@woosh/meep-engine 3.30.0 → 3.32.0

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 (1627) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +3 -1
  4. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  5. package/src/core/binary/BinaryBuffer.js +42 -14
  6. package/src/core/binary/BitImage2.d.ts.map +1 -1
  7. package/src/core/binary/BitImage2.js +2 -6
  8. package/src/core/binary/BitSet.js +5 -5
  9. package/src/core/binary/compression/chunks_to_stream.d.ts +24 -0
  10. package/src/core/binary/compression/chunks_to_stream.d.ts.map +1 -0
  11. package/src/core/binary/compression/chunks_to_stream.js +35 -0
  12. package/src/core/binary/compression/compress_bytes.d.ts +3 -4
  13. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -1
  14. package/src/core/binary/compression/compress_bytes.js +6 -17
  15. package/src/core/binary/compression/decompress_bytes.d.ts +1 -2
  16. package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -1
  17. package/src/core/binary/compression/decompress_bytes.js +4 -15
  18. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -1
  19. package/src/core/binary/compression/decompress_bytes_into.js +2 -13
  20. package/src/core/binary/ctz32.d.ts +12 -4
  21. package/src/core/binary/ctz32.d.ts.map +1 -1
  22. package/src/core/binary/ctz32.js +23 -41
  23. package/src/core/binary/lsb_32.d.ts +10 -2
  24. package/src/core/binary/lsb_32.d.ts.map +1 -1
  25. package/src/core/binary/lsb_32.js +17 -12
  26. package/src/core/binary/lz4/lz4_compress_block_hc.js +2 -2
  27. package/src/core/binary/type/DataTypeIndices.d.ts +39 -0
  28. package/src/core/binary/type/DataTypeIndices.d.ts.map +1 -1
  29. package/src/core/binary/type/DataTypeIndices.js +38 -1
  30. package/src/core/binary/type/Type.d.ts.map +1 -1
  31. package/src/core/binary/type/Type.js +6 -1
  32. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +3 -3
  33. package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -1
  34. package/src/core/bvh8/bvh8_geometry_validate.js +2 -88
  35. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts +25 -0
  36. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts.map +1 -0
  37. package/src/core/bvh8/bvh8_geometry_validate_bounds.js +105 -0
  38. package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -1
  39. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +2 -91
  40. package/src/core/clipboard/obtainClipBoard.d.ts +4 -0
  41. package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -1
  42. package/src/core/clipboard/obtainClipBoard.js +29 -8
  43. package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -1
  44. package/src/core/clipboard/safeClipboardReadText.js +73 -38
  45. package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -1
  46. package/src/core/clipboard/safeClipboardWriteText.js +11 -9
  47. package/src/core/collection/array/iterator/ArrayIteratorRandom.d.ts.map +1 -1
  48. package/src/core/collection/array/iterator/ArrayIteratorRandom.js +6 -0
  49. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts +6 -0
  50. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts.map +1 -1
  51. package/src/core/collection/heap/IndexedFloatMinHeap.js +14 -0
  52. package/src/core/collection/list/FilteredListProjection.d.ts.map +1 -1
  53. package/src/core/collection/list/FilteredListProjection.js +7 -54
  54. package/src/core/collection/list/List.d.ts +4 -0
  55. package/src/core/collection/list/List.d.ts.map +1 -1
  56. package/src/core/collection/list/List.js +10 -52
  57. package/src/core/collection/list/SortedListProjection.d.ts +7 -0
  58. package/src/core/collection/list/SortedListProjection.d.ts.map +1 -1
  59. package/src/core/collection/list/SortedListProjection.js +12 -0
  60. package/src/core/collection/list/list_apply_ordered_diff.d.ts +37 -0
  61. package/src/core/collection/list/list_apply_ordered_diff.d.ts.map +1 -0
  62. package/src/core/collection/list/list_apply_ordered_diff.js +87 -0
  63. package/src/core/collection/map/BiMap.d.ts.map +1 -1
  64. package/src/core/collection/map/BiMap.js +19 -6
  65. package/src/core/collection/map/HashMap.d.ts.map +1 -1
  66. package/src/core/collection/map/HashMap.js +38 -11
  67. package/src/core/collection/queue/Deque.d.ts +2 -2
  68. package/src/core/collection/queue/Deque.d.ts.map +1 -1
  69. package/src/core/collection/queue/Deque.js +12 -1
  70. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  71. package/src/core/collection/table/RowFirstTable.js +15 -2
  72. package/src/core/collection/table/serializeRowFirstTable.d.ts.map +1 -1
  73. package/src/core/collection/table/serializeRowFirstTable.js +2 -3
  74. package/src/core/color/operations/color_lerp.d.ts.map +1 -1
  75. package/src/core/color/operations/color_lerp.js +77 -55
  76. package/src/core/color/sRGB/linear_to_sRGB.d.ts.map +1 -1
  77. package/src/core/color/sRGB/linear_to_sRGB.js +3 -1
  78. package/src/core/debug/matchers/AllOf.d.ts +2 -1
  79. package/src/core/debug/matchers/AllOf.d.ts.map +1 -1
  80. package/src/core/debug/matchers/AllOf.js +1 -1
  81. package/src/core/debug/matchers/AnyOf.d.ts +2 -1
  82. package/src/core/debug/matchers/AnyOf.d.ts.map +1 -1
  83. package/src/core/debug/matchers/AnyOf.js +1 -1
  84. package/src/core/debug/matchers/CombinableMatcher.d.ts +2 -1
  85. package/src/core/debug/matchers/CombinableMatcher.d.ts.map +1 -1
  86. package/src/core/debug/matchers/CombinableMatcher.js +1 -1
  87. package/src/core/debug/matchers/DescribeAs.d.ts +2 -1
  88. package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
  89. package/src/core/debug/matchers/DescribeAs.js +2 -1
  90. package/src/core/debug/matchers/IsAnything.d.ts +2 -1
  91. package/src/core/debug/matchers/IsAnything.d.ts.map +1 -1
  92. package/src/core/debug/matchers/IsAnything.js +2 -1
  93. package/src/core/debug/matchers/IsEqual.d.ts +2 -1
  94. package/src/core/debug/matchers/IsEqual.d.ts.map +1 -1
  95. package/src/core/debug/matchers/IsEqual.js +2 -1
  96. package/src/core/debug/matchers/IsFinite.d.ts +2 -1
  97. package/src/core/debug/matchers/IsFinite.d.ts.map +1 -1
  98. package/src/core/debug/matchers/IsFinite.js +2 -1
  99. package/src/core/debug/matchers/IsIn.d.ts +2 -1
  100. package/src/core/debug/matchers/IsIn.d.ts.map +1 -1
  101. package/src/core/debug/matchers/IsIn.js +2 -1
  102. package/src/core/debug/matchers/IsInteger.d.ts +2 -1
  103. package/src/core/debug/matchers/IsInteger.d.ts.map +1 -1
  104. package/src/core/debug/matchers/IsInteger.js +2 -1
  105. package/src/core/debug/matchers/IsIterableContaining.d.ts +2 -1
  106. package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
  107. package/src/core/debug/matchers/IsIterableContaining.js +1 -1
  108. package/src/core/debug/matchers/IsNot.d.ts +2 -1
  109. package/src/core/debug/matchers/IsNot.d.ts.map +1 -1
  110. package/src/core/debug/matchers/IsNot.js +2 -1
  111. package/src/core/debug/matchers/IsNull.d.ts +2 -1
  112. package/src/core/debug/matchers/IsNull.d.ts.map +1 -1
  113. package/src/core/debug/matchers/IsNull.js +2 -1
  114. package/src/core/debug/matchers/IsUndefined.d.ts +2 -1
  115. package/src/core/debug/matchers/IsUndefined.d.ts.map +1 -1
  116. package/src/core/debug/matchers/IsUndefined.js +2 -1
  117. package/src/core/events/signal/Signal.d.ts +15 -0
  118. package/src/core/events/signal/Signal.d.ts.map +1 -1
  119. package/src/core/events/signal/Signal.js +857 -820
  120. package/src/core/fsm/simple/SimpleStateMachineDescription.d.ts.map +1 -1
  121. package/src/core/fsm/simple/SimpleStateMachineDescription.js +4 -3
  122. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.d.ts.map +1 -1
  123. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.js +6 -1
  124. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +1 -1
  125. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
  126. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +6 -7
  127. package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
  128. package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +23 -6
  129. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.d.ts.map +1 -1
  130. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.js +13 -1
  131. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.d.ts.map +1 -1
  132. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.js +53 -32
  133. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts +40 -0
  134. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts.map +1 -0
  135. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.js +54 -0
  136. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts +21 -3
  137. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts.map +1 -1
  138. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.js +24 -15
  139. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts +6 -3
  140. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts.map +1 -1
  141. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.js +9 -15
  142. package/src/core/geom/3d/cone/cone_compute_plane_side.d.ts.map +1 -1
  143. package/src/core/geom/3d/cone/cone_compute_plane_side.js +31 -19
  144. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +11 -1
  145. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -1
  146. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +11 -1
  147. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +11 -1
  148. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -1
  149. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +11 -1
  150. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  151. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +55 -0
  152. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts +14 -0
  153. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts.map +1 -1
  154. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.js +17 -1
  155. package/src/core/geom/3d/gjk/gjk.d.ts +15 -0
  156. package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -1
  157. package/src/core/geom/3d/gjk/gjk.js +15 -0
  158. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  159. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +18 -0
  160. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts +32 -3
  161. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts.map +1 -1
  162. package/src/core/geom/3d/hash-grid/PointHashGrid3.js +36 -3
  163. package/src/core/geom/3d/morton/v3_morton_encode_lut.d.ts.map +1 -1
  164. package/src/core/geom/3d/morton/v3_morton_encode_lut.js +11 -4
  165. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts +16 -4
  166. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts.map +1 -1
  167. package/src/core/geom/3d/morton/v3_morton_encode_normalized.js +21 -8
  168. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.d.ts.map +1 -1
  169. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.js +17 -3
  170. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts +10 -0
  171. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
  172. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +46 -49
  173. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts +13 -1
  174. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts.map +1 -1
  175. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.js +36 -39
  176. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts +4 -1
  177. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts.map +1 -1
  178. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.js +22 -4
  179. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts +38 -0
  180. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts.map +1 -0
  181. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.js +76 -0
  182. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts +11 -0
  183. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts.map +1 -1
  184. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.js +14 -34
  185. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  186. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  187. package/src/core/geom/3d/shape/PosedShape3D.js +43 -0
  188. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  189. package/src/core/geom/3d/shape/UnionShape3D.js +20 -3
  190. package/src/core/geom/3d/shape/json/type_adapters.d.ts +11 -2
  191. package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
  192. package/src/core/geom/3d/shape/json/type_adapters.js +36 -12
  193. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts +13 -0
  194. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts.map +1 -1
  195. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js +17 -4
  196. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts +88 -0
  197. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts.map +1 -0
  198. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.js +108 -0
  199. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -1
  200. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +13 -31
  201. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -1
  202. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +14 -22
  203. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
  204. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +96 -26
  205. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
  206. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +17 -6
  207. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +27 -0
  208. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
  209. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +101 -0
  210. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +3 -0
  211. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
  212. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +5 -57
  213. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  214. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +2 -34
  215. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
  216. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +2 -43
  217. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +54 -33
  218. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  219. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +229 -68
  220. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  221. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +4 -15
  222. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.d.ts.map +1 -1
  223. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.js +13 -1
  224. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
  225. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +3 -1
  226. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  227. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +22 -3
  228. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts +17 -2
  229. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts.map +1 -1
  230. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.js +28 -4
  231. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -1
  232. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +8 -1
  233. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.d.ts.map +1 -1
  234. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.js +10 -2
  235. package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.d.ts.map +1 -1
  236. package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.js +2 -0
  237. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.d.ts.map +1 -1
  238. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.js +25 -5
  239. package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts +5 -1
  240. package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts.map +1 -1
  241. package/src/core/geom/3d/triangle/tri3_compute_normal.js +8 -1
  242. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
  243. package/src/core/geom/3d/triangle/tri3_ray_intersection.js +15 -3
  244. package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.d.ts +2 -1
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@@ -1,4 +1,5 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
+ import { shadowmap_budget_carry_over } from "./shadowmap_budget_carry_over.js";
2
3
  import AABB2 from "../../../../core/geom/2d/aabb/AABB2.js";
3
4
  import { MaxRectanglesPacker } from "../../../../core/geom/packing/max-rect/MaxRectanglesPacker.js";
4
5
  import { FrameGraph } from "../../../../engine/graphics/render/frame_graph/FrameGraph.js";
@@ -627,15 +628,15 @@ export class GPUSceneShadowmapContext {
627
628
  selected[i].update(main_camera, scene);
628
629
  }
629
630
 
630
- // Carry over the unused pool only when there was demand we couldn't meet. When the whole
631
- // scene's demand was satisfied, reset to 0 so idle frames don't inflate the pool. If
632
- // must-draw bypasses over-spent the pool (views_spent > budget_total), clamp at zero —
633
- // we can't owe future frames for past over-spend, that way lies runaway starvation.
634
- if (selector.had_unfit_candidates) {
635
- this.#budget_carry_over = Math.max(0, budget_total - selector.views_spent);
636
- } else {
637
- this.#budget_carry_over = 0;
638
- }
631
+ // Carry over the unused pool only when there was demand we couldn't meet — see
632
+ // shadowmap_budget_carry_over for why this accumulates rather than being re-derived from a
633
+ // total that already contains it, and why it is measured against the budgeted spend.
634
+ this.#budget_carry_over = shadowmap_budget_carry_over(
635
+ budget_total,
636
+ selector.views_spent_budgeted,
637
+ selector.had_unfit_candidates,
638
+ this.#update_budget
639
+ );
639
640
  }
640
641
 
641
642
  /**
@@ -40,6 +40,14 @@ export class ShadowmapDrawSelector {
40
40
  * @type {number}
41
41
  */
42
42
  views_spent: number;
43
+ /**
44
+ * Views the most recent {@link select} committed out of the budget it was given — everything
45
+ * in {@link views_spent} except the directionals, which are refreshed unconditionally and so
46
+ * never compete for the pool. This is what the budget bounds and what the caller's carry-over
47
+ * is measured against.
48
+ * @type {number}
49
+ */
50
+ views_spent_budgeted: number;
43
51
  /**
44
52
  * True when the most recent {@link select} left at least one in-view candidate unrefreshed
45
53
  * because the pool could not cover its view cost. Drives the caller's carry-over: unused
@@ -54,8 +62,10 @@ export class ShadowmapDrawSelector {
54
62
  *
55
63
  * - **Directional** — always refreshes. Scores Infinity, so it would head the ordering
56
64
  * anyway; it is settled during the scoring pass instead of being pushed onto the heap
57
- * because the outcome cannot depend on where it lands. Its view cost is still charged, so
58
- * local lights see a reduced pool.
65
+ * because the outcome cannot depend on where it lands. Its view cost counts towards
66
+ * {@link views_spent} but NOT towards {@link views_spent_budgeted}: it cannot be refused,
67
+ * so charging it against the pool the local lights compete for can only shrink that pool,
68
+ * and once the directionals' fixed cost met the budget it shrank it to nothing, for good.
59
69
  * - **Local, off-screen** (`projected_area_px <= 0`) — skipped entirely. Not demand, and not
60
70
  * carry-over fuel: the map keeps its flags and springs back when it returns to view.
61
71
  * - **Local, in-view, invalid** — must draw. `is_invalid` means the committed layout has
@@ -1 +1 @@
1
- {"version":3,"file":"ShadowmapDrawSelector.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/ShadowmapDrawSelector.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IACI;;;;OAIG;IACH,UAFU,WAAW,CAEP;IAEd;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;OAKG;IACH,sBAFU,OAAO,CAEY;IAsC7B;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IACH,mBALW,WAAW,eAEX,MAAM,gBACN,MAAM,QA+EhB;;CACJ"}
1
+ {"version":3,"file":"ShadowmapDrawSelector.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/ShadowmapDrawSelector.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IACI;;;;OAIG;IACH,UAFU,WAAW,CAEP;IAEd;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;;OAMG;IACH,sBAFU,MAAM,CAES;IAEzB;;;;;OAKG;IACH,sBAFU,OAAO,CAEY;IAsC7B;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2BG;IACH,mBALW,WAAW,eAEX,MAAM,gBACN,MAAM,QAkFhB;;CACJ"}
@@ -1,196 +1,210 @@
1
- import { IndexedFloatMaxHeap } from "../../../../core/collection/heap/IndexedFloatMaxHeap.js";
2
- import { compute_shadowmap_update_score } from "./shadowmap_update_score.js";
3
-
4
- /**
5
- * Picks which shadowmaps get rasterized this frame, given a view budget.
6
- *
7
- * This is the score-and-select half of {@link GPUSceneShadowmapContext.select_for_draw}, split out
8
- * so it can be measured without a GPU device — the scoring is arithmetic over plain fields, and
9
- * the only reason it used to need a renderer was that it lived on the class that owns the atlas.
10
- *
11
- * **Why a heap and not a sort.** The budget is a handful of views and a scene can hold hundreds of
12
- * candidates, so a full ordering is thrown away almost entirely: it sorts N to consume ~K. Popping
13
- * a max-heap K times is O(N + K log N) against the sort's O(N log N), and skips the N `{map,
14
- * score}` objects the sorted version allocated every frame. Measured at 512 lights: 30us per frame
15
- * for the sort, 2.6us for the heap. Removing just the allocation and keeping the sort gets 8.3us,
16
- * so roughly a third of the win is the allocation and the rest is not ordering the tail. See
17
- * benchmark/select.spec.js.
18
- *
19
- * **Ordering is load-bearing, so the heap is drained in score order rather than partitioned.**
20
- * A map that has never been drawn must refresh whether or not the budget can cover it, but WHEN it
21
- * charges its views against the pool decides whether a lower-priority map still fits. Settling all
22
- * the must-draws up front would be cheaper and would change which maps draw, so they compete in
23
- * the same ordered drain as everything else.
24
- *
25
- * **Ties resolve differently than a sort.** `Array.sort` is stable, so equal scores kept array
26
- * order; a heap has no such guarantee, and it compares float32 where the sort compared float64.
27
- * Maps with equal scores are interchangeable by construction — the scorer is the definition of
28
- * which map deserves the slot, and it rated them the same — so what the benchmark asserts is that
29
- * the selection is equally good (same view spend, same carry-over signal, same multiset of
30
- * selected scores), not that it is the same maps. Ties are common rather than exotic here: every
31
- * light the camera sits inside reports the full viewport as its projected area.
32
- */
33
- export class ShadowmapDrawSelector {
34
- /**
35
- * Maps chosen by the most recent {@link select}, in the order they were selected. Reused
36
- * across frames — read it before the next call, don't retain it.
37
- * @type {Shadowmap[]}
38
- */
39
- selected = [];
40
-
41
- /**
42
- * Views the most recent {@link select} committed, counting must-draws that bypassed the
43
- * budget. Can exceed the budget it was given.
44
- * @type {number}
45
- */
46
- views_spent = 0;
47
-
48
- /**
49
- * True when the most recent {@link select} left at least one in-view candidate unrefreshed
50
- * because the pool could not cover its view cost. Drives the caller's carry-over: unused
51
- * budget is only worth carrying forward when there was demand it could not meet.
52
- * @type {boolean}
53
- */
54
- had_unfit_candidates = false;
55
-
56
- /**
57
- * Heap of budget candidates, keyed by index into the shadowmap array the current
58
- * {@link select} was handed. Held across frames so the id table and slot storage are
59
- * allocated once rather than per frame.
60
- * @type {IndexedFloatMaxHeap}
61
- */
62
- #heap = new IndexedFloatMaxHeap(0);
63
-
64
- /**
65
- * Id capacity of {@link #heap}. Ids are shadowmap array indices, so this has to cover the
66
- * largest map count seen so far.
67
- * @type {number}
68
- */
69
- #heap_capacity = 0;
70
-
71
- /**
72
- * Resize the heap to hold ids up to `count`. IndexedFloatMaxHeap sizes its id table at
73
- * construction, so growing means a new heap — safe here because the heap is empty between
74
- * frames and carries nothing worth migrating.
75
- *
76
- * Rounded up to a power of two so a scene that gains lights one at a time reallocates a
77
- * handful of times rather than every frame.
78
- *
79
- * @param {number} count
80
- */
81
- #ensure_capacity(count) {
82
- if (count <= this.#heap_capacity) {
83
- return;
84
- }
85
-
86
- const capacity = Math.max(64, 1 << (32 - Math.clz32(count - 1)));
87
-
88
- this.#heap = new IndexedFloatMaxHeap(capacity);
89
- this.#heap_capacity = capacity;
90
- }
91
-
92
- /**
93
- * Score every shadowmap and mark the winners with `should_draw`.
94
- *
95
- * Categories, in the order the drain encounters them:
96
- *
97
- * - **Directional** — always refreshes. Scores Infinity, so it would head the ordering
98
- * anyway; it is settled during the scoring pass instead of being pushed onto the heap
99
- * because the outcome cannot depend on where it lands. Its view cost is still charged, so
100
- * local lights see a reduced pool.
101
- * - **Local, off-screen** (`projected_area_px <= 0`) — skipped entirely. Not demand, and not
102
- * carry-over fuel: the map keeps its flags and springs back when it returns to view.
103
- * - **Local, in-view, invalid** — must draw. `is_invalid` means the committed layout has
104
- * never held valid depth, so sampling it would show garbage. Bypasses the budget but is
105
- * visited in score order, because its charge against the pool is what decides whether the
106
- * candidates below it still fit.
107
- * - **Local, in-view, valid** — competes for what is left, highest score first.
108
- *
109
- * Results land on {@link selected}, {@link views_spent} and {@link had_unfit_candidates}.
110
- * `map.update()` is deliberately NOT called here — that needs the camera and the scene, and
111
- * keeping it out is what keeps this side GPU-free. The caller walks {@link selected}.
112
- *
113
- * @param {Shadowmap[]} shadowmaps every map in the scene; `projected_area_px` must already be
114
- * current for this frame
115
- * @param {number} frame_index monotonically increasing frame counter, used for staleness
116
- * @param {number} budget_total views available this frame, including any carry-over
117
- */
118
- select(shadowmaps, frame_index, budget_total) {
119
- const n = shadowmaps.length;
120
-
121
- const selected = this.selected;
122
- selected.length = 0;
123
-
124
- let views_spent = 0;
125
- let had_unfit_candidates = false;
126
-
127
- this.#ensure_capacity(n);
128
-
129
- const heap = this.#heap;
130
- heap.clear();
131
-
132
- // Number of must-draw maps still in the heap. Tracked rather than looked for, because it
133
- // is the only thing that can stop the drain from exiting early — see below.
134
- let invalid_in_heap = 0;
135
-
136
- for (let i = 0; i < n; i++) {
137
- const map = shadowmaps[i];
138
-
139
- map.should_draw = false;
140
-
141
- if (map.light.isDirectionalLight) {
142
- map.should_draw = true;
143
- selected.push(map);
144
- views_spent += map.views.length;
145
- continue;
146
- }
147
-
148
- if (map.projected_area_px <= 0) {
149
- continue;
150
- }
151
-
152
- if (map.is_invalid) {
153
- invalid_in_heap++;
154
- }
155
-
156
- heap.insert(i, compute_shadowmap_update_score(map, frame_index));
157
- }
158
-
159
- while (heap.size > 0) {
160
- // Every map costs at least one view, so once the pool is gone nothing left can fit and
161
- // the remainder are unfit by definition — provided none of them is a must-draw, which
162
- // would have to be visited regardless. In steady state there are none (`is_invalid` is
163
- // cleared by the first successful raster) and this fires after about `budget_total`
164
- // pops, which is what bounds K. During a cold start it degrades to a full drain, i.e.
165
- // to a heapsort, still ahead of the comparator sort it replaced.
166
- if (views_spent >= budget_total && invalid_in_heap === 0) {
167
- had_unfit_candidates = true;
168
- break;
169
- }
170
-
171
- const map = shadowmaps[heap.pop_max()];
172
- const cost = map.views.length;
173
-
174
- if (map.is_invalid) {
175
- invalid_in_heap--;
176
- map.should_draw = true;
177
- selected.push(map);
178
- views_spent += cost;
179
- continue;
180
- }
181
-
182
- if (views_spent + cost <= budget_total) {
183
- map.should_draw = true;
184
- selected.push(map);
185
- views_spent += cost;
186
- } else {
187
- // Wanted to refresh but the pool could not cover its view cost. Keep going — a
188
- // cheaper candidate further down may still fit.
189
- had_unfit_candidates = true;
190
- }
191
- }
192
-
193
- this.views_spent = views_spent;
194
- this.had_unfit_candidates = had_unfit_candidates;
195
- }
196
- }
1
+ import { IndexedFloatMaxHeap } from "../../../../core/collection/heap/IndexedFloatMaxHeap.js";
2
+ import { compute_shadowmap_update_score } from "./shadowmap_update_score.js";
3
+
4
+ /**
5
+ * Picks which shadowmaps get rasterized this frame, given a view budget.
6
+ *
7
+ * This is the score-and-select half of {@link GPUSceneShadowmapContext.select_for_draw}, split out
8
+ * so it can be measured without a GPU device — the scoring is arithmetic over plain fields, and
9
+ * the only reason it used to need a renderer was that it lived on the class that owns the atlas.
10
+ *
11
+ * **Why a heap and not a sort.** The budget is a handful of views and a scene can hold hundreds of
12
+ * candidates, so a full ordering is thrown away almost entirely: it sorts N to consume ~K. Popping
13
+ * a max-heap K times is O(N + K log N) against the sort's O(N log N), and skips the N `{map,
14
+ * score}` objects the sorted version allocated every frame. Measured at 512 lights: 30us per frame
15
+ * for the sort, 2.6us for the heap. Removing just the allocation and keeping the sort gets 8.3us,
16
+ * so roughly a third of the win is the allocation and the rest is not ordering the tail. See
17
+ * benchmark/select.spec.js.
18
+ *
19
+ * **Ordering is load-bearing, so the heap is drained in score order rather than partitioned.**
20
+ * A map that has never been drawn must refresh whether or not the budget can cover it, but WHEN it
21
+ * charges its views against the pool decides whether a lower-priority map still fits. Settling all
22
+ * the must-draws up front would be cheaper and would change which maps draw, so they compete in
23
+ * the same ordered drain as everything else.
24
+ *
25
+ * **Ties resolve differently than a sort.** `Array.sort` is stable, so equal scores kept array
26
+ * order; a heap has no such guarantee, and it compares float32 where the sort compared float64.
27
+ * Maps with equal scores are interchangeable by construction — the scorer is the definition of
28
+ * which map deserves the slot, and it rated them the same — so what the benchmark asserts is that
29
+ * the selection is equally good (same view spend, same carry-over signal, same multiset of
30
+ * selected scores), not that it is the same maps. Ties are common rather than exotic here: every
31
+ * light the camera sits inside reports the full viewport as its projected area.
32
+ */
33
+ export class ShadowmapDrawSelector {
34
+ /**
35
+ * Maps chosen by the most recent {@link select}, in the order they were selected. Reused
36
+ * across frames — read it before the next call, don't retain it.
37
+ * @type {Shadowmap[]}
38
+ */
39
+ selected = [];
40
+
41
+ /**
42
+ * Views the most recent {@link select} committed, counting must-draws that bypassed the
43
+ * budget. Can exceed the budget it was given.
44
+ * @type {number}
45
+ */
46
+ views_spent = 0;
47
+
48
+ /**
49
+ * Views the most recent {@link select} committed out of the budget it was given — everything
50
+ * in {@link views_spent} except the directionals, which are refreshed unconditionally and so
51
+ * never compete for the pool. This is what the budget bounds and what the caller's carry-over
52
+ * is measured against.
53
+ * @type {number}
54
+ */
55
+ views_spent_budgeted = 0;
56
+
57
+ /**
58
+ * True when the most recent {@link select} left at least one in-view candidate unrefreshed
59
+ * because the pool could not cover its view cost. Drives the caller's carry-over: unused
60
+ * budget is only worth carrying forward when there was demand it could not meet.
61
+ * @type {boolean}
62
+ */
63
+ had_unfit_candidates = false;
64
+
65
+ /**
66
+ * Heap of budget candidates, keyed by index into the shadowmap array the current
67
+ * {@link select} was handed. Held across frames so the id table and slot storage are
68
+ * allocated once rather than per frame.
69
+ * @type {IndexedFloatMaxHeap}
70
+ */
71
+ #heap = new IndexedFloatMaxHeap(0);
72
+
73
+ /**
74
+ * Id capacity of {@link #heap}. Ids are shadowmap array indices, so this has to cover the
75
+ * largest map count seen so far.
76
+ * @type {number}
77
+ */
78
+ #heap_capacity = 0;
79
+
80
+ /**
81
+ * Resize the heap to hold ids up to `count`. IndexedFloatMaxHeap sizes its id table at
82
+ * construction, so growing means a new heap — safe here because the heap is empty between
83
+ * frames and carries nothing worth migrating.
84
+ *
85
+ * Rounded up to a power of two so a scene that gains lights one at a time reallocates a
86
+ * handful of times rather than every frame.
87
+ *
88
+ * @param {number} count
89
+ */
90
+ #ensure_capacity(count) {
91
+ if (count <= this.#heap_capacity) {
92
+ return;
93
+ }
94
+
95
+ const capacity = Math.max(64, 1 << (32 - Math.clz32(count - 1)));
96
+
97
+ this.#heap = new IndexedFloatMaxHeap(capacity);
98
+ this.#heap_capacity = capacity;
99
+ }
100
+
101
+ /**
102
+ * Score every shadowmap and mark the winners with `should_draw`.
103
+ *
104
+ * Categories, in the order the drain encounters them:
105
+ *
106
+ * - **Directional** — always refreshes. Scores Infinity, so it would head the ordering
107
+ * anyway; it is settled during the scoring pass instead of being pushed onto the heap
108
+ * because the outcome cannot depend on where it lands. Its view cost counts towards
109
+ * {@link views_spent} but NOT towards {@link views_spent_budgeted}: it cannot be refused,
110
+ * so charging it against the pool the local lights compete for can only shrink that pool,
111
+ * and once the directionals' fixed cost met the budget it shrank it to nothing, for good.
112
+ * - **Local, off-screen** (`projected_area_px <= 0`) — skipped entirely. Not demand, and not
113
+ * carry-over fuel: the map keeps its flags and springs back when it returns to view.
114
+ * - **Local, in-view, invalid** — must draw. `is_invalid` means the committed layout has
115
+ * never held valid depth, so sampling it would show garbage. Bypasses the budget but is
116
+ * visited in score order, because its charge against the pool is what decides whether the
117
+ * candidates below it still fit.
118
+ * - **Local, in-view, valid** — competes for what is left, highest score first.
119
+ *
120
+ * Results land on {@link selected}, {@link views_spent} and {@link had_unfit_candidates}.
121
+ * `map.update()` is deliberately NOT called here — that needs the camera and the scene, and
122
+ * keeping it out is what keeps this side GPU-free. The caller walks {@link selected}.
123
+ *
124
+ * @param {Shadowmap[]} shadowmaps every map in the scene; `projected_area_px` must already be
125
+ * current for this frame
126
+ * @param {number} frame_index monotonically increasing frame counter, used for staleness
127
+ * @param {number} budget_total views available this frame, including any carry-over
128
+ */
129
+ select(shadowmaps, frame_index, budget_total) {
130
+ const n = shadowmaps.length;
131
+
132
+ const selected = this.selected;
133
+ selected.length = 0;
134
+
135
+ let views_spent = 0;
136
+ let views_spent_mandatory = 0;
137
+ let had_unfit_candidates = false;
138
+
139
+ this.#ensure_capacity(n);
140
+
141
+ const heap = this.#heap;
142
+ heap.clear();
143
+
144
+ // Number of must-draw maps still in the heap. Tracked rather than looked for, because it
145
+ // is the only thing that can stop the drain from exiting early — see below.
146
+ let invalid_in_heap = 0;
147
+
148
+ for (let i = 0; i < n; i++) {
149
+ const map = shadowmaps[i];
150
+
151
+ map.should_draw = false;
152
+
153
+ if (map.light.isDirectionalLight) {
154
+ map.should_draw = true;
155
+ selected.push(map);
156
+ views_spent += map.views.length;
157
+ views_spent_mandatory += map.views.length;
158
+ continue;
159
+ }
160
+
161
+ if (map.projected_area_px <= 0) {
162
+ continue;
163
+ }
164
+
165
+ if (map.is_invalid) {
166
+ invalid_in_heap++;
167
+ }
168
+
169
+ heap.insert(i, compute_shadowmap_update_score(map, frame_index));
170
+ }
171
+
172
+ while (heap.size > 0) {
173
+ // Every map costs at least one view, so once the pool is gone nothing left can fit and
174
+ // the remainder are unfit by definition — provided none of them is a must-draw, which
175
+ // would have to be visited regardless. In steady state there are none (`is_invalid` is
176
+ // cleared by the first successful raster) and this fires after about `budget_total`
177
+ // pops, which is what bounds K. During a cold start it degrades to a full drain, i.e.
178
+ // to a heapsort, still ahead of the comparator sort it replaced.
179
+ if (views_spent - views_spent_mandatory >= budget_total && invalid_in_heap === 0) {
180
+ had_unfit_candidates = true;
181
+ break;
182
+ }
183
+
184
+ const map = shadowmaps[heap.pop_max()];
185
+ const cost = map.views.length;
186
+
187
+ if (map.is_invalid) {
188
+ invalid_in_heap--;
189
+ map.should_draw = true;
190
+ selected.push(map);
191
+ views_spent += cost;
192
+ continue;
193
+ }
194
+
195
+ if (views_spent - views_spent_mandatory + cost <= budget_total) {
196
+ map.should_draw = true;
197
+ selected.push(map);
198
+ views_spent += cost;
199
+ } else {
200
+ // Wanted to refresh but the pool could not cover its view cost. Keep going — a
201
+ // cheaper candidate further down may still fit.
202
+ had_unfit_candidates = true;
203
+ }
204
+ }
205
+
206
+ this.views_spent = views_spent;
207
+ this.views_spent_budgeted = views_spent - views_spent_mandatory;
208
+ this.had_unfit_candidates = had_unfit_candidates;
209
+ }
210
+ }
@@ -25,9 +25,16 @@ export const CSM_CASTER_RANGE_PUBLISH_STRUCT: WebGPUStruct;
25
25
  *
26
26
  * The test per cascade is the one the tree walk made: a box survives the four fixed side planes if
27
27
  * its corner furthest along each plane's normal is inside; the plane a survivor pushes is the
28
- * near one, to the box corner nearest along the light's axis. Per-thread CAS minimum rather than
29
- * a subgroup reduction first, because a scene has hundreds of rows and three cascades, and the
30
- * same CAS helper already bounds the skinned meshes.
28
+ * near one, to the box corner nearest along the light's axis.
29
+ *
30
+ * **The subgroup reduces first, and one lane merges what it found.** Every row inside a cascade
31
+ * merges into the same word, so a CAS per row queues every caster in the scene on three words: on
32
+ * an RTX 4090 that measured ~240 µs a frame at 200k rows, ~800 µs at 2M, and 3.3 ms on Caldera at
33
+ * 2M placements — more than the four views' instance culls together. Reduced per subgroup, 2M rows
34
+ * take 161 µs, which is also what the pass takes with every atomic deleted; a workgroup step
35
+ * through shared memory measured the same, so there is none. A lane with no row, and a row outside
36
+ * the cascade, reduce with {@link CSM_CASTER_RANGE_UNKNOWN} instead of returning, because every
37
+ * lane has to reach the reduction.
31
38
  *
32
39
  * Dispatch with {@link GPUTypedTable#dispatch_group_count} of the `meshes` table at
33
40
  * {@link CSM_CASTER_RANGE_WORKGROUP_SIZE}, once per directional shadow map being drawn.
@@ -1 +1 @@
1
- {"version":3,"file":"shader_csm_caster_range.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js"],"names":[],"mappings":"AAaA,qDAAiF;AAEjF;;;;;GAKG;AACH,+CAFU,YAAY,CAmBc;AAEpC;;;;GAIG;AACH,8CAFU,YAAY,CAQa;AAenC;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,iDAFU,aAAa,CA2DpB;AAUH;;;;;;;GAOG;AACH,8CAFU,aAAa,CAgCpB;6BA/L0B,yCAAyC;8BAGxC,qCAAqC"}
1
+ {"version":3,"file":"shader_csm_caster_range.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js"],"names":[],"mappings":"AAcA,qDAAiF;AAEjF;;;;;GAKG;AACH,+CAFU,YAAY,CAmBc;AAEpC;;;;GAIG;AACH,8CAFU,YAAY,CAQa;AAqFnC;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,iDAFU,aAAa,CAMpB;AAUH;;;;;;;GAOG;AACH,8CAFU,aAAa,CAgCpB;6BAvN0B,yCAAyC;8BAGxC,qCAAqC"}