@woosh/meep-engine 3.47.0 → 3.49.0

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 (619) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +1 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +2 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.js +1 -1
  6. package/package.json +1 -1
  7. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  8. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  9. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +11 -0
  10. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  11. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  13. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  14. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  15. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  16. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  17. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  18. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  19. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  20. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  21. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  22. package/src/engine/graphics3/ParticipatingMedia.d.ts +84 -1
  23. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  24. package/src/engine/graphics3/ParticipatingMedia.js +139 -5
  25. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  26. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  27. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  28. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  29. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  30. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  31. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  32. package/src/engine/graphics3/ParticipatingMediaSystem.js +46 -3
  33. package/src/engine/network/NetworkSession.d.ts +16 -5
  34. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  35. package/src/engine/network/NetworkSession.js +104 -7
  36. package/src/engine/network/README.md +27 -1
  37. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  38. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  39. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  40. package/src/engine/network/replication/Replicator.d.ts +15 -4
  41. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  42. package/src/engine/network/replication/Replicator.js +50 -16
  43. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  44. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  45. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  46. package/src/engine/physics/cloth/MEASUREMENTS.md +354 -0
  47. package/src/engine/physics/cloth/PLAN.md +85 -5
  48. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +0 -12
  49. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  50. package/src/engine/physics/cloth/ecs/ClothInstance.js +0 -13
  51. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +2 -1
  52. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  53. package/src/engine/physics/cloth/ecs/ClothSystem.js +7 -1
  54. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  55. package/src/engine/physics/cloth/ecs/ClothWorld.js +4 -15
  56. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  57. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  58. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  59. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  61. package/src/engine/physics/cloth/playground/collide.html +5 -3
  62. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  63. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  64. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  65. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  66. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  67. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  68. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  69. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  70. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  71. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  72. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  73. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  74. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  75. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  76. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  77. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  78. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  79. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  80. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  81. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  82. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  83. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  84. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  85. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  86. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  87. package/src/shade/device/mock/SoftwareGPUDevice.d.ts +15 -0
  88. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  89. package/src/shade/device/mock/SoftwareGPUDevice.js +21 -0
  90. package/src/shade/device/pipeline/ComputePipelineManager.d.ts +20 -0
  91. package/src/shade/device/pipeline/ComputePipelineManager.d.ts.map +1 -1
  92. package/src/shade/device/pipeline/ComputePipelineManager.js +80 -6
  93. package/src/shade/device/pipeline/PipelineEnquiry.d.ts +52 -0
  94. package/src/shade/device/pipeline/PipelineEnquiry.d.ts.map +1 -0
  95. package/src/shade/device/pipeline/PipelineEnquiry.js +63 -0
  96. package/src/shade/device/pipeline/RenderPipelineManager.d.ts +21 -0
  97. package/src/shade/device/pipeline/RenderPipelineManager.d.ts.map +1 -1
  98. package/src/shade/device/pipeline/RenderPipelineManager.js +84 -4
  99. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts +137 -0
  100. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts.map +1 -0
  101. package/src/shade/playground/contact_shadows/ContactShadowLab.js +654 -0
  102. package/src/shade/playground/contact_shadows/README.md +126 -0
  103. package/src/shade/playground/contact_shadows/index.html +191 -0
  104. package/src/shade/playground/contact_shadows/main.d.ts +2 -0
  105. package/src/shade/playground/contact_shadows/main.d.ts.map +1 -0
  106. package/src/shade/playground/contact_shadows/main.js +888 -0
  107. package/src/shade/playground/contact_shadows/scenes.d.ts +48 -0
  108. package/src/shade/playground/contact_shadows/scenes.d.ts.map +1 -0
  109. package/src/shade/playground/contact_shadows/scenes.js +620 -0
  110. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts +36 -0
  111. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -0
  112. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +245 -0
  113. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts +15 -0
  114. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -0
  115. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +120 -0
  116. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts +55 -0
  117. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts.map +1 -0
  118. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.js +216 -0
  119. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts +20 -0
  120. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts.map +1 -0
  121. package/src/shade/playground/contact_shadows/shader_contact_lab_view.js +114 -0
  122. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts +11 -0
  123. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -0
  124. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +90 -0
  125. package/src/shade/playground/contact_shadows/textures.d.ts +16 -0
  126. package/src/shade/playground/contact_shadows/textures.d.ts.map +1 -0
  127. package/src/shade/playground/contact_shadows/textures.js +123 -0
  128. package/src/shade/playground/particle_ecs/README.md +1 -1
  129. package/src/shade/playground/particle_ecs/effects/flame.json +1932 -1881
  130. package/src/shade/playground/particle_ecs/effects/smoke.json +99 -1
  131. package/src/shade/playground/particle_ecs/effects/soot.json +152 -145
  132. package/src/shade/playground/tonemap_sdr/README.md +90 -0
  133. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts +105 -0
  134. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts.map +1 -0
  135. package/src/shade/playground/tonemap_sdr/ToneMapCompare.js +380 -0
  136. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts +32 -0
  137. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts.map +1 -0
  138. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.js +104 -0
  139. package/src/shade/playground/tonemap_sdr/index.html +90 -0
  140. package/src/shade/playground/tonemap_sdr/main.d.ts +2 -0
  141. package/src/shade/playground/tonemap_sdr/main.d.ts.map +1 -0
  142. package/src/shade/playground/tonemap_sdr/main.js +306 -0
  143. package/src/shade/playground/tonemap_sdr/scenes.d.ts +26 -0
  144. package/src/shade/playground/tonemap_sdr/scenes.d.ts.map +1 -0
  145. package/src/shade/playground/tonemap_sdr/scenes.js +404 -0
  146. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  147. package/src/shade/playground/volumetrics_froxel/main.js +85 -4
  148. package/src/shade/playground/water_refraction/README.md +26 -18
  149. package/src/shade/playground/water_refraction/index.html +1 -1
  150. package/src/shade/renderer/Renderer.d.ts +35 -3
  151. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  152. package/src/shade/renderer/Renderer.js +208 -12
  153. package/src/shade/renderer/ShadeToneMappingMode.d.ts +14 -0
  154. package/src/shade/renderer/ShadeToneMappingMode.d.ts.map +1 -0
  155. package/src/shade/renderer/ShadeToneMappingMode.js +30 -0
  156. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +9 -0
  157. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  158. package/src/shade/renderer/animation/GPUAnimationManager.js +14 -0
  159. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  160. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -3
  161. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts +7 -0
  162. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  163. package/src/shade/renderer/buffer/table/GPUDatabase.js +12 -0
  164. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts +8 -0
  165. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  166. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +12 -0
  167. package/src/shade/renderer/camera/GPUCameraContext.d.ts.map +1 -1
  168. package/src/shade/renderer/camera/GPUCameraContext.js +19 -8
  169. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  170. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +4 -0
  171. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.d.ts.map +1 -1
  172. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.js +4 -0
  173. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.d.ts.map +1 -1
  174. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js +4 -0
  175. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  176. package/src/shade/renderer/deferred/shader_deferred_main.js +3 -0
  177. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts +6 -0
  178. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  179. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +13 -3
  180. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts +9 -0
  181. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts.map +1 -0
  182. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.js +63 -0
  183. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts +10 -0
  184. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts.map +1 -0
  185. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js +87 -0
  186. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts +6 -0
  187. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts.map +1 -1
  188. package/src/shade/renderer/deferred/shader_tonemap_LDR.js +23 -5
  189. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts +9 -0
  190. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts.map +1 -0
  191. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.js +68 -0
  192. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts +10 -0
  193. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts.map +1 -0
  194. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.js +73 -0
  195. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +58 -9
  197. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +35 -25
  198. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +97 -196
  200. package/src/shade/renderer/geometry/sdf/shader_build_sdf.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +121 -129
  202. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
  203. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +3 -0
  204. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -0
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +4 -0
  208. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
  209. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +3 -0
  210. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.d.ts.map +1 -1
  211. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.js +4 -0
  212. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.d.ts.map +1 -1
  213. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.js +4 -0
  214. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.d.ts.map +1 -1
  215. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.js +4 -0
  216. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +131 -1
  217. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +7 -0
  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -1
  219. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +45 -38
  220. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +2 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -1
  222. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +81 -79
  223. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +2 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -1
  225. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +5 -3
  226. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts +21 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts.map +1 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.js +42 -0
  229. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts +19 -0
  230. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts.map +1 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.js +44 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +23 -5
  233. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -1
  234. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +139 -23
  235. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts +25 -0
  236. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts.map +1 -0
  237. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +179 -0
  238. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
  239. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  240. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +7 -16
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +3 -4
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
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@@ -1,10 +1,12 @@
1
1
  import { assert } from "../../../core/assert.js";
2
2
  import { PrimitiveState } from "../../descriptor/pipeline/render/PrimitiveState.js";
3
3
  import { rp_rewrite_for_primitive_state } from "../../device/pipeline/rp_rewrite_for_primitive_state.js";
4
+ import { ShaderSwitchSet } from "../shader/compiler/ShaderSwitchSet.js";
4
5
  import { RenderPassDescriptor } from "../shader/pass/RenderPassDescriptor.js";
5
6
 
6
7
  /**
7
8
  * @typedef {import("../../descriptor/pipeline/render/RenderPipelineDescriptor.js").RenderPipelineDescriptor} RenderPipelineDescriptor
9
+ * @typedef {import("../../descriptor/pipeline/PipelineLayoutDescriptor.js").PipelineLayoutDescriptor} PipelineLayoutDescriptor
8
10
  * @typedef {import("../../device/pipeline/RenderPipelineManager.js").RenderPipelineManager} RenderPipelineManager
9
11
  * @typedef {import("../material/template/ShadeMaterialTemplate.js").ShadeMaterialTemplate} ShadeMaterialTemplate
10
12
  */
@@ -20,13 +22,42 @@ import { RenderPassDescriptor } from "../shader/pass/RenderPassDescriptor.js";
20
22
  * The pass asks for a pipeline only when the template changes between consecutive materials, and
21
23
  * the answer is held per device, per template and per cull mode, so a pass never clones or hashes a
22
24
  * pipeline descriptor to find the one it already has.
25
+ *
26
+ * A pass whose shaders depend on switches has a {@link variant} per {@link ShaderSwitchSet}: the same
27
+ * pass, building each template's pipeline for that set's values.
23
28
  */
24
29
  export class TemplatePassDescriptor extends RenderPassDescriptor {
25
30
  /**
26
- * @type {function(ShadeMaterialTemplate): RenderPipelineDescriptor}
31
+ * @type {function(ShadeMaterialTemplate, ShaderSwitchSet): RenderPipelineDescriptor}
27
32
  */
28
33
  #build;
29
34
 
35
+ /**
36
+ * The switch values this pass's pipelines are built for.
37
+ * @type {ShaderSwitchSet}
38
+ */
39
+ #switches = ShaderSwitchSet.EMPTY;
40
+
41
+ /**
42
+ * @returns {ShaderSwitchSet}
43
+ */
44
+ get switches() {
45
+ return this.#switches;
46
+ }
47
+
48
+ /**
49
+ * The pass this one is a variant of, or itself. Holds the variants and the pipeline set on
50
+ * {@link pipeline} by the module that made it.
51
+ * @type {TemplatePassDescriptor}
52
+ */
53
+ #origin = this;
54
+
55
+ /**
56
+ * Held by the {@link #origin} only.
57
+ * @type {Map<ShaderSwitchSet, TemplatePassDescriptor>}
58
+ */
59
+ #variants = new Map();
60
+
30
61
  /**
31
62
  * @type {Map<ShadeMaterialTemplate, RenderPipelineDescriptor>}
32
63
  */
@@ -39,8 +70,8 @@ export class TemplatePassDescriptor extends RenderPassDescriptor {
39
70
 
40
71
  /**
41
72
  * @param {string} label names the render pass, which has no one pipeline to take a name from
42
- * @param {function(ShadeMaterialTemplate): RenderPipelineDescriptor} build a template's pipeline,
43
- * at the pass's default primitive state
73
+ * @param {function(ShadeMaterialTemplate, ShaderSwitchSet): RenderPipelineDescriptor} build a
74
+ * template's pipeline, at the pass's default primitive state, for the given switch values
44
75
  */
45
76
  constructor(label, build) {
46
77
  super();
@@ -52,6 +83,50 @@ export class TemplatePassDescriptor extends RenderPassDescriptor {
52
83
  this.#build = build;
53
84
  }
54
85
 
86
+ /**
87
+ * This pass with its pipelines built for `set`: the same label, attachments and templates. The
88
+ * set with every switch at its default gives the pass itself. One variant per set; a frame asking
89
+ * again with the same set allocates nothing.
90
+ *
91
+ * @param {ShaderSwitchSet} set
92
+ * @returns {TemplatePassDescriptor}
93
+ */
94
+ variant(set) {
95
+ const origin = this.#origin;
96
+
97
+ if (set === ShaderSwitchSet.EMPTY) {
98
+ return origin;
99
+ }
100
+
101
+ let r = origin.#variants.get(set);
102
+
103
+ if (r === undefined) {
104
+ r = new TemplatePassDescriptor(origin.label, origin.#build);
105
+
106
+ r.#origin = origin;
107
+ r.#switches = set;
108
+ r.resources = origin.resources;
109
+ r.colorAttachments = origin.colorAttachments;
110
+ r.depthStencilAttachment = origin.depthStencilAttachment;
111
+
112
+ origin.#variants.set(set, r);
113
+ }
114
+
115
+ return r;
116
+ }
117
+
118
+ /**
119
+ * The layout of the pipeline the making module set on {@link pipeline} — by convention the
120
+ * standard template's — for passes that build their own bind groups for groups 1 and up, which
121
+ * every template's pipeline lays out alike. A switch never changes a layout, so a variant has its
122
+ * original's.
123
+ *
124
+ * @returns {PipelineLayoutDescriptor}
125
+ */
126
+ get pipeline_layout() {
127
+ return this.#origin.pipeline.layout;
128
+ }
129
+
55
130
  /**
56
131
  * The inherited single-pipeline helpers have no one pipeline to use here: the pass picks one per
57
132
  * template, through {@link obtain_pipeline}.
@@ -75,7 +150,7 @@ export class TemplatePassDescriptor extends RenderPassDescriptor {
75
150
  let descriptor = this.#descriptors.get(template);
76
151
 
77
152
  if (descriptor === undefined) {
78
- descriptor = this.#build(template);
153
+ descriptor = this.#build(template, this.#switches);
79
154
 
80
155
  this.#descriptors.set(template, descriptor);
81
156
  }
@@ -1,3 +1,18 @@
1
+ /**
2
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
3
+ * @typedef {import("../../shader/pass/RenderPassDescriptor.js").RenderPassDescriptor} RenderPassDescriptor
4
+ */
5
+ /**
6
+ * Offer the pipelines {@link graph_meshlets_rasterize_by_bucket} draws `pass_descriptor` with — see
7
+ * {@link PipelineEnquiry}. Every bucket an opaque material can land in is offered, front-facing and
8
+ * double-sided triangles, whether or not one has landed there yet, and so is the sort that splits a
9
+ * collection between them when both are drawn.
10
+ *
11
+ * @param {PipelineEnquiry} enquiry
12
+ * @param {RenderPassDescriptor} pass_descriptor
13
+ * @param {Readonly<Record<number, GPUCullMode>>} cull_policy
14
+ */
15
+ export function enquire_meshlets_rasterize_by_bucket_pipelines(enquiry: PipelineEnquiry, pass_descriptor: RenderPassDescriptor, cull_policy: Readonly<Record<number, GPUCullMode>>): void;
1
16
  /**
2
17
  * Draw one view's meshlets, of several opaque buckets at once, each bucket under its own pipeline
3
18
  * state.
@@ -42,4 +57,6 @@ export function graph_meshlets_rasterize_by_bucket({ graph, view, input_meshlets
42
57
  viewport?: number[];
43
58
  limits: GPUCollectionLimits;
44
59
  }): [number, number[]];
60
+ export type PipelineEnquiry = import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
61
+ export type RenderPassDescriptor = import("../../shader/pass/RenderPassDescriptor.js").RenderPassDescriptor;
45
62
  //# sourceMappingURL=graph_meshlets_rasterize_by_bucket.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_meshlets_rasterize_by_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IAd+B,KAAK;IACD,IAAI;IACZ,cAAc,EAA9B,MAAM;IAC0D,OAAO,EAAvE;QAAC,SAAS,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAA;KAAC,EAAE;IAEtC,KAAK,EAArB,MAAM;IACY,aAAa,EAA/B,MAAM,EAAE;IACsB,eAAe;IAC5B,aAAa,EAA9B,OAAO;IACwC,WAAW,EAA1D,SAAS,OAAO,MAAM,cAAc,CAAC;IAClB,QAAQ,GAA3B,MAAM,EAAE;IACqB,MAAM;IACjC,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,CAmE9B"}
1
+ {"version":3,"file":"graph_meshlets_rasterize_by_bucket.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.js"],"names":[],"mappings":"AAaA;;;GAGG;AAEH;;;;;;;;;GASG;AACH,wEAJW,eAAe,mBACf,oBAAoB,eACpB,SAAS,OAAO,MAAM,cAAc,CAAC,QAS/C;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IAd+B,KAAK;IACD,IAAI;IACZ,cAAc,EAA9B,MAAM;IAC0D,OAAO,EAAvE;QAAC,SAAS,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAA;KAAC,EAAE;IAEtC,KAAK,EAArB,MAAM;IACY,aAAa,EAA/B,MAAM,EAAE;IACsB,eAAe,EAA7C,oBAAoB;IACH,aAAa,EAA9B,OAAO;IACwC,WAAW,EAA1D,SAAS,OAAO,MAAM,cAAc,CAAC;IAClB,QAAQ,GAA3B,MAAM,EAAE;IACqB,MAAM;IACjC,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,CAmE9B;8BAnHY,OAAO,6CAA6C,EAAE,eAAe;mCACrE,OAAO,2CAA2C,EAAE,oBAAoB"}
@@ -1,8 +1,39 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
- import { graph_extract_meshlets_from_bucket } from "../expand/bucket/meshlet/graph_extract_meshlets_from_bucket.js";
3
- import { graph_sort_meshlets_by_bucket_id } from "../expand/bucket/meshlet/graph_sort_meshlets_by_bucket_id.js";
4
- import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
5
- import { construct_primitive_state } from "./construct_primitive_state.js";
2
+ import { ShadeDrawMode } from "../../material/ShadeDrawMode.js";
3
+ import {
4
+ enquire_extract_meshlets_from_bucket_pipelines,
5
+ graph_extract_meshlets_from_bucket
6
+ } from "../expand/bucket/meshlet/graph_extract_meshlets_from_bucket.js";
7
+ import {
8
+ enquire_sort_meshlets_by_bucket_id_pipelines,
9
+ graph_sort_meshlets_by_bucket_id
10
+ } from "../expand/bucket/meshlet/graph_sort_meshlets_by_bucket_id.js";
11
+ import { enquire_meshlets_rasterize_pipelines, graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
12
+ import { construct_primitive_state, RASTERIZATION_BUCKET_SIDES } from "./construct_primitive_state.js";
13
+
14
+ /**
15
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
16
+ * @typedef {import("../../shader/pass/RenderPassDescriptor.js").RenderPassDescriptor} RenderPassDescriptor
17
+ */
18
+
19
+ /**
20
+ * Offer the pipelines {@link graph_meshlets_rasterize_by_bucket} draws `pass_descriptor` with — see
21
+ * {@link PipelineEnquiry}. Every bucket an opaque material can land in is offered, front-facing and
22
+ * double-sided triangles, whether or not one has landed there yet, and so is the sort that splits a
23
+ * collection between them when both are drawn.
24
+ *
25
+ * @param {PipelineEnquiry} enquiry
26
+ * @param {RenderPassDescriptor} pass_descriptor
27
+ * @param {Readonly<Record<number, GPUCullMode>>} cull_policy
28
+ */
29
+ export function enquire_meshlets_rasterize_by_bucket_pipelines(enquiry, pass_descriptor, cull_policy) {
30
+ for (const side of RASTERIZATION_BUCKET_SIDES) {
31
+ enquire_meshlets_rasterize_pipelines(enquiry, pass_descriptor, construct_primitive_state(ShadeDrawMode.Triangles, side, cull_policy));
32
+ }
33
+
34
+ enquire_sort_meshlets_by_bucket_id_pipelines(enquiry);
35
+ enquire_extract_meshlets_from_bucket_pipelines(enquiry);
36
+ }
6
37
 
7
38
  /**
8
39
  * Draw one view's meshlets, of several opaque buckets at once, each bucket under its own pipeline
@@ -1,3 +1,9 @@
1
+ /**
2
+ * Offer the pipeline {@link graph_mesh_frustum_cull} dispatches — see {@link PipelineEnquiry}.
3
+ *
4
+ * @param {PipelineEnquiry} enquiry
5
+ */
6
+ export function enquire_mesh_frustum_cull_pipelines(enquiry: PipelineEnquiry): void;
1
7
  /**
2
8
  *
3
9
  * @param {Object} options
@@ -13,4 +19,5 @@ export function graph_mesh_frustum_cull({ graph, camera, scene, limits, }: {
13
19
  scene: GPUSceneContext;
14
20
  limits: GPUCollectionLimits;
15
21
  }): number;
22
+ export type PipelineEnquiry = import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
16
23
  //# sourceMappingURL=graph_mesh_frustum_cull.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_mesh_frustum_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.js"],"names":[],"mappings":"AAwGA;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACT,MAAM,EAAtB,MAAM;IACmB,KAAK;IACD,MAAM;IACjC,MAAM,CAyDlB"}
1
+ {"version":3,"file":"graph_mesh_frustum_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.js"],"names":[],"mappings":"AA4GA;;;;GAIG;AACH,6DAFW,eAAe,QAIzB;AAED;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACT,MAAM,EAAtB,MAAM;IACmB,KAAK;IACD,MAAM;IACjC,MAAM,CAyDlB;8BAjKY,OAAO,6CAA6C,EAAE,eAAe"}
@@ -1,169 +1,182 @@
1
- import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
2
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { COLLECTION_U32_STRUCT_WRITE } from "../../gpu_primitive/COLLECTION_U32_STRUCT_WRITE.js";
6
- import { chunk_scene_database_access, MESHES_TABLE } from "../../scene/chunk_scene_database_access.js";
7
- import {
8
- chunk_aabb3_intersects_frustum
9
- } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_intersects_frustum.js";
10
- import { chunk_array_to_aabb3 } from "../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
11
- import {
12
- chunk_sphere_intersects_frustum
13
- } from "../../shader/chunk/geometry/sphere/chunk_sphere_intersects_frustum.js";
14
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
15
- import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
16
- import { ComputeShader } from "../../shader/ComputeShader.js";
17
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
18
- import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
19
-
20
- const GROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
21
-
22
- const PG_PREFIX = MESHES_TABLE.page_iterator_symbol_prefix(GROUP_SIZE);
23
-
24
- const resources = new ShaderResourceSetDescriptor();
25
-
26
- resources.createGroup()
27
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
28
- .addStorageBuffer("scene_database", WebGPUArray.from(u32))
29
-
30
- resources.createGroup()
31
- .addStorageBuffer("output", COLLECTION_U32_STRUCT_WRITE, true)
32
- ;
33
-
34
- // Strict 1:1 dispatch — one thread per element slot. A page is
35
- // covered by GROUPS_PER_PAGE workgroups in parallel; setup derives
36
- // (page_index, page_group) from workgroup_id.x and slot_in_page from
37
- // page_group + local_id. Lanes past ELEMENTS_PER_PAGE are tail-masked.
38
- const body = CodeChunk.from(
39
- //language=WGSL
40
- `
41
- var<workgroup> wg_visible_count: atomic<u32>;
42
- var<workgroup> wg_global_offset: u32;
43
-
44
- @compute @workgroup_size(${GROUP_SIZE})
45
- fn main(
46
- @builtin(workgroup_id) wg_id: vec3<u32>,
47
- @builtin(local_invocation_index) local_id: u32,
48
- ){
49
- // page_address is uniform across the workgroup → this branch is uniform.
50
- if !${PG_PREFIX}_setup(&scene_database, wg_id.x, local_id) {
51
- return;
52
- }
53
-
54
- let slot_in_page = ${PG_PREFIX}_slot_in_page(local_id);
55
- var local_offset = ~0u;
56
-
57
- if slot_in_page < ${PG_PREFIX}_ELEMENTS_PER_PAGE && ${PG_PREFIX}_is_occupied(slot_in_page) {
58
- let mesh = ${PG_PREFIX}_read(&scene_database, slot_in_page);
59
-
60
- if sphere_intersects_frustum(mesh.bounding_sphere, camera.frustum) {
61
- let mesh_bounds = array_to_aabb3(mesh.bounding_box);
62
- if aabb3_intersects_frustum(mesh_bounds, camera.frustum) {
63
- local_offset = atomicAdd(&wg_visible_count, 1u);
64
- }
65
- }
66
- }
67
-
68
- workgroupBarrier();
69
-
70
- // Lane 0 claims this workgroup's contiguous slice of output.elements.
71
- if local_id == 0u {
72
- let total = atomicLoad(&wg_visible_count);
73
- if total > 0u {
74
- wg_global_offset = atomicAdd(&output.count, total);
75
- }
76
- }
77
-
78
- workgroupBarrier();
79
-
80
- if local_offset == ~0u { return; }
81
-
82
- let mesh_index = ${PG_PREFIX}_slot_to_index(slot_in_page);
83
- let output_index = wg_global_offset + local_offset;
84
- let output_size = arrayLength(&output.elements);
85
-
86
- if output_index < output_size {
87
- output.elements[output_index] = mesh_index;
88
- }
89
- }
90
- `, [
91
- chunk_aabb3_intersects_frustum,
92
- chunk_sphere_intersects_frustum,
93
- chunk_array_to_aabb3,
94
- chunk_scene_database_access,
95
- MESHES_TABLE.chunk_iterate(GROUP_SIZE),
96
- ]
97
- );
98
-
99
- const shader = ComputeShader.from({
100
- label: 'mesh frustum cull',
101
- body,
102
- resources,
103
- })
104
-
105
- /**
106
- *
107
- * @param {Object} options
108
- * @param {FrameGraph} options.graph
109
- * @param {number} options.camera
110
- * @param {GPUSceneContext} options.scene
111
- * @param {GPUCollectionLimits} options.limits
112
- * @returns {number} resource ID
113
- */
114
- export function graph_mesh_frustum_cull({
115
- graph,
116
- camera,
117
- scene,
118
- limits,
119
- }) {
120
-
121
-
122
- /**
123
- *
124
- * @param data
125
- * @param {FramePassResources} resources
126
- * @param {GraphicsExecutionContext} context
127
- */
128
- function execute(data, resources, context) {
129
- const camera = resources.get(data.camera);
130
- const output = resources.get(data.output);
131
-
132
- const scene_database = scene.scene_database_buffer;
133
-
134
- // dispatch_page_count * groups_per_page workgroups along x.
135
- // Each (page_index, page_group) pair maps to one workgroup.
136
- const group_count = scene.scene_database.get('meshes').dispatch_group_count(GROUP_SIZE);
137
-
138
- if (group_count === 0) {
139
- return;
140
- }
141
-
142
- shader.dispatch({
143
- encoder: context.encoder,
144
- group_count_x: group_count,
145
- bindings: {
146
- camera,
147
- output,
148
- scene_database,
149
- }
150
- });
151
- }
152
-
153
- const pass_data = {};
154
-
155
- const pass = graph.add('mesh frustum cull', pass_data, execute);
156
-
157
- pass_data.camera = pass.read(camera);
158
- pass_data.output = pass.create(
159
- "filtered",
160
- BufferResourceDescriptor.from(
161
- limits.compute_buffer_size(RasterizationCollectionType.Meshes),
162
- GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
163
- 0, 16
164
- )
165
- );
166
-
167
- return pass_data.output;
168
-
169
- }
1
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
2
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { COLLECTION_U32_STRUCT_WRITE } from "../../gpu_primitive/COLLECTION_U32_STRUCT_WRITE.js";
6
+ import { chunk_scene_database_access, MESHES_TABLE } from "../../scene/chunk_scene_database_access.js";
7
+ import {
8
+ chunk_aabb3_intersects_frustum
9
+ } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_intersects_frustum.js";
10
+ import { chunk_array_to_aabb3 } from "../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
11
+ import {
12
+ chunk_sphere_intersects_frustum
13
+ } from "../../shader/chunk/geometry/sphere/chunk_sphere_intersects_frustum.js";
14
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
15
+ import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
16
+ import { ComputeShader } from "../../shader/ComputeShader.js";
17
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
18
+ import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
19
+
20
+ /**
21
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
22
+ */
23
+
24
+ const GROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
25
+
26
+ const PG_PREFIX = MESHES_TABLE.page_iterator_symbol_prefix(GROUP_SIZE);
27
+
28
+ const resources = new ShaderResourceSetDescriptor();
29
+
30
+ resources.createGroup()
31
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
32
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32))
33
+
34
+ resources.createGroup()
35
+ .addStorageBuffer("output", COLLECTION_U32_STRUCT_WRITE, true)
36
+ ;
37
+
38
+ // Strict 1:1 dispatch — one thread per element slot. A page is
39
+ // covered by GROUPS_PER_PAGE workgroups in parallel; setup derives
40
+ // (page_index, page_group) from workgroup_id.x and slot_in_page from
41
+ // page_group + local_id. Lanes past ELEMENTS_PER_PAGE are tail-masked.
42
+ const body = CodeChunk.from(
43
+ //language=WGSL
44
+ `
45
+ var<workgroup> wg_visible_count: atomic<u32>;
46
+ var<workgroup> wg_global_offset: u32;
47
+
48
+ @compute @workgroup_size(${GROUP_SIZE})
49
+ fn main(
50
+ @builtin(workgroup_id) wg_id: vec3<u32>,
51
+ @builtin(local_invocation_index) local_id: u32,
52
+ ){
53
+ // page_address is uniform across the workgroup → this branch is uniform.
54
+ if !${PG_PREFIX}_setup(&scene_database, wg_id.x, local_id) {
55
+ return;
56
+ }
57
+
58
+ let slot_in_page = ${PG_PREFIX}_slot_in_page(local_id);
59
+ var local_offset = ~0u;
60
+
61
+ if slot_in_page < ${PG_PREFIX}_ELEMENTS_PER_PAGE && ${PG_PREFIX}_is_occupied(slot_in_page) {
62
+ let mesh = ${PG_PREFIX}_read(&scene_database, slot_in_page);
63
+
64
+ if sphere_intersects_frustum(mesh.bounding_sphere, camera.frustum) {
65
+ let mesh_bounds = array_to_aabb3(mesh.bounding_box);
66
+ if aabb3_intersects_frustum(mesh_bounds, camera.frustum) {
67
+ local_offset = atomicAdd(&wg_visible_count, 1u);
68
+ }
69
+ }
70
+ }
71
+
72
+ workgroupBarrier();
73
+
74
+ // Lane 0 claims this workgroup's contiguous slice of output.elements.
75
+ if local_id == 0u {
76
+ let total = atomicLoad(&wg_visible_count);
77
+ if total > 0u {
78
+ wg_global_offset = atomicAdd(&output.count, total);
79
+ }
80
+ }
81
+
82
+ workgroupBarrier();
83
+
84
+ if local_offset == ~0u { return; }
85
+
86
+ let mesh_index = ${PG_PREFIX}_slot_to_index(slot_in_page);
87
+ let output_index = wg_global_offset + local_offset;
88
+ let output_size = arrayLength(&output.elements);
89
+
90
+ if output_index < output_size {
91
+ output.elements[output_index] = mesh_index;
92
+ }
93
+ }
94
+ `, [
95
+ chunk_aabb3_intersects_frustum,
96
+ chunk_sphere_intersects_frustum,
97
+ chunk_array_to_aabb3,
98
+ chunk_scene_database_access,
99
+ MESHES_TABLE.chunk_iterate(GROUP_SIZE),
100
+ ]
101
+ );
102
+
103
+ const shader = ComputeShader.from({
104
+ label: 'mesh frustum cull',
105
+ body,
106
+ resources,
107
+ })
108
+
109
+ /**
110
+ * Offer the pipeline {@link graph_mesh_frustum_cull} dispatches — see {@link PipelineEnquiry}.
111
+ *
112
+ * @param {PipelineEnquiry} enquiry
113
+ */
114
+ export function enquire_mesh_frustum_cull_pipelines(enquiry) {
115
+ enquiry.compute.push(shader.pipeline);
116
+ }
117
+
118
+ /**
119
+ *
120
+ * @param {Object} options
121
+ * @param {FrameGraph} options.graph
122
+ * @param {number} options.camera
123
+ * @param {GPUSceneContext} options.scene
124
+ * @param {GPUCollectionLimits} options.limits
125
+ * @returns {number} resource ID
126
+ */
127
+ export function graph_mesh_frustum_cull({
128
+ graph,
129
+ camera,
130
+ scene,
131
+ limits,
132
+ }) {
133
+
134
+
135
+ /**
136
+ *
137
+ * @param data
138
+ * @param {FramePassResources} resources
139
+ * @param {GraphicsExecutionContext} context
140
+ */
141
+ function execute(data, resources, context) {
142
+ const camera = resources.get(data.camera);
143
+ const output = resources.get(data.output);
144
+
145
+ const scene_database = scene.scene_database_buffer;
146
+
147
+ // dispatch_page_count * groups_per_page workgroups along x.
148
+ // Each (page_index, page_group) pair maps to one workgroup.
149
+ const group_count = scene.scene_database.get('meshes').dispatch_group_count(GROUP_SIZE);
150
+
151
+ if (group_count === 0) {
152
+ return;
153
+ }
154
+
155
+ shader.dispatch({
156
+ encoder: context.encoder,
157
+ group_count_x: group_count,
158
+ bindings: {
159
+ camera,
160
+ output,
161
+ scene_database,
162
+ }
163
+ });
164
+ }
165
+
166
+ const pass_data = {};
167
+
168
+ const pass = graph.add('mesh frustum cull', pass_data, execute);
169
+
170
+ pass_data.camera = pass.read(camera);
171
+ pass_data.output = pass.create(
172
+ "filtered",
173
+ BufferResourceDescriptor.from(
174
+ limits.compute_buffer_size(RasterizationCollectionType.Meshes),
175
+ GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
176
+ 0, 16
177
+ )
178
+ );
179
+
180
+ return pass_data.output;
181
+
182
+ }
@@ -1,3 +1,12 @@
1
+ /**
2
+ * @typedef {import("../../../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
3
+ */
4
+ /**
5
+ * Offer the pipelines {@link graph_meshes_classify_buckets} dispatches — see {@link PipelineEnquiry}.
6
+ *
7
+ * @param {PipelineEnquiry} enquiry
8
+ */
9
+ export function enquire_meshes_classify_buckets_pipelines(enquiry: PipelineEnquiry): void;
1
10
  /**
2
11
  *
3
12
  * @param {Object} options
@@ -13,4 +22,5 @@ export function graph_meshes_classify_buckets({ graph, meshes, scene_ctx, limits
13
22
  scene_ctx: GPUSceneContext;
14
23
  limits: GPUCollectionLimits;
15
24
  }): number;
25
+ export type PipelineEnquiry = import("../../../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
16
26
  //# sourceMappingURL=graph_meshes_classify_buckets.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_meshes_classify_buckets.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/mesh/graph_meshes_classify_buckets.js"],"names":[],"mappings":"AAmBA;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACT,MAAM,EAAtB,MAAM;IACmB,SAAS;IACL,MAAM;IACjC,MAAM,CAwHlB"}
1
+ {"version":3,"file":"graph_meshes_classify_buckets.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/mesh/graph_meshes_classify_buckets.js"],"names":[],"mappings":"AAsBA;;GAEG;AAEH;;;;GAIG;AACH,mEAFW,eAAe,QAOzB;AAED;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACT,MAAM,EAAtB,MAAM;IACmB,SAAS;IACL,MAAM;IACjC,MAAM,CAwHlB;8BA9IY,OAAO,mDAAmD,EAAE,eAAe"}
@@ -4,7 +4,10 @@ import { BufferResourceDescriptor } from "../../../../../device/graph/BufferReso
4
4
  import { u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
5
  import { STRUCT_DISPATCH_COMPUTE_COMMAND } from "../../../../gpu_primitive/indirect/STRUCT_DISPATCH_COMPUTE_COMMAND.js";
6
6
  import { COMPUTE_SHADER_DEFAULT_GROUP_SIZE } from "../../../../shader/COMPUTE_SHADER_DEFAULT_GROUP_SIZE.js";
7
- import { build_indirect_compute_dispatch_command } from "../../../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
7
+ import {
8
+ build_indirect_compute_dispatch_command,
9
+ indirect_compute_dispatch_command_pipeline
10
+ } from "../../../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
8
11
  import { RasterizationCollectionType } from "../../RasterizationCollectionType.js";
9
12
  import { RASTERIZATION_BUCKET_LIMIT } from "../RASTERIZATION_BUCKET_LIMIT.js";
10
13
  import {
@@ -17,6 +20,22 @@ import {
17
20
  shader_instances_rasterization_bucket_sort
18
21
  } from "./shader_instances_rasterization_bucket_sort.js";
19
22
 
23
+ /**
24
+ * @typedef {import("../../../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
25
+ */
26
+
27
+ /**
28
+ * Offer the pipelines {@link graph_meshes_classify_buckets} dispatches — see {@link PipelineEnquiry}.
29
+ *
30
+ * @param {PipelineEnquiry} enquiry
31
+ */
32
+ export function enquire_meshes_classify_buckets_pipelines(enquiry) {
33
+ enquiry.compute.push(indirect_compute_dispatch_command_pipeline(enquiry.device, COMPUTE_SHADER_DEFAULT_GROUP_SIZE, false));
34
+ enquiry.compute.push(shader_instances_count_by_rasterization_bucket.pipeline);
35
+ enquiry.compute.push(shader_bucket_count_to_offsets.pipeline);
36
+ enquiry.compute.push(shader_instances_rasterization_bucket_sort.pipeline);
37
+ }
38
+
20
39
  /**
21
40
  *
22
41
  * @param {Object} options