@woosh/meep-engine 3.28.0 → 3.30.0

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 (685) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  5. package/src/core/binary/BinaryBuffer.js +14 -2
  6. package/src/core/binary/BitSet.d.ts +16 -0
  7. package/src/core/binary/BitSet.d.ts.map +1 -1
  8. package/src/core/binary/BitSet.js +159 -49
  9. package/src/core/binary/allocator/OffsetAllocator.d.ts +48 -0
  10. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  11. package/src/core/binary/allocator/OffsetAllocator.js +208 -9
  12. package/src/core/binary/compression/compress_bytes.d.ts +20 -0
  13. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -0
  14. package/src/core/binary/compression/compress_bytes.js +35 -0
  15. package/src/core/binary/compression/decompress_bytes_into.d.ts +30 -0
  16. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -0
  17. package/src/core/binary/compression/decompress_bytes_into.js +87 -0
  18. package/src/core/binary/compression/deflate_decompress_bound.d.ts +27 -0
  19. package/src/core/binary/compression/deflate_decompress_bound.d.ts.map +1 -0
  20. package/src/core/binary/compression/deflate_decompress_bound.js +32 -0
  21. package/src/core/bvh2/bvh3/BVH.d.ts.map +1 -1
  22. package/src/core/bvh2/bvh3/BVH.js +14 -1
  23. package/src/core/cache/FrequencySketch.d.ts +3 -1
  24. package/src/core/cache/FrequencySketch.d.ts.map +1 -1
  25. package/src/core/cache/FrequencySketch.js +10 -4
  26. package/src/core/cache/wtinylfu/CacheWTinylfu.d.ts.map +1 -1
  27. package/src/core/cache/wtinylfu/CacheWTinylfu.js +24 -2
  28. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts +24 -0
  29. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts.map +1 -0
  30. package/src/core/geom/3d/quadric/quadric_attribute_add.js +31 -0
  31. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts +46 -0
  32. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts.map +1 -0
  33. package/src/core/geom/3d/quadric/quadric_attribute_reduce.js +104 -0
  34. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts +62 -0
  35. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts.map +1 -0
  36. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.js +158 -0
  37. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts +21 -0
  38. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts.map +1 -0
  39. package/src/core/geom/3d/quadric/quadric_attribute_size.js +24 -0
  40. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts +34 -0
  41. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts.map +1 -0
  42. package/src/core/geom/3d/quadric/quadric_attribute_solve.js +55 -0
  43. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts +28 -0
  44. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts.map +1 -0
  45. package/src/core/geom/3d/quadric/quadric_attribute_sub.js +35 -0
  46. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts +15 -0
  47. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts.map +1 -1
  48. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.js +35 -0
  49. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts +93 -0
  50. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts.map +1 -0
  51. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.js +128 -0
  52. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts +20 -0
  53. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  54. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +69 -4
  55. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts +38 -0
  56. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -0
  57. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +113 -0
  58. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +93 -17
  59. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  60. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +930 -69
  61. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts +22 -0
  62. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts.map +1 -0
  63. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.js +46 -0
  64. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts +19 -0
  65. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts.map +1 -0
  66. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.js +49 -0
  67. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts +25 -0
  68. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts.map +1 -0
  69. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +228 -0
  70. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts +13 -0
  71. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts.map +1 -1
  72. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.js +10 -128
  73. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
  74. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +11 -1
  75. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts +63 -0
  76. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts.map +1 -0
  77. package/src/core/graph/layout/layered/BoxLayoutOptions.js +80 -0
  78. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.d.ts +35 -0
  79. package/src/core/graph/layout/layered/LayoutBoxGraph.d.ts.map +1 -0
  80. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.js +53 -1
  81. package/src/core/graph/layout/layered/layout_assign_coordinates.d.ts.map +1 -0
  82. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.js +72 -68
  83. package/src/core/graph/layout/layered/layout_assign_layers.d.ts.map +1 -0
  84. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.js +4 -2
  85. package/src/core/graph/layout/layered/layout_break_cycles.d.ts.map +1 -0
  86. package/src/core/graph/layout/layered/layout_insert_lanes.d.ts.map +1 -0
  87. package/src/core/graph/layout/layered/layout_order_layers.d.ts.map +1 -0
  88. package/src/core/graph/layout/layered/layout_orient_links.d.ts.map +1 -0
  89. package/src/core/graph/mn_graph_collapse_weighted_edge.js +6 -6
  90. package/src/core/math/lookup/ParameterLookupTable.d.ts.map +1 -1
  91. package/src/core/math/lookup/ParameterLookupTable.js +10 -5
  92. package/src/core/math/noise/sdnoise.d.ts.map +1 -1
  93. package/src/core/math/noise/sdnoise.js +16 -10
  94. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +7 -51
  95. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -1
  96. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +8 -69
  97. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +1 -1
  98. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +6 -6
  99. package/src/core/model/node-graph/visual/layout/route_grid_build.js +1 -1
  100. package/src/core/model/object/ImmutableObjectPool.d.ts.map +1 -1
  101. package/src/core/model/object/ImmutableObjectPool.js +17 -7
  102. package/src/core/process/executor/ConcurrentExecutor.d.ts +1 -5
  103. package/src/core/process/executor/ConcurrentExecutor.d.ts.map +1 -1
  104. package/src/core/process/executor/ConcurrentExecutor.js +95 -1
  105. package/src/core/process/task/task_find_dependency_cycle.d.ts +17 -0
  106. package/src/core/process/task/task_find_dependency_cycle.d.ts.map +1 -0
  107. package/src/core/process/task/task_find_dependency_cycle.js +81 -0
  108. package/src/core/wfc/WFCCellChoice.d.ts +17 -0
  109. package/src/core/wfc/WFCCellChoice.d.ts.map +1 -0
  110. package/src/core/wfc/WFCCellChoice.js +36 -0
  111. package/src/core/wfc/WFCLattice.d.ts +105 -0
  112. package/src/core/wfc/WFCLattice.d.ts.map +1 -0
  113. package/src/core/wfc/WFCLattice.js +235 -0
  114. package/src/core/wfc/WFCRuleTable.d.ts +172 -0
  115. package/src/core/wfc/WFCRuleTable.d.ts.map +1 -0
  116. package/src/core/wfc/WFCRuleTable.js +334 -0
  117. package/src/core/wfc/WFCState.d.ts +273 -0
  118. package/src/core/wfc/WFCState.d.ts.map +1 -0
  119. package/src/core/wfc/WFCState.js +552 -0
  120. package/src/core/wfc/WFCStatus.d.ts +11 -0
  121. package/src/core/wfc/WFCStatus.d.ts.map +1 -0
  122. package/src/core/wfc/WFCStatus.js +28 -0
  123. package/src/core/wfc/WFCTileWeights.d.ts +48 -0
  124. package/src/core/wfc/WFCTileWeights.d.ts.map +1 -0
  125. package/src/core/wfc/WFCTileWeights.js +86 -0
  126. package/src/core/wfc/WFC_UNRESOLVED.d.ts +12 -0
  127. package/src/core/wfc/WFC_UNRESOLVED.d.ts.map +1 -0
  128. package/src/core/wfc/WFC_UNRESOLVED.js +11 -0
  129. package/src/core/wfc/wfc_estimate_bytes.d.ts +24 -0
  130. package/src/core/wfc/wfc_estimate_bytes.d.ts.map +1 -0
  131. package/src/core/wfc/wfc_estimate_bytes.js +47 -0
  132. package/src/core/wfc/wfc_rule_table_tile_components.d.ts +27 -0
  133. package/src/core/wfc/wfc_rule_table_tile_components.d.ts.map +1 -0
  134. package/src/core/wfc/wfc_rule_table_tile_components.js +80 -0
  135. package/src/core/wfc/wfc_solve.d.ts +21 -0
  136. package/src/core/wfc/wfc_solve.d.ts.map +1 -0
  137. package/src/core/wfc/wfc_solve.js +154 -0
  138. package/src/core/wfc/wfc_state_apply_boundary.d.ts +18 -0
  139. package/src/core/wfc/wfc_state_apply_boundary.d.ts.map +1 -0
  140. package/src/core/wfc/wfc_state_apply_boundary.js +61 -0
  141. package/src/core/wfc/wfc_state_assign.d.ts +11 -0
  142. package/src/core/wfc/wfc_state_assign.d.ts.map +1 -0
  143. package/src/core/wfc/wfc_state_assign.js +36 -0
  144. package/src/core/wfc/wfc_state_ban_bits.d.ts +17 -0
  145. package/src/core/wfc/wfc_state_ban_bits.d.ts.map +1 -0
  146. package/src/core/wfc/wfc_state_ban_bits.js +81 -0
  147. package/src/core/wfc/wfc_state_collapse.d.ts +12 -0
  148. package/src/core/wfc/wfc_state_collapse.d.ts.map +1 -0
  149. package/src/core/wfc/wfc_state_collapse.js +73 -0
  150. package/src/core/wfc/wfc_state_flush_dirty.d.ts +12 -0
  151. package/src/core/wfc/wfc_state_flush_dirty.d.ts.map +1 -0
  152. package/src/core/wfc/wfc_state_flush_dirty.js +39 -0
  153. package/src/core/wfc/wfc_state_propagate.d.ts +14 -0
  154. package/src/core/wfc/wfc_state_propagate.d.ts.map +1 -0
  155. package/src/core/wfc/wfc_state_propagate.js +155 -0
  156. package/src/core/wfc/wfc_state_read.d.ts +11 -0
  157. package/src/core/wfc/wfc_state_read.d.ts.map +1 -0
  158. package/src/core/wfc/wfc_state_read.js +38 -0
  159. package/src/core/wfc/wfc_state_restrict.d.ts +18 -0
  160. package/src/core/wfc/wfc_state_restrict.d.ts.map +1 -0
  161. package/src/core/wfc/wfc_state_restrict.js +39 -0
  162. package/src/core/wfc/wfc_state_set_eligible.d.ts +24 -0
  163. package/src/core/wfc/wfc_state_set_eligible.d.ts.map +1 -0
  164. package/src/core/wfc/wfc_state_set_eligible.js +49 -0
  165. package/src/core/wfc/wfc_state_undo_to.d.ts +13 -0
  166. package/src/core/wfc/wfc_state_undo_to.d.ts.map +1 -0
  167. package/src/core/wfc/wfc_state_undo_to.js +84 -0
  168. package/src/core/wfc/wfc_words_per_cell.d.ts +11 -0
  169. package/src/core/wfc/wfc_words_per_cell.d.ts.map +1 -0
  170. package/src/core/wfc/wfc_words_per_cell.js +16 -0
  171. package/src/engine/ecs/EntityComponentDataset.d.ts +8 -0
  172. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  173. package/src/engine/ecs/EntityComponentDataset.js +37 -14
  174. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +8 -1
  175. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  176. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +37 -2
  177. package/src/engine/ecs/guid/UUID.d.ts.map +1 -1
  178. package/src/engine/ecs/guid/UUID.js +45 -17
  179. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.d.ts.map +1 -1
  180. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +3 -1
  181. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  182. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +366 -360
  183. package/src/engine/graphics/texture/sampler/resize/sampler2d_scale_down_linear.d.ts.map +1 -1
  184. package/src/engine/graphics/texture/sampler/resize/sampler2d_scale_down_linear.js +24 -10
  185. package/src/engine/graphics3/DebugDrawSystem.d.ts +7 -5
  186. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  187. package/src/engine/graphics3/DebugDrawSystem.js +206 -203
  188. package/src/engine/graphics3/DecalSystem.d.ts +4 -5
  189. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  190. package/src/engine/graphics3/DecalSystem.js +5 -5
  191. package/src/engine/graphics3/FogOfWarSystem.d.ts +7 -12
  192. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  193. package/src/engine/graphics3/FogOfWarSystem.js +8 -12
  194. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -230
  195. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts.map +1 -1
  196. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.js +24 -5
  197. package/src/engine/interpolation/Interpoland.d.ts +7 -1
  198. package/src/engine/interpolation/Interpoland.d.ts.map +1 -1
  199. package/src/engine/interpolation/Interpoland.js +8 -1
  200. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationSystem.js +3 -0
  202. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts +5 -3
  203. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  204. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +14 -3
  205. package/src/engine/interpolation/pose_interpoland.d.ts.map +1 -1
  206. package/src/engine/interpolation/pose_interpoland.js +2 -0
  207. package/src/engine/network/orchestrator/NetworkPeer.d.ts.map +1 -1
  208. package/src/engine/network/orchestrator/NetworkPeer.js +15 -10
  209. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/ClothWorld.js +17 -0
  211. package/src/engine/physics/mls-mpm/MLS_MPM.d.ts.map +1 -1
  212. package/src/engine/physics/mls-mpm/MLS_MPM.js +14 -0
  213. package/src/engine/sound/sopra/definition/clip/AbstractAudioClip.d.ts +2 -1
  214. package/src/engine/sound/sopra/definition/clip/AbstractAudioClip.d.ts.map +1 -1
  215. package/src/engine/sound/sopra/definition/clip/AbstractAudioClip.js +1 -1
  216. package/src/engine/sound/sopra/definition/clip/BlendContainerAudioClip.d.ts +1 -0
  217. package/src/engine/sound/sopra/definition/clip/BlendContainerAudioClip.d.ts.map +1 -1
  218. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.d.ts +1 -0
  219. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.d.ts.map +1 -1
  220. package/src/engine/sound/sopra/definition/clip/SampleAudioClip.d.ts +2 -1
  221. package/src/engine/sound/sopra/definition/clip/SampleAudioClip.d.ts.map +1 -1
  222. package/src/engine/sound/sopra/definition/clip/SampleAudioClip.js +12 -3
  223. package/src/engine/sound/sopra/definition/clip/SequenceContainerAudioClip.d.ts +1 -0
  224. package/src/engine/sound/sopra/definition/clip/SequenceContainerAudioClip.d.ts.map +1 -1
  225. package/src/engine/sound/sopra/definition/clip/SwitchContainerAudioClip.d.ts +1 -0
  226. package/src/engine/sound/sopra/definition/clip/SwitchContainerAudioClip.d.ts.map +1 -1
  227. package/src/engine/sound/sopra/runtime/EventInstance.d.ts.map +1 -1
  228. package/src/engine/sound/sopra/runtime/EventInstance.js +4 -1
  229. package/src/format/image/avif/av1/decode/decode_coefficients.d.ts.map +1 -1
  230. package/src/format/image/avif/av1/decode/decode_coefficients.js +248 -259
  231. package/src/format/image/avif/av1/decode/read_golomb.d.ts +21 -0
  232. package/src/format/image/avif/av1/decode/read_golomb.d.ts.map +1 -0
  233. package/src/format/image/avif/av1/decode/read_golomb.js +49 -0
  234. package/src/format/image/avif/av1/filter/loop_restoration.js +461 -451
  235. package/src/format/image/avif/av1/util/round2.d.ts +19 -2
  236. package/src/format/image/avif/av1/util/round2.d.ts.map +1 -1
  237. package/src/format/image/avif/av1/util/round2.js +51 -27
  238. package/src/format/image/avif/heif/parse_avif_file.js +24 -0
  239. package/src/shade/RENDERER_CONTRACT.md +12 -7
  240. package/src/shade/playground/caldera/README.md +529 -0
  241. package/src/shade/playground/caldera/caldera_format.d.ts +151 -0
  242. package/src/shade/playground/caldera/caldera_format.d.ts.map +1 -0
  243. package/src/shade/playground/caldera/caldera_format.js +241 -0
  244. package/src/shade/playground/caldera/index.html +126 -0
  245. package/src/shade/playground/caldera/main.d.ts.map +1 -0
  246. package/src/shade/playground/caldera/main.js +1565 -0
  247. package/src/shade/playground/mesh_row_ceiling/README.md +85 -0
  248. package/src/shade/playground/mesh_row_ceiling/index.html +31 -0
  249. package/src/shade/playground/mesh_row_ceiling/main.d.ts +2 -0
  250. package/src/shade/playground/mesh_row_ceiling/main.d.ts.map +1 -0
  251. package/src/shade/playground/mesh_row_ceiling/main.js +389 -0
  252. package/src/shade/playground/vgeo_runtime/README.md +5 -3
  253. package/src/shade/playground/vgeo_runtime/main.js +3 -2
  254. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts +3 -3
  255. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -1
  256. package/src/shade/playground/vgeo_runtime/sample_asset.js +3 -3
  257. package/src/shade/playground/vgeo_scene/README.md +103 -24
  258. package/src/shade/playground/vgeo_scene/main.js +525 -24
  259. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  260. package/src/shade/renderer/GraphicsContext.js +6 -0
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  674. package/src/shade/renderer/rasterize/forward/chunk_material_side_should_draw.d.ts.map +0 -1
  675. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.d.ts +0 -0
  676. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.d.ts +0 -0
  677. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_break_cycles.d.ts +0 -0
  678. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_break_cycles.js +0 -0
  679. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_insert_lanes.d.ts +0 -0
  680. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_insert_lanes.js +0 -0
  681. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_order_layers.d.ts +0 -0
  682. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_order_layers.js +0 -0
  683. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.d.ts +0 -0
  684. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.js +0 -0
  685. /package/src/shade/playground/{vgeo_viewer → caldera}/main.d.ts +0 -0
@@ -1 +1 @@
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- {"version":3,"file":"graph_rasterize_scene_fast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;GAUG;AACH;;;;;;;IAFa;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CA0I3D;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAJ+B,KAAK;IACC,GAAG;IACA,MAAM;SA8C7C"}
1
+ {"version":3,"file":"graph_rasterize_scene_fast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;GAUG;AACH;;;;;;;IAFa;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CA0J3D;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAJ+B,KAAK;IACC,GAAG;IACA,MAAM;SA8C7C"}
@@ -13,6 +13,7 @@ import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/gra
13
13
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
14
14
  import { construct_primitive_state } from "../bucket/construct_primitive_state.js";
15
15
  import { rasterization_opaque_buckets } from "../bucket/rasterization_opaque_buckets.js";
16
+ import { rasterization_has_opaque_bucket } from "../bucket/rasterization_has_opaque_bucket.js";
16
17
  import { graph_mesh_frustum_cull } from "../compute/graph_mesh_frustum_cull.js";
17
18
  import { graph_rasterize_meshes_alpha_tested } from "../native/graph_rasterize_meshes_alpha_tested.js";
18
19
  import { graph_extract_meshes_from_bucket } from "./graph_extract_meshes_from_bucket.js";
@@ -123,13 +124,27 @@ export function graph_rasterize_scene_fast_raw({
123
124
 
124
125
  // alpha-tested: reuse the existing native pass but skip HZB filtering by passing hzb=-1
125
126
  if (job.alpha_tested_pass !== undefined) {
127
+ /**
128
+ * The opaque path's first draw is the only thing that clears the visibility-buffer colour
129
+ * attachments and the depth attachment — the clear values live on the opaque pass descriptor
130
+ * and reach the targets through its `loadOp`, and every pass after it is recorded with
131
+ * `load`. When the scene has no opaque bucket that draw never happens, so the first pass that
132
+ * does run owns the clear. The alpha-tested descriptor carries the same clear values
133
+ * (`[0,0,0,0]`, VIZ_BUFFER_INVALID_MESH_VALUE, DEPTH_BACKGROUND_VALUE), so handing it over
134
+ * changes nothing about what the targets are cleared to.
135
+ *
136
+ * Wherever an opaque bucket exists — nearly every scene — this starts true and every call
137
+ * below asks for `false`, exactly as before.
138
+ */
139
+ let targets_cleared = rasterization_has_opaque_bucket(active_buckets);
140
+
126
141
 
127
142
  const alpha_tested_front = graph_rasterize_meshes_alpha_tested({
128
143
  graph,
129
144
  buckets: gr_render_buckets,
130
145
  view_ctx: view_ctx,
131
146
  render_pass_descriptor: job.alpha_tested_pass,
132
- clear_target: false,
147
+ clear_target: !targets_cleared,
133
148
  side: ShadeDrawSide.Front,
134
149
  cull_policy: job.cull_policy,
135
150
  limits,
@@ -142,13 +157,14 @@ export function graph_rasterize_scene_fast_raw({
142
157
 
143
158
  target_depth = alpha_tested_front.depth;
144
159
  targets_color = alpha_tested_front.color_targets;
160
+ targets_cleared = targets_cleared || alpha_tested_front.executed;
145
161
 
146
162
  const alpha_tested_double = graph_rasterize_meshes_alpha_tested({
147
163
  graph,
148
164
  buckets: gr_render_buckets,
149
165
  view_ctx: view_ctx,
150
166
  render_pass_descriptor: job.alpha_tested_pass,
151
- clear_target: false,
167
+ clear_target: !targets_cleared,
152
168
  side: ShadeDrawSide.Double,
153
169
  cull_policy: job.cull_policy,
154
170
  limits,
@@ -161,6 +177,7 @@ export function graph_rasterize_scene_fast_raw({
161
177
 
162
178
  target_depth = alpha_tested_double.depth;
163
179
  targets_color = alpha_tested_double.color_targets;
180
+ targets_cleared = targets_cleared || alpha_tested_double.executed;
164
181
  }
165
182
 
166
183
  return {target_depth, targets_color};
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_partial_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js"],"names":[],"mappings":"AAyBA;;;;;;;;;;;;;;;GAeG;AACH,gMAFa;IAAC,eAAe,EAAC,MAAM,CAAC;IAAC,cAAc,EAAC,MAAM,CAAC;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAmMjG"}
1
+ {"version":3,"file":"graph_rasterize_partial_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;GAeG;AACH,gMAFa;IAAC,eAAe,EAAC,MAAM,CAAC;IAAC,cAAc,EAAC,MAAM,CAAC;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAgMjG"}
@@ -3,7 +3,6 @@ import { noop } from "../../../../core/function/noop.js";
3
3
  import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
4
  import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
5
  import { shader_hzb_mesh_filter_2way } from "../cull/hzb/shader_hzb_mesh_filter_2way.js";
6
- import { U32_CONTAINER_STRUCT } from "../../shader/type/U32_CONTAINER_STRUCT.js";
7
6
  import { ShadeDrawMode } from "../../material/ShadeDrawMode.js";
8
7
  import { ShadeDrawSide } from "../../material/ShadeDrawSide.js";
9
8
  import { TransparencyMode } from "../../material/TransparencyMode.js";
@@ -96,16 +95,11 @@ export function graph_rasterize_partial_opaque({
96
95
  0
97
96
  );
98
97
 
99
- // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
100
- const u_bucket_index = encoder.allocateTransientValueBuffer(U32_CONTAINER_STRUCT, {
101
- value: bucket_index,
102
- });
103
-
104
98
  // split 2 ways
105
99
  shader_hzb_mesh_filter_2way.dispatchIndirect({
106
100
  encoder,
107
101
  bindings: {
108
- bucket_index: u_bucket_index,
102
+ bucket_index: { value: bucket_index },
109
103
  camera_previous,
110
104
  bucket_data: buckets,
111
105
  scene_database: scene_ctx.scene_database_buffer,
@@ -187,7 +181,9 @@ export function graph_rasterize_partial_opaque({
187
181
 
188
182
  // ----------
189
183
 
190
- const gr_command_iterate_meshlets_0 = graph_build_indirect_dispatch_command(graph, meshlet_expansion_0, COMPUTE_SHADER_DEFAULT_GROUP_SIZE);
184
+ // folded: a meshlet collection is past what one dispatch dimension reaches — see
185
+ // IndirectComputeCommandBuildPass
186
+ const gr_command_iterate_meshlets_0 = graph_build_indirect_dispatch_command(graph, meshlet_expansion_0, COMPUTE_SHADER_DEFAULT_GROUP_SIZE, true);
191
187
 
192
188
  const pass_data_meshlets_1 = new MeshletFilter2WayPassData();
193
189
 
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AAgGA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAkGlD"}
1
+ {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AA6FA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAkGlD"}
@@ -9,7 +9,6 @@ import { graph_record_stat } from "../../util/graph_record_stat.js";
9
9
  import { build_indirect_compute_dispatch_command } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
10
10
  import { graph_sort_meshlets_by_bucket_id } from "../expand/bucket/meshlet/graph_sort_meshlets_by_bucket_id.js";
11
11
  import { shader_meshlets_extract_bucket } from "../expand/bucket/meshlet/shader_meshlets_extract_bucket.js";
12
- import { U32_CONTAINER_STRUCT } from "../../shader/type/U32_CONTAINER_STRUCT.js";
13
12
  import { graph_mesh_filter_one_way } from "../expand/graph_mesh_filter_one_way.js";
14
13
  import { graph_meshlets_filter_one_way } from "../expand/graph_meshlets_filter_one_way.js";
15
14
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
@@ -49,6 +48,8 @@ function graph_extract_meshlets_from_bucket({
49
48
 
50
49
  const bucket_id = data.bucket_id;
51
50
 
51
+ // folded: a meshlet collection is past what one dispatch dimension reaches — see
52
+ // IndirectComputeCommandBuildPass
52
53
  build_indirect_compute_dispatch_command(
53
54
  COMPUTE_SHADER_DEFAULT_GROUP_SIZE,
54
55
  encoder,
@@ -56,19 +57,15 @@ function graph_extract_meshlets_from_bucket({
56
57
  // the bucketed buffer header consists of pairs of u32 values (count,offset)
57
58
  bucket_id * (u32.size * 2),
58
59
  command,
59
- 0
60
+ 0,
61
+ true,
60
62
  );
61
63
 
62
- // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
63
- const u_bucket_index = encoder.allocateTransientValueBuffer(U32_CONTAINER_STRUCT, {
64
- value: bucket_id,
65
- });
66
-
67
64
  shader_meshlets_extract_bucket.dispatchIndirect({
68
65
  encoder,
69
66
  command,
70
67
  bindings: {
71
- bucket_index: u_bucket_index,
68
+ bucket_index: { value: bucket_id },
72
69
  bucket_data: buckets,
73
70
  output: output,
74
71
  }
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_scene.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_scene.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;GAWG;AACH;IAN+B,KAAK;IACC,GAAG;IACA,MAAM;IACjC;IAAC,OAAO,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CA0MrE"}
1
+ {"version":3,"file":"graph_rasterize_scene.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_scene.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;GAWG;AACH;IAN+B,KAAK;IACC,GAAG;IACA,MAAM;IACjC;IAAC,OAAO,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CA0NrE"}
@@ -11,6 +11,7 @@ import { RasterizationCollectionType } from "../expand/RasterizationCollectionTy
11
11
  import { graph_rasterize_meshes_alpha_tested } from "../native/graph_rasterize_meshes_alpha_tested.js";
12
12
  import { graph_rasterize_partial_opaque } from "./graph_rasterize_partial_opaque.js";
13
13
  import { graph_rasterize_remaining_opaque } from "./graph_rasterize_remaining_opaque.js";
14
+ import { rasterization_has_opaque_bucket } from "../bucket/rasterization_has_opaque_bucket.js";
14
15
 
15
16
  /**
16
17
  * TODO:
@@ -155,13 +156,27 @@ export function graph_rasterize_scene({
155
156
 
156
157
 
157
158
  if (job.alpha_tested_pass !== undefined) {
159
+ /**
160
+ * The opaque path's first draw is the only thing that clears the visibility-buffer colour
161
+ * attachments and the depth attachment — the clear values live on the opaque pass descriptor
162
+ * and reach the targets through its `loadOp`, and every pass after it is recorded with
163
+ * `load`. When the scene has no opaque bucket that draw never happens, so the first pass that
164
+ * does run owns the clear. The alpha-tested descriptor carries the same clear values
165
+ * (`[0,0,0,0]`, VIZ_BUFFER_INVALID_MESH_VALUE, DEPTH_BACKGROUND_VALUE), so handing it over
166
+ * changes nothing about what the targets are cleared to.
167
+ *
168
+ * Wherever an opaque bucket exists — nearly every scene — this starts true and every call
169
+ * below asks for `false`, exactly as before.
170
+ */
171
+ let targets_cleared = rasterization_has_opaque_bucket(active_buckets);
172
+
158
173
 
159
174
  const alpha_tested_front = graph_rasterize_meshes_alpha_tested({
160
175
  graph,
161
176
  buckets: gr_render_buckets,
162
177
  view_ctx,
163
178
  render_pass_descriptor: job.alpha_tested_pass,
164
- clear_target: false,
179
+ clear_target: !targets_cleared,
165
180
  side: ShadeDrawSide.Front,
166
181
  cull_policy: job.cull_policy,
167
182
  limits,
@@ -174,13 +189,14 @@ export function graph_rasterize_scene({
174
189
 
175
190
  gr_texture_depth = alpha_tested_front.depth;
176
191
  raster_color_targets = alpha_tested_front.color_targets;
192
+ targets_cleared = targets_cleared || alpha_tested_front.executed;
177
193
 
178
194
  const alpha_tested_double = graph_rasterize_meshes_alpha_tested({
179
195
  graph,
180
196
  buckets: gr_render_buckets,
181
197
  view_ctx,
182
198
  render_pass_descriptor: job.alpha_tested_pass,
183
- clear_target: false,
199
+ clear_target: !targets_cleared,
184
200
  side: ShadeDrawSide.Double,
185
201
  cull_policy: job.cull_policy,
186
202
  limits,
@@ -193,6 +209,7 @@ export function graph_rasterize_scene({
193
209
 
194
210
  gr_texture_depth = alpha_tested_double.depth;
195
211
  raster_color_targets = alpha_tested_double.color_targets;
212
+ targets_cleared = targets_cleared || alpha_tested_double.executed;
196
213
 
197
214
  if (alpha_tested_front.executed || alpha_tested_double.executed) {
198
215
 
@@ -1 +1 @@
1
- {"version":3,"file":"WebGPUStruct.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/type/WebGPUStruct.js"],"names":[],"mappings":"AA0BA;;;;GAIG;AACH;IAqMI;;;;;;;;;;;;;;OAcG;IACH,8BAHW,MAAM,GACL,YAAY,CAiCvB;IAED;;;;OAIG;IACH,6BAHc,eAAe,KACjB,YAAY,CAiBvB;IA9PD;;;OAGG;IACH,uBAEC;IAVD,kBAEC;IAUD;;;OAGG;IACH,iBAFU,eAAe,EAAE,CAEf;IAmBZ;;;;OAIG;IACH,YAHW,YAAY,GACV,IAAI,CAYhB;IAED;;;OAGG;IACH,SAFY,YAAY,CAUvB;IAED;;;;;;;;OAQG;IACH,kBAJa,MAAM,CA+BlB;IAED;;;;;;OAMG;IACH,QAFa,IAAI,CAoChB;IAED,4BAYC;IAqGD;;;;OAIG;IACH,gBAHW,MAAM,GACJ,OAAO,CAKnB;IAGD;;;;;OAKG;IACH,gBAJW,MAAM,GACL,eAAe,CAa1B;IA8GL;;;OAGG;IACH,mBAFU,OAAO,CAEc;;CAN9B;2BAza0B,iBAAiB;gCAEZ,sBAAsB"}
1
+ {"version":3,"file":"WebGPUStruct.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/type/WebGPUStruct.js"],"names":[],"mappings":"AA0BA;;;;GAIG;AACH;IAiNI;;;;;;;;;;;;;;OAcG;IACH,8BAHW,MAAM,GACL,YAAY,CAiCvB;IAED;;;;OAIG;IACH,6BAHc,eAAe,KACjB,YAAY,CAiBvB;IA1QD;;;OAGG;IACH,uBAEC;IAVD,kBAEC;IAUD;;;OAGG;IACH,iBAFU,eAAe,EAAE,CAEf;IAmBZ;;;;OAIG;IACH,YAHW,YAAY,GACV,IAAI,CAwBhB;IAED;;;OAGG;IACH,SAFY,YAAY,CAUvB;IAED;;;;;;;;OAQG;IACH,kBAJa,MAAM,CA+BlB;IAED;;;;;;OAMG;IACH,QAFa,IAAI,CAoChB;IAED,4BAYC;IAqGD;;;;OAIG;IACH,gBAHW,MAAM,GACJ,OAAO,CAKnB;IAGD;;;;;OAKG;IACH,gBAJW,MAAM,GACL,eAAe,CAa1B;IA8GL;;;OAGG;IACH,mBAFU,OAAO,CAEc;;CAN9B;2BArb0B,iBAAiB;gCAEZ,sBAAsB"}
@@ -83,6 +83,18 @@ export class WebGPUStruct extends WebGPUType {
83
83
  this.#size = other.#size;
84
84
  this.#align = other.#align;
85
85
 
86
+ /**
87
+ * Carried with the layout it describes. Without it a clone claimed a size and per-field
88
+ * offsets while reading as unbuilt, and `pack()` — which reorders the fields and then
89
+ * rebuilds only `if (this.#is_built)` — left the declaration in the packed order and the
90
+ * offsets in the unpacked one. WGSL would lay a field out at one address and
91
+ * `write_struct_value` seek to another, with no error anywhere.
92
+ */
93
+ this.#is_built = other.#is_built;
94
+
95
+ //the cached WGSL text belongs to the struct that built it
96
+ this.#declaration_chunk = undefined;
97
+
86
98
  this.fields = other.fields.map(f => f.clone());
87
99
 
88
100
  return this;
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Default per-frame shadow refresh budget, measured in **views** (one cube face counts as one
3
+ * view, one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
4
+ * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
5
+ * keeps the cost of the refresh step roughly proportional to how much work we're asking the
6
+ * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
7
+ * equivalent work to 6 spot lights.
8
+ *
9
+ * Directional lights are always refreshed unconditionally (they drive the whole scene) and
10
+ * their view cost is charged against the budget, so they effectively reduce the pool available
11
+ * for local lights that frame.
12
+ *
13
+ * Unused budget is carried over between frames when demand exceeds supply. This lets a light
14
+ * that's too expensive to fit in a single frame (e.g. a point needing 6 views when only 2 are
15
+ * free) eventually get its turn without permanently starving other lights.
16
+ *
17
+ * Only the starting value: what a scene actually spends is
18
+ * {@link GPUSceneShadowmapContext.update_budget}, which the renderer pushes from
19
+ * {@link Renderer.shadow_update_budget} every frame. Raise it to keep more lights current for more
20
+ * raster work per frame, lower it to spend less.
21
+ *
22
+ * @type {number}
23
+ */
24
+ export const DEFAULT_SHADOWMAP_UPDATE_BUDGET: number;
25
+ //# sourceMappingURL=DEFAULT_SHADOWMAP_UPDATE_BUDGET.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DEFAULT_SHADOWMAP_UPDATE_BUDGET.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DEFAULT_SHADOWMAP_UPDATE_BUDGET.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,8CAFU,MAAM,CAEiC"}
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Default per-frame shadow refresh budget, measured in **views** (one cube face counts as one
3
+ * view, one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
4
+ * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
5
+ * keeps the cost of the refresh step roughly proportional to how much work we're asking the
6
+ * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
7
+ * equivalent work to 6 spot lights.
8
+ *
9
+ * Directional lights are always refreshed unconditionally (they drive the whole scene) and
10
+ * their view cost is charged against the budget, so they effectively reduce the pool available
11
+ * for local lights that frame.
12
+ *
13
+ * Unused budget is carried over between frames when demand exceeds supply. This lets a light
14
+ * that's too expensive to fit in a single frame (e.g. a point needing 6 views when only 2 are
15
+ * free) eventually get its turn without permanently starving other lights.
16
+ *
17
+ * Only the starting value: what a scene actually spends is
18
+ * {@link GPUSceneShadowmapContext.update_budget}, which the renderer pushes from
19
+ * {@link Renderer.shadow_update_budget} every frame. Raise it to keep more lights current for more
20
+ * raster work per frame, lower it to spend less.
21
+ *
22
+ * @type {number}
23
+ */
24
+ export const DEFAULT_SHADOWMAP_UPDATE_BUDGET = 8;
@@ -50,6 +50,16 @@ export class GPUSceneShadowmapContext {
50
50
  * @type {boolean}
51
51
  */
52
52
  use_tetrahedron_point_shadows: boolean;
53
+ /**
54
+ * @param {number} v views per frame, at least one. A higher budget keeps more lights current
55
+ * and rasterizes more per frame; a lower one refreshes fewer of them per frame and
56
+ * leaves the rest sampling older depth until their turn comes around.
57
+ */
58
+ set update_budget(v: number);
59
+ /**
60
+ * @returns {number} views this scene may spend refreshing shadowmaps each frame
61
+ */
62
+ get update_budget(): number;
53
63
  /**
54
64
  * @returns {number} number of shadowmaps rasterized in the most recent draw pass
55
65
  */
@@ -1 +1 @@
1
- {"version":3,"file":"GPUSceneShadowmapContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js"],"names":[],"mappings":"AAyGA;;GAEG;AACH;IAoNI;;;;;;;;OAQG;IACH,sBAPW,eAAe,aACf,eAAe,SAGf,kBAAkB,EA+D5B;IAxRD,2BAAwG;IAExG;;;OAGG;IACH,SAFU,iBAAiB,CAEnB;IAQR;;;;;;;;OAQG;IACH,qBAFU,WAAW,CAED;IAsCpB;;;;;;;;OAQG;IACH,SAFU,OAAO,CAEF;IAEf;;;;;;;;;;OAUG;IACH,+BAFU,OAAO,CAEqB;IA2EtC;;OAEG;IACH,iCAEC;IAED;;;;;;OAMG;IACH,oCAEC;IAED;;;;;OAKG;IACH,oCAEC;IAkGD;;;;;OAKG;IACH,iCAMC;IAgHD;;;;OAIG;IACH,eAHW,KAAK,GACH,SAAS,GAAC,SAAS,CAI/B;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2CG;IACH,6BAPW,MAAM,SAEN,eAAe,eACf,MAAM,mBACN,UAAU,MAAM,CAAC,QAgE3B;IAyED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+BG;IACH,kBAFW,sBAAsB,QAsFhC;IAsbD;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,kBALa,OAAO,CAwOnB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,KAAK,CAWjB;IAED,gBAiBC;;CACJ;qCA38CY,OAAO,2CAA2C,EAAE,sBAAsB;8BAC1E,OAAO,0BAA0B,EAAE,eAAe;qBAClD,OAAO,wBAAwB,EAAE,MAAM;iCACvC,OAAO,mCAAmC,EAAE,kBAAkB;oBAC9D,OAAO,4BAA4B,EAAE,KAAK;8BAC1C,OAAO,gCAAgC,EAAE,eAAe;wBACxD,OAAO,gBAAgB,EAAE,SAAS;oCA7DX,+DAA+D;kCAkBjE,oCAAoC;4BAG1C,2BAA2B;kBAtBrC,wCAAwC"}
1
+ {"version":3,"file":"GPUSceneShadowmapContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js"],"names":[],"mappings":"AAsFA;;GAEG;AACH;IAgPI;;;;;;;;OAQG;IACH,sBAPW,eAAe,aACf,eAAe,SAGf,kBAAkB,EA+D5B;IApTD,2BAAwG;IAExG;;;OAGG;IACH,SAFU,iBAAiB,CAEnB;IAQR;;;;;;;;OAQG;IACH,qBAFU,WAAW,CAED;IAsCpB;;;;;;;;OAQG;IACH,SAFU,OAAO,CAEF;IAEf;;;;;;;;;;OAUG;IACH,+BAFU,OAAO,CAEqB;IA2BtC;;;;OAIG;IACH,6BAIC;IAhBD;;OAEG;IACH,4BAEC;IA8ED;;OAEG;IACH,iCAEC;IAED;;;;;;OAMG;IACH,oCAEC;IAED;;;;;OAKG;IACH,oCAEC;IAkGD;;;;;OAKG;IACH,iCAMC;IAgHD;;;;OAIG;IACH,eAHW,KAAK,GACH,SAAS,GAAC,SAAS,CAI/B;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2CG;IACH,6BAPW,MAAM,SAEN,eAAe,eACf,MAAM,mBACN,UAAU,MAAM,CAAC,QAgE3B;IAyED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+BG;IACH,kBAFW,sBAAsB,QAsFhC;IAsbD;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,kBALa,OAAO,CAwOnB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,KAAK,CAWjB;IAED,gBAiBC;;CACJ;qCAn9CY,OAAO,2CAA2C,EAAE,sBAAsB;8BAC1E,OAAO,0BAA0B,EAAE,eAAe;qBAClD,OAAO,wBAAwB,EAAE,MAAM;iCACvC,OAAO,mCAAmC,EAAE,kBAAkB;oBAC9D,OAAO,4BAA4B,EAAE,KAAK;8BAC1C,OAAO,gCAAgC,EAAE,eAAe;wBACxD,OAAO,gBAAgB,EAAE,SAAS;oCA9DX,+DAA+D;kCAkBjE,oCAAoC;4BAG1C,2BAA2B;kBAtBrC,wCAAwC"}
@@ -30,6 +30,7 @@ import {
30
30
  shader_csm_caster_range_accumulate,
31
31
  shader_csm_caster_range_publish,
32
32
  } from "./csm/shader/shader_csm_caster_range.js";
33
+ import { DEFAULT_SHADOWMAP_UPDATE_BUDGET } from "./DEFAULT_SHADOWMAP_UPDATE_BUDGET.js";
33
34
  import { DirectionalLightShadowmap } from "./DirectionalLightShadowmap.js";
34
35
  import { POINT_SHADOW_CUBE_COLS, POINT_SHADOW_CUBE_ROWS } from "./POINT_SHADOW_CUBE_LAYOUT.js";
35
36
  import {
@@ -83,26 +84,6 @@ const DEFAULT_SHADOWMAP_DIRECTIONAL_RESOLUTION = [
83
84
  */
84
85
  const DEFAULT_SHADOWMAP_LOCAL_RESOLUTION = 128;
85
86
 
86
- /**
87
- * Per-frame shadow refresh budget, measured in **views** (one cube face counts as one view,
88
- * one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
89
- * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
90
- * keeps the cost of the refresh step roughly proportional to how much work we're asking the
91
- * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
92
- * equivalent work to 6 spot lights.
93
- *
94
- * Directional lights are always refreshed unconditionally (they drive the whole scene) and
95
- * their view cost is charged against the budget, so they effectively reduce the pool available
96
- * for local lights that frame.
97
- *
98
- * Unused budget is carried over between frames when demand exceeds supply — see
99
- * {@link GPUSceneShadowmapContext.#budget_carry_over}. This lets a light that's too expensive
100
- * to fit in a single frame (e.g. a point needing 6 views when only 2 are free) eventually get
101
- * its turn without permanently starving other lights.
102
- * @type {number}
103
- */
104
- const SHADOWMAP_UPDATE_BUDGET = 8;
105
-
106
87
  /**
107
88
  * Shadows for a single scene
108
89
  */
@@ -200,6 +181,34 @@ export class GPUSceneShadowmapContext {
200
181
  */
201
182
  #current_frame_index = -1;
202
183
 
184
+ /**
185
+ * Per-frame refresh budget in views, spent by {@link select_for_draw} on top of
186
+ * {@link #budget_carry_over}. Defaults to {@link DEFAULT_SHADOWMAP_UPDATE_BUDGET}, which is
187
+ * also where the view accounting is written down; the renderer pushes its own
188
+ * {@link Renderer.shadow_update_budget} here before each frame's light update, alongside
189
+ * {@link enabled}.
190
+ * @type {number}
191
+ */
192
+ #update_budget = DEFAULT_SHADOWMAP_UPDATE_BUDGET;
193
+
194
+ /**
195
+ * @returns {number} views this scene may spend refreshing shadowmaps each frame
196
+ */
197
+ get update_budget() {
198
+ return this.#update_budget;
199
+ }
200
+
201
+ /**
202
+ * @param {number} v views per frame, at least one. A higher budget keeps more lights current
203
+ * and rasterizes more per frame; a lower one refreshes fewer of them per frame and
204
+ * leaves the rest sampling older depth until their turn comes around.
205
+ */
206
+ set update_budget(v) {
207
+ assert.isPositiveInteger(v, 'update_budget');
208
+
209
+ this.#update_budget = v;
210
+ }
211
+
203
212
  /**
204
213
  * View-budget surplus carried forward from prior frames. Accumulates whenever we had
205
214
  * non-directional candidates that couldn't fit in the per-frame budget (i.e. a point light
@@ -602,7 +611,7 @@ export class GPUSceneShadowmapContext {
602
611
  // Steps 4 and 5: score every map and greedy-fill the view budget in score order. See
603
612
  // ShadowmapDrawSelector for why this is a heap drain rather than a sort — the budget
604
613
  // consumes a handful of winners out of however many candidates the scene has.
605
- const budget_total = SHADOWMAP_UPDATE_BUDGET + this.#budget_carry_over;
614
+ const budget_total = this.#update_budget + this.#budget_carry_over;
606
615
  const selector = this.#selector;
607
616
 
608
617
  selector.select(shadowmaps, frame_index, budget_total);
@@ -47,10 +47,16 @@ export class WebGPUMipmapGenerator {
47
47
  * @param {GPUTexture} texture - Texture to generate mipmaps for.
48
48
  * @param {GPUTextureDescriptor} texture_descriptor - GPUTextureDescriptor the texture was created with.
49
49
  * @param {TextureFilterType} [filter]
50
- * @param {GPUCommandEncoder} [commandEncoder]
50
+ * @param {GPUCommandEncoder} [commandEncoder] when supplied, the commands are recorded rather
51
+ * than submitted, so the scratch resources outlive this call and `release_after_submit` is
52
+ * required
53
+ * @param {{destroy: function():void}[]} [release_after_submit] where the scratch buffer and
54
+ * textures go when the encoder is the caller's; destroy them once it has submitted
51
55
  * @returns {GPUTexture} - The originally passed texture
52
56
  */
53
- generateMipmap(texture: GPUTexture, texture_descriptor: GPUTextureDescriptor, filter?: TextureFilterType, commandEncoder?: GPUCommandEncoder): GPUTexture;
57
+ generateMipmap(texture: GPUTexture, texture_descriptor: GPUTextureDescriptor, filter?: TextureFilterType, commandEncoder?: GPUCommandEncoder, release_after_submit?: {
58
+ destroy: () => void;
59
+ }[]): GPUTexture;
54
60
  #private;
55
61
  }
56
62
  import { HashMap } from "../../../../core/collection/map/HashMap.js";
@@ -1 +1 @@
1
- {"version":3,"file":"WebGPUMipmapGenerator.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/texture/mipmaps/WebGPUMipmapGenerator.js"],"names":[],"mappings":"AAkMA;;;GAGG;AACH;IAqDI;;;OAGG;IACH,+BAWC;IAnED;;OAEG;IACH,kBAAM;IAEN;;;;OAIG;IACH,oBAFU,QAAQ,eAAe,oBAAoB,CAE3B;IAE1B;;OAEG;IACH,oBAAQ;IAgCR,gBAGC;IA6DD;;;;;OAKG;IACH,yEAFW,iBAAiB,QAY3B;IAED;;;OAGG;IACH,wBAFW,MAAM,QAyBhB;IAED;;OAEG;IACH,cAEC;IAmGG,qBAiBE;IAEF,oBAGE;IAGN;;;;;;;;OAQG;IACH,uFAJW,iBAAiB,kDA0X3B;;CACJ;wBAl2BuB,4CAA4C;AA2CpE;IAEI;;OAEG;IACH,yBAAO;IAEP;;OAEG;IACH;;;;QA1BA;;WAEG;;QAEH;;WAEG;;QAEH;;WAEG;;;;MAgBI;IAEP;;;;OAIG;IACH,cAHW,eAAe,GACd,OAAO,CAMlB;IAED;;;OAGG;IACH,QAFY,MAAM,CAOjB;CAEJ;kCAjEiC,yBAAyB"}
1
+ {"version":3,"file":"WebGPUMipmapGenerator.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/texture/mipmaps/WebGPUMipmapGenerator.js"],"names":[],"mappings":"AAkMA;;;GAGG;AACH;IAqDI;;;OAGG;IACH,+BAWC;IAnED;;OAEG;IACH,kBAAM;IAEN;;;;OAIG;IACH,oBAFU,QAAQ,eAAe,oBAAoB,CAE3B;IAE1B;;OAEG;IACH,oBAAQ;IAgCR,gBAGC;IA6DD;;;;;OAKG;IACH,yEAFW,iBAAiB,QAY3B;IAED;;;OAGG;IACH,wBAFW,MAAM,QAyBhB;IAED;;OAEG;IACH,cAEC;IAmGG,qBAiBE;IAEF,oBAGE;IAGN;;;;;;;;;;;;OAYG;IACH,uFARW,iBAAiB,6DAIjB;QAAC,OAAO,QAAa,IAAI,CAAA;KAAC,EAAE,cAyZtC;;CACJ;wBAr4BuB,4CAA4C;AA2CpE;IAEI;;OAEG;IACH,yBAAO;IAEP;;OAEG;IACH;;;;QA1BA;;WAEG;;QAEH;;WAEG;;QAEH;;WAEG;;;;MAgBI;IAEP;;;;OAIG;IACH,cAHW,eAAe,GACd,OAAO,CAMlB;IAED;;;OAGG;IACH,QAFY,MAAM,CAOjB;CAEJ;kCAjEiC,yBAAyB"}
@@ -490,17 +490,35 @@ export class WebGPUMipmapGenerator {
490
490
  * @param {GPUTexture} texture - Texture to generate mipmaps for.
491
491
  * @param {GPUTextureDescriptor} texture_descriptor - GPUTextureDescriptor the texture was created with.
492
492
  * @param {TextureFilterType} [filter]
493
- * @param {GPUCommandEncoder} [commandEncoder]
493
+ * @param {GPUCommandEncoder} [commandEncoder] when supplied, the commands are recorded rather
494
+ * than submitted, so the scratch resources outlive this call and `release_after_submit` is
495
+ * required
496
+ * @param {{destroy: function():void}[]} [release_after_submit] where the scratch buffer and
497
+ * textures go when the encoder is the caller's; destroy them once it has submitted
494
498
  * @returns {GPUTexture} - The originally passed texture
495
499
  */
496
500
  generateMipmap(
497
501
  texture,
498
502
  texture_descriptor,
499
503
  filter = TextureFilterType.Linear,
500
- commandEncoder
504
+ commandEncoder,
505
+ release_after_submit
501
506
  ) {
502
507
  assert.defined(texture, 'texture');
503
508
  assert.defined(texture_descriptor, 'texture descriptor');
509
+
510
+ /**
511
+ * An ordinary throw, not an assert: a caller that supplies its own encoder has to say where
512
+ * the scratch resources go, because we cannot destroy them — its commands reference them and
513
+ * it has not submitted yet. Getting this wrong loses the caller's whole command buffer with
514
+ * no error of any kind, so it is not a check that may be stripped.
515
+ */
516
+ if (commandEncoder !== undefined && !Array.isArray(release_after_submit)) {
517
+ throw new Error(
518
+ "generateMipmap with a caller-supplied commandEncoder needs a `release_after_submit` array: "
519
+ + "the scratch resources outlive this call and must be destroyed once the caller has submitted"
520
+ );
521
+ }
504
522
  assert.enum(filter, TextureFilterType, 'filter');
505
523
 
506
524
  const mip_level_count = texture.mipLevelCount;
@@ -848,22 +866,39 @@ export class WebGPUMipmapGenerator {
848
866
  }
849
867
  }
850
868
 
869
+ /**
870
+ * Nothing here has run yet when the encoder is the caller's: the commands are recorded, and
871
+ * the caller submits later. `finish()`/`submit()` validate that every resource a command
872
+ * buffer touches is still alive, so destroying these inline had the whole command buffer
873
+ * rejected — not just the mips, but every pass the caller recorded in the same context, and
874
+ * silently, because WebGPU validation errors do not throw. The branch that was written to be
875
+ * careful, and the only one, was the one that got it wrong.
876
+ *
877
+ * So: when we made the encoder we submit and release; when we did not, the temporaries go to
878
+ * the caller's release list, to be destroyed once it has submitted.
879
+ *
880
+ * @param {{destroy: function():void}} resource
881
+ */
882
+ const release = created_command_encoder
883
+ ? resource => resource.destroy()
884
+ : resource => release_after_submit.push(resource);
885
+
851
886
  if (created_command_encoder) {
852
887
  device.queue.submit([commandEncoder.finish()]);
853
888
  } else {
854
- parameters_buffer.destroy();
889
+ release(parameters_buffer);
855
890
  }
856
891
 
857
892
  if (texture !== decoded_texture) {
858
- decoded_texture.destroy();
893
+ release(decoded_texture);
859
894
  }
860
895
 
861
896
  if (texture !== mip_texture) {
862
- mip_texture.destroy();
897
+ release(mip_texture);
863
898
  }
864
899
 
865
900
  if (need_separate_forward_target) {
866
- forward_texture.destroy();
901
+ release(forward_texture);
867
902
  }
868
903
 
869
904
  return texture;