@woosh/meep-engine 3.58.0 → 3.60.0

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 (818) hide show
  1. package/editor/particles/effect/ParticleEffectDocument.d.ts +162 -43
  2. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  3. package/editor/particles/effect/ParticleEffectDocument.js +450 -43
  4. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -3
  5. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  6. package/editor/particles/effect/ParticleReferenceSimulation.js +78 -23
  7. package/editor/particles/effect/make_starter_particle_effect.js +17 -17
  8. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +3 -3
  9. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  10. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +224 -67
  11. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  12. package/editor/view/particles/effect/ParticleGraphEditorView.js +44 -11
  13. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +2 -1
  14. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  15. package/editor/view/particles/effect/ParticleNodeParametersView.js +46 -16
  16. package/editor/view/particles/effect/ParticlePreviewView.js +2 -2
  17. package/editor/view/particles/effect/particle-editor.css +77 -68
  18. package/package.json +1 -1
  19. package/src/engine/Engine.d.ts.map +1 -1
  20. package/src/engine/Engine.js +2 -2
  21. package/src/engine/ecs/EntityManager.d.ts +29 -5
  22. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  23. package/src/engine/ecs/EntityManager.js +37 -1
  24. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  25. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  26. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +74 -17
  27. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  28. package/src/engine/graphics/ecs/particles/ParticleEffect.js +156 -25
  29. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +13 -3
  30. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +59 -13
  32. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +3 -3
  33. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +9 -9
  34. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts +15 -0
  35. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts.map +1 -0
  36. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.js +78 -0
  37. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +2 -0
  38. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  39. package/src/engine/graphics/ecs/trail3d/Trail3D.js +2 -0
  40. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +1 -1
  41. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +1 -1
  42. package/src/engine/graphics/trail/tube/TubeX.d.ts +5 -3
  43. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +1 -1
  44. package/src/engine/graphics/trail/tube/TubeX.js +5 -3
  45. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +3 -2
  46. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +1 -1
  47. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +9 -8
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +65 -4
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  50. package/src/engine/graphics3/GPUParticleEmitterSystem.js +1351 -904
  51. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +1 -1
  52. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -13
  53. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  54. package/src/generation/foliage/FOLIAGE_DESIGN.md +26 -5
  55. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +35 -0
  56. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +2 -1
  57. package/src/generation/foliage/TWO_FRONT_ENDS_BRIEF_2026_10_28.md +552 -0
  58. package/src/generation/foliage/analysis/tree_crown_opacity.d.ts.map +1 -1
  59. package/src/generation/foliage/analysis/tree_crown_opacity.js +2 -1
  60. package/src/generation/foliage/analysis/tree_render_cost.d.ts +5 -3
  61. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -1
  62. package/src/generation/foliage/analysis/tree_render_cost.js +8 -7
  63. package/src/generation/foliage/asset/TreeAsset.d.ts +17 -0
  64. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  65. package/src/generation/foliage/asset/TreeAsset.js +20 -0
  66. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts +69 -0
  67. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts.map +1 -0
  68. package/src/generation/foliage/asset/TreeSpeciesCache.js +147 -0
  69. package/src/generation/foliage/asset/generate_tree.d.ts +10 -0
  70. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  71. package/src/generation/foliage/asset/generate_tree.js +57 -29
  72. package/src/generation/foliage/asset/place_tree.d.ts +2 -1
  73. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -1
  74. package/src/generation/foliage/asset/place_tree.js +2 -1
  75. package/src/generation/foliage/asset/tree_lod_plan.d.ts +4 -2
  76. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -1
  77. package/src/generation/foliage/asset/tree_lod_plan.js +12 -14
  78. package/src/generation/foliage/asset/tree_shoot_instances.d.ts +119 -0
  79. package/src/generation/foliage/asset/tree_shoot_instances.d.ts.map +1 -0
  80. package/src/generation/foliage/asset/tree_shoot_instances.js +410 -0
  81. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts +155 -0
  82. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts.map +1 -0
  83. package/src/generation/foliage/asset/tree_shoot_prototypes.js +251 -0
  84. package/src/generation/foliage/config/TreeGrowth.d.ts +10 -0
  85. package/src/generation/foliage/config/TreeGrowth.d.ts.map +1 -0
  86. package/src/generation/foliage/config/TreeGrowth.js +18 -0
  87. package/src/generation/foliage/config/TreeLODConfig.d.ts +6 -0
  88. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  89. package/src/generation/foliage/config/TreeLODConfig.js +7 -0
  90. package/src/generation/foliage/index.d.ts +3 -0
  91. package/src/generation/foliage/index.js +3 -0
  92. package/src/generation/foliage/material/foliage_tile.d.ts +6 -6
  93. package/src/generation/foliage/material/foliage_tile.js +3 -3
  94. package/src/generation/foliage/material/tree_cluster_atlas.d.ts +44 -0
  95. package/src/generation/foliage/material/tree_cluster_atlas.d.ts.map +1 -0
  96. package/src/generation/foliage/material/tree_cluster_atlas.js +37 -0
  97. package/src/generation/foliage/mesh/foliage_collect_attachments.js +2 -2
  98. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts +14 -0
  99. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts.map +1 -0
  100. package/src/generation/foliage/mesh/foliage_scale_spread.js +15 -0
  101. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -7
  102. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  103. package/src/generation/foliage/mesh/tree_cluster_representatives.js +85 -40
  104. package/src/generation/foliage/mesh/tree_clusters.d.ts +26 -5
  105. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -1
  106. package/src/generation/foliage/mesh/tree_clusters.js +52 -39
  107. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  108. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +32 -54
  109. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +6 -1
  110. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  111. package/src/generation/foliage/presets/make_tree_species_preset.js +157 -3
  112. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +19 -0
  113. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  114. package/src/generation/foliage/skeleton/TreeSkeleton.js +41 -0
  115. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts +5 -0
  116. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts.map +1 -1
  117. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.js +8 -1
  118. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts +70 -0
  119. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts.map +1 -0
  120. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.js +171 -0
  121. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts +17 -0
  122. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts.map +1 -0
  123. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.js +79 -0
  124. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts +12 -0
  125. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts.map +1 -0
  126. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.js +56 -0
  127. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts +11 -0
  128. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts.map +1 -0
  129. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.js +38 -0
  130. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +4 -11
  131. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  132. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +8 -2034
  133. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts +22 -0
  134. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts.map +1 -0
  135. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.js +2050 -0
  136. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +10 -0
  137. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  138. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +27 -56
  139. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts +4 -0
  140. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts.map +1 -1
  141. package/src/shade/descriptor/pipeline/render/DepthStencilState.js +170 -144
  142. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts +4 -0
  143. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts.map +1 -1
  144. package/src/shade/descriptor/pipeline/render/MultisampleState.js +78 -65
  145. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.d.ts.map +1 -1
  146. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +176 -172
  147. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts +4 -0
  148. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts.map +1 -1
  149. package/src/shade/descriptor/pipeline/render/StencilFaceState.js +107 -88
  150. package/src/shade/playground/particle_ecs/README.md +9 -8
  151. package/src/shade/playground/particle_ecs/bonfire_editor.js +3 -3
  152. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +6 -6
  153. package/src/shade/playground/particle_ecs/bonfire_effects.js +6 -6
  154. package/src/shade/playground/particle_editor/README.md +14 -11
  155. package/src/shade/playground/particle_system/particle_prototype.js +18 -18
  156. package/src/shade/playground/particle_system/particle_scene.js +13 -13
  157. package/src/shade/playground/probe_clipmap/README.md +42 -0
  158. package/src/shade/playground/probe_clipmap/index.html +190 -0
  159. package/src/shade/playground/probe_clipmap/main.d.ts +8 -0
  160. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -0
  161. package/src/shade/playground/probe_clipmap/main.js +365 -0
  162. package/src/shade/renderer/Renderer.d.ts +3 -1
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +97 -43
  165. package/src/shade/renderer/extension/ViewTextures.d.ts +2 -1
  166. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  167. package/src/shade/renderer/extension/ViewTextures.js +2 -1
  168. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  169. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  170. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  171. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  172. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  173. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +63 -1
  174. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +228 -16
  176. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +27 -4
  177. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +526 -23
  179. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +11 -0
  180. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +21 -0
  182. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +65 -0
  183. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +376 -0
  185. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +7 -3
  186. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +1 -1
  187. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +70 -6
  188. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +20 -0
  189. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +80 -0
  191. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +18 -0
  192. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +113 -0
  194. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +34 -12
  195. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +56 -15
  197. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +2 -2
  198. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +13 -26
  200. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +25 -2
  201. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +54 -32
  203. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts +14 -0
  204. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.js +37 -0
  206. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts.map +1 -1
  207. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.js +16 -0
  208. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  209. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -6
  210. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts +131 -0
  211. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts.map +1 -0
  212. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.js +467 -0
  213. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +24 -0
  214. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -0
  215. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +111 -0
  216. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts +42 -0
  217. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts.map +1 -0
  218. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.js +404 -0
  219. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts +16 -0
  220. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts.map +1 -0
  221. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.js +23 -0
  222. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts +17 -0
  223. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts.map +1 -0
  224. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.js +65 -0
  225. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  226. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -70
  227. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  228. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +13 -773
  229. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts +55 -0
  230. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts.map +1 -0
  231. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.js +248 -0
  232. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  233. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +15 -174
  234. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts +47 -0
  235. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts.map +1 -0
  236. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.js +80 -0
  237. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +91 -0
  238. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts.map +1 -0
  239. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +902 -0
  240. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts +16 -0
  241. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts.map +1 -0
  242. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.js +67 -0
  243. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts +17 -0
  244. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts.map +1 -0
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@@ -1,10 +1,15 @@
1
1
  /**
2
- * The two pure index computations the sort's three stages have to agree on, kept out of the
3
- * shaders so the emulator tier can execute them directly against a CPU statement of the same
4
- * arithmetic.
2
+ * The pure index computations the sort's three stages have to agree on, kept out of the shaders so
3
+ * the emulator tier can execute them directly against a CPU statement of the same arithmetic.
5
4
  *
6
5
  * `sort_extract_digit` is the digit selector: `shift` is 0, 8, 16, 24 across the four passes.
7
6
  *
7
+ * `sort_extract_key_digit` is the digit the sort orders by: the same selector over the key's low
8
+ * `key_bits` alone, `key_mask` being those bits set. A key narrower than its last digit pass — 20 bits
9
+ * sorted in three 8-bit passes, say — would otherwise be ordered by whatever sits in the bits above
10
+ * it, which a caller is not required to clear. Every stage that reads a digit or a digit's bit reads
11
+ * it through this, so they all see the same key.
12
+ *
8
13
  * `sort_spine_index` is the flattening. The spine holds one 256-bin histogram per tile, laid out
9
14
  * **bin-major** — every tile's count for bin 0, then every tile's count for bin 1, and so on — so
10
15
  * that a single running scan across it yields, at `(bin, tile)`, the number of keys that precede
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sort_digit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;GAcG;AACH,+BAFU,SAAS,CAehB;0BA/BuB,oCAAoC"}
1
+ {"version":3,"file":"chunk_sort_digit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,+BAFU,SAAS,CAmBhB;0BAxCuB,oCAAoC"}
@@ -1,32 +1,41 @@
1
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
- import { RADIX, SPINE_HEADER_WORDS } from "./defs.js";
3
-
4
- /**
5
- * The two pure index computations the sort's three stages have to agree on, kept out of the
6
- * shaders so the emulator tier can execute them directly against a CPU statement of the same
7
- * arithmetic.
8
- *
9
- * `sort_extract_digit` is the digit selector: `shift` is 0, 8, 16, 24 across the four passes.
10
- *
11
- * `sort_spine_index` is the flattening. The spine holds one 256-bin histogram per tile, laid out
12
- * **bin-major** — every tile's count for bin 0, then every tile's count for bin 1, and so on — so
13
- * that a single running scan across it yields, at `(bin, tile)`, the number of keys that precede
14
- * this tile's bin-`bin` run in the final ordering. A tile-major layout would need a second scan
15
- * over the per-bin totals. {@link SPINE_HEADER_WORDS} steps over the scan's `count` header.
16
- *
17
- * @type {CodeChunk}
18
- */
19
- export const chunk_sort_digit = CodeChunk.from(
20
- //language=WGSL
21
- `
22
- const SORT_RADIX_MASK = ${RADIX - 1}u;
23
- const SORT_SPINE_HEADER_WORDS = ${SPINE_HEADER_WORDS}u;
24
-
25
- fn sort_extract_digit(key: u32, shift: u32) -> u32 {
26
- return (key >> shift) & SORT_RADIX_MASK;
27
- }
28
-
29
- fn sort_spine_index(bin: u32, tile: u32, tile_count: u32) -> u32 {
30
- return SORT_SPINE_HEADER_WORDS + bin * tile_count + tile;
31
- }
32
- `);
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { RADIX, SPINE_HEADER_WORDS } from "./defs.js";
3
+
4
+ /**
5
+ * The pure index computations the sort's three stages have to agree on, kept out of the shaders so
6
+ * the emulator tier can execute them directly against a CPU statement of the same arithmetic.
7
+ *
8
+ * `sort_extract_digit` is the digit selector: `shift` is 0, 8, 16, 24 across the four passes.
9
+ *
10
+ * `sort_extract_key_digit` is the digit the sort orders by: the same selector over the key's low
11
+ * `key_bits` alone, `key_mask` being those bits set. A key narrower than its last digit pass — 20 bits
12
+ * sorted in three 8-bit passes, say — would otherwise be ordered by whatever sits in the bits above
13
+ * it, which a caller is not required to clear. Every stage that reads a digit or a digit's bit reads
14
+ * it through this, so they all see the same key.
15
+ *
16
+ * `sort_spine_index` is the flattening. The spine holds one 256-bin histogram per tile, laid out
17
+ * **bin-major** — every tile's count for bin 0, then every tile's count for bin 1, and so on — so
18
+ * that a single running scan across it yields, at `(bin, tile)`, the number of keys that precede
19
+ * this tile's bin-`bin` run in the final ordering. A tile-major layout would need a second scan
20
+ * over the per-bin totals. {@link SPINE_HEADER_WORDS} steps over the scan's `count` header.
21
+ *
22
+ * @type {CodeChunk}
23
+ */
24
+ export const chunk_sort_digit = CodeChunk.from(
25
+ //language=WGSL
26
+ `
27
+ const SORT_RADIX_MASK = ${RADIX - 1}u;
28
+ const SORT_SPINE_HEADER_WORDS = ${SPINE_HEADER_WORDS}u;
29
+
30
+ fn sort_extract_digit(key: u32, shift: u32) -> u32 {
31
+ return (key >> shift) & SORT_RADIX_MASK;
32
+ }
33
+
34
+ fn sort_extract_key_digit(key: u32, shift: u32, key_mask: u32) -> u32 {
35
+ return sort_extract_digit(key & key_mask, shift);
36
+ }
37
+
38
+ fn sort_spine_index(bin: u32, tile: u32, tile_count: u32) -> u32 {
39
+ return SORT_SPINE_HEADER_WORDS + bin * tile_count + tile;
40
+ }
41
+ `);
@@ -0,0 +1,31 @@
1
+ /**
2
+ * The keys a histogram counts.
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const SORT_HISTOGRAM_KEYS_RESOURCE: ShaderResourceDescriptor;
6
+ /**
7
+ * `{count: u32, elements: array<vec4u>}` as the scan sees it, flat as the histogram writes it.
8
+ * Every cell is produced by exactly one thread of one workgroup, so no atomics: the only consumer is
9
+ * a later dispatch, and WebGPU orders dispatches against each other.
10
+ * @type {ShaderResourceDescriptor}
11
+ */
12
+ export const SORT_HISTOGRAM_SPINE_RESOURCE: ShaderResourceDescriptor;
13
+ /**
14
+ * One tile's 256-bin digit histogram, written into the spine bin-major — the body of both
15
+ * {@link shader_radix_sort_histogram} and {@link shader_radix_sort_histogram_indirect}, which differ
16
+ * only in where the tile and the sort's size come from.
17
+ *
18
+ * ```wgsl
19
+ * fn sort_histogram_tile(tile: u32, element_count: u32, tile_count: u32, shift: u32, key_mask: u32, thread_id: u32)
20
+ * ```
21
+ *
22
+ * Call from workgroup-uniform control flow, every thread of a {@link SORT_WORKGROUP_SIZE}-wide
23
+ * workgroup with its `local_invocation_index`: it holds barriers. `tile` must be below `tile_count`,
24
+ * since the cell it writes for a tile past them belongs to the next bin.
25
+ *
26
+ * @type {CodeChunk}
27
+ */
28
+ export const chunk_sort_histogram_tile: CodeChunk;
29
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
30
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
31
+ //# sourceMappingURL=chunk_sort_histogram_tile.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sort_histogram_tile.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/chunk_sort_histogram_tile.js"],"names":[],"mappings":"AAOA;;;GAGG;AACH,2CAFU,wBAAwB,CAEuF;AAEzH;;;;;GAKG;AACH,4CAFU,wBAAwB,CAEwF;AAE1H;;;;;;;;;;;;;;GAcG;AACH,wCAFU,SAAS,CAiChB;yCAlEsC,mDAAmD;0BADlE,oCAAoC"}
@@ -0,0 +1,71 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
3
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
4
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
5
+ import { chunk_sort_constants } from "./chunk_sort_constants.js";
6
+ import { chunk_sort_digit } from "./chunk_sort_digit.js";
7
+
8
+ /**
9
+ * The keys a histogram counts.
10
+ * @type {ShaderResourceDescriptor}
11
+ */
12
+ export const SORT_HISTOGRAM_KEYS_RESOURCE = ShaderResourceDescriptor.storageBuffer("keys", WebGPUArray.from(u32), false);
13
+
14
+ /**
15
+ * `{count: u32, elements: array<vec4u>}` as the scan sees it, flat as the histogram writes it.
16
+ * Every cell is produced by exactly one thread of one workgroup, so no atomics: the only consumer is
17
+ * a later dispatch, and WebGPU orders dispatches against each other.
18
+ * @type {ShaderResourceDescriptor}
19
+ */
20
+ export const SORT_HISTOGRAM_SPINE_RESOURCE = ShaderResourceDescriptor.storageBuffer("spine", WebGPUArray.from(u32), true);
21
+
22
+ /**
23
+ * One tile's 256-bin digit histogram, written into the spine bin-major — the body of both
24
+ * {@link shader_radix_sort_histogram} and {@link shader_radix_sort_histogram_indirect}, which differ
25
+ * only in where the tile and the sort's size come from.
26
+ *
27
+ * ```wgsl
28
+ * fn sort_histogram_tile(tile: u32, element_count: u32, tile_count: u32, shift: u32, key_mask: u32, thread_id: u32)
29
+ * ```
30
+ *
31
+ * Call from workgroup-uniform control flow, every thread of a {@link SORT_WORKGROUP_SIZE}-wide
32
+ * workgroup with its `local_invocation_index`: it holds barriers. `tile` must be below `tile_count`,
33
+ * since the cell it writes for a tile past them belongs to the next bin.
34
+ *
35
+ * @type {CodeChunk}
36
+ */
37
+ export const chunk_sort_histogram_tile = CodeChunk.from(
38
+ //language=WGSL
39
+ `
40
+ // One bin per thread — RADIX and the workgroup size are equal, so the clear and the write-out are
41
+ // both a single unstrided step.
42
+ var<workgroup> wg_sort_tile_counts: array<atomic<u32>, SORT_RADIX>;
43
+
44
+ fn sort_histogram_tile(tile: u32, element_count: u32, tile_count: u32, shift: u32, key_mask: u32, thread_id: u32) {
45
+ atomicStore(&wg_sort_tile_counts[thread_id], 0u);
46
+
47
+ workgroupBarrier();
48
+
49
+ // Striped so that neighbouring threads read neighbouring addresses. The tail tile is partial;
50
+ // the keys past the end are not counted, which is what lets the scatter recognise them later
51
+ // by position alone.
52
+ let tile_base = tile * SORT_TILE_SIZE;
53
+ for (var k = 0u; k < SORT_KEYS_PER_THREAD; k += 1u) {
54
+ let source = tile_base + k * SORT_WORKGROUP_SIZE + thread_id;
55
+
56
+ if (source < element_count) {
57
+ atomicAdd(&wg_sort_tile_counts[sort_extract_key_digit(keys[source], shift, key_mask)], 1u);
58
+ }
59
+ }
60
+
61
+ workgroupBarrier();
62
+
63
+ spine[sort_spine_index(thread_id, tile, tile_count)] = atomicLoad(&wg_sort_tile_counts[thread_id]);
64
+ }
65
+ `, [
66
+ chunk_sort_constants,
67
+ chunk_sort_digit,
68
+ ]);
69
+
70
+ chunk_sort_histogram_tile.requireResource(SORT_HISTOGRAM_KEYS_RESOURCE);
71
+ chunk_sort_histogram_tile.requireResource(SORT_HISTOGRAM_SPINE_RESOURCE);
@@ -0,0 +1,47 @@
1
+ /**
2
+ * @type {ShaderResourceDescriptor}
3
+ */
4
+ export const SORT_SCATTER_IN_KEYS_RESOURCE: ShaderResourceDescriptor;
5
+ /**
6
+ * @type {ShaderResourceDescriptor}
7
+ */
8
+ export const SORT_SCATTER_IN_VALUES_RESOURCE: ShaderResourceDescriptor;
9
+ /**
10
+ * @type {ShaderResourceDescriptor}
11
+ */
12
+ export const SORT_SCATTER_OUT_KEYS_RESOURCE: ShaderResourceDescriptor;
13
+ /**
14
+ * @type {ShaderResourceDescriptor}
15
+ */
16
+ export const SORT_SCATTER_OUT_VALUES_RESOURCE: ShaderResourceDescriptor;
17
+ /**
18
+ * The scanned spine, read flat past its `{count, elements}` header.
19
+ * @type {ShaderResourceDescriptor}
20
+ */
21
+ export const SORT_SCATTER_SPINE_RESOURCE: ShaderResourceDescriptor;
22
+ /**
23
+ * One tile's rank-and-scatter — the body of both {@link shader_radix_sort_scatter} and
24
+ * {@link shader_radix_sort_scatter_indirect}, which differ only in where the tile and the sort's size
25
+ * come from.
26
+ *
27
+ * ```wgsl
28
+ * fn sort_scatter_tile(tile: u32, element_count: u32, tile_count: u32, shift: u32, key_mask: u32,
29
+ * thread_id: u32, lane_id: u32, lane_count: u32)
30
+ * ```
31
+ *
32
+ * The tile is sorted by the current digit in workgroup memory (stability is what an LSD radix sort's
33
+ * correctness rests on, and it is also what lets the tail tile's padding be identified by position),
34
+ * the tile's own histogram is re-derived rather than carried over from the histogram pass — the scan
35
+ * is inclusive-only, and re-counting is cheaper than preserving pre-scan counts — and each key is
36
+ * written to `spine_inclusive[bin] - local_count[bin] - bin_start[bin] + sorted_position`.
37
+ *
38
+ * Call from workgroup-uniform control flow, every thread of a {@link SORT_WORKGROUP_SIZE}-wide
39
+ * workgroup with its `local_invocation_index` and subgroup builtins: it holds barriers and subgroup
40
+ * operations. `tile` must be below `tile_count`.
41
+ *
42
+ * @type {CodeChunk}
43
+ */
44
+ export const chunk_sort_scatter_tile: CodeChunk;
45
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
46
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
47
+ //# sourceMappingURL=chunk_sort_scatter_tile.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sort_scatter_tile.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/chunk_sort_scatter_tile.js"],"names":[],"mappings":"AAUA;;GAEG;AACH,4CAFU,wBAAwB,CAE2F;AAE7H;;GAEG;AACH,8CAFU,wBAAwB,CAE+F;AAEjI;;GAEG;AACH,6CAFU,wBAAwB,CAE4F;AAE9H;;GAEG;AACH,+CAFU,wBAAwB,CAEgG;AAElI;;;GAGG;AACH,0CAFU,wBAAwB,CAEuF;AAEzH;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,sCAFU,SAAS,CAiJhB;yCAvMsC,mDAAmD;0BADlE,oCAAoC"}
@@ -0,0 +1,210 @@
1
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
4
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
6
+ import { chunk_sort_constants } from "./chunk_sort_constants.js";
7
+ import { chunk_sort_digit } from "./chunk_sort_digit.js";
8
+ import { chunk_sort_rank } from "./chunk_sort_rank.js";
9
+ import { chunk_sort_workgroup_scan } from "./chunk_sort_workgroup_scan.js";
10
+
11
+ /**
12
+ * @type {ShaderResourceDescriptor}
13
+ */
14
+ export const SORT_SCATTER_IN_KEYS_RESOURCE = ShaderResourceDescriptor.storageBuffer("in_keys", WebGPUArray.from(u32), false);
15
+
16
+ /**
17
+ * @type {ShaderResourceDescriptor}
18
+ */
19
+ export const SORT_SCATTER_IN_VALUES_RESOURCE = ShaderResourceDescriptor.storageBuffer("in_values", WebGPUArray.from(u32), false);
20
+
21
+ /**
22
+ * @type {ShaderResourceDescriptor}
23
+ */
24
+ export const SORT_SCATTER_OUT_KEYS_RESOURCE = ShaderResourceDescriptor.storageBuffer("out_keys", WebGPUArray.from(u32), true);
25
+
26
+ /**
27
+ * @type {ShaderResourceDescriptor}
28
+ */
29
+ export const SORT_SCATTER_OUT_VALUES_RESOURCE = ShaderResourceDescriptor.storageBuffer("out_values", WebGPUArray.from(u32), true);
30
+
31
+ /**
32
+ * The scanned spine, read flat past its `{count, elements}` header.
33
+ * @type {ShaderResourceDescriptor}
34
+ */
35
+ export const SORT_SCATTER_SPINE_RESOURCE = ShaderResourceDescriptor.storageBuffer("spine", WebGPUArray.from(u32), false);
36
+
37
+ /**
38
+ * One tile's rank-and-scatter — the body of both {@link shader_radix_sort_scatter} and
39
+ * {@link shader_radix_sort_scatter_indirect}, which differ only in where the tile and the sort's size
40
+ * come from.
41
+ *
42
+ * ```wgsl
43
+ * fn sort_scatter_tile(tile: u32, element_count: u32, tile_count: u32, shift: u32, key_mask: u32,
44
+ * thread_id: u32, lane_id: u32, lane_count: u32)
45
+ * ```
46
+ *
47
+ * The tile is sorted by the current digit in workgroup memory (stability is what an LSD radix sort's
48
+ * correctness rests on, and it is also what lets the tail tile's padding be identified by position),
49
+ * the tile's own histogram is re-derived rather than carried over from the histogram pass — the scan
50
+ * is inclusive-only, and re-counting is cheaper than preserving pre-scan counts — and each key is
51
+ * written to `spine_inclusive[bin] - local_count[bin] - bin_start[bin] + sorted_position`.
52
+ *
53
+ * Call from workgroup-uniform control flow, every thread of a {@link SORT_WORKGROUP_SIZE}-wide
54
+ * workgroup with its `local_invocation_index` and subgroup builtins: it holds barriers and subgroup
55
+ * operations. `tile` must be below `tile_count`.
56
+ *
57
+ * @type {CodeChunk}
58
+ */
59
+ export const chunk_sort_scatter_tile = CodeChunk.from(
60
+ //language=WGSL
61
+ `
62
+ /**
63
+ * The key a slot past the end of the input is filled with. Every bit of it is set, so its digit is the
64
+ * largest any key can have in every pass, whatever the key's width, and the stable in-tile sort
65
+ * parks every one of them behind every real key — which is what makes "sorted position < the tile's
66
+ * real key count" a sufficient test for whether a slot holds a real key.
67
+ */
68
+ const SORT_PADDING_KEY = 0xffffffffu;
69
+
70
+ var<workgroup> wg_sort_keys: array<u32, SORT_TILE_SIZE>;
71
+ var<workgroup> wg_sort_values: array<u32, SORT_TILE_SIZE>;
72
+ // one bin per thread; RADIX == WORKGROUP_SIZE
73
+ var<workgroup> wg_sort_histogram: array<atomic<u32>, SORT_RADIX>;
74
+ var<workgroup> wg_sort_base: array<u32, SORT_RADIX>;
75
+
76
+ fn sort_scatter_tile(
77
+ tile: u32,
78
+ element_count: u32,
79
+ tile_count: u32,
80
+ shift: u32,
81
+ key_mask: u32,
82
+ thread_id: u32,
83
+ lane_id: u32,
84
+ lane_count: u32,
85
+ ) {
86
+ let tile_base = tile * SORT_TILE_SIZE;
87
+
88
+ atomicStore(&wg_sort_histogram[thread_id], 0u);
89
+
90
+ // Striped load, so neighbouring threads read neighbouring addresses.
91
+ for (var k = 0u; k < SORT_KEYS_PER_THREAD; k += 1u) {
92
+ let slot = k * SORT_WORKGROUP_SIZE + thread_id;
93
+ let source = tile_base + slot;
94
+
95
+ var key = SORT_PADDING_KEY;
96
+ var value = 0u;
97
+
98
+ if (source < element_count) {
99
+ key = in_keys[source];
100
+ value = in_values[source];
101
+ }
102
+
103
+ wg_sort_keys[slot] = key;
104
+ wg_sort_values[slot] = value;
105
+ }
106
+
107
+ workgroupBarrier();
108
+
109
+ // Local histogram over the real keys only — it has to agree with what the histogram pass
110
+ // counted, because the spine value this tile reads back was built from that count.
111
+ for (var k = 0u; k < SORT_KEYS_PER_THREAD; k += 1u) {
112
+ let slot = k * SORT_WORKGROUP_SIZE + thread_id;
113
+
114
+ if (tile_base + slot < element_count) {
115
+ atomicAdd(&wg_sort_histogram[sort_extract_key_digit(wg_sort_keys[slot], shift, key_mask)], 1u);
116
+ }
117
+ }
118
+
119
+ workgroupBarrier();
120
+
121
+ // this thread's bin, captured before the in-tile sort touches anything
122
+ let local_count = atomicLoad(&wg_sort_histogram[thread_id]);
123
+
124
+ // Order the tile by this pass's digit, one bit at a time, least significant first. Eight stable
125
+ // binary splits are a sort by the whole 8-bit digit; ranking a key against its same-digit peers
126
+ // then costs nothing, because the rank IS the sorted position, and the device writes that
127
+ // follow come out contiguous per bin.
128
+ for (var bit_index = 0u; bit_index < SORT_RADIX_LOG; bit_index += 1u) {
129
+
130
+ // Blocked ownership for the permutation: thread t owns the tile's slots
131
+ // [t*KEYS_PER_THREAD, (t+1)*KEYS_PER_THREAD), so the offsets a thread hands its own keys
132
+ // are consecutive and the scan below only has to run over one value per thread.
133
+ var keys: array<u32, SORT_KEYS_PER_THREAD>;
134
+ var values: array<u32, SORT_KEYS_PER_THREAD>;
135
+ var ones = 0u;
136
+
137
+ for (var j = 0u; j < SORT_KEYS_PER_THREAD; j += 1u) {
138
+ let slot = thread_id * SORT_KEYS_PER_THREAD + j;
139
+
140
+ keys[j] = wg_sort_keys[slot];
141
+ values[j] = wg_sort_values[slot];
142
+ ones += (sort_extract_key_digit(keys[j], shift, key_mask) >> bit_index) & 1u;
143
+ }
144
+
145
+ // The scan's first barrier is what fences every thread's reads above against the writes
146
+ // below — by the time it returns, no read of wg_sort_keys/wg_sort_values is outstanding.
147
+ let scan = sort_workgroup_exclusive_scan(ones, thread_id, lane_id, lane_count);
148
+
149
+ let total_zeros = SORT_TILE_SIZE - scan.y;
150
+
151
+ var ones_before = scan.x;
152
+ var zeros_before = thread_id * SORT_KEYS_PER_THREAD - scan.x;
153
+
154
+ for (var j = 0u; j < SORT_KEYS_PER_THREAD; j += 1u) {
155
+ let is_one = ((sort_extract_key_digit(keys[j], shift, key_mask) >> bit_index) & 1u) != 0u;
156
+ let destination = sort_split_destination(is_one, zeros_before, ones_before, total_zeros);
157
+
158
+ if (is_one) {
159
+ ones_before += 1u;
160
+ } else {
161
+ zeros_before += 1u;
162
+ }
163
+
164
+ wg_sort_keys[destination] = keys[j];
165
+ wg_sort_values[destination] = values[j];
166
+ }
167
+
168
+ workgroupBarrier();
169
+ }
170
+
171
+ // Exclusive prefix of the local histogram — for a tile now sorted by digit this is exactly the
172
+ // slot each bin's run begins at, and the total is the tile's real key count, because the
173
+ // padding was never counted.
174
+ let histogram_scan = sort_workgroup_exclusive_scan(local_count, thread_id, lane_id, lane_count);
175
+
176
+ let bin_start = histogram_scan.x;
177
+ let valid_count = histogram_scan.y;
178
+
179
+ let spine_inclusive = spine[sort_spine_index(thread_id, tile, tile_count)];
180
+
181
+ wg_sort_base[thread_id] = sort_scatter_base(spine_inclusive, local_count, bin_start);
182
+
183
+ workgroupBarrier();
184
+
185
+ for (var k = 0u; k < SORT_KEYS_PER_THREAD; k += 1u) {
186
+ let slot = k * SORT_WORKGROUP_SIZE + thread_id;
187
+
188
+ if (slot < valid_count) {
189
+ let key = wg_sort_keys[slot];
190
+ let destination = wg_sort_base[sort_extract_key_digit(key, shift, key_mask)] + slot;
191
+
192
+ out_keys[destination] = key;
193
+ out_values[destination] = wg_sort_values[slot];
194
+ }
195
+ }
196
+ }
197
+ `, [
198
+ chunk_sort_constants,
199
+ chunk_sort_digit,
200
+ chunk_sort_rank,
201
+ chunk_sort_workgroup_scan,
202
+ ]);
203
+
204
+ chunk_sort_scatter_tile.addExtension(WebGPUExtensionType.Subgroups);
205
+
206
+ chunk_sort_scatter_tile.requireResource(SORT_SCATTER_IN_KEYS_RESOURCE);
207
+ chunk_sort_scatter_tile.requireResource(SORT_SCATTER_IN_VALUES_RESOURCE);
208
+ chunk_sort_scatter_tile.requireResource(SORT_SCATTER_OUT_KEYS_RESOURCE);
209
+ chunk_sort_scatter_tile.requireResource(SORT_SCATTER_OUT_VALUES_RESOURCE);
210
+ chunk_sort_scatter_tile.requireResource(SORT_SCATTER_SPINE_RESOURCE);
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Shared configuration for the key-value radix sort.
3
3
  *
4
- * The sort is LSD reduce-then-scan: four 8-bit digit passes, each of them a per-tile histogram,
4
+ * The sort is LSD reduce-then-scan: up to four 8-bit digit passes, each of them a per-tile histogram,
5
5
  * a spine scan through {@link graph_prefix_scan_csdldf}, and a rank-and-scatter. The numbers below
6
6
  * are what the three stages have to agree on, so they live in one place rather than in each
7
7
  * shader's template literal.
@@ -17,10 +17,11 @@ export const RADIX: number;
17
17
  */
18
18
  export const RADIX_LOG: number;
19
19
  /**
20
- * (key width) / RADIX_LOG. Four passes over a 32-bit key.
20
+ * 32 / RADIX_LOG: the digit passes a whole 32-bit key takes, and the most any sort runs. A narrower
21
+ * key takes `ceil(key_bits / RADIX_LOG)` — see {@link graph_radix_sort}.
21
22
  *
22
- * Even, which is what puts the result back in the caller's buffers rather than in the ping-pong
23
- * scratch — see {@link graph_radix_sort}.
23
+ * Even, which is what puts a whole-key sort's result back in the caller's buffers rather than in the
24
+ * ping-pong scratch.
24
25
  * @type {number}
25
26
  */
26
27
  export const RADIX_PASSES: number;
@@ -1 +1 @@
1
- {"version":3,"file":"defs.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/defs.js"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH;;;GAGG;AACH,oBAFU,MAAM,CAES;AAEzB;;;GAGG;AACH,wBAFU,MAAM,CAEW;AAE3B;;;;;;GAMG;AACH,2BAFU,MAAM,CAEc;AAE9B;;;;;;;GAOG;AACH,kCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,mCAFU,MAAM,CAEsB;AAEtC;;;;GAIG;AACH,6BAFU,MAAM,CAEyD;AAEzE;;;;;;;;;GASG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;GAEG;AACH,0CAFU,MAAM,CAEmE;AAEnF;;;;;;;GAOG;AACH,iCAFU,MAAM,CAEoB"}
1
+ {"version":3,"file":"defs.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/defs.js"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH;;;GAGG;AACH,oBAFU,MAAM,CAES;AAEzB;;;GAGG;AACH,wBAFU,MAAM,CAEW;AAE3B;;;;;;;GAOG;AACH,2BAFU,MAAM,CAEc;AAE9B;;;;;;;GAOG;AACH,kCAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,mCAFU,MAAM,CAEsB;AAEtC;;;;GAIG;AACH,6BAFU,MAAM,CAEyD;AAEzE;;;;;;;;;GASG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;GAEG;AACH,0CAFU,MAAM,CAEmE;AAEnF;;;;;;;GAOG;AACH,iCAFU,MAAM,CAEoB"}
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Shared configuration for the key-value radix sort.
3
3
  *
4
- * The sort is LSD reduce-then-scan: four 8-bit digit passes, each of them a per-tile histogram,
4
+ * The sort is LSD reduce-then-scan: up to four 8-bit digit passes, each of them a per-tile histogram,
5
5
  * a spine scan through {@link graph_prefix_scan_csdldf}, and a rank-and-scatter. The numbers below
6
6
  * are what the three stages have to agree on, so they live in one place rather than in each
7
7
  * shader's template literal.
@@ -20,10 +20,11 @@ export const RADIX = 256;
20
20
  export const RADIX_LOG = 8;
21
21
 
22
22
  /**
23
- * (key width) / RADIX_LOG. Four passes over a 32-bit key.
23
+ * 32 / RADIX_LOG: the digit passes a whole 32-bit key takes, and the most any sort runs. A narrower
24
+ * key takes `ceil(key_bits / RADIX_LOG)` — see {@link graph_radix_sort}.
24
25
  *
25
- * Even, which is what puts the result back in the caller's buffers rather than in the ping-pong
26
- * scratch — see {@link graph_radix_sort}.
26
+ * Even, which is what puts a whole-key sort's result back in the caller's buffers rather than in the
27
+ * ping-pong scratch.
27
28
  * @type {number}
28
29
  */
29
30
  export const RADIX_PASSES = 4;
@@ -2,21 +2,49 @@
2
2
  * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
3
3
  */
4
4
  /**
5
- * Offer the pipelines {@link graph_radix_sort} dispatches — see {@link PipelineEnquiry}.
5
+ * Offer the pipelines {@link graph_radix_sort} dispatches over a host `element_count` — see
6
+ * {@link PipelineEnquiry}.
6
7
  *
7
8
  * @param {PipelineEnquiry} enquiry
8
9
  */
9
10
  export function enquire_radix_sort_pipelines(enquiry: PipelineEnquiry): void;
11
+ /**
12
+ * Offer the pipelines {@link graph_radix_sort} dispatches over a device count, a `count_buffer` —
13
+ * see {@link PipelineEnquiry}.
14
+ *
15
+ * @param {PipelineEnquiry} enquiry
16
+ */
17
+ export function enquire_radix_sort_indirect_pipelines(enquiry: PipelineEnquiry): void;
10
18
  /**
11
19
  * Key-value LSD radix sort, reduce-then-scan, built on the CSDLDF spine.
12
20
  *
13
21
  * Keys are 32-bit unsigned integers, values are 32-bit unsigned integers, sorting is always
14
22
  * ASCENDING and STABLE — equal keys come out in their input order, which is what an LSD radix sort
15
23
  * needs of each of its own digit passes and what a caller sorting Morton codes needs of the whole
16
- * thing. The result lands back in the caller's own buffers: four digit passes ping-pong between
17
- * them and a pair of transients, and four is even.
24
+ * thing.
25
+ *
26
+ * **Key width.** The order is by the key's low `key_bits`, in `ceil(key_bits / 8)` digit passes from
27
+ * the least significant byte: a 24-bit key is three passes, a 32-bit one four. The bits above
28
+ * `key_bits` are ignored, not required to be zero — every pass selects its digit from the key with
29
+ * them cleared — and each key comes out as it went in, those bits and all.
30
+ *
31
+ * **The result is in the returned handles — use them.** The digit passes ping-pong between the
32
+ * caller's buffers and a pair of transients the sort creates, so an even number of passes ends in the
33
+ * caller's buffers and an odd number in the transients. The caller's buffers are the sort's scratch
34
+ * either way: from the second pass on, the entries below the sorted count hold whatever the last pass
35
+ * to write them left there. No buffer is written at or past the sorted count.
36
+ *
37
+ * **The count** is one of:
38
+ * - `element_count`, known on the host: the histogram and scatter are dispatched directly, a
39
+ * workgroup a tile of keys;
40
+ * - a count on the device, the `u32` at byte `count_offset` of `count_buffer`, with
41
+ * `element_max_count` sizing the memory — the spine, the transients, and what the caller's buffers
42
+ * must hold. One thread, {@link shader_radix_sort_prepare}, reads the count and writes the command
43
+ * every histogram and scatter is dispatched through, the live size they read and the spine's count
44
+ * every scan is dispatched over. No work follows `element_max_count`: a count of 0 dispatches no
45
+ * tile and leaves an empty result. A count above it sorts the first `element_max_count` keys.
18
46
  *
19
- * One digit pass is three dispatches:
47
+ * One digit pass is three stages:
20
48
  *
21
49
  * 1. {@link shader_radix_sort_histogram} — a 256-bin histogram per tile, written into the spine
22
50
  * bin-major;
@@ -27,24 +55,37 @@ export function enquire_radix_sort_pipelines(enquiry: PipelineEnquiry): void;
27
55
  * its keys anyway);
28
56
  * 3. {@link shader_radix_sort_scatter} — rank within the tile, then scatter.
29
57
  *
30
- * Twelve dispatches per sort, against the seven of the single-pass one-sweep formulation that
31
- * commit `b6049214c` removed. What that buys is the absence of any unbounded cross-workgroup wait:
32
- * the only spin anywhere is CSDLDF's own bounded-spin-then-fallback, so the sort makes progress on
33
- * a scheduler that offers no fairness guarantee at all. The single-pass upgrade is recorded in
34
- * `GPU_BVH_BUILD_PLAN.md` §4.2.1 as v2, gated on a measurement from a real consumer.
58
+ * Twelve stages for a whole 32-bit key, against the seven dispatches of the single-pass one-sweep
59
+ * formulation that commit `b6049214c` removed. What that buys is the absence of any unbounded
60
+ * cross-workgroup wait: the only spin anywhere is CSDLDF's own bounded-spin-then-fallback, so the sort
61
+ * makes progress on a scheduler that offers no fairness guarantee at all. The single-pass upgrade is
62
+ * recorded in `GPU_BVH_BUILD_PLAN.md` §4.2.1 as v2, gated on a measurement from a real consumer.
35
63
  *
36
64
  * @param {Object} options
37
65
  * @param {FrameGraph} options.graph
38
- * @param {number} options.keys buffer resource ID, `array<u32>`, at least `element_count` entries
39
- * @param {number} options.values buffer resource ID, `array<u32>`, at least `element_count` entries
40
- * @param {number} options.element_count number of input elements
41
- * @returns {{keys:number, values:number}} sorted output, in the caller's buffers
66
+ * @param {number} options.keys buffer resource ID, `array<u32>`, at least `element_count` (or
67
+ * `element_max_count`) entries
68
+ * @param {number} options.values buffer resource ID, `array<u32>`, as many entries as `keys`
69
+ * @param {number} [options.element_count] number of input elements, known on the host. Give this or
70
+ * `count_buffer`, not both
71
+ * @param {number} [options.count_buffer] buffer resource ID holding the number of input elements,
72
+ * written on the device; bound whole, read-only, so it needs `STORAGE`
73
+ * @param {number} [options.count_offset] with `count_buffer`: byte offset of the count, a multiple of 4
74
+ * @param {number} [options.element_max_count] with `count_buffer`: the most elements it can count,
75
+ * which sizes memory and nothing else
76
+ * @param {number} [options.key_bits=32] how many of the key's low bits it is sorted by, 1 to 32
77
+ * @returns {{keys:number, values:number}} the sorted keys and values: the caller's buffers or the
78
+ * sort's transients, see above
42
79
  */
43
- export function graph_radix_sort({ graph, keys, values, element_count, }: {
80
+ export function graph_radix_sort({ graph, keys, values, element_count, count_buffer, count_offset, element_max_count, key_bits, }: {
44
81
  graph: FrameGraph;
45
82
  keys: number;
46
83
  values: number;
47
- element_count: number;
84
+ element_count?: number;
85
+ count_buffer?: number;
86
+ count_offset?: number;
87
+ element_max_count?: number;
88
+ key_bits?: number;
48
89
  }): {
49
90
  keys: number;
50
91
  values: number;
@@ -1 +1 @@
1
- {"version":3,"file":"graph_radix_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js"],"names":[],"mappings":"AAcA;;GAEG;AAEH;;;;GAIG;AACH,sDAFW,eAAe,QAMzB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;IAN+B,KAAK;IACT,IAAI,EAApB,MAAM;IACU,MAAM,EAAtB,MAAM;IACU,aAAa,EAA7B,MAAM;IACJ;IAAC,IAAI,EAAC,MAAM,CAAC;IAAC,MAAM,EAAC,MAAM,CAAA;CAAC,CA+JxC;8BA5MY,OAAO,6CAA6C,EAAE,eAAe"}
1
+ {"version":3,"file":"graph_radix_sort.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js"],"names":[],"mappings":"AAoBA;;GAEG;AAEH;;;;;GAKG;AACH,sDAFW,eAAe,QAMzB;AAED;;;;;GAKG;AACH,+DAFW,eAAe,QAOzB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6DG;AACH;IAf+B,KAAK;IACT,IAAI,EAApB,MAAM;IAEU,MAAM,EAAtB,MAAM;IACW,aAAa,GAA9B,MAAM;IAEW,YAAY,GAA7B,MAAM;IAEW,YAAY,GAA7B,MAAM;IACW,iBAAiB,GAAlC,MAAM;IAEW,QAAQ,GAAzB,MAAM;IACJ;IAAC,IAAI,EAAC,MAAM,CAAC;IAAC,MAAM,EAAC,MAAM,CAAA;CAAC,CA4DxC;8BAnJY,OAAO,6CAA6C,EAAE,eAAe"}