@woosh/meep-engine 3.3.0 → 3.5.0

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 (886) 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/Engine.js +2 -2
  9. package/src/engine/EntityCreator.d.ts +19 -11
  10. package/src/engine/EntityCreator.d.ts.map +1 -1
  11. package/src/engine/EntityCreator.js +116 -94
  12. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  13. package/src/engine/achievements/AchievementManager.js +437 -433
  14. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  15. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  16. package/src/engine/animation/AnimatedActions.js +111 -81
  17. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  18. package/src/engine/animation/AnimationUtils.js +234 -252
  19. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  20. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  21. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +26 -5
  22. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  23. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  24. package/src/engine/graphics/CONTEXT_LOSS_RECOVERY_PLAN.md +1 -1
  25. package/src/engine/graphics3/GraphicsEngine3.d.ts +7 -0
  26. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  27. package/src/engine/graphics3/GraphicsEngine3.js +9 -0
  28. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  29. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  30. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  31. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  32. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  33. package/src/engine/sound/SoundEngine.d.ts +2 -2
  34. package/src/engine/sound/SoundEngine.js +124 -124
  35. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  36. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  37. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  38. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  39. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  40. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  41. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  42. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  43. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  44. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  45. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  46. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  47. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  48. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  49. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  50. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  51. package/src/engine/sound/sopra/README.md +644 -643
  52. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  53. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  54. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  55. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  56. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  57. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  58. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  59. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  60. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  61. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  62. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  63. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  64. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  65. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  66. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  67. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  68. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  69. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  70. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  71. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  72. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  73. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  74. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  75. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  76. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  77. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  78. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  79. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  80. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  81. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  82. package/src/shade/playground/add_random_meshes.js +132 -84
  83. package/src/shade/playground/bvh_repro/README.md +57 -0
  84. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  85. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  86. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  87. package/src/shade/playground/bvh_repro/index.html +124 -0
  88. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  89. package/src/shade/playground/bvh_repro/main.js +254 -0
  90. package/src/shade/playground/load_default_environment.d.ts +10 -1
  91. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  92. package/src/shade/playground/load_default_environment.js +44 -20
  93. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  94. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  95. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  96. package/src/shade/playground/skinned_blas_refit/README.md +126 -0
  97. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  98. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  99. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  100. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  101. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  102. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  103. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  104. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  105. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  106. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  107. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  108. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  109. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  110. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +82 -0
  111. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  112. package/src/shade/playground/skinned_blas_refit/place_character.js +117 -0
  113. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  114. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  115. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  116. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  117. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  118. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  119. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  120. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  121. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  122. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  123. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  124. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  125. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  126. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  127. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  128. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  129. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  130. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  131. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  132. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  133. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  134. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  135. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  136. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  137. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  138. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  139. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  140. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  141. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  142. package/src/shade/renderer/Renderer.d.ts +16 -0
  143. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  144. package/src/shade/renderer/Renderer.js +23 -4
  145. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  146. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  147. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  148. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  149. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  150. package/src/shade/renderer/animation/Skin.js +9 -7
  151. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  152. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  153. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  154. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  155. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  156. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  157. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  158. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  159. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  160. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  161. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  162. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  163. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  164. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  165. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  167. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  168. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  170. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  171. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  172. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  173. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  174. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  175. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  176. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  177. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  178. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  179. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  180. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  181. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  182. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  183. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  184. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  185. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  186. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  187. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  188. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  189. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  190. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
  191. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
  192. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
  193. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
  194. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
  195. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  196. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  197. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  198. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
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  204. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  207. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
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  210. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  211. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  212. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  213. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  216. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
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  218. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
  219. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
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  221. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.js +41 -0
  222. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
  223. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
  225. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
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  227. package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
  228. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
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  231. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts +16 -0
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  872. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.d.ts +0 -0
  873. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
  874. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
  875. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
  876. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.d.ts +0 -0
  877. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.js +0 -0
  878. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts +0 -0
  879. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.js +0 -0
  880. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts +0 -0
  881. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
  882. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  883. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
  884. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.d.ts +0 -0
  885. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.js +0 -0
  886. /package/src/shade/playground/{main.d.ts → bvh_repro/main.d.ts} +0 -0
@@ -0,0 +1,422 @@
1
+ import { BVH } from "../../../../core/bvh2/bvh3/BVH.js";
2
+ import { ebvh_build_hierarchy_radix } from "../../../../core/bvh2/bvh3/ebvh_build_hierarchy_radix.js";
3
+ import { FrameGraph } from "../../../../engine/graphics/render/frame_graph/FrameGraph.js";
4
+ import { ShadeGPUCommandContext } from "../../../device/ShadeGPUCommandContext.js";
5
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
7
+ import { graph_inspect_gpu_buffer } from "../../buffer/graph_inspect_gpu_buffer.js";
8
+ import { graph_import_typed_buffer } from "../../shader/graph/graph_import_typed_buffer.js";
9
+ import { bvh_buffer_size } from "./BVH_BUFFER_LAYOUT.js";
10
+ import {
11
+ check_bvh_structure,
12
+ format_depth_histogram,
13
+ read_bvh_node,
14
+ surface_area,
15
+ TRAVERSAL_STACK_SIZE
16
+ } from "./check_bvh_structure.js";
17
+ import { graph_bvh_build_lbvh } from "./graph_bvh_build_lbvh.js";
18
+
19
+ /**
20
+ * @param {number} seed
21
+ * @returns {function(): number} LCG, so a failing case is reproducible
22
+ */
23
+ function make_random(seed) {
24
+ let state = seed >>> 0;
25
+
26
+ return () => (state = (state * 1664525 + 1013904223) >>> 0);
27
+ }
28
+
29
+ /**
30
+ * The leaf sets one run covers. Each is a name and a generator, because the shapes that break an
31
+ * LBVH are not the ones a uniform random cloud produces.
32
+ *
33
+ * @returns {{name: string, count: number, make: function(number, number): {low: number[], high: number[]}}[]}
34
+ */
35
+ function cases() {
36
+ /**
37
+ * A box around a random point.
38
+ * @param {function(): number} random
39
+ * @param {number} spread
40
+ * @returns {function(): {low: number[], high: number[]}}
41
+ */
42
+ function scattered(spread) {
43
+ return random => {
44
+ const unit = () => (random() / 0x100000000) * 2 - 1;
45
+
46
+ const centre = [unit() * spread, unit() * spread, unit() * spread];
47
+ const half = [0.5 + Math.abs(unit()), 0.5 + Math.abs(unit()), 0.5 + Math.abs(unit())];
48
+
49
+ return {
50
+ low: centre.map((c, a) => c - half[a]),
51
+ high: centre.map((c, a) => c + half[a]),
52
+ };
53
+ };
54
+ }
55
+
56
+ /**
57
+ * A box with no volume at all — a point. Legal input, and the case where a centroid and a
58
+ * corner are the same number.
59
+ * @param {function(): number} random
60
+ * @returns {{low: number[], high: number[]}}
61
+ */
62
+ function degenerate(random) {
63
+ const unit = () => (random() / 0x100000000) * 2 - 1;
64
+
65
+ const point = [unit() * 50, unit() * 50, unit() * 50];
66
+
67
+ return { low: point.slice(), high: point.slice() };
68
+ }
69
+
70
+ const shapes = [
71
+ ['scattered', scattered(100)],
72
+ // every instance at the same place: every Morton code identical, and the duplicate-key
73
+ // tiebreak in `delta` is then the only thing holding the tree together
74
+ ['coincident', () => ({ low: [1, 2, 3], high: [4, 5, 6] })],
75
+ // clustered tightly enough that quantisation collapses long runs to one code
76
+ ['clustered', scattered(0.0004)],
77
+ ['degenerate', degenerate],
78
+ // half of everything piled at the origin, the rest spread out — mixed duplicate runs
79
+ ['mixed', (random, i) => (i % 2 === 0 ? { low: [0, 0, 0], high: [0, 0, 0] } : scattered(100)(random))],
80
+ ];
81
+
82
+ // Counts either side of every boundary the pipeline has: the emission kernel's tail thread, the
83
+ // builder's 64-wide workgroups, and the sort's 1024-key tile.
84
+ const counts = [1, 2, 3, 4, 7, 8, 9, 63, 64, 65, 1023, 1024, 1025, 100003];
85
+
86
+ const result = [];
87
+
88
+ for (const count of counts) {
89
+ for (const [shape_name, make] of shapes) {
90
+ // Every shape at the small counts, where a case costs nothing and the edges live.
91
+ // Above that, the two that say the most: an ordinary cloud, and the pathological
92
+ // all-one-code set.
93
+ if (count > 200 && shape_name !== 'scattered' && shape_name !== 'coincident') {
94
+ continue;
95
+ }
96
+
97
+ result.push({ name: `n=${count} ${shape_name}`, count, make });
98
+ }
99
+ }
100
+
101
+ return result;
102
+ }
103
+
104
+ /**
105
+ * Materialise a case into the flat arrays the builder consumes.
106
+ *
107
+ * @param {{name: string, count: number, make: function}} test_case
108
+ * @returns {{bounds: Float32Array, payload: Uint32Array, scene: Float32Array}}
109
+ */
110
+ function build_input(test_case) {
111
+ const { count, make } = test_case;
112
+
113
+ const random = make_random(0x1234567 ^ (count * 2654435761));
114
+
115
+ const bounds = new Float32Array(count * 6);
116
+ const payload = new Uint32Array(count);
117
+
118
+ for (let i = 0; i < count; i++) {
119
+ const box = make(random, i);
120
+
121
+ bounds.set([...box.low, ...box.high], i * 6);
122
+
123
+ // sparse, unordered rows — never the leaf index, so a mixed-up permutation shows
124
+ payload[i] = 11 + i * 7;
125
+ }
126
+
127
+ const scene = new Float32Array(6);
128
+
129
+ scene.set([Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity]);
130
+
131
+ for (let i = 0; i < count; i++) {
132
+ for (let axis = 0; axis < 3; axis++) {
133
+ scene[axis] = Math.min(scene[axis], bounds[i * 6 + axis]);
134
+ scene[3 + axis] = Math.max(scene[3 + axis], bounds[i * 6 + 3 + axis]);
135
+ }
136
+ }
137
+
138
+ return { bounds, payload, scene };
139
+ }
140
+
141
+ /**
142
+ * Everything {@link check_bvh_structure} holds, plus the one thing only this harness can: the
143
+ * topology, node for node, against `ebvh_build_hierarchy_radix` — fed the GPU's OWN sorted order,
144
+ * so a mismatch means the emission kernel disagrees with the oracle rather than that the two
145
+ * quantisers rounded a centroid differently. (WGSL `round` breaks halfway cases to even, JS breaks
146
+ * them upward; on grid-aligned content that is a real difference.)
147
+ *
148
+ * @param {{name: string, count: number}} test_case
149
+ * @param {{bounds: Float32Array, payload: Uint32Array}} input
150
+ * @param {Uint32Array} tree the whole node buffer, as words
151
+ * @param {Uint32Array} sorted_keys
152
+ * @param {Uint32Array} sorted_values
153
+ * @returns {{problems: string[], warnings: string[], depth_histogram: number[], max_depth: number, sah: number, cpu_sah: number}}
154
+ */
155
+ function check(test_case, input, tree, sorted_keys, sorted_values) {
156
+ const count = test_case.count;
157
+
158
+ const result = check_bvh_structure(tree, count, input.payload);
159
+
160
+ // normalised by the checker — a readback of a `WebGPUArray` is a plain JS Array, not a
161
+ // typed one, so `tree` is not something a Float32Array view can be built from
162
+ const { problems, words, floats } = result;
163
+
164
+ // ---- the sorted order the tree was built from ----
165
+
166
+ const seen = new Uint8Array(count);
167
+
168
+ for (let i = 0; i < count; i++) {
169
+ const value = sorted_values[i];
170
+
171
+ if (value >= count || seen[value] === 1) {
172
+ problems.push(`the Morton order is not a permutation at [${i}]: ${value}`);
173
+ break;
174
+ }
175
+
176
+ seen[value] = 1;
177
+
178
+ if (i > 0 && sorted_keys[i] < sorted_keys[i - 1]) {
179
+ problems.push(`Morton keys are not ascending at [${i}]`);
180
+ break;
181
+ }
182
+ }
183
+
184
+ // ---- topology against the CPU oracle, fed the SAME sorted order ----
185
+
186
+ let cpu_sah = 0;
187
+
188
+ if (problems.length === 0) {
189
+ const bvh = new BVH();
190
+
191
+ const leaf_nodes = new Uint32Array(count);
192
+ const internal_nodes = new Uint32Array(Math.max(1, count - 1));
193
+
194
+ for (let i = 0; i < count; i++) {
195
+ const source = sorted_values[i];
196
+
197
+ const node = bvh.allocate_node();
198
+
199
+ bvh.node_set_aabb(node, input.bounds.subarray(source * 6, source * 6 + 6));
200
+ bvh.node_set_user_data(node, input.payload[source]);
201
+
202
+ leaf_nodes[i] = node;
203
+ }
204
+
205
+ for (let k = 0; k < count - 1; k++) {
206
+ internal_nodes[k] = bvh.allocate_node();
207
+ }
208
+
209
+ const cpu_root = ebvh_build_hierarchy_radix(bvh, leaf_nodes, sorted_keys, count, internal_nodes);
210
+
211
+ // cpu leaf i <-> gpu node (n-1)+i, cpu internal k <-> gpu node k
212
+ const to_gpu = new Map();
213
+ for (let i = 0; i < count; i++) {
214
+ to_gpu.set(leaf_nodes[i], (count - 1) + i);
215
+ }
216
+ for (let k = 0; k < count - 1; k++) {
217
+ to_gpu.set(internal_nodes[k], k);
218
+ }
219
+
220
+ if (to_gpu.get(cpu_root) !== words[0]) {
221
+ problems.push(`the CPU oracle's root maps to node ${to_gpu.get(cpu_root)}, the GPU wrote ${words[0]}`);
222
+ }
223
+
224
+ const cpu_bounds = new Float32Array(6);
225
+
226
+ for (let k = 0; k < count - 1; k++) {
227
+ const cpu_node = internal_nodes[k];
228
+
229
+ const gpu = read_bvh_node(words, floats, k);
230
+
231
+ const expected_1 = to_gpu.get(bvh.node_get_child1(cpu_node));
232
+ const expected_2 = to_gpu.get(bvh.node_get_child2(cpu_node));
233
+
234
+ if (gpu.child_1 !== expected_1 || gpu.child_2 !== expected_2) {
235
+ problems.push(
236
+ `topology differs at internal node ${k}: GPU (${gpu.child_1}, ${gpu.child_2}), `
237
+ + `CPU (${expected_1}, ${expected_2})`
238
+ );
239
+ break;
240
+ }
241
+
242
+ bvh.node_get_aabb(cpu_node, cpu_bounds);
243
+
244
+ cpu_sah += surface_area(
245
+ [cpu_bounds[0], cpu_bounds[1], cpu_bounds[2]],
246
+ [cpu_bounds[3], cpu_bounds[4], cpu_bounds[5]]
247
+ );
248
+
249
+ for (let axis = 0; axis < 3; axis++) {
250
+ if (Math.abs(cpu_bounds[axis] - gpu.low[axis]) > 1e-4
251
+ || Math.abs(cpu_bounds[3 + axis] - gpu.high[axis]) > 1e-4) {
252
+ problems.push(
253
+ `refit differs at internal node ${k}, axis ${axis}: `
254
+ + `GPU [${gpu.low[axis]}, ${gpu.high[axis]}], CPU [${cpu_bounds[axis]}, ${cpu_bounds[3 + axis]}]`
255
+ );
256
+ break;
257
+ }
258
+ }
259
+ }
260
+ }
261
+
262
+ return { ...result, cpu_sah };
263
+ }
264
+
265
+ /**
266
+ * On-device verification of the GPU BVH build.
267
+ *
268
+ * Builds a tree for each of a set of leaf sets chosen for the shapes that break LBVH builders —
269
+ * coincident instances, tight clusters that quantise to one Morton code, degenerate zero-volume
270
+ * boxes, and counts either side of every tile and workgroup boundary — reads the result back, and
271
+ * checks on the CPU that:
272
+ *
273
+ * - the root word is what the format says it is,
274
+ * - every node is reachable exactly once (a shared node is the classic duplicate-key failure),
275
+ * - every leaf carries its own payload and every payload appears once,
276
+ * - every internal node's box contains both of its children's,
277
+ * - the Morton order is an ascending permutation,
278
+ * - the topology matches `ebvh_build_hierarchy_radix` node for node, fed the GPU's OWN sorted
279
+ * order so the comparison tests emission rather than float rounding in the quantiser,
280
+ * - the refit's internal bounds match the CPU's.
281
+ *
282
+ * And it reports what the risk register asks to be measured rather than assumed: the depth
283
+ * histogram against the shared traversal stack, and the SAH cost of the tree.
284
+ *
285
+ * Per-pass GPU timings go to the console for the largest case, through the debug-timers path —
286
+ * the `timer` argument `graph_compute_pass` forwards is silently dropped by
287
+ * `ComputeShader.dispatch`, so this is the path that actually reports anything.
288
+ *
289
+ * One graph and one submission per case: the transients then come and go with each build instead
290
+ * of all being alive at once, and each case gets a fresh set of timer query slots.
291
+ *
292
+ * @param {GraphicsContext} graphics
293
+ */
294
+ export function verify_gpu_bvh_build(graphics) {
295
+
296
+ for (const test_case of cases()) {
297
+ run_case(graphics, test_case);
298
+ }
299
+ }
300
+
301
+ /**
302
+ * Build, read back and check one leaf set.
303
+ *
304
+ * @param {GraphicsContext} graphics
305
+ * @param {{name: string, count: number, make: function}} test_case
306
+ */
307
+ function run_case(graphics, test_case) {
308
+
309
+ const graph = new FrameGraph(`verify gpu bvh build/${test_case.name}`);
310
+
311
+ const cmd = ShadeGPUCommandContext.create(graphics, `verify/gpu bvh build/${test_case.name}`);
312
+
313
+ // Only the large case: the number worth having is the build time at scale, and a table per
314
+ // case would bury it.
315
+ if (test_case.count >= 100000) {
316
+ cmd.enable_debug_timers(table => {
317
+ console.log(`[BVH] GPU timings — ${test_case.name}`);
318
+ console.table(table);
319
+ });
320
+ }
321
+
322
+ const storage_usage = GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC;
323
+
324
+ {
325
+ const { count } = test_case;
326
+
327
+ const input = build_input(test_case);
328
+
329
+ const bounds_type = WebGPUArray.from(f32, count * 6);
330
+ const payload_type = WebGPUArray.from(u32, count);
331
+ const scene_type = WebGPUArray.from(f32, 6);
332
+
333
+ const leaf_bounds = graph_import_typed_buffer({
334
+ graph, type: bounds_type, value: input.bounds,
335
+ label: `verify bvh bounds ${test_case.name}`, usage: storage_usage
336
+ });
337
+
338
+ const leaf_payload = graph_import_typed_buffer({
339
+ graph, type: payload_type, value: input.payload,
340
+ label: `verify bvh payload ${test_case.name}`, usage: storage_usage
341
+ });
342
+
343
+ const scene_bounds = graph_import_typed_buffer({
344
+ graph, type: scene_type, value: input.scene,
345
+ label: `verify bvh scene bounds ${test_case.name}`, usage: storage_usage
346
+ });
347
+
348
+ const word_count = bvh_buffer_size(count) / Uint32Array.BYTES_PER_ELEMENT;
349
+
350
+ const nodes = graph_import_typed_buffer({
351
+ graph,
352
+ type: WebGPUArray.from(u32, word_count),
353
+ value: new Uint32Array(word_count),
354
+ label: `verify bvh nodes ${test_case.name}`,
355
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST,
356
+ });
357
+
358
+ const built = graph_bvh_build_lbvh({
359
+ graph, leaf_bounds, leaf_payload, scene_bounds, element_count: count, nodes,
360
+ });
361
+
362
+ /** @type {Uint32Array|undefined} */
363
+ let tree;
364
+ /** @type {Uint32Array|undefined} */
365
+ let keys;
366
+ /** @type {Uint32Array|undefined} */
367
+ let values;
368
+
369
+ function validate() {
370
+ if (tree === undefined || keys === undefined || values === undefined) {
371
+ // wait for all three readbacks
372
+ return;
373
+ }
374
+
375
+ const result = check(test_case, input, tree, keys, values);
376
+
377
+ const depth_summary = format_depth_histogram(result.depth_histogram);
378
+
379
+ const headline = `${test_case.name} — max depth ${result.max_depth}/${TRAVERSAL_STACK_SIZE}, `
380
+ + `SAH ${result.sah.toFixed(1)} (CPU oracle ${result.cpu_sah.toFixed(1)})`;
381
+
382
+ if (result.problems.length === 0) {
383
+ console.log(`%c[BVH] PASS ${headline}`, 'color: #0c0');
384
+ } else {
385
+ console.error(`[BVH] FAIL ${headline}\n ${result.problems.join('\n ')}`);
386
+ }
387
+
388
+ console.log(` depth histogram (depth:leaves) ${depth_summary}`);
389
+
390
+ for (const warning of result.warnings) {
391
+ console.warn(`[BVH] ${test_case.name}: ${warning}`);
392
+ }
393
+ }
394
+
395
+ graph_inspect_gpu_buffer({
396
+ graph, type: WebGPUArray.from(u32, word_count), buffer: built.nodes,
397
+ callback([data]) {
398
+ tree = data;
399
+ validate();
400
+ }
401
+ });
402
+
403
+ graph_inspect_gpu_buffer({
404
+ graph, type: payload_type, buffer: built.keys, count: 1,
405
+ callback([data]) {
406
+ keys = data;
407
+ validate();
408
+ }
409
+ });
410
+
411
+ graph_inspect_gpu_buffer({
412
+ graph, type: payload_type, buffer: built.values, count: 1,
413
+ callback([data]) {
414
+ values = data;
415
+ validate();
416
+ }
417
+ });
418
+ }
419
+
420
+ cmd.encodeGraph(graph);
421
+ cmd.finish();
422
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"test_prefix_sum.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js"],"names":[],"mappings":"AA2BA;;;GAGG;AACH,0EA+DC"}
1
+ {"version":3,"file":"test_prefix_sum.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js"],"names":[],"mappings":"AA2BA;;;GAGG;AACH,0EA8DC"}
@@ -58,8 +58,7 @@ export async function test_prefix_sum(graphics) {
58
58
  const prefix_sum = graph_prefix_scan_csdldf({
59
59
  graph,
60
60
  data,
61
- timer,
62
- element_count: input.length,
61
+ element_max_count: input.length,
63
62
  });
64
63
 
65
64
  graph_inspect_gpu_buffer({
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Per-digit-pass constants, shared by the histogram and the scatter so the two agree on which keys
3
+ * exist and where their counts live in the spine.
4
+ *
5
+ * @type {WebGPUStruct}
6
+ */
7
+ export const SORT_PASS_SETTINGS_STRUCT: WebGPUStruct;
8
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
9
+ //# sourceMappingURL=SORT_PASS_SETTINGS_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SORT_PASS_SETTINGS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,wCAFU,YAAY,CAeC;6BArBM,mCAAmC"}
@@ -0,0 +1,23 @@
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * Per-digit-pass constants, shared by the histogram and the scatter so the two agree on which keys
6
+ * exist and where their counts live in the spine.
7
+ *
8
+ * @type {WebGPUStruct}
9
+ */
10
+ export const SORT_PASS_SETTINGS_STRUCT = WebGPUStruct.from({
11
+ /**
12
+ * Bit position of the digit this pass sorts on — 0, 8, 16, 24.
13
+ */
14
+ shift: u32,
15
+ /**
16
+ * Keys in the input. The tail tile is partial and every read is bounds-checked against this.
17
+ */
18
+ element_count: u32,
19
+ /**
20
+ * Number of tiles, which is the stride between adjacent bins in the bin-major spine.
21
+ */
22
+ tile_count: u32,
23
+ }, "SortPassSettings");
@@ -0,0 +1,18 @@
1
+ /**
2
+ * The two pure index computations the sort's three stages have to agree on, kept out of the
3
+ * shaders so the emulator tier can execute them directly against a CPU statement of the same
4
+ * arithmetic.
5
+ *
6
+ * `sort_extract_digit` is the digit selector: `shift` is 0, 8, 16, 24 across the four passes.
7
+ *
8
+ * `sort_spine_index` is the flattening. The spine holds one 256-bin histogram per tile, laid out
9
+ * **bin-major** — every tile's count for bin 0, then every tile's count for bin 1, and so on — so
10
+ * that a single running scan across it yields, at `(bin, tile)`, the number of keys that precede
11
+ * this tile's bin-`bin` run in the final ordering. A tile-major layout would need a second scan
12
+ * over the per-bin totals. {@link SPINE_HEADER_WORDS} steps over the scan's `count` header.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_sort_digit: CodeChunk;
17
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
18
+ //# sourceMappingURL=chunk_sort_digit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sort_digit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;GAcG;AACH,+BAFU,SAAS,CAehB;0BA/BuB,oCAAoC"}
@@ -0,0 +1,32 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { RADIX, SPINE_HEADER_WORDS } from "./defs.js";
3
+
4
+ /**
5
+ * The two pure index computations the sort's three stages have to agree on, kept out of the
6
+ * shaders so the emulator tier can execute them directly against a CPU statement of the same
7
+ * arithmetic.
8
+ *
9
+ * `sort_extract_digit` is the digit selector: `shift` is 0, 8, 16, 24 across the four passes.
10
+ *
11
+ * `sort_spine_index` is the flattening. The spine holds one 256-bin histogram per tile, laid out
12
+ * **bin-major** — every tile's count for bin 0, then every tile's count for bin 1, and so on — so
13
+ * that a single running scan across it yields, at `(bin, tile)`, the number of keys that precede
14
+ * this tile's bin-`bin` run in the final ordering. A tile-major layout would need a second scan
15
+ * over the per-bin totals. {@link SPINE_HEADER_WORDS} steps over the scan's `count` header.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_sort_digit = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ const SORT_RADIX_MASK = ${RADIX - 1}u;
23
+ const SORT_SPINE_HEADER_WORDS = ${SPINE_HEADER_WORDS}u;
24
+
25
+ fn sort_extract_digit(key: u32, shift: u32) -> u32 {
26
+ return (key >> shift) & SORT_RADIX_MASK;
27
+ }
28
+
29
+ fn sort_spine_index(bin: u32, tile: u32, tile_count: u32) -> u32 {
30
+ return SORT_SPINE_HEADER_WORDS + bin * tile_count + tile;
31
+ }
32
+ `);
@@ -0,0 +1,27 @@
1
+ /**
2
+ * The scatter's two pieces of rank arithmetic, isolated as pure functions so the emulator tier can
3
+ * execute them against a CPU statement of the same rule rather than only reading them.
4
+ *
5
+ * `sort_split_destination` is one round of the stable binary split the scatter runs
6
+ * `RADIX_LOG` times to order a tile by the current digit. Zeroes keep the front of the tile in
7
+ * their original relative order, ones follow them in theirs — which is what makes the whole sort
8
+ * stable, and what an LSD radix sort's correctness rests on.
9
+ *
10
+ * `sort_scatter_base` turns the spine's **inclusive** running total for `(bin, tile)` into the
11
+ * device address that this tile's bin-`bin` run starts at, biased so that a key's sorted position
12
+ * within the tile can simply be added to it:
13
+ *
14
+ * - `spine_inclusive - local_count` is the number of keys that precede this tile's run — the
15
+ * scan is inclusive-only, so the exclusive value is recovered by subtracting the tile's own
16
+ * count rather than by keeping a pre-scan copy of it;
17
+ * - `- bin_start` cancels the offset the run already carries inside the sorted tile.
18
+ *
19
+ * Never underflows: `spine_inclusive` counts every key in every earlier bin (of which this tile's
20
+ * share is exactly `bin_start`) plus every key of this bin up to and including this tile (of which
21
+ * this tile's share is exactly `local_count`).
22
+ *
23
+ * @type {CodeChunk}
24
+ */
25
+ export const chunk_sort_rank: CodeChunk;
26
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
27
+ //# sourceMappingURL=chunk_sort_rank.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sort_rank.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,8BAFU,SAAS,CAgBhB;0BAxCuB,oCAAoC"}
@@ -0,0 +1,41 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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+
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+ /**
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+ * The scatter's two pieces of rank arithmetic, isolated as pure functions so the emulator tier can
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+ * execute them against a CPU statement of the same rule rather than only reading them.
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+ *
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+ * `sort_split_destination` is one round of the stable binary split the scatter runs
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+ * `RADIX_LOG` times to order a tile by the current digit. Zeroes keep the front of the tile in
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+ * their original relative order, ones follow them in theirs — which is what makes the whole sort
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+ * stable, and what an LSD radix sort's correctness rests on.
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+ *
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+ * `sort_scatter_base` turns the spine's **inclusive** running total for `(bin, tile)` into the
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+ * device address that this tile's bin-`bin` run starts at, biased so that a key's sorted position
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+ * within the tile can simply be added to it:
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+ *
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+ * - `spine_inclusive - local_count` is the number of keys that precede this tile's run — the
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+ * scan is inclusive-only, so the exclusive value is recovered by subtracting the tile's own
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+ * count rather than by keeping a pre-scan copy of it;
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+ * - `- bin_start` cancels the offset the run already carries inside the sorted tile.
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+ *
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+ * Never underflows: `spine_inclusive` counts every key in every earlier bin (of which this tile's
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+ * share is exactly `bin_start`) plus every key of this bin up to and including this tile (of which
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+ * this tile's share is exactly `local_count`).
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+ *
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+ * @type {CodeChunk}
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+ */
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+ export const chunk_sort_rank = CodeChunk.from(
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+ //language=WGSL
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+ `
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+ fn sort_split_destination(is_one: bool, zeros_before: u32, ones_before: u32, total_zeros: u32) -> u32 {
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+ if (is_one) {
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+ return total_zeros + ones_before;
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+ }
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+
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+ return zeros_before;
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+ }
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+
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+ fn sort_scatter_base(spine_inclusive: u32, local_count: u32, bin_start: u32) -> u32 {
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+ return spine_inclusive - local_count - bin_start;
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+ }
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+ `);
@@ -0,0 +1,25 @@
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+ /**
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+ * Workgroup-wide exclusive scan of one `u32` per thread, returning
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+ * `vec2(exclusive_prefix, workgroup_total)`.
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+ *
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+ * Two levels: `subgroupInclusiveAdd` inside each subgroup, then a Hillis–Steele scan over the
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+ * per-subgroup totals in workgroup memory. Subgroup ops carry the wide part of the work; workgroup
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+ * memory is the correctness layer across subgroup boundaries, because subgroup size is a runtime
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+ * value in [4, 128] and nothing here may assume one.
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+ *
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+ * The Hillis–Steele loop's trip count is the **constant** `MAX_SUBGROUPS_PER_WORKGROUP` rather than
11
+ * the real subgroup count. It contains `workgroupBarrier`, and a barrier under a bound derived from
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+ * `subgroup_size` is precisely the shape a uniformity analysis is entitled to reject; iterations
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+ * past the real subgroup count find `active` false and write nothing. The per-iteration
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+ * read-barrier-write split is what keeps a thread from overwriting a value another thread has yet
15
+ * to read.
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+ *
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+ * Callers must invoke this from workgroup-uniform control flow — subgroup builtins require it, and
18
+ * so do the barriers. The barrier at the top is what lets a caller invoke it repeatedly: it fences
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+ * the previous call's reads of `wg_sort_partials` against this call's writes.
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+ *
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+ * @type {CodeChunk}
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+ */
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+ export const chunk_sort_workgroup_scan: CodeChunk;
24
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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+ //# sourceMappingURL=chunk_sort_workgroup_scan.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sort_workgroup_scan.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wCAFU,SAAS,CAkDhB;0BAzEuB,oCAAoC"}