@woosh/meep-engine 3.49.0 → 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.
Files changed (1364) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  107. package/src/engine/physics/cloth/PLAN.md +21 -2
  108. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  109. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  110. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  111. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  113. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  114. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  116. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  117. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  119. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  120. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  121. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  123. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  124. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  126. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  127. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  128. package/src/engine/physics/cloth/playground/README.md +8 -4
  129. package/src/engine/physics/cloth/playground/wind.html +4 -4
  130. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  131. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  132. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  133. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  134. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  135. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  137. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  138. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  140. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  141. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  143. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  144. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  146. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  147. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  148. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  149. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  150. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  151. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  152. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  153. package/src/engine/physics/fluid/FluidField.js +26 -6
  154. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  155. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  156. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  157. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  158. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  159. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  167. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  168. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  169. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  170. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  172. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  174. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  175. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  180. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  181. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  183. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  184. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  186. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  187. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  189. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  190. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  193. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  195. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  196. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  198. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  199. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  204. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  205. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  210. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  211. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  216. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  217. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  219. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  220. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  222. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  223. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  225. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  226. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  228. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  229. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  234. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  235. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  246. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  247. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
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1
+ # Cluster light assignment: the algorithm (proposal, 2026-10-16)
2
+
3
+ Status: **proposal, nothing built for landing.** This is the algorithmic half of the investigation. The
4
+ structural half (grid dimensioning, output format, pass chain, lights/decals builder merge) belongs to the
5
+ sibling session "cluster-structural". Where an option depends on its choices, both formats are evaluated:
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+
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+ - **Format A**: today's per-cell `{counts, offset}` into a compact list, points then spots.
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+ - **Format B**: a z-binned format (Drobot 2017): per 2D tile, a bitmask over a depth-sorted light list;
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+ per z-bin, the `[min, max]` sorted index.
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+
11
+ Every number is labelled **measured** or **predicted**.
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+
13
+ - **Measured** means a paired A/B: all arms are interleaved in one process, every arm runs in its own
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+ timestamped compute pass, the arm order alternates every iteration, and a fixed ballast pass runs in
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+ front.
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+ - **4090 numbers are relative on that device only.** For modest hardware there are **measured** numbers
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+ from this machine's **AMD Radeon iGPU** (RDNA2, 2 CUs, shared DDR5), reached from headless Chrome with
18
+ `--use-adapter-luid=0,120673`. The register, occupancy and scratch figures come from the NVIDIA 610.88
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+ and AMD 2.0.302 Vulkan drivers, compiling Tint's own SPIR-V.
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+
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+ ## 0. Summary
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+
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+ 1. **At zero lights, 89–98% of today's cost is zeroing the private list.** That list is
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+ `var local_lights = array<u32, 256>()`: 1 KiB of local memory per thread, written before any light is
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+ tested. Removing it takes 4K on the 4090 from 237 µs to 5.7 µs, and 1898×982 on the iGPU from 951 µs to
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+ 101 µs. Rebuilding the frustum and mapping the slice costs 2–3 µs on the 4090 and 80–390 µs on the iGPU,
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+ but only becomes visible once the array is gone. The global atomic costs 0–7%.
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+ 2. **Defect: the last z-slice takes every spot light.** That slice's far plane sits at FLT_MAX, so the
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+ cell's corner bounding sphere stops being finite and the cone test can no longer reject anything. This
30
+ accounts for 85% of all pairs with 16 lights, and 42% with 1,024, where it fills those 1,860 cells to the
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+ cap of 128. The fix (`A0fix`) is local, and is measured below.
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+ 3. **Today's pass does not survive many lights on modest hardware.** At 1898×982 with 1,024 lights it
33
+ takes 0.95–1.5 ms on the 4090 and **61 ms on the iGPU**.
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+ 4. **Recommended Format A path: A2, cooperative coarse-to-fine, cell-centric.** A small O(L) light prepass
35
+ sorts the culled list by (type, id) and writes a view-space record and a cell-space box per light. Each
36
+ 4×4×4 workgroup then culls the list against its own box, 64 lights at a time, compacts the survivors in
37
+ order into workgroup memory, and every thread fine-tests only those.
38
+ - Zero lights cost the per-cell floor plus the prepass: 5–6 µs on the 4090, 5–78 µs on the iGPU.
39
+ - 1,024 lights cost 56–75 µs on the 4090 and 0.12–2.4 ms on the iGPU.
40
+ - All dispatches are direct, and the output is deterministic in both set and order.
41
+ 5. **Light-centric assignment (L1) scales best on the 4090 but loses on the iGPU.** On the 4090 it takes
42
+ 41 µs at 1,024 lights and 85 µs at 4,096 (1898×982). On the iGPU it costs 0.9–4 ms, because the cost of
43
+ its per-cell atomics dominates there. It also needs three indirect dispatches, which Chrome prices at
44
+ about 105 kcyc each on its GPU process.
45
+ 6. **If cluster-structural picks Format B, its build is the cheapest measured, and its zero-light cost
46
+ does not scale with resolution at all.** The build takes 5–9 µs at zero lights on both GPUs and at every
47
+ resolution, and 27–93 µs on the 4090 at 1,024–4,096 lights. Which way to build the tile masks depends on
48
+ the device (§3.5).
49
+ 7. **Test tightness:** at 1,024 lights the shipped tests admit 3.0× the exact pairs, and 16× for spots.
50
+ The light-box pretest brings that to 1.66×. On a ground-plane G-buffer, light evaluations per pixel go
51
+ from 31.4 (today, slice fixed) to 19.1 (pretest) and 17.3 (pretest plus UE's cone plane), against 10.3
52
+ exact.
53
+
54
+ ## 1. The measured baseline, by term
55
+
56
+ **The pass as built.** One thread per cell in 4×4×4 groups: 32 px tiles × 24 exponential slices,
57
+ 5,760 / 44,640 / 195,840 cells at 640×360 / 1898×982 / 3840×2160.
58
+
59
+ Correction to the brief: **the per-cell frustum is not built from corners.** `frustum_slice` blends the
60
+ camera's normalized planes pairwise (`frustum_plane_pair_lerp`) and normalizes six planes. The corner chain
61
+ does run, but **per spot light, per cell**:
62
+
63
+ > `spot_light_intersects_frustum` → `cone_intersects_frustum` → `frustum_to_bounding_sphere` →
64
+ > `frustum_to_corners`, which is 8 three-plane intersections.
65
+
66
+ `frustum_from_corners`, `plane_from_triangle` and `cluster_slice_frustum` are linked but never called.
67
+ Every pair also re-reads and re-marshals the light record from the paged database (12 words for a point
68
+ light, 17 for a spot).
69
+
70
+ ### 1.1 Zero lights: ablation arms (p10, µs)
71
+
72
+ Arms are cumulative or single removals from the shipped WGSL, by string edit. All of them produce identical
73
+ output at zero lights.
74
+
75
+ | arm | 4090 640×360 | 4090 1898×982 | 4090 4K | iGPU 640×360 | iGPU 1898×982 | iGPU 4K |
76
+ |---|---:|---:|---:|---:|---:|---:|
77
+ | A0 shipped | 4.1 | 36.9 | 236.5 | 132.1 | 950.7 | 3,769 |
78
+ | − atomic (taken only when the cell has lights) | 3.1 | 38.9 | 220.2 | 132.6 | 969.3 | 3,801 |
79
+ | − slice mapping (exp2 + inverse lerp) | 4.1 | 38.9 | 221.2 | 127.6 | 945.2 | 3,658 |
80
+ | − frustum rebuild and slice mapping | 4.1 | 34.8 | 229.4 | 124.4 | 951.4 | 3,780 |
81
+ | − private array (256 → 2 entries) | 2.0 | 4.1 | 5.7 | 17.4 | 101.0 | 468.9 |
82
+ | − array − atomic − frustum | 1.0 | 2.0 | 3.1 | 9.8 | 21.3 | 78.5 |
83
+ | floor (bounds, index, write `{0,1}`) | 1.0 | 1.0 | 2.0 | 1.6 | 9.8 | 31.9 |
84
+
85
+ **Terms at 1898×982**, rounded: 4090 37 µs and iGPU 951 µs in total.
86
+
87
+ | term | 4090 | iGPU |
88
+ |---|---:|---:|
89
+ | array zero-init | 33 µs (89%) | 850 µs (89%) |
90
+ | frustum rebuild and slice mapping, after the array is gone | 2 µs | 80 µs |
91
+ | atomic | ≤ 3% (noise) | ≤ 3% (noise) |
92
+ | floor | 1 µs | 10 µs |
93
+
94
+ At 4K the array is 98% of the 4090 time and 88% of the iGPU time.
95
+
96
+ **Why the array costs this much.** It is pure memory traffic: 195,840 threads × 1 KiB = 200 MB of stores
97
+ at 4K, and 237 µs is about 0.85 TB/s, the 4090's DRAM rate.
98
+
99
+ The private list adds no registers, it adds scratch:
100
+
101
+ | | 4090 regs | 4090 local mem | 4090 occupancy | AMD VGPRs | AMD scratch |
102
+ |---|---:|---:|---:|---:|---:|
103
+ | A0 with the list | 72 | 1,024 B | 58% | 72 | 1,344 B |
104
+ | A0 with a 2-entry list | 80 | 0 | 50% | 88 | 0 |
105
+
106
+ The rest of the register pressure comes from the light loop. The spot test's corner rebuild sits inside
107
+ it.
108
+
109
+ ### 1.2 With lights (p10)
110
+
111
+ | | 4090 640×360 | 4090 1898×982 | 4090 4K | iGPU 640×360 | iGPU 1898×982 | iGPU 4K |
112
+ |---|---:|---:|---:|---:|---:|---:|
113
+ | A0, 16 lights | 11.3 µs | 45.1 µs | 232 µs | 156 µs | 1.11 ms | 4.0 ms |
114
+ | A0, 1,024 lights | 1.17 ms | 0.95–1.49 ms ¹ | 3.81 ms | 8.2 ms | 61.3 ms | 257 ms |
115
+ | A0, 4,096 lights | 2.90 ms | 3.86 ms | 11.65 ms | 36.4 ms | 276 ms | — |
116
+ | A0fix, 1,024 lights | 1.03 ms | 0.62–1.42 ms ¹ | 3.49 ms | 6.7 ms | 51.7 ms | 218 ms |
117
+
118
+ ¹ The p10 moved between runs. Another GPU client was time-slicing with these runs (§6), so p10–p50 is
119
+ given.
120
+
121
+ ### 1.3 The last-slice spot defect (measured)
122
+
123
+ **Mechanism.** Slice 23's far depth is `cluster_depth_from_z_slice(24)`, which is FLOAT32_MAX. Its corners
124
+ come out non-finite, `cone_intersects_sphere` then compares against NaN, and every rejection is false. So
125
+ every spot light lands in all 1,860 cells of slice 23 at 1898×982:
126
+
127
+ | | spot pairs from this alone | share of all pairs |
128
+ |---|---:|---:|
129
+ | 8 point + 8 spot lights | 14,880 | 85% (of 17,476) |
130
+ | 512 point + 512 spot lights | 238,080 | 42% (of 572,545) |
131
+
132
+ At 1,024 lights every one of those cells sits at the cap of 128 spot lights, so a far pixel shades up to
133
+ 128 spot lights that cannot reach it.
134
+
135
+ **The fix (`A0fix`).** For an unbounded cell, test the cone's own bounding sphere against the cell's
136
+ planes. This removes exactly those pairs (0 other cells change) and is 4–20% faster.
137
+
138
+ ## 2. Survey
139
+
140
+ Every entry below is **VERIFIED**, read at a pinned commit, unless tagged **SECONDARY**. The raw copies are
141
+ in the scratchpad `src/`.
142
+
143
+ ### 2.1 Unreal Engine 5.4 (`LightGridInjection.usf/.cpp`, read in the installed source)
144
+
145
+ - **Thread mapping:** one thread per cell, `THREADGROUP_SIZE` 4, so 4×4×4 groups. The grid is 64 px tiles ×
146
+ 32 slices.
147
+ - **No parent or coarse grid in 5.4.**
148
+ - **Cell bounds:** the view-space AABB of the cell's 8 corners (`ComputeCellViewAABB`). Lights are moved to
149
+ view space on the CPU.
150
+ - **Test:** `ComputeSquaredDistanceFromBoxToPoint` < r². For spot lights, one separating plane through the
151
+ apex facing the AABB centre (`IsAabbOutsideInfiniteAcuteConeApprox`).
152
+ - **Iteration:** brute force over every local light, per cell.
153
+ - **Default output, the linked list** (`r.Forward.LightLinkedListCulling=1`):
154
+ - per hit pair: an `InterlockedAdd` on one global counter, plus an `InterlockedExchange` on the cell's head;
155
+ - then `LightGridCompactCS`, on the same grid, walks each list, allocates with one global
156
+ `InterlockedAdd` (the LDS pre-aggregation is off by default), and writes the list reversed to restore
157
+ list order.
158
+ - **Non-linked mode:** per-cell `InterlockedAdd` into 32 fixed slots.
159
+ - **Zero lights:** no gate beyond the whole-feature one.
160
+ - **The far end of the z distribution is the furthest light,** computed on the CPU.
161
+
162
+ ### 2.2 The other engines
163
+
164
+ | | iteration order | hierarchy | test | output, allocation, overflow | order | zero lights |
165
+ |---|---|---|---|---|---|---|
166
+ | Bevy (GPU path, now the default) | Light-centric by **rasterisation**: one quad per (light, z-slice), so one fragment per (cluster, light) | none | sphere vs cluster AABB; spot: Wronski cone | per cluster offset + per-type counts; Hillis–Steele scan, then a single workgroup walks the chunks; fill by `atomicAdd`. Global list grows after a CPU readback | non-deterministic | allocation passes still run over every cluster |
167
+ | Filament (CPU, 8 jobs) | per light; private per-froxel bitsets, no atomics | none | projected AABB → froxel ranges, refined per slice and row; spot: cone vs froxel sphere | `offset<<16 \| count`, u8 records, neighbour dedup; on overflow, **over-inclusive** "all lights" record; cap 255 lights | deterministic, not ascending | skipped |
168
+ | Godot 4 | Light-centric by **rasterising proxy meshes** at 1/4 res with 4×MSAA, `atomicOr`, subgroup-elected writer | none | the proxy mesh | per 32 px tile: element bitmask + **32 linear z-bins of `[min, max)`**, i.e. Drobot's scheme per tile; cap 512 per type, farthest dropped | deterministic, distance-sorted | skipped |
169
+ | Unity HDRP | Big tile, then per 32 px tile: 64 threads build the coarse list; then **thread i = z-cluster i** loops over the coarse lights | **64 px big-tile list (≤ 511)** feeds 32 px clusters | screen AABB, sphere vs tile cone, exact edge tests; per cluster, 6 hull planes vs 8 corners | compact list via global `InterlockedAdd`; 26-bit offset + 6-bit count (63); caps 511 / 128 | **sorted to keep the lowest 128** ("prevent unpredictable light list"); big-tile overflow is racy | gated |
170
+ | Wicked | per 32 px tile workgroup, threads take different entities, groupshared `InterlockedOr` | none | sphere vs tile frustum and AABB; 2.5D 32-slice depth mask | per-tile flat bitmask (256 entities); no allocation | racy at the cap | dispatch skipped, UAV cleared |
171
+ | Drobot 2017, CoD:IW (**SECONDARY**, slides) | z-binning; tile masks by rasterising proxies with MSAA as conservative raster | — | — | sort lights by z; uniform bins with a 2×16-bit min/max LUT; 8×8 px tiles with 256-bit masks; the shader restricts its words to the bin range | — | — |
172
+
173
+ Frostbite/BF3 tiled deferred (Andersson 2011) was **not checked**.
174
+
175
+ **What the survey says for this decision:**
176
+
177
+ - Nobody ships today's shape *plus* a 1 KiB private list.
178
+ - The engines whose cost follows the lights do it by **light-centric scatter**. Bevy and Godot get the
179
+ scatter from the rasteriser, Filament from CPU bitsets.
180
+ - HDRP keeps cell-centric threads but makes them **hierarchical**, and deliberately sorts so it keeps the
181
+ lowest indices. That is meep's keep-smallest rule.
182
+
183
+ ## 3. Proposals, ranked
184
+
185
+ ### 3.0 Shared prepass (O(L), used by A1/A2/A3/L1/Z1/Z2)
186
+
187
+ Three dispatches, all direct. They are sized by the CPU-known clusterable light count, and every thread past
188
+ the culled count read on the GPU exits.
189
+
190
+ 1. **mark:** each culled tuple ORs one bit into a per-type visibility bitmask sized by the table extent.
191
+ 2. **compact:** one 256-thread workgroup scans the popcounts with a subgroup scan, giving a list **sorted by
192
+ (type, id)**. Per-thread budget: 2 words = 64 bits. The 16,384 lights this covers are exactly the cull
193
+ list's own limit, so one workgroup always suffices. It self-clears the mask.
194
+ 3. **lights:** per sorted light:
195
+ - reads the database record **once**;
196
+ - writes a view-space record (sphere, apex/height, direction/cos, source radius);
197
+ - writes a packed cell-space box: tile x/y from the exact tangent extents of the bound sphere, z from
198
+ `cluster_depth_to_z_slice`.
199
+
200
+ The spot bound is the bounding sphere of the flat-capped cone that the shipped test uses.
201
+
202
+ **Measured cost:** 3.1 µs at zero lights to 8.2 µs at 4,096 lights (4090), and 1.8–24 µs (iGPU), at any
203
+ resolution.
204
+
205
+ **Why sort.** Sorting turns keep-smallest into "the first CAP hits in list order", and makes the written
206
+ order deterministic. Today the *order* within a cell follows the cull pass's `atomicAdd`, and only the
207
+ overflow *set* is deterministic.
208
+
209
+ ### 3.1 Recommended for Format A — A2: cooperative coarse-to-fine, cell-centric
210
+
211
+ **Mechanism.** The workgroup is a 4×4×4 coarse cell. For each chunk of 64 sorted lights:
212
+
213
+ 1. thread i tests light i's cell box against the group's box;
214
+ 2. the survivors are compacted **in order** into `surv[64]` (subgroup exclusive add plus per-subgroup
215
+ offsets) — 520 B to 1 KiB of workgroup memory;
216
+ 3. every thread runs box + precise tests on the survivors only, counting against the per-type cap of 128.
217
+
218
+ Then the subgroup-aggregated allocation (one atomic per subgroup, skipped when the subgroup total is 0),
219
+ then a second sweep that writes. There is no private array.
220
+
221
+ **Scaling.**
222
+
223
+ - O(C/64 · L) cheap integer box tests, plus O(C · survivors) precise tests.
224
+ - Zero lights: O(C) floor plus the prepass.
225
+ - Per-thread loops: L/64 chunks (≤ 256 at the cull limit) × ≤ 64 survivors.
226
+ - **Doc line for the budget:** past the per-type cap the largest sorted indices are dropped, exactly as
227
+ today.
228
+
229
+ **Cost (measured, p10).**
230
+
231
+ | | 4090 640×360 | 4090 1898×982 | 4090 4K | iGPU 640×360 | iGPU 1898×982 | iGPU 4K |
232
+ |---|---:|---:|---:|---:|---:|---:|
233
+ | 0 lights | 5.1 µs | 5.1 µs | 6.1 µs | 5.3 µs | 21.8 µs | 77.8 µs |
234
+ | 16 lights | 9.2 µs | 9.2 µs | 10.2 µs | 14.1 µs | 70.8 µs | 271 µs |
235
+ | 1,024 lights | 74.8 µs | 56.3 µs | 58.4 µs | 119 µs | 621 µs | 2.43 ms |
236
+ | 4,096 lights | 303 µs | 222 µs | 239 µs | 511 µs | 2.68 ms | — |
237
+
238
+ **Against the shipped pass at 1,024 lights:** 15–66× faster on the 4090 and 69–106× on the iGPU.
239
+
240
+ **Registers:**
241
+
242
+ | | regs | local mem | shared mem | occupancy |
243
+ |---|---:|---:|---:|---:|
244
+ | 4090 | 48 | 0 | 520 B | 83% |
245
+ | AMD | 41 VGPR | 0 scratch | 1 KiB LDS | 10 waves (predicted, wave64) |
246
+
247
+ **Output** is **identical** to A1 and to L1 in every cell (§4). It is a strict subset of `A0fix`: the box
248
+ pretest only removes pairs.
249
+
250
+ **Reuse map.**
251
+
252
+ | piece | existing machinery | duplication found |
253
+ |---|---|---|
254
+ | sorted culled list | the prepass mark/compact replaces the cull's append order; it could be written by `shader_cull_lights_hzb` directly (pass chain → structural); the general n scan is `graph_prefix_scan_csdldf` | `NOTES.md` TODO "sort lights by type" |
255
+ | per-light record + box | `chunk_point_light_to_aabb3` / `chunk_spot_light_to_aabb3`, `chunk_cone_to_bounding_box`, `chunk_cluster_depth_to_z_slice`, `chunk_sphere_screen_extents` (exists; one caller; written for +z forward) | today every cell re-marshals every record |
256
+ | cell planes | replaces `frustum_slice` + `plane_normalize`: four eye-plane normals from the tile's NDC edges, two depths from `chunk_cluster_depth_from_z_slice` | `frustum_to_corners` per spot *pair* goes |
257
+ | precise tests | `chunk_sphere_intersects_frustum` semantics; `chunk_cone_intersects_sphere` verbatim, with the cell's bounding sphere computed **once per cell**, not per pair | `frustum_to_bounding_sphere` per pair |
258
+ | ordered compaction | subgroup ballot / exclusive add, the pattern of `chunk_subgroup_active_count_bits`; `workgroupUniformLoad` | — |
259
+ | allocation | `chunk_vsm_append_mover` (subgroup exclusive add + elect + broadcast) | — |
260
+ | decals | `shader_cluster_assign_decals` is the same shape, with a sorted 32-entry private array and keep-largest | the cell setup is duplicated line for line |
261
+
262
+ **Risks.**
263
+
264
+ - **Determinism:** the set and the order are both a function of the scene.
265
+ - One measured caveat: at the cap, A2/A3 can keep a near-smallest set instead of the smallest (A1 vs A3
266
+ differed in one cell, stable across runs). Corrected in round 3: the 4×4×4 workgroup's subgroup lanes
267
+ are permuted against `local_invocation_index`, so the subgroup-scan compaction is deterministic but not
268
+ ascending within 32-light windows. It is not codegen. Fix and measurements: `PROPOSAL_HIERARCHICAL_2026_10_16.md` R3.1.
269
+ - **Overflow:** keep-smallest per type, unchanged.
270
+ - **Consumers:** none change.
271
+ - **Weak spot:** the O(L/64) coarse loop. At 4,096 lights A2 is 220–300 µs (4090) and 2.7 ms (iGPU,
272
+ 1898×982), and the cull limit of 16,384 would be about 4× that (**predicted**). At low resolution there
273
+ are few groups, so it is latency-bound: 303 µs at 640×360 vs 222 µs at 1898×982.
274
+
275
+ **Known cheap refinement (unmeasured).** Build the cell's bounding sphere lazily, on the first spot
276
+ survivor. On the iGPU, A2 with 16 lights is 71 µs against a 22 µs zero-light cost, and that difference is
277
+ mostly per-cell setup.
278
+
279
+ ### 3.2 A1 — the minimal Format A fix
280
+
281
+ **Mechanism.** A0's single loop over the sorted list, with the box pretest, count-then-write, and no private
282
+ array.
283
+
284
+ **Measured.**
285
+
286
+ - Zero lights: 5–6 µs (4090) and 6–65 µs (iGPU).
287
+ - 1,024 lights: 173–252 µs (4090) and 0.65–19 ms (iGPU).
288
+ - 4,096 lights: 1.3–2.0 ms (4090).
289
+
290
+ Registers 46 (83%) on NVIDIA; 34 VGPR, 12 waves on AMD.
291
+
292
+ It fixes the zero-light term and nothing else. **It keeps a per-thread loop over all L, which has no
293
+ budget.** A2 beats or ties it everywhere except zero lights on the iGPU (18.5 vs 21.8 µs at 1898×982, 65 vs 78 µs at 4K). It is listed only as the smallest diff.
294
+
295
+ ### 3.3 A3 — light-centric coarse bitmask plus A2's fine pass (measured negative on the 4090)
296
+
297
+ **Mechanism.** One workgroup per light ORs its bit into a per-coarse-cell mask (direct dispatch; budget
298
+ coarse cells/64, which is 48 at 4K). The fine pass skips empty word pairs.
299
+
300
+ **Measured.**
301
+
302
+ - 4090: matches A2 or loses — 935 vs 303 µs at 640×360 with 4,096 lights. Only 90 coarse cells means
303
+ heavy `atomicOr` contention.
304
+ - iGPU: **beats** A2 — 468 vs 621 µs (1898×982, 1,024 lights), 1.67 vs 2.43 ms (4K, 1,024), 2.11 vs 2.68 ms
305
+ (1898×982, 4,096).
306
+
307
+ So it is device-dependent, and not recommended as the default.
308
+
309
+ ### 3.4 L1 — light-centric pairs (Format A, exact allocation)
310
+
311
+ **Mechanism.**
312
+
313
+ 1. Scan the per-light candidate cell counts. One workgroup at the cull limit.
314
+ 2. **pairs** (indirect): one thread per (light, cell) candidate. A binary search finds the light. Precise
315
+ test; per-cell `atomicAdd` count; first-hit cell appended to an occupied list; hit appended. Both
316
+ appends are subgroup-aggregated.
317
+ 3. A one-thread args pass.
318
+ 4. **alloc** (indirect, over occupied cells only).
319
+ 5. **fill** (indirect, over hits).
320
+ 6. The metadata is cleared first: O(C), 8 B per cell.
321
+
322
+ **Scaling.** O(L + candidates + occupied + hits), plus the O(C) clear. No per-thread loop over L. Candidates
323
+ at 1,024 lights: 194k at 1898×982 and 857k at 4K, of which 95% hit. Today's cell-centric pass does 45.7M
324
+ and 200M tests for the same.
325
+
326
+ **Measured (p10).**
327
+
328
+ | | 4090 640×360 | 4090 1898×982 | 4090 4K | iGPU 1898×982 | iGPU 4K |
329
+ |---|---:|---:|---:|---:|---:|
330
+ | 0 lights | 17.4 µs | 17.4 µs | 18.4 µs | 23.0 µs | 44.8 µs |
331
+ | 1,024 lights | 31.7 µs | 41.0 µs | 77.8 µs | 923 µs | 4.05 ms |
332
+ | 4,096 lights | 46.1 µs | 85.0 µs | 246 µs | 3.96 ms | — |
333
+
334
+ **Its zero-light floor is Chrome's.** Every indirect dispatch gets Dawn's validation pass (see
335
+ `gpu_primitive/indirect/NOTES.md`).
336
+
337
+ **On the iGPU,** pairs and fill cost 381 + 502 µs at 1898×982 with 1,024 lights. Global atomics are the
338
+ iGPU's weakness.
339
+
340
+ **CPU price (predicted from the measured frame-anatomy prices):** 3 indirect dispatches × ~105 kcyc plus
341
+ 5 extra dispatches × ~4 kcyc, about **335 kcyc of Chrome's GPU-process thread per frame**. That is about
342
+ 2.5% of the 13.6 Mcyc simple-cube frame. For comparison, A2 adds about 12 kcyc.
343
+
344
+ **Engine-wide lesson (measured).** On D3D12, Tint lowers `atomicLoad` to `InterlockedOr(x, 0)`, a
345
+ read-modify-write. Every thread reading a shared counter that way serializes on one address:
346
+
347
+ | | `atomicLoad` | plain read-only view |
348
+ |---|---:|---:|
349
+ | fill, 819k threads | 411 µs | 31 µs |
350
+ | alloc | 34 µs | 6 µs |
351
+
352
+ Read counters through a plain read-only view.
353
+
354
+ **Risks.**
355
+
356
+ - **Overflow:** a cell past the per-type cap keeps whichever hits arrive first. That is non-deterministic;
357
+ 37 cells at 640×360 with 4,096 lights differed from A1. Keeping keep-smallest needs a fix-up pass for
358
+ overflowing cells only (rare path, unmeasured).
359
+ - **Order** within a cell is non-deterministic. Today's order already is.
360
+
361
+ ### 3.5 Format B build — Z1 (atomic scatter) / Z2 (tile-centric ballot)
362
+
363
+ **Mechanism.**
364
+
365
+ - Depth sort of the culled lights (single-workgroup bitonic of ≤ 4,096 keys in 16 KiB, as the small-n path;
366
+ `graph_radix_sort` beyond).
367
+ - 1,024 linear z-bins, written by `atomicMin`/`atomicMax` per (light, bin), budget bins/64.
368
+ - Per-tile masks:
369
+ - **Z1:** one workgroup per light ORs its tiles (budget tiles/64, 128 at 4K).
370
+ - **Z2:** one thread per (tile, light); the subgroup ballot is the word. No atomics.
371
+ - Z1 and Z2 produce **bit-identical masks**.
372
+
373
+ **Measured build (p10).**
374
+
375
+ | | 4090 1898×982 Z1 | 4090 1898×982 Z2 | 4090 4K Z1 | 4090 4K Z2 | iGPU 1898×982 Z1 | iGPU 1898×982 Z2 | iGPU 4K Z1 | iGPU 4K Z2 |
376
+ |---|---:|---:|---:|---:|---:|---:|---:|---:|
377
+ | 0 lights | 8.2 µs | — | 7.2 µs | — | 5.3 µs | — | 5.9 µs | — |
378
+ | 1,024 lights | 29.7 µs | 41.0 µs | 39.9 µs | 87.0 µs | 183 µs | 452 µs | 2.97 ms | 1.78 ms |
379
+ | 4,096 lights | 65.5 µs | 115 µs | 93.2 µs | 302 µs | 4.0 ms | 1.89 ms | — | — |
380
+
381
+ **Scaling.** O(L log L + Σ tiles per light + Σ bins per light). **The zero-light cost has no cell or tile
382
+ term at all:** W = 0 words, and only the bins are cleared.
383
+
384
+ **The consumer side** (shading reads the bin range, then the masked words) is **not measured here**. That
385
+ is cluster-structural's.
386
+
387
+ **Risks.**
388
+
389
+ - **Overflow:** none in the format. The mask holds all lights up to the cull limit.
390
+ - **What a shading-loop budget drops:** the **farthest in depth order**, deterministically. That replaces
391
+ keep-smallest-id: keep-nearest is a different rule (fork F3).
392
+ - **Z1 vs Z2 is not a light-count threshold.** It follows atomic throughput (4090: Z1 always; iGPU: crossover
393
+ between 1,024 and 4,096 at 1898×982). That makes it a per-device choice, not something derivable from
394
+ workgroup size or LDS.
395
+
396
+ ### 3.6 Write-out options, measured where it mattered
397
+
398
+ - **Per-thread global `atomicAdd` → subgroup-aggregated** (one per subgroup, skipped at a zero total):
399
+ ≤ 3% of today's pass. The driver path already copes. It is the default in A1/A2/A3/L1 because it is free.
400
+ - **Fixed per-cell slots** (UE non-linked) would delete the allocation entirely. **Predicted** memory:
401
+ today's `cluster_data` is already about 64.5 entries per cell (50 MB at 4K), but 2 × 128 slots per cell
402
+ would be 200 MB. Not pursued.
403
+ - **Prefix-scan compaction** (CSDLDF) is needed only for L1's candidate offsets. One workgroup covers the
404
+ cull limit.
405
+
406
+ ## 4. Test tightness (counting arm, 1898×982, 512 point + 512 spot lights)
407
+
408
+ **How "exact" was computed.**
409
+
410
+ - **Points:** Dykstra projection of the centre onto the cell's six half-spaces, distance < r.
411
+ - **Spots:** sampling 7³ points of the cell against the spherical sector plus the source sphere. This is a
412
+ **lower bound**.
413
+
414
+ **Validation.** The JS planes test reproduces the GPU's `A0fix` count exactly (334,465), and A1 contains
415
+ **every exact pair** (0 missing).
416
+
417
+ | test | point pairs | spot pairs | total | × exact | light evals / shaded pixel (ground plane) |
418
+ |---|---:|---:|---:|---:|---:|
419
+ | A0 shipped (with the last-slice defect) | — | — | 572,545 | 5.1 | 32.3 |
420
+ | A0fix: sphere vs 6 planes; spot cone vs cell bounding sphere | 131,096 | 203,369 | 334,465 | 3.0 | 31.4 |
421
+ | UE 5.4: range sphere vs cell view-AABB + one-plane cone | 145,327 | 71,023 | 216,350 | 1.9 | 18.7 |
422
+ | A1/A2/L1: A0fix ∧ light cell box | 131,096 | 53,837 | 184,933 | 1.66 | 19.1 |
423
+ | A1 + UE's one-plane cone on spots | 131,096 | 39,361 | 170,457 | 1.53 | 17.3 |
424
+ | exact (points) / sampled (spots) | 99,143 | ≥ 12,555 | ≥ 111,698 | 1 | 10.3 |
425
+
426
+ **Reading it.**
427
+
428
+ - For points, the box pretest adds nothing (131,096 both ways). The remaining 32% are 6-plane corner false
429
+ positives, and the cell AABB is *looser* than the planes (145k).
430
+ - For spots, the corner bounding sphere of a long cell is the problem: 16× exact. The box cuts it 3.8×, and
431
+ the cone plane another 27%.
432
+
433
+ **Shading cost.** Counted only: −45% light evaluations per pixel (31.4 → 17.3). The time is **unmeasured**:
434
+ it needs the real deferred pass. With 16 lights the evaluations go 0.23 → 0.13 (exact 0.08).
435
+
436
+ ## 5. Forks for Alex
437
+
438
+ - **F1. Format A path: A2 alone (recommended), or A2 plus L1 as a large-n path.** The crossover is
439
+ device-specific: on the 4090, L1 overtakes A2 between 16 and 1,024 lights; on the iGPU A2 stays ahead to
440
+ 4,096 or more. So a threshold cannot be derived from workgroup size or LDS. Running both would mean
441
+ dispatching both every frame (the count lives on the GPU) and paying L1's indirect price on the CPU every
442
+ frame. *Recommendation:* A2 as the single Format A path. Its budget is stated (L/64 chunks, ≤ 256 at the
443
+ cull limit); beyond that, Format B is the scalable answer.
444
+ - **F2. Land the two local fixes ahead of either redesign?** Both are small and measured:
445
+ - the last-slice spot fix, `A0fix`: −42% of pairs at 1,024 lights, up to 128 spot evaluations less per far
446
+ pixel;
447
+ - removing the private list (A1's count-then-write over a sorted list): zero-light 237 → 6 µs on the 4090
448
+ at 4K, 3.8 → 0.07 ms on the iGPU.
449
+
450
+ *Recommendation:* yes, the slice fix now. The list removal ships as part of A2 rather than as A1, because
451
+ A1's own loop is unbudgeted.
452
+ - **F3. If Format B: keep-nearest instead of keep-smallest-id.** Under a loop budget, z-binning drops the
453
+ farthest by depth rank, deterministically. *Recommendation:* accept. It is deterministic, and it is the
454
+ better visual loss. This needs cluster-structural's format call first.
455
+ - **F4. Spot test.** Add UE's one-plane cone refinement to the precise spot test (−27% spot pairs, cheap),
456
+ and drop the per-pair corner rebuild in any case. *Recommendation:* yes. Leave the points' 6-plane test
457
+ as is: the AABB is looser and exact distance costs too much per pair.
458
+ - **F5. Who sorts the culled list.** The prepass mark/compact can be folded into `shader_cull_lights_hzb`,
459
+ which would write visibility bits instead of appending. That is cluster-structural's pass chain.
460
+ *Recommendation:* fold it, so the bench's 3 prepass dispatches become 1.
461
+
462
+ ## 6. Method, data, caveats
463
+
464
+ - **Arms.** One bench page on this worktree's vite (:5317). It uses:
465
+ - the **shipped** WGSL (`shader_cluster_assign_lights.pipeline`, the same module the frame-anatomy report
466
+ dumped, SPIR-V bound 1188);
467
+ - the real `GPUDatabase` + `LIGHT_DATABASE_SPEC` records;
468
+ - the engine's `PerspectiveCamera` (fov 45°, near 0.1, far 2000, reverse-Z infinite);
469
+ - `update_frustum_far_plane` and `build_light_cluster_parameters`.
470
+
471
+ The culled list is shuffled to mimic the cull's append order.
472
+ - **Scene.** Lights at view depth 2–120 m, NDC xy ±1.1, range 1.5–6 m. Spots point within 60° of down, with
473
+ half-angles of 15–45°. The scene is synthetic, so the numbers are relative between arms, not a forecast for
474
+ a game.
475
+ - **Correctness checks.**
476
+ - A1 ≡ A2 ≡ L1 per cell at every configuration checked.
477
+ - A3 ≡ A1 except the one lane-order cell noted in §3.1.
478
+ - Z1 ≡ Z2 masks (one bin word differed).
479
+ - Every prototype's set is a subset of `A0fix`'s.
480
+ - **Timing.**
481
+ - 200 iterations on the 4090, 30 on the iGPU (one submit per iteration there, for TDR safety).
482
+ - Statistic: p10 of per-iteration pass durations. p50, p90, means and paired ratios are in the JSON.
483
+ - Timestamps are unquantized but come in 1.024 µs steps on the 4090.
484
+ - **Caveat:** a peer session's headless Chrome (`H:\tmp\vrsp-*`) was time-slicing the 4090 through most
485
+ runs (50–98% utilization). The ballast's own time varied 300–1,000 µs, and the long arms show bimodal
486
+ p50/p90. The p10 values reproduced across 2–3 runs, within the 1 µs quantum for small arms and about 10%
487
+ for large ones, except A0 at 1898×982 with 1,024 lights (0.95–1.49 ms). The iGPU had no other client.
488
+ - **Offline compilers.** Dawn `dump_shaders` on SwiftShader, binaries recovered from `DawnWebGPUCache`
489
+ (28/28 matched), then `vkstats.py` on both drivers. Robust buffer access is on, as in Chrome.
490
+
491
+ ### Register / scratch table (NVIDIA 610.88 Vulkan; AMD 2.0.302 Vulkan)
492
+
493
+ | pipeline | threads | NV regs | NV local | NV shared | Ada occupancy | AMD VGPR | AMD SGPR | AMD scratch | AMD LDS |
494
+ |---|---:|---:|---:|---:|---:|---:|---:|---:|---:|
495
+ | A0 shipped | 64 | 72 | 1,024 | 1,792 | 58% | 72 | 48 | 1,344 | 0 |
496
+ | A0fix | 64 | 72 | 1,024 | 1,792 | 58% | 73 | 48 | 1,344 | 0 |
497
+ | A0 − array | 64 | 80 | 0 | 0 | 50% | 88 | 48 | 0 | 0 |
498
+ | A1 | 64 | 46 | 0 | 0 | 83% | 34 | 62 | 0 | 0 |
499
+ | A2 | 64 | 48 | 0 | 520 | 83% | 41 | 68 | 0 | 1,024 |
500
+ | A3 fine | 64 | 48 | 0 | 528 | 83% | 41 | 70 | 0 | 1,024 |
501
+ | prep_lights / compact / mark | 64 / 256 / 64 | 27 / 20 / 16 | 0 | 0 / 512 / 0 | 100% | 30 / 18 / 3 | — | 0 | 0 / 512 / 0 |
502
+ | L1 pairs / alloc / fill / scan | 256 / 64 / 256 / 256 | 36 / 16 / 16 / 20 | 0 | — | 100% | 34 / 10 / 5 / 72 | — | 0 | — |
503
+ | Z1 sort / scatter; Z2 tiles | 256 / 64; 64 | 25 / 21; 16 | 0 | 16,384 / 0; 0 | 83% / 100% | 26 / 8; 4 | — | 0 | 16,384 / 0 |
504
+
505
+ Ada occupancy uses the frame-anatomy report's formula. AMD waves per SIMD are **predicted** for wave64:
506
+ A0 7, A1 12, A2 10.
507
+
508
+ **Cross-check with cluster-structural** (its numbers, from its notes; different scene and harness).
509
+
510
+ - **Zero-light private-array finding: agrees.** The shipped pass goes 49.2 → 4.1 µs at 1080p and
511
+ 221 → 6.1 µs at 4K with the array shrunk.
512
+ - **Its R1 on the same iGPU, 512 lights:** about 0.6 ms at 1080p and 2.7 ms at 4K. The per-cell expansion
513
+ into Format A takes 520 / 2,345 µs of that.
514
+ - **That is the same range as A2 here at 1,024 lights:** 0.62 ms at 1898×982 and 2.43 ms at 4K.
515
+ - **On a 2-CU iGPU, writing Format A per cell is the dominant term of both designs.** Only a format whose
516
+ consumers read tile/bin data directly removes it.
517
+
518
+ **Data and scripts** (scratchpad copies, never in the repo): `H:/tmp/clusteralgo/bench/`.
519
+
520
+ - `bench.js`, `arms.js`, `a3.wgsl.js`, `patch_z2.cjs`: the arms;
521
+ - `drive.mjs`, `job_*.js`: the drivers;
522
+ - `results/{nv_full,amd_full,z2_nv,z2_amd,steps*,amd_steps,count_*}.json`;
523
+ - SPIR-V dumps and stats in `H:/tmp/clusteralgo/{dumps,vkstats.json}`;
524
+ - the iGPU is selected with `--use-adapter-luid=0,120673`; `luid.py` lists the LUIDs.