@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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@@ -1,858 +1,1004 @@
1
- import { assert } from "../../core/assert.js";
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- import { BinaryBuffer } from "../../core/binary/BinaryBuffer.js";
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- import { platform_compute_endianness } from "../../core/binary/platform_compute_endianness.js";
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- import { array_push_if_unique } from "../../core/collection/array/array_push_if_unique.js";
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- import { array_remove_first } from "../../core/collection/array/array_remove_first.js";
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- import { array_buffer_copy } from "../../core/collection/array/typed/array_buffer_copy.js";
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- import Signal from "../../core/events/signal/Signal.js";
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- import { ShadeGPUComputePassEncoder } from "./pass/ShadeGPUComputePassEncoder.js";
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- import { ShadeGPURenderPassEncoder } from "./pass/ShadeGPURenderPassEncoder.js";
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- import { ShadeGPUContextProfiler } from "./timing/ShadeGPUContextProfiler.js";
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- import { warn_limited } from "../util/warn_limited.js";
12
- import { write_gpu_typed_buffer } from "../renderer/shader/type/serde/write_gpu_typed_buffer.js";
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- import { BufferResourceDescriptor } from "./graph/BufferResourceDescriptor.js";
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- import { GraphicsExecutionContext } from "./graph/GraphicsExecutionContext.js";
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-
16
- /**
17
- * @typedef {import("../descriptor/pipeline/render/RenderPipelineDescriptor.js").RenderPipelineDescriptor} RenderPipelineDescriptor
18
- */
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-
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- /**
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- * @typedef {import("../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
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- * @typedef {import("../descriptor/pipeline/compute/ComputePipelineDescriptor.js").ComputePipelineDescriptor} ComputePipelineDescriptor
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- * @typedef {import("../renderer/GraphicsContext.js").GraphicsContext} GraphicsContext
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- * @typedef {import("../renderer/shader/resource/ShaderResourceSetDescriptor.js").ShaderResourceSetDescriptor} ShaderResourceSetDescriptor
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- * @typedef {import("../renderer/shader/type/WebGPUType.js").WebGPUType} WebGPUType
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- * @typedef {import("../renderer/texture/TextureManager.js").TextureManager} TextureManager
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- * @typedef {import("./timing/profile/GPUFrameRecorder.js").GPUFrameRecorder} GPUFrameRecorder
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- */
29
-
30
- /**
31
- * Keep track of how many contexts are currently open (unfinished)
32
- * Important because contexts can have transient resources allocated, and those are not cleaned up until the context is `finished`
33
- * @type {number}
34
- */
35
- let debug_open_context_count = 0;
36
-
37
- /**
38
- *
39
- * @type {ShadeGPUCommandContext[]}
40
- */
41
- const debug_open_contexts = [];
42
-
43
- const scratch_buffer_descriptor = new BufferResourceDescriptor();
44
-
45
- let id_counter = 0;
46
-
47
- /**
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- * Abstraction on top of {@link GPUCommandEncoder}.
49
- *
50
- * Inspired by Intel's "MiniEngine" CommandContext
51
- * @see https://github.com/GameTechDev/TAA/blob/39786709cf70a1e0906196c600f6079571a33ceb/MiniEngine/Core/CommandContext.h
52
- * @see https://www.w3.org/TR/webgpu/#gpucommandencoder
53
- */
54
- export class ShadeGPUCommandContext {
55
-
56
- #id = id_counter++;
57
-
58
- /**
59
- * Unique identifier for this context, useful for debugging
60
- *
61
- * @return {number}
62
- */
63
- get id() {
64
- return this.#id;
65
- }
66
-
67
- /**
68
- *
69
- * @returns {boolean}
70
- */
71
- get isGPUCommandContext() {
72
- return true;
73
- }
74
-
75
-
76
- /**
77
- * Actual underlying encoder
78
- * @type {GPUCommandEncoder}
79
- */
80
- #gpu_encoder
81
-
82
- /**
83
- * Don't circumvent {@link ShadeGPUCommandContext} unless you know what you're doing.
84
- * {@link ShadeGPUCommandContext} is a wrapper around {@link GPUCommandEncoder} that provides additional spec-compliance asserts to help find errors sooner.
85
- * @returns {GPUCommandEncoder}
86
- */
87
- get gpu_encoder() {
88
- return this.#gpu_encoder;
89
- }
90
-
91
- /**
92
- * The graphics context this was created against, whose allocators the commands recorded here
93
- * draw on.
94
- *
95
- * @returns {GraphicsContext}
96
- */
97
- get graphics() {
98
- return this.#graphics;
99
- }
100
-
101
- /**
102
- * Whether {@link finish} has run — which is the moment the commands recorded here were
103
- * submitted. Anything that must not happen before submission, such as mapping a buffer one of
104
- * those commands copies into, checks this rather than counting frames.
105
- *
106
- * @returns {boolean}
107
- */
108
- get finished() {
109
- return this.#finished;
110
- }
111
-
112
- /**
113
- * This context's profiling attachment, or null when nothing is profiling — which is the
114
- * ordinary case and costs one null check per pass.
115
- *
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- * **Never cleared.** `finish()` is followed by a read of {@link profiling_absorbed}, and a null
117
- * here reports an already-resolved promise, which closes the frame before a single timestamp has
118
- * come back. It holds no GPU resources after `absorb()` destroys the timer array, so keeping the
119
- * reference costs nothing.
120
- *
121
- * @type {ShadeGPUContextProfiler|null}
122
- */
123
- #profiler = null;
124
-
125
- /**
126
- * Resolves after this context's timings have been read back and handed to its recorder.
127
- *
128
- * **Not the same moment as {@link done}.** `done` resolves from `onFinished`, which fires
129
- * synchronously at submit — before any timestamp has been read. A caller that closes its frame
130
- * on `done` commits an empty one, every time. Already-resolved when nothing is profiling.
131
- *
132
- * @returns {Promise<void>}
133
- */
134
- get profiling_absorbed() {
135
- const profiler = this.#profiler;
136
-
137
- return profiler === null ? Promise.resolve() : profiler.absorbed;
138
- }
139
-
140
- /**
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- * Record this context's pass timings into `recorder`.
142
- *
143
- * @param {GPUFrameRecorder} recorder
144
- * @param {number} query_set_id this context's index within the frame
145
- * @returns {void}
146
- */
147
- enable_profiling(recorder, query_set_id) {
148
- assert.notOk(this.#finished, 'already finished');
149
- assert.isNull(this.#profiler, 'already profiling');
150
-
151
- this.#profiler = new ShadeGPUContextProfiler(this.device, recorder, query_set_id);
152
- }
153
-
154
- /**
155
- * @type {GraphicsContext}
156
- */
157
- #graphics
158
-
159
- /**
160
- *
161
- * @return {GPUDevice}
162
- */
163
- get device() {
164
- return this.#graphics.device;
165
- }
166
-
167
- /**
168
- *
169
- * @return {TextureManager}
170
- */
171
- get textures() {
172
- return this.#graphics.textures;
173
- }
174
-
175
- /**
176
- * These are to be destroyed at the end of the context's lifetime.
177
- * Need to be released at the end of the lifetime.
178
- * @type {GPUBuffer[]}
179
- */
180
- #transient_buffers = [];
181
-
182
- /**
183
- *
184
- * @type {GPUBuffer[]}
185
- */
186
- #staging_buffers = [];
187
-
188
- /**
189
- * Once finished, the encoder becomes inactive, we use this flag to track potential misuse and inform the user
190
- * @type {boolean}
191
- */
192
- #finished = false;
193
-
194
- /**
195
- * @readonly
196
- * @type {Signal<this>}
197
- */
198
- onFinished = new Signal();
199
-
200
- /**
201
- * @readonly
202
- * @type {Signal<this>}
203
- */
204
- onBeforeFinish = new Signal();
205
-
206
- /**
207
- *
208
- * @return {Promise<void>}
209
- */
210
- get done() {
211
- if (this.#finished) {
212
- return Promise.resolve();
213
- }
214
-
215
- return new Promise(resolve => {
216
- this.onFinished.addOne(resolve);
217
-
218
- if (this.#finished) {
219
- // special case, double-checking to avoid race conditions
220
- resolve();
221
- }
222
-
223
- });
224
- }
225
-
226
- /**
227
- * Do not call directly, always use {@link create}
228
- * @private
229
- */
230
- constructor() {
231
- // private, do not call from the outside
232
- }
233
-
234
- /**
235
- *
236
- * @param {GraphicsContext} graphics
237
- * @param {string} [label]
238
- * @returns {ShadeGPUCommandContext}
239
- */
240
- static create(
241
- graphics,
242
- label = ""
243
- ) {
244
-
245
- assert.defined(graphics, 'graphics');
246
- assert.equal(graphics.isGraphicsContext, true, "graphics.isGraphicsContext !== true");
247
-
248
- assert.isString(label, 'label');
249
-
250
- const r = new ShadeGPUCommandContext();
251
-
252
- r.#graphics = graphics;
253
- r.#gpu_encoder = graphics.device.createCommandEncoder({
254
- label
255
- });
256
-
257
- // track how many we have open
258
- debug_open_context_count++;
259
- array_push_if_unique(debug_open_contexts, r);
260
-
261
- if (debug_open_context_count > 1024) {
262
- warn_limited(`Too many open GPU contexts`, 20);
263
- }
264
-
265
- return r;
266
-
267
- }
268
-
269
- /**
270
- *
271
- * @returns {GraphicsExecutionContext}
272
- */
273
- createFrameGraphContext() {
274
- return new GraphicsExecutionContext(this.#graphics, this);
275
- }
276
-
277
- /**
278
- *
279
- * @param {FrameGraph} graph
280
- */
281
- encodeGraph(graph) {
282
- assert.defined(graph, 'graph');
283
- assert.isObject(graph, 'graph');
284
- assert.equal(graph.isFrameGraph, true, "graph.isFrameGraph !== true");
285
-
286
- // TODO check if the graph is empty, if so, we can skip the whole thing
287
-
288
- const ctx = this.createFrameGraphContext();
289
-
290
- graph.compile();
291
- graph.execute(ctx);
292
- }
293
-
294
- /**
295
- * @see https://www.w3.org/TR/webgpu/#dom-gpucommandencoder-clearbuffer
296
- * @param {GPUBuffer} buffer
297
- * @param {number} [offset=0]
298
- * @param {number} [size]
299
- */
300
- clearBuffer(buffer, offset = 0, size) {
301
- assert.defined(buffer, 'buffer');
302
- assert.equal(buffer.usage & GPUBufferUsage.COPY_DST, GPUBufferUsage.COPY_DST, 'buffer must include COPY_DST usage flag');
303
- assert.isNonNegativeInteger(offset, 'offset');
304
- assert.equal(offset % 4, 0, 'offset must be a multiple of 4');
305
-
306
- // console.log(`cmd.clearBuffer(${buffer.label}, ${offset}, ${size})`);
307
-
308
- this.#gpu_encoder.clearBuffer(buffer, offset, size);
309
- }
310
-
311
- /**
312
- * Not supported, only here to offer documentation hint
313
- * see {@link texture_fill_rectangle}
314
- * @throws {Error} Always, documentation hint only
315
- */
316
- clearTexture() {
317
- throw new Error(`Documentation hint only, use texture_fill_rectangle instead`);
318
- }
319
-
320
- /**
321
- * NOTE: only the explicit verbose form of the API is supported, shorthand such as `copyBufferToBuffer(source, destination, size)` are not supported.
322
- * see https://www.w3.org/TR/webgpu/#gpucommandencoder-copybuffertobuffer
323
- * @see GPUCommandEncoder.copyBufferToBuffer
324
- * @param {GPUBuffer} source The GPUBuffer to copy from.
325
- * @param {number} sourceOffset Offset in bytes into the source to begin copying from.
326
- * @param {GPUBuffer} destination The GPUBuffer to copy to.
327
- * @param {number} destinationOffset Offset in bytes into destination to place the copied data.
328
- * @param {number} [size] Bytes to copy. In not specified, defaults to `source.size - sourceOffset`
329
- */
330
- copyBufferToBuffer(
331
- source,
332
- sourceOffset,
333
- destination,
334
- destinationOffset,
335
- size
336
- ) {
337
-
338
- assert.notEqual(source.usage & GPUBufferUsage.COPY_SRC, 0, 'source must include COPY_SRC usage flag');
339
- assert.isNonNegativeInteger(sourceOffset, 'sourceOffset');
340
- assert.equal(sourceOffset % 4, 0, 'sourceOffset must be a multiple of 4');
341
-
342
- assert.notEqual(destination.usage & GPUBufferUsage.COPY_DST, 0, 'destination must include COPY_DST usage flag');
343
- assert.isNonNegativeInteger(destinationOffset, 'destinationOffset');
344
- assert.equal(destinationOffset % 4, 0, 'destinationOffset must be a multiple of 4');
345
-
346
- if (size !== undefined) {
347
- assert.isNonNegativeInteger(size, 'size');
348
- assert.equal(size % 4, 0, 'size must be a multiple of 4');
349
-
350
- assert.greaterThanOrEqual(source.size, sourceOffset + size, 'source underflow');
351
- assert.greaterThanOrEqual(destination.size, destinationOffset + size, 'destination underflow');
352
- }
353
-
354
- assert.notEqual(source, destination, 'source and destination must be different');
355
-
356
- // console.log(`cmd.copyBufferToBuffer("${source.label}", ${sourceOffset}, "${destination.label}", ${destinationOffset}, ${size})`);
357
-
358
- this.#gpu_encoder.copyBufferToBuffer(
359
- source,
360
- sourceOffset,
361
- destination,
362
- destinationOffset,
363
- size
364
- );
365
- }
366
-
367
-
368
- /**
369
- *
370
- * @param {GPUImageCopyTexture} source
371
- * @param {GPUImageCopyTexture} destination
372
- * @param {GPUExtent3DStrict} copySize
373
- */
374
- copyTextureToTexture(source,
375
- destination,
376
- copySize
377
- ) {
378
- this.#gpu_encoder.copyTextureToTexture(source, destination, copySize);
379
- }
380
-
381
- /**
382
- * Texels out of a texture into a buffer — what a readback of a rendered image starts with.
383
- *
384
- * @param {GPUImageCopyTexture} source
385
- * @param {GPUImageCopyBuffer} destination
386
- * @param {GPUExtent3DStrict} copySize
387
- */
388
- copyTextureToBuffer(source, destination, copySize) {
389
- assert.defined(source, 'source');
390
- assert.defined(destination, 'destination');
391
- assert.notEqual(destination.buffer.usage & GPUBufferUsage.COPY_DST, 0, 'destination must include COPY_DST usage flag');
392
-
393
- this.#gpu_encoder.copyTextureToBuffer(source, destination, copySize);
394
- }
395
-
396
- /**
397
- *
398
- * @param {GPUComputePassDescriptor} [descriptor]
399
- * @returns {ShadeGPUComputePassEncoder}
400
- */
401
- beginComputePass(descriptor) {
402
- const encoder = this.#gpu_encoder;
403
- const profiler = this.#profiler;
404
-
405
- // console.log(`cmd.beginComputePass(${descriptor.label})`);
406
-
407
- if (profiler === null) {
408
- return new ShadeGPUComputePassEncoder(encoder.beginComputePass(descriptor), null);
409
- }
410
-
411
- return profiler.begin_compute_pass(encoder, descriptor);
412
- }
413
-
414
-
415
- /**
416
- *
417
- * @param {Object} options
418
- * @param {ComputePipelineDescriptor} options.pipeline
419
- * @param {string} [options.label]
420
- * @param {GPUBindingResource[][]} [options.bindings]
421
- * @param {{buffer: BinaryBuffer, offset: number, size: number}} [options.immediate] bytes to hand
422
- * the pass through `setImmediates`, when the pipeline declares immediate data
423
- * @returns {ShadeGPUComputePassEncoder}
424
- */
425
- constructComputePass({
426
- pipeline,
427
- label,
428
- bindings = [],
429
- immediate
430
- }) {
431
-
432
- const pass_descriptor = {
433
- label
434
- };
435
-
436
- if (label === undefined) {
437
- pass_descriptor.label = pipeline.label;
438
- }
439
-
440
- const graphics = this.#graphics;
441
-
442
- const pass = this.beginComputePass(pass_descriptor);
443
-
444
- const gpu_pipeline = graphics.compute_pipelines.obtain(pipeline);
445
-
446
- pass.setPipeline(gpu_pipeline);
447
-
448
- pass.record_pipeline(pipeline);
449
-
450
- graphics.setPipelineBindings(pass, pipeline, bindings, immediate);
451
-
452
- // console.warn(`cmd.constructComputePass(${pass_descriptor.label})`)
453
-
454
- return pass;
455
- }
456
-
457
- /**
458
- * Begins a labeled debug group containing subsequent commands.
459
- * @see https://gpuweb.github.io/gpuweb/#debug-markers
460
- * @param {string} label
461
- */
462
- pushDebugGroup(label) {
463
- assert.isString(label, 'label');
464
- this.#gpu_encoder.pushDebugGroup(label);
465
-
466
- // console.group("cmd/debug_group=" + label)
467
- }
468
-
469
- /**
470
- * Ends the labeled debug group most recently started by pushDebugGroup().
471
- * @see https://gpuweb.github.io/gpuweb/#debug-markers
472
- */
473
- popDebugGroup() {
474
- this.#gpu_encoder.popDebugGroup();
475
-
476
- // console.groupEnd();
477
- }
478
-
479
- /**
480
- * Marks a point in a stream of commands with a label.
481
- * @see https://gpuweb.github.io/gpuweb/#debug-markers
482
- * @param {string} label
483
- */
484
- insertDebugMarker(label) {
485
- assert.isString(label, 'label');
486
- this.#gpu_encoder.insertDebugMarker(label);
487
- }
488
-
489
- /**
490
- *
491
- * @param {Object} options
492
- * @param {string} [options.label]
493
- * @param {RenderPipelineDescriptor} options.pipeline
494
- * @param {GPUBindingResource[][]} [options.bindings]
495
- * @param {GPURenderPassColorAttachment[]} options.colorAttachments
496
- * @param {GPURenderPassDepthStencilAttachment} [options.depthStencilAttachment]
497
- * @param {{buffer: BinaryBuffer, offset: number, size: number}} [options.immediate] bytes to hand
498
- * the pass through `setImmediates`, when the pipeline declares immediate data
499
- * @returns {ShadeGPURenderPassEncoder}
500
- */
501
- constructRenderPass({
502
- label,
503
- pipeline,
504
- bindings,
505
- colorAttachments,
506
- depthStencilAttachment,
507
- immediate,
508
- }) {
509
- assert.defined(pipeline, 'pipeline');
510
- assert.equal(pipeline.isRenderPipelineDescriptor, true, "pipeline.isRenderPipelineDescriptor !== true");
511
-
512
- const pass_descriptor = {
513
- label,
514
- colorAttachments,
515
- depthStencilAttachment
516
- };
517
-
518
- if (label === undefined) {
519
- pass_descriptor.label = pipeline.label;
520
- }
521
-
522
- const graphics = this.#graphics;
523
-
524
- // TODO rewrite the pipeline if necessary to achieve compatibility with colorAttachment formats
525
- const gpu_pipeline = graphics.render_pipelines.obtain(pipeline);
526
-
527
- const pass = this.beginRenderPass(pass_descriptor);
528
-
529
- pass.setPipeline(gpu_pipeline);
530
-
531
- pass.record_pipeline(pipeline);
532
-
533
- graphics.setPipelineBindings(pass, pipeline, bindings, immediate);
534
-
535
- // console.warn(`cmd.constructRenderPass(${pass_descriptor.label})`)
536
-
537
- return pass;
538
- }
539
-
540
- /**
541
- *
542
- * @param {GPURenderPassDescriptor} descriptor
543
- * @returns {ShadeGPURenderPassEncoder}
544
- */
545
- beginRenderPass(descriptor) {
546
- const encoder = this.#gpu_encoder;
547
- const profiler = this.#profiler;
548
-
549
- // console.log(`cmd.beginRenderPass(${descriptor.label})`);
550
-
551
- if (profiler === null) {
552
- return new ShadeGPURenderPassEncoder(encoder.beginRenderPass(descriptor), null);
553
- }
554
-
555
- return profiler.begin_render_pass(encoder, descriptor);
556
- }
557
-
558
- /**
559
- *
560
- * @param {GPUQuerySet} querySet
561
- * @param {number} firstQuery
562
- * @param {number} queryCount
563
- * @param {GPUBuffer} destination
564
- * @param {number} destinationOffset
565
- */
566
- resolveQuerySet(querySet, firstQuery, queryCount, destination, destinationOffset) {
567
- this.#gpu_encoder.resolveQuerySet(querySet, firstQuery, queryCount, destination, destinationOffset);
568
- }
569
-
570
- /**
571
- * Transient buffers are automatically released at the end of the context's lifetime;
572
- * however, we can explicitly release it earlier to allow for reuse.
573
- *
574
- * @param {GPUBuffer} buffer
575
- * @return {boolean} true if buffer was released, false if it was not found
576
- */
577
- releaseTransientBuffer(buffer) {
578
- assert.defined(buffer, 'buffer');
579
-
580
- if (!array_remove_first(this.#transient_buffers, buffer)) {
581
- return false;
582
- }
583
-
584
- const allocator = this.#transient_allocator;
585
-
586
- return allocator.release(buffer);
587
- }
588
-
589
- /**
590
- *
591
- * @return {GPUBufferAllocator}
592
- */
593
- get #transient_allocator() {
594
- return this.#graphics.buffer_allocator_main;
595
- }
596
-
597
- /**
598
- * Allocated buffer will only be valid until the context is finished.
599
- *
600
- * @param {number|GPUBufferUsage} usage
601
- * @param {number} size
602
- * @returns {GPUBuffer} managed buffer
603
- */
604
- allocateTransientBuffer(
605
- usage = GPUBufferUsage.UNIFORM,
606
- size
607
- ) {
608
- assert.isNonNegativeInteger(size, 'size');
609
- assert.isInteger(usage, 'usage');
610
-
611
- assert.notOk(this.#finished, 'already finished');
612
-
613
- scratch_buffer_descriptor.size = size;
614
- // COPY_DST is needed to write the data
615
- scratch_buffer_descriptor.usage = usage | GPUBufferUsage.COPY_DST;
616
-
617
- const allocator = this.#transient_allocator;
618
- const buffer = allocator.get(scratch_buffer_descriptor, this);
619
-
620
- // remember so we can clean up at the end
621
- this.#transient_buffers.push(buffer);
622
-
623
- return buffer;
624
- }
625
-
626
- /**
627
- *
628
- * @param {ArrayBuffer} data CPU-side data to place into the GPU buffer
629
- * @param {number|GPUBufferUsage} [usage=GPUBufferUsage.UNIFORM]
630
- * @param {number} [offset] offset into source data where to start copying from
631
- * @param {number} [size] in bytes
632
- * @returns {GPUBuffer} managed buffer, will be automatically destroyed when context is finished
633
- */
634
- allocateTransientBufferAndLoad(
635
- data,
636
- usage = GPUBufferUsage.UNIFORM,
637
- offset = 0,
638
- size = data.byteLength
639
- ) {
640
- assert.isInstanceOf(data, ArrayBuffer, 'data');
641
- assert.isInteger(usage, 'usage');
642
- assert.isNonNegativeInteger(offset, 'offset');
643
- assert.isNonNegativeInteger(size, 'size');
644
-
645
- assert.notOk(this.#finished, 'already finished');
646
-
647
- const buffer = this.allocateTransientBuffer(
648
- usage,
649
- size
650
- );
651
-
652
- this.writeBuffer(buffer, 0, data, offset, size);
653
-
654
- return buffer;
655
- }
656
-
657
- /**
658
- * Scratch for immediate data, created on first use and reused for the life of the context.
659
- *
660
- * One buffer is enough, and `position` returns to 0 for every write, because `setImmediates`
661
- * copies the bytes it is given at the point of the call — the region is free again the moment
662
- * the pass encoder has taken it. Nothing here ever grows: the default capacity is far above the
663
- * 64-byte ceiling {@link ShaderResourceSetDescriptor#setImmediate} enforces, so the backing
664
- * `ArrayBuffer` is allocated once and never reallocated.
665
- *
666
- * @type {BinaryBuffer|null}
667
- */
668
- #immediate_buffer = null;
669
-
670
- /**
671
- * Serialise a shader's immediate data ready for `setImmediates`, or return undefined when the
672
- * shader declares none.
673
- *
674
- * Allocates nothing after the first call.
675
- *
676
- * @param {ShaderResourceSetDescriptor} resources
677
- * @param {Object} map the shader's binding map
678
- * @returns {{buffer: BinaryBuffer, offset: number, size: number}|undefined}
679
- */
680
- writeImmediate(resources, map) {
681
- if (resources.immediateSize === 0) {
682
- return undefined;
683
- }
684
-
685
- let buffer = this.#immediate_buffer;
686
-
687
- if (buffer === null) {
688
- buffer = new BinaryBuffer();
689
-
690
- // GPU buffer contents must match the host, and BinaryBuffer's own default is
691
- // little-endian regardless of platform. Getting this wrong produces bytes that are
692
- // correct on every machine anyone is likely to test on and wrong on the rest.
693
- buffer.endianness = platform_compute_endianness();
694
-
695
- this.#immediate_buffer = buffer;
696
- }
697
-
698
- buffer.position = 0;
699
-
700
- if (!resources.writeImmediate(map, buffer)) {
701
- return undefined;
702
- }
703
-
704
- return { buffer, offset: 0, size: buffer.position };
705
- }
706
-
707
- /**
708
- * @template T
709
- * @param {WebGPUType} type
710
- * @param {T} value
711
- * @param {number|GPUBufferUsage} [usage]
712
- * @return {GPUBuffer}
713
- */
714
- allocateTransientValueBuffer(
715
- type,
716
- value,
717
- usage
718
- ) {
719
- assert.defined(type, 'type');
720
- assert.notNull(type, 'type');
721
-
722
- const buffer = this.allocateTransientBuffer(usage, type.aligned_size);
723
-
724
- this.writeValueBuffer(buffer, 0, type, value);
725
-
726
- return buffer;
727
- }
728
-
729
- /**
730
- * @template T
731
- * @param {GPUBuffer} buffer
732
- * @param {number} buffer_offset
733
- * @param {WebGPUType} type
734
- * @param {T} value
735
- */
736
- writeValueBuffer(buffer, buffer_offset, type, value) {
737
-
738
- assert.notOk(this.#finished, 'already finished');
739
-
740
- const gfx = this.#graphics;
741
-
742
- const size = type.aligned_size;
743
-
744
- const stage = gfx.buffer_allocator_staging.get(size);
745
-
746
- const mapped = stage.getMappedRange(0, size);
747
-
748
- write_gpu_typed_buffer(value, type, mapped, 0);
749
-
750
- stage.unmap();
751
-
752
- this.#staging_buffers.push(stage);
753
-
754
- this.copyBufferToBuffer(stage, 0, buffer, buffer_offset, size);
755
- }
756
-
757
- /**
758
- * Very similar to {@link GPUQueue.writeBuffer}, but instead of doing the operation direction on the queue - uses a staging buffer under the hood and performs the actual write operation as part of the commmand buffer
759
- * @param {GPUBuffer} buffer
760
- * @param {number} buffer_offset
761
- * @param {ArrayBuffer} data
762
- * @param {number} data_offset
763
- * @param {number} size
764
- */
765
- writeBuffer(buffer, buffer_offset, data, data_offset, size) {
766
- assert.defined(buffer, 'buffer');
767
- assert.isNonNegativeInteger(buffer_offset, 'buffer_offset');
768
- assert.defined(data, 'data');
769
- assert.isNonNegativeInteger(data_offset, 'data_offset');
770
- assert.isNonNegativeInteger(size, 'size');
771
-
772
- const gfx = this.#graphics;
773
-
774
- const stage = gfx.buffer_allocator_staging.get(size);
775
-
776
- const mapped = stage.getMappedRange(0, size);
777
-
778
- array_buffer_copy(data, data_offset, mapped, 0, size);
779
-
780
- stage.unmap();
781
-
782
- this.#staging_buffers.push(stage);
783
-
784
- this.copyBufferToBuffer(stage, 0, buffer, buffer_offset, size);
785
-
786
- }
787
-
788
- #cleanup() {
789
-
790
- // console.warn('cmd.cleanup()');
791
-
792
- const transient_buffers = this.#transient_buffers;
793
- const transient_buffer_count = transient_buffers.length;
794
-
795
- const buffer_allocator_transient = this.#transient_allocator;
796
-
797
- // release in reverse order to make it more likely that we'd end up in the same acquisition order next time, which is desirable for caching
798
- for (let i = transient_buffer_count - 1; i >= 0; i--) {
799
- const buffer = transient_buffers[i];
800
-
801
- buffer_allocator_transient.release(buffer);
802
-
803
- }
804
-
805
- // staging buffers
806
- const buffer_allocator_staging = this.#graphics.buffer_allocator_staging;
807
- for (const staging of this.#staging_buffers) {
808
- buffer_allocator_staging.release(staging);
809
- }
810
- }
811
-
812
- /**
813
- * Performs both {@link GPUCommandEncoder.finish} and flushed command buffer
814
- */
815
- finish() {
816
- if (this.#finished) {
817
- console.warn('Context already finished');
818
- return;
819
- }
820
-
821
- this.onBeforeFinish.send1(this);
822
-
823
- debug_open_context_count--;
824
- array_remove_first(debug_open_contexts, this);
825
-
826
- const encoder = this.#gpu_encoder;
827
-
828
- const profiler = this.#profiler;
829
-
830
- if (profiler !== null) {
831
- profiler.resolve(encoder);
832
- }
833
-
834
- this.#finished = true;
835
-
836
- // release encoder reference
837
- this.#gpu_encoder = undefined;
838
-
839
- const command_buffer = encoder.finish();
840
-
841
- const graphics = this.#graphics;
842
- const queue = graphics.device.queue;
843
-
844
- queue.submit([command_buffer]);
845
-
846
- // cleanup allocated memory
847
- this.#cleanup();
848
-
849
- if (profiler !== null) {
850
- // Kept, not cleared — `profiling_absorbed` is read after `finish()` and a null here
851
- // would report an already-resolved promise. See the field.
852
- profiler.absorb();
853
- }
854
-
855
- this.onFinished.send1(this);
856
-
857
- }
1
+ import { assert } from "../../core/assert.js";
2
+ import { BinaryBuffer } from "../../core/binary/BinaryBuffer.js";
3
+ import { platform_compute_endianness } from "../../core/binary/platform_compute_endianness.js";
4
+ import { array_push_if_unique } from "../../core/collection/array/array_push_if_unique.js";
5
+ import { array_remove_first } from "../../core/collection/array/array_remove_first.js";
6
+ import { array_buffer_copy } from "../../core/collection/array/typed/array_buffer_copy.js";
7
+ import Signal from "../../core/events/signal/Signal.js";
8
+ import { ShadeGPUComputePassEncoder } from "./pass/ShadeGPUComputePassEncoder.js";
9
+ import { ShadeGPURenderPassEncoder } from "./pass/ShadeGPURenderPassEncoder.js";
10
+ import { ShadeGPUContextProfiler } from "./timing/ShadeGPUContextProfiler.js";
11
+ import { warn_limited } from "../util/warn_limited.js";
12
+ import { write_gpu_typed_buffer } from "../renderer/shader/type/serde/write_gpu_typed_buffer.js";
13
+ import { MAPPED_UPLOAD_THRESHOLD } from "../renderer/buffer/GPUBufferUploadAllocator.js";
14
+ import { BufferResourceDescriptor } from "./graph/BufferResourceDescriptor.js";
15
+ import { GraphicsExecutionContext } from "./graph/GraphicsExecutionContext.js";
16
+
17
+ /**
18
+ * @typedef {import("../descriptor/pipeline/render/RenderPipelineDescriptor.js").RenderPipelineDescriptor} RenderPipelineDescriptor
19
+ */
20
+
21
+ /**
22
+ * @typedef {import("../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
23
+ * @typedef {import("../descriptor/pipeline/compute/ComputePipelineDescriptor.js").ComputePipelineDescriptor} ComputePipelineDescriptor
24
+ * @typedef {import("../renderer/GraphicsContext.js").GraphicsContext} GraphicsContext
25
+ * @typedef {import("../renderer/shader/resource/ShaderResourceSetDescriptor.js").ShaderResourceSetDescriptor} ShaderResourceSetDescriptor
26
+ * @typedef {import("../renderer/shader/type/WebGPUType.js").WebGPUType} WebGPUType
27
+ * @typedef {import("../renderer/texture/TextureManager.js").TextureManager} TextureManager
28
+ * @typedef {import("../renderer/buffer/GPUUploadBlock.js").GPUUploadBlock} GPUUploadBlock
29
+ * @typedef {import("./timing/profile/GPUFrameRecorder.js").GPUFrameRecorder} GPUFrameRecorder
30
+ */
31
+
32
+ /**
33
+ * Keep track of how many contexts are currently open (unfinished)
34
+ * Important because contexts can have transient resources allocated, and those are not cleaned up until the context is `finished`
35
+ * @type {number}
36
+ */
37
+ let debug_open_context_count = 0;
38
+
39
+ /**
40
+ *
41
+ * @type {ShadeGPUCommandContext[]}
42
+ */
43
+ const debug_open_contexts = [];
44
+
45
+ const scratch_buffer_descriptor = new BufferResourceDescriptor();
46
+
47
+ let id_counter = 0;
48
+
49
+ /**
50
+ * Abstraction on top of {@link GPUCommandEncoder}.
51
+ *
52
+ * Inspired by Intel's "MiniEngine" CommandContext
53
+ * @see https://github.com/GameTechDev/TAA/blob/39786709cf70a1e0906196c600f6079571a33ceb/MiniEngine/Core/CommandContext.h
54
+ * @see https://www.w3.org/TR/webgpu/#gpucommandencoder
55
+ */
56
+ export class ShadeGPUCommandContext {
57
+
58
+ #id = id_counter++;
59
+
60
+ /**
61
+ * Unique identifier for this context, useful for debugging
62
+ *
63
+ * @return {number}
64
+ */
65
+ get id() {
66
+ return this.#id;
67
+ }
68
+
69
+ /**
70
+ *
71
+ * @returns {boolean}
72
+ */
73
+ get isGPUCommandContext() {
74
+ return true;
75
+ }
76
+
77
+
78
+ /**
79
+ * Actual underlying encoder
80
+ * @type {GPUCommandEncoder}
81
+ */
82
+ #gpu_encoder
83
+
84
+ /**
85
+ * Don't circumvent {@link ShadeGPUCommandContext} unless you know what you're doing.
86
+ * {@link ShadeGPUCommandContext} is a wrapper around {@link GPUCommandEncoder} that provides additional spec-compliance asserts to help find errors sooner.
87
+ * @returns {GPUCommandEncoder}
88
+ */
89
+ get gpu_encoder() {
90
+ return this.#gpu_encoder;
91
+ }
92
+
93
+ /**
94
+ * The graphics context this was created against, whose allocators the commands recorded here
95
+ * draw on.
96
+ *
97
+ * @returns {GraphicsContext}
98
+ */
99
+ get graphics() {
100
+ return this.#graphics;
101
+ }
102
+
103
+ /**
104
+ * Whether {@link finish} has run — which is the moment the commands recorded here were
105
+ * submitted. Anything that must not happen before submission, such as mapping a buffer one of
106
+ * those commands copies into, checks this rather than counting frames.
107
+ *
108
+ * @returns {boolean}
109
+ */
110
+ get finished() {
111
+ return this.#finished;
112
+ }
113
+
114
+ /**
115
+ * This context's profiling attachment, or null when nothing is profiling — which is the
116
+ * ordinary case and costs one null check per pass.
117
+ *
118
+ * **Never cleared.** `finish()` is followed by a read of {@link profiling_absorbed}, and a null
119
+ * here reports an already-resolved promise, which closes the frame before a single timestamp has
120
+ * come back. It holds no GPU resources after `absorb()` destroys the timer array, so keeping the
121
+ * reference costs nothing.
122
+ *
123
+ * @type {ShadeGPUContextProfiler|null}
124
+ */
125
+ #profiler = null;
126
+
127
+ /**
128
+ * Resolves after this context's timings have been read back and handed to its recorder.
129
+ *
130
+ * **Not the same moment as {@link done}.** `done` resolves from `onFinished`, which fires
131
+ * synchronously at submit — before any timestamp has been read. A caller that closes its frame
132
+ * on `done` commits an empty one, every time. Already-resolved when nothing is profiling.
133
+ *
134
+ * @returns {Promise<void>}
135
+ */
136
+ get profiling_absorbed() {
137
+ const profiler = this.#profiler;
138
+
139
+ return profiler === null ? Promise.resolve() : profiler.absorbed;
140
+ }
141
+
142
+ /**
143
+ * Record this context's pass timings into `recorder`.
144
+ *
145
+ * @param {GPUFrameRecorder} recorder
146
+ * @param {number} query_set_id this context's index within the frame
147
+ * @returns {void}
148
+ */
149
+ enable_profiling(recorder, query_set_id) {
150
+ assert.notOk(this.#finished, 'already finished');
151
+ assert.isNull(this.#profiler, 'already profiling');
152
+
153
+ this.#profiler = new ShadeGPUContextProfiler(this.device, recorder, query_set_id);
154
+ }
155
+
156
+ /**
157
+ * @type {GraphicsContext}
158
+ */
159
+ #graphics
160
+
161
+ /**
162
+ *
163
+ * @return {GPUDevice}
164
+ */
165
+ get device() {
166
+ return this.#graphics.device;
167
+ }
168
+
169
+ /**
170
+ *
171
+ * @return {TextureManager}
172
+ */
173
+ get textures() {
174
+ return this.#graphics.textures;
175
+ }
176
+
177
+ /**
178
+ * These are to be destroyed at the end of the context's lifetime.
179
+ * Need to be released at the end of the lifetime.
180
+ * @type {GPUBuffer[]}
181
+ */
182
+ #transient_buffers = [];
183
+
184
+ /**
185
+ * Upload blocks this context has written its small uploads into, the one being filled last. Sent
186
+ * to the GPU just before the submit, one queue write per block, and given back when the context
187
+ * finishes.
188
+ *
189
+ * @type {GPUUploadBlock[]}
190
+ */
191
+ #upload_blocks = [];
192
+
193
+ /**
194
+ * Mapped staging buffers this context's large uploads went through, one each. Given back when the
195
+ * context finishes, and mapped again by their pool before it hands them out anew.
196
+ *
197
+ * @type {GPUBuffer[]}
198
+ */
199
+ #staging_buffers = [];
200
+
201
+ /**
202
+ * Once finished, the encoder becomes inactive, we use this flag to track potential misuse and inform the user
203
+ * @type {boolean}
204
+ */
205
+ #finished = false;
206
+
207
+ /**
208
+ * @readonly
209
+ * @type {Signal<this>}
210
+ */
211
+ onFinished = new Signal();
212
+
213
+ /**
214
+ * @readonly
215
+ * @type {Signal<this>}
216
+ */
217
+ onBeforeFinish = new Signal();
218
+
219
+ /**
220
+ *
221
+ * @return {Promise<void>}
222
+ */
223
+ get done() {
224
+ if (this.#finished) {
225
+ return Promise.resolve();
226
+ }
227
+
228
+ return new Promise(resolve => {
229
+ this.onFinished.addOne(resolve);
230
+
231
+ if (this.#finished) {
232
+ // special case, double-checking to avoid race conditions
233
+ resolve();
234
+ }
235
+
236
+ });
237
+ }
238
+
239
+ /**
240
+ * Do not call directly, always use {@link create}
241
+ * @private
242
+ */
243
+ constructor() {
244
+ // private, do not call from the outside
245
+ }
246
+
247
+ /**
248
+ *
249
+ * @param {GraphicsContext} graphics
250
+ * @param {string} [label]
251
+ * @returns {ShadeGPUCommandContext}
252
+ */
253
+ static create(
254
+ graphics,
255
+ label = ""
256
+ ) {
257
+
258
+ assert.defined(graphics, 'graphics');
259
+ assert.equal(graphics.isGraphicsContext, true, "graphics.isGraphicsContext !== true");
260
+
261
+ assert.isString(label, 'label');
262
+
263
+ const r = new ShadeGPUCommandContext();
264
+
265
+ r.#graphics = graphics;
266
+ r.#gpu_encoder = graphics.device.createCommandEncoder({
267
+ label
268
+ });
269
+
270
+ // track how many we have open
271
+ debug_open_context_count++;
272
+ array_push_if_unique(debug_open_contexts, r);
273
+
274
+ if (debug_open_context_count > 1024) {
275
+ warn_limited(`Too many open GPU contexts`, 20);
276
+ }
277
+
278
+ return r;
279
+
280
+ }
281
+
282
+ /**
283
+ *
284
+ * @returns {GraphicsExecutionContext}
285
+ */
286
+ createFrameGraphContext() {
287
+ return new GraphicsExecutionContext(this.#graphics, this);
288
+ }
289
+
290
+ /**
291
+ *
292
+ * @param {FrameGraph} graph
293
+ */
294
+ encodeGraph(graph) {
295
+ assert.defined(graph, 'graph');
296
+ assert.isObject(graph, 'graph');
297
+ assert.equal(graph.isFrameGraph, true, "graph.isFrameGraph !== true");
298
+
299
+ // TODO check if the graph is empty, if so, we can skip the whole thing
300
+
301
+ const ctx = this.createFrameGraphContext();
302
+
303
+ graph.compile();
304
+ graph.execute(ctx);
305
+ }
306
+
307
+ /**
308
+ * @see https://www.w3.org/TR/webgpu/#dom-gpucommandencoder-clearbuffer
309
+ * @param {GPUBuffer} buffer
310
+ * @param {number} [offset=0]
311
+ * @param {number} [size]
312
+ */
313
+ clearBuffer(buffer, offset = 0, size) {
314
+ assert.defined(buffer, 'buffer');
315
+ assert.equal(buffer.usage & GPUBufferUsage.COPY_DST, GPUBufferUsage.COPY_DST, 'buffer must include COPY_DST usage flag');
316
+ assert.isNonNegativeInteger(offset, 'offset');
317
+ assert.equal(offset % 4, 0, 'offset must be a multiple of 4');
318
+
319
+ // console.log(`cmd.clearBuffer(${buffer.label}, ${offset}, ${size})`);
320
+
321
+ this.#gpu_encoder.clearBuffer(buffer, offset, size);
322
+ }
323
+
324
+ /**
325
+ * Not supported, only here to offer documentation hint
326
+ * see {@link texture_fill_rectangle}
327
+ * @throws {Error} Always, documentation hint only
328
+ */
329
+ clearTexture() {
330
+ throw new Error(`Documentation hint only, use texture_fill_rectangle instead`);
331
+ }
332
+
333
+ /**
334
+ * NOTE: only the explicit verbose form of the API is supported, shorthand such as `copyBufferToBuffer(source, destination, size)` are not supported.
335
+ * see https://www.w3.org/TR/webgpu/#gpucommandencoder-copybuffertobuffer
336
+ * @see GPUCommandEncoder.copyBufferToBuffer
337
+ * @param {GPUBuffer} source The GPUBuffer to copy from.
338
+ * @param {number} sourceOffset Offset in bytes into the source to begin copying from.
339
+ * @param {GPUBuffer} destination The GPUBuffer to copy to.
340
+ * @param {number} destinationOffset Offset in bytes into destination to place the copied data.
341
+ * @param {number} [size] Bytes to copy. In not specified, defaults to `source.size - sourceOffset`
342
+ */
343
+ copyBufferToBuffer(
344
+ source,
345
+ sourceOffset,
346
+ destination,
347
+ destinationOffset,
348
+ size
349
+ ) {
350
+
351
+ assert.notEqual(source.usage & GPUBufferUsage.COPY_SRC, 0, 'source must include COPY_SRC usage flag');
352
+ assert.isNonNegativeInteger(sourceOffset, 'sourceOffset');
353
+ assert.equal(sourceOffset % 4, 0, 'sourceOffset must be a multiple of 4');
354
+
355
+ assert.notEqual(destination.usage & GPUBufferUsage.COPY_DST, 0, 'destination must include COPY_DST usage flag');
356
+ assert.isNonNegativeInteger(destinationOffset, 'destinationOffset');
357
+ assert.equal(destinationOffset % 4, 0, 'destinationOffset must be a multiple of 4');
358
+
359
+ if (size !== undefined) {
360
+ assert.isNonNegativeInteger(size, 'size');
361
+ assert.equal(size % 4, 0, 'size must be a multiple of 4');
362
+
363
+ assert.greaterThanOrEqual(source.size, sourceOffset + size, 'source underflow');
364
+ assert.greaterThanOrEqual(destination.size, destinationOffset + size, 'destination underflow');
365
+ }
366
+
367
+ assert.notEqual(source, destination, 'source and destination must be different');
368
+
369
+ // console.log(`cmd.copyBufferToBuffer("${source.label}", ${sourceOffset}, "${destination.label}", ${destinationOffset}, ${size})`);
370
+
371
+ this.#gpu_encoder.copyBufferToBuffer(
372
+ source,
373
+ sourceOffset,
374
+ destination,
375
+ destinationOffset,
376
+ size
377
+ );
378
+ }
379
+
380
+
381
+ /**
382
+ *
383
+ * @param {GPUImageCopyTexture} source
384
+ * @param {GPUImageCopyTexture} destination
385
+ * @param {GPUExtent3DStrict} copySize
386
+ */
387
+ copyTextureToTexture(source,
388
+ destination,
389
+ copySize
390
+ ) {
391
+ this.#gpu_encoder.copyTextureToTexture(source, destination, copySize);
392
+ }
393
+
394
+ /**
395
+ * Texels out of a texture into a buffer — what a readback of a rendered image starts with.
396
+ *
397
+ * @param {GPUImageCopyTexture} source
398
+ * @param {GPUImageCopyBuffer} destination
399
+ * @param {GPUExtent3DStrict} copySize
400
+ */
401
+ copyTextureToBuffer(source, destination, copySize) {
402
+ assert.defined(source, 'source');
403
+ assert.defined(destination, 'destination');
404
+ assert.notEqual(destination.buffer.usage & GPUBufferUsage.COPY_DST, 0, 'destination must include COPY_DST usage flag');
405
+
406
+ this.#gpu_encoder.copyTextureToBuffer(source, destination, copySize);
407
+ }
408
+
409
+ /**
410
+ *
411
+ * @param {GPUComputePassDescriptor} [descriptor]
412
+ * @returns {ShadeGPUComputePassEncoder}
413
+ */
414
+ beginComputePass(descriptor) {
415
+ const encoder = this.#gpu_encoder;
416
+ const profiler = this.#profiler;
417
+
418
+ // console.log(`cmd.beginComputePass(${descriptor.label})`);
419
+
420
+ if (profiler === null) {
421
+ return new ShadeGPUComputePassEncoder(encoder.beginComputePass(descriptor), null);
422
+ }
423
+
424
+ return profiler.begin_compute_pass(encoder, descriptor);
425
+ }
426
+
427
+
428
+ /**
429
+ *
430
+ * @param {Object} options
431
+ * @param {ComputePipelineDescriptor} options.pipeline
432
+ * @param {string} [options.label]
433
+ * @param {GPUBindingResource[][]} [options.bindings]
434
+ * @param {{buffer: BinaryBuffer, offset: number, size: number}} [options.immediate] bytes to hand
435
+ * the pass through `setImmediates`, when the pipeline declares immediate data
436
+ * @returns {ShadeGPUComputePassEncoder}
437
+ */
438
+ constructComputePass({
439
+ pipeline,
440
+ label,
441
+ bindings = [],
442
+ immediate
443
+ }) {
444
+
445
+ const pass_descriptor = {
446
+ label
447
+ };
448
+
449
+ if (label === undefined) {
450
+ pass_descriptor.label = pipeline.label;
451
+ }
452
+
453
+ const graphics = this.#graphics;
454
+
455
+ const pass = this.beginComputePass(pass_descriptor);
456
+
457
+ const gpu_pipeline = graphics.compute_pipelines.obtain(pipeline);
458
+
459
+ pass.setPipeline(gpu_pipeline);
460
+
461
+ pass.record_pipeline(pipeline);
462
+
463
+ graphics.setPipelineBindings(pass, pipeline, bindings, immediate);
464
+
465
+ // console.warn(`cmd.constructComputePass(${pass_descriptor.label})`)
466
+
467
+ return pass;
468
+ }
469
+
470
+ /**
471
+ * Begins a labeled debug group containing subsequent commands.
472
+ * @see https://gpuweb.github.io/gpuweb/#debug-markers
473
+ * @param {string} label
474
+ */
475
+ pushDebugGroup(label) {
476
+ assert.isString(label, 'label');
477
+ this.#gpu_encoder.pushDebugGroup(label);
478
+
479
+ // console.group("cmd/debug_group=" + label)
480
+ }
481
+
482
+ /**
483
+ * Ends the labeled debug group most recently started by pushDebugGroup().
484
+ * @see https://gpuweb.github.io/gpuweb/#debug-markers
485
+ */
486
+ popDebugGroup() {
487
+ this.#gpu_encoder.popDebugGroup();
488
+
489
+ // console.groupEnd();
490
+ }
491
+
492
+ /**
493
+ * Marks a point in a stream of commands with a label.
494
+ * @see https://gpuweb.github.io/gpuweb/#debug-markers
495
+ * @param {string} label
496
+ */
497
+ insertDebugMarker(label) {
498
+ assert.isString(label, 'label');
499
+ this.#gpu_encoder.insertDebugMarker(label);
500
+ }
501
+
502
+ /**
503
+ *
504
+ * @param {Object} options
505
+ * @param {string} [options.label]
506
+ * @param {RenderPipelineDescriptor} options.pipeline
507
+ * @param {GPUBindingResource[][]} [options.bindings]
508
+ * @param {GPURenderPassColorAttachment[]} options.colorAttachments
509
+ * @param {GPURenderPassDepthStencilAttachment} [options.depthStencilAttachment]
510
+ * @param {{buffer: BinaryBuffer, offset: number, size: number}} [options.immediate] bytes to hand
511
+ * the pass through `setImmediates`, when the pipeline declares immediate data
512
+ * @returns {ShadeGPURenderPassEncoder}
513
+ */
514
+ constructRenderPass({
515
+ label,
516
+ pipeline,
517
+ bindings,
518
+ colorAttachments,
519
+ depthStencilAttachment,
520
+ immediate,
521
+ }) {
522
+ assert.defined(pipeline, 'pipeline');
523
+ assert.equal(pipeline.isRenderPipelineDescriptor, true, "pipeline.isRenderPipelineDescriptor !== true");
524
+
525
+ const pass_descriptor = {
526
+ label,
527
+ colorAttachments,
528
+ depthStencilAttachment
529
+ };
530
+
531
+ if (label === undefined) {
532
+ pass_descriptor.label = pipeline.label;
533
+ }
534
+
535
+ const graphics = this.#graphics;
536
+
537
+ // TODO rewrite the pipeline if necessary to achieve compatibility with colorAttachment formats
538
+ const gpu_pipeline = graphics.render_pipelines.obtain(pipeline);
539
+
540
+ const pass = this.beginRenderPass(pass_descriptor);
541
+
542
+ pass.setPipeline(gpu_pipeline);
543
+
544
+ pass.record_pipeline(pipeline);
545
+
546
+ graphics.setPipelineBindings(pass, pipeline, bindings, immediate);
547
+
548
+ // console.warn(`cmd.constructRenderPass(${pass_descriptor.label})`)
549
+
550
+ return pass;
551
+ }
552
+
553
+ /**
554
+ *
555
+ * @param {GPURenderPassDescriptor} descriptor
556
+ * @returns {ShadeGPURenderPassEncoder}
557
+ */
558
+ beginRenderPass(descriptor) {
559
+ const encoder = this.#gpu_encoder;
560
+ const profiler = this.#profiler;
561
+
562
+ // console.log(`cmd.beginRenderPass(${descriptor.label})`);
563
+
564
+ if (profiler === null) {
565
+ return new ShadeGPURenderPassEncoder(encoder.beginRenderPass(descriptor), null);
566
+ }
567
+
568
+ return profiler.begin_render_pass(encoder, descriptor);
569
+ }
570
+
571
+ /**
572
+ *
573
+ * @param {GPUQuerySet} querySet
574
+ * @param {number} firstQuery
575
+ * @param {number} queryCount
576
+ * @param {GPUBuffer} destination
577
+ * @param {number} destinationOffset
578
+ */
579
+ resolveQuerySet(querySet, firstQuery, queryCount, destination, destinationOffset) {
580
+ this.#gpu_encoder.resolveQuerySet(querySet, firstQuery, queryCount, destination, destinationOffset);
581
+ }
582
+
583
+ /**
584
+ * Transient buffers are automatically released at the end of the context's lifetime;
585
+ * however, we can explicitly release it earlier to allow for reuse.
586
+ *
587
+ * @param {GPUBuffer} buffer
588
+ * @return {boolean} true if buffer was released, false if it was not found
589
+ */
590
+ releaseTransientBuffer(buffer) {
591
+ assert.defined(buffer, 'buffer');
592
+
593
+ if (!array_remove_first(this.#transient_buffers, buffer)) {
594
+ return false;
595
+ }
596
+
597
+ const allocator = this.#transient_allocator;
598
+
599
+ return allocator.release(buffer);
600
+ }
601
+
602
+ /**
603
+ *
604
+ * @return {GPUBufferAllocator}
605
+ */
606
+ get #transient_allocator() {
607
+ return this.#graphics.buffer_allocator_main;
608
+ }
609
+
610
+ /**
611
+ * Allocated buffer will only be valid until the context is finished.
612
+ *
613
+ * @param {number|GPUBufferUsage} usage
614
+ * @param {number} size
615
+ * @returns {GPUBuffer} managed buffer
616
+ */
617
+ allocateTransientBuffer(
618
+ usage = GPUBufferUsage.UNIFORM,
619
+ size
620
+ ) {
621
+ assert.isNonNegativeInteger(size, 'size');
622
+ assert.isInteger(usage, 'usage');
623
+
624
+ assert.notOk(this.#finished, 'already finished');
625
+
626
+ scratch_buffer_descriptor.size = size;
627
+ // COPY_DST is needed to write the data
628
+ scratch_buffer_descriptor.usage = usage | GPUBufferUsage.COPY_DST;
629
+
630
+ const allocator = this.#transient_allocator;
631
+ const buffer = allocator.get(scratch_buffer_descriptor, this);
632
+
633
+ // remember so we can clean up at the end
634
+ this.#transient_buffers.push(buffer);
635
+
636
+ return buffer;
637
+ }
638
+
639
+ /**
640
+ *
641
+ * @param {ArrayBuffer} data CPU-side data to place into the GPU buffer
642
+ * @param {number|GPUBufferUsage} [usage=GPUBufferUsage.UNIFORM]
643
+ * @param {number} [offset] offset into source data where to start copying from
644
+ * @param {number} [size] in bytes
645
+ * @returns {GPUBuffer} managed buffer, will be automatically destroyed when context is finished
646
+ */
647
+ allocateTransientBufferAndLoad(
648
+ data,
649
+ usage = GPUBufferUsage.UNIFORM,
650
+ offset = 0,
651
+ size = data.byteLength
652
+ ) {
653
+ assert.isInstanceOf(data, ArrayBuffer, 'data');
654
+ assert.isInteger(usage, 'usage');
655
+ assert.isNonNegativeInteger(offset, 'offset');
656
+ assert.isNonNegativeInteger(size, 'size');
657
+
658
+ assert.notOk(this.#finished, 'already finished');
659
+
660
+ const buffer = this.allocateTransientBuffer(
661
+ usage,
662
+ size
663
+ );
664
+
665
+ this.writeBuffer(buffer, 0, data, offset, size);
666
+
667
+ return buffer;
668
+ }
669
+
670
+ /**
671
+ * Scratch for immediate data, created on first use and reused for the life of the context.
672
+ *
673
+ * One buffer is enough, and `position` returns to 0 for every write, because `setImmediates`
674
+ * copies the bytes it is given at the point of the call — the region is free again the moment
675
+ * the pass encoder has taken it. Nothing here ever grows: the default capacity is far above the
676
+ * 64-byte ceiling {@link ShaderResourceSetDescriptor#setImmediate} enforces, so the backing
677
+ * `ArrayBuffer` is allocated once and never reallocated.
678
+ *
679
+ * @type {BinaryBuffer|null}
680
+ */
681
+ #immediate_buffer = null;
682
+
683
+ /**
684
+ * Serialise a shader's immediate data ready for `setImmediates`, or return undefined when the
685
+ * shader declares none.
686
+ *
687
+ * Allocates nothing after the first call.
688
+ *
689
+ * @param {ShaderResourceSetDescriptor} resources
690
+ * @param {Object} map the shader's binding map
691
+ * @returns {{buffer: BinaryBuffer, offset: number, size: number}|undefined}
692
+ */
693
+ writeImmediate(resources, map) {
694
+ if (resources.immediateSize === 0) {
695
+ return undefined;
696
+ }
697
+
698
+ let buffer = this.#immediate_buffer;
699
+
700
+ if (buffer === null) {
701
+ buffer = new BinaryBuffer();
702
+
703
+ // GPU buffer contents must match the host, and BinaryBuffer's own default is
704
+ // little-endian regardless of platform. Getting this wrong produces bytes that are
705
+ // correct on every machine anyone is likely to test on and wrong on the rest.
706
+ buffer.endianness = platform_compute_endianness();
707
+
708
+ this.#immediate_buffer = buffer;
709
+ }
710
+
711
+ buffer.position = 0;
712
+
713
+ if (!resources.writeImmediate(map, buffer)) {
714
+ return undefined;
715
+ }
716
+
717
+ return { buffer, offset: 0, size: buffer.position };
718
+ }
719
+
720
+ /**
721
+ * @template T
722
+ * @param {WebGPUType} type
723
+ * @param {T} value
724
+ * @param {number|GPUBufferUsage} [usage]
725
+ * @return {GPUBuffer}
726
+ */
727
+ allocateTransientValueBuffer(
728
+ type,
729
+ value,
730
+ usage
731
+ ) {
732
+ assert.defined(type, 'type');
733
+ assert.notNull(type, 'type');
734
+
735
+ const buffer = this.allocateTransientBuffer(usage, type.aligned_size);
736
+
737
+ this.writeValueBuffer(buffer, 0, type, value);
738
+
739
+ return buffer;
740
+ }
741
+
742
+ /**
743
+ * Like {@link writeBuffer}, with the bytes serialised from `value` as `type` lays them out.
744
+ *
745
+ * @template T
746
+ * @param {GPUBuffer} buffer
747
+ * @param {number} buffer_offset
748
+ * @param {WebGPUType} type
749
+ * @param {T} value
750
+ */
751
+ writeValueBuffer(buffer, buffer_offset, type, value) {
752
+
753
+ assert.notOk(this.#finished, 'already finished');
754
+
755
+ const size = type.aligned_size;
756
+
757
+ if (size >= MAPPED_UPLOAD_THRESHOLD) {
758
+ const stage = this.#graphics.buffer_allocator_staging.get(size);
759
+
760
+ // recorded before it is filled, so a fill that throws still gives it back
761
+ this.#staging_buffers.push(stage);
762
+
763
+ write_gpu_typed_buffer(value, type, stage.getMappedRange(0, size), 0);
764
+
765
+ stage.unmap();
766
+
767
+ this.copyBufferToBuffer(stage, 0, buffer, buffer_offset, size);
768
+
769
+ return;
770
+ }
771
+
772
+ const block = this.#upload_block_with_room(size);
773
+ const offset = block.allocate(size);
774
+
775
+ write_gpu_typed_buffer(value, type, block.data, offset);
776
+
777
+ this.copyBufferToBuffer(block.buffer, offset, buffer, buffer_offset, size);
778
+ }
779
+
780
+ /**
781
+ * Write bytes into `buffer` at this point in the command stream: after everything recorded
782
+ * before this call, and before everything recorded after it.
783
+ *
784
+ * That is the difference from {@link GPUQueue#writeBuffer}, which lands ahead of the whole
785
+ * submission — ahead of passes recorded earlier in it that may still need the old contents. Here
786
+ * the bytes are staged, and a copy out of the staging is recorded in their place. Small writes
787
+ * are staged in this context's upload blocks, which reach the GPU with one queue write each when
788
+ * the context finishes, so a frame of thousands of them costs no mapping at all; writes of
789
+ * {@link MAPPED_UPLOAD_THRESHOLD} bytes or more go through a mapped staging buffer each, which is
790
+ * the faster road for bytes.
791
+ *
792
+ * @param {GPUBuffer} buffer
793
+ * @param {number} buffer_offset
794
+ * @param {ArrayBuffer} data
795
+ * @param {number} data_offset
796
+ * @param {number} size a multiple of 4, as for any buffer copy
797
+ */
798
+ writeBuffer(buffer, buffer_offset, data, data_offset, size) {
799
+ assert.defined(buffer, 'buffer');
800
+ assert.isNonNegativeInteger(buffer_offset, 'buffer_offset');
801
+ assert.defined(data, 'data');
802
+ assert.isNonNegativeInteger(data_offset, 'data_offset');
803
+ assert.isNonNegativeInteger(size, 'size');
804
+
805
+ assert.notOk(this.#finished, 'already finished');
806
+
807
+ if (size % 4 !== 0) {
808
+ // Refused here rather than left to the copy, as a mapped staging buffer of this size
809
+ // always was: a copy moves whole 4-byte words, and one that cannot takes the context's
810
+ // whole submission down with it, later, without naming the write that did it.
811
+ throw new RangeError(`writeBuffer: size ${size} is not a multiple of 4`);
812
+ }
813
+
814
+ if (size === 0) {
815
+ // a copy of nothing changes nothing
816
+ return;
817
+ }
818
+
819
+ if (size >= MAPPED_UPLOAD_THRESHOLD) {
820
+ const stage = this.#graphics.buffer_allocator_staging.get(size);
821
+
822
+ // recorded before it is filled, so a fill that throws still gives it back
823
+ this.#staging_buffers.push(stage);
824
+
825
+ array_buffer_copy(data, data_offset, stage.getMappedRange(0, size), 0, size);
826
+
827
+ stage.unmap();
828
+
829
+ this.copyBufferToBuffer(stage, 0, buffer, buffer_offset, size);
830
+
831
+ return;
832
+ }
833
+
834
+ const block = this.#upload_block_with_room(size);
835
+ const offset = block.allocate(size);
836
+
837
+ array_buffer_copy(data, data_offset, block.data, offset, size);
838
+
839
+ this.copyBufferToBuffer(block.buffer, offset, buffer, buffer_offset, size);
840
+ }
841
+
842
+ /**
843
+ * The block to take the next `size` bytes of upload from: the one being filled, or a fresh one
844
+ * when that is full. Every write that comes here is smaller than
845
+ * {@link MAPPED_UPLOAD_THRESHOLD}, so any empty block holds it.
846
+ *
847
+ * A block that cannot take the next write is not revisited: what is left in it is wasted until
848
+ * the context finishes, which bounds the waste at one block's tail per block and keeps every
849
+ * write a single contiguous copy.
850
+ *
851
+ * @param {number} size
852
+ * @returns {GPUUploadBlock}
853
+ */
854
+ #upload_block_with_room(size) {
855
+ const blocks = this.#upload_blocks;
856
+ const last = blocks.length - 1;
857
+
858
+ if (last >= 0 && blocks[last].fits(size)) {
859
+ return blocks[last];
860
+ }
861
+
862
+ const block = this.#graphics.buffer_allocator_upload.get();
863
+
864
+ blocks.push(block);
865
+
866
+ return block;
867
+ }
868
+
869
+ /**
870
+ * Put this context's upload blocks on the GPU: one queue write per block, of the part written.
871
+ *
872
+ * Must come immediately before the submit, and this is the whole of why a block can go back to
873
+ * its pool the moment its context finishes rather than when the GPU is done with it. The queue
874
+ * runs its operations in order, so a write issued here lands after everything submitted before
875
+ * this context — including the copies of any earlier context that held the same block — and
876
+ * before this context's own copies read it. Nothing is mapped, so nothing is waited for.
877
+ *
878
+ * A queue write lands ahead of its whole submission, which is why it goes only into a block and
879
+ * never into a destination: blocks come from a pool of their own that nothing aliases, while
880
+ * the frame graph's buffers are aliased within a submission, and a queue write into one of those
881
+ * would overwrite what an earlier pass in it still needs.
882
+ *
883
+ * @param {GPUQueue} queue
884
+ */
885
+ #send_uploads(queue) {
886
+ const blocks = this.#upload_blocks;
887
+ const count = blocks.length;
888
+
889
+ for (let i = 0; i < count; i++) {
890
+ const block = blocks[i];
891
+
892
+ queue.writeBuffer(block.buffer, 0, block.data, 0, block.used);
893
+ }
894
+ }
895
+
896
+ #cleanup() {
897
+
898
+ // console.warn('cmd.cleanup()');
899
+
900
+ const transient_buffers = this.#transient_buffers;
901
+ const transient_buffer_count = transient_buffers.length;
902
+
903
+ const buffer_allocator_transient = this.#transient_allocator;
904
+
905
+ // release in reverse order to make it more likely that we'd end up in the same acquisition order next time, which is desirable for caching
906
+ for (let i = transient_buffer_count - 1; i >= 0; i--) {
907
+ const buffer = transient_buffers[i];
908
+
909
+ buffer_allocator_transient.release(buffer);
910
+
911
+ }
912
+
913
+ // Blocks go back now rather than when the GPU is done with them — see #send_uploads.
914
+ const buffer_allocator_upload = this.#graphics.buffer_allocator_upload;
915
+
916
+ for (const block of this.#upload_blocks) {
917
+ buffer_allocator_upload.release(block);
918
+ }
919
+
920
+ this.#upload_blocks.length = 0;
921
+
922
+ // staging buffers are mapped again by their pool, which is when they are free again
923
+ const buffer_allocator_staging = this.#graphics.buffer_allocator_staging;
924
+
925
+ for (const staging of this.#staging_buffers) {
926
+ if (staging.mapState === "mapped") {
927
+ // a write that threw while filling it, so no copy out of it was recorded; unmapped
928
+ // here so its pool maps it afresh rather than handing out a range already given out
929
+ staging.unmap();
930
+ }
931
+
932
+ buffer_allocator_staging.release(staging);
933
+ }
934
+
935
+ this.#staging_buffers.length = 0;
936
+ }
937
+
938
+ /**
939
+ * Performs both {@link GPUCommandEncoder.finish} and flushed command buffer
940
+ */
941
+ finish() {
942
+ if (this.#finished) {
943
+ console.warn('Context already finished');
944
+ return;
945
+ }
946
+
947
+ this.onBeforeFinish.send1(this);
948
+
949
+ debug_open_context_count--;
950
+ array_remove_first(debug_open_contexts, this);
951
+
952
+ const encoder = this.#gpu_encoder;
953
+
954
+ const profiler = this.#profiler;
955
+
956
+ if (profiler !== null) {
957
+ profiler.resolve(encoder);
958
+ }
959
+
960
+ this.#finished = true;
961
+
962
+ // release encoder reference
963
+ this.#gpu_encoder = undefined;
964
+
965
+ const graphics = this.#graphics;
966
+ const queue = graphics.device.queue;
967
+
968
+ /*
969
+ The buffers come back and the waiters are told WHATEVER happens in here.
970
+
971
+ GPUCommandEncoder.finish() throws when the encoder is locked — any pass left un-end()ed
972
+ anywhere in the frame graph — and queue.submit throws on a malformed argument. This used
973
+ to be a bare sequence, so either throw skipped #cleanup() and every buffer the context held
974
+ stayed checked out of its allocator for good — then, a staging buffer per writeBuffer
975
+ call, which is most of the uniform traffic, every frame, until the process ran out of GPU
976
+ memory. onFinished never fired either, so a promise already awaiting done never woke and
977
+ profiling_absorbed hung with it — a recoverable encoding bug turned into an unbounded leak
978
+ plus a hung frame, with the original error hidden behind the hang.
979
+
980
+ The error still propagates: it is the thing that names the misplaced end().
981
+ */
982
+ try {
983
+ const command_buffer = encoder.finish();
984
+
985
+ // after finish(), so a command buffer that could not be made sends nothing, and
986
+ // immediately before the submit, which is what makes the blocks safe to hand back
987
+ this.#send_uploads(queue);
988
+
989
+ queue.submit([command_buffer]);
990
+ } finally {
991
+ // cleanup allocated memory
992
+ this.#cleanup();
993
+
994
+ if (profiler !== null) {
995
+ // Kept, not cleared — `profiling_absorbed` is read after `finish()` and a null here
996
+ // would report an already-resolved promise. See the field.
997
+ profiler.absorb();
998
+ }
999
+
1000
+ this.onFinished.send1(this);
1001
+ }
1002
+
1003
+ }
858
1004
  }