@woosh/meep-engine 3.39.0 → 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 (367) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/engine/EngineHarness.d.ts.map +1 -1
  4. package/src/engine/EngineHarness.js +17 -4
  5. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  6. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  7. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  8. package/src/engine/graphics/ecs/water/Water.d.ts +14 -17
  9. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  10. package/src/engine/graphics/ecs/water/Water.js +100 -110
  11. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +36 -38
  13. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  14. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  15. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  16. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +3 -3
  17. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -46
  18. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  19. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  20. package/src/engine/graphics3/WaterSystem.d.ts +21 -74
  21. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  22. package/src/engine/graphics3/WaterSystem.js +174 -367
  23. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  24. package/src/format/image/avif/api/convert_to_rgba.d.ts +2 -2
  25. package/src/format/image/avif/api/convert_to_rgba.d.ts.map +1 -1
  26. package/src/format/image/avif/api/convert_to_rgba.js +10 -9
  27. package/src/format/image/avif/api/decode_avif.d.ts +2 -2
  28. package/src/format/image/avif/api/decode_avif.d.ts.map +1 -1
  29. package/src/format/image/avif/api/decode_avif.js +1 -1
  30. package/src/shade/playground/ssr_reprojection/README.md +111 -103
  31. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +68 -68
  32. package/src/shade/playground/ssr_reprojection/index.html +80 -79
  33. package/src/shade/playground/ssr_reprojection/main.js +256 -247
  34. package/src/shade/playground/ssr_variance/capture.js +96 -96
  35. package/src/shade/playground/ssr_variance/reference.js +78 -78
  36. package/src/shade/playground/vsm/README.md +96 -0
  37. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts +49 -0
  38. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts.map +1 -0
  39. package/src/shade/playground/vsm/VSMDebugOverlay.js +351 -0
  40. package/src/shade/playground/vsm/clipmap_panel.d.ts +8 -0
  41. package/src/shade/playground/vsm/clipmap_panel.d.ts.map +1 -0
  42. package/src/shade/playground/vsm/clipmap_panel.js +138 -0
  43. package/src/shade/playground/vsm/index.html +170 -0
  44. package/src/shade/playground/vsm/main.d.ts +2 -0
  45. package/src/shade/playground/vsm/main.d.ts.map +1 -0
  46. package/src/shade/playground/vsm/main.js +389 -0
  47. package/src/shade/playground/vsm/scenes.d.ts +52 -0
  48. package/src/shade/playground/vsm/scenes.d.ts.map +1 -0
  49. package/src/shade/playground/vsm/scenes.js +320 -0
  50. package/src/shade/playground/vsm/verify_vsm.d.ts +38 -0
  51. package/src/shade/playground/vsm/verify_vsm.d.ts.map +1 -0
  52. package/src/shade/playground/vsm/verify_vsm.js +305 -0
  53. package/src/shade/playground/water_refraction/README.md +57 -9
  54. package/src/shade/playground/water_refraction/main.js +12 -3
  55. package/src/shade/playground/water_refraction/world.d.ts +1 -0
  56. package/src/shade/playground/water_refraction/world.d.ts.map +1 -1
  57. package/src/shade/playground/water_refraction/world.js +15 -5
  58. package/src/shade/renderer/Renderer.d.ts +19 -0
  59. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  60. package/src/shade/renderer/Renderer.js +72 -1
  61. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +8 -0
  62. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  63. package/src/shade/renderer/animation/GPUAnimationManager.js +18 -0
  64. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +7 -0
  65. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  66. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -0
  67. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts +3 -1
  68. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts.map +1 -1
  69. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.js +10 -1
  70. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.d.ts.map +1 -1
  71. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.js +28 -0
  72. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.d.ts.map +1 -1
  73. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.js +31 -1
  74. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +3 -0
  75. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  76. package/src/shade/renderer/geometry/MeshletGeometry.js +1 -0
  77. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.d.ts.map +1 -1
  78. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.js +62 -4
  79. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.d.ts +1 -1
  80. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.js +2 -2
  81. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts +2 -2
  82. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts.map +1 -1
  83. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js +6 -14
  84. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.d.ts.map +1 -1
  85. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.js +5 -1
  86. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  87. package/src/shade/renderer/medium/ParticipatingMedium.d.ts +3 -0
  88. package/src/shade/renderer/medium/ParticipatingMedium.d.ts.map +1 -1
  89. package/src/shade/renderer/medium/ParticipatingMedium.js +7 -0
  90. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.d.ts.map +1 -1
  91. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.js +5 -35
  92. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  93. package/src/shade/renderer/postprocess/ssr/SSR.d.ts +12 -4
  94. package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
  95. package/src/shade/renderer/postprocess/ssr/SSR.js +36 -8
  96. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts +3 -0
  97. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts.map +1 -0
  98. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.js +2 -0
  99. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts +8 -0
  100. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts.map +1 -0
  101. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.js +40 -0
  102. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -1
  103. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +150 -137
  104. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts +3 -0
  105. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts.map +1 -0
  106. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.js +44 -0
  107. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts +5 -0
  108. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts.map +1 -0
  109. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.js +35 -0
  110. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.d.ts +26 -0
  111. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.d.ts.map +1 -0
  112. package/src/shade/renderer/postprocess/ssr/ssr_graph_denoise_tiles.js +42 -0
  113. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts +1 -0
  114. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.d.ts.map +1 -1
  115. package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.js +113 -105
  116. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts +2 -0
  117. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts.map +1 -1
  118. package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +177 -167
  119. package/src/shade/renderer/rasterize/DEPTH_STENCIL_STATE_SHADOW.d.ts.map +1 -1
  120. package/src/shade/renderer/rasterize/DEPTH_STENCIL_STATE_SHADOW.js +10 -0
  121. package/src/shade/renderer/rasterize/RasterizationJob.d.ts +1 -2
  122. package/src/shade/renderer/rasterize/RasterizationJob.d.ts.map +1 -1
  123. package/src/shade/renderer/rasterize/RasterizationJob.js +1 -2
  124. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.d.ts +5 -6
  125. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.d.ts.map +1 -1
  126. package/src/shade/renderer/rasterize/bucket/construct_primitive_state.js +5 -6
  127. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +2 -2
  128. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
  129. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +1 -1
  130. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.d.ts.map +1 -1
  131. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.js +11 -0
  132. package/src/shade/renderer/shader/chunk/atmosphere/phase/jd/build_lut_fog_parameters_jendersie_deon.d.ts.map +1 -1
  133. package/src/shade/renderer/shader/chunk/atmosphere/phase/jd/build_lut_fog_parameters_jendersie_deon.js +4 -5
  134. package/src/shade/renderer/shader/chunk/brdf/dfg/generate_dfg_texture.d.ts.map +1 -1
  135. package/src/shade/renderer/shader/chunk/brdf/dfg/generate_dfg_texture.js +1 -5
  136. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.d.ts +30 -0
  137. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.d.ts.map +1 -0
  138. package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.js +54 -0
  139. package/src/shade/renderer/shader/type/serde/read_gpu_typed_buffer.d.ts.map +1 -1
  140. package/src/shade/renderer/shader/type/serde/read_gpu_typed_buffer.js +3 -2
  141. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.d.ts +19 -0
  142. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.d.ts.map +1 -0
  143. package/src/shade/renderer/shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.js +27 -0
  144. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +1 -0
  145. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  146. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +4 -0
  147. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +54 -0
  148. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  149. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +502 -10
  150. package/src/shade/renderer/shadow/map/Shadowmap.d.ts +3 -2
  151. package/src/shade/renderer/shadow/map/Shadowmap.d.ts.map +1 -1
  152. package/src/shade/renderer/shadow/map/Shadowmap.js +3 -2
  153. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.d.ts +8 -0
  154. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.d.ts.map +1 -1
  155. package/src/shade/renderer/shadow/map/shader/chunk_sample_shadowmap_atlas_for_light.js +34 -3
  156. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.d.ts +3 -2
  157. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.d.ts.map +1 -1
  158. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.js +17 -2
  159. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.d.ts.map +1 -1
  160. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.js +137 -133
  161. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.d.ts +15 -0
  162. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.d.ts.map +1 -0
  163. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_FIRST_TEXEL_SIZE.js +14 -0
  164. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.d.ts +16 -0
  165. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.d.ts.map +1 -0
  166. package/src/shade/renderer/shadow/vsm/DEFAULT_VSM_PAGE_BUDGET.js +15 -0
  167. package/src/shade/renderer/shadow/vsm/PLAN.md +440 -0
  168. package/src/shade/renderer/shadow/vsm/REVIEW_LEDGER.md +43 -0
  169. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts +42 -0
  170. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.d.ts.map +1 -0
  171. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.js +153 -0
  172. package/src/shade/renderer/shadow/vsm/VSMPageManager.d.ts +327 -0
  173. package/src/shade/renderer/shadow/vsm/VSMPageManager.d.ts.map +1 -0
  174. package/src/shade/renderer/shadow/vsm/VSMPageManager.js +1408 -0
  175. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.d.ts +14 -0
  176. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.d.ts.map +1 -0
  177. package/src/shade/renderer/shadow/vsm/VSM_COVER_LEVEL_STEP.js +13 -0
  178. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.d.ts +63 -0
  179. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.d.ts.map +1 -0
  180. package/src/shade/renderer/shadow/vsm/VSM_FEEDBACK_LAYOUT.js +70 -0
  181. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.d.ts +11 -0
  182. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.d.ts.map +1 -0
  183. package/src/shade/renderer/shadow/vsm/VSM_LEVEL_LIMIT.js +10 -0
  184. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.d.ts +54 -0
  185. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.d.ts.map +1 -0
  186. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.js +75 -0
  187. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.d.ts +23 -0
  188. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.d.ts.map +1 -0
  189. package/src/shade/renderer/shadow/vsm/VSM_RECORD_STRUCT.js +85 -0
  190. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.d.ts +16 -0
  191. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.d.ts.map +1 -0
  192. package/src/shade/renderer/shadow/vsm/VSM_SLOT_STRUCT.js +29 -0
  193. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.d.ts +136 -25
  194. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.d.ts.map +1 -1
  195. package/src/shade/renderer/shadow/vsm/VirtualShadowMap.js +282 -116
  196. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.d.ts +39 -0
  197. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.d.ts.map +1 -0
  198. package/src/shade/renderer/shadow/vsm/graph_vsm_feedback.js +289 -0
  199. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.d.ts +18 -0
  200. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.d.ts.map +1 -0
  201. package/src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_virtual.js +65 -0
  202. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.d.ts +17 -0
  203. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.d.ts.map +1 -0
  204. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_addressing.js +75 -0
  205. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.d.ts +14 -0
  206. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.d.ts.map +1 -0
  207. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js +45 -0
  208. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.d.ts +17 -0
  209. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.d.ts.map +1 -0
  210. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_find_page.js +100 -0
  211. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.d.ts +15 -0
  212. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.d.ts.map +1 -0
  213. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_page_view_projection.js +47 -0
  214. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.d.ts +26 -0
  215. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.d.ts.map +1 -0
  216. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_demand.js +156 -0
  217. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.d.ts +13 -0
  218. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.d.ts.map +1 -0
  219. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_gather_counts.js +65 -0
  220. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts +30 -0
  221. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.d.ts.map +1 -0
  222. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.js +184 -0
  223. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.d.ts +23 -0
  224. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.d.ts.map +1 -0
  225. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.js +109 -0
  226. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.d.ts +56 -0
  227. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.d.ts.map +1 -0
  228. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_stale.js +211 -0
  229. package/src/shade/renderer/texture/format/decode_typed_gpu_data.d.ts +1 -1
  230. package/src/shade/renderer/texture/format/decode_typed_gpu_data.d.ts.map +1 -1
  231. package/src/shade/renderer/texture/format/decode_typed_gpu_data.js +3 -13
  232. package/src/shade/renderer/texture/format/infer_format_from_parameters.d.ts.map +1 -1
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@@ -1,34 +0,0 @@
1
- import { number_pretty_print } from "../../../../core/primitives/numbers/number_pretty_print.js";
2
- import { inspect_gpu_buffer_typed } from "../../buffer/inspect_gpu_buffer_typed.js";
3
- import { STRUCT_AABB2_UINT32 } from "./vms_pipeline_compute_coarse_bounds.js";
4
-
5
- /**
6
- *
7
- * @param {GPUBuffer} debug_buffer
8
- * @param {GPUDevice} device
9
- * @param {VirtualShadowMap} map
10
- */
11
- export function debug_inspect_coarse_bounds_buffer(debug_buffer, device, map) {
12
- inspect_gpu_buffer_typed({
13
- buffer: debug_buffer,
14
- device,
15
- type: STRUCT_AABB2_UINT32,
16
- count: 1
17
- }).then(arr => {
18
-
19
- const bounds = arr[0];
20
-
21
- const bounds_width = Math.max(0, bounds.max[0] - bounds.min[0]);
22
- const bounds_height = Math.max(0, bounds.max[1] - bounds.min[1]);
23
-
24
- const bounds_pixel_area = bounds_width * bounds_height;
25
-
26
- const vt_resolution = map.resolution_in_tiles * map.tile_resolution;
27
- const vt_total_pixel_area = vt_resolution * vt_resolution;
28
-
29
- const bounds_fraction = bounds_pixel_area / vt_total_pixel_area;
30
-
31
- console.log(`bounds fraction ${number_pretty_print(bounds_fraction * 100)}%`);
32
-
33
- });
34
- }
@@ -1,10 +0,0 @@
1
- /**
2
- *
3
- * @param {GPUBuffer} debug_buffer
4
- * @param {GPUDevice} device
5
- * @param {VirtualShadowMap} map
6
- * @param {number} viewport_resolution_x
7
- * @param {number} viewport_resolution_y
8
- */
9
- export function debug_inspect_residence_buffer(debug_buffer: GPUBuffer, device: GPUDevice, map: VirtualShadowMap, viewport_resolution_x: number, viewport_resolution_y: number): void;
10
- //# sourceMappingURL=debug_inspect_residence_buffer.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"debug_inspect_residence_buffer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js"],"names":[],"mappings":"AAMA;;;;;;;GAOG;AACH,yIAHW,MAAM,yBACN,MAAM,QAmDhB"}
@@ -1,64 +0,0 @@
1
- import { split_by_2 } from "../../../../core/binary/split_by_2.js";
2
- import { number_pretty_print } from "../../../../core/primitives/numbers/number_pretty_print.js";
3
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
- import { inspect_gpu_buffer_typed } from "../../buffer/inspect_gpu_buffer_typed.js";
5
- import { decode_tile_address } from "./decode_tile_address.js";
6
-
7
- /**
8
- *
9
- * @param {GPUBuffer} debug_buffer
10
- * @param {GPUDevice} device
11
- * @param {VirtualShadowMap} map
12
- * @param {number} viewport_resolution_x
13
- * @param {number} viewport_resolution_y
14
- */
15
- export function debug_inspect_residence_buffer(debug_buffer, device, map, viewport_resolution_x, viewport_resolution_y) {
16
-
17
- const max_mip_level = Math.log2(map.resolution_in_tiles);
18
-
19
- const total_tiles = split_by_2((1 << (max_mip_level + 1)) - 1);
20
-
21
- inspect_gpu_buffer_typed({
22
- buffer: debug_buffer,
23
- device: device,
24
- type: u32,
25
- count: total_tiles
26
- }).then(data => {
27
-
28
- const count = data.length;
29
-
30
- const hits = [];
31
-
32
- let total_shadowed_pixels = 0;
33
-
34
- let used_mips = new Uint32Array(max_mip_level + 1);
35
-
36
- let live_tiles = 0;
37
-
38
- for (let i = 0; i < count; i++) {
39
- const residence_count = data[i];
40
-
41
- if (residence_count === 0) {
42
- continue;
43
- }
44
-
45
- total_shadowed_pixels += residence_count;
46
-
47
- const rec = decode_tile_address(i);
48
-
49
- rec.count = residence_count;
50
-
51
- hits.push(rec);
52
-
53
- used_mips[rec.mip]++;
54
-
55
- live_tiles++;
56
- }
57
-
58
- const shadowed_pixel_fraction = total_shadowed_pixels / (viewport_resolution_x * viewport_resolution_y);
59
-
60
- console.log(`shadowed: ${number_pretty_print(shadowed_pixel_fraction * 100)} %, mips: [${used_mips}], total tiles: ${live_tiles}`)
61
-
62
- return hits;
63
- });
64
- }
@@ -1,11 +0,0 @@
1
- /**
2
- *
3
- * @param {number} index
4
- * @returns {{mip: number, x: number, y: number}|null}
5
- */
6
- export function decode_tile_address(index: number): {
7
- mip: number;
8
- x: number;
9
- y: number;
10
- } | null;
11
- //# sourceMappingURL=decode_tile_address.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"decode_tile_address.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/decode_tile_address.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,2CAHW,MAAM,GACJ;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,GAAC,IAAI,CAsBpD"}
@@ -1,26 +0,0 @@
1
- /**
2
- *
3
- * @param {number} index
4
- * @returns {{mip: number, x: number, y: number}|null}
5
- */
6
- export function decode_tile_address(index) {
7
- if (!Number.isSafeInteger(index) || index < 0) {
8
- return null;
9
- }
10
-
11
- // 1. Analytically find the mip level
12
- const mip = Math.floor(Math.log2(3 * index + 1) / 2);
13
-
14
- // 2. Calculate the starting index offset for this mip level
15
- const index_offset = (4 ** mip - 1) / 3;
16
-
17
- // 3. Isolate the index relative to the current mip level
18
- const local_index = index - index_offset;
19
- const resolution = 2 ** mip;
20
-
21
- // 4. Resolve row-major x and y coordinates
22
- const y = Math.floor(local_index / resolution);
23
- const x = local_index % resolution;
24
-
25
- return { mip, x, y };
26
- }
@@ -1,2 +0,0 @@
1
- export const vms_render_tiles: "\n\n@fragment\nfn main(){\n\n}\n";
2
- //# sourceMappingURL=vms_render_tiles.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vms_render_tiles.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/vsm/render/vms_render_tiles.js"],"names":[],"mappings":"AAIA,kEAME"}
@@ -1,11 +0,0 @@
1
-
2
- //
3
-
4
- // language=WGSL
5
- export const vms_render_tiles = `
6
-
7
- @fragment
8
- fn main(){
9
-
10
- }
11
- `;
@@ -1,20 +0,0 @@
1
- /**
2
- *
3
- * @param {VSMCoarseBoundsPassData} data
4
- * @param {FramePassResources} resources
5
- * @param {GraphicsExecutionContext} context
6
- */
7
- export function vsm_coarse_bounds_pass(data: VSMCoarseBoundsPassData, resources: FramePassResources, context: GraphicsExecutionContext): void;
8
- export const STRUCT_AABB2_UINT32: WebGPUStruct;
9
- export const vms_pipeline_compute_coarse_bounds: ComputePipelineDescriptor;
10
- export class VSMCoarseBoundsPassData {
11
- bounds: number;
12
- residence: number;
13
- /**
14
- * @type {VirtualShadowMap}
15
- */
16
- map: VirtualShadowMap;
17
- }
18
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
19
- import { ComputePipelineDescriptor } from "../../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
20
- //# sourceMappingURL=vms_pipeline_compute_coarse_bounds.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vms_pipeline_compute_coarse_bounds.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js"],"names":[],"mappings":"AAuIA;;;;;GAKG;AACH,6CAJW,uBAAuB,0EA8CjC;AA9KD,+CAGmB;AAgGnB,2EAYG;AAGH;IACI,eAAW;IACX,kBAAc;IAEd;;OAEG;IACH,sBAAG;CACN;6BA9H4B,mCAAmC;0CAHtB,mEAAmE"}
@@ -1,184 +0,0 @@
1
- import { UINT32_MAX } from "../../../../core/binary/UINT32_MAX.js";
2
- import { BufferBindingLayout } from "../../../descriptor/binding/BufferBindingLayout.js";
3
- import { ComputePipelineDescriptor } from "../../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
4
- import { u32, vec2u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
6
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
7
- import { chunk_split_by_2 } from "../../shader/chunk/binary/chunk_split_by_2.js";
8
- import { VSM_UNIFORMS_STRUCT } from "./VSM_UNIFORMS_STRUCT.js";
9
-
10
- export const STRUCT_AABB2_UINT32 = WebGPUStruct.from({
11
- min: vec2u,
12
- max: vec2u,
13
- }, "AABB2_UINT32");
14
-
15
- //language=WGSL
16
- const vsm_shader_compute_coarse_bounds = `
17
-
18
- ${chunk_split_by_2}
19
-
20
- struct VitrualTextureTileAddress{
21
- lod: u32,
22
- x: u32,
23
- y: u32
24
- }
25
-
26
- fn vt_tile_compute_texel_bounds( tile: VitrualTextureTileAddress , virtual_resolution:u32)-> ${(STRUCT_AABB2_UINT32.wgsl_ref)}{
27
- let tile_size = virtual_resolution >> tile.lod;
28
-
29
- let bb_min = vec2(tile.x * tile_size, tile.y * tile_size);
30
- return ${(STRUCT_AABB2_UINT32.wgsl_ref)}(
31
- bb_min,
32
- bb_min+tile_size,
33
- );
34
- }
35
-
36
- fn vt_tile_index_to_address(index: u32) -> VitrualTextureTileAddress{
37
- for(var lod = 0u; lod < 32u; lod++){
38
-
39
- let resolution = 1u << lod;
40
-
41
- let mip_mask = resolution - 1;
42
-
43
- let index_offset = split_by_2(mip_mask);
44
-
45
- let next_mip_mask = (mip_mask << 1u) | 0x1;
46
-
47
- let index_offset_next = split_by_2(next_mip_mask);
48
-
49
- if (index >= index_offset_next) {
50
- continue;
51
- }
52
-
53
- let local_index = index - index_offset;
54
-
55
- let y = (local_index / resolution) | 0;
56
- let x = local_index % resolution;
57
-
58
- return VitrualTextureTileAddress(lod, x, y);
59
- }
60
-
61
- return VitrualTextureTileAddress(0,0,0);
62
- }
63
-
64
- ${(STRUCT_AABB2_UINT32.wgsl_declaration)}
65
- ${(VSM_UNIFORMS_STRUCT.wgsl_declaration)}
66
-
67
-
68
- struct Output{
69
- bounds: array<atomic<u32>,4>
70
- }
71
-
72
- @group(0) @binding(0) var<uniform> vsm: ${(VSM_UNIFORMS_STRUCT.wgsl_ref)};
73
- @group(0) @binding(1) var<storage, read> residence: array<u32>;
74
-
75
- @group(1) @binding(0) var<storage, read_write> output: Output;
76
-
77
- @compute @workgroup_size(256,1,1)
78
- fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
79
- let max_mip_level = countTrailingZeros(vsm.resolution_in_tiles); // fast log2 alternative
80
-
81
- let total_tiles = split_by_2((1u << (max_mip_level + 1u)) - 1);
82
-
83
- let tile_index = global_id.x;
84
-
85
- if(tile_index >= total_tiles){
86
- return;
87
- }
88
-
89
- let usage_count = residence[tile_index];
90
-
91
- if(usage_count == 0u){
92
- return;
93
- }
94
-
95
- let virtual_resolution = vsm.resolution_in_tiles*vsm.tile_resolution;
96
-
97
- let tile = vt_tile_index_to_address(tile_index);
98
- // compute tile bounds
99
- let tile_bounds = vt_tile_compute_texel_bounds(tile, virtual_resolution);
100
-
101
- atomicMin(&output.bounds[0], tile_bounds.min.x);
102
- atomicMin(&output.bounds[1], tile_bounds.min.y);
103
-
104
- atomicMax(&output.bounds[2], tile_bounds.max.x);
105
- atomicMax(&output.bounds[3], tile_bounds.max.y);
106
- }
107
- `;
108
-
109
- export const vms_pipeline_compute_coarse_bounds = ComputePipelineDescriptor.simplified({
110
- label: "VSM / Compute Coarse Bounds",
111
- code: vsm_shader_compute_coarse_bounds,
112
- bindings: [
113
- [
114
- BufferBindingLayout.uniform,
115
- BufferBindingLayout.readOnlyStorage,
116
- ],
117
- [
118
- BufferBindingLayout.storage
119
- ]
120
- ]
121
- });
122
-
123
-
124
- export class VSMCoarseBoundsPassData{
125
- bounds = -1
126
- residence = -1
127
-
128
- /**
129
- * @type {VirtualShadowMap}
130
- */
131
- map
132
- }
133
-
134
- const INITIAL_BOUNDS_AABB2 = new Uint32Array([UINT32_MAX, UINT32_MAX, 0, 0]);
135
-
136
- /**
137
- *
138
- * @param {VSMCoarseBoundsPassData} data
139
- * @param {FramePassResources} resources
140
- * @param {GraphicsExecutionContext} context
141
- */
142
- export function vsm_coarse_bounds_pass(data, resources, context) {
143
-
144
- const encoder = context.encoder;
145
-
146
- const buffer_texture_bounds_coarse = resources.get(data.bounds);
147
-
148
- const map = data.map;
149
-
150
- // Write exactly four words at this point in the command stream. A pooled transient buffer
151
- // may be larger than the bounds and is not necessarily usable as a copy source.
152
- encoder.writeValueBuffer(
153
- buffer_texture_bounds_coarse, 0,
154
- WebGPUArray.from(u32, 4), INITIAL_BOUNDS_AABB2
155
- );
156
-
157
- /**
158
- * @type {GPUBuffer}
159
- */
160
- const residence_buffer = resources.get(data.residence);
161
-
162
- const bounds_pass = encoder.constructComputePass({
163
- pipeline: vms_pipeline_compute_coarse_bounds,
164
- bindings: [
165
- [
166
- { buffer: map.buffer_uniforms },
167
- { buffer: residence_buffer }
168
- ],
169
- [
170
- { buffer: buffer_texture_bounds_coarse, size: STRUCT_AABB2_UINT32.size }
171
- ]
172
- ]
173
- });
174
-
175
- bounds_pass.dispatchWorkgroups(Math.ceil(map.total_tile_count / 256));
176
-
177
- bounds_pass.end();
178
-
179
- // const debug_buffer = this.#debug_buffer;
180
- // encoder.copyBufferToBuffer(buffer_texture_bounds_coarse, 0, debug_buffer, 0, STRUCT_AABB2_UINT32.size);
181
- //
182
- // const device = this.#graphics.device;
183
- // debug_inspect_coarse_bounds_buffer(debug_buffer, device, map);
184
- }
@@ -1,25 +0,0 @@
1
- /**
2
- *
3
- * @param {VSMTileUsagePassData} data
4
- * @param {FramePassResources} resources
5
- * @param {GraphicsExecutionContext} context
6
- */
7
- export function vsm_time_usage_data(data: VSMTileUsagePassData, resources: FramePassResources, context: GraphicsExecutionContext): void;
8
- export const vsm_residence_pipeline: ComputePipelineDescriptor;
9
- export class VSMTileUsagePassData {
10
- residence: number;
11
- /**
12
- * @type {VirtualShadowMap}
13
- */
14
- map: VirtualShadowMap;
15
- /**
16
- * @type {RenderTarget}
17
- */
18
- viz: RenderTarget;
19
- /**
20
- * @type {GPUViewContext}
21
- */
22
- main_view: GPUViewContext;
23
- }
24
- import { ComputePipelineDescriptor } from "../../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
25
- //# sourceMappingURL=vsm_residence_pipeline.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vsm_residence_pipeline.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js"],"names":[],"mappings":"AAyKA;;;;;GAKG;AACH,0CAJW,oBAAoB,0EAyD9B;AA9FD,+DAeE;AAEF;IACI,kBAAc;IACd;;OAEG;IACH,sBAAG;IAEH;;OAEG;IACH,kBAAG;IAEH;;OAEG;IACH,0BAAS;CACZ;0CArKyC,mEAAmE"}
@@ -1,230 +0,0 @@
1
- import { BufferBindingLayout } from "../../../descriptor/binding/BufferBindingLayout.js";
2
- import { TextureBindingLayout } from "../../../descriptor/binding/TextureBindingLayout.js";
3
- import { ComputePipelineDescriptor } from "../../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { chunk_split_by_2 } from "../../shader/chunk/binary/chunk_split_by_2.js";
6
- import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
7
- import { chunk_v3_matrix4_project } from "../../shader/chunk/geometry/vec3/chunk_v3_matrix4_project.js";
8
- import { chunk_ndc_to_uv } from "../../shader/chunk/texture/chunk_ndc_to_uv.js";
9
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
10
- import { VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION } from "./VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js";
11
- import { VSM_UNIFORMS_STRUCT } from "./VSM_UNIFORMS_STRUCT.js";
12
-
13
- const shader_code = CodeChunk.from(
14
- //language=WGSL
15
- `
16
-
17
- ${(VSM_UNIFORMS_STRUCT.wgsl_declaration)}
18
-
19
- ${(CAMERA_UNIFORM_STRUCT.wgsl_declaration)}
20
-
21
- struct Ocupancy{
22
- counts: array<atomic<u32>>
23
- }
24
-
25
- @group(0) @binding(0) var<uniform> vsm: ${VSM_UNIFORMS_STRUCT.wgsl_ref};
26
- @group(0) @binding(1) var<uniform> main_camera: ${CAMERA_UNIFORM_STRUCT.wgsl_ref};
27
- @group(0) @binding(2) var<uniform> shadow_camera: ${CAMERA_UNIFORM_STRUCT.wgsl_ref};
28
- @group(0) @binding(3) var texture_depth: texture_depth_2d;
29
-
30
- @group(1) @binding(0) var<storage, read_write> output: Ocupancy;
31
-
32
-
33
-
34
-
35
-
36
- fn getWorldFromUVDepth(uv:vec2<f32>,z:f32)->vec3<f32>{
37
- return project_position_from_depth(uv, z, main_camera.view_projection_matrix_inverse);
38
- }
39
-
40
- ${chunk_split_by_2}
41
-
42
- fn vt_compose_tile_address(lod: u32, x:u32, y:u32 ) -> u32 {
43
- let lod_resolution = 1u << lod;
44
-
45
- let lod_mask = lod_resolution - 1u;
46
-
47
- let index_offset = split_by_2(lod_mask);
48
-
49
- return index_offset + y * lod_resolution + x;
50
- }
51
-
52
- @compute @workgroup_size(${VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION}, ${VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION}, 1)
53
- fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
54
-
55
- let input_texture_size = textureDimensions(texture_depth);
56
-
57
- if(global_id.x >= input_texture_size.x || global_id.y >= input_texture_size.y){
58
- // out of bounds
59
- return;
60
- }
61
-
62
- let pixel_coordinates = global_id.xy;
63
-
64
- let depth_sample = textureLoad(texture_depth, pixel_coordinates, 0);
65
- // The renderer clears reverse-Z depth to zero: these pixels have no receiver surface.
66
- if (depth_sample == 0.0) {
67
- return;
68
- }
69
-
70
- // - we need to compute world bounds of the pixel based on the depth sample
71
-
72
- let view_pixel_center = vec2f(pixel_coordinates) + 0.5;
73
- let world_center = getWorldFromUVDepth(view_pixel_center / vec2f(input_texture_size), depth_sample);
74
- let shadow_clip = shadow_camera.view_projection_matrix * vec4f(world_center, 1.0);
75
- if (shadow_clip.w <= 0.0 || shadow_clip.z < 0.0 || shadow_clip.z > shadow_clip.w) {
76
- return;
77
- }
78
-
79
- let world_00 = getWorldFromUVDepth( ( view_pixel_center + vec2(-0.5, -0.5)) / vec2f(input_texture_size), depth_sample);
80
- let world_10 = getWorldFromUVDepth( ( view_pixel_center + vec2( 0.5, -0.5)) / vec2f(input_texture_size), depth_sample);
81
- let world_01 = getWorldFromUVDepth( ( view_pixel_center + vec2( -0.5, 0.5)) / vec2f(input_texture_size), depth_sample);
82
- let world_11 = getWorldFromUVDepth( ( view_pixel_center + vec2( 0.5, 0.5)) / vec2f(input_texture_size), depth_sample);
83
-
84
- // project world coordinates into light space
85
- let shadow_p_00 = v3_matrix4_project(world_00,shadow_camera.view_projection_matrix);
86
- let shadow_p_10 = v3_matrix4_project(world_10,shadow_camera.view_projection_matrix);
87
- let shadow_p_01 = v3_matrix4_project(world_01,shadow_camera.view_projection_matrix);
88
- let shadow_p_11 = v3_matrix4_project(world_11,shadow_camera.view_projection_matrix);
89
-
90
-
91
- //
92
- let shadow_texel_bounds_min = min(min(shadow_p_00.xy, shadow_p_10.xy), min(shadow_p_01.xy, shadow_p_11.xy));
93
- let shadow_texel_bounds_max = max(max(shadow_p_00.xy, shadow_p_10.xy), max(shadow_p_01.xy, shadow_p_11.xy));
94
-
95
-
96
- // - get UV coordinate of the pixel in shadowmap space
97
- let shadow_uv = ndc_to_uv(shadow_clip.xy / shadow_clip.w);
98
-
99
- if(shadow_uv.x < 0.0 || shadow_uv.x >= 1.0 || shadow_uv.y < 0.0 || shadow_uv.y >= 1.0){
100
- // outside of the shadow
101
- return;
102
- }
103
-
104
- let shadowmap_resolution = vsm.tile_resolution * vsm.resolution_in_tiles;
105
-
106
- let shadow_dxy = (shadow_texel_bounds_max - shadow_texel_bounds_min)*0.5;
107
-
108
- // An isotropic mip must account for the larger axis of a rectangular pixel footprint.
109
- let shadow_pixel_size = max(1.0, f32(shadowmap_resolution) * max(shadow_dxy.x, shadow_dxy.y));
110
-
111
- // - figure out LOD based on the UV bounds
112
- // A grid with 2^k tiles has k+1 levels, including both the root and the finest grid.
113
- let shadow_lod_max = countTrailingZeros(vsm.resolution_in_tiles);
114
-
115
- let mip_level = clamp( u32( floor( log2(shadow_pixel_size) )) , 0u, shadow_lod_max ) ;
116
- let shadow_lod = shadow_lod_max - mip_level;
117
-
118
- // figure out tile XY
119
- let lod_resolution_in_tiles = 1u << shadow_lod;
120
-
121
- let tile_coordinates = vec2u( floor( vec2(f32(lod_resolution_in_tiles)) * shadow_uv ) );
122
-
123
- let tile_index = vt_compose_tile_address(shadow_lod, tile_coordinates.x, tile_coordinates.y);
124
-
125
- atomicAdd(&output.counts[tile_index],1u);
126
- }
127
- `,
128
- [
129
- chunk_project_position_from_depth,
130
- chunk_v3_matrix4_project,
131
- chunk_ndc_to_uv,
132
- ]
133
- ).compile().text;
134
-
135
- export const vsm_residence_pipeline = ComputePipelineDescriptor.simplified({
136
- label: 'VSM compute residence',
137
-
138
- code: shader_code,
139
- bindings: [
140
- [
141
- BufferBindingLayout.uniform,
142
- BufferBindingLayout.uniform,
143
- BufferBindingLayout.uniform,
144
- TextureBindingLayout.depth
145
- ],
146
- [
147
- BufferBindingLayout.storage
148
- ]
149
- ]
150
- })
151
-
152
- export class VSMTileUsagePassData {
153
- residence = -1
154
- /**
155
- * @type {VirtualShadowMap}
156
- */
157
- map
158
-
159
- /**
160
- * @type {RenderTarget}
161
- */
162
- viz
163
-
164
- /**
165
- * @type {GPUViewContext}
166
- */
167
- main_view
168
- }
169
-
170
- /**
171
- *
172
- * @param {VSMTileUsagePassData} data
173
- * @param {FramePassResources} resources
174
- * @param {GraphicsExecutionContext} context
175
- */
176
- export function vsm_time_usage_data(data, resources, context) {
177
-
178
- const encoder = context.encoder;
179
-
180
- /**
181
- *
182
- * @type {GPUBuffer}
183
- */
184
- const residence_buffer = resources.get(data.residence);
185
-
186
- const map = data.map;
187
- const viz = data.viz;
188
- const main_view = data.main_view;
189
-
190
- const depth_texture = viz.depth_attachment;
191
-
192
- // Demand belongs to this frame, including when the graph reuses a buffer from its pool.
193
- encoder.clearBuffer(residence_buffer);
194
-
195
- const residence_pass = encoder.constructComputePass({
196
- label: "VSM / Compute Residence",
197
- pipeline: vsm_residence_pipeline,
198
- bindings: [
199
- [
200
- { buffer: map.buffer_uniforms },
201
- { buffer: main_view.camera.gpu_buffer },
202
- { buffer: map.light_views[0].gpu_buffer },
203
- depth_texture.obtainView()
204
- ],
205
- [
206
- { buffer: residence_buffer }
207
- ]
208
- ]
209
- });
210
-
211
- const viewport_resolution_x = depth_texture.size[0];
212
- const viewport_resolution_y = depth_texture.size[1];
213
-
214
- const res_x = Math.ceil(viewport_resolution_x / VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION);
215
- const res_y = Math.ceil(viewport_resolution_y / VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION);
216
-
217
- residence_pass.dispatchWorkgroups(res_x, res_y);
218
-
219
- residence_pass.end();
220
-
221
-
222
- // const debug_buffer = this.#debug_buffer;
223
- // encoder.copyBufferToBuffer(residence_buffer, 0, debug_buffer, 0, residence_buffer_size);
224
-
225
- // const device = this.#graphics.device;
226
-
227
- // debug_inspect_residence_buffer(debug_buffer, device, map, viewport_resolution_x, viewport_resolution_y);
228
-
229
- }
230
-
@@ -1,19 +0,0 @@
1
- /**
2
- *
3
- * @param {VSMTileAllocationPassData} data
4
- * @param {FramePassResources} resources
5
- * @param {GraphicsExecutionContext} context
6
- */
7
- export function vsm_allocate_tiles_pass(data: VSMTileAllocationPassData, resources: FramePassResources, context: GraphicsExecutionContext): void;
8
- export const vsm_tile_allocation_pipeline: ComputePipelineDescriptor;
9
- export class VSMTileAllocationPassData {
10
- allocation_count: number;
11
- residence: number;
12
- lookup: number;
13
- /**
14
- * @type {VirtualShadowMap}
15
- */
16
- map: VirtualShadowMap;
17
- }
18
- import { ComputePipelineDescriptor } from "../../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
19
- //# sourceMappingURL=vsm_tile_allocation_pipeline.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vsm_tile_allocation_pipeline.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js"],"names":[],"mappings":"AAmFA;;;;;GAKG;AACH,8CAJW,yBAAyB,0EAyCnC;AArED,qEAaG;AAEH;IACI,yBAAqB;IACrB,kBAAc;IACd,eAAW;IAEX;;OAEG;IACH,sBAAG;CACN;0CA/EyC,mEAAmE"}