL validity
100
+ spec green; chunk-level emulator specs for the pure helpers (digit extraction, rank math);
101
+ a `SoftwareGPUDevice` spec asserting the encoded dispatch sequence; a browser
102
+ `verify_radix_sort.js` (template in history) registered in the playground; `npm test` green.
103
+
104
+ **M2 — morton + emission chunks.** New `chunk_v3_morton_encode` in
105
+ `src/shade/renderer/shader/chunk/bvh/morton/` composing the existing
106
+ `shader/chunk/binary/chunk_split_by_3.js` as `split_by_3(x) | split_by_3(y)<<1 | split_by_3(z)<<2`
107
+ — bit-exact with `src/core/geom/3d/morton/v3_morton_encode_magicbits.js`. The emission logic
108
+ (`delta`, `determine_range`, `find_split`) goes into separate `chunk_bvh_*` files under
109
+ `gpu_primitive/bvh/` so tier-2 tests can execute each function directly against its CPU
110
+ counterpart (`Math.clz32` ⇔ `countLeadingZeros`). DoD: emulator specs proving bit-parity on
111
+ randomized inputs **salted with duplicate-key runs**.
112
+
113
+ **M3 — builder shaders + recorder.** In `gpu_primitive/bvh/`: `shader_bvh_morton`,
114
+ `shader_bvh_emit_hierarchy`, `shader_bvh_refit`, plus `graph_bvh_build_lbvh({graph, leaf_bounds,
115
+ leaf_payload, element_count, nodes, root…})` per plan §4.2 (pass table) and §4.3 (layout,
116
+ transient sizing). The scene-aware extraction shader (`shader_bvh_extract_instance_leaves`,
117
+ reads the rows list + `meshes` table, subgroup pre-reduce → workgroup reduce →
118
+ `chunk_aabb_atomic_f32` merge into the scene-bounds cell) lives with the scene code in
119
+ `src/shade/renderer/scene/`, not in the primitive (plan AR10). Emission: thread `i` writes leaf
120
+ `(N-1)+i` from `leaf_bounds[values[i]]` / `leaf_payload[values[i]]`; threads `i < N-1` also emit
121
+ internal `i` and write `parents[]` for both children; write `parents[0] = NULL_NODE`. Refit: one
122
+ thread per leaf climbs `parents`, `atomicAdd` arrival counter per internal node, first arrival
123
+ exits, second recomputes bounds; bind the node buffer as flat `array<atomic<u32>>` in this pass.
124
+ DoD: WGSL validity for all; emulator executes morton + emission kernels end-to-end point-wise
125
+ against the CPU oracle (they are pure — keep them barrier/atomic-free); refit gets validity +
126
+ tier 3/4 only.
127
+
128
+ **M4 — integration.** `GPUInstancesAccelerationStructure`: keep the CPU dynamic tree and all
129
+ `instance_*` methods untouched (CPU consumers query `tlas.bvh` — see
130
+ `DirectionalLightShadowmap`); add a compact live-rows `Uint32Array` mirror + persistent GPU
131
+ buffer re-uploaded only on membership churn; `push_to_gpu()` gains the GPU path — grow the
132
+ output buffer via `ensure_buffer_capacity` to `4 + 32·(2N−1)`, build a `FrameGraph`, import
133
+ rows/scene-database/output, record extraction + `graph_bvh_build_lbvh`, encode + submit via
134
+ `ShadeGPUCommandContext` (the `test_prefix_sum.js` idiom); handle N ∈ {0, 1} host-side. The GPU
135
+ path is the default; the legacy CPU path (treelet + flatten + upload, verbatim, treelet call
136
+ included) stays behind a module flag `USE_GPU_TLAS_BUILD` for A/B only. `GPUSceneContext` and
137
+ all consumers: zero changes. DoD: a `SoftwareGPUDevice` orchestration spec asserting dispatch
138
+ sequence, bindings resolving to the right buffers, transient sizes/clears, rows upload only on
139
+ churn, and the N=0/1 short-circuits (host-written bytes only — the mock runs no shaders).
140
+
141
+ **M5 — locking specs + verify harness.** `bvh_format.spec.js` pinning the §2.1 byte contract
142
+ for BOTH the legacy compressor and the GPU layout against the same golden bytes.
143
+ `verify_gpu_bvh_build.js` in the playground "review checks": randomized instance sets
144
+ (duplicates, degenerate AABBs, N ∈ {0,1,2,3, 2^k±1, ~100k}), readback, assert structural
145
+ validity (every leaf exactly once, both children valid, parent AABB ⊇ children, root word),
146
+ payload permutation, **depth histogram**, SAH cost vs the CPU oracle fed the same sorted order
147
+ (topology must match node-for-node modulo the index mapping). Wire `GPUTimer` numbers for the
148
+ build via `encoder.enable_debug_timers` (the `timer` param on `graph_compute_pass` is silently
149
+ dropped — known quirk, don't use it).
150
+
151
+ **M6 — hand back.** You cannot run the browser playground (meep is a library; the host repo
152
+ mounts it). When `npm test` is green and everything above is in place: update
153
+ `GPU_BVH_BUILD_PLAN.md`'s status header (PLANNED → phase 1 landed, note any deviations), then
154
+ stop and hand over with exact instructions for the human: which playground buttons to run
155
+ (sort verify, BVH verify), and that path-tracer/RTX-shadows A/B via the flag is the final gate.
156
+ **Never report browser-tier or on-device results you did not observe.**
157
+
158
+ ## Traps (each of these has already cost someone a day)
159
+
160
+ - Duplicate morton codes: the index tiebreak must be in `delta`, and there must be **no**
161
+ midpoint-split special case. Test with long runs of identical keys.
162
+ - Scene-bounds seeding: pool-cleared buffers are **zeroed**, and zero is not ±inf. Seed the
163
+ 6-word cell with the ±inf u32 bit patterns (`0x7F800000` / `0xFF800000`) via a tiny init pass
164
+ or `writeBuffer`. In-shader accumulators can't const-fold `bitcast<f32>(0x7F800000u)` — use
165
+ `±3.4028234e38` there (see the meshlet bounds shader's comment).
166
+ - Refit counters must be zero every build: declare the transient with
167
+ `BufferResourceDescriptor.from(size, usage, 0, size)` so pool-reused buffers get cleared
168
+ (fresh ones arrive zeroed already).
169
+ - Tint uniformity: conditions guarding `workgroupBarrier` must derive from uniform builtins, not
170
+ `var<private>` copies; the deleted binning shader's `subgroup_size`/`sg_size` fix and manual
171
+ unrolls are the worked example. Use the `@diagnostic(off, subgroup_uniformity)` wrapper idiom
172
+ from the csdldf shader only where the analysis over-approximates, never to silence a real race.
173
+ - The csdldf scan reads its element count from `data[0]` and dispatches indirectly; it is
174
+ inclusive-only and 16-byte-aligned — do not "fix" it, adapt to it.
175
+ - `ensure_buffer_capacity` may return a **new** `GPUBuffer` (old one destroyed) — consumers are
176
+ safe because they read `tlas.buffer` per frame at execute time; just make sure the class field
177
+ is reassigned before the graph imports it.
178
+ - WGSL `if (someU32)` is invalid (needs `!= 0`) — the old adaptive-morton chunks in
179
+ `shader/chunk/bvh/morton/` contain exactly this bug; they are dead code, do not import them.
180
+ - `SOURCE_STRIDE = 10` (CPU node, words) vs `TARGET_STRIDE = 8` (GPU) — only relevant in the
181
+ legacy path and `bvh_format.spec.js`; don't confuse the two layouts.
182
+
183
+ ## Deviation protocol
184
+
185
+ The plan was verified against the tree on 2026-08-26, but the tree moves. Where plan and code
186
+ disagree, **the code wins** — verify, implement against reality, and record the deviation in the
187
+ plan doc (one line, in place). If you hit a genuine design fork the plan doesn't cover (not a
188
+ detail — a fork), stop and ask rather than inventing. Do not delete anything beyond what a
189
+ milestone explicitly requires; the cleanup backlog (§8) is not phase-1 scope except where a
190
+ milestone touches it. Pre-existing unrelated test failures: note them, don't fix them, don't
191
+ let them block you.
192
+
193
+ ## Definition of done (phase 1)
194
+
195
+ - [ ] Sort: all four tiers green, verify harness registered.
196
+ - [ ] Builder: emulator parity with `ebvh_build_hierarchy_radix` (duplicates included), WGSL
197
+ validity everywhere, orchestration spec green.
198
+ - [ ] Integration: GPU path default, legacy verbatim behind flag, consumers untouched,
199
+ `npm test` fully green.
200
+ - [ ] `bvh_format.spec.js` + `verify_gpu_bvh_build.js` in place.
201
+ - [ ] Plan doc status updated; hand-over message with the human's browser checklist.
@@ -0,0 +1,88 @@
1
+ /**
2
+ * The two views of a node buffer a checker needs: the words as `u32`, and the same bytes as `f32`
3
+ * for the bounds.
4
+ *
5
+ * Normalises what a readback hands back, which is not necessarily a typed array — decoding a
6
+ * `WebGPUArray` through `read_gpu_typed_buffer` produces a plain JS `Array` of numbers. Building a
7
+ * `Float32Array` view straight off one of those silently yields an empty array (its `.buffer` is
8
+ * `undefined`), and every bounds read then comes back `undefined`, which reads as a broken tree
9
+ * rather than as a broken reader.
10
+ *
11
+ * @param {Uint32Array|number[]} tree node buffer as u32 words — `[root][node 0][node 1]...`
12
+ * @returns {{words: Uint32Array, floats: Float32Array}}
13
+ */
14
+ export function bvh_tree_views(tree: Uint32Array | number[]): {
15
+ words: Uint32Array;
16
+ floats: Float32Array;
17
+ };
18
+ /**
19
+ * A node, read out of the buffer the way the traversal shaders read it.
20
+ *
21
+ * @param {Uint32Array} words
22
+ * @param {Float32Array} floats
23
+ * @param {number} node
24
+ * @returns {{child_1: number, child_2: number, low: number[], high: number[]}}
25
+ */
26
+ export function read_bvh_node(words: Uint32Array, floats: Float32Array, node: number): {
27
+ child_1: number;
28
+ child_2: number;
29
+ low: number[];
30
+ high: number[];
31
+ };
32
+ /**
33
+ * Surface area of a box — the SAH's only ingredient.
34
+ *
35
+ * @param {number[]} low
36
+ * @param {number[]} high
37
+ * @returns {number}
38
+ */
39
+ export function surface_area(low: number[], high: number[]): number;
40
+ /**
41
+ * Everything a traversal consumer assumes about a tree, checked against the bytes that came back
42
+ * from the device — plus the two things the plan's risk register asks to be measured rather than
43
+ * assumed.
44
+ *
45
+ * Deliberately knows nothing about how the tree was built: it takes a node buffer and the set of
46
+ * payloads that should be in it. Both the primitive builder's harness and the TLAS's use it, and a
47
+ * later BLAS one can too.
48
+ *
49
+ * `problems` are correctness failures. `warnings` are quality signals — chiefly depth against the
50
+ * shared traversal stack, which is a real output constraint on an LBVH but not a broken tree.
51
+ *
52
+ * @param {Uint32Array|number[]} tree the whole node buffer, as words — `[root][node 0][node 1]...`
53
+ * @param {number} leaf_count
54
+ * @param {number[]|Uint32Array} expected_payloads the payload every leaf should carry, in any order
55
+ * @returns {{problems: string[], warnings: string[], depth_histogram: number[], max_depth: number, sah: number, leaf_node_of_payload: Map<number, number>, words: Uint32Array, floats: Float32Array}}
56
+ */
57
+ export function check_bvh_structure(tree: Uint32Array | number[], leaf_count: number, expected_payloads: number[] | Uint32Array): {
58
+ problems: string[];
59
+ warnings: string[];
60
+ depth_histogram: number[];
61
+ max_depth: number;
62
+ sah: number;
63
+ leaf_node_of_payload: Map<number, number>;
64
+ words: Uint32Array;
65
+ floats: Float32Array;
66
+ };
67
+ /**
68
+ * The depth histogram as one line — `depth:leaves`, ascending.
69
+ *
70
+ * @param {number[]} depth_histogram
71
+ * @returns {string}
72
+ */
73
+ export function format_depth_histogram(depth_histogram: number[]): string;
74
+ /**
75
+ * @type {number}
76
+ */
77
+ export const BVH_NULL_NODE: number;
78
+ /**
79
+ * The traversal stack is shared between TLAS and BLAS within one query, and the occlusion variant's
80
+ * `(pointer & 31) != 0` loop condition *truncates* at overflow rather than erroring. A TLAS as deep
81
+ * as this leaves no room for any BLAS at all, so depth is a first-class output of any on-device
82
+ * check, not a curiosity.
83
+ *
84
+ * @see BVH_TRAVERSAL_STACK_SIZE
85
+ * @type {number}
86
+ */
87
+ export const TRAVERSAL_STACK_SIZE: number;
88
+ //# sourceMappingURL=check_bvh_structure.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"check_bvh_structure.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;GAYG;AACH,qCAHW,WAAW,GAAC,MAAM,EAAE;WACV,WAAW;YAAU,YAAY;EASrD;AAED;;;;;;;GAOG;AACH,qCALW,WAAW,UACX,YAAY,QACZ,MAAM,GACJ;IAAC,OAAO,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,EAAE,CAAC;IAAC,IAAI,EAAE,MAAM,EAAE,CAAA;CAAC,CAY7E;AAED;;;;;;GAMG;AACH,kCAJW,MAAM,EAAE,QACR,MAAM,EAAE,GACN,MAAM,CAQlB;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,0CALW,WAAW,GAAC,MAAM,EAAE,cACpB,MAAM,qBACN,MAAM,EAAE,GAAC,WAAW;cACP,MAAM,EAAE;cAAY,MAAM,EAAE;qBAAmB,MAAM,EAAE;eAAa,MAAM;SAAO,MAAM;0BAAwB,IAAI,MAAM,EAAE,MAAM,CAAC;WAAS,WAAW;YAAU,YAAY;EA2HnM;AAED;;;;;GAKG;AACH,wDAHW,MAAM,EAAE,GACN,MAAM,CAOlB;AAhOD;;GAEG;AACH,4BAFU,MAAM,CAEwB;AAExC;;;;;;;;GAQG;AACH,mCAFU,MAAM,CAEuB"}
@@ -0,0 +1,233 @@
1
+ import {
2
+ BVH_HEADER_WORDS,
3
+ BVH_NODE_BOUNDS_WORD,
4
+ BVH_NODE_CHILD_1_WORD,
5
+ BVH_NODE_CHILD_2_WORD,
6
+ BVH_NODE_STRIDE_WORDS
7
+ } from "./BVH_BUFFER_LAYOUT.js";
8
+
9
+ /**
10
+ * @type {number}
11
+ */
12
+ export const BVH_NULL_NODE = 0xffffffff;
13
+
14
+ /**
15
+ * The traversal stack is shared between TLAS and BLAS within one query, and the occlusion variant's
16
+ * `(pointer & 31) != 0` loop condition *truncates* at overflow rather than erroring. A TLAS as deep
17
+ * as this leaves no room for any BLAS at all, so depth is a first-class output of any on-device
18
+ * check, not a curiosity.
19
+ *
20
+ * @see BVH_TRAVERSAL_STACK_SIZE
21
+ * @type {number}
22
+ */
23
+ export const TRAVERSAL_STACK_SIZE = 32;
24
+
25
+ /**
26
+ * The two views of a node buffer a checker needs: the words as `u32`, and the same bytes as `f32`
27
+ * for the bounds.
28
+ *
29
+ * Normalises what a readback hands back, which is not necessarily a typed array — decoding a
30
+ * `WebGPUArray` through `read_gpu_typed_buffer` produces a plain JS `Array` of numbers. Building a
31
+ * `Float32Array` view straight off one of those silently yields an empty array (its `.buffer` is
32
+ * `undefined`), and every bounds read then comes back `undefined`, which reads as a broken tree
33
+ * rather than as a broken reader.
34
+ *
35
+ * @param {Uint32Array|number[]} tree node buffer as u32 words — `[root][node 0][node 1]...`
36
+ * @returns {{words: Uint32Array, floats: Float32Array}}
37
+ */
38
+ export function bvh_tree_views(tree) {
39
+ const words = tree instanceof Uint32Array ? tree : Uint32Array.from(tree);
40
+
41
+ return {
42
+ words,
43
+ floats: new Float32Array(words.buffer, words.byteOffset, words.length),
44
+ };
45
+ }
46
+
47
+ /**
48
+ * A node, read out of the buffer the way the traversal shaders read it.
49
+ *
50
+ * @param {Uint32Array} words
51
+ * @param {Float32Array} floats
52
+ * @param {number} node
53
+ * @returns {{child_1: number, child_2: number, low: number[], high: number[]}}
54
+ */
55
+ export function read_bvh_node(words, floats, node) {
56
+ const base = BVH_HEADER_WORDS + node * BVH_NODE_STRIDE_WORDS;
57
+ const bounds = base + BVH_NODE_BOUNDS_WORD;
58
+
59
+ return {
60
+ child_1: words[base + BVH_NODE_CHILD_1_WORD],
61
+ child_2: words[base + BVH_NODE_CHILD_2_WORD],
62
+ low: [floats[bounds], floats[bounds + 1], floats[bounds + 2]],
63
+ high: [floats[bounds + 3], floats[bounds + 4], floats[bounds + 5]],
64
+ };
65
+ }
66
+
67
+ /**
68
+ * Surface area of a box — the SAH's only ingredient.
69
+ *
70
+ * @param {number[]} low
71
+ * @param {number[]} high
72
+ * @returns {number}
73
+ */
74
+ export function surface_area(low, high) {
75
+ const dx = Math.max(0, high[0] - low[0]);
76
+ const dy = Math.max(0, high[1] - low[1]);
77
+ const dz = Math.max(0, high[2] - low[2]);
78
+
79
+ return 2 * (dx * dy + dy * dz + dz * dx);
80
+ }
81
+
82
+ /**
83
+ * Everything a traversal consumer assumes about a tree, checked against the bytes that came back
84
+ * from the device — plus the two things the plan's risk register asks to be measured rather than
85
+ * assumed.
86
+ *
87
+ * Deliberately knows nothing about how the tree was built: it takes a node buffer and the set of
88
+ * payloads that should be in it. Both the primitive builder's harness and the TLAS's use it, and a
89
+ * later BLAS one can too.
90
+ *
91
+ * `problems` are correctness failures. `warnings` are quality signals — chiefly depth against the
92
+ * shared traversal stack, which is a real output constraint on an LBVH but not a broken tree.
93
+ *
94
+ * @param {Uint32Array|number[]} tree the whole node buffer, as words — `[root][node 0][node 1]...`
95
+ * @param {number} leaf_count
96
+ * @param {number[]|Uint32Array} expected_payloads the payload every leaf should carry, in any order
97
+ * @returns {{problems: string[], warnings: string[], depth_histogram: number[], max_depth: number, sah: number, leaf_node_of_payload: Map<number, number>, words: Uint32Array, floats: Float32Array}}
98
+ */
99
+ export function check_bvh_structure(tree, leaf_count, expected_payloads) {
100
+
101
+ const node_count = 2 * leaf_count - 1;
102
+
103
+ const problems = [];
104
+ const warnings = [];
105
+
106
+ const { words, floats } = bvh_tree_views(tree);
107
+
108
+ const root = words[0];
109
+
110
+ if (root !== 0) {
111
+ problems.push(`root word is ${root}, expected 0`);
112
+ }
113
+
114
+ const visited = new Uint8Array(node_count);
115
+ const leaf_node_of_payload = new Map();
116
+
117
+ const depth_histogram = [];
118
+
119
+ let max_depth = 0;
120
+ let sah = 0;
121
+
122
+ /** @type {[number, number][]} */
123
+ const stack = [[root, 1]];
124
+
125
+ let steps = 0;
126
+
127
+ while (stack.length > 0) {
128
+ const [node, depth] = stack.pop();
129
+
130
+ steps += 1;
131
+
132
+ if (steps > node_count * 2 + 8) {
133
+ problems.push('traversal did not terminate — the tree is not a tree');
134
+ break;
135
+ }
136
+
137
+ if (node >= node_count) {
138
+ problems.push(`node index ${node} is past the ${node_count} nodes this tree has`);
139
+ break;
140
+ }
141
+
142
+ if (visited[node] === 1) {
143
+ problems.push(`node ${node} is reachable twice — a shared node, not a tree`);
144
+ break;
145
+ }
146
+
147
+ visited[node] = 1;
148
+
149
+ const entry = read_bvh_node(words, floats, node);
150
+
151
+ for (const value of [...entry.low, ...entry.high]) {
152
+ if (!Number.isFinite(value)) {
153
+ problems.push(`node ${node} has a non-finite bound: ${value}`);
154
+ break;
155
+ }
156
+ }
157
+
158
+ if (entry.child_1 === BVH_NULL_NODE) {
159
+ max_depth = Math.max(max_depth, depth);
160
+ depth_histogram[depth] = (depth_histogram[depth] ?? 0) + 1;
161
+
162
+ if (leaf_node_of_payload.has(entry.child_2)) {
163
+ problems.push(`payload ${entry.child_2} appears on two leaves`);
164
+ }
165
+
166
+ leaf_node_of_payload.set(entry.child_2, node);
167
+
168
+ continue;
169
+ }
170
+
171
+ sah += surface_area(entry.low, entry.high);
172
+
173
+ // Both children are dereferenced before descending by the distance-ordered point queries,
174
+ // so both have to be real nodes with real bounds.
175
+ for (const child of [entry.child_1, entry.child_2]) {
176
+ if (child >= node_count) {
177
+ problems.push(`node ${node} names child ${child}, past the end of the tree`);
178
+ continue;
179
+ }
180
+
181
+ const child_entry = read_bvh_node(words, floats, child);
182
+
183
+ for (let axis = 0; axis < 3; axis++) {
184
+ if (child_entry.low[axis] < entry.low[axis] || child_entry.high[axis] > entry.high[axis]) {
185
+ problems.push(
186
+ `node ${node} does not contain child ${child} on axis ${axis}: `
187
+ + `[${entry.low[axis]}, ${entry.high[axis]}] vs [${child_entry.low[axis]}, ${child_entry.high[axis]}]`
188
+ );
189
+ break;
190
+ }
191
+ }
192
+
193
+ stack.push([child, depth + 1]);
194
+ }
195
+ }
196
+
197
+ if (leaf_node_of_payload.size !== leaf_count) {
198
+ problems.push(`${leaf_node_of_payload.size} leaves reachable, expected ${leaf_count}`);
199
+ }
200
+
201
+ for (const payload of expected_payloads) {
202
+ if (!leaf_node_of_payload.has(payload)) {
203
+ problems.push(`payload ${payload} never appears in the tree`);
204
+ break;
205
+ }
206
+ }
207
+
208
+ if (max_depth > TRAVERSAL_STACK_SIZE) {
209
+ warnings.push(
210
+ `depth ${max_depth} exceeds the ${TRAVERSAL_STACK_SIZE}-entry traversal stack, which is `
211
+ + `SHARED with the BLAS in one query — the occlusion path truncates silently past it`
212
+ );
213
+ } else if (max_depth * 2 > TRAVERSAL_STACK_SIZE) {
214
+ warnings.push(
215
+ `depth ${max_depth} leaves ${TRAVERSAL_STACK_SIZE - max_depth} stack entries for the BLAS`
216
+ );
217
+ }
218
+
219
+ return { problems, warnings, depth_histogram, max_depth, sah, leaf_node_of_payload, words, floats };
220
+ }
221
+
222
+ /**
223
+ * The depth histogram as one line — `depth:leaves`, ascending.
224
+ *
225
+ * @param {number[]} depth_histogram
226
+ * @returns {string}
227
+ */
228
+ export function format_depth_histogram(depth_histogram) {
229
+ return depth_histogram
230
+ .map((leaves, depth) => (leaves === undefined ? null : `${depth}:${leaves}`))
231
+ .filter(Boolean)
232
+ .join(' ');
233
+ }
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Karras longest-common-prefix length between the Morton codes at `i` and `j`, transliterated from
3
+ * `delta` inside {@link ebvh_build_hierarchy_radix}.
4
+ *
5
+ * `-1` for a `j` outside `[0, n-1]` — the canonical Karras out-of-range sentinel, and the reason
6
+ * this returns `i32` rather than `u32`.
7
+ *
8
+ * The `32 + countLeadingZeros(i ^ j)` branch for identical codes is the duplicate-key tiebreak, and
9
+ * it is load-bearing rather than defensive: identical instance positions collide long before a
10
+ * 30-bit grid fills, and without a tiebreak an internal node's range can collapse to a single leaf,
11
+ * which is a tree the traversal cannot walk. `countLeadingZeros` is the exact counterpart of the
12
+ * oracle's `Math.clz32`, zero included (both answer 32).
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_bvh_delta: CodeChunk;
17
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
18
+ //# sourceMappingURL=chunk_bvh_delta.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_bvh_delta.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;GAcG;AACH,8BAFU,SAAS,CAsBhB;0BArCuB,oCAAoC"}
@@ -0,0 +1,38 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Karras longest-common-prefix length between the Morton codes at `i` and `j`, transliterated from
5
+ * `delta` inside {@link ebvh_build_hierarchy_radix}.
6
+ *
7
+ * `-1` for a `j` outside `[0, n-1]` — the canonical Karras out-of-range sentinel, and the reason
8
+ * this returns `i32` rather than `u32`.
9
+ *
10
+ * The `32 + countLeadingZeros(i ^ j)` branch for identical codes is the duplicate-key tiebreak, and
11
+ * it is load-bearing rather than defensive: identical instance positions collide long before a
12
+ * 30-bit grid fills, and without a tiebreak an internal node's range can collapse to a single leaf,
13
+ * which is a tree the traversal cannot walk. `countLeadingZeros` is the exact counterpart of the
14
+ * oracle's `Math.clz32`, zero included (both answer 32).
15
+ *
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_bvh_delta = CodeChunk.from(
19
+ //language=WGSL
20
+ `
21
+ fn bvh_delta(codes: ptr<storage, array<u32>>, n: u32, i: u32, j: i32) -> i32 {
22
+ if (j < 0 || u32(j) >= n) {
23
+ return -1;
24
+ }
25
+
26
+ let other = u32(j);
27
+
28
+ let code_i = codes[i];
29
+ let code_j = codes[other];
30
+
31
+ if (code_i == code_j) {
32
+ // identical codes: break the tie by index, so every internal node still owns a >= 2-leaf range
33
+ return 32 + i32(countLeadingZeros(i ^ other));
34
+ }
35
+
36
+ return i32(countLeadingZeros(code_i ^ code_j));
37
+ }
38
+ `);
@@ -0,0 +1,16 @@
1
+ /**
2
+ * The `[first, last]` code range internal node `idx` covers — a transliteration of `determineRange`
3
+ * inside {@link ebvh_build_hierarchy_radix}: pick the direction the node grows in by comparing the
4
+ * prefixes shared with either neighbour, find an upper bound on its length by doubling, then binary
5
+ * search inside that bound.
6
+ *
7
+ * Node 0 is short-circuited to the whole array, as on the CPU, so callers do not special-case the
8
+ * root.
9
+ *
10
+ * Returned as `vec2<u32>(first, last)`; both ends are always valid leaf indices.
11
+ *
12
+ * @type {CodeChunk}
13
+ */
14
+ export const chunk_bvh_determine_range: CodeChunk;
15
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
16
+ //# sourceMappingURL=chunk_bvh_determine_range.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_bvh_determine_range.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;GAYG;AACH,wCAFU,SAAS,CAgEhB;0BA9EuB,oCAAoC"}