@woosh/meep-engine 3.39.0 → 3.41.0

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 (561) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts +24 -0
  4. package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts.map +1 -0
  5. package/src/core/geom/3d/quaternion/swing_twist_clamp.js +62 -0
  6. package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts +15 -0
  7. package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts.map +1 -0
  8. package/src/core/geom/3d/quaternion/swing_twist_compose.js +36 -0
  9. package/src/core/geom/3d/quaternion/swing_twist_error.d.ts +39 -0
  10. package/src/core/geom/3d/quaternion/swing_twist_error.d.ts.map +1 -0
  11. package/src/core/geom/3d/quaternion/swing_twist_error.js +85 -0
  12. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts +11 -6
  13. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts.map +1 -1
  14. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.js +27 -13
  15. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts +25 -0
  16. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts.map +1 -0
  17. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.js +166 -0
  18. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts +5 -3
  19. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts.map +1 -1
  20. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.js +5 -3
  21. package/src/engine/EngineHarness.d.ts.map +1 -1
  22. package/src/engine/EngineHarness.js +17 -4
  23. package/src/engine/animation/curve/AnimationCurve.d.ts +3 -0
  24. package/src/engine/animation/curve/AnimationCurve.d.ts.map +1 -1
  25. package/src/engine/animation/curve/AnimationCurve.js +6 -1
  26. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  27. package/src/engine/ecs/EntityManager.d.ts +9 -1
  28. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  29. package/src/engine/ecs/EntityManager.js +26 -27
  30. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +20 -0
  31. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -1
  32. package/src/engine/ecs/gpu/GPUStateAuthority.js +21 -0
  33. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts +13 -0
  34. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts.map +1 -0
  35. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.js +12 -0
  36. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +6 -0
  37. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -1
  38. package/src/engine/ecs/gpu/gpu_authority_grant.js +7 -1
  39. package/src/engine/ecs/gpu/gpu_authority_held.d.ts +14 -0
  40. package/src/engine/ecs/gpu/gpu_authority_held.d.ts.map +1 -0
  41. package/src/engine/ecs/gpu/gpu_authority_held.js +23 -0
  42. package/src/engine/ecs/gpu/gpu_authority_hold.d.ts +23 -0
  43. package/src/engine/ecs/gpu/gpu_authority_hold.d.ts.map +1 -0
  44. package/src/engine/ecs/gpu/gpu_authority_hold.js +41 -0
  45. package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts +14 -0
  46. package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts.map +1 -0
  47. package/src/engine/ecs/gpu/gpu_authority_unhold.js +32 -0
  48. package/src/engine/ecs/ik/IKGoal.d.ts +59 -0
  49. package/src/engine/ecs/ik/IKGoal.d.ts.map +1 -0
  50. package/src/engine/ecs/ik/IKGoal.js +83 -0
  51. package/src/engine/ecs/ik/IKGoalSystem.d.ts +75 -0
  52. package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -0
  53. package/src/engine/ecs/ik/IKGoalSystem.js +1456 -0
  54. package/src/engine/ecs/ik/PLAN.md +179 -0
  55. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  56. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  57. package/src/engine/ecs/storage/BinaryBufferSerializer.d.ts.map +1 -1
  58. package/src/engine/ecs/storage/BinaryBufferSerializer.js +4 -5
  59. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +7 -3
  60. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  61. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +5 -2
  62. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts +33 -0
  63. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts.map +1 -0
  64. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.js +282 -0
  65. package/src/engine/ecs/transform/T64WorldCache.js +139 -139
  66. package/src/engine/ecs/transform/t64_evaluate_local.d.ts +25 -0
  67. package/src/engine/ecs/transform/t64_evaluate_local.d.ts.map +1 -0
  68. package/src/engine/ecs/transform/t64_evaluate_local.js +35 -0
  69. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +5 -3
  70. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -1
  71. package/src/engine/ecs/transform/t64_evaluate_world.js +128 -126
  72. package/src/engine/graphics/ecs/water/Water.d.ts +14 -17
  73. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  74. package/src/engine/graphics/ecs/water/Water.js +100 -110
  75. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  76. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +36 -38
  77. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  78. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  79. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  80. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +3 -3
  81. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -46
  82. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  83. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  84. package/src/engine/graphics3/AnimationGraphSystem.d.ts +2 -0
  85. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/AnimationGraphSystem.js +337 -329
  87. package/src/engine/graphics3/AnimationSystem.d.ts +2 -0
  88. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/AnimationSystem.js +360 -352
  90. package/src/engine/graphics3/WaterSystem.d.ts +21 -74
  91. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/WaterSystem.js +174 -367
  93. package/src/engine/physics/cloth/MEASUREMENTS.md +130 -0
  94. package/src/engine/physics/cloth/PLAN.md +16 -1
  95. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +5 -6
  96. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  97. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +5 -6
  98. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +4 -7
  99. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  100. package/src/engine/physics/cloth/ecs/ClothInstance.js +4 -7
  101. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +4 -3
  102. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  103. package/src/engine/physics/cloth/ecs/ClothSystem.js +4 -3
  104. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  105. package/src/engine/physics/cloth/ecs/ClothWorld.js +10 -0
  106. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +24 -24
  107. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  108. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +46 -43
  109. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts +1 -1
  110. package/src/engine/physics/cloth/ecs/cloth_write_back.js +1 -1
  111. package/src/engine/physics/constraint/solve_constraints.d.ts +0 -35
  112. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  113. package/src/engine/physics/constraint/solve_constraints.js +1 -83
  114. package/src/engine/physics/ecs/ContactProbe.d.ts +73 -0
  115. package/src/engine/physics/ecs/ContactProbe.d.ts.map +1 -0
  116. package/src/engine/physics/ecs/ContactProbe.js +103 -0
  117. package/src/engine/physics/ecs/ContactProbeSystem.d.ts +44 -0
  118. package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -0
  119. package/src/engine/physics/ecs/ContactProbeSystem.js +397 -0
  120. package/src/engine/physics/fluid/ecs/FluidComponent.d.ts +1 -1
  121. package/src/engine/physics/fluid/ecs/FluidComponent.js +1 -1
  122. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  123. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts +205 -0
  124. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts.map +1 -0
  125. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.js +245 -0
  126. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts +21 -0
  127. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts.map +1 -0
  128. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.js +63 -0
  129. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts +33 -0
  130. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts.map +1 -0
  131. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.js +874 -0
  132. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts +27 -0
  133. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts.map +1 -0
  134. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.js +77 -0
  135. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts +36 -0
  136. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts.map +1 -0
  137. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.js +97 -0
  138. package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts +33 -11
  139. package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts.map +1 -1
  140. package/src/engine/physics/inverse_kinematics/two_joint_ik.js +158 -67
  141. package/src/format/image/avif/api/convert_to_rgba.d.ts +2 -2
  142. package/src/format/image/avif/api/convert_to_rgba.d.ts.map +1 -1
  143. package/src/format/image/avif/api/convert_to_rgba.js +10 -9
  144. package/src/format/image/avif/api/decode_avif.d.ts +2 -2
  145. package/src/format/image/avif/api/decode_avif.d.ts.map +1 -1
  146. package/src/format/image/avif/api/decode_avif.js +1 -1
  147. package/src/shade/playground/ssr_reprojection/README.md +111 -103
  148. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +68 -68
  149. package/src/shade/playground/ssr_reprojection/index.html +80 -79
  150. package/src/shade/playground/ssr_reprojection/main.js +256 -247
  151. package/src/shade/playground/ssr_variance/capture.js +96 -96
  152. package/src/shade/playground/ssr_variance/reference.js +78 -78
  153. package/src/shade/playground/vsm/README.md +96 -0
  154. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts +49 -0
  155. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts.map +1 -0
  156. package/src/shade/playground/vsm/VSMDebugOverlay.js +351 -0
  157. package/src/shade/playground/vsm/clipmap_panel.d.ts +8 -0
  158. package/src/shade/playground/vsm/clipmap_panel.d.ts.map +1 -0
  159. package/src/shade/playground/vsm/clipmap_panel.js +138 -0
  160. package/src/shade/playground/vsm/index.html +170 -0
  161. package/src/shade/playground/vsm/main.d.ts +2 -0
  162. package/src/shade/playground/vsm/main.d.ts.map +1 -0
  163. package/src/shade/playground/vsm/main.js +389 -0
  164. package/src/shade/playground/vsm/scenes.d.ts +52 -0
  165. package/src/shade/playground/vsm/scenes.d.ts.map +1 -0
  166. package/src/shade/playground/vsm/scenes.js +320 -0
  167. package/src/shade/playground/vsm/verify_vsm.d.ts +38 -0
  168. package/src/shade/playground/vsm/verify_vsm.d.ts.map +1 -0
  169. package/src/shade/playground/vsm/verify_vsm.js +305 -0
  170. package/src/shade/playground/water_refraction/README.md +57 -9
  171. package/src/shade/playground/water_refraction/main.js +12 -3
  172. package/src/shade/playground/water_refraction/world.d.ts +1 -0
  173. package/src/shade/playground/water_refraction/world.d.ts.map +1 -1
  174. package/src/shade/playground/water_refraction/world.js +15 -5
  175. package/src/shade/renderer/Renderer.d.ts +19 -0
  176. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  177. package/src/shade/renderer/Renderer.js +72 -1
  178. package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.d.ts.map +1 -1
  179. package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.js +10 -1
  180. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +18 -4
  181. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  182. package/src/shade/renderer/animation/GPUAnimationManager.js +269 -23
  183. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +12 -4
  184. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
  185. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +12 -4
  186. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
  187. package/src/shade/renderer/animation/chunk_pose_accumulator.js +14 -1
  188. package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts +78 -0
  189. package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts.map +1 -0
  190. package/src/shade/renderer/animation/pose/PoseChannelIndex.js +274 -0
  191. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +40 -3
  192. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  193. package/src/shade/renderer/animation/pose/PosePlayback.js +77 -3
  194. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts +21 -3
  195. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
  196. package/src/shade/renderer/animation/pose/pose_evaluate_local.js +79 -11
  197. package/src/shade/renderer/animation/shader_animation_apply.js +1 -1
  198. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts +3 -2
  199. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +187 -176
  201. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +7 -0
  202. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  203. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -0
  204. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts +3 -1
  205. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.js +10 -1
  207. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.d.ts.map +1 -1
  208. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.js +28 -0
  209. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.d.ts.map +1 -1
  210. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.js +31 -1
  211. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +3 -0
  212. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  213. package/src/shade/renderer/geometry/MeshletGeometry.js +1 -0
  214. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.d.ts.map +1 -1
  215. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.js +62 -4
  216. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.d.ts +1 -1
  217. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.js +2 -2
  218. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts +2 -2
  219. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts.map +1 -1
  220. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js +6 -14
  221. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.d.ts.map +1 -1
  222. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.js +5 -1
  223. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  224. package/src/shade/renderer/medium/ParticipatingMedium.d.ts +3 -0
  225. package/src/shade/renderer/medium/ParticipatingMedium.d.ts.map +1 -1
  226. package/src/shade/renderer/medium/ParticipatingMedium.js +7 -0
  227. package/src/shade/renderer/object_property/chunk_write_object_property.d.ts +3 -1
  228. package/src/shade/renderer/object_property/chunk_write_object_property.d.ts.map +1 -1
  229. package/src/shade/renderer/object_property/chunk_write_object_property.js +5 -2
  230. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts +4 -0
  231. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts.map +1 -1
  232. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.js +6 -1
  233. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.d.ts.map +1 -1
  234. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.js +5 -35
  235. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  236. package/src/shade/renderer/postprocess/ssr/SSR.d.ts +12 -4
  237. package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
  238. package/src/shade/renderer/postprocess/ssr/SSR.js +36 -8
  239. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts +3 -0
  240. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts.map +1 -0
  241. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.js +2 -0
  242. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts +8 -0
  243. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts.map +1 -0
  244. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.js +40 -0
  245. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -1
  246. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +150 -137
  247. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts +3 -0
  248. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts.map +1 -0
  249. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.js +44 -0
  250. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts +5 -0
  251. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts.map +1 -0
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  484. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +0 -120
  485. package/src/engine/ecs/ik/ik_bone_chain.d.ts +0 -64
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  491. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts +0 -18
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  493. package/src/engine/ecs/ik/ik_write_local_rotation.js +0 -32
  494. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  495. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  496. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  497. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
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  499. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  500. package/src/shade/renderer/shadow/map/csm/CSM_SHADOWMAP_STRUCT.d.ts +0 -14
  501. package/src/shade/renderer/shadow/map/csm/CSM_SHADOWMAP_STRUCT.d.ts.map +0 -1
  502. package/src/shade/renderer/shadow/map/csm/CSM_SHADOWMAP_STRUCT.js +0 -20
  503. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
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  509. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
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  511. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
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  513. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  514. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -8
  515. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -27
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  517. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -102
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  521. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
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  526. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -26
  527. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
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  533. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
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  539. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
  540. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +0 -23
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  544. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +0 -12
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  547. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +0 -14
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  561. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +0 -39
@@ -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"}
@@ -1,127 +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 { chunk_split_by_2 } from "../../shader/chunk/binary/chunk_split_by_2.js";
5
- import { VSM_UNIFORMS_STRUCT } from "./VSM_UNIFORMS_STRUCT.js";
6
-
7
- //language=WGSL
8
- const code = `
9
-
10
- ${(VSM_UNIFORMS_STRUCT.wgsl_declaration)}
11
- ${chunk_split_by_2}
12
-
13
- @group(0) @binding(0) var<uniform> vsm: ${(VSM_UNIFORMS_STRUCT.wgsl_ref)};
14
- @group(0) @binding(1) var<storage, read> residence: array<u32>;
15
-
16
- @group(1) @binding(0) var<storage, read_write> counter: atomic<u32>;
17
- @group(1) @binding(1) var<storage, read_write> allocation: array<u32>;
18
-
19
- const INVALID_ALLOCATION: u32 = ${UINT32_MAX}u;
20
-
21
- @compute @workgroup_size(256,1,1)
22
- fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
23
-
24
- let max_mip_level = countTrailingZeros(vsm.resolution_in_tiles); // fast log2 alternative
25
-
26
- let total_tiles = split_by_2((1u << (max_mip_level + 1u)) - 1);
27
-
28
- let tile_index = global_id.x;
29
-
30
- if(tile_index >= total_tiles){
31
- return;
32
- }
33
-
34
- let usage_count = residence[tile_index];
35
-
36
- if(usage_count == 0u){
37
- allocation[tile_index] = INVALID_ALLOCATION;
38
- return;
39
- }
40
-
41
- // Only successful reservations advance the count. An unconditional atomicAdd would return
42
- // pages outside the atlas, and clamping the count afterwards could grant duplicate pages.
43
- var page = atomicLoad(&counter);
44
- loop {
45
- if (page >= vsm.physical_tile_count) {
46
- allocation[tile_index] = INVALID_ALLOCATION;
47
- return;
48
- }
49
- let reservation = atomicCompareExchangeWeak(&counter, page, page + 1u);
50
- if (reservation.exchanged) {
51
- allocation[tile_index] = page;
52
- return;
53
- }
54
- page = reservation.old_value;
55
- }
56
- }
57
- `;
58
- export const vsm_tile_allocation_pipeline = ComputePipelineDescriptor.simplified({
59
- label: 'VSM / Tile Allocation',
60
- code: code,
61
- bindings: [
62
- [
63
- BufferBindingLayout.uniform,
64
- BufferBindingLayout.readOnlyStorage,
65
- ],
66
- [
67
- BufferBindingLayout.storage,
68
- BufferBindingLayout.storage,
69
- ]
70
- ]
71
- });
72
-
73
- export class VSMTileAllocationPassData{
74
- allocation_count = -1
75
- residence = -1
76
- lookup = -1
77
-
78
- /**
79
- * @type {VirtualShadowMap}
80
- */
81
- map
82
- }
83
-
84
- /**
85
- *
86
- * @param {VSMTileAllocationPassData} data
87
- * @param {FramePassResources} resources
88
- * @param {GraphicsExecutionContext} context
89
- */
90
- export function vsm_allocate_tiles_pass(data, resources, context) {
91
- const encoder = context.encoder;
92
-
93
- const allocation_count = resources.get(data.allocation_count);
94
- const residence_buffer = resources.get(data.residence);
95
- const lookup_buffer = resources.get(data.lookup);
96
-
97
- const map = data.map;
98
-
99
- encoder.clearBuffer(allocation_count);
100
-
101
- const allocation_pass = encoder.constructComputePass({
102
- pipeline: vsm_tile_allocation_pipeline,
103
- bindings: [
104
- [
105
- { buffer: map.buffer_uniforms },
106
- { buffer: residence_buffer }
107
- ],
108
- [
109
- { buffer: allocation_count },
110
- { buffer: lookup_buffer }
111
- ]
112
- ]
113
- });
114
-
115
- allocation_pass.dispatchWorkgroups(Math.ceil(map.total_tile_count / 256));
116
-
117
- allocation_pass.end();
118
-
119
- // inspect_gpu_buffer_typed({
120
- // buffer: allocation_count,
121
- // device:graphics.device,
122
- // type: WEBGPU_WGSL_PRIMITIVE_TYPES.u32,
123
- // count: 1
124
- // }).then(arr => {
125
- // console.log(`Allocated tiles: ${arr[0]}`)
126
- // });
127
- }