@woosh/meep-engine 3.47.0 → 3.50.0
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.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
- package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
- package/package.json +1 -1
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
- package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
- package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
- package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
- package/src/core/math/falloff_quadratic.d.ts +13 -0
- package/src/core/math/falloff_quadratic.d.ts.map +1 -0
- package/src/core/math/falloff_quadratic.js +20 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
- package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -0
- package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +120 -11
- package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
- package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
- package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
- package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
- package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
- package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine.js +8 -1
- package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMedia.js +145 -5
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
- package/src/engine/graphics3/WaterSystem.d.ts +9 -2
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +53 -15
- package/src/engine/network/NetworkSession.d.ts +16 -5
- package/src/engine/network/NetworkSession.d.ts.map +1 -1
- package/src/engine/network/NetworkSession.js +104 -7
- package/src/engine/network/README.md +27 -1
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
- package/src/engine/network/replication/Replicator.d.ts +15 -4
- package/src/engine/network/replication/Replicator.d.ts.map +1 -1
- package/src/engine/network/replication/Replicator.js +50 -16
- package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
- package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
- package/src/engine/network/state/RecordArrivalRing.js +144 -0
- package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
- package/src/engine/physics/cloth/PLAN.md +106 -7
- package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
- package/src/engine/physics/cloth/playground/README.md +8 -4
- package/src/engine/physics/cloth/playground/collide.html +5 -3
- package/src/engine/physics/cloth/playground/collide_main.js +14 -13
- package/src/engine/physics/cloth/playground/wind.html +4 -4
- package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
- package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/wind_build.js +4 -3
- package/src/engine/physics/cloth/playground/wind_main.js +58 -19
- package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
- package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/ClothState.js +62 -4
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
- package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
- package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
- package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
- package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
- package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
- package/src/engine/physics/fluid/FluidField.d.ts +14 -2
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +26 -6
- package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +13 -2
- package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
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- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
- package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +5 -2
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +118 -31
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +90 -22
- package/src/engine/network/transport/Channel.d.ts +0 -85
- package/src/engine/network/transport/Channel.d.ts.map +0 -1
- package/src/engine/network/transport/ReliableCommandPipeline.d.ts +0 -155
- package/src/engine/network/transport/ReliableCommandPipeline.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/FragmentAssembler.d.ts +0 -105
- package/src/engine/network/transport/fragments/FragmentAssembler.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/FragmentRetention.d.ts +0 -103
- package/src/engine/network/transport/fragments/FragmentRetention.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/fragment_send.d.ts +0 -61
- package/src/engine/network/transport/fragments/fragment_send.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/packet_size.d.ts +0 -99
- package/src/engine/network/transport/fragments/packet_size.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts +0 -7
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js +0 -25
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.js +0 -47
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +0 -115
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts +0 -7
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.js +0 -6
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts +0 -21
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.js +0 -47
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.js +0 -24
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -178
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -110
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -110
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.d.ts +0 -6
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.js +0 -16
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.js +0 -46
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.d.ts +0 -10
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.js +0 -127
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.js +0 -39
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
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import { BVH_NULL_NODE_DEFINITION } from "../../shader/chunk/bvh/BVH_NULL_NODE_DEFINITION.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { atomic_u32, f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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import { chunk_sort_bitonic_workgroup } from "../sort/chunk_sort_bitonic_workgroup.js";
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import { SORT_KEYS_PER_THREAD, SORT_TILE_SIZE, SORT_WORKGROUP_SIZE } from "../sort/defs.js";
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import { BVH_BUILD_SETTINGS_STRUCT, BVH_NO_ROOT_WORD } from "./BVH_BUILD_SETTINGS_STRUCT.js";
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import { BVH_NODE_LAYOUT_DEFINITION } from "./BVH_NODE_LAYOUT_DEFINITION.js";
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import { BVH_REFIT_DEFERRED_DEFINITION } from "./BVH_REFIT_DEFERRED_DEFINITION.js";
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import { chunk_bvh_internal_children } from "./chunk_bvh_internal_children.js";
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import { chunk_bvh_morton_code } from "./chunk_bvh_morton_code.js";
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import { chunk_bvh_refit_climb } from "./chunk_bvh_refit_climb.js";
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import { chunk_bvh_refit_repair } from "./chunk_bvh_refit_repair.js";
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const resources = new ShaderResourceSetDescriptor();
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// see shader_bvh_morton — the same build settings, carried as immediate data
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resources.setImmediate("settings", BVH_BUILD_SETTINGS_STRUCT);
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resources.createGroup()
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// six floats per leaf: [min.xyz, max.xyz]
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.addStorageBuffer("leaf_bounds", WebGPUArray.from(f32), false)
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.addStorageBuffer("leaf_payload", WebGPUArray.from(u32), false)
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// the same six floats over the whole set, produced by the extraction pass
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.addStorageBuffer("scene_bounds", WebGPUArray.from(f32), false)
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// the Morton order the tree was built from, published as the multi-pass build publishes it
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.addStorageBuffer("sorted_keys", WebGPUArray.from(u32), true)
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.addStorageBuffer("sorted_values", WebGPUArray.from(u32), true)
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// `{root: u32, nodes: array<BVH2_NODE_STRUCT>}`, bound flat and atomic, as the refit binds it
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.addStorageBuffer("nodes", WebGPUArray.from(atomic_u32), true)
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// one arrival counter per internal node; zeroed here, so they can arrive with anything in them
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.addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
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// the nodes the climb defers to the repair at the end; header zeroed here too
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.addStorageBuffer("refit_deferred", WebGPUArray.from(atomic_u32), true);
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const body = CodeChunk.from(
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//language=WGSL
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`
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const WORKGROUP_SIZE = ${SORT_WORKGROUP_SIZE}u;
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const KEYS_PER_THREAD = ${SORT_KEYS_PER_THREAD}u;
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const NO_ROOT_WORD = ${BVH_NO_ROOT_WORD}u;
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// Each leaf's Morton code, and beside it the leaf it came from. The bitonic sort orders them in
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// place, and emission reads the sorted codes from here by name.
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var<workgroup> keys: array<u32, ${SORT_TILE_SIZE}>;
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var<workgroup> values: array<u32, ${SORT_TILE_SIZE}>;
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// Parent of every node, indexed as the node buffer is, 2N-1 of them. With the two arrays above that
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// is 16,380 bytes, inside the 16 KiB default limit. The climb reads it once per step, so it is
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// here rather than one more storage round trip.
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var<workgroup> parents: array<u32, ${2 * SORT_TILE_SIZE - 1}>;
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@compute @workgroup_size(WORKGROUP_SIZE, 1, 1)
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fn main(@builtin(local_invocation_index) thread_id: u32) {
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let n = settings.element_count;
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let scene_low = vec3<f32>(scene_bounds[0], scene_bounds[1], scene_bounds[2]);
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let scene_high = vec3<f32>(scene_bounds[3], scene_bounds[4], scene_bounds[5]);
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// Morton code per leaf, striped so neighbouring threads read neighbouring leaves, and a zero
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// arrival count for each of the n - 1 internal nodes.
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for (var k = 0u; k < KEYS_PER_THREAD; k += 1u) {
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let leaf = k * WORKGROUP_SIZE + thread_id;
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if (leaf < n) {
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let base = leaf * 6u;
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let low = vec3<f32>(leaf_bounds[base], leaf_bounds[base + 1u], leaf_bounds[base + 2u]);
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let high = vec3<f32>(leaf_bounds[base + 3u], leaf_bounds[base + 4u], leaf_bounds[base + 5u]);
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keys[leaf] = bvh_morton_code(low, high, scene_low, scene_high);
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values[leaf] = leaf;
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}
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if (leaf + 1u < n) {
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atomicStore(&counters[leaf], 0u);
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}
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}
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if (thread_id == 0u) {
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for (var w = 0u; w < BVH_REFIT_DEFERRED_ENTRIES; w += 1u) {
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atomicStore(&refit_deferred[w], 0u);
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}
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}
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// Ascending by (code, leaf), which is a stable sort by code: the order the multi-pass radix
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// sort produces, so both paths build the same tree.
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sort_bitonic_workgroup(thread_id, n);
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// Emission, as shader_bvh_emit_hierarchy does it. Leaf j lives at node (n-1)+j, internal node
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// k at node k, and the root is internal node 0. The node words are stored atomically because
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// the refit below reads them atomically.
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for (var k = 0u; k < KEYS_PER_THREAD; k += 1u) {
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let i = k * WORKGROUP_SIZE + thread_id;
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if (i < n) {
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let leaf_source = values[i];
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sorted_keys[i] = keys[i];
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sorted_values[i] = leaf_source;
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let leaf_word = settings.node_word_offset + ((n - 1u) + i) * BVH_NODE_STRIDE;
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let bounds_source = leaf_source * 6u;
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for (var w = 0u; w < 6u; w += 1u) {
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atomicStore(&nodes[leaf_word + BVH_NODE_BOUNDS + w], bitcast<u32>(leaf_bounds[bounds_source + w]));
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}
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atomicStore(&nodes[leaf_word + BVH_NODE_CHILD_1], BVH_NULL_NODE);
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atomicStore(&nodes[leaf_word + BVH_NODE_CHILD_2], leaf_payload[leaf_source]);
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// n leaves, n-1 internal nodes — the last leaf has no internal node to go with it
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if (i < n - 1u) {
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let children = bvh_internal_children(n, i);
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let node_word = settings.node_word_offset + i * BVH_NODE_STRIDE;
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atomicStore(&nodes[node_word + BVH_NODE_CHILD_1], children.x);
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atomicStore(&nodes[node_word + BVH_NODE_CHILD_2], children.y);
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// seeded, as shader_bvh_emit_hierarchy seeds them, so the climb can see a box that
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// has not reached it
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for (var w = 0u; w < 6u; w += 1u) {
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atomicStore(&nodes[node_word + BVH_NODE_BOUNDS + w], BVH_UNFITTED);
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}
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parents[children.x] = i;
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parents[children.y] = i;
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}
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}
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}
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if (thread_id == 0u) {
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// see shader_bvh_emit_hierarchy: a BLAS has no root word and says so with NO_ROOT_WORD
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if (settings.root_word_offset != NO_ROOT_WORD) {
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atomicStore(&nodes[settings.root_word_offset], 0u);
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}
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// where the climb stops
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parents[0] = BVH_NULL_NODE;
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}
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// Every word the climb reads was written above by some other thread of this workgroup: the
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// parents in workgroup memory, and the counters and child words in storage.
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workgroupBarrier();
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storageBarrier();
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// Refit, as shader_bvh_refit does it: one climb per leaf, and the second arrival at a node fits
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// it. Nothing waits, so which thread climbs which leaf does not matter.
|
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|
+
for (var k = 0u; k < KEYS_PER_THREAD; k += 1u) {
|
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|
+
let i = k * WORKGROUP_SIZE + thread_id;
|
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|
+
|
|
155
|
+
if (i < n) {
|
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|
+
bvh_refit_climb(settings.node_word_offset, 0u, 0u, (n - 1u) + i);
|
|
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|
+
}
|
|
158
|
+
}
|
|
159
|
+
|
|
160
|
+
// Every store of the climb, visible to the whole workgroup: what the multi-pass build gets from
|
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|
+
// the dispatch boundary before its repair, one workgroup gets from a barrier.
|
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+
workgroupBarrier();
|
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|
+
storageBarrier();
|
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+
|
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+
// The repair, as shader_bvh_refit_repair does it, over whatever the climb deferred. A node is
|
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166
|
+
// deferred at most once, so there are fewer entries than leaves.
|
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167
|
+
let deferred = atomicLoad(&refit_deferred[BVH_REFIT_DEFERRED_COUNT]);
|
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|
+
|
|
169
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+
for (var k = 0u; k < KEYS_PER_THREAD; k += 1u) {
|
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+
let e = k * WORKGROUP_SIZE + thread_id;
|
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|
+
|
|
172
|
+
if (e < deferred) {
|
|
173
|
+
let entry = BVH_REFIT_DEFERRED_ENTRIES + e * BVH_REFIT_DEFERRED_ENTRY_WORDS;
|
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174
|
+
|
|
175
|
+
bvh_refit_repair(
|
|
176
|
+
atomicLoad(&refit_deferred[entry]),
|
|
177
|
+
atomicLoad(&refit_deferred[entry + 1u]),
|
|
178
|
+
atomicLoad(&refit_deferred[entry + 2u])
|
|
179
|
+
);
|
|
180
|
+
}
|
|
181
|
+
}
|
|
182
|
+
}
|
|
183
|
+
`, [
|
|
184
|
+
BVH_NULL_NODE_DEFINITION,
|
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185
|
+
BVH_NODE_LAYOUT_DEFINITION,
|
|
186
|
+
BVH_REFIT_DEFERRED_DEFINITION,
|
|
187
|
+
chunk_bvh_morton_code,
|
|
188
|
+
chunk_sort_bitonic_workgroup,
|
|
189
|
+
chunk_bvh_internal_children,
|
|
190
|
+
chunk_bvh_refit_climb,
|
|
191
|
+
chunk_bvh_refit_repair,
|
|
192
|
+
]);
|
|
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|
+
|
|
194
|
+
/**
|
|
195
|
+
* The whole LBVH build over at most one sort tile of leaves ({@link SORT_TILE_SIZE}), in one
|
|
196
|
+
* workgroup and one dispatch: Morton codes, a bitonic sort in workgroup memory, Karras emission and
|
|
197
|
+
* the bottom-up refit. {@link graph_bvh_build_lbvh} records this in place of its 19 dispatches
|
|
198
|
+
* when the leaves fit, because over that few leaves every one of those dispatches is nearly empty
|
|
199
|
+
* and the build costs their fixed overhead.
|
|
200
|
+
*
|
|
201
|
+
* Its output is the multi-pass build's, word for word. It computes the same Morton code
|
|
202
|
+
* ({@link chunk_bvh_morton_code}) and sorts into the same order (by code, then leaf index, which
|
|
203
|
+
* is what the stable radix sort produces). It wires the same children
|
|
204
|
+
* ({@link chunk_bvh_internal_children}) and fits each node with the same climb
|
|
205
|
+
* ({@link chunk_bvh_refit_climb}). It publishes the same sorted keys and leaf order.
|
|
206
|
+
*
|
|
207
|
+
* Nothing in it waits on another workgroup, because there is no other workgroup. The phases are
|
|
208
|
+
* fenced by barriers, every per-thread loop is bounded by the tile constants, and the climb is the
|
|
209
|
+
* multi-pass refit's: counters and node words stay storage atomics, as there, internal bounds are
|
|
210
|
+
* seeded the way emission seeds them, and what the climb defers is repaired after one more barrier
|
|
211
|
+
* instead of in a dispatch of its own.
|
|
212
|
+
*
|
|
213
|
+
* Workgroup memory is 16,380 bytes: the keys, the values and the parents. That fits the default
|
|
214
|
+
* 16 KiB `maxComputeWorkgroupStorageSize` with four bytes to spare.
|
|
215
|
+
*
|
|
216
|
+
* @type {ComputeShader}
|
|
217
|
+
*/
|
|
218
|
+
export const shader_bvh_build_single_workgroup = ComputeShader.from({
|
|
219
|
+
label: "BVHBuild/SingleWorkgroup",
|
|
220
|
+
resources,
|
|
221
|
+
body,
|
|
222
|
+
});
|
|
@@ -9,13 +9,14 @@ export const BVH_EMIT_WORKGROUP_SIZE: 64;
|
|
|
9
9
|
* arena. Root-at-node-0 is what both conventions want, which is why one kernel can serve them.
|
|
10
10
|
*
|
|
11
11
|
* One dispatch of `n` threads with a tail `if`, which is the canonical LBVH formulation: thread `i`
|
|
12
|
-
* always writes leaf `(n-1)+i`, and threads below `n-1` additionally
|
|
13
|
-
*
|
|
12
|
+
* always writes leaf `(n-1)+i`, and threads below `n-1` additionally wire internal node `i`'s two
|
|
13
|
+
* children, which {@link chunk_bvh_internal_children} derives from its range and split.
|
|
14
14
|
*
|
|
15
15
|
* Barrier-free, atomic-free, subgroup-free, and a pure function of the sorted keys — deliberately,
|
|
16
16
|
* because that is what lets the WGSL emulator execute this kernel point-wise in vitest against the
|
|
17
|
-
* in-repo CPU oracle, duplicate-code runs and all. Internal-node bounds are
|
|
18
|
-
* {@link shader_bvh_refit}
|
|
17
|
+
* in-repo CPU oracle, duplicate-code runs and all. Internal-node bounds are fitted by
|
|
18
|
+
* {@link shader_bvh_refit}; this pass seeds them with {@link BVH_UNFITTED}, which is what lets the
|
|
19
|
+
* refit see which boxes have not reached it yet.
|
|
19
20
|
*
|
|
20
21
|
* @type {ComputeShader}
|
|
21
22
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_bvh_emit_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js"],"names":[],"mappings":"AAgBA,yCAA0C;AAwG1C
|
|
1
|
+
{"version":3,"file":"shader_bvh_emit_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js"],"names":[],"mappings":"AAgBA,yCAA0C;AAwG1C;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wCAFU,aAAa,CAMpB;8BA7I2B,+BAA+B"}
|
|
@@ -11,8 +11,8 @@ import {
|
|
|
11
11
|
BVH_NODE_STRIDE_WORDS
|
|
12
12
|
} from "./BVH_BUFFER_LAYOUT.js";
|
|
13
13
|
import { BVH_BUILD_SETTINGS_STRUCT, BVH_NO_ROOT_WORD } from "./BVH_BUILD_SETTINGS_STRUCT.js";
|
|
14
|
-
import {
|
|
15
|
-
import {
|
|
14
|
+
import { BVH_REFIT_DEFERRED_DEFINITION } from "./BVH_REFIT_DEFERRED_DEFINITION.js";
|
|
15
|
+
import { chunk_bvh_internal_children } from "./chunk_bvh_internal_children.js";
|
|
16
16
|
|
|
17
17
|
export const BVH_EMIT_WORKGROUP_SIZE = 64;
|
|
18
18
|
|
|
@@ -79,24 +79,24 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
|
79
79
|
|
|
80
80
|
// n leaves, n-1 internal nodes — the tail thread has only a leaf to write.
|
|
81
81
|
if (i < n - 1u) {
|
|
82
|
-
let
|
|
82
|
+
let children = bvh_internal_children(n, i);
|
|
83
83
|
|
|
84
|
-
let
|
|
85
|
-
let
|
|
86
|
-
|
|
87
|
-
let split = bvh_find_split(&keys, n, first, last);
|
|
88
|
-
|
|
89
|
-
// A subrange of one element is a leaf; otherwise it is owned by the internal node whose
|
|
90
|
-
// left boundary sits at that code index.
|
|
91
|
-
let child_1 = select(split, (n - 1u) + split, split == first);
|
|
92
|
-
let child_2 = select(split + 1u, (n - 1u) + split + 1u, split + 1u == last);
|
|
84
|
+
let child_1 = children.x;
|
|
85
|
+
let child_2 = children.y;
|
|
93
86
|
|
|
94
87
|
let node_word = bvh_node_word(i);
|
|
95
88
|
|
|
96
89
|
nodes[node_word + NODE_CHILD_1] = child_1;
|
|
97
90
|
nodes[node_word + NODE_CHILD_2] = child_2;
|
|
98
91
|
|
|
99
|
-
//
|
|
92
|
+
// Fitting the box is the refit's business, but the refit has to be able to tell a box it has
|
|
93
|
+
// not received from one it has: its climbs hand boxes over through relaxed atomics, and a
|
|
94
|
+
// store need not reach the reader before the dispatch ends. Seeded here, a dispatch earlier,
|
|
95
|
+
// a word the refit reads is its own store or this seed — never the previous build's box.
|
|
96
|
+
for (var k = 0u; k < 6u; k += 1u) {
|
|
97
|
+
nodes[node_word + NODE_BOUNDS + k] = BVH_UNFITTED;
|
|
98
|
+
}
|
|
99
|
+
|
|
100
100
|
parents[child_1] = i;
|
|
101
101
|
parents[child_2] = i;
|
|
102
102
|
}
|
|
@@ -114,8 +114,8 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
|
114
114
|
}
|
|
115
115
|
`, [
|
|
116
116
|
BVH_NULL_NODE_DEFINITION,
|
|
117
|
-
|
|
118
|
-
|
|
117
|
+
BVH_REFIT_DEFERRED_DEFINITION,
|
|
118
|
+
chunk_bvh_internal_children,
|
|
119
119
|
]);
|
|
120
120
|
|
|
121
121
|
/**
|
|
@@ -128,13 +128,14 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
|
128
128
|
* arena. Root-at-node-0 is what both conventions want, which is why one kernel can serve them.
|
|
129
129
|
*
|
|
130
130
|
* One dispatch of `n` threads with a tail `if`, which is the canonical LBVH formulation: thread `i`
|
|
131
|
-
* always writes leaf `(n-1)+i`, and threads below `n-1` additionally
|
|
132
|
-
*
|
|
131
|
+
* always writes leaf `(n-1)+i`, and threads below `n-1` additionally wire internal node `i`'s two
|
|
132
|
+
* children, which {@link chunk_bvh_internal_children} derives from its range and split.
|
|
133
133
|
*
|
|
134
134
|
* Barrier-free, atomic-free, subgroup-free, and a pure function of the sorted keys — deliberately,
|
|
135
135
|
* because that is what lets the WGSL emulator execute this kernel point-wise in vitest against the
|
|
136
|
-
* in-repo CPU oracle, duplicate-code runs and all. Internal-node bounds are
|
|
137
|
-
* {@link shader_bvh_refit}
|
|
136
|
+
* in-repo CPU oracle, duplicate-code runs and all. Internal-node bounds are fitted by
|
|
137
|
+
* {@link shader_bvh_refit}; this pass seeds them with {@link BVH_UNFITTED}, which is what lets the
|
|
138
|
+
* refit see which boxes have not reached it yet.
|
|
138
139
|
*
|
|
139
140
|
* @type {ComputeShader}
|
|
140
141
|
*/
|
|
@@ -2,10 +2,9 @@ export const BVH_MORTON_WORKGROUP_SIZE: 64;
|
|
|
2
2
|
/**
|
|
3
3
|
* Morton code per leaf — pass 1 of {@link graph_bvh_build_lbvh}.
|
|
4
4
|
*
|
|
5
|
-
* The
|
|
6
|
-
*
|
|
7
|
-
*
|
|
8
|
-
* permutation the sort then carries.
|
|
5
|
+
* The code itself is {@link chunk_bvh_morton_code}, shared with the one-workgroup build so both
|
|
6
|
+
* paths sort the same leaves by the same codes. `values[i] = i` seeds the permutation the sort then
|
|
7
|
+
* carries.
|
|
9
8
|
*
|
|
10
9
|
* Pure per-invocation: no barriers, no atomics, no subgroups — which is what lets the emulator tier
|
|
11
10
|
* run it point-wise against the CPU encoder.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_bvh_morton.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js"],"names":[],"mappings":"AAQA,2CAA4C;
|
|
1
|
+
{"version":3,"file":"shader_bvh_morton.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js"],"names":[],"mappings":"AAQA,2CAA4C;AA6C5C;;;;;;;;;;;GAWG;AACH,gCAFU,aAAa,CAMpB;8BAlE2B,+BAA+B"}
|
|
@@ -1,10 +1,10 @@
|
|
|
1
1
|
import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
2
2
|
import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
|
|
3
|
-
import { chunk_v3_morton_encode } from "../../shader/chunk/bvh/morton/chunk_v3_morton_encode.js";
|
|
4
3
|
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
5
4
|
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
6
5
|
import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
7
6
|
import { BVH_BUILD_SETTINGS_STRUCT } from "./BVH_BUILD_SETTINGS_STRUCT.js";
|
|
7
|
+
import { chunk_bvh_morton_code } from "./chunk_bvh_morton_code.js";
|
|
8
8
|
|
|
9
9
|
export const BVH_MORTON_WORKGROUP_SIZE = 64;
|
|
10
10
|
|
|
@@ -39,41 +39,24 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
|
39
39
|
let low = vec3<f32>(leaf_bounds[base], leaf_bounds[base + 1u], leaf_bounds[base + 2u]);
|
|
40
40
|
let high = vec3<f32>(leaf_bounds[base + 3u], leaf_bounds[base + 4u], leaf_bounds[base + 5u]);
|
|
41
41
|
|
|
42
|
-
let centroid = (low + high) * 0.5;
|
|
43
|
-
|
|
44
42
|
let scene_low = vec3<f32>(scene_bounds[0], scene_bounds[1], scene_bounds[2]);
|
|
45
43
|
let scene_high = vec3<f32>(scene_bounds[3], scene_bounds[4], scene_bounds[5]);
|
|
46
44
|
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
// An axis of zero extent contributes nothing to the code, exactly as it does in
|
|
50
|
-
// v3_morton_encode_bounded — every centroid quantises to 0 along it rather than to a division
|
|
51
|
-
// by zero.
|
|
52
|
-
let scale = select(vec3<f32>(0.0), vec3<f32>(1.0) / span, span != vec3<f32>(0.0));
|
|
53
|
-
|
|
54
|
-
// The centroid of a leaf box is inside the union of every leaf box by construction, so the
|
|
55
|
-
// clamp never binds on well-formed input; it is here so that a rounding error at the extreme,
|
|
56
|
-
// or a NaN-free degenerate box, cannot produce an out-of-range quantised coordinate.
|
|
57
|
-
let normalized = clamp((centroid - scene_low) * scale, vec3<f32>(0.0), vec3<f32>(1.0));
|
|
58
|
-
|
|
59
|
-
let quantised = vec3<u32>(round(normalized * 1023.0));
|
|
60
|
-
|
|
61
|
-
keys[i] = v3_morton_encode(quantised.x, quantised.y, quantised.z);
|
|
45
|
+
keys[i] = bvh_morton_code(low, high, scene_low, scene_high);
|
|
62
46
|
|
|
63
47
|
// the sort carries this along as the payload, so after it the leaves are in Morton order
|
|
64
48
|
values[i] = i;
|
|
65
49
|
}
|
|
66
50
|
`, [
|
|
67
|
-
|
|
51
|
+
chunk_bvh_morton_code,
|
|
68
52
|
]);
|
|
69
53
|
|
|
70
54
|
/**
|
|
71
55
|
* Morton code per leaf — pass 1 of {@link graph_bvh_build_lbvh}.
|
|
72
56
|
*
|
|
73
|
-
* The
|
|
74
|
-
*
|
|
75
|
-
*
|
|
76
|
-
* permutation the sort then carries.
|
|
57
|
+
* The code itself is {@link chunk_bvh_morton_code}, shared with the one-workgroup build so both
|
|
58
|
+
* paths sort the same leaves by the same codes. `values[i] = i` seeds the permutation the sort then
|
|
59
|
+
* carries.
|
|
77
60
|
*
|
|
78
61
|
* Pure per-invocation: no barriers, no atomics, no subgroups — which is what lets the emulator tier
|
|
79
62
|
* run it point-wise against the CPU encoder.
|
|
@@ -4,17 +4,17 @@ export const BVH_REFIT_WORKGROUP_SIZE: 64;
|
|
|
4
4
|
*
|
|
5
5
|
* One thread per leaf climbs the `parents` chain from the node `leaf_nodes` says that leaf occupies,
|
|
6
6
|
* taking an arrival counter at each internal node on the way. Nothing waits: the thread that arrives
|
|
7
|
-
* first at a node simply dies, and the one that arrives second
|
|
8
|
-
*
|
|
9
|
-
*
|
|
10
|
-
*
|
|
7
|
+
* first at a node simply dies, and the one that arrives second fits it. Arriving second does not
|
|
8
|
+
* mean the sibling's box has reached it — the counter and the box are different atomic words — so
|
|
9
|
+
* the climb reads the box against the {@link BVH_UNFITTED} seed emission left there, and defers a
|
|
10
|
+
* node whose box has not fully arrived to {@link shader_bvh_refit_repair}, the build's next pass.
|
|
11
11
|
*
|
|
12
12
|
* The climb itself is {@link chunk_bvh_refit_climb}, shared with the batched per-frame BLAS refit,
|
|
13
13
|
* which runs the same climb over many trees from one dispatch. This kernel is the build's framing
|
|
14
14
|
* of it: one thread per leaf, settings from immediate data, counters of its own.
|
|
15
15
|
*
|
|
16
|
-
* The counters must be zero when the pass starts; the graph declares
|
|
17
|
-
* pool-reused buffer is cleared and a fresh one arrives zeroed already.
|
|
16
|
+
* The counters and the deferred list's header must be zero when the pass starts; the graph declares
|
|
17
|
+
* both with a clear range so a pool-reused buffer is cleared and a fresh one arrives zeroed already.
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*
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* Node indices are local to the tree and `settings.node_word_offset` says where node 0 lands, so a
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* tree living inside a shared arena refits through this same kernel.
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@@ -1 +1 @@
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-
{"version":3,"file":"shader_bvh_refit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js"],"names":[],"mappings":"AAQA,0CAA2C;
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1
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+
{"version":3,"file":"shader_bvh_refit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js"],"names":[],"mappings":"AAQA,0CAA2C;AAiD3C;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,+BAFU,aAAa,CAMpB;8BAhF2B,+BAA+B"}
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@@ -21,8 +21,11 @@ resources.createGroup()
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.addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
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// The same buffer the emission pass wrote as typed nodes, bound flat and atomic here. Every
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// word this pass touches is communicated between workgroups, so every access to it is an
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// atomic one
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.addStorageBuffer("nodes", WebGPUArray.from(atomic_u32), true)
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// atomic one.
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.addStorageBuffer("nodes", WebGPUArray.from(atomic_u32), true)
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// the nodes whose children had not all reached their second arrival, for the repair; header zero
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// at the start of every build
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.addStorageBuffer("refit_deferred", WebGPUArray.from(atomic_u32), true);
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const body = CodeChunk.from(
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//language=WGSL
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@@ -57,17 +60,17 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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*
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* One thread per leaf climbs the `parents` chain from the node `leaf_nodes` says that leaf occupies,
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* taking an arrival counter at each internal node on the way. Nothing waits: the thread that arrives
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* first at a node simply dies, and the one that arrives second
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*
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*
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*
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* first at a node simply dies, and the one that arrives second fits it. Arriving second does not
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* mean the sibling's box has reached it — the counter and the box are different atomic words — so
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* the climb reads the box against the {@link BVH_UNFITTED} seed emission left there, and defers a
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* node whose box has not fully arrived to {@link shader_bvh_refit_repair}, the build's next pass.
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*
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* The climb itself is {@link chunk_bvh_refit_climb}, shared with the batched per-frame BLAS refit,
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* which runs the same climb over many trees from one dispatch. This kernel is the build's framing
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* of it: one thread per leaf, settings from immediate data, counters of its own.
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*
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* The counters must be zero when the pass starts; the graph declares
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* pool-reused buffer is cleared and a fresh one arrives zeroed already.
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* The counters and the deferred list's header must be zero when the pass starts; the graph declares
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* both with a clear range so a pool-reused buffer is cleared and a fresh one arrives zeroed already.
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*
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* Node indices are local to the tree and `settings.node_word_offset` says where node 0 lands, so a
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* tree living inside a shared arena refits through this same kernel.
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@@ -0,0 +1,24 @@
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1
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export const BVH_REFIT_PREPARE_WORKGROUP_SIZE: 64;
|
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2
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/**
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* The first pass of a refit-only update ({@link graph_bvh_refit_lbvh}): one thread per leaf rewrites
|
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4
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* the leaf's box from `leaf_bounds` and lays out what {@link shader_bvh_refit}'s climb reads, from the
|
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* tree itself.
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*
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* - Leaf position `i` is node `(n−1)+i`, as the build lays a tree out; its box is rewritten from
|
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* `leaf_bounds[payload]`, so this serves a tree whose **leaf payload is the leaf's index** into the
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* boxes it was built from (the GPU fluid's), and the stored tree is the Morton order.
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* - `parents` of both children of internal node `i`, read off the node, and the root's
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* `BVH_NULL_NODE`: the same array the emission writes, rebuilt from the topology it left.
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* - `leaf_nodes[i] = (n−1)+i`.
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* - Internal node `i`'s bound words seeded with {@link BVH_UNFITTED}, as emission seeds a build's.
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* The refit fits them from every leaf, and its climb reads a child's box through relaxed atomics
|
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15
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* that need not have carried the fitting store yet; the seed is what such a read returns instead
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* of the previous frame's box, so the climb defers the node to {@link shader_bvh_refit_repair}.
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*
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* Barrier-free and atomic-free, a pure function per thread.
|
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*
|
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* @type {ComputeShader}
|
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+
*/
|
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|
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export const shader_bvh_refit_prepare: ComputeShader;
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import { ComputeShader } from "../../shader/ComputeShader.js";
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//# sourceMappingURL=shader_bvh_refit_prepare.d.ts.map
|
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@@ -0,0 +1 @@
|
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1
|
+
{"version":3,"file":"shader_bvh_refit_prepare.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit_prepare.js"],"names":[],"mappings":"AAUA,kDAAmD;AAgEnD;;;;;;;;;;;;;;;;;;;GAmBG;AACH,uCAFU,aAAa,CAMpB;8BAjG2B,+BAA+B"}
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
import { BVH_NULL_NODE_DEFINITION } from "../../shader/chunk/bvh/BVH_NULL_NODE_DEFINITION.js";
|
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2
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+
import { ComputeShader } from "../../shader/ComputeShader.js";
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3
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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4
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
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5
|
+
import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
6
|
+
import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
|
|
7
|
+
import { BVH_BUILD_SETTINGS_STRUCT } from "./BVH_BUILD_SETTINGS_STRUCT.js";
|
|
8
|
+
import { BVH_NODE_LAYOUT_DEFINITION } from "./BVH_NODE_LAYOUT_DEFINITION.js";
|
|
9
|
+
import { BVH_REFIT_DEFERRED_DEFINITION } from "./BVH_REFIT_DEFERRED_DEFINITION.js";
|
|
10
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+
|
|
11
|
+
export const BVH_REFIT_PREPARE_WORKGROUP_SIZE = 64;
|
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12
|
+
|
|
13
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
14
|
+
|
|
15
|
+
// the build's settings, as immediate data; the offsets of parents and leaf nodes are 0, transients of the refit
|
|
16
|
+
resources.setImmediate("settings", BVH_BUILD_SETTINGS_STRUCT);
|
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17
|
+
|
|
18
|
+
resources.createGroup()
|
|
19
|
+
.addStorageBuffer("leaf_bounds", WebGPUArray.from(f32), false)
|
|
20
|
+
// `{root: u32, nodes: array<BVH2_NODE_STRUCT>}` as the build wrote it, flat
|
|
21
|
+
.addStorageBuffer("nodes", WebGPUArray.from(u32), true)
|
|
22
|
+
.addStorageBuffer("parents", WebGPUArray.from(u32), true)
|
|
23
|
+
.addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), true);
|
|
24
|
+
|
|
25
|
+
const body = CodeChunk.from(
|
|
26
|
+
//language=WGSL
|
|
27
|
+
`
|
|
28
|
+
@compute @workgroup_size(${BVH_REFIT_PREPARE_WORKGROUP_SIZE}, 1, 1)
|
|
29
|
+
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
30
|
+
let i = gid.x;
|
|
31
|
+
let n = settings.element_count;
|
|
32
|
+
|
|
33
|
+
if (i >= n) {
|
|
34
|
+
return;
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
// the leaf the build put at sorted position i, and the box it holds now: its payload is its index
|
|
38
|
+
let leaf_node = (n - 1u) + i;
|
|
39
|
+
let leaf_word = settings.node_word_offset + leaf_node * BVH_NODE_STRIDE;
|
|
40
|
+
let source = nodes[leaf_word + BVH_NODE_CHILD_2] * 6u;
|
|
41
|
+
|
|
42
|
+
for (var k = 0u; k < 6u; k += 1u) {
|
|
43
|
+
nodes[leaf_word + BVH_NODE_BOUNDS + k] = bitcast<u32>(leaf_bounds[source + k]);
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
leaf_nodes[settings.leaf_nodes_offset + i] = leaf_node;
|
|
47
|
+
|
|
48
|
+
// the parents the climb follows, from the tree's own children
|
|
49
|
+
if (i < n - 1u) {
|
|
50
|
+
let node_word = settings.node_word_offset + i * BVH_NODE_STRIDE;
|
|
51
|
+
|
|
52
|
+
parents[settings.parents_offset + nodes[node_word + BVH_NODE_CHILD_1]] = i;
|
|
53
|
+
parents[settings.parents_offset + nodes[node_word + BVH_NODE_CHILD_2]] = i;
|
|
54
|
+
|
|
55
|
+
// Internal node i's box is the previous frame's until the climb fits it, and the climb's
|
|
56
|
+
// read of it may come before the fitting store lands. Seeded here, a dispatch earlier, as
|
|
57
|
+
// emission seeds a build's, that read returns the store or this seed: a box the climb can
|
|
58
|
+
// see has not arrived, never the previous frame's.
|
|
59
|
+
for (var k = 0u; k < 6u; k += 1u) {
|
|
60
|
+
nodes[node_word + BVH_NODE_BOUNDS + k] = BVH_UNFITTED;
|
|
61
|
+
}
|
|
62
|
+
}
|
|
63
|
+
|
|
64
|
+
if (i == 0u) {
|
|
65
|
+
// node 0 is the root, nobody's child: where the climb stops
|
|
66
|
+
parents[settings.parents_offset] = BVH_NULL_NODE;
|
|
67
|
+
}
|
|
68
|
+
}
|
|
69
|
+
`, [
|
|
70
|
+
BVH_NULL_NODE_DEFINITION,
|
|
71
|
+
BVH_NODE_LAYOUT_DEFINITION,
|
|
72
|
+
BVH_REFIT_DEFERRED_DEFINITION,
|
|
73
|
+
]);
|
|
74
|
+
|
|
75
|
+
/**
|
|
76
|
+
* The first pass of a refit-only update ({@link graph_bvh_refit_lbvh}): one thread per leaf rewrites
|
|
77
|
+
* the leaf's box from `leaf_bounds` and lays out what {@link shader_bvh_refit}'s climb reads, from the
|
|
78
|
+
* tree itself.
|
|
79
|
+
*
|
|
80
|
+
* - Leaf position `i` is node `(n−1)+i`, as the build lays a tree out; its box is rewritten from
|
|
81
|
+
* `leaf_bounds[payload]`, so this serves a tree whose **leaf payload is the leaf's index** into the
|
|
82
|
+
* boxes it was built from (the GPU fluid's), and the stored tree is the Morton order.
|
|
83
|
+
* - `parents` of both children of internal node `i`, read off the node, and the root's
|
|
84
|
+
* `BVH_NULL_NODE`: the same array the emission writes, rebuilt from the topology it left.
|
|
85
|
+
* - `leaf_nodes[i] = (n−1)+i`.
|
|
86
|
+
* - Internal node `i`'s bound words seeded with {@link BVH_UNFITTED}, as emission seeds a build's.
|
|
87
|
+
* The refit fits them from every leaf, and its climb reads a child's box through relaxed atomics
|
|
88
|
+
* that need not have carried the fitting store yet; the seed is what such a read returns instead
|
|
89
|
+
* of the previous frame's box, so the climb defers the node to {@link shader_bvh_refit_repair}.
|
|
90
|
+
*
|
|
91
|
+
* Barrier-free and atomic-free, a pure function per thread.
|
|
92
|
+
*
|
|
93
|
+
* @type {ComputeShader}
|
|
94
|
+
*/
|
|
95
|
+
export const shader_bvh_refit_prepare = ComputeShader.from({
|
|
96
|
+
label: "BVHBuild/RefitPrepare",
|
|
97
|
+
resources,
|
|
98
|
+
body,
|
|
99
|
+
});
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The refit's repair: one thread per node the climb ({@link chunk_bvh_refit_climb}) deferred,
|
|
3
|
+
* growing it and every node above it by the union of its children ({@link chunk_bvh_refit_repair}).
|
|
4
|
+
*
|
|
5
|
+
* Dispatched indirectly from the deferred list itself: its first three words are the command the
|
|
6
|
+
* climb wrote as it deferred, folded, so this flattens with {@link chunk_folded_workgroup_index}
|
|
7
|
+
* rather than asking for `num_workgroups` (see `renderer/gpu_primitive/indirect/NOTES.md`). On a
|
|
8
|
+
* refit where every box arrived in time the command is empty and nothing runs.
|
|
9
|
+
*
|
|
10
|
+
* The list's entries carry their tree's node and parents offsets, so the same dispatch serves a
|
|
11
|
+
* build's one tree and a batch of trees in an arena.
|
|
12
|
+
*
|
|
13
|
+
* @type {ComputeShader}
|
|
14
|
+
*/
|
|
15
|
+
export const shader_bvh_refit_repair: ComputeShader;
|
|
16
|
+
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
17
|
+
//# sourceMappingURL=shader_bvh_refit_repair.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shader_bvh_refit_repair.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit_repair.js"],"names":[],"mappings":"AA4CA;;;;;;;;;;;;;GAaG;AACH,sCAFU,aAAa,CAMpB;8BA5D2B,+BAA+B"}
|