@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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  879. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.d.ts +0 -0
  880. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
  881. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
  882. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
  883. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.d.ts +0 -0
  884. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.js +0 -0
  885. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts +0 -0
  886. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.js +0 -0
  887. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts +0 -0
  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
  892. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.js +0 -0
  893. /package/src/shade/playground/{main.d.ts → bvh_repro/main.d.ts} +0 -0
@@ -0,0 +1,79 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_bvh_delta } from "./chunk_bvh_delta.js";
3
+
4
+ /**
5
+ * The `[first, last]` code range internal node `idx` covers — a transliteration of `determineRange`
6
+ * inside {@link ebvh_build_hierarchy_radix}: pick the direction the node grows in by comparing the
7
+ * prefixes shared with either neighbour, find an upper bound on its length by doubling, then binary
8
+ * search inside that bound.
9
+ *
10
+ * Node 0 is short-circuited to the whole array, as on the CPU, so callers do not special-case the
11
+ * root.
12
+ *
13
+ * Returned as `vec2<u32>(first, last)`; both ends are always valid leaf indices.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_bvh_determine_range = CodeChunk.from(
18
+ //language=WGSL
19
+ `
20
+ fn bvh_determine_range(codes: ptr<storage, array<u32>>, leaf_count: u32, idx: u32) -> vec2<u32> {
21
+ // For the root the range is unambiguously [0, leaf_count - 1].
22
+ if (idx == 0u) {
23
+ return vec2<u32>(0u, leaf_count - 1u);
24
+ }
25
+
26
+ let index = i32(idx);
27
+ let count = i32(leaf_count);
28
+
29
+ let prefix_right = bvh_delta(codes, leaf_count, idx, index + 1);
30
+ let prefix_left = bvh_delta(codes, leaf_count, idx, index - 1);
31
+
32
+ var direction = -1;
33
+ if (prefix_right - prefix_left > 0) {
34
+ direction = 1;
35
+ }
36
+
37
+ // Minimum prefix length required to stay in this range — anything sharing fewer bits than this
38
+ // is outside the node's subtree.
39
+ let min_prefix_range = bvh_delta(codes, leaf_count, idx, index - direction);
40
+
41
+ // Expand the maximum range with exponential growth, bounded by the array.
42
+ var lmax = 2;
43
+ var next_key = index + lmax * direction;
44
+
45
+ loop {
46
+ if (!(next_key >= 0 && next_key < count
47
+ && bvh_delta(codes, leaf_count, idx, next_key) > min_prefix_range)) {
48
+ break;
49
+ }
50
+
51
+ lmax = lmax * 2;
52
+ next_key = index + lmax * direction;
53
+ }
54
+
55
+ // Binary-search for the actual length within [0, lmax].
56
+ var length = 0;
57
+ loop {
58
+ lmax = (lmax + 1) >> 1u;
59
+
60
+ let candidate = index + (length + lmax) * direction;
61
+
62
+ if (candidate >= 0 && candidate < count) {
63
+ if (bvh_delta(codes, leaf_count, idx, candidate) > min_prefix_range) {
64
+ length = length + lmax;
65
+ }
66
+ }
67
+
68
+ if (lmax <= 1) {
69
+ break;
70
+ }
71
+ }
72
+
73
+ let other = index + length * direction;
74
+
75
+ return vec2<u32>(u32(min(index, other)), u32(max(index, other)));
76
+ }
77
+ `, [
78
+ chunk_bvh_delta,
79
+ ]);
@@ -0,0 +1,16 @@
1
+ /**
2
+ * The split point of the range `[first, last]` — the highest index still sharing more leading bits
3
+ * with `first` than `first` shares with `last`. Transliterated from `find_split` inside
4
+ * {@link ebvh_build_hierarchy_radix}, including the thing it does *not* do.
5
+ *
6
+ * There is deliberately **no midpoint special case for identical Morton codes**. `bvh_delta` breaks
7
+ * ties by index, so the binary search below lands on a split consistent with the ranges
8
+ * {@link bvh_determine_range} produces. A midpoint shortcut returns a different split, and a parent
9
+ * and its child then both claim the same leaf — a shared node, which is not a tree, and which only
10
+ * shows up when duplicate codes appear mid-range.
11
+ *
12
+ * @type {CodeChunk}
13
+ */
14
+ export const chunk_bvh_find_split: CodeChunk;
15
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
16
+ //# sourceMappingURL=chunk_bvh_find_split.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_bvh_find_split.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;GAYG;AACH,mCAFU,SAAS,CAkChB;0BAhDuB,oCAAoC"}
@@ -0,0 +1,49 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_bvh_delta } from "./chunk_bvh_delta.js";
3
+
4
+ /**
5
+ * The split point of the range `[first, last]` — the highest index still sharing more leading bits
6
+ * with `first` than `first` shares with `last`. Transliterated from `find_split` inside
7
+ * {@link ebvh_build_hierarchy_radix}, including the thing it does *not* do.
8
+ *
9
+ * There is deliberately **no midpoint special case for identical Morton codes**. `bvh_delta` breaks
10
+ * ties by index, so the binary search below lands on a split consistent with the ranges
11
+ * {@link bvh_determine_range} produces. A midpoint shortcut returns a different split, and a parent
12
+ * and its child then both claim the same leaf — a shared node, which is not a tree, and which only
13
+ * shows up when duplicate codes appear mid-range.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_bvh_find_split = CodeChunk.from(
18
+ //language=WGSL
19
+ `
20
+ fn bvh_find_split(codes: ptr<storage, array<u32>>, n: u32, first: u32, last: u32) -> u32 {
21
+ // Number of highest bits that match between first and last (index-tiebroken).
22
+ let common_prefix = bvh_delta(codes, n, first, i32(last));
23
+
24
+ // Binary search for the highest index that still shares more than common_prefix bits with
25
+ // the code at 'first'.
26
+ var split = first;
27
+ var step = last - first;
28
+
29
+ loop {
30
+ step = (step + 1u) >> 1u;
31
+
32
+ let candidate = split + step;
33
+
34
+ if (candidate < last) {
35
+ if (bvh_delta(codes, n, first, i32(candidate)) > common_prefix) {
36
+ split = candidate;
37
+ }
38
+ }
39
+
40
+ if (step <= 1u) {
41
+ break;
42
+ }
43
+ }
44
+
45
+ return split;
46
+ }
47
+ `, [
48
+ chunk_bvh_delta,
49
+ ]);
@@ -0,0 +1,43 @@
1
+ /**
2
+ * Record a GPU LBVH build over a flat set of leaves: Morton code, sort, Karras emission, bottom-up
3
+ * refit. Everything scene- or geometry-specific happens upstream, in whichever extraction pass
4
+ * produced `leaf_bounds` / `leaf_payload` / `scene_bounds` — this recorder knows only that it has
5
+ * `element_count` boxes with payloads and somewhere to put a tree.
6
+ *
7
+ * The output honours the format in {@link BVH_BUFFER_LAYOUT}: a `u32` root word, then `2N-1` nodes
8
+ * with internal nodes at `[0, N-2]` (root = 0, by Karras's construction) and leaf `j` at `(N-1)+j`.
9
+ * That ordering differs from the CPU path's slot-order-with-holes, which is legal because no
10
+ * consumer reads node *order* — only the node format and the root word. It is also exactly the
11
+ * BLAS convention (root at node 0), which is why the same recorder serves the geometry side later.
12
+ *
13
+ * `element_count` must be at least 1. A single leaf falls out of the same passes with no special
14
+ * case anywhere: the sort has nothing to reorder and returns its input, emission's tail `if` skips
15
+ * the internal node and writes leaf 0 at node 0 with `parents[0] = BVH_NULL_NODE`, and the refit's
16
+ * one thread reads that terminator and stops. The only thing it needs is a counters buffer WebGPU
17
+ * will accept, since a tree of one leaf has no internal node to count arrivals at.
18
+ *
19
+ * Zero leaves is refused. There is no tree to write and no dispatch to make — the caller writes
20
+ * `root = BVH_NULL_NODE` host-side, which is the four bytes consumers already read as "empty".
21
+ *
22
+ * @param {FrameGraph} graph
23
+ * @param {number} leaf_bounds buffer resource ID, `array<f32>`, six floats per leaf: `[min.xyz, max.xyz]`
24
+ * @param {number} leaf_payload buffer resource ID, `array<u32>`, one per leaf — becomes the leaf's `child_2`
25
+ * @param {number} scene_bounds buffer resource ID, `array<f32>`, six floats bounding every leaf centroid
26
+ * @param {number} element_count number of leaves, at least 1
27
+ * @param {number} nodes buffer resource ID to write the tree into, at least `bvh_buffer_size(element_count)` bytes
28
+ * @param {number} [node_word_offset] u32 word the tree's node 0 starts at. Defaults to
29
+ * {@link BVH_HEADER_WORDS} — straight after a root word, which is what a tree that owns its buffer
30
+ * wants. A tree living inside a shared arena passes its address there instead.
31
+ * @param {number} [root_word_offset] u32 word to write the root index into, or
32
+ * {@link BVH_NO_ROOT_WORD} for a format that has no header. Defaults to word 0.
33
+ * @returns {{nodes: number, keys: number, values: number}} the written tree, plus the Morton order
34
+ * it was built from — `values[i]` is the leaf that sorted to position `i`. The permutation is what a
35
+ * refit-only update would rewrite leaves through, and what the verify harness feeds the CPU oracle
36
+ * so that a topology comparison tests emission rather than float rounding in the quantiser.
37
+ */
38
+ export function graph_bvh_build_lbvh({ graph, leaf_bounds, leaf_payload, scene_bounds, element_count, nodes, node_word_offset, root_word_offset, }: FrameGraph): {
39
+ nodes: number;
40
+ keys: number;
41
+ values: number;
42
+ };
43
+ //# sourceMappingURL=graph_bvh_build_lbvh.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"graph_bvh_build_lbvh.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH,iKALa;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAC,CA8KzD"}
@@ -0,0 +1,217 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { round_up } from "../../../../core/math/round_up.js";
3
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
+ import { BVH_HEADER_WORDS, bvh_buffer_size } from "./BVH_BUFFER_LAYOUT.js";
5
+ import { graph_radix_sort } from "../sort/graph_radix_sort.js";
6
+ import { BVH_BUILD_SETTINGS_STRUCT, BVH_NO_ROOT_WORD } from "./BVH_BUILD_SETTINGS_STRUCT.js";
7
+ import { shader_bvh_emit_hierarchy } from "./shader_bvh_emit_hierarchy.js";
8
+ import { shader_bvh_morton } from "./shader_bvh_morton.js";
9
+ import { shader_bvh_refit } from "./shader_bvh_refit.js";
10
+
11
+ /**
12
+ * Record a GPU LBVH build over a flat set of leaves: Morton code, sort, Karras emission, bottom-up
13
+ * refit. Everything scene- or geometry-specific happens upstream, in whichever extraction pass
14
+ * produced `leaf_bounds` / `leaf_payload` / `scene_bounds` — this recorder knows only that it has
15
+ * `element_count` boxes with payloads and somewhere to put a tree.
16
+ *
17
+ * The output honours the format in {@link BVH_BUFFER_LAYOUT}: a `u32` root word, then `2N-1` nodes
18
+ * with internal nodes at `[0, N-2]` (root = 0, by Karras's construction) and leaf `j` at `(N-1)+j`.
19
+ * That ordering differs from the CPU path's slot-order-with-holes, which is legal because no
20
+ * consumer reads node *order* — only the node format and the root word. It is also exactly the
21
+ * BLAS convention (root at node 0), which is why the same recorder serves the geometry side later.
22
+ *
23
+ * `element_count` must be at least 1. A single leaf falls out of the same passes with no special
24
+ * case anywhere: the sort has nothing to reorder and returns its input, emission's tail `if` skips
25
+ * the internal node and writes leaf 0 at node 0 with `parents[0] = BVH_NULL_NODE`, and the refit's
26
+ * one thread reads that terminator and stops. The only thing it needs is a counters buffer WebGPU
27
+ * will accept, since a tree of one leaf has no internal node to count arrivals at.
28
+ *
29
+ * Zero leaves is refused. There is no tree to write and no dispatch to make — the caller writes
30
+ * `root = BVH_NULL_NODE` host-side, which is the four bytes consumers already read as "empty".
31
+ *
32
+ * @param {FrameGraph} graph
33
+ * @param {number} leaf_bounds buffer resource ID, `array<f32>`, six floats per leaf: `[min.xyz, max.xyz]`
34
+ * @param {number} leaf_payload buffer resource ID, `array<u32>`, one per leaf — becomes the leaf's `child_2`
35
+ * @param {number} scene_bounds buffer resource ID, `array<f32>`, six floats bounding every leaf centroid
36
+ * @param {number} element_count number of leaves, at least 1
37
+ * @param {number} nodes buffer resource ID to write the tree into, at least `bvh_buffer_size(element_count)` bytes
38
+ * @param {number} [node_word_offset] u32 word the tree's node 0 starts at. Defaults to
39
+ * {@link BVH_HEADER_WORDS} — straight after a root word, which is what a tree that owns its buffer
40
+ * wants. A tree living inside a shared arena passes its address there instead.
41
+ * @param {number} [root_word_offset] u32 word to write the root index into, or
42
+ * {@link BVH_NO_ROOT_WORD} for a format that has no header. Defaults to word 0.
43
+ * @returns {{nodes: number, keys: number, values: number}} the written tree, plus the Morton order
44
+ * it was built from — `values[i]` is the leaf that sorted to position `i`. The permutation is what a
45
+ * refit-only update would rewrite leaves through, and what the verify harness feeds the CPU oracle
46
+ * so that a topology comparison tests emission rather than float rounding in the quantiser.
47
+ */
48
+ export function graph_bvh_build_lbvh({
49
+ graph,
50
+ leaf_bounds,
51
+ leaf_payload,
52
+ scene_bounds,
53
+ element_count,
54
+ nodes,
55
+ node_word_offset = BVH_HEADER_WORDS,
56
+ root_word_offset = 0,
57
+ }) {
58
+
59
+ assert.defined(graph, 'graph');
60
+ assert.isNonNegativeInteger(leaf_bounds, 'leaf_bounds');
61
+ assert.isNonNegativeInteger(leaf_payload, 'leaf_payload');
62
+ assert.isNonNegativeInteger(scene_bounds, 'scene_bounds');
63
+ assert.isNonNegativeInteger(nodes, 'nodes');
64
+ assert.isNonNegativeInteger(element_count, 'element_count');
65
+ assert.greaterThanOrEqual(element_count, 1, 'element_count — an empty tree is written host-side');
66
+ assert.isNonNegativeInteger(node_word_offset, 'node_word_offset');
67
+ assert.isNonNegativeInteger(root_word_offset, 'root_word_offset');
68
+
69
+ const node_count = 2 * element_count - 1;
70
+
71
+ // aligned on a 1k boundary to lower memory fragmentation, as the sort's own transients are
72
+ const KEY_DESCRIPTOR = BufferResourceDescriptor.from(
73
+ round_up(element_count * Uint32Array.BYTES_PER_ELEMENT, 1024),
74
+ GPUBufferUsage.STORAGE
75
+ );
76
+
77
+ const PARENTS_DESCRIPTOR = BufferResourceDescriptor.from(
78
+ round_up(node_count * Uint32Array.BYTES_PER_ELEMENT, 1024),
79
+ GPUBufferUsage.STORAGE
80
+ );
81
+
82
+ // One per internal node. A single-leaf tree has none, and a zero-sized buffer is not a thing
83
+ // WebGPU will hand out, so it gets one cell that nothing ever touches.
84
+ const counters_size = Math.max(1, element_count - 1) * Uint32Array.BYTES_PER_ELEMENT;
85
+
86
+ // Every build needs these at zero. A fresh buffer arrives zeroed; a pool-reused one carries
87
+ // the previous build's arrival counts, which would let a first arrival believe it was a second
88
+ // and fit a node from a sibling that has not been written yet.
89
+ const COUNTERS_DESCRIPTOR = BufferResourceDescriptor.from(
90
+ counters_size,
91
+ GPUBufferUsage.STORAGE,
92
+ 0, counters_size
93
+ );
94
+
95
+ // The build owns its `parents` and `leaf_nodes` outright — they are transients of this graph,
96
+ // one tree to a buffer — so both start at word 0.
97
+ const settings = {
98
+ element_count,
99
+ node_word_offset,
100
+ root_word_offset,
101
+ parents_offset: 0,
102
+ leaf_nodes_offset: 0,
103
+ };
104
+
105
+ /**
106
+ * @param pass_data
107
+ * @param {FramePassResources} resources
108
+ * @param {GraphicsExecutionContext} context
109
+ */
110
+ function execute_morton(pass_data, resources, context) {
111
+ const encoder = context.encoder;
112
+
113
+ shader_bvh_morton.dispatchLinear({
114
+ encoder,
115
+ element_count,
116
+ bindings: {
117
+ settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
118
+ leaf_bounds: resources.get(pass_data.leaf_bounds),
119
+ scene_bounds: resources.get(pass_data.scene_bounds),
120
+ keys: resources.get(pass_data.keys),
121
+ values: resources.get(pass_data.values),
122
+ }
123
+ });
124
+ }
125
+
126
+ /**
127
+ * @param pass_data
128
+ * @param {FramePassResources} resources
129
+ * @param {GraphicsExecutionContext} context
130
+ */
131
+ function execute_emit(pass_data, resources, context) {
132
+ const encoder = context.encoder;
133
+
134
+ const output = resources.get(pass_data.nodes);
135
+
136
+ // the tree ends at its last node; where it starts is the caller's business
137
+ const end_byte = (node_word_offset + (2 * element_count - 1) * 8) * Uint32Array.BYTES_PER_ELEMENT;
138
+
139
+ assert.greaterThanOrEqual(output.size, end_byte, 'node buffer underflow');
140
+
141
+ shader_bvh_emit_hierarchy.dispatchLinear({
142
+ encoder,
143
+ element_count,
144
+ bindings: {
145
+ settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
146
+ keys: resources.get(pass_data.keys),
147
+ values: resources.get(pass_data.values),
148
+ leaf_bounds: resources.get(pass_data.leaf_bounds),
149
+ leaf_payload: resources.get(pass_data.leaf_payload),
150
+ nodes: output,
151
+ parents: resources.get(pass_data.parents),
152
+ leaf_nodes: resources.get(pass_data.leaf_nodes),
153
+ }
154
+ });
155
+ }
156
+
157
+ /**
158
+ * @param pass_data
159
+ * @param {FramePassResources} resources
160
+ * @param {GraphicsExecutionContext} context
161
+ */
162
+ function execute_refit(pass_data, resources, context) {
163
+ const encoder = context.encoder;
164
+
165
+ shader_bvh_refit.dispatchLinear({
166
+ encoder,
167
+ element_count,
168
+ bindings: {
169
+ settings: encoder.allocateTransientValueBuffer(BVH_BUILD_SETTINGS_STRUCT, settings),
170
+ parents: resources.get(pass_data.parents),
171
+ leaf_nodes: resources.get(pass_data.leaf_nodes),
172
+ counters: resources.get(pass_data.counters),
173
+ nodes: resources.get(pass_data.nodes),
174
+ }
175
+ });
176
+ }
177
+
178
+ const morton_data = {};
179
+ const morton_pass = graph.add("bvh build/morton", morton_data, execute_morton);
180
+
181
+ morton_data.leaf_bounds = morton_pass.read(leaf_bounds);
182
+ morton_data.scene_bounds = morton_pass.read(scene_bounds);
183
+ morton_data.keys = morton_pass.create("bvh build/morton keys", KEY_DESCRIPTOR);
184
+ morton_data.values = morton_pass.create("bvh build/leaf order", KEY_DESCRIPTOR);
185
+
186
+ const sorted = graph_radix_sort({
187
+ graph,
188
+ keys: morton_data.keys,
189
+ values: morton_data.values,
190
+ element_count,
191
+ });
192
+
193
+ const emit_data = {};
194
+ const emit_pass = graph.add("bvh build/emit hierarchy", emit_data, execute_emit);
195
+
196
+ emit_data.keys = emit_pass.read(sorted.keys);
197
+ emit_data.values = emit_pass.read(sorted.values);
198
+ emit_data.leaf_bounds = emit_pass.read(leaf_bounds);
199
+ emit_data.leaf_payload = emit_pass.read(leaf_payload);
200
+ emit_data.nodes = emit_pass.write(nodes);
201
+ emit_data.parents = emit_pass.create("bvh build/parents", PARENTS_DESCRIPTOR);
202
+ emit_data.leaf_nodes = emit_pass.create("bvh build/leaf nodes", KEY_DESCRIPTOR);
203
+
204
+ const refit_data = {};
205
+ const refit_pass = graph.add("bvh build/refit", refit_data, execute_refit);
206
+
207
+ refit_data.parents = refit_pass.read(emit_data.parents);
208
+ refit_data.leaf_nodes = refit_pass.read(emit_data.leaf_nodes);
209
+ refit_data.counters = refit_pass.create("bvh build/refit counters", COUNTERS_DESCRIPTOR);
210
+ refit_data.nodes = refit_pass.write(emit_data.nodes);
211
+
212
+ return {
213
+ nodes: refit_data.nodes,
214
+ keys: sorted.keys,
215
+ values: sorted.values,
216
+ };
217
+ }
@@ -0,0 +1,24 @@
1
+ export const BVH_EMIT_WORKGROUP_SIZE: 64;
2
+ /**
3
+ * Karras hierarchy emission — pass 3 of {@link graph_bvh_build_lbvh}, and a transliteration of
4
+ * {@link ebvh_build_hierarchy_radix} with the DXR Fallback's index layout: internal node `k` at node
5
+ * `k` (root = 0), leaf `j` at node `(n-1)+j`, `2n-1` nodes in total.
6
+ *
7
+ * Node indices are local to the tree; where node 0 actually lands is `settings.node_word_offset`,
8
+ * so the same kernel writes a TLAS that owns its buffer and a BLAS that is a tenant in a shared
9
+ * arena. Root-at-node-0 is what both conventions want, which is why one kernel can serve them.
10
+ *
11
+ * One dispatch of `n` threads with a tail `if`, which is the canonical LBVH formulation: thread `i`
12
+ * always writes leaf `(n-1)+i`, and threads below `n-1` additionally derive internal node `i`'s
13
+ * range and split and wire its two children.
14
+ *
15
+ * Barrier-free, atomic-free, subgroup-free, and a pure function of the sorted keys — deliberately,
16
+ * because that is what lets the WGSL emulator execute this kernel point-wise in vitest against the
17
+ * in-repo CPU oracle, duplicate-code runs and all. Internal-node bounds are left to
18
+ * {@link shader_bvh_refit}.
19
+ *
20
+ * @type {ComputeShader}
21
+ */
22
+ export const shader_bvh_emit_hierarchy: ComputeShader;
23
+ import { ComputeShader } from "../../shader/ComputeShader.js";
24
+ //# sourceMappingURL=shader_bvh_emit_hierarchy.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_bvh_emit_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js"],"names":[],"mappings":"AAgBA,yCAA0C;AAqG1C;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wCAFU,aAAa,CAOpB;8BA1I2B,+BAA+B"}
@@ -0,0 +1,143 @@
1
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { BVH_NULL_NODE_DEFINITION } from "../../shader/chunk/bvh/BVH_NULL_NODE_DEFINITION.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ BVH_NODE_BOUNDS_WORD,
9
+ BVH_NODE_CHILD_1_WORD,
10
+ BVH_NODE_CHILD_2_WORD,
11
+ BVH_NODE_STRIDE_WORDS
12
+ } from "./BVH_BUFFER_LAYOUT.js";
13
+ import { BVH_BUILD_SETTINGS_STRUCT, BVH_NO_ROOT_WORD } from "./BVH_BUILD_SETTINGS_STRUCT.js";
14
+ import { chunk_bvh_determine_range } from "./chunk_bvh_determine_range.js";
15
+ import { chunk_bvh_find_split } from "./chunk_bvh_find_split.js";
16
+
17
+ export const BVH_EMIT_WORKGROUP_SIZE = 64;
18
+
19
+ const resources = new ShaderResourceSetDescriptor();
20
+ resources.createGroup()
21
+ .addUniform("settings", BVH_BUILD_SETTINGS_STRUCT)
22
+ // sorted Morton codes, and the leaf index each one came from
23
+ .addStorageBuffer("keys", WebGPUArray.from(u32), false)
24
+ .addStorageBuffer("values", WebGPUArray.from(u32), false)
25
+ .addStorageBuffer("leaf_bounds", WebGPUArray.from(f32), false)
26
+ .addStorageBuffer("leaf_payload", WebGPUArray.from(u32), false)
27
+ // `{root: u32, nodes: array<BVH2_NODE_STRUCT>}`, written flat
28
+ .addStorageBuffer("nodes", WebGPUArray.from(u32), true)
29
+ // parent of every node, indexed the same way the node buffer is
30
+ .addStorageBuffer("parents", WebGPUArray.from(u32), true)
31
+ // which node each leaf ordinal lives at — see the shader's note on why this is written out
32
+ .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), true);
33
+
34
+ const body = CodeChunk.from(
35
+ //language=WGSL
36
+ `
37
+ const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
38
+ const NODE_BOUNDS = ${BVH_NODE_BOUNDS_WORD}u;
39
+ const NODE_CHILD_1 = ${BVH_NODE_CHILD_1_WORD}u;
40
+ const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
41
+ const NO_ROOT_WORD = ${BVH_NO_ROOT_WORD}u;
42
+
43
+ fn bvh_node_word(node: u32) -> u32 {
44
+ return settings.node_word_offset + node * NODE_STRIDE;
45
+ }
46
+
47
+ @compute @workgroup_size(${BVH_EMIT_WORKGROUP_SIZE}, 1, 1)
48
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
49
+ let i = gid.x;
50
+ let n = settings.element_count;
51
+
52
+ if (i >= n) {
53
+ return;
54
+ }
55
+
56
+ // Leaf j lives at node (n-1)+j, internal node k at node k. Root is internal node 0 by Karras's
57
+ // construction — it is the node whose range is the whole array.
58
+ let leaf_source = values[i];
59
+ let leaf_node = (n - 1u) + i;
60
+
61
+ let bounds_source = leaf_source * 6u;
62
+ let leaf_word = bvh_node_word(leaf_node);
63
+
64
+ for (var k = 0u; k < 6u; k += 1u) {
65
+ nodes[leaf_word + NODE_BOUNDS + k] = bitcast<u32>(leaf_bounds[bounds_source + k]);
66
+ }
67
+
68
+ nodes[leaf_word + NODE_CHILD_1] = BVH_NULL_NODE;
69
+ nodes[leaf_word + NODE_CHILD_2] = leaf_payload[leaf_source];
70
+
71
+ // Where the leaves are is an output of construction, not a convention two kernels have to
72
+ // share. For this layout it is (n-1)+i and the refit could work it out — but a tree that was
73
+ // copied rather than built has its leaves wherever its builder put them, and the refit reads
74
+ // this the same way for both.
75
+ leaf_nodes[i] = leaf_node;
76
+
77
+ // n leaves, n-1 internal nodes — the tail thread has only a leaf to write.
78
+ if (i < n - 1u) {
79
+ let range = bvh_determine_range(&keys, n, i);
80
+
81
+ let first = range.x;
82
+ let last = range.y;
83
+
84
+ let split = bvh_find_split(&keys, n, first, last);
85
+
86
+ // A subrange of one element is a leaf; otherwise it is owned by the internal node whose
87
+ // left boundary sits at that code index.
88
+ let child_1 = select(split, (n - 1u) + split, split == first);
89
+ let child_2 = select(split + 1u, (n - 1u) + split + 1u, split + 1u == last);
90
+
91
+ let node_word = bvh_node_word(i);
92
+
93
+ nodes[node_word + NODE_CHILD_1] = child_1;
94
+ nodes[node_word + NODE_CHILD_2] = child_2;
95
+
96
+ // The refit climbs these; internal-node bounds are its business, not this pass's.
97
+ parents[child_1] = i;
98
+ parents[child_2] = i;
99
+ }
100
+
101
+ if (i == 0u) {
102
+ // Constant by construction, but a tree whose format has a root word has consumers that read
103
+ // it. A BLAS has none — its root is node 0 by convention — and says so with NO_ROOT_WORD.
104
+ if (settings.root_word_offset != NO_ROOT_WORD) {
105
+ nodes[settings.root_word_offset] = 0u;
106
+ }
107
+
108
+ // Where the refit's climb stops.
109
+ parents[0] = BVH_NULL_NODE;
110
+ }
111
+ }
112
+ `, [
113
+ BVH_NULL_NODE_DEFINITION,
114
+ chunk_bvh_determine_range,
115
+ chunk_bvh_find_split,
116
+ ]);
117
+
118
+ /**
119
+ * Karras hierarchy emission — pass 3 of {@link graph_bvh_build_lbvh}, and a transliteration of
120
+ * {@link ebvh_build_hierarchy_radix} with the DXR Fallback's index layout: internal node `k` at node
121
+ * `k` (root = 0), leaf `j` at node `(n-1)+j`, `2n-1` nodes in total.
122
+ *
123
+ * Node indices are local to the tree; where node 0 actually lands is `settings.node_word_offset`,
124
+ * so the same kernel writes a TLAS that owns its buffer and a BLAS that is a tenant in a shared
125
+ * arena. Root-at-node-0 is what both conventions want, which is why one kernel can serve them.
126
+ *
127
+ * One dispatch of `n` threads with a tail `if`, which is the canonical LBVH formulation: thread `i`
128
+ * always writes leaf `(n-1)+i`, and threads below `n-1` additionally derive internal node `i`'s
129
+ * range and split and wire its two children.
130
+ *
131
+ * Barrier-free, atomic-free, subgroup-free, and a pure function of the sorted keys — deliberately,
132
+ * because that is what lets the WGSL emulator execute this kernel point-wise in vitest against the
133
+ * in-repo CPU oracle, duplicate-code runs and all. Internal-node bounds are left to
134
+ * {@link shader_bvh_refit}.
135
+ *
136
+ * @type {ComputeShader}
137
+ */
138
+ export const shader_bvh_emit_hierarchy = ComputeShader.from({
139
+ label: "BVHBuild/EmitHierarchy",
140
+ resources,
141
+ body,
142
+ group_size: [BVH_EMIT_WORKGROUP_SIZE, 1, 1],
143
+ });
@@ -0,0 +1,17 @@
1
+ export const BVH_MORTON_WORKGROUP_SIZE: 64;
2
+ /**
3
+ * Morton code per leaf — pass 1 of {@link graph_bvh_build_lbvh}.
4
+ *
5
+ * The leaf's centroid is quantised to ten bits per axis inside the scene bounds and interleaved
6
+ * into a 30-bit code, matching `v3_morton_encode_bounded` + `v3_morton_encode_normalized` on the
7
+ * CPU term for term (`round(1023 * t)`, zero-extent axes scaled by zero). `values[i] = i` seeds the
8
+ * permutation the sort then carries.
9
+ *
10
+ * Pure per-invocation: no barriers, no atomics, no subgroups — which is what lets the emulator tier
11
+ * run it point-wise against the CPU encoder.
12
+ *
13
+ * @type {ComputeShader}
14
+ */
15
+ export const shader_bvh_morton: ComputeShader;
16
+ import { ComputeShader } from "../../shader/ComputeShader.js";
17
+ //# sourceMappingURL=shader_bvh_morton.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_bvh_morton.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js"],"names":[],"mappings":"AAQA,2CAA4C;AAwD5C;;;;;;;;;;;;GAYG;AACH,gCAFU,aAAa,CAOpB;8BA9E2B,+BAA+B"}