@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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  1337. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1338. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1339. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1340. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1341. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1342. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1343. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1344. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1345. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1346. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1347. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1348. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1349. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1350. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1351. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1352. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1353. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1354. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1355. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1356. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1357. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1358. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1359. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1360. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1361. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1362. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1363. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1364. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -2,6 +2,7 @@ import { assert } from "../../../../core/assert.js";
2
2
  import { CodeChunk } from "./CodeChunk.js";
3
3
 
4
4
  /**
5
+ * @typedef {import("../resource/ShaderResourceDescriptor.js").ShaderResourceDescriptor} ShaderResourceDescriptor
5
6
  * @typedef {import("./ShaderSwitch.js").ShaderSwitch} ShaderSwitch
6
7
  * @typedef {import("./ShaderSwitchSet.js").ShaderSwitchSet} ShaderSwitchSet
7
8
  */
@@ -104,6 +105,15 @@ export class CodeChunkChoice extends CodeChunk {
104
105
  return false;
105
106
  }
106
107
 
108
+ /**
109
+ * A choice has no text of its own to read anything: the alternative that reads a binding declares it.
110
+ * @param {ShaderResourceDescriptor} resource
111
+ * @returns {boolean}
112
+ */
113
+ requireResource(resource) {
114
+ throw new Error(`${this} has no text of its own; declare '${resource.name}' on the alternative that reads it`);
115
+ }
116
+
107
117
  /**
108
118
  * A choice is linked as the alternative it stands for; see {@link CodeChunk#specialize}.
109
119
  */
@@ -1,10 +1,9 @@
1
- # Shader switches: a proposal (2026-10-16, revision c; stage 1 landed)
1
+ # Shader switches: a proposal (2026-10-16, revision c; stages 1 and 2 landed)
2
2
 
3
- **Status: stage 1 is on master (2026-10-16; §12). Stages 2 and 3 are open (§6, §11).**
3
+ **Status: stages 1 and 2 are on master (2026-10-16). Stage 3, declared bindings, is built in a worktree, uncommitted
4
+ (§12.3).**
4
5
 
5
- §0 records your decisions, §4–§6 the design and its stages, and §12 what stage 1 contains and how it was checked:
6
- the shade suite (879 files, 6,744 tests), `check-types` at the base's 18, and a device run. Revisions (a) and (b) are
7
- superseded by your answers.
6
+ §0 records your decisions, §4–§6 the design and its stages, and §12 what each stage contains and how it was checked. Revisions (a) and (b) are superseded by your answers.
8
7
 
9
8
  ## 0. Decided so far
10
9
 
@@ -340,8 +339,11 @@ A few things fall out of variants being whole static objects:
340
339
 
341
340
  - **Shader level:** by set identity, then by the restricted set (§4.3).
342
341
  - **GPU pipeline managers: unchanged.** `RenderPipelineManager` and `ComputePipelineManager` key by descriptor, which
343
- includes the WGSL text. Distinct variants are distinct pipelines. Sets that produce the same text share one: LPV and
344
- IBL on the transparent paths, or any set differing only in switches a shader does not have.
342
+ includes the WGSL text and the label. Distinct variants are distinct pipelines. Sets differing only in switches a
343
+ shader does not have share one, because the variant is restricted to the shader's own switches first.
344
+ - *Corrected in stage 2:* sets that produce the same text through different values do not share. LPV and IBL on
345
+ the transparent paths and water link the same code, but D7 puts the set in the label and descriptor equality
346
+ compares labels, so LPV gets its own pipeline: one extra compile when LPV is switched on.
345
347
  - **What affects what.** `descriptor.switches` lists a shader's switches, and `TemplatePassDescriptor.switches_of(template)`
346
348
  does the same per template, since a template's own chunks may hold a choice. "Which pipelines does flipping X
347
349
  recompile" is the set of shaders whose `switches` include X.
@@ -373,10 +375,15 @@ A few things fall out of variants being whole static objects:
373
375
  |---|---|---|
374
376
  | AVBOIT draw, MBOIT resolve | `brick4` (in the view group) | yes: `Brick4LightMap` creates its buffer in its constructor, per scene |
375
377
  | water finalize | `brick4`, `view` (an extra group) | yes |
376
- | SSR resolve (`build_ssr_resolve_shader` factory) | IBL `tEnvironment`; Brick4 `brick4`, `tSTBN_vec2`; LPV `tEnvironment` + 3 textures, 3 buffers | Brick4 and STBN yes; LPV's only when LPV runs |
377
- | froxel GI (a module per mode) | Brick4 `brick4`; LPV its atlas and buffers | Brick4 yes; LPV's only when LPV runs |
378
+ | SSR resolve (`build_ssr_resolve_shader` factory) | IBL `tEnvironment`; Brick4 `brick4`, `tSTBN_vec2`; LPV `tEnvironment` + 2 textures, 3 buffers + 1 uniform | Brick4, STBN and LPV's buffers yes; LPV's atlas textures only once LPV runs |
379
+ | froxel GI (a module per mode) | IBL `environment_sh`; Brick4 `brick4`; LPV 3 buffers + 1 uniform | yes |
378
380
  | deferred heavy/ReSTIR (factory) | `tRestirRadiance` | only when ReSTIR runs |
379
381
 
382
+ *Corrected in stage 2:* LPV's buffers exist in every mode. `GPUSceneContext`'s constructor makes the
383
+ `GPULightProbeVolume` beside the `Brick4LightMap`, and its buffers are created there at a reserved minimum (one probe,
384
+ one tetrahedron, a BVH root). Only the atlas textures wait: a `GPUTextureContext` allocates on first use, and nothing
385
+ uses them outside LPV.
386
+
380
387
  Mode-specific bindings cannot simply get a group of their own. The raster passes already use groups 0–3 (material,
381
388
  scene, view, lights), which is all WebGPU guarantees (`maxBindGroups` defaults to 4, and the device floor does not
382
389
  raise it).
@@ -395,10 +402,22 @@ never the interface (D4 holds forever, not just in stage 1). It follows that:
395
402
  - Textures already take one: `addTexture(…, BLACK_PIXEL_TEXTURE)` is in use. `tRestirRadiance` defaults to black.
396
403
  - Storage buffers have no default parameter today. One convention would be added: `addStorageBuffer(name, type,
397
404
  write, default_value)`, with the engine's zero buffer of the type's minimum size. LPV's three buffers need it.
398
-
399
- **Unmeasured:** whether an unread binding in a layout costs anything at draw time. I know of no reason it would, and
400
- `SHADING_LIGHT_RESOURCE_GROUP` is already shared by shaders that do not read all of it. Stage 2 would measure the
401
- transparent pass before and after.
405
+ - *As built in stage 2, your option B on the frame graph path only:* `addStorageBuffer(name, type, write,
406
+ transient_default)`. The declaration says only whether the convention applies. A frame graph pass given nothing
407
+ for such a binding binds a transient storage buffer of the type's minimum binding size from the frame's pool, so
408
+ there is no buffer to keep and no lifecycle. Its contents are whatever the pooled buffer last held, so it may
409
+ only stand in for a binding the selected variant does not read, and an assert checks exactly that: the module
410
+ names the binding nowhere but its declaration, comments aside. A pass that binds by hand (`generateBindings`)
411
+ gets no default and is told so.
412
+ - Owners pass only what the running mode has. The Renderer hands SSR and froxel GI Brick4's map, or the light
413
+ probe volume, only while that mode runs. AVBOIT, MBOIT and water bind by hand and pass Brick4's buffer, which
414
+ exists in every mode (§5.1).
415
+ - Textures: `tRestirRadiance` and LPV's `lpv_atlas_depth` default to `BLACK_PIXEL_TEXTURE`, and
416
+ `lpv_atlas_radiance`, a `uint` binding, to a new one-texel `r32uint` zero, `ZERO_UINT_PIXEL_TEXTURE`. LPV's
417
+ `lpv_metadata` uniform defaults to a volume of no probes.
418
+
419
+ **Measured in stage 2 (§12.2):** an unread binding in a layout costs nothing measurable at draw time. The AVBOIT draw
420
+ and the SSR resolve take the same GPU time with the union of bindings as with their own mode's.
402
421
 
403
422
  ### 5.3 Later, and optional: chunks declare the bindings they read
404
423
 
@@ -466,13 +485,13 @@ Every step below is "one definition, one choice, bind by name".
466
485
  `chunk_shade_standard_material_direct` and `_restir`. `tRestirRadiance` defaults to black.
467
486
  `build_deferred_main_shader` and `shader_deferred_main_restir` go. The forward paths keep linking the clustered chunk
468
487
  directly, so they never depend on the switch.
469
- - **The storage-buffer default convention** (§5.2), for LPV's buffers.
488
+ - **The storage-buffer default convention** (§5.2), for LPV's buffers. *Built on the frame graph path only (§5.2).*
470
489
  - **Measure:** the transparent pass and SSR before and after, by the paired method.
471
490
 
472
491
  ### Stage 3 (optional): declared bindings
473
492
 
474
493
  `requireResource` and the link-time check (§5.3), then chunk by chunk, starting with the ones that say "relies on" or
475
- "expects" in prose.
494
+ "expects" in prose. *Built for every chunk the switched shaders link (§12.3).*
476
495
 
477
496
  ### What goes away, in total
478
497
 
@@ -598,11 +617,26 @@ four one-concern commits:
598
617
  3. `TemplatePassDescriptor`'s;
599
618
  4. the shadow switch with the renderer's set and its plumbing.
600
619
 
601
- Open: whether stage 2 (§6) follows next, `INDIRECT_LIGHTING` and `LOCAL_LIGHT_SHADING` with the bindings union.
620
+ Stage 2 landed as seven, with the storage-buffer default as you chose it: option B, on the frame graph path only
621
+ (§5.2).
622
+
623
+ Stage 3 is built and checked (§12.3), uncommitted. Open: landing, proposed as five one-concern commits,
624
+ master-direct:
625
+
626
+ 1. a resource's declaration apart from its placement (`ShaderResourceDescriptor`'s factories, `group.add`,
627
+ `isSatisfiedBy`);
628
+ 2. chunks declare the bindings they read, and a shader's link checks them (`requireResource`);
629
+ 3. six shaders bind what their chunks read: the SDF build, screen-space shadows, the four lightmap debug views;
630
+ 4. the switched shaders' chunks declare their bindings, with the audit spec;
631
+ 5. this document.
602
632
 
603
- ## 12. Stage 1, as landed (2026-10-16)
633
+ Also open from stage 3: how the sky reaches water's optics chunks, so they can list the GI they call (§12.3).
604
634
 
605
- ### What it contains
635
+ ## 12. As built
636
+
637
+ ### 12.1 Stage 1, as landed (2026-10-16)
638
+
639
+ #### What it contains
606
640
 
607
641
  - **The mechanism:**
608
642
  - `ShaderSwitch` (`enum` / `bool`), `ShaderSwitchSet` and `CodeChunkChoice`;
@@ -629,7 +663,7 @@ Open: whether stage 2 (§6) follows next, `INDIRECT_LIGHTING` and `LOCAL_LIGHT_S
629
663
  - **Water:** `create_water_finalize_pipeline_ibl/brick4(switches)`, and `GPUWaterRenderer` caches the result per GI mode
630
664
  and set.
631
665
 
632
- ### Tests
666
+ #### Tests
633
667
 
634
668
  - **`shadow_directional_technique_consumers.spec.js`** covers all nine shaders under both techniques. In each, exactly
635
669
  the selected technique's sampling is linked, the other's is absent, and the module passes the WGSL checks. With every
@@ -645,7 +679,7 @@ Open: whether stage 2 (§6) follows next, `INDIRECT_LIGHTING` and `LOCAL_LIGHT_S
645
679
  - the normal-decode harness and the two water-optics harnesses to the default.
646
680
  - **Gates:** the shade suite passes, 879 files and 6,744 tests. `check-types` reads 18 against the base's 18.
647
681
 
648
- ### Device check (one-off, headless Chrome, RTX 4090)
682
+ #### Device check (one-off, headless Chrome, RTX 4090)
649
683
 
650
684
  The stage-1 tree and its base (`03d5816bd`) were served side by side.
651
685
 
@@ -678,3 +712,221 @@ Not checked on the device:
678
712
  - **water and MBOIT,** whose playground does not expose its renderer for the flip. They are covered on the software
679
713
  device and by the consumer spec.
680
714
  - **GPU time of the variants.** The 0.936× / 0.957× of revision (a) were measured on equivalent twins.
715
+
716
+ ### 12.2 Stage 2, as landed (2026-10-16, `6e263855d`..`e354def85`)
717
+
718
+ #### What it contains
719
+
720
+ - **Two switches,** set by the Renderer's `#update_shader_switches` beside the shadow technique:
721
+ - `INDIRECT_LIGHTING = ShaderSwitch.enum('indirect lighting', ShadeIndirectLightingMode)`, from
722
+ `indirect_lighting_mode`;
723
+ - `LOCAL_LIGHT_SHADING = ShaderSwitch.enum('local light shading', LocalLightShading)`, `{ Clustered: 0, ReSTIR: 1 }`,
724
+ from `feature_restir_di_enabled`.
725
+ - **Six choices,** each where a graph asks for the light:
726
+
727
+ | choice | IBL | Brick4 | LPV |
728
+ |---|---|---|---|
729
+ | `chunk_forward_sample_indirect` | environment | `brick4_sample_forward_indirect` | environment |
730
+ | `chunk_water_gi` (now listed by `finalize_body`) | `chunk_water_gi_ibl` | `chunk_water_gi_brick4` | `chunk_water_gi_ibl` |
731
+ | `chunk_ssr_sample_radiance` | environment | `brick4_sample_specular` | `lpv_sample_radiance` |
732
+ | `chunk_ssr_add_hit_irradiance` | nothing | nothing | the LPV bounce at the hit |
733
+ | `chunk_volumetrics_gi_sample` | `environment_sh` | `brick4_sample_sh` | the LPV mesh |
734
+
735
+ and `chunk_shade_standard_material_direct_deferred` on `LOCAL_LIGHT_SHADING`: the clustered chunk, or `_restir`.
736
+ - **One definition each:** `chunk_forward_shade_standard_fragment`, `shader_avboit_draw`, `shader_oit_resolve_moments`,
737
+ `water_finalize_shader` (`create_water_finalize_pipeline(switches)`), `ssr_resolve_shader`, `shader_volumetrics_gi`,
738
+ `shader_deferred_main`. Each declares the union of its alternatives' bindings.
739
+ - **Gone:** the forward twins; `shader_avboit_draw_ibl`/`_brick4`; `shader_oit_resolve_moments_ibl`; water's `_ibl`/
740
+ `_brick4` shaders, pipelines and resource sets; `build_ssr_resolve_shader` and the three per-mode resolves; the
741
+ three froxel GI modules; `build_deferred_main_shader` and `shader_deferred_main_restir`.
742
+ - **Owners:** no pass below the Renderer takes `indirect_lighting_mode` any more. The AVBOIT orchestrator, its side
743
+ channels' `avboit_prepare`, the MBOIT orchestrator, `GPUViewVolumetrics.graph_update` and `SSR.graph_pass` take the
744
+ set alone.
745
+ - AVBOIT and MBOIT bind their view group by name (`AVBOIT_DRAW_VIEW_GROUP`, `OIT_RESOLVE_VIEW_GROUP`, through
746
+ `generateBindings`). The positional pairs are gone.
747
+ - SSR and froxel GI take Brick4's map and the light probe volume as optional sources, and the Renderer hands them
748
+ the running mode's alone. Another mode's bindings are the shader's defaults (§5.2).
749
+ - Water binds Brick4's buffer and the view in every mode, by hand: both exist in every mode.
750
+ - SSR restarts its history when its resolve variant changes, where it used to compare modes.
751
+ - The Renderer's own branches on the mode stay: they pick passes, not shaders (the diffuse/specular pair, Brick4's
752
+ fused pass, the enquiry, the LPV update).
753
+ - **Defaults** (§5.2): storage buffers with a transient default (`brick4` in SSR and froxel GI, and the LPV's three
754
+ buffers through `LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS`, a twin of the shared group that the passes which always
755
+ bind the volume keep using); `lpv_metadata` a volume of no probes; `tRestirRadiance` and `lpv_atlas_depth`
756
+ `BLACK_PIXEL_TEXTURE`; `lpv_atlas_radiance` the new `ZERO_UINT_PIXEL_TEXTURE`.
757
+
758
+ #### What changed in the code
759
+
760
+ Every variant was diffed against the shader it replaces, declaration by declaration, with the order-dependent
761
+ `Struct_N` names normalised:
762
+
763
+ - **Same code:** water's optics under Brick4, the AVBOIT Brick4 vertex stage, and deferred ReSTIR.
764
+ - **One wrapper function more** (`forward_sample_indirect`, `volumetrics_gi_sample`, `ssr_add_hit_irradiance`), which
765
+ the caller now calls in place of the code it wrapped: the transparent passes, SSR and froxel GI.
766
+ - **Declarations only:** the union's bindings, and binding numbers shifted to make room for them. Deferred
767
+ (clustered) gains `tRestirRadiance`.
768
+
769
+ #### Tests
770
+
771
+ - **`indirect_lighting_consumers.spec.js`** (5 tests): the AVBOIT draw and MBOIT resolve for the standard template,
772
+ water's optics, SSR's resolve and froxel GI, under every mode. Each variant links only its mode's sampling, passes
773
+ the WGSL checks, and has the same layout or resources as every other mode's; with every switch at its default the
774
+ result is IBL.
775
+ - **`shader_deferred_main.spec.js`** (3 tests): each way of shading local lights links its own code, and the two bind
776
+ alike with `tRestirRadiance` black by default.
777
+ - **`storage_buffer_transient_default.spec.js`** (4 tests, software device): a pass given nothing binds a transient
778
+ buffer of the minimum binding size; a pass given the buffer binds it; a shader that reads a binding left to its
779
+ default is refused; binding by hand, the default is no default. Each fails with its piece of the mechanism
780
+ disabled (checked).
781
+ - **Owners pass the running mode's source alone:** `SSR.spec.js` and `graph_build_froxel_gi.spec.js` check, per mode,
782
+ that the pass binds that mode's source and no other's, and that the frame then submits on the software device.
783
+ An owner binding another mode's source, as option A would have, fails them (checked).
784
+ - **Water's dependency is pinned:** taking `chunk_water_gi` back out of `finalize_body` fails the consumer spec's water
785
+ test and both water optics rows of `water_shaders_wgsl_validity.spec.js` (checked).
786
+ - **The AVBOIT orchestrator spec** gained a test on the software device: water's optics are drawn with the mode of the
787
+ set the orchestrator is handed, and bind every mode's resources by name without an error.
788
+ - **`shadow_directional_technique_consumers.spec.js`** now crosses the shadow technique with every indirect lighting
789
+ mode and both ways of shading local lights. Fifteen other specs follow the renames.
790
+ - **Gates:** the shade suite passes, 894 files and 6,787 tests. `check-types` reads 18, the same as the base.
791
+
792
+ #### Device checks (one-off, headless Chrome, RTX 4090)
793
+
794
+ - **One mode per pipeline.** A probe recorded every pipeline's WGSL while the avboit, water_refraction and
795
+ particle_ecs playgrounds were switched through IBL, Brick4 and LPV, AVBOIT and MBOIT, with SSR and then ReSTIR on.
796
+ Every pipeline of a switched shader links exactly one mode's sampling:
797
+
798
+ | shader | pipelines |
799
+ |---|---|
800
+ | AVBOIT draw, MBOIT resolve, water optics | the default (environment), `[indirect lighting=Brick4]` (Brick4), `[indirect lighting=LPV]` (environment) |
801
+ | SSR resolve | one per mode, each linking only its own |
802
+ | Volumetrics / GI | one per mode, each linking only its own |
803
+ | Shade From G-Buffer | the default (clustered), `[local light shading=ReSTIR]` (ReSTIR) |
804
+
805
+ No compilation or validation errors came from these shaders, with option B's defaults standing in for the other
806
+ modes' sources in SSR and froxel GI (run again after B).
807
+ - **GPU time, before and after.** A bench copy of the tree held both paths, the old per-mode shader with its own
808
+ bindings and the new one with the union, and its owners picked one per frame. Arms alternated in blocks of four
809
+ frames inside one capture, the first frame of each block dropped, with four captures per setting in alternating
810
+ order (`ab_drive`). Frames were checked to have drawn the arm's own pass. Spans are quantised to 1.024 µs, so the
811
+ medians are what can be read:
812
+
813
+ | pass | setting | median, old / new | captures |
814
+ |---|---|---|---|
815
+ | AVBOIT draw | IBL, avboit playground | 1.000 | 4 of 4 |
816
+ | AVBOIT draw | Brick4 | 1.000 | 4 of 4 |
817
+ | SSR resolve | IBL, ssr_reprojection, lateral and still, 1280 | 1.000 | 7 of 8; the eighth 0.976, one quantum |
818
+ | SSR resolve | Brick4, lateral | 1.000 in one capture, 1.018 (one quantum) in three | 4 |
819
+
820
+ Pass times were about 59 µs (AVBOIT IBL), 66–69 µs (AVBOIT Brick4), 42 µs (SSR IBL) and 56–57 µs (SSR Brick4).
821
+ The avboit playground found no environment map on this machine and lit the scene by its own lights alone.
822
+ These were taken before option B, with the scene's buffers in the entries the variant does not read; B puts
823
+ transient buffers there instead, which changes nothing the shader reads.
824
+
825
+ #### Found along the way, not changed
826
+
827
+ - **ReSTIR DI's resample and spatial passes do not compile in Chrome.** `WEIGHT_LIMIT = 3.4028235e38` in
828
+ `restir/reservoir/shader.js` rounds above the largest f32, and Tint refuses it. This predates stage 2 (`57e2f80b2`).
829
+ The deferred pass's ReSTIR variant itself compiles.
830
+ - **`chunk_water_inscatter` and `chunk_water_receiver_downwelling`** still call `water_gi_irradiance` without listing
831
+ a dependency. Their spec harnesses supply a stub. `finalize_body` lists `chunk_water_gi`, so the shader's graph
832
+ is explicit.
833
+ - **LPV's transparent and water variants** are separate pipelines with the same code as IBL's (§4.5's correction).
834
+
835
+ ### 12.3 Stage 3, as built (2026-10-16, uncommitted)
836
+
837
+ #### What it contains
838
+
839
+ - **A declaration apart from its placement.** `ShaderResourceDescriptor.uniform`, `.storageBuffer`, `.texture`,
840
+ `.storageTexture` and `.sampler` make a declaration alone: name, kind, type, default. The group's `addX` methods call
841
+ them, and `group.add(declaration)` places a copy (`clone_declaration`), so one declaration sits in any number of
842
+ groups at their own binding indices and visibilities.
843
+ - **What satisfies a declaration** (`isSatisfiedBy`): a binding of the same name and WGSL type with at least the
844
+ declared access. A read-only storage buffer is satisfied by a read-write one, a `float` texture by an
845
+ `unfilterable-float` one; `depth` is a type of its own; a sampler is a comparison sampler or not; a storage texture
846
+ keeps its format and dimension, with its access a subset. Placement, visibility and defaults do not count.
847
+ - **The channel,** beside `addExtension`: `CodeChunk.requireResource(declaration)`, read back through
848
+ `required_resources`. `specialize` and `copy` carry it, and a choice refuses one, since it has no text to read
849
+ with. `compile()` returns `resources`: each declaration once, with the first chunk in link order that declared it.
850
+ - **The check.** `ShaderDescriptor.compile()` looks each declaration up in its resource set by name:
851
+ - unbound: `'light_count' reads 'light_data', which 'test unbound' does not bind`;
852
+ - mistyped: `… reads 'light_data' as a read-only-storage buffer of array< u32 >, which 'test mistyped' binds as a
853
+ 2d unfilterable-float texture`.
854
+
855
+ Image, compute and template shaders all compile through it, so a variant checks only what its selected
856
+ alternatives declare. It throws rather than asserts: it runs once per variant, at link.
857
+ - **`ShaderDescriptor.body`,** the graph a shader links, choices still in it.
858
+ - **Declarations, exported where the data lives:**
859
+
860
+ | file | declarations |
861
+ |---|---|
862
+ | `camera/CAMERA_RESOURCE.js`, `view/VIEW_RESOURCE.js` | `camera`, `view` |
863
+ | `light/LIGHT_DATA_RESOURCE.js`, `light/cluster/LIGHT_CLUSTER_RESOURCES.js` | `light_data`; `cluster_parameters`, `cluster_lookup`, `cluster_data` |
864
+ | `light/environment/ENVIRONMENT_MAP_RESOURCE.js`, `ENVIRONMENT_SH_RESOURCE.js` | `tEnvironment`, `environment_sh` |
865
+ | `shadow/map/SHADOWMAP_RESOURCES.js` | `shadowmapAtlas`, `sCompareLinear` |
866
+ | `global_illumination/brick4/gpu/BRICK4_RESOURCE.js`, `…/octahedral/LPV_SHADER_RESOURCE_GROUP.js` | `brick4`; the light probe volume's six |
867
+ | `STATIC_GRAPHICS_ENGINE_ASSET_RESOURCES.js`, `texture/SAMPLER_LINEAR_RESOURCE.js` | `tSTBN_vec2`, `tSTBN_vec3`, `tSplitSum`; `sLinear` |
868
+ | `deferred/GBUFFER_RESOURCES.js`, `restir/di/RESTIR_RADIANCE_RESOURCE.js` | `gBufferPBR`, `gBufferAlbedo`, `gBufferEmissive`, `tAlbedoAO`; `tRestirRadiance` |
869
+ | `volumetrics/VOLUMETRICS_RESOURCES.js`, `…/gi/volumetrics_gi_resources.js`, `chunk_volumetrics_sun_optical_depth.js` | `volumetrics_metadata`, `tVolumetrics`, `tParticipatingMedia1`; `tGIY`, `tGICoCg`; the sun's cascades |
870
+ | `shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.js` | `tDepth`, `tHZB`, `tNormal` |
871
+ | `geometry/GEOMETRY_ATTRIBUTE_DATA_RESOURCE.js`, `geometry/meshlet/MESHLET_METADATA_RESOURCE.js`, `scene/SCENE_DATABASE_RESOURCE.js` | `meshlet_data`, `meshlet_metadata`, `scene_database` |
872
+ | `material/standard/SHADING_MATERIAL_RESOURCE_GROUP.js`, `water/surface/WATER_SURFACE_RESOURCES.js`, `water/shader_water.js` | the standard material's nine; the surface interface's five; water's trace and LOD |
873
+
874
+ - **Migrated:** every chunk the eight switched shaders link in any variant declares what its own functions read,
875
+ and so do the sibling chunks in the same files: 56 chunks in 52 files. The prose lists of bindings they replace are gone ("relies on the `light_data` storage
876
+ binding…", "Bindings it reads: …").
877
+ - **Groups built from the declarations:** `SHADING_LIGHT_RESOURCE_GROUP`, `LPV_SHADER_RESOURCE_GROUP`,
878
+ `SHADING_MATERIAL_RESOURCE_GROUP`, the froxel GI group, water's resources and the sun's cascades in the lighting pass.
879
+ Every other group keeps its `addX` calls, which satisfy the declarations by name and type.
880
+
881
+ #### What changed in the code
882
+
883
+ Every exported shader and every variant of the switched ones, 406 modules, was linked on the base and on stage 3
884
+ and compared with the `Struct_N` names normalised. 399 are identical. The rest are the six shaders below, which gain
885
+ the bindings their chunks read, and one script's error message (a path).
886
+
887
+ #### Found and fixed: six shaders that could not compile
888
+
889
+ A migrated chunk is checked wherever it is linked, and six shaders link one that reads a binding they never bound.
890
+ Tint (headless Chrome, RTX 4090) refuses master's sources for all six: `unresolved value 'meshlet_data'` in the
891
+ geometry SDF build and the four lightmap debug views (`density`, `uv_checker`, `view_flat`, `view_sh`), and
892
+ `unresolved value 'tHZB'` in screen-space shadows. Until now they failed at `createShaderModule`; the check fails
893
+ them at link, and their modules threw on import. None is reached in-tree: `GPUGeometryManager.sdf` throws "Not
894
+ implemented", and nothing imports the other five. Each now binds what its chunks read, appended to its group:
895
+
896
+ - **Screen-space shadows:** `tHZB`. Compiles on Tint.
897
+ - **Geometry SDF build:** `meshlet_metadata` and `meshlet_data`, and `GPUGeometrySDFManager` passes
898
+ `geometries.meshlets`' buffers as every other dispatch does. Compiles on Tint.
899
+ - **The lightmap debug views:** the same two buffers, so they import again. On Tint they now stop at `struct member
900
+ lightmap_uvs not found`: the mesh struct no longer has the field. Not changed.
901
+
902
+ #### Tests
903
+
904
+ - **`ShaderResourceDescriptor.spec.js`** (6 tests): what satisfies a declaration, per kind.
905
+ - **`ShaderResourceGroupDescriptor.spec.js`** (+1): one declaration in two groups sits at each group's index, and
906
+ visibility is the group's.
907
+ - **`CodeChunk.spec.js`** (+1) and **`CodeChunkChoice.spec.js`** (+1): collection at link; a choice refuses a
908
+ declaration.
909
+ - **`ShaderDescriptor.spec.js`** (+4): unbound and mistyped name the chunk, the binding and the shader; a binding read
910
+ as declared, or read-write, links the same source as no declaration; a variant checks only its selected alternative.
911
+ - **`switched_shaders_declare_bindings.spec.js`** (7 tests), the audit: every chunk of the eight switched shaders,
912
+ in every variant, declares exactly the module-scope bindings its own functions read, parsed, with parameters and
913
+ locals excluded. The shader's body is where its bindings are written, and declares nothing. It failed with 106
914
+ findings over 50 chunks before the migration.
915
+ - **`GPUGeometrySDFManager.spec.js`:** its geometry manager stand-in gains the meshlet buffers.
916
+ - **Gates:** the shade suite passes, 901 files and 6,833 tests. `check-types` reads 18, the same as the base.
917
+
918
+ #### Device check (one-off, in-app browser)
919
+
920
+ The modules are the same text, so the check is that the renderer's pipelines still link and run. The avboit
921
+ playground compiled its nine AVBOIT modules and drew AVBOIT and MBOIT, under IBL and Brick4 each, for 2,038 frames;
922
+ the vsm playground drew cascades and then virtual shadow maps. No uncaptured device error came from either.
923
+
924
+ #### Found along the way, not changed
925
+
926
+ - **Water's optics still call `water_gi_irradiance` without a dependency.** Making `chunk_water_gi` their dependency
927
+ was tried: the shader is unchanged, but the in-scatter oracle and the downwelling spec harnesses supply their own
928
+ stub through that name, and would then link two definitions, which the emulator tolerates and WGSL does not.
929
+ Fixing it means a choice of how the sky reaches these chunks: an argument, or a stub chunk the harness specializes in.
930
+ - **The lightmap debug views' `lightmap_uvs`,** above.
931
+ - **Placement derived from the declarations,** the larger change to the shader class this stage anticipated (§5.3):
932
+ not built. Groups still place their bindings by hand, and declarations only check them.
@@ -26,7 +26,7 @@ export class ShaderSwitch {
26
26
  * @param {number|boolean} default_value
27
27
  * @returns {ShaderSwitch}
28
28
  */
29
- static "__#69@#make"(label: string, values: ReadonlyArray<number | boolean>, names: ReadonlyArray<string>, default_value: number | boolean): ShaderSwitch;
29
+ static "__#75@#make"(label: string, values: ReadonlyArray<number | boolean>, names: ReadonlyArray<string>, default_value: number | boolean): ShaderSwitch;
30
30
  /**
31
31
  * A switch over the members of an engine enum: a plain object of names to distinct integers, one of
32
32
  * which is `0` — the value every switch has until a set says otherwise.
@@ -17,7 +17,7 @@ export class ShaderSwitchSet {
17
17
  * @param {Array<number|boolean>} values none of them its switch's default
18
18
  * @returns {ShaderSwitchSet}
19
19
  */
20
- static "__#70@#intern"(switches: ShaderSwitch[], values: Array<number | boolean>): ShaderSwitchSet;
20
+ static "__#76@#intern"(switches: ShaderSwitch[], values: Array<number | boolean>): ShaderSwitchSet;
21
21
  /**
22
22
  * The values as one string, the same for the same values. What interning is keyed by.
23
23
  * @returns {string}
@@ -1 +1 @@
1
- {"version":3,"file":"ShaderSwitchSet.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/compiler/ShaderSwitchSet.js"],"names":[],"mappings":"AAYA;;;;;;;GAOG;AACH;IA0BI;;;OAGG;IACH,cAFU,eAAe,CAEsB;IA0H/C;;;;OAIG;IACH,iCAJW,YAAY,EAAE,UACd,MAAM,MAAM,GAAC,OAAO,CAAC,GACnB,eAAe,CAsB3B;IA/JD;;;OAGG;IACH,kBAEC;IAQD;;;OAGG;IACH,mBAEC;IAED;;;OAGG;IACH,iBAHW,MAAM,GACJ,YAAY,CAIxB;IAED;;;OAGG;IACH,gBAHW,MAAM,GACJ,MAAM,GAAC,OAAO,CAI1B;IAED;;;OAGG;IACH,mBAHW,YAAY,GACV,MAAM,GAAC,OAAO,CAM1B;IAED;;;;OAIG;IACH,oBAJW,YAAY,SACZ,MAAM,GAAC,OAAO,GACZ,eAAe,CA0C3B;IAED;;;;OAIG;IACH,wBAJW,YAAY,EAAE,GACZ,eAAe,CAqB3B;IAED,mBAYC;IA8BL;;;OAGG;IACH,4BAFU,OAAO,CAE0B;;CAN1C;2BAnMY,OAAO,mBAAmB,EAAE,YAAY"}
1
+ {"version":3,"file":"ShaderSwitchSet.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/compiler/ShaderSwitchSet.js"],"names":[],"mappings":"AAYA;;;;;;;GAOG;AACH;IAiCI;;;OAGG;IACH,cAFU,eAAe,CAEsB;IA2I/C;;;;OAIG;IACH,iCAJW,YAAY,EAAE,UACd,MAAM,MAAM,GAAC,OAAO,CAAC,GACnB,eAAe,CAsB3B;IAhLD;;;OAGG;IACH,kBAEC;IAQD;;;OAGG;IACH,mBAEC;IAED;;;OAGG;IACH,iBAHW,MAAM,GACJ,YAAY,CAIxB;IAED;;;OAGG;IACH,gBAHW,MAAM,GACJ,MAAM,GAAC,OAAO,CAI1B;IAED;;;OAGG;IACH,mBAHW,YAAY,GACV,MAAM,GAAC,OAAO,CAM1B;IAED;;;;OAIG;IACH,oBAJW,YAAY,SACZ,MAAM,GAAC,OAAO,GACZ,eAAe,CA2D3B;IAED;;;;OAIG;IACH,wBAJW,YAAY,EAAE,GACZ,eAAe,CAqB3B;IAED,mBAYC;IA8BL;;;OAGG;IACH,4BAFU,OAAO,CAE0B;;CAN1C;2BA3NY,OAAO,mBAAmB,EAAE,YAAY"}
@@ -36,6 +36,13 @@ export class ShaderSwitchSet {
36
36
  */
37
37
  #key = '';
38
38
 
39
+ /**
40
+ * The sets {@link with} has handed out from this one: by switch, then by the position of the
41
+ * value in its values. What lets a pass that derives a set every frame allocate nothing.
42
+ * @type {Map<ShaderSwitch, ShaderSwitchSet[]>}
43
+ */
44
+ #derived = new Map();
45
+
39
46
  /**
40
47
  * The values as one string, the same for the same values. What interning is keyed by.
41
48
  * @returns {string}
@@ -92,12 +99,25 @@ export class ShaderSwitchSet {
92
99
  with(shader_switch, value) {
93
100
  assert.defined(shader_switch, 'shader_switch');
94
101
  assert.equal(shader_switch.isShaderSwitch, true, 'shader_switch.isShaderSwitch !== true');
95
- assert.ok(shader_switch.is_value(value), `${value} is not a value of shader switch '${shader_switch.label}'`);
102
+ // a message built only when it fails: a frame that asks again allocates nothing, asserts and all
103
+ assert.isOneOf(value, shader_switch.values, shader_switch.label);
96
104
 
97
105
  if (this.get(shader_switch) === value) {
98
106
  return this;
99
107
  }
100
108
 
109
+ const index = shader_switch.index_of(value);
110
+
111
+ let derived = this.#derived.get(shader_switch);
112
+
113
+ if (derived === undefined) {
114
+ derived = new Array(shader_switch.values.length);
115
+
116
+ this.#derived.set(shader_switch, derived);
117
+ } else if (derived[index] !== undefined) {
118
+ return derived[index];
119
+ }
120
+
101
121
  const switches = [];
102
122
  const values = [];
103
123
 
@@ -128,7 +148,11 @@ export class ShaderSwitchSet {
128
148
  values.push(value);
129
149
  }
130
150
 
131
- return ShaderSwitchSet.#intern(switches, values);
151
+ const r = ShaderSwitchSet.#intern(switches, values);
152
+
153
+ derived[index] = r;
154
+
155
+ return r;
132
156
  }
133
157
 
134
158
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"graph_prepare_bindings.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/graph/graph_prepare_bindings.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,yFANW,MAAM,EAAE,oFA0DlB"}
1
+ {"version":3,"file":"graph_prepare_bindings.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/graph/graph_prepare_bindings.js"],"names":[],"mappings":"AAkEA;;;;;;;;GAQG;AACH,yFANW,MAAM,EAAE,oFAgElB"}
@@ -1,6 +1,69 @@
1
+ import { assert } from "../../../../core/assert.js";
1
2
  import { encoder_prepare_shader_binding } from "../resource/encoder_prepare_shader_binding.js";
2
3
  import { encoder_prepare_shader_bindings_defaults } from "../resource/encoder_prepare_shader_bindings_defaults.js";
3
4
 
5
+ /**
6
+ * Per shader, whether its module reads a binding beyond declaring it, by name; filled as asked.
7
+ * @type {WeakMap<ShaderDescriptor, Map<string, boolean>>}
8
+ */
9
+ const shader_reads = new WeakMap();
10
+
11
+ /**
12
+ * @param {ShaderDescriptor} shader_descriptor
13
+ * @param {string} name
14
+ * @returns {boolean} whether the module names the binding anywhere but its declaration, comments aside
15
+ */
16
+ function shader_reads_binding(shader_descriptor, name) {
17
+ let known = shader_reads.get(shader_descriptor);
18
+
19
+ if (known === undefined) {
20
+ known = new Map();
21
+ shader_reads.set(shader_descriptor, known);
22
+ }
23
+
24
+ let read = known.get(name);
25
+
26
+ if (read === undefined) {
27
+ const code = shader_descriptor.source.replace(/\/\*[\s\S]*?\*\//g, '').replace(/\/\/[^\n]*/g, '');
28
+
29
+ read = (code.match(new RegExp(`\\b${name}\\b`, 'g'))?.length ?? 0) > 1;
30
+
31
+ known.set(name, read);
32
+ }
33
+
34
+ return read;
35
+ }
36
+
37
+ /**
38
+ * A transient default holds whatever its pooled buffer last held, so it may only stand in for a binding
39
+ * the shader does not read.
40
+ *
41
+ * @param {ShaderDescriptor} shader_descriptor
42
+ * @param {string[]} input_names the bindings the pass was given
43
+ * @returns {string|null} the first binding left to its transient default that the shader reads
44
+ */
45
+ function transient_default_read(shader_descriptor, input_names) {
46
+ const groups = shader_descriptor.resources.groups;
47
+
48
+ for (let i = 0; i < groups.length; i++) {
49
+ const resources = groups[i].resources;
50
+
51
+ for (let j = 0; j < resources.length; j++) {
52
+ const resource = resources[j];
53
+
54
+ if (
55
+ resource.transient_default
56
+ && !input_names.includes(resource.name)
57
+ && shader_reads_binding(shader_descriptor, resource.name)
58
+ ) {
59
+ return resource.name;
60
+ }
61
+ }
62
+ }
63
+
64
+ return null;
65
+ }
66
+
4
67
  /**
5
68
  *
6
69
  * @param {ShaderDescriptor} shader_descriptor
@@ -61,5 +124,11 @@ export function graph_prepare_bindings(
61
124
  // process defaults
62
125
  encoder_prepare_shader_bindings_defaults(bindings, context, resources_descriptor);
63
126
 
127
+ assert.equal(
128
+ transient_default_read(shader_descriptor, input_names),
129
+ null,
130
+ 'a storage buffer left to its transient default is read by the shader'
131
+ );
132
+
64
133
  return bindings;
65
134
  }