@woosh/meep-engine 3.27.0 → 3.29.0

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 (648) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/binary/BitSet.d.ts +16 -0
  4. package/src/core/binary/BitSet.d.ts.map +1 -1
  5. package/src/core/binary/BitSet.js +159 -49
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts +48 -0
  7. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  8. package/src/core/binary/allocator/OffsetAllocator.js +208 -9
  9. package/src/core/binary/compression/compress_bytes.d.ts +20 -0
  10. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -0
  11. package/src/core/binary/compression/compress_bytes.js +35 -0
  12. package/src/core/binary/compression/decompress_bytes_into.d.ts +30 -0
  13. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -0
  14. package/src/core/binary/compression/decompress_bytes_into.js +87 -0
  15. package/src/core/binary/compression/deflate_decompress_bound.d.ts +27 -0
  16. package/src/core/binary/compression/deflate_decompress_bound.d.ts.map +1 -0
  17. package/src/core/binary/compression/deflate_decompress_bound.js +32 -0
  18. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts +15 -0
  19. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts.map +1 -0
  20. package/src/core/geom/3d/mat4/m4_linear_determinant.js +24 -0
  21. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts +4 -2
  22. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts.map +1 -1
  23. package/src/core/geom/3d/mat4/m4_normal_matrix3.js +21 -11
  24. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts +24 -0
  25. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts.map +1 -0
  26. package/src/core/geom/3d/quadric/quadric_attribute_add.js +31 -0
  27. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts +46 -0
  28. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts.map +1 -0
  29. package/src/core/geom/3d/quadric/quadric_attribute_reduce.js +104 -0
  30. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts +62 -0
  31. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts.map +1 -0
  32. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.js +158 -0
  33. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts +21 -0
  34. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts.map +1 -0
  35. package/src/core/geom/3d/quadric/quadric_attribute_size.js +24 -0
  36. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts +34 -0
  37. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts.map +1 -0
  38. package/src/core/geom/3d/quadric/quadric_attribute_solve.js +55 -0
  39. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts +28 -0
  40. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts.map +1 -0
  41. package/src/core/geom/3d/quadric/quadric_attribute_sub.js +35 -0
  42. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts +15 -0
  43. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts.map +1 -1
  44. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.js +35 -0
  45. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts +93 -0
  46. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts.map +1 -0
  47. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.js +128 -0
  48. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts +38 -0
  49. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -0
  50. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +113 -0
  51. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +47 -1
  52. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  53. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +677 -8
  54. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts +22 -0
  55. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts.map +1 -0
  56. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.js +46 -0
  57. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts +19 -0
  58. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts.map +1 -0
  59. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.js +49 -0
  60. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts +63 -0
  61. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts.map +1 -0
  62. package/src/core/graph/layout/layered/BoxLayoutOptions.js +80 -0
  63. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.d.ts +35 -0
  64. package/src/core/graph/layout/layered/LayoutBoxGraph.d.ts.map +1 -0
  65. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.js +53 -1
  66. package/src/core/graph/layout/layered/layout_assign_coordinates.d.ts.map +1 -0
  67. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.js +72 -68
  68. package/src/core/graph/layout/layered/layout_assign_layers.d.ts.map +1 -0
  69. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.js +4 -2
  70. package/src/core/graph/layout/layered/layout_break_cycles.d.ts.map +1 -0
  71. package/src/core/graph/layout/layered/layout_insert_lanes.d.ts.map +1 -0
  72. package/src/core/graph/layout/layered/layout_order_layers.d.ts.map +1 -0
  73. package/src/core/graph/layout/layered/layout_orient_links.d.ts.map +1 -0
  74. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +7 -51
  75. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -1
  76. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +8 -69
  77. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +1 -1
  78. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +6 -6
  79. package/src/core/model/node-graph/visual/layout/route_grid_build.js +1 -1
  80. package/src/engine/Engine.d.ts.map +1 -1
  81. package/src/engine/Engine.js +38 -1
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts +7 -5
  83. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  84. package/src/engine/graphics3/DebugDrawSystem.js +206 -203
  85. package/src/engine/graphics3/DecalSystem.d.ts +4 -5
  86. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  87. package/src/engine/graphics3/DecalSystem.js +5 -5
  88. package/src/engine/graphics3/FogOfWarSystem.d.ts +7 -12
  89. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  90. package/src/engine/graphics3/FogOfWarSystem.js +8 -12
  91. package/src/engine/graphics3/GraphicsEngine.d.ts +5 -1
  92. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  93. package/src/engine/graphics3/GraphicsEngine.js +834 -830
  94. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -230
  95. package/src/shade/RENDERER_CONTRACT.md +31 -17
  96. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +1 -1
  97. package/src/shade/playground/caldera/README.md +529 -0
  98. package/src/shade/playground/caldera/caldera_format.d.ts +151 -0
  99. package/src/shade/playground/caldera/caldera_format.d.ts.map +1 -0
  100. package/src/shade/playground/caldera/caldera_format.js +241 -0
  101. package/src/shade/playground/caldera/index.html +126 -0
  102. package/src/shade/playground/caldera/main.d.ts.map +1 -0
  103. package/src/shade/playground/caldera/main.js +1565 -0
  104. package/src/shade/playground/mesh_row_ceiling/README.md +85 -0
  105. package/src/shade/playground/mesh_row_ceiling/index.html +31 -0
  106. package/src/shade/playground/mesh_row_ceiling/main.d.ts +2 -0
  107. package/src/shade/playground/mesh_row_ceiling/main.d.ts.map +1 -0
  108. package/src/shade/playground/mesh_row_ceiling/main.js +389 -0
  109. package/src/shade/playground/vgeo_runtime/README.md +32 -16
  110. package/src/shade/playground/vgeo_runtime/main.js +21 -7
  111. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.d.ts +3 -3
  112. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -0
  113. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.js +12 -11
  114. package/src/shade/playground/vgeo_scene/README.md +487 -0
  115. package/src/shade/playground/vgeo_scene/index.html +144 -0
  116. package/src/shade/playground/vgeo_scene/main.d.ts +2 -0
  117. package/src/shade/playground/vgeo_scene/main.d.ts.map +1 -0
  118. package/src/shade/playground/vgeo_scene/main.js +2217 -0
  119. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  120. package/src/shade/renderer/GraphicsContext.js +6 -0
  121. package/src/shade/renderer/Renderer.d.ts +6 -1
  122. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  123. package/src/shade/renderer/Renderer.js +28 -2
  124. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  125. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +100 -8
  126. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +70 -35
  127. package/src/shade/renderer/extension/RenderExtension.d.ts +15 -18
  128. package/src/shade/renderer/extension/RenderExtension.d.ts.map +1 -1
  129. package/src/shade/renderer/extension/RenderExtension.js +15 -19
  130. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts +5 -5
  131. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts.map +1 -1
  132. package/src/shade/renderer/extension/RenderExtensionRegistry.js +29 -166
  133. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/GPUGeometryManager.js +73 -16
  135. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  136. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +18 -3
  137. package/src/shade/renderer/geometry/meshlet/COMPACTION_PLAN_2026_09_16.md +663 -0
  138. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts +100 -5
  139. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
  140. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +688 -81
  141. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  142. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +3 -29
  143. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts +22 -0
  144. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts.map +1 -0
  145. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.js +49 -0
  146. package/src/shade/renderer/geometry/virtual/ATTRIBUTE_PLAN_2026_09_18.md +540 -0
  147. package/src/shade/renderer/geometry/virtual/VGEO_FORMAT.md +159 -66
  148. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_DESIGN.md +40 -21
  149. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_PLAN.md +15 -14
  150. package/src/shade/renderer/geometry/virtual/WEDGE_PLAN_2026_09_18.md +358 -0
  151. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts +58 -8
  152. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts.map +1 -1
  153. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.js +64 -10
  154. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.d.ts.map +1 -1
  155. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.js +5 -9
  156. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts +40 -0
  157. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.js +24 -0
  159. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts +91 -0
  160. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.js +91 -0
  162. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts +24 -0
  163. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.js +25 -0
  165. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts +77 -0
  166. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.js +84 -0
  168. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevel.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.d.ts → level/VGeoLevelOptions.d.ts} +19 -6
  170. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts.map +1 -0
  171. package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.js → level/VGeoLevelOptions.js} +20 -7
  172. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelSummary.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts +19 -0
  174. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts.map +1 -0
  175. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.js +58 -0
  176. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts +18 -0
  177. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts.map +1 -0
  178. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.js +116 -0
  179. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts +18 -0
  180. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.js +545 -0
  182. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts +16 -0
  183. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.js +110 -0
  185. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts +11 -0
  186. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts.map +1 -0
  187. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.js +308 -0
  188. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.d.ts → level/vgeo_build_root_group.d.ts} +1 -1
  189. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_root_group.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.js → level/vgeo_build_root_group.js} +1 -1
  191. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts +26 -0
  192. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.js +123 -0
  194. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts +26 -0
  195. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts.map +1 -0
  196. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.js +78 -0
  197. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts +24 -0
  198. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts.map +1 -0
  199. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.js +337 -0
  200. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts +29 -0
  201. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts.map +1 -0
  202. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.js +147 -0
  203. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts +37 -0
  204. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.js +243 -0
  206. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts +29 -0
  207. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts.map +1 -0
  208. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.js +117 -0
  209. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +46 -0
  210. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +1 -0
  211. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.js +45 -0
  212. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts +64 -0
  213. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts.map +1 -0
  214. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.js +68 -0
  215. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.d.ts → mesh/VirtualGeometryMesh.d.ts} +13 -8
  216. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts.map +1 -0
  217. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.js → mesh/VirtualGeometryMesh.js} +40 -18
  218. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts +58 -0
  219. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts.map +1 -0
  220. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.js +79 -0
  221. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts +39 -0
  222. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts.map +1 -0
  223. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.js +68 -0
  224. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts +53 -0
  225. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts.map +1 -0
  226. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.js +243 -0
  227. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts +45 -0
  228. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts.map +1 -0
  229. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.js +300 -0
  230. package/src/shade/renderer/geometry/virtual/build/{vgeo_compute_vertex_tangents.d.ts → mesh/vgeo_compute_vertex_tangents.d.ts} +12 -8
  231. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts.map +1 -0
  232. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.js +151 -0
  233. package/src/shade/renderer/geometry/virtual/build/{vgeo_normalize_source.d.ts → mesh/vgeo_normalize_source.d.ts} +8 -1
  234. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts.map +1 -0
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  241. package/src/shade/renderer/geometry/virtual/build/{vgeo_assemble_pages.js → page/vgeo_assemble_pages.js} +9 -9
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  246. package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.js → page/vgeo_page_node_count.js} +2 -2
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  249. package/src/shade/renderer/geometry/virtual/build/{VGeoFaceGraph.js → partition/VGeoFaceGraph.js} +28 -21
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  257. package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.js → partition/vgeo_split_face_set.js} +13 -56
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  633. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.js +0 -0
  634. /package/src/shade/playground/{vgeo_viewer → caldera}/main.d.ts +0 -0
  635. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.d.ts → level/VGeoLevel.d.ts} +0 -0
  636. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.js → level/VGeoLevel.js} +0 -0
  637. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.d.ts → level/VGeoLevelSummary.d.ts} +0 -0
  638. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.js → level/VGeoLevelSummary.js} +0 -0
  639. /package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.d.ts → page/vgeo_page_node_count.d.ts} +0 -0
  640. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.d.ts → partition/vgeo_graph_components.d.ts} +0 -0
  641. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.js → partition/vgeo_graph_components.js} +0 -0
  642. /package/src/shade/renderer/geometry/virtual/build/{vgeo_partition_graph.d.ts → partition/vgeo_partition_graph.d.ts} +0 -0
  643. /package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.d.ts → partition/vgeo_split_face_set.d.ts} +0 -0
  644. /package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set_packed.d.ts → partition/vgeo_split_face_set_packed.d.ts} +0 -0
  645. /package/src/shade/renderer/geometry/virtual/build/{vgeo_bounding_sphere.d.ts → sphere/vgeo_bounding_sphere.d.ts} +0 -0
  646. /package/src/shade/renderer/geometry/virtual/build/{vgeo_containing_sphere.d.ts → sphere/vgeo_containing_sphere.d.ts} +0 -0
  647. /package/src/shade/renderer/geometry/virtual/build/{vgeo_sphere_inflate_to_contain.d.ts → sphere/vgeo_sphere_inflate_to_contain.d.ts} +0 -0
  648. /package/src/shade/renderer/geometry/virtual/build/{vgeo_narrow_indices.d.ts → submesh/vgeo_narrow_indices.d.ts} +0 -0
@@ -2,6 +2,7 @@ import { assert } from "../../../../core/assert.js";
2
2
  import { ShadeDrawMode } from "../../material/ShadeDrawMode.js";
3
3
  import { ShadeDrawSide } from "../../material/ShadeDrawSide.js";
4
4
  import { TransparencyMode } from "../../material/TransparencyMode.js";
5
+ import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterization_material_bucket.js";
5
6
 
6
7
  /**
7
8
  *
@@ -33,14 +34,20 @@ export function filter_materials_by_bucket(
33
34
 
34
35
  let material_count = 0;
35
36
 
37
+ // by bucket, not field by field: `Front` and `Back` are one bucket, so asking for either
38
+ // yields both, which is what puts them in a single pass
39
+ const bucket = rasterization_material_bucket(alpha_mode, draw_mode, draw_side);
40
+
36
41
  for (let i = 0; i < count; i++) {
37
42
  const material = materials[i];
38
43
 
39
- if (
40
- material.transparency_mode !== alpha_mode
41
- || material.draw_mode !== draw_mode
42
- || material.draw_side !== draw_side
43
- ) {
44
+ const material_bucket = rasterization_material_bucket(
45
+ material.transparency_mode,
46
+ material.draw_mode,
47
+ material.draw_side
48
+ );
49
+
50
+ if (material_bucket !== bucket) {
44
51
  continue;
45
52
  }
46
53
 
@@ -1 +1 @@
1
- {"version":3,"file":"prepare_meshlet_draw_commands_by_material.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;GAeG;AACH,uKAJa;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,CAAC;IAAC,kBAAkB,EAAE,MAAM,CAAC;IAAC,wBAAwB,EAAE,MAAM,CAAA;CAAC,CAwUnH"}
1
+ {"version":3,"file":"prepare_meshlet_draw_commands_by_material.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;GAeG;AACH,uKAJa;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,CAAC;IAAC,kBAAkB,EAAE,MAAM,CAAC;IAAC,wBAAwB,EAAE,MAAM,CAAA;CAAC,CAgUnH"}
@@ -2,7 +2,7 @@ import { assert } from "../../../../core/assert.js";
2
2
  import { ceilPowerOfTwo } from "../../../../core/binary/operations/ceilPowerOfTwo.js";
3
3
  import { round_up } from "../../../../core/math/round_up.js";
4
4
  import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
5
- import { u32, vec2u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
6
  import { STRUCT_UNINDEXED_DRAW_COMMAND } from "../../gpu_primitive/indirect/STRUCT_UNINDEXED_DRAW_COMMAND.js";
7
7
  import { cpu_build_hash_table } from "../../gpu_primitive/hash_table/cpu_build_hash_table.js";
8
8
  import { graph_prefix_scan_csdldf } from "../../gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js";
@@ -22,7 +22,7 @@ import { shader_count_meshlets_by_material } from "./shader_count_meshlets_by_ma
22
22
  import {
23
23
  shader_make_meshlet_indirect_draw_commands_by_material
24
24
  } from "./shader_make_meshlet_indirect_draw_commands_by_material.js";
25
- import { PUSH_CONSTANTS, shader_read_out_bucket } from "./shader_read_out_bucket.js";
25
+ import { shader_read_out_bucket } from "./shader_read_out_bucket.js";
26
26
  import { shader_sort_meshlets_by_material } from "./shader_sort_meshlets_by_material.js";
27
27
 
28
28
  /**
@@ -83,16 +83,11 @@ export function graph_prepare_meshlet_draw_commands_by_material({
83
83
  0
84
84
  );
85
85
 
86
- // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
87
- const u_settings = encoder.allocateTransientValueBuffer(PUSH_CONSTANTS, {
88
- bucket_id,
89
- });
90
-
91
86
  shader_read_out_bucket.dispatchIndirect({
92
87
  encoder,
93
88
  command,
94
89
  bindings: {
95
- settings: u_settings,
90
+ settings: { bucket_id },
96
91
  input: buckets_buffer,
97
92
  output,
98
93
  }
@@ -165,15 +160,12 @@ export function graph_prepare_meshlet_draw_commands_by_material({
165
160
  const hzb = resources.get(data.texture_hzb);
166
161
  const command = resources.get(data.command);
167
162
 
168
- // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
169
- const u_resolution = encoder.allocateTransientValueBuffer(vec2u, resolution);
170
-
171
163
  shader_hzb_meshlet_filter_1way_full.dispatchIndirect({
172
164
  encoder,
173
165
  command,
174
166
  bindings: {
175
167
  camera: camera_state,
176
- resolution: u_resolution,
168
+ resolution,
177
169
  scene_database: scene.scene_database_buffer,
178
170
  meshlet_metadata: scene.geometries.meshlets.buffer_metadata,
179
171
  texture_hzb: hzb.obtainView(),
@@ -0,0 +1,22 @@
1
+ /**
2
+ * The opaque rasterization buckets a scene has anything in, once each.
3
+ *
4
+ * Every opaque path records one pass per bucket, and the pass is expensive — extract, expand to
5
+ * meshlets, select a virtual-geometry cut, one render pass. So what is iterated has to be the
6
+ * *buckets*, and iterating `ShadeDrawSide` is not that: `Front` and `Back` are one bucket, and a
7
+ * loop over the enum visits it twice and draws the scene's single-sided geometry twice.
8
+ *
9
+ * Which is why this exists rather than the three callers each writing the loop: the enum is the
10
+ * obvious thing to reach for and it is wrong, and it is wrong in a way that costs a whole pass and
11
+ * shows up in nothing but a frame time.
12
+ *
13
+ * @param {Set<number>} active_buckets bucket ids any material in the scene asks for
14
+ * @yields {{draw_mode: ShadeDrawMode, side: ShadeDrawSide, bucket_id: number}} `side` is the
15
+ * bucket's representative, which is what {@link construct_primitive_state} wants
16
+ */
17
+ export function rasterization_opaque_buckets(active_buckets: Set<number>): Generator<{
18
+ draw_mode: number;
19
+ side: number;
20
+ bucket_id: number;
21
+ }, void, unknown>;
22
+ //# sourceMappingURL=rasterization_opaque_buckets.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"rasterization_opaque_buckets.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/rasterization_opaque_buckets.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;GAeG;AACH,6DAJW,IAAI,MAAM,CAAC;;;;kBAkBrB"}
@@ -0,0 +1,36 @@
1
+ import { ShadeDrawMode } from "../../material/ShadeDrawMode.js";
2
+ import { TransparencyMode } from "../../material/TransparencyMode.js";
3
+ import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterization_material_bucket.js";
4
+ import { RASTERIZATION_BUCKET_SIDES } from "./construct_primitive_state.js";
5
+
6
+ /**
7
+ * The opaque rasterization buckets a scene has anything in, once each.
8
+ *
9
+ * Every opaque path records one pass per bucket, and the pass is expensive — extract, expand to
10
+ * meshlets, select a virtual-geometry cut, one render pass. So what is iterated has to be the
11
+ * *buckets*, and iterating `ShadeDrawSide` is not that: `Front` and `Back` are one bucket, and a
12
+ * loop over the enum visits it twice and draws the scene's single-sided geometry twice.
13
+ *
14
+ * Which is why this exists rather than the three callers each writing the loop: the enum is the
15
+ * obvious thing to reach for and it is wrong, and it is wrong in a way that costs a whole pass and
16
+ * shows up in nothing but a frame time.
17
+ *
18
+ * @param {Set<number>} active_buckets bucket ids any material in the scene asks for
19
+ * @yields {{draw_mode: ShadeDrawMode, side: ShadeDrawSide, bucket_id: number}} `side` is the
20
+ * bucket's representative, which is what {@link construct_primitive_state} wants
21
+ */
22
+ export function* rasterization_opaque_buckets(active_buckets) {
23
+ for (const draw_mode of Object.values(ShadeDrawMode)) {
24
+ for (const side of RASTERIZATION_BUCKET_SIDES) {
25
+
26
+ const bucket_id = rasterization_material_bucket(TransparencyMode.Opaque, draw_mode, side);
27
+
28
+ if (!active_buckets.has(bucket_id)) {
29
+ // no matching materials, skip
30
+ continue;
31
+ }
32
+
33
+ yield { draw_mode, side, bucket_id };
34
+ }
35
+ }
36
+ }
@@ -1,5 +1,3 @@
1
- export const PUSH_CONSTANTS: WebGPUStruct;
2
1
  export const shader_read_out_bucket: ComputeShader;
3
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
2
  import { ComputeShader } from "../../shader/ComputeShader.js";
5
3
  //# sourceMappingURL=shader_read_out_bucket.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_read_out_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/shader_read_out_bucket.js"],"names":[],"mappings":"AAcA,0CAEG;AAsCH,mDAIE;6BAzD2B,mCAAmC;8BAIlC,+BAA+B"}
1
+ {"version":3,"file":"shader_read_out_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/shader_read_out_bucket.js"],"names":[],"mappings":"AAqDA,mDAIE;8BApD4B,+BAA+B"}
@@ -12,14 +12,13 @@ import {
12
12
 
13
13
  const resources = new ShaderResourceSetDescriptor();
14
14
 
15
- export const PUSH_CONSTANTS = WebGPUStruct.from({
15
+ const PUSH_CONSTANTS = WebGPUStruct.from({
16
16
  bucket_id: u32,
17
17
  });
18
18
 
19
- // TODO(chrome-153): uniform, not immediate — Dawn 153 overwrites immediate data on
20
- // dispatchWorkgroupsIndirect, so this reads 65535 and culls everything. Revert 7c9700b87.
21
- resources.createGroup()
22
- .addUniform("settings", PUSH_CONSTANTS);
19
+ // per-dispatch, four bytes, read-only: immediate data rather than a pooled buffer, a staging copy
20
+ // and a bind group of its own
21
+ resources.setImmediate("settings", PUSH_CONSTANTS);
23
22
 
24
23
  resources.createGroup()
25
24
  .addStorageBuffer("input", RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ)
@@ -0,0 +1,15 @@
1
+ /**
2
+ * The whole of what a vertex shader needs to know to emit a triangle the right way round, in one
3
+ * place — because there is more than one reason to reverse and they are not independent of each
4
+ * other.
5
+ *
6
+ * Feed the answer to `triangle_list_reverse_winding`. Nanite's `ReverseWindingOrder` is the same
7
+ * function for the same reason: a GPU-driven draw mixes instances that disagree about this, so it
8
+ * cannot be pipeline state, and every reason has to be combined before the corner is chosen.
9
+ *
10
+ * @see chunk_triangle_list_reverse_winding
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_triangle_winding_is_reversed: CodeChunk;
14
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
15
+ //# sourceMappingURL=chunk_triangle_winding_is_reversed.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_triangle_winding_is_reversed.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;GAWG;AACH,iDAFU,SAAS,CAmBb;0BA/BoB,iCAAiC"}
@@ -0,0 +1,35 @@
1
+ import { chunk_material_draw_side } from "../material/chunk_material_draw_side.js";
2
+ import { chunk_node3d_flags } from "../scene/chunk_node3d_flags.js";
3
+ import { NODE3D_STRUCT } from "../scene/NODE3D_STRUCT.js";
4
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
5
+
6
+ /**
7
+ * The whole of what a vertex shader needs to know to emit a triangle the right way round, in one
8
+ * place — because there is more than one reason to reverse and they are not independent of each
9
+ * other.
10
+ *
11
+ * Feed the answer to `triangle_list_reverse_winding`. Nanite's `ReverseWindingOrder` is the same
12
+ * function for the same reason: a GPU-driven draw mixes instances that disagree about this, so it
13
+ * cannot be pipeline state, and every reason has to be combined before the corner is chosen.
14
+ *
15
+ * @see chunk_triangle_list_reverse_winding
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_triangle_winding_is_reversed = CodeChunk.from(
19
+ //language=WGSL
20
+ `
21
+ /**
22
+ * Whether this instance's triangles must be emitted back to front.
23
+ *
24
+ * Two reasons, and they cancel: the instance's transform reflects, or the material asks for the
25
+ * back face. A back-sided material on a mirrored instance is wound like a front-sided one on an
26
+ * ordinary instance, and draws with the same pipeline state as both.
27
+ */
28
+ fn triangle_winding_is_reversed( node: ${NODE3D_STRUCT.wgsl_ref}, draw_side: u32 ) -> bool{
29
+ return node3d_global_is_mirrored(node) != material_draws_back_side(draw_side);
30
+ }
31
+ `, [
32
+ NODE3D_STRUCT.declaration_chunk,
33
+ chunk_node3d_flags,
34
+ chunk_material_draw_side,
35
+ ])
@@ -1 +1 @@
1
- {"version":3,"file":"shader_hzb_mesh_filter_2way.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js"],"names":[],"mappings":"AA4GA,wDAIG;8BA/F2B,kCAAkC"}
1
+ {"version":3,"file":"shader_hzb_mesh_filter_2way.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js"],"names":[],"mappings":"AA8GA,wDAIG;8BAjG2B,kCAAkC"}
@@ -21,10 +21,12 @@ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderReso
21
21
 
22
22
  const resources = new ShaderResourceSetDescriptor();
23
23
 
24
- // TODO(chrome-153): uniform, not immediate — Dawn 153 overwrites immediate data on
25
- // dispatchWorkgroupsIndirect, so this reads 65535 and culls everything. Revert 22893f0a7.
24
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer — the same
25
+ // shape shader_read_out_bucket already uses. camera_previous stays a uniform: it is a scene buffer,
26
+ // not a per-dispatch value.
27
+ resources.setImmediate("bucket_index", U32_CONTAINER_STRUCT);
28
+
26
29
  resources.createGroup()
27
- .addUniform("bucket_index", U32_CONTAINER_STRUCT)
28
30
  .addStorageBuffer("bucket_data", RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_READ)
29
31
 
30
32
  resources.createGroup()
@@ -1 +1 @@
1
- {"version":3,"file":"shader_hzb_meshlet_filter_1way.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way.js"],"names":[],"mappings":"AAyFA,2DAIG;8BA/E2B,kCAAkC"}
1
+ {"version":3,"file":"shader_hzb_meshlet_filter_1way.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way.js"],"names":[],"mappings":"AAgGA,2DAIG;8BArF2B,kCAAkC"}
@@ -10,6 +10,7 @@ import { AABB3_STRUCT } from "../../../shader/chunk/geometry/aabb3/AABB3_STRUCT.
10
10
  import { chunk_aabb3_project } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_project.js";
11
11
  import { chunk_aabb3_project_perspective } from "../../../shader/chunk/geometry/aabb3/chunk_aabb3_project_perspective.js";
12
12
  import { chunk_array_to_aabb3 } from "../../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
13
+ import { chunk_grid3d_to_index } from "../../../shader/chunk/grid/chunk_grid3d_to_index.js";
13
14
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
15
  import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
15
16
  import { ComputeShader } from "../../../shader/ComputeShader.js";
@@ -38,10 +39,15 @@ const body = CodeChunk.from(
38
39
  // language=WGSL
39
40
  `
40
41
  @compute @workgroup_size(${COMPUTE_SHADER_DEFAULT_GROUP_SIZE})
41
- fn unpack(@builtin(global_invocation_id) global_id : vec3<u32>){
42
-
43
- let input_index = global_id.x;
44
-
42
+ fn unpack(
43
+ @builtin(workgroup_id) workgroup_id : vec3<u32>,
44
+ @builtin(num_workgroups) group_count : vec3<u32>,
45
+ @builtin(local_invocation_index) local_index : u32,
46
+ ){
47
+
48
+ // folded dispatch — see IndirectComputeCommandBuildPass
49
+ let input_index = grid3d_to_index(workgroup_id, group_count.xy) * ${COMPUTE_SHADER_DEFAULT_GROUP_SIZE}u + local_index;
50
+
45
51
  if(input_index >= input.count){
46
52
  return;
47
53
  }
@@ -80,6 +86,7 @@ fn unpack(@builtin(global_invocation_id) global_id : vec3<u32>){
80
86
  }`,
81
87
  [
82
88
  AABB3_STRUCT.declaration_chunk,
89
+ chunk_grid3d_to_index,
83
90
  chunk_array_to_aabb3,
84
91
  chunk_aabb3_project,
85
92
  chunk_aabb3_project_perspective,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_hzb_meshlet_filter_1way_full.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js"],"names":[],"mappings":"AA6GA;;;GAGG;AACH,kDAFU,aAAa,CAMpB;8BAnG2B,kCAAkC"}
1
+ {"version":3,"file":"shader_hzb_meshlet_filter_1way_full.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js"],"names":[],"mappings":"AA8GA;;;GAGG;AACH,kDAFU,aAAa,CAMpB;8BApG2B,kCAAkC"}
@@ -23,11 +23,12 @@ import { MESHLET_COLLECTION_WRITE_STRUCT } from "../../MESHLET_COLLECTION_WRITE_
23
23
 
24
24
  const resources = new ShaderResourceSetDescriptor();
25
25
 
26
- // TODO(chrome-153): uniform, not immediate — Dawn 153 overwrites immediate data on
27
- // dispatchWorkgroupsIndirect, so this reads 65535 and culls everything. Revert 22893f0a7.
26
+ // per-dispatch, eight bytes, read-only: immediate data rather than a uniform buffer. camera stays
27
+ // a uniform — it is a scene buffer, not a per-dispatch value.
28
+ resources.setImmediate("resolution", vec2u);
29
+
28
30
  resources.createGroup()
29
31
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
30
- .addUniform("resolution", vec2u)
31
32
  .addStorageBuffer("scene_database", WebGPUArray.from(u32))
32
33
  .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
33
34
  .addTexture("texture_hzb")
@@ -1,6 +1,15 @@
1
1
  export const RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE: number;
2
2
  export const RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE: number;
3
- export const RASTERIZATION_BUCKET_BIT_COUNT_DRAW_SIDE: number;
3
+ /**
4
+ * One bit, not the two {@link ShadeDrawSide} would need. Only double-sided geometry needs a
5
+ * pipeline of its own — `cullMode: 'none'` has no winding equivalent. `Front` and `Back` share
6
+ * one: a back-sided material is a front-sided one drawn with its winding reversed, and the
7
+ * vertex shader does the reversing.
8
+ *
9
+ * @see rasterization_material_bucket
10
+ * @type {number}
11
+ */
12
+ export const RASTERIZATION_BUCKET_BIT_COUNT_DOUBLE_SIDED: number;
4
13
  /**
5
14
  * Maximum number of rasterization buckets. This is a number of permutations of different alpha and draw modes.
6
15
  * See Northlight talk on "Alan Wake 2" meshlet shading.
@@ -1 +1 @@
1
- {"version":3,"file":"RASTERIZATION_BUCKET_LIMIT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/expand/bucket/RASTERIZATION_BUCKET_LIMIT.js"],"names":[],"mappings":"AAmBA,+DAA0F;AAC1F,8DAAsF;AACtF,8DAAsF;AAEtF;;;;GAIG;AACH,yCAFU,MAAM,CAEmK"}
1
+ {"version":3,"file":"RASTERIZATION_BUCKET_LIMIT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/expand/bucket/RASTERIZATION_BUCKET_LIMIT.js"],"names":[],"mappings":"AAkBA,+DAA0F;AAC1F,8DAAsF;AAEtF;;;;;;;;GAQG;AACH,0DAFU,MAAM,CAE6C;AAE7D;;;;GAIG;AACH,yCAFU,MAAM,CAEsK"}
@@ -1,29 +1,38 @@
1
- import { assert } from "../../../../../core/assert.js";
2
- import { ShadeDrawMode } from "../../../material/ShadeDrawMode.js";
3
- import { ShadeDrawSide } from "../../../material/ShadeDrawSide.js";
4
- import { TransparencyMode } from "../../../material/TransparencyMode.js";
5
-
6
- /**
7
- *
8
- * @param {Object} e enum
9
- * @return {number} number of bits required to represent it
10
- */
11
- function enum_bit_count(e) {
12
- const max = Math.max.apply(null, Object.values(e));
13
-
14
- assert.isNonNegativeInteger(max, 'max');
15
- assert.lessThanOrEqual(max, 5, "the bucket count is going to be absurd");
16
-
17
- return 32 - Math.clz32(max);
18
- }
19
-
20
- export const RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE = enum_bit_count(TransparencyMode);
21
- export const RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE = enum_bit_count(ShadeDrawMode);
22
- export const RASTERIZATION_BUCKET_BIT_COUNT_DRAW_SIDE = enum_bit_count(ShadeDrawSide);
23
-
24
- /**
25
- * Maximum number of rasterization buckets. This is a number of permutations of different alpha and draw modes.
26
- * See Northlight talk on "Alan Wake 2" meshlet shading.
27
- * @type {number}
28
- */
29
- export const RASTERIZATION_BUCKET_LIMIT = (1 << (RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE + RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE + RASTERIZATION_BUCKET_BIT_COUNT_DRAW_SIDE));
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { ShadeDrawMode } from "../../../material/ShadeDrawMode.js";
3
+ import { TransparencyMode } from "../../../material/TransparencyMode.js";
4
+
5
+ /**
6
+ *
7
+ * @param {Object} e enum
8
+ * @return {number} number of bits required to represent it
9
+ */
10
+ function enum_bit_count(e) {
11
+ const max = Math.max.apply(null, Object.values(e));
12
+
13
+ assert.isNonNegativeInteger(max, 'max');
14
+ assert.lessThanOrEqual(max, 5, "the bucket count is going to be absurd");
15
+
16
+ return 32 - Math.clz32(max);
17
+ }
18
+
19
+ export const RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE = enum_bit_count(TransparencyMode);
20
+ export const RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE = enum_bit_count(ShadeDrawMode);
21
+
22
+ /**
23
+ * One bit, not the two {@link ShadeDrawSide} would need. Only double-sided geometry needs a
24
+ * pipeline of its own — `cullMode: 'none'` has no winding equivalent. `Front` and `Back` share
25
+ * one: a back-sided material is a front-sided one drawn with its winding reversed, and the
26
+ * vertex shader does the reversing.
27
+ *
28
+ * @see rasterization_material_bucket
29
+ * @type {number}
30
+ */
31
+ export const RASTERIZATION_BUCKET_BIT_COUNT_DOUBLE_SIDED = 1;
32
+
33
+ /**
34
+ * Maximum number of rasterization buckets. This is a number of permutations of different alpha and draw modes.
35
+ * See Northlight talk on "Alan Wake 2" meshlet shading.
36
+ * @type {number}
37
+ */
38
+ export const RASTERIZATION_BUCKET_LIMIT = (1 << (RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE + RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE + RASTERIZATION_BUCKET_BIT_COUNT_DOUBLE_SIDED));
@@ -7,6 +7,11 @@
7
7
  */
8
8
  export function rasterization_material_bucket(alpha_mode: number | TransparencyMode, draw_mode: number | ShadeDrawMode, side: number | ShadeDrawSide): number;
9
9
  /**
10
+ * A bucket is a pipeline state, and the third field is the only thing a {@link ShadeDrawSide}
11
+ * still says about one: whether it culls at all. `Front` and `Back` land in the same bucket —
12
+ * a back-sided material is a front-sided one whose winding the vertex shader reverses — so a
13
+ * scene that mixes them draws in one pass, through one expansion chain.
14
+ *
10
15
  * @see TransparencyMode
11
16
  * @see ShadeDrawMode
12
17
  * @see rasterization_material_bucket
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_rasterization_material_bucket.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/expand/bucket/chunk_rasterization_material_bucket.js"],"names":[],"mappings":"AAuCA;;;;;;GAMG;AACH,0DALW,MAAM,GAAC,gBAAgB,aACvB,MAAM,GAAC,aAAa,QACpB,MAAM,GAAC,aAAa,GACnB,MAAM,CAUjB;AAhCD;;;;;GAKG;AACH,kDAFU,SAAS,CAWjB;iCAlC+B,uCAAuC;8BAF1C,oCAAoC;8BACpC,oCAAoC;0BAExC,uCAAuC"}
1
+ {"version":3,"file":"chunk_rasterization_material_bucket.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/expand/bucket/chunk_rasterization_material_bucket.js"],"names":[],"mappings":"AA6CA;;;;;;GAMG;AACH,0DALW,MAAM,GAAC,gBAAgB,aACvB,MAAM,GAAC,aAAa,QACpB,MAAM,GAAC,aAAa,GACnB,MAAM,CAYjB;AAzCD;;;;;;;;;;GAUG;AACH,kDAFU,SAAS,CAajB;iCAxC+B,uCAAuC;8BAF1C,oCAAoC;8BACpC,oCAAoC;0BAExC,uCAAuC"}
@@ -1,55 +1,63 @@
1
- import { assert } from "../../../../../core/assert.js";
2
- import { ShadeDrawMode } from "../../../material/ShadeDrawMode.js";
3
- import { ShadeDrawSide } from "../../../material/ShadeDrawSide.js";
4
- import { TransparencyMode } from "../../../material/TransparencyMode.js";
5
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
6
- import {
7
- RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE,
8
- RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE,
9
- RASTERIZATION_BUCKET_BIT_COUNT_DRAW_SIDE
10
- } from "./RASTERIZATION_BUCKET_LIMIT.js";
11
-
12
- // A field of N bits is masked with (1 << N) - 1, not N + 1 (the two coincide only at N == 2,
13
- // which is the value all three enums happen to have today).
14
- const mask_alpha = (1 << RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE) - 1;
15
- const shift_alpha = 0;
16
-
17
- const mask_primitive = (1 << RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE) - 1;
18
- const shift_primitive = shift_alpha + RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE;
19
-
20
- const mask_side = (1 << RASTERIZATION_BUCKET_BIT_COUNT_DRAW_SIDE) - 1;
21
- const shift_side = shift_primitive + RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE;
22
-
23
- /**
24
- * @see TransparencyMode
25
- * @see ShadeDrawMode
26
- * @see rasterization_material_bucket
27
- * @type {CodeChunk}
28
- */
29
- export const chunk_rasterization_material_bucket = CodeChunk.from(
30
- //language=WGSL
31
- `
32
- fn rasterization_material_bucket( alpha_mode: u32, draw_mode: u32, side: u32 ) -> u32{
33
- return ( ( alpha_mode & ${mask_alpha} ) << ${shift_alpha} )
34
- | ( ( draw_mode & ${mask_primitive} ) << ${shift_primitive} )
35
- | ( ( side & ${mask_side} ) << ${shift_side} );
36
- }
37
- `
38
- );
39
-
40
- /**
41
- * @see chunk_rasterization_material_bucket
42
- * @param {number|TransparencyMode} alpha_mode
43
- * @param {number|ShadeDrawMode} draw_mode
44
- * @param {number|ShadeDrawSide} side
45
- * @return {number}
46
- */
47
- export function rasterization_material_bucket(alpha_mode, draw_mode, side) {
48
- assert.enum(alpha_mode, TransparencyMode);
49
- assert.enum(draw_mode, ShadeDrawMode);
50
- assert.enum(side, ShadeDrawSide);
51
-
52
- return ((alpha_mode & mask_alpha) << shift_alpha)
53
- | ((draw_mode & mask_primitive) << shift_primitive)
54
- | ((side & mask_side) << shift_side);
55
- }
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { ShadeDrawMode } from "../../../material/ShadeDrawMode.js";
3
+ import { ShadeDrawSide } from "../../../material/ShadeDrawSide.js";
4
+ import { TransparencyMode } from "../../../material/TransparencyMode.js";
5
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
6
+ import {
7
+ RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE,
8
+ RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE
9
+ } from "./RASTERIZATION_BUCKET_LIMIT.js";
10
+
11
+ // A field of N bits is masked with (1 << N) - 1, not N + 1 (the two coincide only at N == 2,
12
+ // which is the value both of these enums happen to have today).
13
+ const mask_alpha = (1 << RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE) - 1;
14
+ const shift_alpha = 0;
15
+
16
+ const mask_primitive = (1 << RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE) - 1;
17
+ const shift_primitive = shift_alpha + RASTERIZATION_BUCKET_BIT_COUNT_ALPHA_MODE;
18
+
19
+ // the last field carries no mask: it is a boolean by construction, not an enum being narrowed
20
+ const shift_double_sided = shift_primitive + RASTERIZATION_BUCKET_BIT_COUNT_DRAW_MODE;
21
+
22
+ /**
23
+ * A bucket is a pipeline state, and the third field is the only thing a {@link ShadeDrawSide}
24
+ * still says about one: whether it culls at all. `Front` and `Back` land in the same bucket —
25
+ * a back-sided material is a front-sided one whose winding the vertex shader reverses — so a
26
+ * scene that mixes them draws in one pass, through one expansion chain.
27
+ *
28
+ * @see TransparencyMode
29
+ * @see ShadeDrawMode
30
+ * @see rasterization_material_bucket
31
+ * @type {CodeChunk}
32
+ */
33
+ export const chunk_rasterization_material_bucket = CodeChunk.from(
34
+ //language=WGSL
35
+ `
36
+ fn rasterization_material_bucket( alpha_mode: u32, draw_mode: u32, side: u32 ) -> u32{
37
+ let double_sided = u32( side == ${ShadeDrawSide.Double}u );
38
+
39
+ return ( ( alpha_mode & ${mask_alpha} ) << ${shift_alpha} )
40
+ | ( ( draw_mode & ${mask_primitive} ) << ${shift_primitive} )
41
+ | ( double_sided << ${shift_double_sided} );
42
+ }
43
+ `
44
+ );
45
+
46
+ /**
47
+ * @see chunk_rasterization_material_bucket
48
+ * @param {number|TransparencyMode} alpha_mode
49
+ * @param {number|ShadeDrawMode} draw_mode
50
+ * @param {number|ShadeDrawSide} side
51
+ * @return {number}
52
+ */
53
+ export function rasterization_material_bucket(alpha_mode, draw_mode, side) {
54
+ assert.enum(alpha_mode, TransparencyMode);
55
+ assert.enum(draw_mode, ShadeDrawMode);
56
+ assert.enum(side, ShadeDrawSide);
57
+
58
+ const double_sided = side === ShadeDrawSide.Double ? 1 : 0;
59
+
60
+ return ((alpha_mode & mask_alpha) << shift_alpha)
61
+ | ((draw_mode & mask_primitive) << shift_primitive)
62
+ | (double_sided << shift_double_sided);
63
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"graph_sort_meshlets_by_bucket_id.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/meshlet/graph_sort_meshlets_by_bucket_id.js"],"names":[],"mappings":"AAeA;;;;;;;GAOG;AACH;IAL+B,KAAK;IACA,SAAS;IAClB,cAAc,EAA9B,MAAM;IACuB,MAAM;QAuG7C"}
1
+ {"version":3,"file":"graph_sort_meshlets_by_bucket_id.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/meshlet/graph_sort_meshlets_by_bucket_id.js"],"names":[],"mappings":"AAeA;;;;;;;GAOG;AACH;IAL+B,KAAK;IACA,SAAS;IAClB,cAAc,EAA9B,MAAM;IACuB,MAAM;QA0G7C"}
@@ -46,6 +46,8 @@ export function graph_sort_meshlets_by_bucket_id({
46
46
  const input = resources.get(data.input);
47
47
  const command = resources.get(data.command);
48
48
 
49
+ // folded: a meshlet collection is past what one dispatch dimension reaches — see
50
+ // IndirectComputeCommandBuildPass
49
51
  build_indirect_compute_dispatch_command(
50
52
  COMPUTE_SHADER_DEFAULT_GROUP_SIZE,
51
53
  encoder,
@@ -53,6 +55,7 @@ export function graph_sort_meshlets_by_bucket_id({
53
55
  0,
54
56
  command,
55
57
  0,
58
+ true,
56
59
  );
57
60
 
58
61
  // count by bucket
@@ -1 +1 @@
1
- {"version":3,"file":"shader_meshlets_count_by_rasterization_bucket.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.js"],"names":[],"mappings":"AAsFA,0EAIG;8BAjF2B,qCAAqC"}
1
+ {"version":3,"file":"shader_meshlets_count_by_rasterization_bucket.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.js"],"names":[],"mappings":"AA0FA,0EAIG;8BApF2B,qCAAqC"}