@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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@@ -1,276 +1,255 @@
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- # Virtual Textures
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-
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- Opt-in software virtual texturing for the deferred (visibility-buffer)
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- renderer: materials sample from streamed pages of arbitrarily large
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- textures, with GPU memory bounded by what is visible instead of what is
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- loaded. Built for **hundreds of simultaneous virtual textures** sharing one
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- page table, one physical cache and one feedback pass.
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-
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- This README covers running the demo, adopting the system, configuration and
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- the working design. The extended design document — literature survey,
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- decision log, scale math, future work — is [`VIRTUAL_TEXTURES.md`](../../../../VIRTUAL_TEXTURES.md)
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- in the repo root.
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-
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- ---
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-
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- ## Demo / prototype
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-
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- [`prototypeVirtualTexture.js`](./prototypeVirtualTexture.js) is a
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- self-contained vite entry point. Two ways to run it:
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-
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- 1. **Dedicated page** `npm start`, then open `https://localhost:5173/vt.html`
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- (the html at the repo root already points at the prototype).
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- 2. **Entry-point swap** — point the `<script type="module">` in `index.html`
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- at `src/tools/playground/prototype_virtual_texture.js`, same as the
25
- particles prototype workflow.
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-
27
- The scene contains four objects chosen to exercise every path:
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-
29
- | Object | Stack | Source | Demonstrates |
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- |---|---|---|---|
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- | Ground plane (100 m) | 8192² | `VTSourceProcedural`, instant | mip selection & residency, visually |
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- | Back wall | 4096² | `VTSourceProcedural`, 250 ms latency | streaming: pinned root first, refinement blending in |
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- | Box | 2048² | `VTSourceImage` (runtime-tiled canvas) | zero-pipeline adoption of ordinary images |
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- | Plain orange box | | regular material | mixed standard/VT pipelines in one material pass |
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-
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- The procedural tiles are the classic VT debug pattern: **color = mip level,
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- label = `mip:x,y` page address**, white page frames. Fly toward the ground
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- and watch red (mip 0) pages stream in around you; the concentric color rings
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- are the mip ladder.
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-
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- The GUI exposes the `feature_virtual_textures` kill switch, feedback stride,
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- the wall's simulated latency, and live residency stats.
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-
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- ### Headless / scripted driving
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-
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- Hidden or unfocused tabs never fire `requestAnimationFrame` and clamp timers
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- to ~1 s, so the demo also installs console hooks:
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-
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- ```js
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- await vt_step(30); // render 30 frames, paced against the GPU; returns stats
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- window.vt // the VirtualTextureManager (stats, config)
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- window.renderer, window.scene, window.camera, window.controller
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- ```
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-
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- `vt_step` mirrors the frame loop (resize, controller, render) and awaits
56
- `onSubmittedWorkDone` per frame so feedback readbacks resolve between frames
57
- — this is how the system is verified without a visible window.
58
-
59
- ---
60
-
61
- ## Using it
62
-
63
- ### Opt a material in
64
-
65
- ```js
66
- import { VirtualTextureStack } from "./texture/virtual/VirtualTextureStack.js";
67
- import { VTSourceTiled } from "./texture/virtual/source/VTSourceTiled.js";
68
-
69
- material.vt_stack = VirtualTextureStack.from({
70
- label: 'rock',
71
- size: 8192, // texels; square, power of two
72
- source: new VTSourceTiled({
73
- layers: [ // URL template per cache layer
74
- 'tiles/rock/albedo/{mip}/{x}_{y}.webp',
75
- 'tiles/rock/normal/{mip}/{x}_{y}.webp',
76
- 'tiles/rock/orm/{mip}/{x}_{y}.webp',
77
- ],
78
- }),
79
- wrap: true, // repeat (false = clamp), applied in-shader
80
- uv_set: 0, // 0 or 1
81
- average_color: [0.4, 0.35, 0.3, 1], // linear premultiplied; shown before the root arrives
82
- });
83
- ```
84
-
85
- That is the entire opt-in. Registration happens automatically when the
86
- material is first built; a stack may be shared by any number of materials.
87
- Everything else in the engine renders exactly as before, and the system
88
- allocates nothing until the first stack registers.
89
-
90
- A **stack** is the unit of virtualization: a set of texture layers
91
- (albedo / normal / ORM in the standard cache group) sharing one UV set and
92
- one resolution. The whole set streams, resides and is addressed as one —
93
- one feedback value, one page-table entry, one residency decision, and in the
94
- material shader one page-table fetch feeds all three layer samples. This is
95
- the "do the work once for matching UV sets" design, per UE's VT stacks /
96
- Granite's stacked textures.
97
-
98
- ### Tile sources
99
-
100
- A source implements:
101
-
102
- ```js
103
- prepare(geometry)? // called on registration: {page_size, border,
104
- // slot_size, layer_count, size, mip_count}
105
- load_page(mip, x, y, signal) // Promise<payload[]>, one per layer;
106
- // payloads are slot_size² (border baked in);
107
- // reject with AbortError on signal abort
108
- layer_mask // bitmask of layers provided (bit0 = albedo…)
109
- destroy()? // called on last unregistration
110
- ```
111
-
112
- Included:
113
-
114
- - **`VTSourceTiled`** pre-tiled page files over HTTP, decoded with
115
- `createImageBitmap` (WebP/AVIF/PNG/JPEG — browser-native, no WASM).
116
- `legacy_meep_mips: true` consumes the original meep VT converter's output
117
- (`${mip}-${x}-${y}.png`, coarsest-is-zero naming) unchanged. Serve
118
- normal/ORM tiles lossless or 4:4:4 chroma subsampling mangles them.
119
- - **`VTSourceImage`** runtime tiler: hand it ordinary decoded images and it
120
- builds a canvas mip pyramid once and blits padded tiles on demand. The
121
- adoption path wins GPU memory and bandwidth, not host memory.
122
- - **`VTSourceProcedural`** — instant labeled debug tiles, optional artificial
123
- latency. Also the reference source implementation.
124
-
125
- Missing layers (e.g. albedo-only stacks) fall back per layer in the shader:
126
- albedo the stack's `average_color`, normal → flat +Z, ORM → neutral.
127
-
128
- ### Constraints (v1)
129
-
130
- - **Opaque materials only** (asserted). The alpha-tested visibility pass and
131
- OIT sample the *regular* albedo texture, where VT residency isn't
132
- guaranteed.
133
- - `size` is square, power-of-two, a multiple of `page_size`, 512 pages per
134
- axis (64k texels at the default page size).
135
- - Emissive stays a regular texture; a `uv_set: 1` stack re-interpolates uv1
136
- for all of that material's samples, emissive included.
137
- - Feedback covers the primary view. Path tracer / lightmap baker see
138
- fallback colors (no VT sampling there yet).
139
- - Filtering is bilinear + per-pixel nearest mip (id Tech's shipped baseline);
140
- anisotropy and trilinear are documented follow-ups the 4-texel borders
141
- already budget for aniso ~4×.
142
-
143
- ### Configuration
144
-
145
- `graphics.virtual_textures.configure({...})` **before the first stack
146
- registers** (geometry freezes at first use):
147
-
148
- | Key | Default | Meaning |
149
- |---|---|---|
150
- | `page_size` | 128 | payload texels per page side |
151
- | `border` | 4 | border texels per side, baked into tiles (slot = 136²) |
152
- | `atlas_size` | 4096 | physical cache side → 30×30 = 900 pages, ~64 MB/layer |
153
- | `table_size` | 1024 | shared page table side (texels = pages), mip-mapped r32uint |
154
- | `layers` | albedo/normal/orm | cache group: name, format, premultiply |
155
- | `feedback_stride` | 4 | sample 1 px per stride² block, jittered (runtime-adjustable) |
156
- | `max_uploads_per_frame` | 8 | page-upload budget |
157
- | `max_concurrent_loads` | 32 | in-flight source loads |
158
- | `request_cap_fraction` | | pending requests ≤ cap × cache capacity |
159
- | `eviction_protect_window` | 4 | frames a touched page is unevictable (covers readback latency) |
160
- | `queue_stale_window` | 30 | untouched queued requests dropped after N frames |
161
- | `pressure_high/low_watermark` | 0.9 / 0.75 | residency bias hysteresis |
162
-
163
- Runtime switch: `renderer.feature_virtual_textures` (default true) stops
164
- feedback and streaming; already-resident pages keep rendering.
165
-
166
- ---
167
-
168
- ## How it works
169
-
170
- ```
171
- viz buffer (mesh+triangle ids)
172
-
173
-
174
- vt_feedback (compute, 1 px per stride², jittered) [GPU]
175
- pixel mesh material → stack; UV + analytic gradients
176
- (same chunks as the material pass); mip select; insert
177
- packed key into a hash set of unique requests
178
- │ ~64 KB raw hash buffer
179
-
180
- async readback (pooled staging, mapAsync, ≤3 in flight) [GPU→CPU, 1–2 frames]
181
-
182
-
183
- VirtualTextureManager.process_feedback [CPU]
184
- resident → LRU touch (incl. the ancestor actually serving
185
- a missing cell); miss request + missing-ancestor chain
186
-
187
- update() per frame: apply arrivals (budgeted uploads),
188
- evict (LRU + protection window + finest-first ties),
189
- flush page-table dirty rects + stack info rows,
190
- issue loads coarse-first with backoff on failures
191
-
192
-
193
- VTPageTable (shared r32uint, mips) VTPhysicalCache (atlas per layer,
194
- quadtree regions per stack; lockstep slots, page+border)
195
- every texel = nearest RESIDENT │
196
- ancestor-or-self entry │
197
- └───────────────┬───────────────────────────┘
198
-
199
- material pass (VT variant): ONE textureLoad into the
200
- table physical UV N bilinear layer fetches
201
- ```
202
-
203
- Design points worth knowing before modifying:
204
-
205
- - **Shared page table.** Every stack owns a buddy-allocated square region of
206
- one mip-mapped `r32uint` texture. Buddy alignment makes `origin >> mip`
207
- exact at every mip the region supports, so hundreds of stacks need no
208
- per-mip metadata and never collide. Entries are **pre-filled with the
209
- nearest resident ancestor** (maintained incrementally on load/evict by
210
- `VTPageTable`'s match-and-prune DFS), which is what keeps sampling a
211
- single fetch with automatic coarse fallback no shader mip-walk.
212
- - **Feedback sampler parity.** Both compile the same
213
- `build_chunk_vt_lookup` chunk and the same derivative-bias constants; if
214
- the mip formulas ever diverge, the system requests pages it doesn't sample.
215
- Change the chunk, never one side.
216
- - **Key formats** (single source: `VT_CONSTANTS.js`, WGSL mirrors tested for
217
- parity): request key `stack:10 | mip:4 | x:9 | y:9`, stored `key+1` so a
218
- zero-cleared buffer reads empty; page-table entry
219
- `phys_x:8 | phys_y:8 | mip:5 | valid:1`. **Stack ids 0 and 1023 are
220
- reserved** — 1023 is the "no stack" sentinel, and 0 is never assigned so
221
- zero-initialized / not-yet-flushed GPU rows decode to a harmless
222
- "unknown stack" instead of junk requests.
223
- - **Residency policy.** LRU with a protection window covering readback
224
- latency; each stack's root page is pinned at registration (a fallback is
225
- always resident once it arrives held and retried, never dropped, even
226
- under lock saturation); eviction ties shed the finest mip first; requests
227
- are capped per cycle and canceled when stale; failed loads back off
228
- exponentially in a negative cache; cache pressure raises a feedback mip
229
- bias so oversubscription degrades to blur instead of thrash.
230
- - **Frame protocol.** `update()` runs in `Renderer.#begin_frame`
231
- (queue-ordered before the frame's submits). Stacks registered mid-frame
232
- (materials build during scene update) are published by an idempotent
233
- `flush_gpu_state()` re-run from `graph_feedback`, so first frames render
234
- correctly.
235
- - **Struct packing hazard.** `WebGPUStruct.pack()` reorders fields — never
236
- construct packed structs positionally in WGSL (tests included); use
237
- member-wise assignment. Inline chunk structs (`VTPhysical`,
238
- `VTPageTableEntry`) are unpacked and safe.
239
-
240
- ## Files
241
-
242
- | File | Role |
243
- |---|---|
244
- | `VirtualTextureManager.js` | orchestrator: registry, residency, streaming, FrameGraph wiring |
245
- | `VirtualTextureStack.js` | scene-side stack description (`material.vt_stack`) |
246
- | `VTPageTable.js` | shared table texture + CPU mirror + ancestor-closure propagation |
247
- | `PageTableQuadAllocator.js` | buddy allocator (the `origin >> mip` guarantee) |
248
- | `VTPhysicalCache.js` | per-layer atlases, lockstep slots, LRU metadata, uploads |
249
- | `VT_CONSTANTS.js` | bit layouts, sentinels, JS pack/unpack |
250
- | `VT_STACK_INFO_STRUCT.js` | per-stack GPU record |
251
- | `build_chunk_vt_lookup.js` | shared WGSL: wrap, mip select, table load, physical UV |
252
- | `chunk_vt_request_key.js` | WGSL request-key packing |
253
- | `build_shader_vt_feedback.js` | the feedback compute shader |
254
- | `source/VTSource{Procedural,Image,Tiled}.js` | tile providers |
255
- | `prototypeVirtualTexture.js` | this demo |
256
- | `../../material/standard/fragment_gbuffer_vt.js` | VT material shader variant |
257
-
258
- ## Tests
259
-
260
- ```
261
- npx vitest run src/webgpu/renderer/texture/virtual
262
- ```
263
-
264
- ~60 tests: allocator properties; page-table nearest-ancestor invariant
265
- against a brute-force reference model (randomized, including physical-slot
266
- recycling); cache LRU/pinning/tie-breaks; manager end-to-end with a mocked
267
- GPU (register → pin → feedback → stream → evict → unregister) plus the
268
- policy set (request cap, stale aging, coarse-first order, serving-ancestor
269
- protection, failure backoff, locked-root retry, teardown flush, stale-key
270
- rejection); WGSL validity for both shaders (tree-sitter); WGSL↔JS packing
271
- and physical-UV parity through the in-repo emulator, under default and
272
- non-default geometry; and standard↔VT pipeline bind-group-layout equality.
273
-
274
- Known untestable-here: the GPU hash-set insert loop (the emulator has no
275
- atomics) and the canvas-based sources (no OffscreenCanvas under Node) — both
276
- are covered by the demo instead.
1
+ # Virtual Textures
2
+
3
+ Opt-in software virtual texturing for the deferred (visibility-buffer)
4
+ renderer: materials sample from streamed pages of arbitrarily large
5
+ textures, with GPU memory bounded by what is visible instead of what is
6
+ loaded. Built for **hundreds of simultaneous virtual textures** sharing one
7
+ page table, one physical cache and one feedback pass.
8
+
9
+ This README covers adopting the system, configuration and the working
10
+ design. The extended design document — literature survey,
11
+ decision log, scale math, future work — is [`VIRTUAL_TEXTURES.md`](../../../../VIRTUAL_TEXTURES.md)
12
+ in the repo root.
13
+
14
+ ---
15
+
16
+ ## Exercising it
17
+
18
+ There is no demo page. `prototype_virtual_texture.js` used to be one, but it
19
+ booted from a harness in a repo that is no longer around and imported
20
+ `lil-gui`/`stats.js`, neither of which is installed here; it was deleted along
21
+ with the rest of the unreachable playground entries. For the record, the scene
22
+ it stood up was four objects chosen to exercise every path:
23
+
24
+ | Object | Stack | Source | Demonstrated |
25
+ |---|---|---|---|
26
+ | Ground plane (100 m) | 8192² | `VTSourceProcedural`, instant | mip selection & residency, visually |
27
+ | Back wall | 4096² | `VTSourceProcedural`, 250 ms latency | streaming: pinned root first, refinement blending in |
28
+ | Box | 2048² | `VTSourceImage` (runtime-tiled canvas) | zero-pipeline adoption of ordinary images |
29
+ | Plain orange box | | regular material | mixed standard/VT pipelines in one material pass |
30
+
31
+ The procedural tiles used the classic VT debug pattern: **color = mip level,
32
+ label = `mip:x,y` page address**, white page frames.
33
+
34
+ What exercises the system now is its spec coverage, each `.spec.js` sitting
35
+ beside the module it tests: `VTPageTable`, `VTPhysicalCache`,
36
+ `PageTableQuadAllocator`, `VirtualTextureManager`, `VT_CONSTANTS`,
37
+ `vt_pipeline_compat` and `vt_shaders`.
38
+
39
+ ---
40
+
41
+ ## Using it
42
+
43
+ ### Opt a material in
44
+
45
+ ```js
46
+ import { VirtualTextureStack } from "./texture/virtual/VirtualTextureStack.js";
47
+ import { VTSourceTiled } from "./texture/virtual/source/VTSourceTiled.js";
48
+
49
+ material.vt_stack = VirtualTextureStack.from({
50
+ label: 'rock',
51
+ size: 8192, // texels; square, power of two
52
+ source: new VTSourceTiled({
53
+ layers: [ // URL template per cache layer
54
+ 'tiles/rock/albedo/{mip}/{x}_{y}.webp',
55
+ 'tiles/rock/normal/{mip}/{x}_{y}.webp',
56
+ 'tiles/rock/orm/{mip}/{x}_{y}.webp',
57
+ ],
58
+ }),
59
+ wrap: true, // repeat (false = clamp), applied in-shader
60
+ uv_set: 0, // 0 or 1
61
+ average_color: [0.4, 0.35, 0.3, 1], // linear premultiplied; shown before the root arrives
62
+ });
63
+ ```
64
+
65
+ That is the entire opt-in. Registration happens automatically when the
66
+ material is first built; a stack may be shared by any number of materials.
67
+ Everything else in the engine renders exactly as before, and the system
68
+ allocates nothing until the first stack registers.
69
+
70
+ A **stack** is the unit of virtualization: a set of texture layers
71
+ (albedo / normal / ORM in the standard cache group) sharing one UV set and
72
+ one resolution. The whole set streams, resides and is addressed as one —
73
+ one feedback value, one page-table entry, one residency decision, and in the
74
+ material shader one page-table fetch feeds all three layer samples. This is
75
+ the "do the work once for matching UV sets" design, per UE's VT stacks /
76
+ Granite's stacked textures.
77
+
78
+ ### Tile sources
79
+
80
+ A source implements:
81
+
82
+ ```js
83
+ prepare(geometry)? // called on registration: {page_size, border,
84
+ // slot_size, layer_count, size, mip_count}
85
+ load_page(mip, x, y, signal) // Promise<payload[]>, one per layer;
86
+ // payloads are slot_size² (border baked in);
87
+ // reject with AbortError on signal abort
88
+ layer_mask // bitmask of layers provided (bit0 = albedo…)
89
+ destroy()? // called on last unregistration
90
+ ```
91
+
92
+ Included:
93
+
94
+ - **`VTSourceTiled`** pre-tiled page files over HTTP, decoded with
95
+ `createImageBitmap` (WebP/AVIF/PNG/JPEG browser-native, no WASM).
96
+ `legacy_meep_mips: true` consumes the original meep VT converter's output
97
+ (`${mip}-${x}-${y}.png`, coarsest-is-zero naming) unchanged. Serve
98
+ normal/ORM tiles lossless or 4:4:4 — chroma subsampling mangles them.
99
+ - **`VTSourceImage`** — runtime tiler: hand it ordinary decoded images and it
100
+ builds a canvas mip pyramid once and blits padded tiles on demand. The
101
+ adoption path — wins GPU memory and bandwidth, not host memory.
102
+ - **`VTSourceProcedural`** — instant labeled debug tiles, optional artificial
103
+ latency. Also the reference source implementation.
104
+
105
+ Missing layers (e.g. albedo-only stacks) fall back per layer in the shader:
106
+ albedo the stack's `average_color`, normal → flat +Z, ORM → neutral.
107
+
108
+ ### Constraints (v1)
109
+
110
+ - **Opaque materials only** (asserted). The alpha-tested visibility pass and
111
+ OIT sample the *regular* albedo texture, where VT residency isn't
112
+ guaranteed.
113
+ - `size` is square, power-of-two, a multiple of `page_size`, ≤ 512 pages per
114
+ axis (64k texels at the default page size).
115
+ - Emissive stays a regular texture; a `uv_set: 1` stack re-interpolates uv1
116
+ for all of that material's samples, emissive included.
117
+ - Feedback covers the primary view. Path tracer / lightmap baker see
118
+ fallback colors (no VT sampling there yet).
119
+ - Filtering is bilinear + per-pixel nearest mip (id Tech's shipped baseline);
120
+ anisotropy and trilinear are documented follow-ups the 4-texel borders
121
+ already budget for aniso ~4×.
122
+
123
+ ### Configuration
124
+
125
+ `graphics.virtual_textures.configure({...})` **before the first stack
126
+ registers** (geometry freezes at first use):
127
+
128
+ | Key | Default | Meaning |
129
+ |---|---|---|
130
+ | `page_size` | 128 | payload texels per page side |
131
+ | `border` | 4 | border texels per side, baked into tiles (slot = 136²) |
132
+ | `atlas_size` | 4096 | physical cache side → 30×30 = 900 pages, ~64 MB/layer |
133
+ | `table_size` | 1024 | shared page table side (texels = pages), mip-mapped r32uint |
134
+ | `layers` | albedo/normal/orm | cache group: name, format, premultiply |
135
+ | `feedback_stride` | 4 | sample 1 px per stride² block, jittered (runtime-adjustable) |
136
+ | `max_uploads_per_frame` | 8 | page-upload budget |
137
+ | `max_concurrent_loads` | 32 | in-flight source loads |
138
+ | `request_cap_fraction` | | pending requests ≤ cap × cache capacity |
139
+ | `eviction_protect_window` | 4 | frames a touched page is unevictable (covers readback latency) |
140
+ | `queue_stale_window` | 30 | untouched queued requests dropped after N frames |
141
+ | `pressure_high/low_watermark` | 0.9 / 0.75 | residency bias hysteresis |
142
+
143
+ Runtime switch: `renderer.feature_virtual_textures` (default true) stops
144
+ feedback and streaming; already-resident pages keep rendering.
145
+
146
+ ---
147
+
148
+ ## How it works
149
+
150
+ ```
151
+ viz buffer (mesh+triangle ids)
152
+
153
+
154
+ vt_feedback (compute, 1 px per stride², jittered) [GPU]
155
+ pixel mesh material stack; UV + analytic gradients
156
+ (same chunks as the material pass); mip select; insert
157
+ packed key into a hash set of unique requests
158
+ │ ~64 KB raw hash buffer
159
+
160
+ async readback (pooled staging, mapAsync, ≤3 in flight) [GPU→CPU, 1–2 frames]
161
+
162
+
163
+ VirtualTextureManager.process_feedback [CPU]
164
+ resident LRU touch (incl. the ancestor actually serving
165
+ a missing cell); miss → request + missing-ancestor chain
166
+
167
+ update() per frame: apply arrivals (budgeted uploads),
168
+ evict (LRU + protection window + finest-first ties),
169
+ flush page-table dirty rects + stack info rows,
170
+ issue loads coarse-first with backoff on failures
171
+
172
+
173
+ VTPageTable (shared r32uint, mips) VTPhysicalCache (atlas per layer,
174
+ quadtree regions per stack; lockstep slots, page+border)
175
+ every texel = nearest RESIDENT │
176
+ ancestor-or-self entry │
177
+ └───────────────┬───────────────────────────┘
178
+
179
+ material pass (VT variant): ONE textureLoad into the
180
+ table physical UV N bilinear layer fetches
181
+ ```
182
+
183
+ Design points worth knowing before modifying:
184
+
185
+ - **Shared page table.** Every stack owns a buddy-allocated square region of
186
+ one mip-mapped `r32uint` texture. Buddy alignment makes `origin >> mip`
187
+ exact at every mip the region supports, so hundreds of stacks need no
188
+ per-mip metadata and never collide. Entries are **pre-filled with the
189
+ nearest resident ancestor** (maintained incrementally on load/evict by
190
+ `VTPageTable`'s match-and-prune DFS), which is what keeps sampling a
191
+ single fetch with automatic coarse fallback — no shader mip-walk.
192
+ - **Feedback ↔ sampler parity.** Both compile the same
193
+ `build_chunk_vt_lookup` chunk and the same derivative-bias constants; if
194
+ the mip formulas ever diverge, the system requests pages it doesn't sample.
195
+ Change the chunk, never one side.
196
+ - **Key formats** (single source: `VT_CONSTANTS.js`, WGSL mirrors tested for
197
+ parity): request key `stack:10 | mip:4 | x:9 | y:9`, stored `key+1` so a
198
+ zero-cleared buffer reads empty; page-table entry
199
+ `phys_x:8 | phys_y:8 | mip:5 | valid:1`. **Stack ids 0 and 1023 are
200
+ reserved** 1023 is the "no stack" sentinel, and 0 is never assigned so
201
+ zero-initialized / not-yet-flushed GPU rows decode to a harmless
202
+ "unknown stack" instead of junk requests.
203
+ - **Residency policy.** LRU with a protection window covering readback
204
+ latency; each stack's root page is pinned at registration (a fallback is
205
+ always resident once it arrives held and retried, never dropped, even
206
+ under lock saturation); eviction ties shed the finest mip first; requests
207
+ are capped per cycle and canceled when stale; failed loads back off
208
+ exponentially in a negative cache; cache pressure raises a feedback mip
209
+ bias so oversubscription degrades to blur instead of thrash.
210
+ - **Frame protocol.** `update()` runs in `Renderer.#begin_frame`
211
+ (queue-ordered before the frame's submits). Stacks registered mid-frame
212
+ (materials build during scene update) are published by an idempotent
213
+ `flush_gpu_state()` re-run from `graph_feedback`, so first frames render
214
+ correctly.
215
+ - **Struct packing hazard.** `WebGPUStruct.pack()` reorders fields — never
216
+ construct packed structs positionally in WGSL (tests included); use
217
+ member-wise assignment. Inline chunk structs (`VTPhysical`,
218
+ `VTPageTableEntry`) are unpacked and safe.
219
+
220
+ ## Files
221
+
222
+ | File | Role |
223
+ |---|---|
224
+ | `VirtualTextureManager.js` | orchestrator: registry, residency, streaming, FrameGraph wiring |
225
+ | `VirtualTextureStack.js` | scene-side stack description (`material.vt_stack`) |
226
+ | `VTPageTable.js` | shared table texture + CPU mirror + ancestor-closure propagation |
227
+ | `PageTableQuadAllocator.js` | buddy allocator (the `origin >> mip` guarantee) |
228
+ | `VTPhysicalCache.js` | per-layer atlases, lockstep slots, LRU metadata, uploads |
229
+ | `VT_CONSTANTS.js` | bit layouts, sentinels, JS pack/unpack |
230
+ | `VT_STACK_INFO_STRUCT.js` | per-stack GPU record |
231
+ | `build_chunk_vt_lookup.js` | shared WGSL: wrap, mip select, table load, physical UV |
232
+ | `chunk_vt_request_key.js` | WGSL request-key packing |
233
+ | `build_shader_vt_feedback.js` | the feedback compute shader |
234
+ | `source/VTSource{Procedural,Image,Tiled}.js` | tile providers |
235
+ | `../../material/standard/fragment_gbuffer_vt.js` | VT material shader variant |
236
+
237
+ ## Tests
238
+
239
+ ```
240
+ npx vitest run src/shade/renderer/texture/virtual
241
+ ```
242
+
243
+ ~60 tests: allocator properties; page-table nearest-ancestor invariant
244
+ against a brute-force reference model (randomized, including physical-slot
245
+ recycling); cache LRU/pinning/tie-breaks; manager end-to-end with a mocked
246
+ GPU (register pin feedback stream evict unregister) plus the
247
+ policy set (request cap, stale aging, coarse-first order, serving-ancestor
248
+ protection, failure backoff, locked-root retry, teardown flush, stale-key
249
+ rejection); WGSL validity for both shaders (tree-sitter); WGSL↔JS packing
250
+ and physical-UV parity through the in-repo emulator, under default and
251
+ non-default geometry; and standard↔VT pipeline bind-group-layout equality.
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+
253
+ Known untestable-here: the GPU hash-set insert loop (the emulator has no
254
+ atomics) and the canvas-based sources (no OffscreenCanvas under Node) — both
255
+ are covered by the demo instead.
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"WGSLJavaScriptCompiler.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js"],"names":[],"mappings":"AA8bA;IAEI;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IACH,oBAFa,MAAM,CAMlB;CACJ;;UAtda,WAAW,GAAG,KAAK,GAAG,KAAK,GAAG,OAAO,GAAG,QAAQ,GAAG,YAAY,GAAG,SAAS,GAAG,QAAQ,GAAG,SAAS;WAClG,MAAM;WACN,MAAM;WACN,MAAM;WACN,MAAM;aACN,MAAM;cACN,QAAQ;YACR,MAAM"}