@woosh/meep-engine 3.38.0 → 3.40.0

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 (1183) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/EngineHarness.d.ts.map +1 -1
  139. package/src/engine/EngineHarness.js +17 -4
  140. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  141. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  142. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  143. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  144. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  145. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  146. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  147. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  148. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  149. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  150. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  151. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  152. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  153. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  154. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  155. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  156. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  157. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  158. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  159. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  160. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  161. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
  166. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  167. package/src/engine/graphics/ecs/water/Water.js +59 -84
  168. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  181. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  184. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  187. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  189. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  190. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  191. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  192. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  193. package/src/engine/graphics3/WaterSystem.d.ts +31 -48
  194. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  195. package/src/engine/graphics3/WaterSystem.js +177 -261
  196. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  197. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  199. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  200. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationLog.js +12 -6
  202. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  203. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  204. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  207. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  208. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  209. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  213. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  214. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  215. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  216. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  217. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  218. package/src/engine/physics/body/SolverBodyState.js +4 -5
  219. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  220. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  221. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  222. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  223. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  224. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  225. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  226. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  228. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  232. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  234. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  236. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  238. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  240. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  241. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  242. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  243. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  244. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  245. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  246. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
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  1128. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1129. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1130. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1131. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1132. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1133. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1134. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  1135. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  1136. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  1137. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  1138. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
  1139. package/src/shade/renderer/light/GPUViewLightContext.d.ts.map +0 -1
  1140. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  1141. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1142. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1143. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1144. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1145. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1146. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
  1147. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
  1148. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +0 -1
  1149. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +0 -125
  1150. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts +0 -7
  1151. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts.map +0 -1
  1152. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js +0 -41
  1153. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
  1154. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map +0 -1
  1155. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
  1156. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts +0 -3
  1157. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  1158. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -7
  1159. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -24
  1160. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
  1161. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -103
  1162. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
  1163. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
  1164. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
  1165. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
  1166. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
  1167. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  1168. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
  1169. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
  1170. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -34
  1171. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
  1172. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
  1173. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
  1174. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
  1175. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
  1176. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -187
  1177. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
  1178. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
  1179. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -220
  1180. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
  1181. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
  1182. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -115
  1183. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
@@ -0,0 +1,45 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { AVBOIT_SAMPLE_BIAS_SLICES, AVBOIT_VOXEL_DOWNSCALE } from "./AVBOIT_CONSTANTS.js";
3
+ import { AVBOIT_WARP_STRUCT } from "./AVBOIT_WARP_STRUCT.js";
4
+
5
+ /**
6
+ * How much further toward the camera, in virtual slices, a fragment has to look the integral up so
7
+ * that its own surface does not occlude it through the neighbouring voxel columns — given
8
+ * `virtual_fwidth`, the fragment's `fwidth` of its virtual slice coordinate
9
+ * (`avboit_view_depth_to_virtual`), which the caller takes in the fragment stage.
10
+ *
11
+ * The volume is 1/8 resolution and every column holds a surface at the depth under the column's
12
+ * centre. The draw reads the four nearest columns bilinearly, up to one voxel away. On a surface
13
+ * tilted away from the camera, the neighbour on its near side holds the same surface nearer by the
14
+ * surface's depth change over that distance, and once that exceeds the two-slice base bias the
15
+ * surface occludes itself — by an amount that depends on where the pixel sits in its voxel, so an
16
+ * overlapping layer showed 8-pixel stripes (ledger entry 26: 3–5 sRGB codes on the device at 45–60°).
17
+ * A voxel's width of the surface's own depth change, `AVBOIT_VOXEL_DOWNSCALE × fwidth`, covers the
18
+ * farthest column the lookup reaches. The virtual coordinate is convex along a plane seen in
19
+ * perspective, so its derivative at the fragment bounds the change toward the near side.
20
+ *
21
+ * What it costs: a tilted fragment is not occluded by what lies within that band in front of it, the
22
+ * depth the volume cannot tell apart from the surface itself at this resolution. The band is capped at
23
+ * the base bias of the coarsest slicing, `V / P` base biases — the separation every surface already
24
+ * has whenever the volume is full and the warp halves down to `V = P` — so where the derivative runs
25
+ * away, at a silhouette or a grazing angle, the extra a fragment ignores is never more than that. The
26
+ * whole reach is the base bias plus the band: at most `2 + 2 V / P` virtual slices, twice the coarsest
27
+ * separation when the volume is full, about the coarsest separation at `V = 4096`. Past the cap (about
28
+ * 85° at 1080p in a sparse volume) the stripes can return.
29
+ *
30
+ * A fragment that writes nothing into the volume — an additive particle's — has nothing of its own there
31
+ * to occlude it and takes no footprint.
32
+ *
33
+ * @type {CodeChunk}
34
+ */
35
+ export const chunk_avboit_footprint_bias = CodeChunk.from(
36
+ //language=WGSL
37
+ `
38
+ fn avboit_footprint_bias(warp: ptr<storage, ${AVBOIT_WARP_STRUCT.wgsl_ref}, read>, virtual_fwidth: f32) -> f32 {
39
+ let cap = ${AVBOIT_SAMPLE_BIAS_SLICES.toFixed(1)} * f32((*warp).virtual_count) / f32(max((*warp).physical_count, 1u));
40
+ return min(${AVBOIT_VOXEL_DOWNSCALE.toFixed(1)} * virtual_fwidth, cap);
41
+ }
42
+ `, [
43
+ AVBOIT_WARP_STRUCT.declaration_chunk,
44
+ ]
45
+ );
@@ -10,6 +10,10 @@
10
10
  * centre `(p + 0.5) / (P + 1)`: a run boundary lands exactly on a texel and the sample is the sum of
11
11
  * the slices before it, with no share of the slice after.
12
12
  *
13
+ * `footprint_bias` is added to the base bias, in the same virtual slices: what the fragment's own
14
+ * surface needs on top of it not to occlude itself through the neighbouring voxel columns
15
+ * (`avboit_footprint_bias`), or `0` for a surface that writes nothing into the volume.
16
+ *
13
17
  * @type {CodeChunk}
14
18
  */
15
19
  export const chunk_avboit_integral_depth_coordinate: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_avboit_integral_depth_coordinate.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_integral_depth_coordinate.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;GAaG;AACH,qDAFU,SAAS,CAgBjB;0BAlCwB,uCAAuC"}
1
+ {"version":3,"file":"chunk_avboit_integral_depth_coordinate.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_integral_depth_coordinate.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;GAiBG;AACH,qDAFU,SAAS,CAgBjB;0BAtCwB,uCAAuC"}
@@ -16,14 +16,18 @@ import { chunk_avboit_warp } from "./chunk_avboit_warp.js";
16
16
  * centre `(p + 0.5) / (P + 1)`: a run boundary lands exactly on a texel and the sample is the sum of
17
17
  * the slices before it, with no share of the slice after.
18
18
  *
19
+ * `footprint_bias` is added to the base bias, in the same virtual slices: what the fragment's own
20
+ * surface needs on top of it not to occlude itself through the neighbouring voxel columns
21
+ * (`avboit_footprint_bias`), or `0` for a surface that writes nothing into the volume.
22
+ *
19
23
  * @type {CodeChunk}
20
24
  */
21
25
  export const chunk_avboit_integral_depth_coordinate = CodeChunk.from(
22
26
  //language=WGSL
23
27
  `
24
- fn avboit_integral_depth_coordinate(warp: ptr<storage, ${AVBOIT_WARP_STRUCT.wgsl_ref}, read>, z_view: f32) -> f32 {
28
+ fn avboit_integral_depth_coordinate(warp: ptr<storage, ${AVBOIT_WARP_STRUCT.wgsl_ref}, read>, z_view: f32, footprint_bias: f32) -> f32 {
25
29
  let v = avboit_view_depth_to_virtual(warp, z_view);
26
- let v_biased = max(v - ${AVBOIT_SAMPLE_BIAS_SLICES}, 0.0);
30
+ let v_biased = max(v - ${AVBOIT_SAMPLE_BIAS_SLICES} - footprint_bias, 0.0);
27
31
  let p = avboit_warp(warp, v_biased);
28
32
  return (p + 0.5) / f32((*warp).physical_count + 1u);
29
33
  }
@@ -1,7 +1,8 @@
1
1
  /**
2
2
  * The RGB transmittance of everything in front of a fragment: a trilinear sample of the integral
3
3
  * texture at the biased, warped depth, turned back into transmittance. The draw weights a fragment's
4
- * whole contribution by it.
4
+ * whole contribution by it. `footprint_bias` is the fragment's `avboit_footprint_bias`, or `0` for a
5
+ * surface that writes nothing into the volume; see `avboit_integral_depth_coordinate`.
5
6
  *
6
7
  * @type {CodeChunk}
7
8
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_avboit_sample_transmittance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_sample_transmittance.js"],"names":[],"mappings":"AAKA;;;;;;GAMG;AACH,gDAFU,SAAS,CAqBjB;0BA/BwB,uCAAuC"}
1
+ {"version":3,"file":"chunk_avboit_sample_transmittance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_sample_transmittance.js"],"names":[],"mappings":"AAKA;;;;;;;GAOG;AACH,gDAFU,SAAS,CAsBjB;0BAjCwB,uCAAuC"}
@@ -6,7 +6,8 @@ import { chunk_avboit_integral_depth_coordinate } from "./chunk_avboit_integral_
6
6
  /**
7
7
  * The RGB transmittance of everything in front of a fragment: a trilinear sample of the integral
8
8
  * texture at the biased, warped depth, turned back into transmittance. The draw weights a fragment's
9
- * whole contribution by it.
9
+ * whole contribution by it. `footprint_bias` is the fragment's `avboit_footprint_bias`, or `0` for a
10
+ * surface that writes nothing into the volume; see `avboit_integral_depth_coordinate`.
10
11
  *
11
12
  * @type {CodeChunk}
12
13
  */
@@ -19,8 +20,9 @@ fn avboit_sample_transmittance(
19
20
  integral_sampler: sampler,
20
21
  screen_uv: vec2<f32>,
21
22
  z_view: f32,
23
+ footprint_bias: f32,
22
24
  ) -> vec3<f32> {
23
- let w = avboit_integral_depth_coordinate(warp, z_view);
25
+ let w = avboit_integral_depth_coordinate(warp, z_view, footprint_bias);
24
26
  let extinction = textureSampleLevel(integral, integral_sampler, vec3<f32>(screen_uv, w), 0.0).rgb;
25
27
  return avboit_extinction_to_transmittance(extinction);
26
28
  }
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Word `word` of the warp's occupancy at `virtual_count` virtual slices, from that word's undilated
3
+ * bits `marked` and its neighbours' `marked_below` and `marked_above` (0 where there is none): dilated
4
+ * by one slice each side, across word boundaries, with nothing at or past `virtual_count`.
5
+ *
6
+ * Dilation is applied at the resolution being tried rather than once at the finest, because a
7
+ * one-slice margin at 1024 slices is a quarter of a slice at 256 and rounds away; the margin is what
8
+ * keeps a fragment on the edge of a meshlet's bounds from linear-splatting into a neighbouring run.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_avboit_warp_level_word: CodeChunk;
13
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_avboit_warp_level_word.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_warp_level_word.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_warp_level_word.js"],"names":[],"mappings":"AAGA;;;;;;;;;;GAUG;AACH,2CAFU,SAAS,CAejB;0BA3BwB,uCAAuC"}
@@ -0,0 +1,28 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { chunk_avboit_dilate_word } from "./chunk_avboit_dilate_word.js";
3
+
4
+ /**
5
+ * Word `word` of the warp's occupancy at `virtual_count` virtual slices, from that word's undilated
6
+ * bits `marked` and its neighbours' `marked_below` and `marked_above` (0 where there is none): dilated
7
+ * by one slice each side, across word boundaries, with nothing at or past `virtual_count`.
8
+ *
9
+ * Dilation is applied at the resolution being tried rather than once at the finest, because a
10
+ * one-slice margin at 1024 slices is a quarter of a slice at 256 and rounds away; the margin is what
11
+ * keeps a fragment on the edge of a meshlet's bounds from linear-splatting into a neighbouring run.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_avboit_warp_level_word = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ fn avboit_warp_level_word(marked_below: u32, marked: u32, marked_above: u32, word: u32, virtual_count: u32) -> u32 {
19
+ let dilated = avboit_dilate_word(marked, marked_below >> 31u, (marked_above & 1u) << 31u);
20
+ let present = virtual_count - min(word * 32u, virtual_count);
21
+ if (present >= 32u) {
22
+ return dilated;
23
+ }
24
+ return dilated & ((1u << present) - 1u);
25
+ }
26
+ `,
27
+ [chunk_avboit_dilate_word]
28
+ );
@@ -0,0 +1,10 @@
1
+ /**
2
+ * The warp LUT entry of slice `bit` of a 32-slice occupancy word `word`, given `below`, the occupied
3
+ * slices in the words before it: occupied slices before this one, shifted up, with this slice's own
4
+ * occupancy in bit 0 — see `AVBOIT_WARP_STRUCT`.
5
+ *
6
+ * @type {CodeChunk}
7
+ */
8
+ export const chunk_avboit_warp_lut_entry: CodeChunk;
9
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
10
+ //# sourceMappingURL=chunk_avboit_warp_lut_entry.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_warp_lut_entry.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_warp_lut_entry.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,0CAFU,SAAS,CAUjB;0BAjBwB,uCAAuC"}
@@ -0,0 +1,18 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The warp LUT entry of slice `bit` of a 32-slice occupancy word `word`, given `below`, the occupied
5
+ * slices in the words before it: occupied slices before this one, shifted up, with this slice's own
6
+ * occupancy in bit 0 — see `AVBOIT_WARP_STRUCT`.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_avboit_warp_lut_entry = CodeChunk.from(
11
+ //language=WGSL
12
+ `
13
+ fn avboit_warp_lut_entry(word: u32, bit: u32, below: u32) -> u32 {
14
+ let prefix = below + countOneBits(word & ((1u << bit) - 1u));
15
+ return (prefix << 1u) | ((word >> bit) & 1u);
16
+ }
17
+ `
18
+ );
@@ -0,0 +1,19 @@
1
+ /**
2
+ * The slices of a slicing into `virtual_count` virtual slices that the occupied finest slices of
3
+ * occupancy word `word` (`bits`, finest slices `32 word` to `32 word + 31`) touch: two words of that
4
+ * slicing's occupancy, from its word `(word · virtual_count) / V_max` on.
5
+ *
6
+ * Finest slice `f` touches virtual slices `floor(f V / V_max)` to `ceil((f + 1) V / V_max) - 1` — every
7
+ * one it shares a length of depth with. At an octave, where `V_max / V` is a power of two, a virtual
8
+ * slice is occupied exactly when one of the finest slices halving would OR into it is; between octaves
9
+ * a boundary falls inside a finest slice and both virtual slices take it, which keeps the warp
10
+ * conservative there — no fragment of an occupied finest slice lands in an unoccupied virtual one.
11
+ *
12
+ * Marked a run of occupied slices at a time; a word holds at most 16. Thirty-two finest slices touch
13
+ * at most 33 virtual ones, so two words always hold them. Division-free: `V_max` is a power of two.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_avboit_warp_marks: CodeChunk;
18
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
19
+ //# sourceMappingURL=chunk_avboit_warp_marks.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_warp_marks.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_warp_marks.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;GAeG;AACH,sCAFU,SAAS,CAyBjB;0BA3CwB,uCAAuC"}
@@ -0,0 +1,44 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { AVBOIT_VIRTUAL_SLICES_MAX } from "./AVBOIT_CONSTANTS.js";
3
+ import { chunk_avboit_occupancy_word_mask } from "./chunk_avboit_occupancy_word_mask.js";
4
+
5
+ /**
6
+ * The slices of a slicing into `virtual_count` virtual slices that the occupied finest slices of
7
+ * occupancy word `word` (`bits`, finest slices `32 word` to `32 word + 31`) touch: two words of that
8
+ * slicing's occupancy, from its word `(word · virtual_count) / V_max` on.
9
+ *
10
+ * Finest slice `f` touches virtual slices `floor(f V / V_max)` to `ceil((f + 1) V / V_max) - 1` — every
11
+ * one it shares a length of depth with. At an octave, where `V_max / V` is a power of two, a virtual
12
+ * slice is occupied exactly when one of the finest slices halving would OR into it is; between octaves
13
+ * a boundary falls inside a finest slice and both virtual slices take it, which keeps the warp
14
+ * conservative there — no fragment of an occupied finest slice lands in an unoccupied virtual one.
15
+ *
16
+ * Marked a run of occupied slices at a time; a word holds at most 16. Thirty-two finest slices touch
17
+ * at most 33 virtual ones, so two words always hold them. Division-free: `V_max` is a power of two.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_avboit_warp_marks = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ fn avboit_warp_marks(bits: u32, word: u32, virtual_count: u32) -> vec2u {
25
+ let shift = ${Math.log2(AVBOIT_VIRTUAL_SLICES_MAX)}u;
26
+ let base = ((word * virtual_count) >> shift) * 32u;
27
+ var marks = vec2u(0u);
28
+ var rest = bits;
29
+ for (var run = 0u; run < 16u && rest != 0u; run++) {
30
+ let start = countTrailingZeros(rest);
31
+ let free_bits = ~rest & (0xFFFFFFFFu << start);
32
+ let end = select(countTrailingZeros(free_bits), 32u, free_bits == 0u);
33
+ rest = select(rest & (0xFFFFFFFFu << end), 0u, end == 32u);
34
+ let first = ((word * 32u + start) * virtual_count) >> shift;
35
+ let last = (((word * 32u + end) * virtual_count + ${AVBOIT_VIRTUAL_SLICES_MAX - 1}u) >> shift) - 1u;
36
+ let lo = i32(first - base);
37
+ let hi = i32(last - base);
38
+ marks |= vec2u(avboit_occupancy_word_mask(0u, lo, hi), avboit_occupancy_word_mask(1u, lo, hi));
39
+ }
40
+ return marks;
41
+ }
42
+ `,
43
+ [chunk_avboit_occupancy_word_mask]
44
+ );
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Virtual slice count of step `step` (1 to `steps - 1`) between the octave `octave` and the one above
3
+ * it: `2 octave · 2^(-step / steps)`, rounded — finer for a smaller `step`, never reaching either
4
+ * octave.
5
+ *
6
+ * @type {CodeChunk}
7
+ */
8
+ export const chunk_avboit_warp_step_count: CodeChunk;
9
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
10
+ //# sourceMappingURL=chunk_avboit_warp_step_count.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_warp_step_count.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_warp_step_count.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,2CAFU,SAAS,CASjB;0BAhBwB,uCAAuC"}
@@ -0,0 +1,17 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Virtual slice count of step `step` (1 to `steps - 1`) between the octave `octave` and the one above
5
+ * it: `2 octave · 2^(-step / steps)`, rounded — finer for a smaller `step`, never reaching either
6
+ * octave.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_avboit_warp_step_count = CodeChunk.from(
11
+ //language=WGSL
12
+ `
13
+ fn avboit_warp_step_count(octave: u32, steps: u32, step: u32) -> u32 {
14
+ return u32(round(f32(octave) * exp2(f32(steps - step) / f32(steps))));
15
+ }
16
+ `
17
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_meshes_transparent_avboit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js"],"names":[],"mappings":"AA4DA;;;;;GAKG;AACH,oDAHW,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAOpB;AAED;;;;;;;;;;;;GAYG;AACH;IAT+B,KAAK;IACA,KAAK;IACd,MAAM,EAAtB,MAAM;IACqB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACD,kBAAkB,EAAlC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,MAAM,CA4DlB;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,SAAS,EAAzB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACmB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACQ,MAAM,GAA/B,cAAc;IACZ,MAAM,CAsDlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,6KAFa;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CAiJjE;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,IAAI,EAApB,MAAM;IACU,UAAU,EAA1B,MAAM;IACU,QAAQ,EAAxB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACN,MAAM,CAoClB;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,qUAFa;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAA;CAAC,CAwN7D;AAED;;;;;;;;GAQG;AACH,+EAHW,UAAU,MAAM,CAAC,GACf;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAe/E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH;IAtB+B,KAAK;IACT,OAAO,EAAvB,MAAM;IACkB,QAAQ;IACd,QAAQ,EAA1B,MAAM,EAAE;IACQ,aAAa,EAA7B,MAAM;IACU,aAAa,EAA7B,MAAM;IACuB,MAAM;IACnB,wBAAwB,EAAxC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,kBAAkB,EAAlC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IAC6B,sBAAsB,EAAzD;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC;IAGU,sBAAsB,EAAzD,yBAAyB;IACA,MAAM,GAA/B,cAAc;IACiD,aAAa,GAA5E,OAAO,wBAAwB,EAAE,iBAAiB,EAAE;IAElD,MAAM,CAiTlB;+BAx9B8B,qBAAqB;0CA9BV,uCAAuC"}
1
+ {"version":3,"file":"graph_rasterize_meshes_transparent_avboit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js"],"names":[],"mappings":"AA4DA;;;;;GAKG;AACH,oDAHW,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAOpB;AAED;;;;;;;;;;;;GAYG;AACH;IAT+B,KAAK;IACA,KAAK;IACd,MAAM,EAAtB,MAAM;IACqB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACD,kBAAkB,EAAlC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,MAAM,CA4DlB;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,SAAS,EAAzB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACmB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACQ,MAAM,GAA/B,cAAc;IACZ,MAAM,CAuDlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,6KAFa;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CAiJjE;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,IAAI,EAApB,MAAM;IACU,UAAU,EAA1B,MAAM;IACU,QAAQ,EAAxB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACN,MAAM,CAoClB;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,qUAFa;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAA;CAAC,CAwN7D;AAED;;;;;;;;GAQG;AACH,+EAHW,UAAU,MAAM,CAAC,GACf;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAe/E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH;IAtB+B,KAAK;IACT,OAAO,EAAvB,MAAM;IACkB,QAAQ;IACd,QAAQ,EAA1B,MAAM,EAAE;IACQ,aAAa,EAA7B,MAAM;IACU,aAAa,EAA7B,MAAM;IACuB,MAAM;IACnB,wBAAwB,EAAxC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,kBAAkB,EAAlC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IAC6B,sBAAsB,EAAzD;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC;IAGU,sBAAsB,EAAzD,yBAAyB;IACA,MAAM,GAA/B,cAAc;IACiD,aAAa,GAA5E,OAAO,wBAAwB,EAAE,iBAAiB,EAAE;IAElD,MAAM,CAkTlB;+BA19B8B,qBAAqB;0CA9BV,uCAAuC"}
@@ -171,6 +171,7 @@ export function graph_avboit_build_warp({
171
171
  voxel_width: voxel_resolution[0],
172
172
  voxel_height: voxel_resolution[1],
173
173
  tint_from_base_color: avboit.transmission_tint_from_base_color ? 1 : 0,
174
+ steps_per_octave: avboit.warp_steps_per_octave,
174
175
  cluster_parameters,
175
176
  };
176
177
 
@@ -831,7 +832,8 @@ export function graph_rasterize_meshes_transparent_avboit({
831
832
  let background_color = color_texture;
832
833
  for (const channel of preparers) {
833
834
  const prepared = channel.avboit_prepare({ graph, view_ctx, camera: gr_camera, color_texture,
834
- depth_texture, normal_texture, hzb_texture: gr_hzb, environment_texture });
835
+ depth_texture, normal_texture, hzb_texture: gr_hzb, environment_texture, light_cluster_parameters,
836
+ light_cluster_lookup, light_cluster_data, shadowmap_atlas, indirect_lighting_mode });
835
837
  if (prepared?.background_color !== undefined) {
836
838
  assert.isNonNegativeInteger(prepared.background_color, 'prepared.background_color');
837
839
  background_color = prepared.background_color;
@@ -1 +1 @@
1
- {"version":3,"file":"shader_avboit_build_warp.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/shader_avboit_build_warp.js"],"names":[],"mappings":"AAWA;;GAEG;AACH,6DAUqC;AA0GrC,qDAIG;6BApI0B,sCAAsC;8BAErC,kCAAkC"}
1
+ {"version":3,"file":"shader_avboit_build_warp.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/shader_avboit_build_warp.js"],"names":[],"mappings":"AAcA;;GAEG;AACH,6DAYqC;AAwMrC,qDAIG;6BAtO0B,sCAAsC;8BAErC,kCAAkC"}
@@ -1,3 +1,4 @@
1
+ import { WebGPUExtensionType } from "../../../../descriptor/WebGPUExtensionType.js";
1
2
  import { u32, vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
3
  import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
3
4
  import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
@@ -6,8 +7,10 @@ import { ComputeShader } from "../../../shader/ComputeShader.js";
6
7
  import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
7
8
  import { AVBOIT_OCCUPANCY_WORDS, AVBOIT_VIRTUAL_SLICES_MAX } from "./AVBOIT_CONSTANTS.js";
8
9
  import { AVBOIT_WARP_STRUCT } from "./AVBOIT_WARP_STRUCT.js";
9
- import { chunk_avboit_dilate_word } from "./chunk_avboit_dilate_word.js";
10
- import { chunk_avboit_fold_pairs } from "./chunk_avboit_fold_pairs.js";
10
+ import { chunk_avboit_warp_level_word } from "./chunk_avboit_warp_level_word.js";
11
+ import { chunk_avboit_warp_lut_entry } from "./chunk_avboit_warp_lut_entry.js";
12
+ import { chunk_avboit_warp_marks } from "./chunk_avboit_warp_marks.js";
13
+ import { chunk_avboit_warp_step_count } from "./chunk_avboit_warp_step_count.js";
11
14
 
12
15
  /**
13
16
  * Per-frame inputs of the warp build, all of which land in the warp header.
@@ -20,6 +23,8 @@ export const AVBOIT_BUILD_WARP_SETTINGS_STRUCT = WebGPUStruct.from({
20
23
  voxel_height: u32,
21
24
  /** AVBOITSettings.transmission_tint_from_base_color as 0 / 1, copied into the header */
22
25
  tint_from_base_color: u32,
26
+ /** AVBOITSettings.warp_steps_per_octave: virtual resolutions tried per octave, 1 for octaves alone */
27
+ steps_per_octave: u32,
23
28
  /** the depth curve, see avboit_build_depth_curve */
24
29
  cluster_parameters: vec3f,
25
30
  }, "AVBOITBuildWarpSettings").pack();
@@ -32,102 +37,196 @@ resources.createGroup()
32
37
  .addStorageBuffer("warp", AVBOIT_WARP_STRUCT, true)
33
38
  ;
34
39
 
40
+ /**
41
+ * Invocations of the warp build: one per occupancy word.
42
+ * @type {number}
43
+ */
44
+ const WARP_THREADS = AVBOIT_OCCUPANCY_WORDS;
45
+
35
46
  /**
36
47
  * AVBOIT warp build: turns the finest-level occupancy bits into the depth-warp LUT (plan §3.4).
37
48
  *
38
- * One invocation does the whole thing. Per level: dilate by one slice each side at that level,
39
- * count; if the count fits the physical budget, or the level is already down at the physical count,
40
- * stop — otherwise halve the *undilated* bits by OR-ing adjacent pairs and go again. Dilation is
41
- * applied fresh at each level rather than once at the finest, because a one-slice margin at 1024
42
- * slices is a quarter of a slice at 256 and rounds away; the margin is what keeps a fragment on the
43
- * edge of a meshlet's bounds from linear-splatting into a neighbouring run.
49
+ * Per octave: dilate by one slice each side at that level, count; if the count fits the physical
50
+ * budget, or the level is already down at the physical count, stop — otherwise halve and go again.
51
+ * Each level is marked afresh from the finest bits ({@link chunk_avboit_warp_marks}), so halving is not
52
+ * a fold of the level above but the same rule every resolution uses: a slice is occupied when a finest
53
+ * slice it overlaps is.
54
+ *
55
+ * **Steps between octaves** (`steps_per_octave > 1`). Halving lands the occupied count anywhere from
56
+ * about half the budget to all of it, so up to half the precision the budget allows goes unused. Between
57
+ * the octave that fits and the one above it that did not, the build tries
58
+ * `2 L · 2^(-i / steps)` virtual slices, finest first, and takes the first that fits. Those do not nest
59
+ * in the finest slices; the overlap rule is conservative for them, and consumers take any virtual count
60
+ * — the coordinate is the finest one scaled by `V / V_max` — so nothing past this shader changes.
44
61
  *
45
62
  * The LUT is then an exclusive prefix count of the dilated bits, with the bit itself in the low
46
63
  * position — see `AVBOIT_WARP_STRUCT`.
47
64
  *
48
- * Single-lane by design, not as a fallback: 32 words and at most three halvings is a few thousand
49
- * bit operations, and staying single-lane is what lets the WGSL emulator run this shader as-is.
65
+ * One workgroup, an invocation per occupancy word, each holding its finest word for the whole build.
66
+ * A resolution tried is every invocation marking the virtual slices its runs touch — two words at most,
67
+ * OR-ed into workgroup memory, so all of them work at every resolution — then every word of that
68
+ * resolution dilated by its own invocation and a subgroup reduction of their counts. The LUT is a
69
+ * subgroup scan of the chosen words' counts and `V_max / WARP_THREADS` coalesced writes per invocation. Every decision is made on a count read
70
+ * back through `workgroupUniformLoad`, so the workgroup takes the same path through the loops. The
71
+ * emulator cannot run a workgroup that cooperates through barriers, so the pure parts are chunks with
72
+ * their own specs and the whole is verified on a device (AVBOIT ledger entry 28).
50
73
  */
51
74
  const body = CodeChunk.from(
52
75
  //language=WGSL
53
76
  `
54
- const AVBOIT_OCCUPANCY_WORDS: u32 = ${AVBOIT_OCCUPANCY_WORDS}u;
55
-
56
- @compute @workgroup_size(1)
57
- fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
58
-
59
- if (global_id.x != 0u) {
60
- return;
77
+ const AVBOIT_VIRTUAL_SLICES_MAX_U: u32 = ${AVBOIT_VIRTUAL_SLICES_MAX}u;
78
+ const AVBOIT_WARP_THREADS: u32 = ${WARP_THREADS}u;
79
+ const AVBOIT_WARP_SLICES_SHIFT: u32 = ${Math.log2(AVBOIT_VIRTUAL_SLICES_MAX)}u;
80
+ // halvings from the finest resolution to a single slice, the most the octave loop can take
81
+ const AVBOIT_WARP_OCTAVES: u32 = ${Math.log2(AVBOIT_VIRTUAL_SLICES_MAX) + 1}u;
82
+ // LUT entries each invocation writes before the closing one
83
+ const AVBOIT_WARP_LUT_ROUNDS: u32 = ${AVBOIT_VIRTUAL_SLICES_MAX / WARP_THREADS}u;
84
+ const AVBOIT_WARP_MIN_SUBGROUP_SIZE: u32 = 4u;
85
+
86
+ // the virtual slices the finest runs touch, undilated; alternate tries use alternate halves, each try
87
+ // zeroing the half the next will mark
88
+ var<workgroup> wg_marked: array<array<atomic<u32>, AVBOIT_WARP_THREADS>, 2>;
89
+ // [0]: the octave's words, [1]: the step being tried; every word of the workgroup, 0 past the resolution
90
+ var<workgroup> wg_words: array<array<u32, AVBOIT_WARP_THREADS>, 2>;
91
+ // occupied slices in the chosen words before each one
92
+ var<workgroup> wg_words_below: array<u32, AVBOIT_WARP_THREADS>;
93
+ var<workgroup> wg_partials: array<u32, AVBOIT_WARP_THREADS / AVBOIT_WARP_MIN_SUBGROUP_SIZE>;
94
+ var<workgroup> wg_broadcast: u32;
95
+
96
+ // \`value\` summed over the workgroup, the same for every invocation
97
+ fn avboit_warp_sum(value: u32, thread: u32, lane: u32, lane_count: u32) -> u32 {
98
+ let subgroup_total = subgroupAdd(value);
99
+ if (lane == 0u) {
100
+ wg_partials[thread / lane_count] = subgroup_total;
61
101
  }
102
+ workgroupBarrier();
103
+ if (thread == 0u) {
104
+ var total = 0u;
105
+ for (var s = 0u; s < AVBOIT_WARP_THREADS / lane_count; s++) {
106
+ total += wg_partials[s];
107
+ }
108
+ wg_broadcast = total;
109
+ }
110
+ return workgroupUniformLoad(&wg_broadcast);
111
+ }
62
112
 
63
- let physical = settings.physical_count;
64
-
65
- var words: array<u32, AVBOIT_OCCUPANCY_WORDS>;
66
- var dilated: array<u32, AVBOIT_OCCUPANCY_WORDS>;
113
+ // \`value\` summed over the invocations before this one
114
+ fn avboit_warp_sum_below(value: u32, thread: u32, lane: u32, lane_count: u32) -> u32 {
115
+ let subgroup = thread / lane_count;
116
+ let below_in_subgroup = subgroupExclusiveAdd(value);
117
+ let subgroup_total = subgroupAdd(value);
118
+ if (lane == 0u) {
119
+ wg_partials[subgroup] = subgroup_total;
120
+ }
121
+ workgroupBarrier();
122
+ var below = below_in_subgroup;
123
+ for (var s = 0u; s < subgroup; s++) {
124
+ below += wg_partials[s];
125
+ }
126
+ return below;
127
+ }
67
128
 
68
- for (var w = 0u; w < AVBOIT_OCCUPANCY_WORDS; w++) {
69
- words[w] = occupancy[w];
70
- dilated[w] = 0u;
129
+ // every word of the slicing into \`virtual_count\` virtual slices into wg_words[slot]; its occupied count
130
+ fn avboit_warp_try(virtual_count: u32, slot: u32, parity: u32, finest: u32, thread: u32, lane: u32, lane_count: u32) -> u32 {
131
+ let marks = avboit_warp_marks(finest, thread, virtual_count);
132
+ // a second word is marked only where that word holds a slice below virtual_count, so it exists
133
+ let first_word = (thread * virtual_count) >> AVBOIT_WARP_SLICES_SHIFT;
134
+ if (marks.x != 0u) {
135
+ atomicOr(&wg_marked[parity][first_word], marks.x);
71
136
  }
137
+ if (marks.y != 0u) {
138
+ atomicOr(&wg_marked[parity][first_word + 1u], marks.y);
139
+ }
140
+ workgroupBarrier();
72
141
 
73
- var level_count = ${AVBOIT_VIRTUAL_SLICES_MAX}u;
74
- var word_count = AVBOIT_OCCUPANCY_WORDS;
142
+ let marked_below = select(0u, atomicLoad(&wg_marked[parity][max(thread, 1u) - 1u]), thread > 0u);
143
+ let marked = atomicLoad(&wg_marked[parity][thread]);
144
+ let marked_above = select(0u, atomicLoad(&wg_marked[parity][min(thread + 1u, AVBOIT_WARP_THREADS - 1u)]), thread + 1u < AVBOIT_WARP_THREADS);
145
+ let word = avboit_warp_level_word(marked_below, marked, marked_above, thread, virtual_count);
146
+ wg_words[slot][thread] = word;
147
+ atomicStore(&wg_marked[1u - parity][thread], 0u);
75
148
 
76
- loop {
77
- var occupied = 0u;
149
+ return avboit_warp_sum(countOneBits(word), thread, lane, lane_count);
150
+ }
78
151
 
79
- for (var w = 0u; w < word_count; w++) {
80
- var below = 0u;
81
- if (w > 0u) {
82
- below = words[w - 1u] >> 31u;
83
- }
84
- var above = 0u;
85
- if (w + 1u < word_count) {
86
- above = (words[w + 1u] & 1u) << 31u;
87
- }
88
- let d = avboit_dilate_word(words[w], below, above);
89
- dilated[w] = d;
90
- occupied += countOneBits(d);
91
- }
152
+ @compute @workgroup_size(AVBOIT_WARP_THREADS)
153
+ fn main(
154
+ @builtin(local_invocation_index) thread: u32,
155
+ @builtin(subgroup_invocation_id) lane: u32,
156
+ @builtin(subgroup_size) lane_count: u32,
157
+ ) {
158
+ let physical = settings.physical_count;
159
+ let finest = occupancy[thread];
160
+ var tries = 0u;
161
+
162
+ var level = AVBOIT_VIRTUAL_SLICES_MAX_U;
92
163
 
93
- if (occupied <= physical || level_count <= physical) {
164
+ for (var octave = 0u; octave < AVBOIT_WARP_OCTAVES; octave++) {
165
+ let occupied = avboit_warp_try(level, 0u, tries & 1u, finest, thread, lane, lane_count);
166
+ tries++;
167
+ if (occupied <= physical || level <= physical) {
94
168
  break;
95
169
  }
170
+ level = level / 2u;
171
+ }
96
172
 
97
- // halve: two old words become one new word
98
- let half_words = word_count / 2u;
99
- for (var nw = 0u; nw < half_words; nw++) {
100
- words[nw] = avboit_fold_pairs(words[2u * nw]) | (avboit_fold_pairs(words[2u * nw + 1u]) << 16u);
173
+ // between the octave that fits and the one above it, the finest step that fits as well
174
+ var slot = 0u;
175
+ let steps = max(settings.steps_per_octave, 1u);
176
+
177
+ if (steps > 1u && level < AVBOIT_VIRTUAL_SLICES_MAX_U) {
178
+ let octave = level;
179
+
180
+ for (var i = 1u; i < steps; i++) {
181
+ let candidate = avboit_warp_step_count(octave, steps, i);
182
+ let occupied = avboit_warp_try(candidate, 1u, tries & 1u, finest, thread, lane, lane_count);
183
+ tries++;
184
+ if (occupied <= physical) {
185
+ level = candidate;
186
+ slot = 1u;
187
+ break;
188
+ }
101
189
  }
190
+ }
102
191
 
103
- word_count = half_words;
104
- level_count = level_count / 2u;
192
+ // the chosen words were written behind the barriers of the count that chose them
193
+ let count = countOneBits(wg_words[slot][thread]);
194
+ let below = avboit_warp_sum_below(count, thread, lane, lane_count);
195
+ wg_words_below[thread] = below;
196
+ workgroupBarrier();
197
+
198
+ for (var i = 0u; i < AVBOIT_WARP_LUT_ROUNDS; i++) {
199
+ let v = i * AVBOIT_WARP_THREADS + thread;
200
+ if (v < level) {
201
+ let w = v >> 5u;
202
+ warp.lut[v] = avboit_warp_lut_entry(wg_words[slot][w], v & 31u, wg_words_below[w]);
203
+ }
105
204
  }
106
205
 
107
- warp.virtual_count = level_count;
108
- warp.physical_count = physical;
109
- warp.voxel_width = settings.voxel_width;
110
- warp.voxel_height = settings.voxel_height;
111
- warp.tint_from_base_color = settings.tint_from_base_color;
112
- warp.cluster_parameters = settings.cluster_parameters;
206
+ if (thread == AVBOIT_WARP_THREADS - 1u) {
207
+ let total = below + count;
113
208
 
114
- var prefix = 0u;
209
+ warp.lut[level] = total << 1u;
210
+ warp.occupied_count = total;
115
211
 
116
- for (var v = 0u; v < level_count; v++) {
117
- let bit = (dilated[v >> 5u] >> (v & 31u)) & 1u;
118
- warp.lut[v] = (prefix << 1u) | bit;
119
- prefix += bit;
212
+ warp.virtual_count = level;
213
+ warp.physical_count = physical;
214
+ warp.voxel_width = settings.voxel_width;
215
+ warp.voxel_height = settings.voxel_height;
216
+ warp.tint_from_base_color = settings.tint_from_base_color;
217
+ warp.cluster_parameters = settings.cluster_parameters;
120
218
  }
121
-
122
- warp.lut[level_count] = prefix << 1u;
123
- warp.occupied_count = prefix;
124
219
  }
125
220
  `, [
126
- chunk_avboit_dilate_word,
127
- chunk_avboit_fold_pairs,
221
+ chunk_avboit_warp_level_word,
222
+ chunk_avboit_warp_lut_entry,
223
+ chunk_avboit_warp_marks,
224
+ chunk_avboit_warp_step_count,
128
225
  ]
129
226
  );
130
227
 
228
+ body.addExtension(WebGPUExtensionType.Subgroups);
229
+
131
230
  export const shader_avboit_build_warp = ComputeShader.from({
132
231
  label: 'AVBOIT / build warp',
133
232
  resources,