@woosh/meep-engine 3.60.3 → 3.60.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +2602 -0
- package/CONTRIBUTING.md +7 -0
- package/MIGRATION_2_TO_3.md +136 -0
- package/SECURITY.md +4 -0
- package/editor/EditorCameraNavigation.d.ts +2 -1
- package/editor/EditorCameraNavigation.d.ts.map +1 -1
- package/editor/EditorCameraNavigation.js +51 -57
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +3 -0
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
- package/editor/ecs/component/editors/ecs/Trail3DEditor.js +6 -0
- package/package.json +6 -2
- package/src/engine/EngineHarness.d.ts +3 -9
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -8
- package/src/engine/graphics/camera/makeOrbitalCameraController.d.ts +9 -6
- package/src/engine/graphics/camera/makeOrbitalCameraController.d.ts.map +1 -1
- package/src/engine/graphics/camera/makeOrbitalCameraController.js +44 -71
- package/src/engine/graphics/camera/orbital/MomentumAxis.d.ts +64 -0
- package/src/engine/graphics/camera/orbital/MomentumAxis.d.ts.map +1 -0
- package/src/engine/graphics/camera/orbital/MomentumAxis.js +187 -0
- package/src/engine/graphics/camera/orbital/OrbitalCameraRig.d.ts +86 -0
- package/src/engine/graphics/camera/orbital/OrbitalCameraRig.d.ts.map +1 -0
- package/src/engine/graphics/camera/orbital/OrbitalCameraRig.js +319 -0
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts +34 -10
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts.map +1 -1
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js +116 -30
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.d.ts +1 -7
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.d.ts.map +1 -1
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.js +1 -37
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +1 -2
- package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.d.ts +14 -0
- package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.d.ts.map +1 -0
- package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.js +22 -0
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +19 -3
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/Trail3D.js +31 -4
- package/src/engine/graphics/ecs/trail3d/advance_trail.js +1 -1
- package/src/engine/graphics/ecs/water/Water.d.ts +8 -0
- package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/Water.js +8 -0
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +5 -5
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +1 -1
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +6 -6
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +731 -734
- package/src/engine/graphics3/decal/DecalTileShader.d.ts +61 -0
- package/src/engine/graphics3/decal/DecalTileShader.d.ts.map +1 -0
- package/src/engine/graphics3/decal/DecalTileShader.js +138 -0
- package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts +10 -4
- package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/decal/GPUDecalRenderer.js +149 -44
- package/src/engine/graphics3/decal/chunk_decal_tile_vertex.d.ts +25 -0
- package/src/engine/graphics3/decal/chunk_decal_tile_vertex.d.ts.map +1 -0
- package/src/engine/graphics3/decal/chunk_decal_tile_vertex.js +55 -0
- package/src/engine/graphics3/decal/graph_gather_decal_tiles.d.ts +22 -0
- package/src/engine/graphics3/decal/graph_gather_decal_tiles.d.ts.map +1 -0
- package/src/engine/graphics3/decal/graph_gather_decal_tiles.js +70 -0
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts +7 -5
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.js +48 -44
- package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts +12 -0
- package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -0
- package/src/engine/graphics3/decal/shader_decal_tile_copy.js +78 -0
- package/src/engine/graphics3/decal/shader_gather_decal_tiles.d.ts +11 -0
- package/src/engine/graphics3/decal/shader_gather_decal_tiles.d.ts.map +1 -0
- package/src/engine/graphics3/decal/shader_gather_decal_tiles.js +80 -0
- package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +10 -0
- package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +1 -1
- package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -1
- package/src/engine/input/devices/mouse/MouseEventButtons.d.ts +13 -0
- package/src/engine/input/devices/mouse/MouseEventButtons.d.ts.map +1 -0
- package/src/engine/input/devices/mouse/MouseEventButtons.js +23 -0
- package/src/engine/input/ecs/controllers/KeyboardCameraController.d.ts +4 -0
- package/src/engine/input/ecs/controllers/KeyboardCameraController.d.ts.map +1 -1
- package/src/engine/input/ecs/controllers/KeyboardCameraController.js +9 -45
- package/src/engine/physics/cloth/ecs/cloth_geodesic.d.ts +2 -2
- package/src/engine/physics/cloth/ecs/cloth_geodesic.js +2 -2
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/playground/probe_clipmap/README.md +1 -0
- package/src/shade/playground/probe_clipmap/index.html +5 -0
- package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
- package/src/shade/playground/probe_clipmap/main.js +16 -2
- package/src/shade/playground/vgeo_scene/README.md +1 -1
- package/src/shade/playground/water_refraction/README.md +5 -6
- package/src/shade/playground/water_refraction/index.html +1 -1
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +7 -5
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +4 -6
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +34 -36
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +1 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +162 -163
- package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts +1 -1
- package/src/shade/renderer/atmosphere/compute_mie_absorption.js +1 -1
- package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.js +1 -1
- package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.js +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +164 -164
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +1 -1
- package/src/shade/renderer/camera/orbital/OrbitalCameraController.d.ts +40 -80
- package/src/shade/renderer/camera/orbital/OrbitalCameraController.d.ts.map +1 -1
- package/src/shade/renderer/camera/orbital/OrbitalCameraController.js +197 -147
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
- package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +4 -4
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +4 -4
- package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +2 -1
- package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +18 -1
- package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +2 -2
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts +1 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.js +1 -1
- package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts +4 -5
- package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js +6 -7
- package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.d.ts +31 -0
- package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.d.ts.map +1 -0
- package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.js +343 -0
- package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.d.ts +17 -0
- package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.d.ts.map +1 -0
- package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.js +29 -0
- package/src/shade/renderer/geometry/virtual/runtime/vgeo_runtime_meshlet_batch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/virtual/runtime/vgeo_runtime_meshlet_batch.js +7 -13
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +2 -8
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +5 -5
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +10 -10
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +12 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +22 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts +4 -4
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js +50 -13
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts +6 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.js +7 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.d.ts +13 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.js +13 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts +17 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.js +20 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +5 -15
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +6 -34
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.d.ts +18 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.js +42 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.js +5 -4
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts +4 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.js +13 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.d.ts +52 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.js +250 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.js +1 -7
- package/src/shade/renderer/hiz/HZBFootprint.d.ts +14 -0
- package/src/shade/renderer/hiz/HZBFootprint.d.ts.map +1 -0
- package/src/shade/renderer/hiz/HZBFootprint.js +16 -0
- package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.d.ts +10 -0
- package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.d.ts.map +1 -0
- package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.js +11 -0
- package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.d.ts +10 -0
- package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.d.ts.map +1 -0
- package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.js +11 -0
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts +0 -7
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.js +405 -350
- package/src/shade/renderer/hiz/chunk_hzb_footprint_x.d.ts +12 -0
- package/src/shade/renderer/hiz/chunk_hzb_footprint_x.d.ts.map +1 -0
- package/src/shade/renderer/hiz/chunk_hzb_footprint_x.js +27 -0
- package/src/shade/renderer/hiz/chunk_hzb_footprint_y.d.ts +12 -0
- package/src/shade/renderer/hiz/chunk_hzb_footprint_y.d.ts.map +1 -0
- package/src/shade/renderer/hiz/chunk_hzb_footprint_y.js +27 -0
- package/src/shade/renderer/hiz/hzb_footprint_texels.d.ts +14 -0
- package/src/shade/renderer/hiz/hzb_footprint_texels.d.ts.map +1 -0
- package/src/shade/renderer/hiz/hzb_footprint_texels.js +34 -0
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts +0 -5
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +37 -57
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0.d.ts +11 -0
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0.d.ts.map +1 -0
- package/src/shade/renderer/hiz/{shader_hzb_reduce_mip0_clip.js → shader_hzb_reduce_mip0.js} +120 -111
- package/src/shade/renderer/light/environment/environment_level_1_blur_plan.d.ts +39 -0
- package/src/shade/renderer/light/environment/environment_level_1_blur_plan.d.ts.map +1 -0
- package/src/shade/renderer/light/environment/environment_level_1_blur_plan.js +119 -0
- package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts +15 -7
- package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/execute_filter_environment_map.js +66 -83
- package/src/shade/renderer/light/environment/graph_filter_environment_map.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/graph_filter_environment_map.js +15 -6
- package/src/shade/renderer/light/environment/shader_blur_environment_map.d.ts +3 -0
- package/src/shade/renderer/light/environment/shader_blur_environment_map.d.ts.map +1 -0
- package/src/shade/renderer/light/environment/shader_blur_environment_map.js +111 -0
- package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.d.ts +3 -0
- package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.d.ts.map +1 -0
- package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.js +128 -0
- package/src/shade/renderer/light/environment/shader_downsample_environment_map.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/shader_downsample_environment_map.js +0 -1
- package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
- package/src/shade/renderer/material/GPUMaterialManager.d.ts +7 -0
- package/src/shade/renderer/material/GPUMaterialManager.d.ts.map +1 -1
- package/src/shade/renderer/material/GPUMaterialManager.js +11 -0
- package/src/shade/renderer/material/resident/GPUResidentMaterialContext.d.ts +12 -12
- package/src/shade/renderer/material/resident/GPUResidentMaterialContext.d.ts.map +1 -1
- package/src/shade/renderer/material/resident/GPUResidentMaterialContext.js +17 -118
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -3
- package/src/shade/renderer/postprocess/nss/NSS.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/NSS.js +1 -3
- package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.d.ts +5 -6
- package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.js +9 -10
- package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.js +48 -49
- package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.js +12 -16
- package/src/shade/renderer/postprocess/nss/shader_nss_preprocess.js +246 -246
- package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.d.ts +1 -2
- package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.js +34 -35
- package/src/shade/renderer/shader/chunk/atmosphere/C_MIE_SCATTERING_DECLARATION.d.ts +2 -2
- package/src/shade/renderer/shader/chunk/atmosphere/C_MIE_SCATTERING_DECLARATION.js +2 -2
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_compute_extinction.js +1 -1
- package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts +1 -1
- package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.js +1 -1
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Schlick.d.ts +3 -3
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Schlick.js +3 -3
- package/src/shade/renderer/shader/chunk/color/tonemap/aces/chunk_aces_ue_matrices.d.ts +9 -10
- package/src/shade/renderer/shader/chunk/color/tonemap/aces/chunk_aces_ue_matrices.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/aces/chunk_aces_ue_matrices.js +9 -10
- package/src/shade/renderer/shader/chunk/color/tonemap/aces/chunk_tonemap_ue_filmic.d.ts +4 -4
- package/src/shade/renderer/shader/chunk/color/tonemap/aces/chunk_tonemap_ue_filmic.js +5 -5
- package/src/shade/renderer/shader/chunk/math/chunk_f16_round_stochastic.d.ts +1 -2
- package/src/shade/renderer/shader/chunk/math/chunk_f16_round_stochastic.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/math/chunk_f16_round_stochastic.js +1 -2
- package/src/shade/renderer/shader/chunk/noise/chunk_stbn_sample_vec2.d.ts +14 -1
- package/src/shade/renderer/shader/chunk/noise/chunk_stbn_sample_vec2.d.ts.map +1 -1
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- package/src/shade/wgsl/NOTES.md +0 -4
- package/src/view/elements/progress/segmented/segment_frame_transform.d.ts +0 -15
- package/src/view/elements/progress/segmented/segment_frame_transform.d.ts.map +0 -1
- package/src/view/elements/progress/segmented/segment_frame_transform.js +0 -69
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# Hand-over: implement Phase 1 of the GPU BVH builder
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You are implementing **Phase 1 only** of `GPU_BVH_BUILD_PLAN.md` (same directory — read it in
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full before writing any code; it is the authoritative design, this file is the execution brief).
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Phase 1 = two deliverables, in this order:
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1. **A key-value radix sort** built around CSDLDF, re-founding `src/shade/renderer/gpu_primitive/sort/`.
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2. **A GPU TLAS build** (LBVH: extract → morton → sort → Karras emission → refit) replacing the
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CPU-side work in `GPUInstancesAccelerationStructure.push_to_gpu()`.
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Do **not** start phases 2–4 (treelets, BLAS, BVH8), do not redesign node formats, do not add
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frameworks. Everything you need exists in the tree or in git history; this project's explicit
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standard is *port and reuse, don't invent*.
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## Read these before writing code
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In order, each for a stated reason:
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1. `src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md` — the design. §2.1 is the byte
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contract, §4 is what you are building, §4.2.1 is the sort, §4.5 is the test plan you must
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satisfy, §6/§7 explain decisions — do not relitigate them.
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2. `src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js` (+ its `.spec.js`) — the CPU oracle your
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emission kernel transliterates: `delta` with the `32 + clz32(i^j)` duplicate-key tiebreak,
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`determineRange`, `find_split`. Read the comment block at `find_split` about why duplicate
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codes must NOT be midpoint-split — that bug produces a shared-node non-tree.
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3. `src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.js` and
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`graph_prefix_scan_csdldf.js` — the blessed scan you reuse as the sort's spine, and the house
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subgroup idioms (`subgroup_size` builtin, `MIN_SUBGROUP_SIZE = 4`,
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`@diagnostic(off, subgroup_uniformity)` helpers, split flag words, bounded spin + fallback).
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4. Git history of the deleted OneSweep port — orchestration + scatter/ranking reference:
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`git show 370542c3f:src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.js`
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(graph orchestration template), `...shader_digit_binning_pass_pairs.js` (workgroup ranking
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machinery + two pinned WebGPU lessons), `...one_sweep.spec.js` and
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`...verify_radix_sort_one_sweep.js` (spec/verify templates). List the directory with
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`git show 370542c3f:src/shade/renderer/gpu_primitive/sort/one_sweep/ 2>$null` or
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`git ls-tree 370542c3f -- src/shade/renderer/gpu_primitive/sort/one_sweep/`.
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5. `src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js` +
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`src/shade/renderer/shader/chunk/atomic/chunk_atomic_min_f32_storage.js` /
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`chunk_atomic_max_f32_storage.js` — the reduce-then-atomic-merge pattern for the scene-bounds pass,
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and the "same buffer bound as `array<atomic<u32>>` in one pass, typed in another" idiom the
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refit pass needs. Note its comment about `bitcast<f32>(0x7F800000u)` not const-folding.
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6. `src/shade/renderer/scene/GPUInstancesAccelerationStructure.js`,
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`src/shade/renderer/scene/GPUSceneContext.js` (how `instance_add/remove/update` and
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`update()` drive it), `src/shade/renderer/geometry/bvh/bvh_to_gpu_buffer.js` +
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`bvh2_compress.js` (the legacy path you keep behind a flag),
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`src/shade/renderer/scene/MESH_INSTANCE_METADATA_STRUCT.js` (where per-row world AABBs live).
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7. `src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_query_nearest.js` — the traversal
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consumer; internalize its leaf/root conventions before emitting a single node.
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8. Testing machinery: `src/shade/wgsl/emulator/ComputeShaderEmulator.js` + its `.spec.js` and a
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couple of existing chunk specs under `src/shade/renderer/shader/chunk/math/` (the established
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pattern for emulator-testing individual WGSL functions);
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`src/shade/device/mock/SoftwareGPUDevice.js` + `SoftwareGPUComputePassEncoder.js` (a
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**recording** device — executes no shaders; assert on what was encoded and on host-written
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bytes only); `src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js` and
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`src/shade/renderer/buffer/graph_inspect_gpu_buffer.js` (browser verify pattern);
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`src/shade/playground/bvh_repro/` — the standalone page where the `verify_*` functions get
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registered and run against a real device (`npm run dev`, then
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<http://localhost:5173/src/shade/playground/bvh_repro/index.html>).
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## Non-negotiable contracts
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**Output bytes** (every RT consumer depends on this; there is no versioning):
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- Node = 32 bytes: `[min.x, min.y, min.z, max.x, max.y, max.z] : f32` then `child_1 : u32`,
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`child_2 : u32`.
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- Leaf ⇔ `child_1 == 0xFFFFFFFF` (`BVH_NULL_NODE`); then `child_2` = scene-database `meshes`
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row. Internal ⇒ both children are valid node indices with meaningful bounds.
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- TLAS buffer = `u32 root` at byte 0, nodes from byte 4. Your layout: root is node 0
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(Karras internal 0), internals `[0, N-2]`, leaves `[N-1, 2N-2]`. Still write the root word.
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- `N == 0` ⇒ write `root = BVH_NULL_NODE` host-side. `N == 1` ⇒ single leaf as node 0, root 0.
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**House rules:**
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- **Subgroups are a baseline engine requirement.** Use them wherever they pay. But do not bake
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wave-*width* assumptions into algorithm structure — subgroup size is a runtime value 4–128;
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workgroup memory is the correctness layer across subgroup boundaries.
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- **CSDLDF discipline:** no unbounded cross-workgroup waiting, ever. Bounded spin + fallback
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(the csdldf shader) or no spin at all (arrival counters where the loser exits — the refit).
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All cross-workgroup-communicated state goes through `array<atomic<u32>>` accesses exclusively.
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- **A vitest spec may never stand up a real GPU device.** Shade specs run under vitest
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(`npm test`); the four validation tiers of plan §4.5 are all mandatory.
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- Match existing code style exactly: `assert.*` guards on public entry points, `#private`
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fields, `chunk_*`/`shader_*`/`graph_*` naming, `CodeChunk.from(wgsl, [deps])` composition,
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`ShaderResourceSetDescriptor` for bindings, JSDoc in the house voice. Read neighbours, write
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like them.
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- Commit directly to `master`, conventional style with scope (`feat(shade): …`), incremental —
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one commit per milestone below is about right. Do not amend, do not branch.
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## Milestones, in order
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**M1 — the sort.** `src/shade/renderer/gpu_primitive/sort/`:
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`graph_radix_sort({graph, keys, values, element_count}) → {keys, values}` — u32 keys + u32
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values, ascending, stable, result back in the caller's buffers. Reduce-then-scan LSD, 8-bit
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digits × 4 passes; per pass: (a) per-tile 256-bin histogram; (b) spine scan through
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`graph_prefix_scan_csdldf` **reused as-is** — adopt its `{count: u32, elements: array<vec4u>}`
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16-byte-aligned layout, write the count word host-side or in the histogram pass, size with
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`element_max_count = tiles × 256`, flatten column-major (bin-major) so one scan yields global
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digit offsets and per-tile offsets together; (c) rank-and-scatter. The scan is **in-place and
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inclusive-only**: the scatter recomputes its own tile's local histogram and ranks in workgroup
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memory anyway (it must, for stability), so the global exclusive offset is
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`spine_value − own_tile_count` — do not try to preserve pre-scan counts. Include a
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`warn_limited` guard on workgroup counts like the scan has. Definition of done: WGSL validity
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spec green; chunk-level emulator specs for the pure helpers (digit extraction, rank math);
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a `SoftwareGPUDevice` spec asserting the encoded dispatch sequence; a browser
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`verify_radix_sort.js` (template in history) registered in the playground; `npm test` green.
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**M2 — morton + emission chunks.** New `chunk_v3_morton_encode` in
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`src/shade/renderer/shader/chunk/bvh/morton/` composing the existing
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`shader/chunk/binary/chunk_split_by_3.js` as `split_by_3(x) | split_by_3(y)<<1 | split_by_3(z)<<2`
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— bit-exact with `src/core/geom/3d/morton/v3_morton_encode_magicbits.js`. The emission logic
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(`delta`, `determine_range`, `find_split`) goes into separate `chunk_bvh_*` files under
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`gpu_primitive/bvh/` so tier-2 tests can execute each function directly against its CPU
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counterpart (`Math.clz32` ⇔ `countLeadingZeros`). DoD: emulator specs proving bit-parity on
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randomized inputs **salted with duplicate-key runs**.
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**M3 — builder shaders + recorder.** In `gpu_primitive/bvh/`: `shader_bvh_morton`,
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`shader_bvh_emit_hierarchy`, `shader_bvh_refit`, plus `graph_bvh_build_lbvh({graph, leaf_bounds,
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leaf_payload, element_count, nodes, root…})` per plan §4.2 (pass table) and §4.3 (layout,
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transient sizing). The scene-aware extraction shader (`shader_bvh_extract_instance_leaves`,
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reads the rows list + `meshes` table, subgroup pre-reduce → workgroup reduce →
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`chunk_atomic_min_f32_storage` / `chunk_atomic_max_f32_storage` merge into the scene-bounds cell) lives with the scene code in
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`src/shade/renderer/scene/`, not in the primitive (plan AR10). Emission: thread `i` writes leaf
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`(N-1)+i` from `leaf_bounds[values[i]]` / `leaf_payload[values[i]]`; threads `i < N-1` also emit
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internal `i` and write `parents[]` for both children; write `parents[0] = NULL_NODE`. Refit: one
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thread per leaf climbs `parents`, `atomicAdd` arrival counter per internal node, first arrival
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exits, second recomputes bounds; bind the node buffer as flat `array<atomic<u32>>` in this pass.
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DoD: WGSL validity for all; emulator executes morton + emission kernels end-to-end point-wise
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against the CPU oracle (they are pure — keep them barrier/atomic-free); refit gets validity +
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tier 3/4 only.
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**M4 — integration.** `GPUInstancesAccelerationStructure`: keep the CPU dynamic tree and all
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`instance_*` methods untouched (CPU consumers query `tlas.bvh` — see
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`DirectionalLightShadowmap`); add a compact live-rows `Uint32Array` mirror + persistent GPU
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buffer re-uploaded only on membership churn; `push_to_gpu()` gains the GPU path — grow the
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output buffer via `ensure_buffer_capacity` to `4 + 32·(2N−1)`, build a `FrameGraph`, import
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rows/scene-database/output, record extraction + `graph_bvh_build_lbvh`, encode + submit via
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`ShadeGPUCommandContext` (the `test_prefix_sum.js` idiom); handle N ∈ {0, 1} host-side. The GPU
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path is the default; the legacy CPU path (treelet + flatten + upload, verbatim, treelet call
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included) stays behind a module flag `USE_GPU_TLAS_BUILD` for A/B only. `GPUSceneContext` and
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all consumers: zero changes. DoD: a `SoftwareGPUDevice` orchestration spec asserting dispatch
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sequence, bindings resolving to the right buffers, transient sizes/clears, rows upload only on
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churn, and the N=0/1 short-circuits (host-written bytes only — the mock runs no shaders).
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**M5 — locking specs + verify harness.** `bvh_format.spec.js` pinning the §2.1 byte contract
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for BOTH the legacy compressor and the GPU layout against the same golden bytes.
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`verify_gpu_bvh_build.js` in the playground "review checks": randomized instance sets
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(duplicates, degenerate AABBs, N ∈ {0,1,2,3, 2^k±1, ~100k}), readback, assert structural
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validity (every leaf exactly once, both children valid, parent AABB ⊇ children, root word),
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payload permutation, **depth histogram**, SAH cost vs the CPU oracle fed the same sorted order
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(topology must match node-for-node modulo the index mapping). Wire GPU timings for the build via
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`encoder.enable_profiling` and a `GPUFrameRecorder` (the `timer` param on `graph_compute_pass` is
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silently dropped — known quirk, don't use it).
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**M6 — hand back.** You cannot run the browser playground (meep is a library; the host repo
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mounts it). When `npm test` is green and everything above is in place: update
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`GPU_BVH_BUILD_PLAN.md`'s status header (PLANNED → phase 1 landed, note any deviations), then
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stop and hand over with exact instructions for the human: which playground buttons to run
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(sort verify, BVH verify), and that path-tracer/RTX-shadows A/B via the flag is the final gate.
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**Never report browser-tier or on-device results you did not observe.**
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## Traps (each of these has already cost someone a day)
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- Duplicate morton codes: the index tiebreak must be in `delta`, and there must be **no**
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midpoint-split special case. Test with long runs of identical keys.
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- Scene-bounds seeding: pool-cleared buffers are **zeroed**, and zero is not ±inf. Seed the
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6-word cell with the ±inf u32 bit patterns (`0x7F800000` / `0xFF800000`) via a tiny init pass
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or `writeBuffer`. In-shader accumulators can't const-fold `bitcast<f32>(0x7F800000u)` — use
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`±3.4028234e38` there (see the meshlet bounds shader's comment).
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- Refit counters must be zero every build: declare the transient with
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`BufferResourceDescriptor.from(size, usage, 0, size)` so pool-reused buffers get cleared
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(fresh ones arrive zeroed already).
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- Tint uniformity: conditions guarding `workgroupBarrier` must derive from uniform builtins, not
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`var<private>` copies; the deleted binning shader's `subgroup_size`/`sg_size` fix and manual
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unrolls are the worked example. Use the `@diagnostic(off, subgroup_uniformity)` wrapper idiom
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from the csdldf shader only where the analysis over-approximates, never to silence a real race.
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- The csdldf scan reads its element count from `data[0]` and dispatches indirectly; it is
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inclusive-only and 16-byte-aligned — do not "fix" it, adapt to it.
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- `ensure_buffer_capacity` may return a **new** `GPUBuffer` (old one destroyed) — consumers are
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safe because they read `tlas.buffer` per frame at execute time; just make sure the class field
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is reassigned before the graph imports it.
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- WGSL `if (someU32)` is invalid (needs `!= 0`) — the old adaptive-morton chunks in
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`shader/chunk/bvh/morton/` contain exactly this bug; they are dead code, do not import them.
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- `SOURCE_STRIDE = 10` (CPU node, words) vs `TARGET_STRIDE = 8` (GPU) — only relevant in the
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legacy path and `bvh_format.spec.js`; don't confuse the two layouts.
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## Deviation protocol
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The plan was verified against the tree on 2026-08-26, but the tree moves. Where plan and code
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disagree, **the code wins** — verify, implement against reality, and record the deviation in the
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plan doc (one line, in place). If you hit a genuine design fork the plan doesn't cover (not a
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detail — a fork), stop and ask rather than inventing. Do not delete anything beyond what a
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milestone explicitly requires; the cleanup backlog (§8) is not phase-1 scope except where a
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milestone touches it. Pre-existing unrelated test failures: note them, don't fix them, don't
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let them block you.
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## Definition of done (phase 1)
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- [ ] Sort: all four tiers green, verify harness registered.
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- [ ] Builder: emulator parity with `ebvh_build_hierarchy_radix` (duplicates included), WGSL
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validity everywhere, orchestration spec green.
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- [ ] Integration: GPU path default, legacy verbatim behind flag, consumers untouched,
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`npm test` fully green.
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- [ ] `bvh_format.spec.js` + `verify_gpu_bvh_build.js` in place.
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- [ ] Plan doc status updated; hand-over message with the human's browser checklist.
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@@ -1,94 +0,0 @@
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# `@builtin(num_workgroups)` in an indirect dispatch
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**Do not read `@builtin(num_workgroups)` in a shader dispatched with `dispatchWorkgroupsIndirect`**
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— which in this engine means `ComputeShader#dispatchIndirect` or `graph_compute_indirect_pass`. On
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D3D12 every such dispatch costs about 15 µs more than one that does not read it, and it costs that
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over an empty grid as much as over a full one. A *direct* dispatch pays nothing for the builtin.
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## What it costs
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9
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-
|
|
10
|
-
One dispatch of a 128-wide shader in its own timed compute pass, the command written by a compute
|
|
11
|
-
pass just before it, as the engine's builders do. RTX 4090, Chrome 154 on D3D12, median µs:
|
|
12
|
-
|
|
13
|
-
| | 0 groups | 1 group | 4096 groups |
|
|
14
|
-
|---|---:|---:|---:|
|
|
15
|
-
| indirect, reads `num_workgroups` | 18.4 | 18.4 | 23.6 |
|
|
16
|
-
| indirect, flattens with a constant stride | 3.1 | 4.1 | 7.2 |
|
|
17
|
-
| indirect, reads the extents from the command buffer | 3.1 | 4.1 | 7.2 |
|
|
18
|
-
| direct, either way | 0 | 1.0 | 4.1–5.1 |
|
|
19
|
-
|
|
20
|
-
In the engine, the standard raster path ran seven such dispatches per view — the mesh-to-meshlet
|
|
21
|
-
expansion twice, both meshlet filters, the three meshlet bucket passes — so every view, shadow views
|
|
22
|
-
included, carried a fixed ~105 µs before it did any work. Removing the builtin from those seven
|
|
23
|
-
(2026-09-25) took them, summed per view on `playground/mesh_row_ceiling?rows=200000`, from 157.7 /
|
|
24
|
-
156.7 / 123.9 / 169.0 µs to 44.0 / 62.5 / 20.5 / 69.6 µs (three sun cascades and the main view; the
|
|
25
|
-
third cascade is empty, so that column is the pure floor).
|
|
26
|
-
|
|
27
|
-
## Why
|
|
28
|
-
|
|
29
|
-
Read out of Dawn's source and confirmed by probe. Two separate things happen to an indirect
|
|
30
|
-
dispatch, and only one of them is the builtin.
|
|
31
|
-
|
|
32
|
-
1. **Every indirect dispatch is copied, whatever the shader reads.** With validation on, which is
|
|
33
|
-
how Chrome runs, `ComputePassEncoder::TransformIndirectDispatchBuffer` (Dawn's
|
|
34
|
-
`src/dawn/native/ComputePassEncoder.cpp`) inserts a one-thread compute pass that copies the three
|
|
35
|
-
counts into a scratch buffer and zeroes them if any is over `maxComputeWorkgroupsPerDimension`.
|
|
36
|
-
The real dispatch then reads the scratch buffer. This is why an over-limit indirect dispatch runs
|
|
37
|
-
nothing at all rather than failing (see `playground/mesh_row_ceiling/README.md`). It costs about
|
|
38
|
-
2 µs: `--enable-dawn-features=skip_validation` takes a plain indirect dispatch from 3.1 µs to
|
|
39
|
-
1.0 µs.
|
|
40
|
-
|
|
41
|
-
2. **The builtin changes how the dispatch is issued.** HLSL has no `num_workgroups`, so Dawn's D3D12
|
|
42
|
-
backend passes it as a root constant. A direct dispatch sets that constant from the CPU, which is
|
|
43
|
-
free. For an indirect dispatch the counts only exist on the GPU, so the validation pass writes
|
|
44
|
-
them twice (`duplicateNumWorkgroups`), and the dispatch goes through `ExecuteIndirect` with a
|
|
45
|
-
command signature that sets the root constants ahead of the dispatch
|
|
46
|
-
(`ComputePipeline::GetDispatchIndirectCommandSignature` →
|
|
47
|
-
`GetDispatchIndirectCommandSignatureWithNumWorkgroups`, in `src/dawn/native/d3d12/`). The
|
|
48
|
-
pipeline gets that signature whenever its shader uses the builtin (`UsesNumWorkgroups`).
|
|
49
|
-
|
|
50
|
-
**The ~15 µs is the command signature, not the copy.** With validation off the plain dispatch
|
|
51
|
-
drops to 1.0 µs, but the `num_workgroups` dispatch stays at 18.4, where the copy survives only to
|
|
52
|
-
duplicate the counts. Three more words written cannot cost 15 µs.
|
|
53
|
-
|
|
54
|
-
Dawn duplicates the counts only on D3D12: the base `ShouldDuplicateNumWorkgroupsForDispatchIndirect`
|
|
55
|
-
returns false, so Vulkan and Metal should not pay this. Not measured there.
|
|
56
|
-
|
|
57
|
-
## What to do instead
|
|
58
|
-
|
|
59
|
-
- **A folded command** — from `build_indirect_compute_dispatch_command` with `fold`, or from
|
|
60
|
-
`shader_prefix_sum_to_command` — flattens with
|
|
61
|
-
`renderer/shader/chunk/grid/chunk_folded_workgroup_index.js`. Both builders fill x to
|
|
62
|
-
`WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION` before y grows, and y before z, so the
|
|
63
|
-
grid flattens with that constant as its stride. `folded_dispatch_width.spec.js` holds the two
|
|
64
|
-
builders to the same command.
|
|
65
|
-
- **Any other shader that needs its extents** can read them from the command buffer, bound
|
|
66
|
-
read-only in the same dispatch that uses it as INDIRECT. WebGPU allows it, since both are
|
|
67
|
-
read-only usages in one usage scope, and it measured the same as a constant stride.
|
|
68
|
-
- **A direct dispatch** may read `num_workgroups` freely.
|
|
69
|
-
|
|
70
|
-
## Still paying, as of 2026-09-25
|
|
71
|
-
|
|
72
|
-
These still read the builtin and are dispatched indirectly. They are correct, just 15 µs a dispatch
|
|
73
|
-
dearer than they need to be:
|
|
74
|
-
|
|
75
|
-
- `renderer/particles/shaders/shader_particle_emit.js`, `shader_particle_init_free_list.js`
|
|
76
|
-
- `renderer/rasterize/bucket/shader_count_meshlets_by_material.js`, `shader_sort_meshlets_by_material.js`
|
|
77
|
-
- `renderer/rasterize/native/avboit/shader_avboit_occupancy.js`
|
|
78
|
-
- `renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js` (no live caller)
|
|
79
|
-
|
|
80
|
-
The texture encoders also read it, but they dispatch directly, so they pay nothing.
|
|
81
|
-
|
|
82
|
-
## Measuring a pass like this
|
|
83
|
-
|
|
84
|
-
- **Time one dispatch per compute pass.** Rotate the order of the arms every round, and write each
|
|
85
|
-
command with a compute pass just before its dispatch, not with `writeBuffer`, so the buffer
|
|
86
|
-
transitions match the engine's.
|
|
87
|
-
- **Separate the copy with `--enable-dawn-features=skip_validation`.** It removes Dawn's validation
|
|
88
|
-
copy from every dispatch that does not read `num_workgroups`.
|
|
89
|
-
- **Check for other headless Chromes before trusting a run.** Other sessions benchmark on the same
|
|
90
|
-
GPU; start a run only after none has been up for a while, and discard any run one appears in.
|
|
91
|
-
- **Compare heavy passes within a paired round.** At `mesh_row_ceiling?rows=2000000`, the main
|
|
92
|
-
view's 2-way filter and the mesh bucket sort each pick one of two modes per run, about 200 µs
|
|
93
|
-
apart, and hold it for the whole run. A pooled median across runs can read a mode flip as a
|
|
94
|
-
regression. Quote the p10, and attribute any regression with an arm that differs by one file.
|
|
@@ -1,8 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Same as standard first mip reduction, but with a clipping region.
|
|
3
|
-
* Primarily used for shadow maps where shadows are atlased into a single texture
|
|
4
|
-
* @type {ComputeShader}
|
|
5
|
-
*/
|
|
6
|
-
export const shader_hzb_reduce_mip0_clip: ComputeShader;
|
|
7
|
-
import { ComputeShader } from "../shader/ComputeShader.js";
|
|
8
|
-
//# sourceMappingURL=shader_hzb_reduce_mip0_clip.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"shader_hzb_reduce_mip0_clip.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js"],"names":[],"mappings":"AAqGA;;;;GAIG;AACH,0CAFU,aAAa,CAMpB;8BA3G2B,4BAA4B"}
|
|
@@ -1,11 +0,0 @@
|
|
|
1
|
-
* Cull lights
|
|
2
|
-
* frustum
|
|
3
|
-
* depth (hzb)
|
|
4
|
-
* Classify lights by cluster
|
|
5
|
-
* `cluster ID` + `light ID`
|
|
6
|
-
* count number of lights per cluster using atomics(?)
|
|
7
|
-
* second pass on classified lights to bin them
|
|
8
|
-
|
|
9
|
-
Extra literature to check:
|
|
10
|
-
|
|
11
|
-
* https://wickedengine.net/2019/02/thoughts-on-light-culling-stream-compaction-vs-flat-bit-arrays/
|