@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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  545. package/src/shade/renderer/volumetrics/VOLUMETRIC_NOISE_PLAN_2026_10_15.md +326 -0
  546. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts +7 -4
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@@ -5,7 +5,8 @@ import { chunk_ray_shaded_query_occluded } from "../../path_tracer/shader/chunk_
5
5
  import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
6
6
  import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
7
7
  import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
8
- import { chunk_offset_ray } from "../../shader/chunk/geometry/ray/chunk_offset_ray.js";
8
+ import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
9
+ import { chunk_offset_ray_from_depth } from "../../shader/chunk/geometry/ray/chunk_offset_ray_from_depth.js";
9
10
  import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
10
11
  import {
11
12
  chunk_directional_lights_iteration_mask
@@ -28,27 +29,25 @@ import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
28
29
 
29
30
  const resources = new ShaderResourceSetDescriptor();
30
31
 
32
+ // A device offers four bind groups (`maxBindGroups`), and the RTX group takes one.
31
33
  sr_create_group_RTX(resources);
32
34
 
33
- resources.createGroup()
34
- .addStorageBuffer("light_data", WebGPUArray.u32);
35
-
36
- resources.createGroup()
37
- .addStorageTexture("i_Output", "r32uint");
38
-
39
- // Material-aware shadow attenuation: ray_shaded_query_occluded reads the
35
+ // Lights, and the materials their shadow rays meet: ray_shaded_query_occluded reads the
40
36
  // resident-material atlas (same one the path tracer uses) so glass occluders
41
37
  // get the view-Fresnel mix instead of being treated as fully opaque.
42
38
  resources.createGroup()
39
+ .addStorageBuffer("light_data", WebGPUArray.u32)
43
40
  .addUniform("materials", INDIRECT_MATERIAL_ARRAY_TYPE)
44
- .addTexture("textures", "unfilterable-float", "2d-array")
41
+ .addTexture("textures", "unfilterable-float", "2d-array");
45
42
 
43
+ // The view: what the pass reads of it, and what it writes for it.
46
44
  resources.createGroup()
47
45
  .addTexture("texture_depth")
48
46
  .addTexture("texture_normal", "uint")
49
47
  .addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
50
48
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
51
- .addUniform("view", VIEW_UNIFORM_STRUCT);
49
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
50
+ .addStorageTexture("i_Output", "r32uint");
52
51
 
53
52
  /**
54
53
  * @see https://www.shadertoy.com/view/3tycWd for contact shadows (screen space shadow trace)
@@ -111,7 +110,7 @@ fn main(
111
110
 
112
111
  let jitter = spatio_temporal_noise_r2_64(pixel_position, view.frame_index, texture_noise);
113
112
 
114
- var ray_origin = offset_ray(position_ws, geometric_normal);
113
+ var ray_origin = offset_ray_from_depth(position_ws, geometric_normal, mat4_extract_position(camera.transform));
115
114
 
116
115
  // Pick the first occupied directional light from the
117
116
  // iteration mask (max 32 directionals enforced by
@@ -162,7 +161,8 @@ fn main(
162
161
  chunk_directional_lights_iteration_mask,
163
162
  chunk_sample_directional_light_record,
164
163
  chunk_spatio_temporal_noise_r2_64,
165
- chunk_offset_ray,
164
+ chunk_mat4_extract_position,
165
+ chunk_offset_ray_from_depth,
166
166
  chunk_texel_coordinate_to_uv,
167
167
  chunk_project_position_from_depth,
168
168
  chunk_is_background,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_generate_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js"],"names":[],"mappings":"AA0BA,0CAEG;AAEH;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAiHvC,iDAIE;6BArJ2B,yCAAyC;8BAmBxC,qCAAqC"}
1
+ {"version":3,"file":"shader_generate_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js"],"names":[],"mappings":"AA2BA,0CAEG;AAEH;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAkHvC,iDAIE;6BAvJ2B,yCAAyC;8BAoBxC,qCAAqC"}
@@ -1,152 +1,154 @@
1
- import { atomic_u32, u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { chunk_is_background } from "../../../../shader/chunk/depth/chunk_is_background.js";
6
- import {
7
- chunk_project_position_from_depth
8
- } from "../../../../shader/chunk/camera/chunk_project_position_from_depth.js";
9
- import { chunk_decode_g_buffer_normal } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
10
- import { chunk_offset_ray } from "../../../../shader/chunk/geometry/ray/chunk_offset_ray.js";
11
- import { RAY_STRUCT } from "../../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
12
- import { chunk_grid2d_to_index } from "../../../../shader/chunk/grid/chunk_grid2d_to_index.js";
13
- import {
14
- chunk_directional_lights_iteration_mask
15
- } from "../../../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
16
- import {
17
- chunk_sample_directional_light_record
18
- } from "../../../../shader/chunk/light/sample/chunk_sample_directional_light_record.js";
19
- import { chunk_spatio_temporal_noise_r2_64 } from "../../../../shader/chunk/noise/chunk_spatio_temporal_noise_r2_64.js";
20
- import { chunk_texel_coordinate_to_uv } from "../../../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
21
- import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
22
- import { ComputeShader } from "../../../../shader/ComputeShader.js";
23
- import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
24
- import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
25
- import { chunk_pack_ray } from "../chunk_pack_ray.js";
26
-
27
- export const PUSH_CONSTANTS = WebGPUStruct.from({
28
- frame_index: u32
29
- });
30
-
31
- /**
32
- * How many f32's make up a single packed ray
33
- * @type {number}
34
- */
35
- export const PACKED_RAY_WORD_COUNT = 8;
36
-
37
- const STRUCT_OUTPUT = WebGPUStruct.from({
38
- count: atomic_u32,
39
- // rays are packed
40
- rays: WebGPUArray.vec4f,
41
- });
42
-
43
- const resources = new ShaderResourceSetDescriptor();
44
-
45
- // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer — the struct was
46
- // already named PUSH_CONSTANTS. camera stays bound.
47
- resources.setImmediate("settings", PUSH_CONSTANTS);
48
-
49
- resources.createGroup()
50
- .addStorageBuffer("light_data", WebGPUArray.u32);
51
-
52
- resources.createGroup()
53
- .addTexture("texture_depth")
54
- .addTexture("texture_normal", "uint")
55
- .addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
56
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
57
-
58
- resources.createGroup()
59
- .addStorageBuffer("output", STRUCT_OUTPUT, true);
60
-
61
- const body = CodeChunk.from(
62
- //language=WGSL
63
- `
64
- @compute @workgroup_size(8,4,1)
65
- fn main(
66
- @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
67
- ){
68
- let pixel_position = global_invocation_id.xy;
69
- let texture_size = textureDimensions(texture_depth);
70
-
71
- if(any(pixel_position >= texture_size)){
72
- // outside of the viewport
73
- return;
74
- }
75
-
76
- let texel_depth = textureLoad(
77
- texture_depth,
78
- pixel_position,
79
- 0
80
- ).r;
81
-
82
- if(is_background(texel_depth)){
83
- return;
84
- }
85
-
86
- let uv = texel_coordinate_to_uv( vec2<f32>(pixel_position), texture_size);
87
-
88
- let position_ws = project_position_from_depth(
89
- uv,
90
- texel_depth,
91
- camera.view_projection_matrix_inverse
92
- );
93
-
94
- let g_buffer_sample_normal = textureLoad( texture_normal,
95
- pixel_position,
96
- 0
97
- );
98
-
99
- let geometric_normal = decode_g_buffer_normal( g_buffer_sample_normal.zw );
100
- let shading_normal = decode_g_buffer_normal( g_buffer_sample_normal.xy );
101
-
102
- let jitter = spatio_temporal_noise_r2_64(pixel_position, settings.frame_index, texture_noise);
103
-
104
- var ray_origin = offset_ray(position_ws, geometric_normal);
105
-
106
- // Pick the first occupied directional light from the iteration
107
- // mask (max 32 directionals enforced by GPULightCollection). One
108
- // ray per pixel; multi-directional shadowing would multiply ray
109
- // budget and require the trace pass to scale accordingly.
110
- let directional_bits = directional_lights_iteration_mask(&light_data);
111
- if (directional_bits == 0u) {
112
- return;
113
- }
114
- let directional_index = countTrailingZeros(directional_bits);
115
- let light_record = sample_directional_light_record(&light_data, directional_index, ray_origin, jitter);
116
-
117
- var _ray: ${RAY_STRUCT.wgsl_ref};
118
-
119
- _ray.origin = ray_origin;
120
- _ray.direction = light_record.direction;
121
- _ray.tmax = light_record.distance;
122
-
123
- if(dot(_ray.direction, shading_normal) <= 0){
124
- // ray points backways
125
- return;
126
- }
127
-
128
- let texel_index = grid2d_to_index(pixel_position, texture_size.x);
129
-
130
- let output_index = atomicAdd(&output.count, 1);
131
-
132
- pack_ray(&output.rays, output_index, _ray, texel_index);
133
- }
134
- `, [
135
- chunk_decode_g_buffer_normal,
136
- chunk_directional_lights_iteration_mask,
137
- chunk_sample_directional_light_record,
138
- chunk_spatio_temporal_noise_r2_64,
139
- chunk_offset_ray,
140
- chunk_texel_coordinate_to_uv,
141
- chunk_project_position_from_depth,
142
- chunk_is_background,
143
- chunk_pack_ray,
144
- chunk_grid2d_to_index,
145
- ]
146
- );
147
-
148
- export const shader_generate_rays = ComputeShader.from({
149
- label: "Generate Shadow Rays",
150
- body,
151
- resources,
1
+ import { atomic_u32, u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { chunk_is_background } from "../../../../shader/chunk/depth/chunk_is_background.js";
6
+ import {
7
+ chunk_project_position_from_depth
8
+ } from "../../../../shader/chunk/camera/chunk_project_position_from_depth.js";
9
+ import { chunk_decode_g_buffer_normal } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
10
+ import { chunk_mat4_extract_position } from "../../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
11
+ import { chunk_offset_ray_from_depth } from "../../../../shader/chunk/geometry/ray/chunk_offset_ray_from_depth.js";
12
+ import { RAY_STRUCT } from "../../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
13
+ import { chunk_grid2d_to_index } from "../../../../shader/chunk/grid/chunk_grid2d_to_index.js";
14
+ import {
15
+ chunk_directional_lights_iteration_mask
16
+ } from "../../../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
17
+ import {
18
+ chunk_sample_directional_light_record
19
+ } from "../../../../shader/chunk/light/sample/chunk_sample_directional_light_record.js";
20
+ import { chunk_spatio_temporal_noise_r2_64 } from "../../../../shader/chunk/noise/chunk_spatio_temporal_noise_r2_64.js";
21
+ import { chunk_texel_coordinate_to_uv } from "../../../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
22
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
23
+ import { ComputeShader } from "../../../../shader/ComputeShader.js";
24
+ import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
25
+ import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
26
+ import { chunk_pack_ray } from "../chunk_pack_ray.js";
27
+
28
+ export const PUSH_CONSTANTS = WebGPUStruct.from({
29
+ frame_index: u32
30
+ });
31
+
32
+ /**
33
+ * How many f32's make up a single packed ray
34
+ * @type {number}
35
+ */
36
+ export const PACKED_RAY_WORD_COUNT = 8;
37
+
38
+ const STRUCT_OUTPUT = WebGPUStruct.from({
39
+ count: atomic_u32,
40
+ // rays are packed
41
+ rays: WebGPUArray.vec4f,
42
+ });
43
+
44
+ const resources = new ShaderResourceSetDescriptor();
45
+
46
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer — the struct was
47
+ // already named PUSH_CONSTANTS. camera stays bound.
48
+ resources.setImmediate("settings", PUSH_CONSTANTS);
49
+
50
+ resources.createGroup()
51
+ .addStorageBuffer("light_data", WebGPUArray.u32);
52
+
53
+ resources.createGroup()
54
+ .addTexture("texture_depth")
55
+ .addTexture("texture_normal", "uint")
56
+ .addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
57
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
58
+
59
+ resources.createGroup()
60
+ .addStorageBuffer("output", STRUCT_OUTPUT, true);
61
+
62
+ const body = CodeChunk.from(
63
+ //language=WGSL
64
+ `
65
+ @compute @workgroup_size(8,4,1)
66
+ fn main(
67
+ @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
68
+ ){
69
+ let pixel_position = global_invocation_id.xy;
70
+ let texture_size = textureDimensions(texture_depth);
71
+
72
+ if(any(pixel_position >= texture_size)){
73
+ // outside of the viewport
74
+ return;
75
+ }
76
+
77
+ let texel_depth = textureLoad(
78
+ texture_depth,
79
+ pixel_position,
80
+ 0
81
+ ).r;
82
+
83
+ if(is_background(texel_depth)){
84
+ return;
85
+ }
86
+
87
+ let uv = texel_coordinate_to_uv( vec2<f32>(pixel_position), texture_size);
88
+
89
+ let position_ws = project_position_from_depth(
90
+ uv,
91
+ texel_depth,
92
+ camera.view_projection_matrix_inverse
93
+ );
94
+
95
+ let g_buffer_sample_normal = textureLoad( texture_normal,
96
+ pixel_position,
97
+ 0
98
+ );
99
+
100
+ let geometric_normal = decode_g_buffer_normal( g_buffer_sample_normal.zw );
101
+ let shading_normal = decode_g_buffer_normal( g_buffer_sample_normal.xy );
102
+
103
+ let jitter = spatio_temporal_noise_r2_64(pixel_position, settings.frame_index, texture_noise);
104
+
105
+ var ray_origin = offset_ray_from_depth(position_ws, geometric_normal, mat4_extract_position(camera.transform));
106
+
107
+ // Pick the first occupied directional light from the iteration
108
+ // mask (max 32 directionals enforced by GPULightCollection). One
109
+ // ray per pixel; multi-directional shadowing would multiply ray
110
+ // budget and require the trace pass to scale accordingly.
111
+ let directional_bits = directional_lights_iteration_mask(&light_data);
112
+ if (directional_bits == 0u) {
113
+ return;
114
+ }
115
+ let directional_index = countTrailingZeros(directional_bits);
116
+ let light_record = sample_directional_light_record(&light_data, directional_index, ray_origin, jitter);
117
+
118
+ var _ray: ${RAY_STRUCT.wgsl_ref};
119
+
120
+ _ray.origin = ray_origin;
121
+ _ray.direction = light_record.direction;
122
+ _ray.tmax = light_record.distance;
123
+
124
+ if(dot(_ray.direction, shading_normal) <= 0){
125
+ // ray points backways
126
+ return;
127
+ }
128
+
129
+ let texel_index = grid2d_to_index(pixel_position, texture_size.x);
130
+
131
+ let output_index = atomicAdd(&output.count, 1);
132
+
133
+ pack_ray(&output.rays, output_index, _ray, texel_index);
134
+ }
135
+ `, [
136
+ chunk_decode_g_buffer_normal,
137
+ chunk_directional_lights_iteration_mask,
138
+ chunk_sample_directional_light_record,
139
+ chunk_spatio_temporal_noise_r2_64,
140
+ chunk_mat4_extract_position,
141
+ chunk_offset_ray_from_depth,
142
+ chunk_texel_coordinate_to_uv,
143
+ chunk_project_position_from_depth,
144
+ chunk_is_background,
145
+ chunk_pack_ray,
146
+ chunk_grid2d_to_index,
147
+ ]
148
+ );
149
+
150
+ export const shader_generate_rays = ComputeShader.from({
151
+ label: "Generate Shadow Rays",
152
+ body,
153
+ resources,
152
154
  })
@@ -0,0 +1,13 @@
1
+ /**
2
+ * `shadowmap_sample_directional` under {@link ShadowDirectionalTechnique.Virtual}: the light's
3
+ * `shadow_directional` record names its virtual shadow map, sampled by {@link shadowmap_sample_virtual}.
4
+ *
5
+ * A light whose record names none — a frame where the renderer has just switched from cascades and not
6
+ * yet rebuilt the light's map — is lit. The view direction is the cascades' to choose a cascade by;
7
+ * a virtual map's pages are chosen by position alone.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_shadowmap_sample_directional_virtual: CodeChunk;
12
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
13
+ //# sourceMappingURL=chunk_shadowmap_sample_directional_virtual.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_shadowmap_sample_directional_virtual.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/vsm/shader/chunk_shadowmap_sample_directional_virtual.js"],"names":[],"mappings":"AAQA;;;;;;;;;GASG;AACH,yDAFU,SAAS,CA+BjB;0BA5CwB,uCAAuC"}
@@ -0,0 +1,48 @@
1
+ import { GPU_DATABASE_NULL } from "../../../buffer/table/GPU_DATABASE_NULL.js";
2
+ import { LIGHT_DATABASE_SPEC } from "../../../light/LIGHT_DATABASE_SPEC.js";
3
+ import { INCIDENT_LIGHT_STRUCT } from "../../../shader/chunk/light/INCIDENT_LIGHT_STRUCT.js";
4
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
5
+ import { chunk_shadowmap_sample_virtual } from "./chunk_shadowmap_sample_virtual.js";
6
+
7
+ const SHADOW_DIRECTIONAL_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_directional');
8
+
9
+ /**
10
+ * `shadowmap_sample_directional` under {@link ShadowDirectionalTechnique.Virtual}: the light's
11
+ * `shadow_directional` record names its virtual shadow map, sampled by {@link shadowmap_sample_virtual}.
12
+ *
13
+ * A light whose record names none — a frame where the renderer has just switched from cascades and not
14
+ * yet rebuilt the light's map — is lit. The view direction is the cascades' to choose a cascade by;
15
+ * a virtual map's pages are chosen by position alone.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_shadowmap_sample_directional_virtual = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn shadowmap_sample_directional(
23
+ database: ptr<storage, array<u32>>,
24
+ shadow_id: u32,
25
+ position_ws: vec3f,
26
+ view_direction_ws: vec3f,
27
+ surface_normal_ws: vec3f,
28
+ light: ${INCIDENT_LIGHT_STRUCT.wgsl_ref},
29
+ ) -> f32 {
30
+ let shadowmap = ${SHADOW_DIRECTIONAL_DESCRIPTOR.marshalling_method_read}(database, shadow_id);
31
+
32
+ if (shadowmap.virtual_map == ${GPU_DATABASE_NULL}u) {
33
+ return 1.0;
34
+ }
35
+
36
+ return shadowmap_sample_virtual(
37
+ database,
38
+ shadowmap.virtual_map,
39
+ position_ws,
40
+ surface_normal_ws,
41
+ light,
42
+ );
43
+ }
44
+ `, [
45
+ SHADOW_DIRECTIONAL_DESCRIPTOR.chunk_read,
46
+ chunk_shadowmap_sample_virtual,
47
+ ]
48
+ );
@@ -114,6 +114,16 @@ export class GPUTextureContext {
114
114
  * @param {boolean} [preserve_data]
115
115
  */
116
116
  allocate(preserve_data?: boolean): void;
117
+ /**
118
+ * Hold `gpu_texture` in place of the texture held now, which is destroyed. For a caller that
119
+ * lays out the new texture's contents itself — {@link resize} can only keep the old extent at
120
+ * the origin. Make `gpu_texture` from {@link descriptor} as it stands, and submit any copy out of
121
+ * the old texture before calling this: destroying it waits for submitted work, not for work
122
+ * still being recorded. Views are re-made.
123
+ *
124
+ * @param {GPUTexture} gpu_texture
125
+ */
126
+ replace(gpu_texture: GPUTexture): void;
117
127
  /**
118
128
  * Whether the texture is resident in GPU memory
119
129
  * @returns {boolean}
@@ -1 +1 @@
1
- {"version":3,"file":"GPUTextureContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/texture/GPUTextureContext.js"],"names":[],"mappings":"AAmBA;;;GAGG;AACH;IAmKI;;;;;OAKG;IACH,iEAFa,iBAAiB,CAY7B;IA9BD;;;OAGG;IACH,+BAQC;IAzJD;;;OAGG;IACH,iBAEC;IAED;;;OAGG;IACH,mCAEC;IAED;;;OAGG;IACH;eAF8B,MAAM;gBAAU,MAAM;4BAAsB,MAAM;MAI/E;IAED;;;OAGG;IACH,oBAEC;IAED;;;OAGG;IACH,qBAEC;IAED;;;OAGG;IACH,oBAEC;IAED;;;OAGG;IACH,YAFU,iBAAiB,CAEU;IAErC;;;OAGG;IACH,oBAEC;IA4BD;;;OAGG;IACH,2BAMC;IAlBD;;;OAGG;IACH,sBAEC;IAcD;;OAEG;IACH,yBAEC;IAED;;;;OAIG;IACH,8BAOC;IAED;;;OAGG;IACH,+BAEC;IA8CD;;;;OAIG;IACH,wBAHW,qBAAqB,kBAS/B;IAqBD;;;;OAIG;IACH,wBAFa,QAAQ,UAAU,CAAC,CAU/B;IAED;;;;;;;;OAQG;IACH,wBALW,MAAM,EAAE,YACR,MAAM,EAAE,QACR,MAAM,GACJ,QAAQ,UAAU,CAAC,CAU/B;IAED;;;;;;OAMG;IACH,yBAFW,OAAO,QA4DjB;IAED;;;OAGG;IACH,eAFa,OAAO,CAInB;IAED;;;OAGG;IACH,2BAEC;IAED;;OAEG;IACH,gBAUC;IAED;;;;;;OAMG;IACH,UALW,MAAM,MACN,MAAM,MACN,MAAM,kBACN,OAAO,QAoCjB;;CACJ;yBAjZY,OAAO,wCAAwC,EAAE,UAAU;kCAPtC,+CAA+C;sCAC3C,mDAAmD"}
1
+ {"version":3,"file":"GPUTextureContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/texture/GPUTextureContext.js"],"names":[],"mappings":"AAmBA;;;GAGG;AACH;IAmKI;;;;;OAKG;IACH,iEAFa,iBAAiB,CAY7B;IA9BD;;;OAGG;IACH,+BAQC;IAzJD;;;OAGG;IACH,iBAEC;IAED;;;OAGG;IACH,mCAEC;IAED;;;OAGG;IACH;eAF8B,MAAM;gBAAU,MAAM;4BAAsB,MAAM;MAI/E;IAED;;;OAGG;IACH,oBAEC;IAED;;;OAGG;IACH,qBAEC;IAED;;;OAGG;IACH,oBAEC;IAED;;;OAGG;IACH,YAFU,iBAAiB,CAEU;IAErC;;;OAGG;IACH,oBAEC;IA4BD;;;OAGG;IACH,2BAMC;IAlBD;;;OAGG;IACH,sBAEC;IAcD;;OAEG;IACH,yBAEC;IAED;;;;OAIG;IACH,8BAOC;IAED;;;OAGG;IACH,+BAEC;IA8CD;;;;OAIG;IACH,wBAHW,qBAAqB,kBAS/B;IAqBD;;;;OAIG;IACH,wBAFa,QAAQ,UAAU,CAAC,CAU/B;IAED;;;;;;;;OAQG;IACH,wBALW,MAAM,EAAE,YACR,MAAM,EAAE,QACR,MAAM,GACJ,QAAQ,UAAU,CAAC,CAU/B;IAED;;;;;;OAMG;IACH,yBAFW,OAAO,QA4DjB;IAED;;;;;;;;OAQG;IACH,uCAaC;IAED;;;OAGG;IACH,eAFa,OAAO,CAInB;IAED;;;OAGG;IACH,2BAEC;IAED;;OAEG;IACH,gBAUC;IAED;;;;;;OAMG;IACH,UALW,MAAM,MACN,MAAM,MACN,MAAM,kBACN,OAAO,QAoCjB;;CACJ;yBAzaY,OAAO,wCAAwC,EAAE,UAAU;kCAPtC,+CAA+C;sCAC3C,mDAAmD"}
@@ -335,6 +335,30 @@ export class GPUTextureContext {
335
335
  this.#state = TEXTURE_STATE_ALLOCATED;
336
336
  }
337
337
 
338
+ /**
339
+ * Hold `gpu_texture` in place of the texture held now, which is destroyed. For a caller that
340
+ * lays out the new texture's contents itself — {@link resize} can only keep the old extent at
341
+ * the origin. Make `gpu_texture` from {@link descriptor} as it stands, and submit any copy out of
342
+ * the old texture before calling this: destroying it waits for submitted work, not for work
343
+ * still being recorded. Views are re-made.
344
+ *
345
+ * @param {GPUTexture} gpu_texture
346
+ */
347
+ replace(gpu_texture) {
348
+ assert.defined(gpu_texture, 'gpu_texture');
349
+
350
+ const size = this.descriptor.size;
351
+
352
+ assert.equal(gpu_texture.width, size[0], 'gpu_texture.width differs from the descriptor');
353
+ assert.equal(gpu_texture.height, size[1], 'gpu_texture.height differs from the descriptor');
354
+ assert.equal(gpu_texture.depthOrArrayLayers, size[2], 'gpu_texture.depthOrArrayLayers differs from the descriptor');
355
+
356
+ this.destroy();
357
+
358
+ this.#gpu_texture = gpu_texture;
359
+ this.#state = TEXTURE_STATE_ALLOCATED;
360
+ }
361
+
338
362
  /**
339
363
  * Whether the texture is resident in GPU memory
340
364
  * @returns {boolean}