@woosh/meep-engine 3.3.0 → 3.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (846) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  8. package/src/engine/EntityCreator.d.ts +19 -11
  9. package/src/engine/EntityCreator.d.ts.map +1 -1
  10. package/src/engine/EntityCreator.js +116 -94
  11. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  12. package/src/engine/achievements/AchievementManager.js +437 -433
  13. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  14. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  15. package/src/engine/animation/AnimatedActions.js +111 -81
  16. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  17. package/src/engine/animation/AnimationUtils.js +234 -252
  18. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  19. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  20. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +26 -5
  21. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  22. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  23. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  24. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  25. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  26. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  27. package/src/engine/sound/SoundEngine.d.ts +2 -2
  28. package/src/engine/sound/SoundEngine.js +124 -124
  29. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  30. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  31. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  32. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  33. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  34. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  35. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  36. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  37. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  38. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  39. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  40. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  41. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  42. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  43. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  44. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  45. package/src/engine/sound/sopra/README.md +644 -643
  46. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  47. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  48. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  49. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  50. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  51. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  52. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  53. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  54. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  55. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  56. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  57. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  58. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  59. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  60. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  61. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  62. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  63. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  64. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  65. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  66. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  67. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  68. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  69. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  70. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  71. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  72. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  73. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  74. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  75. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  76. package/src/shade/playground/add_random_meshes.js +132 -84
  77. package/src/shade/playground/bvh_repro/README.md +57 -0
  78. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  79. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  80. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  81. package/src/shade/playground/bvh_repro/index.html +124 -0
  82. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  83. package/src/shade/playground/bvh_repro/main.js +254 -0
  84. package/src/shade/playground/load_default_environment.d.ts +10 -1
  85. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  86. package/src/shade/playground/load_default_environment.js +44 -20
  87. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  88. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  89. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  90. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  91. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  92. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  93. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  94. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  95. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  96. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  97. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  98. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  99. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  100. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  101. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  102. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  103. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  104. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  105. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  106. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  107. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  108. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  109. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  110. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  111. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  112. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  113. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  114. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  115. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  116. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  117. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  118. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  119. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  120. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  121. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  122. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  123. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  124. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  125. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  126. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  127. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  128. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  129. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  130. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  131. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  132. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  133. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  134. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  135. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  136. package/src/shade/renderer/Renderer.d.ts +16 -0
  137. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  138. package/src/shade/renderer/Renderer.js +23 -4
  139. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  140. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  141. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  142. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  143. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  144. package/src/shade/renderer/animation/Skin.js +9 -7
  145. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  146. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  147. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  148. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  149. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  150. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  151. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  152. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  153. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  154. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  155. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  156. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  157. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  158. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  159. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  160. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  161. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  162. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  163. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  164. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  165. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  167. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  168. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  170. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  171. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  172. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  173. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  174. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  175. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  176. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  177. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  178. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  179. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  180. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  181. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  182. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  183. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  184. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
  185. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
  186. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
  187. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
  188. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
  189. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  190. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  191. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  192. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  193. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  194. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  195. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  196. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  197. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  198. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  201. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
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  204. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  205. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  206. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  207. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  210. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
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  212. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
  213. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
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  216. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
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  218. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
  219. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
  220. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
  222. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
  223. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js +197 -0
  225. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts +16 -0
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  227. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +85 -0
  228. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts +15 -0
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  230. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +192 -0
  231. package/src/shade/renderer/gpu_primitive/sort/verify_radix_sort.d.ts +12 -0
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  233. package/src/shade/renderer/gpu_primitive/sort/verify_radix_sort.js +188 -0
  234. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts +16 -4
  235. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
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  738. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts +0 -7
  739. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts.map +0 -1
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  832. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.d.ts +0 -0
  833. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
  834. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
  835. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
  836. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.d.ts +0 -0
  837. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.js +0 -0
  838. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts +0 -0
  839. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.js +0 -0
  840. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts +0 -0
  841. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
  842. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  843. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
  844. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.d.ts +0 -0
  845. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.js +0 -0
  846. /package/src/shade/playground/{main.d.ts → bvh_repro/main.d.ts} +0 -0
@@ -0,0 +1,145 @@
1
+ import { WebGPUExtensionType } from "../../descriptor/WebGPUExtensionType.js";
2
+ import { atomic_u32, f32, u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
4
+ import { chunk_aabb_atomic_f32 } from "../animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.js";
5
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
+ import { ComputeShader } from "../shader/ComputeShader.js";
7
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { BVH_BUILD_SETTINGS_STRUCT } from "../gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js";
9
+ import { chunk_scene_database_access } from "./chunk_scene_database_access.js";
10
+
11
+ export const BVH_EXTRACT_WORKGROUP_SIZE = 64;
12
+
13
+ /**
14
+ * Subgroup size is a runtime value of at least 4, so a workgroup splits into at most this many
15
+ * subgroups. The array of per-subgroup partials is sized for the worst case.
16
+ *
17
+ * @type {number}
18
+ */
19
+ const MAX_SUBGROUPS = BVH_EXTRACT_WORKGROUP_SIZE / 4;
20
+
21
+ const resources = new ShaderResourceSetDescriptor();
22
+ resources.createGroup()
23
+ .addUniform("settings", BVH_BUILD_SETTINGS_STRUCT)
24
+ // occupied rows of the scene database's `meshes` table, compacted — dead and reused rows never
25
+ // reach the build
26
+ .addStorageBuffer("rows", WebGPUArray.from(u32), false)
27
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32), false)
28
+ .addStorageBuffer("leaf_bounds", WebGPUArray.from(f32), true)
29
+ .addStorageBuffer("leaf_payload", WebGPUArray.from(u32), true)
30
+ // six words holding plain f32 bit patterns, seeded to +/-inf before this pass runs
31
+ .addStorageBuffer("scene_bounds", WebGPUArray.from(atomic_u32), true);
32
+
33
+ const body = CodeChunk.from(
34
+ //language=WGSL
35
+ `
36
+ const WORKGROUP_SIZE = ${BVH_EXTRACT_WORKGROUP_SIZE}u;
37
+
38
+ // The scatter sentinels in scene_bounds are true +/-inf, written host-side as u32 bit patterns.
39
+ // Here they cannot be: WGSL will not const-fold bitcast<f32>(0x7F800000u), because the result is
40
+ // not representable as a literal. The largest finite f32 is the identity element in practice —
41
+ // no world-space bound comes within many orders of magnitude of it.
42
+ const FLOAT_MAX = 3.4028234e38;
43
+
44
+ var<workgroup> wg_low: array<vec3<f32>, ${MAX_SUBGROUPS}>;
45
+ var<workgroup> wg_high: array<vec3<f32>, ${MAX_SUBGROUPS}>;
46
+
47
+ @compute @workgroup_size(WORKGROUP_SIZE, 1, 1)
48
+ fn main(
49
+ @builtin(global_invocation_id) gid: vec3<u32>,
50
+ @builtin(local_invocation_index) thread_id: u32,
51
+ @builtin(subgroup_invocation_id) lane_id: u32,
52
+ @builtin(subgroup_size) lane_count: u32,
53
+ ) {
54
+ let i = gid.x;
55
+
56
+ // Threads past the end contribute the identity element rather than returning: the reduction
57
+ // below is workgroup-wide and every lane has to reach it.
58
+ var low = vec3<f32>(FLOAT_MAX);
59
+ var high = vec3<f32>(-FLOAT_MAX);
60
+
61
+ if (i < settings.element_count) {
62
+ let row = rows[i];
63
+
64
+ let mesh = scene_read_mesh(&scene_database, row);
65
+
66
+ low = vec3<f32>(mesh.bounding_box[0], mesh.bounding_box[1], mesh.bounding_box[2]);
67
+ high = vec3<f32>(mesh.bounding_box[3], mesh.bounding_box[4], mesh.bounding_box[5]);
68
+
69
+ let destination = i * 6u;
70
+
71
+ leaf_bounds[destination] = low.x;
72
+ leaf_bounds[destination + 1u] = low.y;
73
+ leaf_bounds[destination + 2u] = low.z;
74
+ leaf_bounds[destination + 3u] = high.x;
75
+ leaf_bounds[destination + 4u] = high.y;
76
+ leaf_bounds[destination + 5u] = high.z;
77
+
78
+ // The leaf's payload IS the mesh row — what the traversal hands to scene_read_mesh on a hit.
79
+ leaf_payload[i] = row;
80
+ }
81
+
82
+ // Subgroups first, workgroup memory only across subgroup boundaries.
83
+ let subgroup_low = subgroupMin(low);
84
+ let subgroup_high = subgroupMax(high);
85
+
86
+ let subgroup_id = thread_id / lane_count;
87
+ let subgroup_count = WORKGROUP_SIZE / lane_count;
88
+
89
+ if (lane_id == 0u) {
90
+ wg_low[subgroup_id] = subgroup_low;
91
+ wg_high[subgroup_id] = subgroup_high;
92
+ }
93
+
94
+ workgroupBarrier();
95
+
96
+ // At most MAX_SUBGROUPS entries left; one thread walks them, so nothing here depends on the
97
+ // subgroup width and no barrier sits under a bound derived from it.
98
+ if (thread_id == 0u) {
99
+ var group_low = wg_low[0];
100
+ var group_high = wg_high[0];
101
+
102
+ for (var s = 1u; s < subgroup_count; s += 1u) {
103
+ group_low = min(group_low, wg_low[s]);
104
+ group_high = max(group_high, wg_high[s]);
105
+ }
106
+
107
+ aabb_atomic_min_f32(&scene_bounds[0], group_low.x);
108
+ aabb_atomic_min_f32(&scene_bounds[1], group_low.y);
109
+ aabb_atomic_min_f32(&scene_bounds[2], group_low.z);
110
+ aabb_atomic_max_f32(&scene_bounds[3], group_high.x);
111
+ aabb_atomic_max_f32(&scene_bounds[4], group_high.y);
112
+ aabb_atomic_max_f32(&scene_bounds[5], group_high.z);
113
+ }
114
+ }
115
+ `, [
116
+ chunk_scene_database_access,
117
+ chunk_aabb_atomic_f32,
118
+ ]);
119
+
120
+ body.addExtension(WebGPUExtensionType.Subgroups);
121
+
122
+ /**
123
+ * Turn the TLAS's live instance rows into the flat leaf set {@link graph_bvh_build_lbvh} consumes,
124
+ * and reduce their union into the scene-bounds cell the Morton pass quantises against.
125
+ *
126
+ * World AABBs come from the scene database's `meshes` table rather than from the CPU tree's leaves:
127
+ * it is the single source of truth, it is refreshed GPU-side for GPU-authority rows (which the CPU
128
+ * never learns about at all), and reading it removes the build's dependency on CPU-side bounds
129
+ * bookkeeping.
130
+ *
131
+ * This is the only scene-aware pass in the build, which is why it lives here with the scene code
132
+ * rather than in `gpu_primitive/bvh/` — everything downstream of it takes flat boxes and payloads
133
+ * and serves geometry just as well as instances.
134
+ *
135
+ * `scene_bounds` must be seeded with +/-inf before this runs; a pool-cleared buffer is zeroed, and
136
+ * zero is a perfectly good coordinate.
137
+ *
138
+ * @type {ComputeShader}
139
+ */
140
+ export const shader_bvh_extract_instance_leaves = ComputeShader.from({
141
+ label: "BVHBuild/ExtractInstanceLeaves",
142
+ resources,
143
+ body,
144
+ group_size: [BVH_EXTRACT_WORKGROUP_SIZE, 1, 1],
145
+ });
@@ -0,0 +1,18 @@
1
+ /**
2
+ * End-to-end verification of the GPU TLAS build against a real scene database.
3
+ *
4
+ * Builds a synthetic `meshes` table, drives the TLAS through the same calls `GPUSceneContext`
5
+ * makes, reads the tree back and checks it: root word, every node reachable once, every mesh row
6
+ * present exactly once as a leaf payload, every internal box containing its children, and the root
7
+ * containing every instance's world AABB — which is the statement that the extraction pass read the
8
+ * table correctly and the scene-bounds cell was seeded, not zeroed.
9
+ *
10
+ * Then it exercises the three things only the integration has: a pure movement (rebuild, no rows
11
+ * upload), a removal (a leaf really goes away), and an emptied TLAS (the host-written empty-tree
12
+ * word).
13
+ *
14
+ * @param {GraphicsContext} graphics
15
+ * @returns {Promise<void>}
16
+ */
17
+ export function verify_gpu_tlas_build(graphics: GraphicsContext): Promise<void>;
18
+ //# sourceMappingURL=verify_gpu_tlas_build.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"verify_gpu_tlas_build.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/verify_gpu_tlas_build.js"],"names":[],"mappings":"AA4NA;;;;;;;;;;;;;;;GAeG;AACH,kEAFa,QAAQ,IAAI,CAAC,CAmHzB"}
@@ -0,0 +1,364 @@
1
+ import { FrameGraph } from "../../../engine/graphics/render/frame_graph/FrameGraph.js";
2
+ import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
3
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
4
+ import { GPUDatabase } from "../buffer/table/GPUDatabase.js";
5
+ import { graph_inspect_gpu_buffer } from "../buffer/graph_inspect_gpu_buffer.js";
6
+ import { bvh_buffer_size } from "../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
7
+ import {
8
+ check_bvh_structure,
9
+ format_depth_histogram,
10
+ TRAVERSAL_STACK_SIZE
11
+ } from "../gpu_primitive/bvh/check_bvh_structure.js";
12
+ import { u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
13
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
14
+ import { GPUInstancesAccelerationStructure } from "./GPUInstancesAccelerationStructure.js";
15
+ import { SCENE_DATABASE_SPEC } from "./SCENE_DATABASE_SPEC.js";
16
+
17
+ /**
18
+ * The whole TLAS path, on a device, against a real scene database.
19
+ *
20
+ * `verify_gpu_bvh_build` hands the primitive builder leaf boxes and a scene-bounds cell it computed
21
+ * on the host, which is the right way to test the builder in isolation — and leaves exactly two
22
+ * things with no on-device coverage anywhere: `shader_bvh_extract_instance_leaves`, which is where
23
+ * world AABBs are actually read from the `meshes` table and where the scene bounds are reduced,
24
+ * and the +/-inf seeding of that cell, which a pool-cleared (zeroed) buffer would silently break by
25
+ * anchoring every Morton code to the origin. This covers both, by driving
26
+ * {@link GPUInstancesAccelerationStructure} the way `GPUSceneContext` drives it.
27
+ *
28
+ * It also covers what only the integration can show: that the rows list and the `meshes` rows agree,
29
+ * that a removal really drops a leaf, and that a pure movement rebuilds correctly without
30
+ * re-uploading rows.
31
+ */
32
+
33
+ /**
34
+ * @param {number} seed
35
+ * @returns {function(): number}
36
+ */
37
+ function make_random(seed) {
38
+ let state = seed >>> 0;
39
+
40
+ return () => (state = (state * 1664525 + 1013904223) >>> 0);
41
+ }
42
+
43
+ /**
44
+ * A mesh record with nothing in it but the world AABB the build reads. `geometry`, `material` and
45
+ * `node` are never dereferenced by the extraction pass, so they can be anything.
46
+ *
47
+ * @param {number[]} bounding_box
48
+ * @returns {object}
49
+ */
50
+ function make_mesh_record(bounding_box) {
51
+ const centre = [
52
+ (bounding_box[0] + bounding_box[3]) * 0.5,
53
+ (bounding_box[1] + bounding_box[4]) * 0.5,
54
+ (bounding_box[2] + bounding_box[5]) * 0.5,
55
+ ];
56
+
57
+ const radius = Math.hypot(
58
+ bounding_box[3] - centre[0],
59
+ bounding_box[4] - centre[1],
60
+ bounding_box[5] - centre[2]
61
+ );
62
+
63
+ return {
64
+ geometry: 0,
65
+ material: 0,
66
+ node: 0,
67
+ bounding_box,
68
+ bounding_sphere: [centre[0], centre[1], centre[2], radius],
69
+ };
70
+ }
71
+
72
+ /**
73
+ * @param {number} count
74
+ * @param {number} seed
75
+ * @param {number} spread world extent the instances are scattered over; 0 piles them all in one place
76
+ * @returns {number[][]} one `[min.xyz, max.xyz]` per instance
77
+ */
78
+ function make_boxes(count, seed, spread) {
79
+ const random = make_random(seed);
80
+ const unit = () => (random() / 0x100000000) * 2 - 1;
81
+
82
+ const boxes = [];
83
+
84
+ for (let i = 0; i < count; i++) {
85
+ const centre = [unit() * spread, unit() * spread, unit() * spread];
86
+ const half = [0.5 + Math.abs(unit()), 0.5 + Math.abs(unit()), 0.5 + Math.abs(unit())];
87
+
88
+ boxes.push([
89
+ centre[0] - half[0], centre[1] - half[1], centre[2] - half[2],
90
+ centre[0] + half[0], centre[1] + half[1], centre[2] + half[2],
91
+ ]);
92
+ }
93
+
94
+ return boxes;
95
+ }
96
+
97
+ /**
98
+ * Read the TLAS buffer back and check it. Resolves once the readback has landed and been checked.
99
+ *
100
+ * @param {GraphicsContext} graphics
101
+ * @param {GPUInstancesAccelerationStructure} tlas
102
+ * @param {string} label
103
+ * @param {number[]} expected_rows the `meshes` rows that should be the tree's leaves
104
+ * @param {number[][]} boxes_by_row world AABB per row, for the containment check on the root
105
+ * @returns {Promise<boolean>} whether the tree checked out
106
+ */
107
+ function inspect_tree(graphics, tlas, label, expected_rows, boxes_by_row) {
108
+ const leaf_count = expected_rows.length;
109
+
110
+ if (leaf_count === 0) {
111
+ // nothing to traverse: the format's empty tree is the root word alone
112
+ return read_words(graphics, tlas.buffer, 1).then(words => {
113
+ const empty = words[0] === 0xffffffff;
114
+
115
+ report(label, empty ? [] : [`empty TLAS root word is ${words[0]}, expected BVH_NULL_NODE`], [], '', 0);
116
+
117
+ return empty;
118
+ });
119
+ }
120
+
121
+ const word_count = bvh_buffer_size(leaf_count) / Uint32Array.BYTES_PER_ELEMENT;
122
+
123
+ return read_words(graphics, tlas.buffer, word_count).then(tree => {
124
+ const result = check_bvh_structure(tree, leaf_count, expected_rows);
125
+
126
+ // The root has to hold every instance's world box — which is the end-to-end statement that
127
+ // the extraction pass read the right rows out of the `meshes` table.
128
+ if (result.problems.length === 0) {
129
+ const root_bounds = result.floats.subarray(1, 7);
130
+
131
+ for (const row of expected_rows) {
132
+ const box = boxes_by_row[row];
133
+
134
+ for (let axis = 0; axis < 3; axis++) {
135
+ if (box[axis] < root_bounds[axis] - 1e-3 || box[3 + axis] > root_bounds[3 + axis] + 1e-3) {
136
+ result.problems.push(
137
+ `root does not contain row ${row} on axis ${axis}: `
138
+ + `[${root_bounds[axis]}, ${root_bounds[3 + axis]}] vs [${box[axis]}, ${box[3 + axis]}]`
139
+ );
140
+ break;
141
+ }
142
+ }
143
+
144
+ if (result.problems.length > 0) {
145
+ break;
146
+ }
147
+ }
148
+ }
149
+
150
+ report(
151
+ label,
152
+ result.problems,
153
+ result.warnings,
154
+ format_depth_histogram(result.depth_histogram),
155
+ result.max_depth
156
+ );
157
+
158
+ return result.problems.length === 0;
159
+ });
160
+ }
161
+
162
+ /**
163
+ * @param {string} label
164
+ * @param {string[]} problems
165
+ * @param {string[]} warnings
166
+ * @param {string} depth_summary
167
+ * @param {number} max_depth
168
+ */
169
+ function report(label, problems, warnings, depth_summary, max_depth) {
170
+ const headline = `${label} — max depth ${max_depth}/${TRAVERSAL_STACK_SIZE}`;
171
+
172
+ if (problems.length === 0) {
173
+ console.log(`%c[TLAS] PASS ${headline}`, 'color: #0c0');
174
+ } else {
175
+ console.error(`[TLAS] FAIL ${headline}\n ${problems.join('\n ')}`);
176
+ }
177
+
178
+ if (depth_summary !== '') {
179
+ console.log(` depth histogram (depth:leaves) ${depth_summary}`);
180
+ }
181
+
182
+ for (const warning of warnings) {
183
+ console.warn(`[TLAS] ${label}: ${warning}`);
184
+ }
185
+ }
186
+
187
+ /**
188
+ * Copy `word_count` words out of a GPU buffer.
189
+ *
190
+ * @param {GraphicsContext} graphics
191
+ * @param {GPUBuffer} buffer
192
+ * @param {number} word_count
193
+ * @returns {Promise<Uint32Array>}
194
+ */
195
+ function read_words(graphics, buffer, word_count) {
196
+ return new Promise(resolve => {
197
+ const graph = new FrameGraph('tlas readback');
198
+
199
+ const type = WebGPUArray.from(u32, word_count);
200
+
201
+ const imported = graph.import_resource(
202
+ "tlas",
203
+ BufferResourceDescriptor.fromBuffer(buffer),
204
+ buffer
205
+ );
206
+
207
+ graph_inspect_gpu_buffer({
208
+ graph, type, buffer: imported, count: 1,
209
+ callback([data]) {
210
+ resolve(data);
211
+ }
212
+ });
213
+
214
+ const cmd = ShadeGPUCommandContext.create(graphics, 'tlas readback');
215
+
216
+ cmd.encodeGraph(graph);
217
+ cmd.finish();
218
+ });
219
+ }
220
+
221
+ /**
222
+ * End-to-end verification of the GPU TLAS build against a real scene database.
223
+ *
224
+ * Builds a synthetic `meshes` table, drives the TLAS through the same calls `GPUSceneContext`
225
+ * makes, reads the tree back and checks it: root word, every node reachable once, every mesh row
226
+ * present exactly once as a leaf payload, every internal box containing its children, and the root
227
+ * containing every instance's world AABB — which is the statement that the extraction pass read the
228
+ * table correctly and the scene-bounds cell was seeded, not zeroed.
229
+ *
230
+ * Then it exercises the three things only the integration has: a pure movement (rebuild, no rows
231
+ * upload), a removal (a leaf really goes away), and an emptied TLAS (the host-written empty-tree
232
+ * word).
233
+ *
234
+ * @param {GraphicsContext} graphics
235
+ * @returns {Promise<void>}
236
+ */
237
+ export async function verify_gpu_tlas_build(graphics) {
238
+
239
+ const cases = [
240
+ { name: 'scattered 1', count: 1, spread: 100 },
241
+ { name: 'scattered 2', count: 2, spread: 100 },
242
+ { name: 'scattered 3', count: 3, spread: 100 },
243
+ { name: 'scattered 64', count: 64, spread: 100 },
244
+ { name: 'scattered 1025', count: 1025, spread: 100 },
245
+ { name: 'scattered 20000', count: 20000, spread: 500 },
246
+ // every instance in the same place: one Morton code for the whole scene
247
+ { name: 'coincident 512', count: 512, spread: 0 },
248
+ // far from the origin in every axis — a zeroed scene-bounds cell would put the whole scene
249
+ // in one corner of the Morton grid and this is where that shows
250
+ { name: 'far from origin 700', count: 700, spread: 4 },
251
+ ];
252
+
253
+ let failures = 0;
254
+
255
+ for (const test_case of cases) {
256
+ const database = new GPUDatabase({
257
+ device: graphics.device,
258
+ definition: SCENE_DATABASE_SPEC,
259
+ label: 'verify/tlas scene database',
260
+ });
261
+
262
+ const meshes = database.get('meshes');
263
+
264
+ const tlas = new GPUInstancesAccelerationStructure(graphics);
265
+
266
+ let boxes = make_boxes(test_case.count, 0xa11ce ^ test_case.count, test_case.spread);
267
+
268
+ if (test_case.name.startsWith('far from origin')) {
269
+ boxes = boxes.map(box => box.map((value, i) => value + (i % 3 === 0 ? 9000 : (i % 3 === 1 ? -7000 : 5000))));
270
+ }
271
+
272
+ /** @type {number[]} */
273
+ const rows = [];
274
+ /** @type {number[][]} */
275
+ const boxes_by_row = [];
276
+
277
+ for (const box of boxes) {
278
+ const row = meshes.add(make_mesh_record(box));
279
+
280
+ rows.push(row);
281
+ boxes_by_row[row] = box;
282
+
283
+ tlas.instance_add(row, { bounding_box: box });
284
+ }
285
+
286
+ flush(graphics, database);
287
+
288
+ tlas.update(database.buffer);
289
+
290
+ if (!await inspect_tree(graphics, tlas, `${test_case.name} (n=${rows.length})`, rows, boxes_by_row)) {
291
+ failures += 1;
292
+ }
293
+
294
+ // ---- a frame in which everything moved, and nothing arrived or left ----
295
+
296
+ if (rows.length > 1) {
297
+ for (const row of rows) {
298
+ const box = boxes_by_row[row].map((value, i) => value + (i < 3 ? -3 : 3));
299
+
300
+ boxes_by_row[row] = box;
301
+
302
+ meshes.set(row, make_mesh_record(box));
303
+ tlas.instance_update(row, { bounding_box: box });
304
+ }
305
+
306
+ flush(graphics, database);
307
+
308
+ tlas.update(database.buffer);
309
+
310
+ if (!await inspect_tree(graphics, tlas, `${test_case.name} after movement`, rows, boxes_by_row)) {
311
+ failures += 1;
312
+ }
313
+ }
314
+
315
+ // ---- a removal, then an emptied TLAS ----
316
+
317
+ if (rows.length > 2) {
318
+ const dropped = rows.splice(1, 1)[0];
319
+
320
+ meshes.remove(dropped);
321
+ tlas.instance_remove(dropped);
322
+
323
+ flush(graphics, database);
324
+
325
+ tlas.update(database.buffer);
326
+
327
+ if (!await inspect_tree(graphics, tlas, `${test_case.name} after removal`, rows, boxes_by_row)) {
328
+ failures += 1;
329
+ }
330
+ }
331
+
332
+ for (const row of rows.slice()) {
333
+ tlas.instance_remove(row);
334
+ }
335
+
336
+ tlas.update(database.buffer);
337
+
338
+ if (!await inspect_tree(graphics, tlas, `${test_case.name} emptied`, [], boxes_by_row)) {
339
+ failures += 1;
340
+ }
341
+
342
+ database.destroy();
343
+ }
344
+
345
+ if (failures === 0) {
346
+ console.log(`%c[TLAS] all ${cases.length} scenes PASS`, 'color: #0c0; font-weight: bold');
347
+ } else {
348
+ console.error(`[TLAS] ${failures} check(s) FAILED`);
349
+ }
350
+ }
351
+
352
+ /**
353
+ * Push the database's pending row writes to the GPU, the way `GPUSceneContext.build()` does.
354
+ *
355
+ * @param {GraphicsContext} graphics
356
+ * @param {GPUDatabase} database
357
+ */
358
+ function flush(graphics, database) {
359
+ const cmd = ShadeGPUCommandContext.create(graphics, 'verify/tlas database flush');
360
+
361
+ database.update(cmd);
362
+
363
+ cmd.finish();
364
+ }
@@ -1,5 +1,13 @@
1
1
  /**
2
- * Morton code encoding
2
+ * Spreads the low 10 bits of `a` three positions apart — `ABC` becomes `00A00B00C` — the expansion
3
+ * step of a 30-bit 3D Morton code. Bits above 10 are dropped by the masks, as they are in the CPU
4
+ * {@link split_by_3}.
5
+ *
6
+ * The shifts are parenthesised against the `|` around them because WGSL gives `<<` and `|` no
7
+ * relative precedence at all: `x | x << 16` is a syntax error, not a differently-bracketed
8
+ * expression. This chunk had no importer until the GPU BVH builder's Morton pass, so it had never
9
+ * reached a parser.
10
+ *
3
11
  * @type {CodeChunk}
4
12
  */
5
13
  export const chunk_split_by_3: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_split_by_3.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/binary/chunk_split_by_3.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,+BAFU,SAAS,CAgBjB;0BApBwB,6BAA6B"}
1
+ {"version":3,"file":"chunk_split_by_3.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/binary/chunk_split_by_3.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH,+BAFU,SAAS,CAgBjB;0BA5BwB,6BAA6B"}
@@ -1,21 +1,29 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
-
3
- /**
4
- * Morton code encoding
5
- * @type {CodeChunk}
6
- */
7
- export const chunk_split_by_3 = CodeChunk.from(
8
- //language=WGSL
9
- `
10
- fn split_by_3(a: u32) -> u32{
11
- var x = a;
12
-
13
- x = (x | x << 16) & 0x30000ff;
14
- x = (x | x << 8) & 0x0300f00f;
15
- x = (x | x << 4) & 0x30c30c3;
16
- x = (x | x << 2) & 0x9249249;
17
-
18
- return x;
19
- }
20
- `
21
- );
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Spreads the low 10 bits of `a` three positions apart — `ABC` becomes `00A00B00C` — the expansion
5
+ * step of a 30-bit 3D Morton code. Bits above 10 are dropped by the masks, as they are in the CPU
6
+ * {@link split_by_3}.
7
+ *
8
+ * The shifts are parenthesised against the `|` around them because WGSL gives `<<` and `|` no
9
+ * relative precedence at all: `x | x << 16` is a syntax error, not a differently-bracketed
10
+ * expression. This chunk had no importer until the GPU BVH builder's Morton pass, so it had never
11
+ * reached a parser.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_split_by_3 = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ fn split_by_3(a: u32) -> u32{
19
+ var x = a;
20
+
21
+ x = (x | (x << 16u)) & 0x030000ffu;
22
+ x = (x | (x << 8u)) & 0x0300f00fu;
23
+ x = (x | (x << 4u)) & 0x030c30c3u;
24
+ x = (x | (x << 2u)) & 0x09249249u;
25
+
26
+ return x;
27
+ }
28
+ `
29
+ );
@@ -0,0 +1,22 @@
1
+ /**
2
+ * 30-bit 3D Morton code from three 10-bit coordinates — `x | y<<1 | z<<2`, bit-for-bit the same
3
+ * code {@link v3_morton_encode_magicbits} produces on the CPU.
4
+ *
5
+ * Bit-exactness is not decoration: the GPU BVH builder's hierarchy emission is validated against
6
+ * `ebvh_build_hierarchy_radix` fed the same codes, and a builder whose Morton order differs from
7
+ * the oracle's by one bit produces a different (still valid) tree, which turns a topology
8
+ * comparison from a test into noise.
9
+ *
10
+ * Inputs are expected already quantised to [0, 1023]; {@link split_by_3} looks at the low 10 bits
11
+ * and silently drops the rest, exactly as the CPU version does.
12
+ *
13
+ * Fixed-bit by design. An adaptive-bit variant — a WGSL port of the DXR Fallback's
14
+ * `CalculateMortonCodes.hlsli` — used to sit next door; it was unused, never passed WGSL
15
+ * validation, and had no CPU oracle to be bit-compared against, so it was deleted rather than
16
+ * fixed. This is the only Morton encode the builder has.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const chunk_v3_morton_encode: CodeChunk;
21
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
22
+ //# sourceMappingURL=chunk_v3_morton_encode.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_v3_morton_encode.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/bvh/morton/chunk_v3_morton_encode.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;GAkBG;AACH,qCAFU,SAAS,CAUhB;0BA9BuB,gCAAgC"}
@@ -0,0 +1,31 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_split_by_3 } from "../../binary/chunk_split_by_3.js";
3
+
4
+ /**
5
+ * 30-bit 3D Morton code from three 10-bit coordinates — `x | y<<1 | z<<2`, bit-for-bit the same
6
+ * code {@link v3_morton_encode_magicbits} produces on the CPU.
7
+ *
8
+ * Bit-exactness is not decoration: the GPU BVH builder's hierarchy emission is validated against
9
+ * `ebvh_build_hierarchy_radix` fed the same codes, and a builder whose Morton order differs from
10
+ * the oracle's by one bit produces a different (still valid) tree, which turns a topology
11
+ * comparison from a test into noise.
12
+ *
13
+ * Inputs are expected already quantised to [0, 1023]; {@link split_by_3} looks at the low 10 bits
14
+ * and silently drops the rest, exactly as the CPU version does.
15
+ *
16
+ * Fixed-bit by design. An adaptive-bit variant — a WGSL port of the DXR Fallback's
17
+ * `CalculateMortonCodes.hlsli` — used to sit next door; it was unused, never passed WGSL
18
+ * validation, and had no CPU oracle to be bit-compared against, so it was deleted rather than
19
+ * fixed. This is the only Morton encode the builder has.
20
+ *
21
+ * @type {CodeChunk}
22
+ */
23
+ export const chunk_v3_morton_encode = CodeChunk.from(
24
+ //language=WGSL
25
+ `
26
+ fn v3_morton_encode(x: u32, y: u32, z: u32) -> u32 {
27
+ return split_by_3(x) | (split_by_3(y) << 1u) | (split_by_3(z) << 2u);
28
+ }
29
+ `, [
30
+ chunk_split_by_3,
31
+ ]);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_aabb3_intersects_ray.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/aabb3/chunk_aabb3_intersects_ray.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,yCAFU,SAAS,CA6BZ;0BArCmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_aabb3_intersects_ray.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/aabb3/chunk_aabb3_intersects_ray.js"],"names":[],"mappings":"AAmDA;;;;;GAKG;AACH,yCAFU,SAAS,CA+BZ;0BAtFmB,gCAAgC"}