@woosh/meep-engine 3.23.0 → 3.25.0

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 (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
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  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
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  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -0,0 +1,176 @@
1
+ /**
2
+ * What one frame of virtual geometry needs that is not a page: the threshold, the feedback buffer
3
+ * every view writes into, and the parameters every pass reads.
4
+ *
5
+ * It sits above {@link GPUVirtualGeometryPool} for the same reason the pool sits above
6
+ * `VGeoRuntimeTables`: residency is a fact about a scene, and τ, a render target's height and a
7
+ * frame's worth of wants are facts about a *frame*. A cut is selected per view — design §4, and
8
+ * virtual geometry is view-dependent by construction — but everything here is shared between them,
9
+ * which is exactly what §4 means by "the setup is shared rather than the result".
10
+ *
11
+ * **The feedback buffer is per frame and not per invocation**, and that is what dedups a touch
12
+ * across the buckets and passes a frame is split into. Each expansion site gets its own claim
13
+ * bitmask (different instance sets) and writes into this one buffer.
14
+ *
15
+ * @author Alex Goldring
16
+ * @copyright Company Named Limited (c) 2026
17
+ */
18
+ export class GPUVirtualGeometryRuntime {
19
+ /**
20
+ * @param {Object} options
21
+ * @param {GPUVirtualGeometryPool} options.pool
22
+ * @param {GPUDevice} options.device
23
+ * @param {number} [options.want_capacity] pages one frame may ask for, across every view
24
+ * @param {number} [options.touch_capacity] page rows one frame may report drawing from
25
+ * @param {number} [options.visible_instance_hint] VG instances one expansion site is expected
26
+ * to see; what {@link claim_word_capacity} is sized from, and nothing else
27
+ * @param {number} [options.claim_word_capacity] words of the per-invocation claim bitmask,
28
+ * overriding the derivation below
29
+ * @param {number} [options.queue_capacity] traversal items one wavefront may hold
30
+ * @param {number} [options.max_iterations] wavefronts before the descent is abandoned
31
+ * @param {number} [options.cluster_chunk] clusters one group-chunk item covers
32
+ */
33
+ constructor({ pool, device, want_capacity, touch_capacity, visible_instance_hint, claim_word_capacity, queue_capacity, max_iterations, cluster_chunk, }: {
34
+ pool: GPUVirtualGeometryPool;
35
+ device: GPUDevice;
36
+ want_capacity?: number;
37
+ touch_capacity?: number;
38
+ visible_instance_hint?: number;
39
+ claim_word_capacity?: number;
40
+ queue_capacity?: number;
41
+ max_iterations?: number;
42
+ cluster_chunk?: number;
43
+ });
44
+ /**
45
+ * Pixels of permitted error — the single quality/perf lever, and a runtime dial by design §4.
46
+ * @type {number}
47
+ */
48
+ tau: number;
49
+ /**
50
+ * @type {boolean}
51
+ */
52
+ cull_enabled: boolean;
53
+ /**
54
+ * @returns {GPUVirtualGeometryPool}
55
+ */
56
+ get pool(): GPUVirtualGeometryPool;
57
+ /**
58
+ * @returns {GPUBuffer}
59
+ */
60
+ get params_buffer(): GPUBuffer;
61
+ /**
62
+ * @returns {number}
63
+ */
64
+ get queue_capacity(): number;
65
+ /**
66
+ * @returns {number}
67
+ */
68
+ get claim_word_capacity(): number;
69
+ /**
70
+ * @returns {number}
71
+ */
72
+ get max_iterations(): number;
73
+ /**
74
+ * This frame's feedback resource. Every expansion site writes into it and one readback reads it.
75
+ * @returns {number}
76
+ */
77
+ get feedback(): number;
78
+ /**
79
+ * Hand back the version of the feedback resource that an expansion left behind.
80
+ *
81
+ * A frame is cut once per bucket per HZB pass per view, and every one of those writes into the
82
+ * *same* feedback buffer — which is exactly what dedups a touch across them. But a FrameGraph
83
+ * resource is versioned: the handle `begin_frame` created is version 0, and a second expansion
84
+ * that wrote version 0 again after the first had produced version 65 would be reading stale
85
+ * contents while claiming not to. The graph says so, loudly, and it is right to.
86
+ *
87
+ * So the runtime carries the *current* version and each expansion publishes what it produced.
88
+ * The readback then reads the last one, which is the only version that has seen every view.
89
+ *
90
+ * @param {number} handle
91
+ * @returns {void}
92
+ */
93
+ publish_feedback(handle: number): void;
94
+ /**
95
+ * @returns {ReturnType<vgeo_cut_feedback_layout>}
96
+ */
97
+ get feedback_layout(): {
98
+ touch_stamp_base: number;
99
+ want_stamp_base: number;
100
+ want_base: number;
101
+ touch_base: number;
102
+ word_count: number;
103
+ };
104
+ /**
105
+ * Open a frame: publish the page tables, size the feedback buffer against what is resident, and
106
+ * write the parameters every pass of every view will read.
107
+ *
108
+ * The sizing happens here rather than at construction because two of its terms move with
109
+ * residency — one touch stamp per page-table row, one want stamp per lookup word — and a frame
110
+ * is the coarsest granularity at which they hold still.
111
+ *
112
+ * @param {FrameGraph} graph
113
+ * @param {Object} view
114
+ * @param {number} view.screen_height pixels of the render target
115
+ * @param {number} view.fov_y radians
116
+ * @param {number} [view.meshlet_capacity] records the shared meshlet collection holds
117
+ * @returns {number} the feedback resource
118
+ */
119
+ begin_frame(graph: FrameGraph, { screen_height, fov_y }: {
120
+ screen_height: number;
121
+ fov_y: number;
122
+ meshlet_capacity?: number;
123
+ }): number;
124
+ /**
125
+ * What one expansion site was handed, folded into the parameters every pass of the frame reads.
126
+ *
127
+ * The two capacities the cut bounds its appends against are properties of **collections the
128
+ * seam is given**, not of the frame — and they used to be a constant: `meshlet_capacity`
129
+ * defaulted to 1 << 20 against a meshlet collection whose engine default is 2e5, so `vg_draw`
130
+ * bounds-checked against a number five times the buffer it was writing into (REVIEW_LEDGER M6).
131
+ *
132
+ * One params buffer serves the whole frame, so a frame with sites of different sizes takes the
133
+ * **minimum** — conservative, and the direction every other bound in the cut fails in. Written
134
+ * at record time, like everything else here, so the last value published before submit is what
135
+ * every pass of the frame executes against.
136
+ *
137
+ * @param {Object} options
138
+ * @param {number} options.instance_capacity records the VG instance buffer holds
139
+ * @param {number} options.meshlet_capacity records the shared meshlet collection holds
140
+ * @returns {void}
141
+ */
142
+ declare_collections({ instance_capacity, meshlet_capacity }: {
143
+ instance_capacity: number;
144
+ meshlet_capacity: number;
145
+ }): void;
146
+ /**
147
+ * @returns {number}
148
+ */
149
+ get instance_capacity(): number;
150
+ /**
151
+ * @returns {number}
152
+ */
153
+ get meshlet_capacity(): number;
154
+ /**
155
+ * The graph this frame was opened on.
156
+ *
157
+ * A cut writes into the feedback resource `begin_frame` created, and a resource handle belongs
158
+ * to one graph — so a rasterization path running on a *different* graph inside the same frame
159
+ * (a shadow view builds its own) would be naming a resource that graph has never heard of. The
160
+ * seam checks this and skips, which is also design §9's position: one cut per view, and shadow
161
+ * cuts are out of scope for v1.
162
+ *
163
+ * @returns {FrameGraph|undefined}
164
+ */
165
+ get frame_graph(): any;
166
+ /**
167
+ * Close a frame. The feedback resource stops being valid; reading it is
168
+ * {@link VGeoFeedbackLoop}'s, which schedules the readback while the graph is still being built.
169
+ *
170
+ * @returns {void}
171
+ */
172
+ end_frame(): void;
173
+ destroy(): void;
174
+ #private;
175
+ }
176
+ //# sourceMappingURL=GPUVirtualGeometryRuntime.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUVirtualGeometryRuntime.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;GAgBG;AACH;IAwFI;;;;;;;;;;;;;OAaG;IACH;QAZ2C,IAAI;QACjB,MAAM;QACR,aAAa,GAA9B,MAAM;QACW,cAAc,GAA/B,MAAM;QACW,qBAAqB,GAAtC,MAAM;QAEW,mBAAmB,GAApC,MAAM;QAEW,cAAc,GAA/B,MAAM;QACW,cAAc,GAA/B,MAAM;QACW,aAAa,GAA9B,MAAM;OAqDhB;IA3GD;;;OAGG;IACH,KAFU,MAAM,CAER;IAER;;OAEG;IACH,cAFU,OAAO,CAEG;IAoGpB;;OAEG;IACH,mCAEC;IAED;;OAEG;IACH,+BAEC;IAED;;OAEG;IACH,6BAEC;IAED;;OAEG;IACH,kCAEC;IAED;;OAEG;IACH,6BAEC;IAED;;;OAGG;IACH,uBAEC;IAED;;;;;;;;;;;;;;OAcG;IACH,yBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;OAEG;IACH;;;;;;MAEC;IAED;;;;;;;;;;;;;;OAcG;IACH;QALwB,aAAa,EAA1B,MAAM;QACO,KAAK,EAAlB,MAAM;QACQ,gBAAgB,GAA9B,MAAM;QACJ,MAAM,CAqClB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH;QAJ2B,iBAAiB,EAAjC,MAAM;QACU,gBAAgB,EAAhC,MAAM;QACJ,IAAI,CAehB;IAED;;OAEG;IACH,gCAEC;IAED;;OAEG;IACH,+BAEC;IAED;;;;;;;;;;OAUG;IACH,uBAEC;IAyBD;;;;;OAKG;IACH,aAFa,IAAI,CAOhB;IAED,gBAEC;;CACJ"}
@@ -0,0 +1,425 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { BufferResourceDescriptor } from "../../../../device/graph/BufferResourceDescriptor.js";
3
+ import { noop } from "../../../../../core/function/noop.js";
4
+ import { write_gpu_typed_buffer } from "../../../shader/type/serde/write_gpu_typed_buffer.js";
5
+ import { VGEO_CUT_FLAG_CULL } from "./cut/VGEO_CUT_FLAG_CULL.js";
6
+ import { VGEO_CUT_PARAMS_STRUCT } from "./cut/VGEO_CUT_PARAMS_STRUCT.js";
7
+ import { vgeo_cut_feedback_layout } from "./cut/vgeo_cut_feedback_layout.js";
8
+
9
+ /**
10
+ * What one frame of virtual geometry needs that is not a page: the threshold, the feedback buffer
11
+ * every view writes into, and the parameters every pass reads.
12
+ *
13
+ * It sits above {@link GPUVirtualGeometryPool} for the same reason the pool sits above
14
+ * `VGeoRuntimeTables`: residency is a fact about a scene, and τ, a render target's height and a
15
+ * frame's worth of wants are facts about a *frame*. A cut is selected per view — design §4, and
16
+ * virtual geometry is view-dependent by construction — but everything here is shared between them,
17
+ * which is exactly what §4 means by "the setup is shared rather than the result".
18
+ *
19
+ * **The feedback buffer is per frame and not per invocation**, and that is what dedups a touch
20
+ * across the buckets and passes a frame is split into. Each expansion site gets its own claim
21
+ * bitmask (different instance sets) and writes into this one buffer.
22
+ *
23
+ * @author Alex Goldring
24
+ * @copyright Company Named Limited (c) 2026
25
+ */
26
+ export class GPUVirtualGeometryRuntime {
27
+ /**
28
+ * @type {GPUVirtualGeometryPool}
29
+ */
30
+ #pool;
31
+
32
+ /**
33
+ * @type {GPUDevice}
34
+ */
35
+ #device;
36
+
37
+ /**
38
+ * @type {GPUBuffer}
39
+ */
40
+ #params;
41
+
42
+ /**
43
+ * @type {number}
44
+ */
45
+ #want_capacity;
46
+
47
+ /**
48
+ * @type {number}
49
+ */
50
+ #touch_capacity;
51
+
52
+ /**
53
+ * @type {number}
54
+ */
55
+ #claim_word_capacity;
56
+
57
+ /**
58
+ * @type {number}
59
+ */
60
+ #queue_capacity;
61
+
62
+ /**
63
+ * @type {number}
64
+ */
65
+ #max_iterations;
66
+
67
+ /**
68
+ * @type {number}
69
+ */
70
+ #cluster_chunk;
71
+
72
+ /**
73
+ * Pixels of permitted error — the single quality/perf lever, and a runtime dial by design §4.
74
+ * @type {number}
75
+ */
76
+ tau = 1;
77
+
78
+ /**
79
+ * @type {boolean}
80
+ */
81
+ cull_enabled = true;
82
+
83
+ /**
84
+ * This frame's feedback resource, or -1 outside a frame.
85
+ * @type {number}
86
+ */
87
+ #feedback = -1;
88
+
89
+ /**
90
+ * @type {ReturnType<vgeo_cut_feedback_layout>|undefined}
91
+ */
92
+ #layout;
93
+
94
+ /**
95
+ * @type {FrameGraph|undefined}
96
+ */
97
+ #graph;
98
+
99
+ /**
100
+ * @type {number}
101
+ */
102
+ #projection_k = 1;
103
+
104
+ /**
105
+ * @type {number}
106
+ */
107
+ #instance_capacity = 0;
108
+
109
+ /**
110
+ * @type {number}
111
+ */
112
+ #meshlet_capacity = 0;
113
+
114
+ /**
115
+ * @param {Object} options
116
+ * @param {GPUVirtualGeometryPool} options.pool
117
+ * @param {GPUDevice} options.device
118
+ * @param {number} [options.want_capacity] pages one frame may ask for, across every view
119
+ * @param {number} [options.touch_capacity] page rows one frame may report drawing from
120
+ * @param {number} [options.visible_instance_hint] VG instances one expansion site is expected
121
+ * to see; what {@link claim_word_capacity} is sized from, and nothing else
122
+ * @param {number} [options.claim_word_capacity] words of the per-invocation claim bitmask,
123
+ * overriding the derivation below
124
+ * @param {number} [options.queue_capacity] traversal items one wavefront may hold
125
+ * @param {number} [options.max_iterations] wavefronts before the descent is abandoned
126
+ * @param {number} [options.cluster_chunk] clusters one group-chunk item covers
127
+ */
128
+ constructor({
129
+ pool,
130
+ device,
131
+ want_capacity = 2048,
132
+ touch_capacity = 8192,
133
+ visible_instance_hint = 1024,
134
+ /*
135
+ One bit per (instance, page ordinal), and the two terms are the *pool's* page
136
+ capacity and the instances one site expects — so the default follows the tier
137
+ it is indexing into rather than standing beside it as a constant. It was
138
+ 1 << 14 words, which is 512 instances of a 1,024-slot tier and a twentieth of
139
+ what design §1 means by thousands of instances of thousands of pages
140
+ (REVIEW_LEDGER M18). At the defaults this is 128 KB per expansion site, cleared
141
+ once per site, which is not a number worth being frugal about against an
142
+ instance silently drawing its whole cut several times over.
143
+ */
144
+ claim_word_capacity = Math.ceil(
145
+ visible_instance_hint * pool.tables.page_capacity / 32
146
+ ),
147
+ /*
148
+ Items, shared by every instance of one site. A thousand instances at the
149
+ measured page depth of twelve is a few tens of thousands of visits in flight at
150
+ the widest point, which this covers; what it does not cover is a scene that
151
+ grows past the hint above, and the reason it is left where it is rather than
152
+ raised to fit the worst case is that a queue is two buffers of
153
+ `capacity × 16` bytes per site — 2 MiB here — and the worst case is unbounded.
154
+ What changed is that running out is no longer silent:
155
+ `VGEO_CUT_STAT.QUEUE_REMAINING` is non-zero exactly when the descent stopped
156
+ with work outstanding, which is the one degradation that costs a hole.
157
+ */
158
+ queue_capacity = 1 << 16,
159
+ max_iterations = 64,
160
+ cluster_chunk = 8,
161
+ }) {
162
+ assert.defined(pool, 'pool');
163
+ assert.defined(device, 'device');
164
+
165
+ this.#pool = pool;
166
+ this.#device = device;
167
+ this.#want_capacity = want_capacity;
168
+ this.#touch_capacity = touch_capacity;
169
+ this.#claim_word_capacity = claim_word_capacity;
170
+ this.#queue_capacity = queue_capacity;
171
+ this.#max_iterations = max_iterations;
172
+ this.#cluster_chunk = cluster_chunk;
173
+
174
+ this.#params = device.createBuffer({
175
+ label: 'GPUVirtualGeometryRuntime/params',
176
+ size: VGEO_CUT_PARAMS_STRUCT.aligned_size,
177
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
178
+ });
179
+ }
180
+
181
+ /**
182
+ * @returns {GPUVirtualGeometryPool}
183
+ */
184
+ get pool() {
185
+ return this.#pool;
186
+ }
187
+
188
+ /**
189
+ * @returns {GPUBuffer}
190
+ */
191
+ get params_buffer() {
192
+ return this.#params;
193
+ }
194
+
195
+ /**
196
+ * @returns {number}
197
+ */
198
+ get queue_capacity() {
199
+ return this.#queue_capacity;
200
+ }
201
+
202
+ /**
203
+ * @returns {number}
204
+ */
205
+ get claim_word_capacity() {
206
+ return this.#claim_word_capacity;
207
+ }
208
+
209
+ /**
210
+ * @returns {number}
211
+ */
212
+ get max_iterations() {
213
+ return this.#max_iterations;
214
+ }
215
+
216
+ /**
217
+ * This frame's feedback resource. Every expansion site writes into it and one readback reads it.
218
+ * @returns {number}
219
+ */
220
+ get feedback() {
221
+ return this.#feedback;
222
+ }
223
+
224
+ /**
225
+ * Hand back the version of the feedback resource that an expansion left behind.
226
+ *
227
+ * A frame is cut once per bucket per HZB pass per view, and every one of those writes into the
228
+ * *same* feedback buffer — which is exactly what dedups a touch across them. But a FrameGraph
229
+ * resource is versioned: the handle `begin_frame` created is version 0, and a second expansion
230
+ * that wrote version 0 again after the first had produced version 65 would be reading stale
231
+ * contents while claiming not to. The graph says so, loudly, and it is right to.
232
+ *
233
+ * So the runtime carries the *current* version and each expansion publishes what it produced.
234
+ * The readback then reads the last one, which is the only version that has seen every view.
235
+ *
236
+ * @param {number} handle
237
+ * @returns {void}
238
+ */
239
+ publish_feedback(handle) {
240
+ assert.isNonNegativeInteger(handle, 'handle');
241
+
242
+ this.#feedback = handle;
243
+ }
244
+
245
+ /**
246
+ * @returns {ReturnType<vgeo_cut_feedback_layout>}
247
+ */
248
+ get feedback_layout() {
249
+ return this.#layout;
250
+ }
251
+
252
+ /**
253
+ * Open a frame: publish the page tables, size the feedback buffer against what is resident, and
254
+ * write the parameters every pass of every view will read.
255
+ *
256
+ * The sizing happens here rather than at construction because two of its terms move with
257
+ * residency — one touch stamp per page-table row, one want stamp per lookup word — and a frame
258
+ * is the coarsest granularity at which they hold still.
259
+ *
260
+ * @param {FrameGraph} graph
261
+ * @param {Object} view
262
+ * @param {number} view.screen_height pixels of the render target
263
+ * @param {number} view.fov_y radians
264
+ * @param {number} [view.meshlet_capacity] records the shared meshlet collection holds
265
+ * @returns {number} the feedback resource
266
+ */
267
+ begin_frame(graph, { screen_height, fov_y }) {
268
+ assert.defined(graph, 'graph');
269
+ assert.greaterThan(screen_height, 0, 'screen_height');
270
+
271
+ this.#pool.flush();
272
+
273
+ this.#layout = vgeo_cut_feedback_layout({
274
+ page_row_capacity: this.#pool.page_row_capacity,
275
+ lookup_word_count: this.#pool.lookup_word_count,
276
+ want_capacity: this.#want_capacity,
277
+ touch_capacity: this.#touch_capacity,
278
+ });
279
+
280
+ const spawn = graph.add('vgeo/frame', {}, noop);
281
+
282
+ this.#feedback = spawn.create('vgeo feedback', BufferResourceDescriptor.empty(
283
+ this.#layout.word_count * 4,
284
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC
285
+ ));
286
+
287
+ this.#graph = graph;
288
+
289
+ /*
290
+ Nothing until an expansion site says what it was handed. Zero is the safe start: a kernel
291
+ that runs against it appends nothing rather than appending past the end of a collection
292
+ whose real size it was never told.
293
+ */
294
+ this.#instance_capacity = 0;
295
+ this.#meshlet_capacity = 0;
296
+
297
+ this.#projection_k = screen_height / (2 * Math.tan(fov_y * 0.5));
298
+
299
+ this.#write_params();
300
+
301
+ return this.#feedback;
302
+ }
303
+
304
+ /**
305
+ * What one expansion site was handed, folded into the parameters every pass of the frame reads.
306
+ *
307
+ * The two capacities the cut bounds its appends against are properties of **collections the
308
+ * seam is given**, not of the frame — and they used to be a constant: `meshlet_capacity`
309
+ * defaulted to 1 << 20 against a meshlet collection whose engine default is 2e5, so `vg_draw`
310
+ * bounds-checked against a number five times the buffer it was writing into (REVIEW_LEDGER M6).
311
+ *
312
+ * One params buffer serves the whole frame, so a frame with sites of different sizes takes the
313
+ * **minimum** — conservative, and the direction every other bound in the cut fails in. Written
314
+ * at record time, like everything else here, so the last value published before submit is what
315
+ * every pass of the frame executes against.
316
+ *
317
+ * @param {Object} options
318
+ * @param {number} options.instance_capacity records the VG instance buffer holds
319
+ * @param {number} options.meshlet_capacity records the shared meshlet collection holds
320
+ * @returns {void}
321
+ */
322
+ declare_collections({ instance_capacity, meshlet_capacity }) {
323
+ assert.isNonNegativeInteger(instance_capacity, 'instance_capacity');
324
+ assert.isNonNegativeInteger(meshlet_capacity, 'meshlet_capacity');
325
+
326
+ this.#instance_capacity = this.#instance_capacity === 0
327
+ ? instance_capacity
328
+ : Math.min(this.#instance_capacity, instance_capacity);
329
+
330
+ this.#meshlet_capacity = this.#meshlet_capacity === 0
331
+ ? meshlet_capacity
332
+ : Math.min(this.#meshlet_capacity, meshlet_capacity);
333
+
334
+ this.#write_params();
335
+ }
336
+
337
+ /**
338
+ * @returns {number}
339
+ */
340
+ get instance_capacity() {
341
+ return this.#instance_capacity;
342
+ }
343
+
344
+ /**
345
+ * @returns {number}
346
+ */
347
+ get meshlet_capacity() {
348
+ return this.#meshlet_capacity;
349
+ }
350
+
351
+ /**
352
+ * The graph this frame was opened on.
353
+ *
354
+ * A cut writes into the feedback resource `begin_frame` created, and a resource handle belongs
355
+ * to one graph — so a rasterization path running on a *different* graph inside the same frame
356
+ * (a shadow view builds its own) would be naming a resource that graph has never heard of. The
357
+ * seam checks this and skips, which is also design §9's position: one cut per view, and shadow
358
+ * cuts are out of scope for v1.
359
+ *
360
+ * @returns {FrameGraph|undefined}
361
+ */
362
+ get frame_graph() {
363
+ return this.#graph;
364
+ }
365
+
366
+ /**
367
+ * @returns {void}
368
+ */
369
+ #write_params() {
370
+ write_gpu_typed_buffer_to_device(this.#device, this.#params, {
371
+ tau: this.tau,
372
+ projection_k: this.#projection_k,
373
+ queue_capacity: this.#queue_capacity,
374
+ claim_word_count: this.#claim_word_capacity,
375
+ cluster_chunk: this.#cluster_chunk,
376
+ page_slot_words: this.#pool.page_slot_words,
377
+ touch_stamp_base: this.#layout.touch_stamp_base,
378
+ want_stamp_base: this.#layout.want_stamp_base,
379
+ want_base: this.#layout.want_base,
380
+ want_capacity: this.#want_capacity,
381
+ touch_base: this.#layout.touch_base,
382
+ touch_capacity: this.#touch_capacity,
383
+ instance_capacity: this.#instance_capacity,
384
+ meshlet_capacity: this.#meshlet_capacity,
385
+ flags: this.cull_enabled ? VGEO_CUT_FLAG_CULL : 0,
386
+ });
387
+ }
388
+
389
+ /**
390
+ * Close a frame. The feedback resource stops being valid; reading it is
391
+ * {@link VGeoFeedbackLoop}'s, which schedules the readback while the graph is still being built.
392
+ *
393
+ * @returns {void}
394
+ */
395
+ end_frame() {
396
+ this.#feedback = -1;
397
+ this.#graph = undefined;
398
+
399
+ this.#pool.advance_frame();
400
+ }
401
+
402
+ destroy() {
403
+ this.#params.destroy();
404
+ }
405
+ }
406
+
407
+ /**
408
+ * `write_gpu_typed_buffer` writes into an `ArrayBuffer`; a uniform wants bytes on a device. One
409
+ * scratch buffer rather than one per frame, because the params block is forty-odd bytes written
410
+ * once a frame and allocating for it would be the expensive half.
411
+ *
412
+ * @type {ArrayBuffer}
413
+ */
414
+ const PARAMS_SCRATCH = new ArrayBuffer(VGEO_CUT_PARAMS_STRUCT.aligned_size);
415
+
416
+ /**
417
+ * @param {GPUDevice} device
418
+ * @param {GPUBuffer} buffer
419
+ * @param {Object} value
420
+ */
421
+ function write_gpu_typed_buffer_to_device(device, buffer, value) {
422
+ write_gpu_typed_buffer(value, VGEO_CUT_PARAMS_STRUCT, PARAMS_SCRATCH, 0);
423
+
424
+ device.queue.writeBuffer(buffer, 0, PARAMS_SCRATCH, 0, VGEO_CUT_PARAMS_STRUCT.aligned_size);
425
+ }