p5 2.2.3 → 2.3.0-rc.1

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 (137) hide show
  1. package/dist/accessibility/color_namer.js +9 -11
  2. package/dist/accessibility/describe.js +0 -1
  3. package/dist/accessibility/gridOutput.js +0 -1
  4. package/dist/accessibility/index.js +9 -10
  5. package/dist/accessibility/outputs.js +0 -1
  6. package/dist/accessibility/textOutput.js +0 -1
  7. package/dist/app.js +11 -10
  8. package/dist/app.node.js +122 -0
  9. package/dist/color/color_conversion.js +9 -11
  10. package/dist/color/creating_reading.js +1 -1
  11. package/dist/color/index.js +2 -2
  12. package/dist/color/p5.Color.js +1 -1
  13. package/dist/color/setting.js +25 -12
  14. package/dist/{constants-BdTiYOQI.js → constants-0wkVUfqa.js} +2 -2
  15. package/dist/core/States.js +1 -1
  16. package/dist/core/constants.js +1 -1
  17. package/dist/core/environment.js +28 -29
  18. package/dist/core/filterShaders.js +1 -1
  19. package/dist/core/friendly_errors/fes_core.js +9 -8
  20. package/dist/core/friendly_errors/file_errors.js +1 -2
  21. package/dist/core/friendly_errors/index.js +1 -1
  22. package/dist/core/friendly_errors/param_validator.js +737 -640
  23. package/dist/core/friendly_errors/sketch_verifier.js +1 -1
  24. package/dist/core/friendly_errors/stacktrace.js +0 -1
  25. package/dist/core/helpers.js +3 -4
  26. package/dist/core/init.js +24 -21
  27. package/dist/core/internationalization.js +1 -1
  28. package/dist/core/legacy.js +9 -11
  29. package/dist/core/main.js +9 -10
  30. package/dist/core/p5.Graphics.js +5 -5
  31. package/dist/core/p5.Renderer.js +3 -3
  32. package/dist/core/p5.Renderer2D.js +9 -10
  33. package/dist/core/p5.Renderer3D.js +5 -5
  34. package/dist/core/rendering.js +5 -5
  35. package/dist/core/structure.js +0 -1
  36. package/dist/core/transform.js +7 -16
  37. package/dist/{creating_reading-C7hu6sg1.js → creating_reading-DLkHH80h.js} +11 -8
  38. package/dist/data/local_storage.js +0 -1
  39. package/dist/dom/dom.js +2 -3
  40. package/dist/dom/index.js +2 -2
  41. package/dist/dom/p5.Element.js +2 -2
  42. package/dist/dom/p5.MediaElement.js +2 -2
  43. package/dist/events/acceleration.js +5 -3
  44. package/dist/events/keyboard.js +0 -1
  45. package/dist/events/pointer.js +0 -2
  46. package/dist/image/const.js +1 -1
  47. package/dist/image/filterRenderer2D.js +19 -12
  48. package/dist/image/image.js +5 -5
  49. package/dist/image/index.js +5 -5
  50. package/dist/image/loading_displaying.js +5 -5
  51. package/dist/image/p5.Image.js +3 -3
  52. package/dist/image/pixels.js +0 -1
  53. package/dist/io/files.js +5 -5
  54. package/dist/io/index.js +5 -5
  55. package/dist/io/p5.Table.js +0 -1
  56. package/dist/io/p5.TableRow.js +0 -1
  57. package/dist/io/p5.XML.js +0 -1
  58. package/dist/{ir_builders-Cd6rU9Vm.js → ir_builders-C2ebb6Lu.js} +234 -1
  59. package/dist/{main-H_nu4eDs.js → main-D2kqeMXM.js} +107 -136
  60. package/dist/math/Matrices/Matrix.js +1 -1
  61. package/dist/math/Matrices/MatrixNumjs.js +1 -1
  62. package/dist/math/calculation.js +0 -1
  63. package/dist/math/index.js +3 -1
  64. package/dist/math/math.js +3 -17
  65. package/dist/math/noise.js +0 -1
  66. package/dist/math/p5.Matrix.js +1 -2
  67. package/dist/math/p5.Vector.js +237 -279
  68. package/dist/math/patch-vector.js +75 -0
  69. package/dist/math/random.js +0 -1
  70. package/dist/math/trigonometry.js +3 -4
  71. package/dist/{p5.Renderer-BmD2P6Wv.js → p5.Renderer-CQI8PO1F.js} +31 -24
  72. package/dist/{rendering-CC8JNTwG.js → rendering-ltTIxpF2.js} +732 -44
  73. package/dist/shape/2d_primitives.js +1 -4
  74. package/dist/shape/attributes.js +43 -8
  75. package/dist/shape/curves.js +0 -1
  76. package/dist/shape/custom_shapes.js +260 -5
  77. package/dist/shape/index.js +2 -2
  78. package/dist/shape/vertex.js +0 -2
  79. package/dist/strands/ir_builders.js +1 -1
  80. package/dist/strands/ir_types.js +5 -1
  81. package/dist/strands/p5.strands.js +286 -31
  82. package/dist/strands/strands_api.js +179 -8
  83. package/dist/strands/strands_codegen.js +26 -8
  84. package/dist/strands/strands_conditionals.js +1 -1
  85. package/dist/strands/strands_for.js +1 -1
  86. package/dist/strands/strands_node.js +1 -1
  87. package/dist/strands/strands_ternary.js +56 -0
  88. package/dist/strands/strands_transpiler.js +416 -251
  89. package/dist/strands_glslBackend-i-ReKgZo.js +423 -0
  90. package/dist/type/index.js +3 -3
  91. package/dist/type/lib/Typr.js +1 -1
  92. package/dist/type/p5.Font.js +3 -3
  93. package/dist/type/textCore.js +31 -24
  94. package/dist/utilities/conversion.js +0 -1
  95. package/dist/utilities/time_date.js +0 -1
  96. package/dist/utilities/utility_functions.js +0 -1
  97. package/dist/webgl/3d_primitives.js +5 -5
  98. package/dist/webgl/GeometryBuilder.js +1 -1
  99. package/dist/webgl/ShapeBuilder.js +26 -1
  100. package/dist/webgl/enums.js +1 -1
  101. package/dist/webgl/index.js +8 -9
  102. package/dist/webgl/interaction.js +8 -4
  103. package/dist/webgl/light.js +5 -5
  104. package/dist/webgl/loading.js +60 -21
  105. package/dist/webgl/material.js +5 -5
  106. package/dist/webgl/p5.Camera.js +5 -5
  107. package/dist/webgl/p5.Framebuffer.js +5 -5
  108. package/dist/webgl/p5.Geometry.js +3 -5
  109. package/dist/webgl/p5.Quat.js +1 -1
  110. package/dist/webgl/p5.RendererGL.js +17 -21
  111. package/dist/webgl/p5.Shader.js +129 -36
  112. package/dist/webgl/p5.Texture.js +5 -5
  113. package/dist/webgl/strands_glslBackend.js +5 -386
  114. package/dist/webgl/text.js +5 -5
  115. package/dist/webgl/utils.js +5 -5
  116. package/dist/webgl2Compatibility-DA7DLMuq.js +7 -0
  117. package/dist/webgpu/index.js +7 -3
  118. package/dist/webgpu/p5.RendererWebGPU.js +1146 -180
  119. package/dist/webgpu/shaders/color.js +1 -1
  120. package/dist/webgpu/shaders/compute.js +32 -0
  121. package/dist/webgpu/shaders/functions/randomComputeWGSL.js +31 -0
  122. package/dist/webgpu/shaders/functions/randomVertWGSL.js +30 -0
  123. package/dist/webgpu/shaders/functions/randomWGSL.js +30 -0
  124. package/dist/webgpu/shaders/line.js +1 -1
  125. package/dist/webgpu/shaders/material.js +3 -3
  126. package/dist/webgpu/strands_wgslBackend.js +137 -15
  127. package/lib/p5.esm.js +4092 -1950
  128. package/lib/p5.esm.min.js +1 -1
  129. package/lib/p5.js +4092 -1950
  130. package/lib/p5.min.js +1 -1
  131. package/lib/p5.webgpu.esm.js +1748 -306
  132. package/lib/p5.webgpu.js +1747 -305
  133. package/lib/p5.webgpu.min.js +1 -1
  134. package/package.json +6 -1
  135. package/types/global.d.ts +4182 -2441
  136. package/types/p5.d.ts +2776 -1675
  137. package/dist/noise3DGLSL-Bwrdi4gi.js +0 -9
package/lib/p5.webgpu.js CHANGED
@@ -14,7 +14,7 @@
14
14
  * @property {String} VERSION
15
15
  * @final
16
16
  */
17
- const VERSION = '2.2.3';
17
+ const VERSION = '2.3.0-rc.1';
18
18
 
19
19
  // GRAPHICS RENDERER
20
20
  /**
@@ -1436,6 +1436,7 @@
1436
1436
  STATEMENT: 'statement',
1437
1437
  ASSIGNMENT: 'assignment',
1438
1438
  };
1439
+ const INSTANCE_ID_VARYING_NAME = '_p5_instanceID';
1439
1440
  const NodeTypeToName = Object.fromEntries(
1440
1441
  Object.entries(NodeType).map(([key, val]) => [val, key])
1441
1442
  );
@@ -1529,6 +1530,7 @@
1529
1530
  LOGICAL_AND: 11,
1530
1531
  LOGICAL_OR: 12,
1531
1532
  MEMBER_ACCESS: 13,
1533
+ ARRAY_ACCESS: 14,
1532
1534
  },
1533
1535
  Unary: {
1534
1536
  LOGICAL_NOT: 100,
@@ -1539,7 +1541,7 @@
1539
1541
  Nary: {
1540
1542
  FUNCTION_CALL: 200,
1541
1543
  CONSTRUCTOR: 201,
1542
- }};
1544
+ TERNARY: 202}};
1543
1545
  const OperatorTable = [
1544
1546
  { arity: "unary", boolean: true, name: "not", symbol: "!", opCode: OpCode.Unary.LOGICAL_NOT },
1545
1547
  { arity: "unary", name: "neg", symbol: "-", opCode: OpCode.Unary.NEGATE },
@@ -1702,7 +1704,7 @@ ${uniforms$5}
1702
1704
  @fragment
1703
1705
  fn main(input: FragmentInput) -> @location(0) vec4<f32> {
1704
1706
  HOOK_beforeFragment();
1705
- var outColor = HOOK_getFinalColor(input.vColor);
1707
+ var outColor = HOOK_getFinalColor(input.vColor, input.vVertTexCoord);
1706
1708
  outColor = vec4<f32>(outColor.rgb * outColor.a, outColor.a);
1707
1709
  HOOK_afterFragment();
1708
1710
  return outColor;
@@ -2073,7 +2075,7 @@ fn main(input: StrokeFragmentInput) -> @location(0) vec4<f32> {
2073
2075
  discard;
2074
2076
  }
2075
2077
  }
2076
- var col = HOOK_getFinalColor(inputs.color);
2078
+ var col = HOOK_getFinalColor(inputs.color, vec2<f32>(0.0, 0.0));
2077
2079
  col = vec4<f32>(col.rgb, 1.0) * col.a;
2078
2080
  HOOK_afterFragment();
2079
2081
  return vec4<f32>(col);
@@ -2498,9 +2500,9 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
2498
2500
  inputs.emissiveMaterial
2499
2501
  );
2500
2502
 
2501
- var outColor = HOOK_getFinalColor(
2502
- HOOK_combineColors(components)
2503
- );
2503
+ var outColor = HOOK_getFinalColor(
2504
+ HOOK_combineColors(components), input.vTexCoord
2505
+ );
2504
2506
  outColor = vec4<f32>(outColor.rgb * outColor.a, outColor.a);
2505
2507
  HOOK_afterFragment();
2506
2508
  return outColor;
@@ -2850,6 +2852,201 @@ ${uniforms$1}
2850
2852
  fn main(input: FragmentInput) -> @location(0) vec4<f32> {
2851
2853
  return textureSample(uSampler, uSampler_sampler, input.vTexCoord);
2852
2854
  }
2855
+ `;
2856
+
2857
+ // Based on https://github.com/stegu/webgl-noise/blob/22434e04d7753f7e949e8d724ab3da2864c17a0f/src/noise3D.glsl
2858
+ // MIT licensed, adapted for p5.strands and converted to WGSL
2859
+
2860
+ var noiseWGSL = `fn mod289Vec3(x: vec3<f32>) -> vec3<f32> {
2861
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
2862
+ }
2863
+
2864
+ fn mod289Vec4(x: vec4<f32>) -> vec4<f32> {
2865
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
2866
+ }
2867
+
2868
+ fn permute(x: vec4<f32>) -> vec4<f32> {
2869
+ return mod289Vec4(((x*34.0)+10.0)*x);
2870
+ }
2871
+
2872
+ fn taylorInvSqrt(r: vec4<f32>) -> vec4<f32> {
2873
+ return vec4<f32>(1.79284291400159) - vec4<f32>(0.85373472095314) * r;
2874
+ }
2875
+
2876
+ fn baseNoise(v: vec3<f32>) -> f32 {
2877
+ let C = vec2<f32>(1.0/6.0, 1.0/3.0);
2878
+ let D = vec4<f32>(0.0, 0.5, 1.0, 2.0);
2879
+
2880
+ // First corner
2881
+ var i = floor(v + dot(v, C.yyy));
2882
+ let x0 = v - i + dot(i, C.xxx);
2883
+
2884
+ // Other corners
2885
+ let g = step(x0.yzx, x0.xyz);
2886
+ let l = vec3<f32>(1.0) - g;
2887
+ let i1 = min(g.xyz, l.zxy);
2888
+ let i2 = max(g.xyz, l.zxy);
2889
+
2890
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;
2891
+ // x1 = x0 - i1 + 1.0 * C.xxx;
2892
+ // x2 = x0 - i2 + 2.0 * C.xxx;
2893
+ // x3 = x0 - 1.0 + 3.0 * C.xxx;
2894
+ let x1 = x0 - i1 + C.xxx;
2895
+ let x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
2896
+ let x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
2897
+
2898
+ // Permutations
2899
+ i = mod289Vec3(i);
2900
+ let p = permute( permute( permute(
2901
+ i.z + vec4<f32>(0.0, i1.z, i2.z, 1.0 ))
2902
+ + i.y + vec4<f32>(0.0, i1.y, i2.y, 1.0 ))
2903
+ + i.x + vec4<f32>(0.0, i1.x, i2.x, 1.0 ));
2904
+
2905
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.
2906
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
2907
+ let n_ = 0.142857142857; // 1.0/7.0
2908
+ let ns = n_ * D.wyz - D.xzx;
2909
+
2910
+ let j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
2911
+
2912
+ let x_ = floor(j * ns.z);
2913
+ let y_ = floor(j - 7.0 * x_ ); // mod(j,N)
2914
+
2915
+ let x = x_ *ns.x + ns.yyyy;
2916
+ let y = y_ *ns.x + ns.yyyy;
2917
+ let h = vec4<f32>(1.0) - abs(x) - abs(y);
2918
+
2919
+ let b0 = vec4<f32>( x.xy, y.xy );
2920
+ let b1 = vec4<f32>( x.zw, y.zw );
2921
+
2922
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
2923
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
2924
+ let s0 = floor(b0)*2.0 + vec4<f32>(1.0);
2925
+ let s1 = floor(b1)*2.0 + vec4<f32>(1.0);
2926
+ let sh = -step(h, vec4<f32>(0.0));
2927
+
2928
+ let a0 = b0.xzyw + s0.xzyw*sh.xxyy;
2929
+ let a1 = b1.xzyw + s1.xzyw*sh.zzww;
2930
+
2931
+ let p0 = vec3<f32>(a0.xy, h.x);
2932
+ let p1 = vec3<f32>(a0.zw, h.y);
2933
+ let p2 = vec3<f32>(a1.xy, h.z);
2934
+ let p3 = vec3<f32>(a1.zw, h.w);
2935
+
2936
+ //Normalise gradients
2937
+ let norm = taylorInvSqrt(vec4<f32>(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
2938
+ let p0_norm = p0 * norm.x;
2939
+ let p1_norm = p1 * norm.y;
2940
+ let p2_norm = p2 * norm.z;
2941
+ let p3_norm = p3 * norm.w;
2942
+
2943
+ // Mix final noise value
2944
+ var m = max(vec4<f32>(0.5) - vec4<f32>(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), vec4<f32>(0.0));
2945
+ m = m * m;
2946
+ return 105.0 * dot( m*m, vec4<f32>( dot(p0_norm,x0), dot(p1_norm,x1),
2947
+ dot(p2_norm,x2), dot(p3_norm,x3) ) );
2948
+ }
2949
+
2950
+ fn noise(st: vec3<f32>, octaves: i32, ampFalloff: f32) -> f32 {
2951
+ var result = 0.0;
2952
+ var amplitude = 1.0;
2953
+ var frequency = 1.0;
2954
+
2955
+ for (var i = 0; i < 8; i++) {
2956
+ if (i >= octaves) { break; }
2957
+ result += amplitude * baseNoise(st * frequency);
2958
+ frequency *= 2.0;
2959
+ amplitude *= ampFalloff;
2960
+ }
2961
+ return (result + 1.0) * 0.5;
2962
+ }`;
2963
+
2964
+ // _p5_hash: "Hash without Sine" by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
2965
+ // Mixing constants: R₂ sequence by Martin Roberts (https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/)
2966
+ // α₁ = 1/φ₂ = 0.7548776662 (plastic constant reciprocal)
2967
+ // α₂ = 1/φ₂² = 0.5698402910
2968
+ // 1/φ = 0.6180339887 (golden ratio conjugate)
2969
+ //
2970
+ // Fragment shader version: pixelCoord is passed in from main via @builtin(position).
2971
+
2972
+ var randomWGSL = `
2973
+ var<private> _p5_randomCallIndex: i32 = 0;
2974
+
2975
+ fn _p5_hash(p: vec3<f32>) -> f32 {
2976
+ var p3 = fract(p * vec3<f32>(0.1031, 0.1030, 0.0973));
2977
+ p3 = p3 + dot(p3, p3.yxz + 33.33);
2978
+ return fract((p3.x + p3.y) * p3.z);
2979
+ }
2980
+
2981
+ fn random(seed: f32, pixelCoord: vec2<f32>) -> f32 {
2982
+ let callIndex = f32(_p5_randomCallIndex);
2983
+ _p5_randomCallIndex = _p5_randomCallIndex + 1;
2984
+ let s = fract(seed * 0.7548776662);
2985
+ return _p5_hash(vec3<f32>(
2986
+ pixelCoord.x + s,
2987
+ pixelCoord.y + callIndex * 0.5698402910,
2988
+ s + callIndex * 0.6180339887
2989
+ ));
2990
+ }
2991
+ `;
2992
+
2993
+ // _p5_hash: "Hash without Sine" by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
2994
+ // Mixing constants: R₂ sequence by Martin Roberts (https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/)
2995
+ // α₁ = 1/φ₂ = 0.7548776662 (plastic constant reciprocal)
2996
+ // α₂ = 1/φ₂² = 0.5698402910
2997
+ // 1/φ = 0.6180339887 (golden ratio conjugate)
2998
+ //
2999
+ // Vertex shader version: vertexId is passed in from main via @builtin(vertex_index).
3000
+
3001
+ var randomVertWGSL = `
3002
+ var<private> _p5_randomCallIndex: i32 = 0;
3003
+
3004
+ fn _p5_hash(p: vec3<f32>) -> f32 {
3005
+ var p3 = fract(p * vec3<f32>(0.1031, 0.1030, 0.0973));
3006
+ p3 = p3 + dot(p3, p3.yxz + 33.33);
3007
+ return fract((p3.x + p3.y) * p3.z);
3008
+ }
3009
+
3010
+ fn random(seed: f32, vertexId: f32) -> f32 {
3011
+ let callIndex = f32(_p5_randomCallIndex);
3012
+ _p5_randomCallIndex = _p5_randomCallIndex + 1;
3013
+ let s = fract(seed * 0.7548776662);
3014
+ return _p5_hash(vec3<f32>(
3015
+ vertexId + s,
3016
+ vertexId * 0.5698402910 + callIndex * 0.6180339887,
3017
+ s + callIndex * 0.7548776662
3018
+ ));
3019
+ }
3020
+ `;
3021
+
3022
+ // _p5_hash: "Hash without Sine" by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
3023
+ // Mixing constants: R₂ sequence by Martin Roberts (https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/)
3024
+ // α₁ = 1/φ₂ = 0.7548776662 (plastic constant reciprocal)
3025
+ // α₂ = 1/φ₂² = 0.5698402910
3026
+ // 1/φ = 0.6180339887 (golden ratio conjugate)
3027
+ //
3028
+ // Compute shader version: invocationId is passed in from main via @builtin(global_invocation_id).
3029
+
3030
+ var randomComputeWGSL = `
3031
+ var<private> _p5_randomCallIndex: i32 = 0;
3032
+
3033
+ fn _p5_hash(p: vec3<f32>) -> f32 {
3034
+ var p3 = fract(p * vec3<f32>(0.1031, 0.1030, 0.0973));
3035
+ p3 = p3 + dot(p3, p3.yxz + 33.33);
3036
+ return fract((p3.x + p3.y) * p3.z);
3037
+ }
3038
+
3039
+ fn random(seed: f32, invocationId: vec3<u32>) -> f32 {
3040
+ let id = vec3<f32>(invocationId);
3041
+ let callIndex = f32(_p5_randomCallIndex);
3042
+ _p5_randomCallIndex = _p5_randomCallIndex + 1;
3043
+ let s = fract(seed * 0.7548776662);
3044
+ return _p5_hash(vec3<f32>(
3045
+ id.x + s,
3046
+ id.y + callIndex * 0.5698402910,
3047
+ id.z + s + callIndex * 0.6180339887
3048
+ ));
3049
+ }
2853
3050
  `;
2854
3051
 
2855
3052
  function internalError(errorMessage) {
@@ -2981,6 +3178,9 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
2981
3178
  this.strandsContext = strandsContext;
2982
3179
  this.dimension = dimension;
2983
3180
  this.structProperties = null;
3181
+ // Schema for struct storage buffers (set by uniformStorage when buffer has a struct layout).
3182
+ // When set, buf.get(idx) returns a field proxy instead of a scalar StrandsNode.
3183
+ this._schema = null;
2984
3184
  this.isStrandsNode = true;
2985
3185
 
2986
3186
  // Store original identifier for varying variables
@@ -3134,11 +3334,61 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3134
3334
 
3135
3335
  return this;
3136
3336
  }
3337
+
3338
+ get(index) {
3339
+ // Validate baseType is 'storage'
3340
+ const nodeData = getNodeDataFromID(this.strandsContext.dag, this.id);
3341
+ if (nodeData.baseType !== 'storage') {
3342
+ throw new Error('get() can only be used on storage buffers');
3343
+ }
3344
+
3345
+ // For struct storage, return a proxy with per-field getters/setters
3346
+ if (this._schema) {
3347
+ return createStructArrayElementProxy(this.strandsContext, this, index, this._schema);
3348
+ }
3349
+
3350
+ // Create array access node: buffer.get(index) -> buffer[index]
3351
+ const { id, dimension } = arrayAccessNode(
3352
+ this.strandsContext,
3353
+ this,
3354
+ index);
3355
+ return createStrandsNode(id, dimension, this.strandsContext);
3356
+ }
3357
+
3358
+ set(index, value) {
3359
+ // Validate baseType is 'storage' and has _originalIdentifier
3360
+ const nodeData = getNodeDataFromID(this.strandsContext.dag, this.id);
3361
+ if (nodeData.baseType !== 'storage') {
3362
+ throw new Error('set() can only be used on storage buffers');
3363
+ }
3364
+ if (!this._originalIdentifier) {
3365
+ throw new Error('set() can only be used on storage buffers with an identifier');
3366
+ }
3367
+
3368
+ // If value is a plain object (struct literal), expand to per-field assignments
3369
+ // e.g. buf[idx] = { position: pos, velocity: vel }
3370
+ // becomes buf[idx].position = pos; buf[idx].velocity = vel;
3371
+ if (value !== null && typeof value === 'object' && !value.isStrandsNode && this._schema) {
3372
+ const proxy = createStructArrayElementProxy(this.strandsContext, this, index, this._schema);
3373
+ for (const [fieldName, fieldValue] of Object.entries(value)) {
3374
+ proxy[fieldName] = fieldValue;
3375
+ }
3376
+ return this;
3377
+ }
3378
+
3379
+ // Create array assignment node: buffer.set(index, value) -> buffer[index] = value
3380
+ // This creates an ASSIGNMENT node and records it in the CFG basic block
3381
+ // CFG preserves sequential order, preventing reordering of assignments
3382
+ arrayAssignmentNode(this.strandsContext, this, index, value);
3383
+
3384
+ // Return this for chaining
3385
+ return this;
3386
+ }
3137
3387
  }
3138
3388
  function createStrandsNode(id, dimension, strandsContext, onRebind) {
3139
3389
  return new Proxy(
3140
3390
  new StrandsNode(id, dimension, strandsContext),
3141
- swizzleTrap(id, dimension, strandsContext)
3391
+ swizzleTrap(id, dimension, strandsContext, onRebind)
3142
3392
  );
3143
3393
  }
3144
3394
 
@@ -3628,6 +3878,14 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3628
3878
  );
3629
3879
 
3630
3880
  target.id = newID;
3881
+
3882
+ // If we swizzle assign on a struct component i.e.
3883
+ // inputs.position.rg = [1, 2]
3884
+ // The onRebind callback will update the structs components so that it refers to the new values,
3885
+ // and make a new ID for the struct with these new values
3886
+ if (typeof onRebind === 'function') {
3887
+ onRebind(newID);
3888
+ }
3631
3889
  return true;
3632
3890
  }
3633
3891
  return Reflect.set(...arguments);
@@ -3636,6 +3894,186 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3636
3894
  return trap;
3637
3895
  }
3638
3896
 
3897
+ function arrayAccessNode(strandsContext, bufferNode, indexNode, accessMode) {
3898
+ const { dag, cfg } = strandsContext;
3899
+
3900
+ // Ensure index is a StrandsNode
3901
+ let index;
3902
+ if (indexNode instanceof StrandsNode) {
3903
+ index = indexNode;
3904
+ } else {
3905
+ const { id, dimension } = primitiveConstructorNode(
3906
+ strandsContext,
3907
+ { baseType: BaseType.INT, dimension: 1 },
3908
+ indexNode
3909
+ );
3910
+ index = createStrandsNode(id, dimension, strandsContext);
3911
+ }
3912
+
3913
+ // Array access returns a single float
3914
+ const nodeData = createNodeData({
3915
+ nodeType: NodeType.OPERATION,
3916
+ opCode: OpCode.Binary.ARRAY_ACCESS,
3917
+ dependsOn: [bufferNode.id, index.id],
3918
+ dimension: 1,
3919
+ baseType: BaseType.FLOAT});
3920
+
3921
+ const id = getOrCreateNode(dag, nodeData);
3922
+ recordInBasicBlock(cfg, cfg.currentBlock, id);
3923
+
3924
+ return { id, dimension: 1 };
3925
+ }
3926
+
3927
+ function createStructArrayElementProxy(strandsContext, bufferNode, indexNode, schema) {
3928
+ const { dag, cfg } = strandsContext;
3929
+
3930
+ // Ensure index is a StrandsNode
3931
+ let index;
3932
+ if (indexNode instanceof StrandsNode) {
3933
+ index = indexNode;
3934
+ } else {
3935
+ const { id, dimension } = primitiveConstructorNode(
3936
+ strandsContext,
3937
+ { baseType: BaseType.INT, dimension: 1 },
3938
+ indexNode
3939
+ );
3940
+ index = createStrandsNode(id, dimension, strandsContext);
3941
+ }
3942
+
3943
+ // Create a plain object with getters/setters for each struct field.
3944
+ // When read, a field creates an ARRAY_ACCESS IR node with the field name encoded
3945
+ // in the identifier slot. When written, an ASSIGNMENT IR node is recorded in the CFG.
3946
+ const proxy = {};
3947
+
3948
+ for (const field of schema.fields) {
3949
+ Object.defineProperty(proxy, field.name, {
3950
+ get() {
3951
+ // Encode field name in identifier so WGSL backend can emit buf[idx].field
3952
+ const nodeData = createNodeData({
3953
+ nodeType: NodeType.OPERATION,
3954
+ opCode: OpCode.Binary.ARRAY_ACCESS,
3955
+ dependsOn: [bufferNode.id, index.id],
3956
+ dimension: field.dim,
3957
+ baseType: BaseType.FLOAT,
3958
+ identifier: field.name,
3959
+ });
3960
+ const id = getOrCreateNode(dag, nodeData);
3961
+ recordInBasicBlock(cfg, cfg.currentBlock, id);
3962
+ // When a swizzle assignment fires (e.g. buf[i].vel.y *= -1), onRebind
3963
+ // receives the new vector ID and writes it back to the buffer field,
3964
+ // equivalent to buf[i].vel = newVec.
3965
+ const onRebind = (newFieldID) => {
3966
+ const accessData = createNodeData({
3967
+ nodeType: NodeType.OPERATION,
3968
+ opCode: OpCode.Binary.ARRAY_ACCESS,
3969
+ dependsOn: [bufferNode.id, index.id],
3970
+ dimension: field.dim,
3971
+ baseType: BaseType.FLOAT,
3972
+ identifier: field.name,
3973
+ });
3974
+ const accessID = getOrCreateNode(dag, accessData);
3975
+ const assignData = createNodeData({
3976
+ nodeType: NodeType.ASSIGNMENT,
3977
+ dependsOn: [accessID, newFieldID],
3978
+ phiBlocks: [],
3979
+ });
3980
+ const assignID = getOrCreateNode(dag, assignData);
3981
+ recordInBasicBlock(cfg, cfg.currentBlock, assignID);
3982
+ };
3983
+ return createStrandsNode(id, field.dim, strandsContext, onRebind);
3984
+ },
3985
+ set(val) {
3986
+ // Create access node as assignment target (field name in identifier)
3987
+ const accessData = createNodeData({
3988
+ nodeType: NodeType.OPERATION,
3989
+ opCode: OpCode.Binary.ARRAY_ACCESS,
3990
+ dependsOn: [bufferNode.id, index.id],
3991
+ dimension: field.dim,
3992
+ baseType: BaseType.FLOAT,
3993
+ identifier: field.name,
3994
+ });
3995
+ const accessID = getOrCreateNode(dag, accessData);
3996
+
3997
+ let valueID;
3998
+ if (val?.isStrandsNode) {
3999
+ valueID = val.id;
4000
+ } else {
4001
+ const { id } = primitiveConstructorNode(
4002
+ strandsContext,
4003
+ { baseType: BaseType.FLOAT, dimension: field.dim },
4004
+ val
4005
+ );
4006
+ valueID = id;
4007
+ }
4008
+
4009
+ const assignData = createNodeData({
4010
+ nodeType: NodeType.ASSIGNMENT,
4011
+ dependsOn: [accessID, valueID],
4012
+ phiBlocks: [],
4013
+ });
4014
+ const assignID = getOrCreateNode(dag, assignData);
4015
+ recordInBasicBlock(cfg, cfg.currentBlock, assignID);
4016
+ },
4017
+ configurable: true,
4018
+ });
4019
+ }
4020
+
4021
+ return proxy;
4022
+ }
4023
+
4024
+ function arrayAssignmentNode(strandsContext, bufferNode, indexNode, valueNode) {
4025
+ const { dag, cfg } = strandsContext;
4026
+
4027
+ // Ensure index is a StrandsNode
4028
+ let index;
4029
+ if (indexNode instanceof StrandsNode) {
4030
+ index = indexNode;
4031
+ } else {
4032
+ const { id, dimension } = primitiveConstructorNode(
4033
+ strandsContext,
4034
+ { baseType: BaseType.INT, dimension: 1 },
4035
+ indexNode
4036
+ );
4037
+ index = createStrandsNode(id, dimension, strandsContext);
4038
+ }
4039
+
4040
+ // Ensure value is a StrandsNode
4041
+ let value;
4042
+ if (valueNode instanceof StrandsNode) {
4043
+ value = valueNode;
4044
+ } else {
4045
+ const { id, dimension } = primitiveConstructorNode(
4046
+ strandsContext,
4047
+ { baseType: BaseType.FLOAT, dimension: 1 },
4048
+ valueNode
4049
+ );
4050
+ value = createStrandsNode(id, dimension, strandsContext);
4051
+ }
4052
+
4053
+ // Create array access node as the assignment target
4054
+ const arrayAccessData = createNodeData({
4055
+ nodeType: NodeType.OPERATION,
4056
+ opCode: OpCode.Binary.ARRAY_ACCESS,
4057
+ dependsOn: [bufferNode.id, index.id],
4058
+ dimension: 1,
4059
+ baseType: BaseType.FLOAT
4060
+ });
4061
+ const arrayAccessID = getOrCreateNode(dag, arrayAccessData);
4062
+
4063
+ // Create assignment node: buffer[index] = value
4064
+ const assignmentData = createNodeData({
4065
+ nodeType: NodeType.ASSIGNMENT,
4066
+ dependsOn: [arrayAccessID, value.id],
4067
+ phiBlocks: []
4068
+ });
4069
+ const assignmentID = getOrCreateNode(dag, assignmentData);
4070
+
4071
+ // CRITICAL: Record in CFG to preserve sequential ordering
4072
+ recordInBasicBlock(cfg, cfg.currentBlock, assignmentID);
4073
+
4074
+ return { id: assignmentID };
4075
+ }
4076
+
3639
4077
  function shouldCreateTemp(dag, nodeID) {
3640
4078
  const nodeType = dag.nodeTypes[nodeID];
3641
4079
  if (nodeType !== NodeType.OPERATION) return false;
@@ -3837,10 +4275,10 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3837
4275
  // Add texture and sampler bindings for sampler2D uniforms to both vertex and fragment declarations
3838
4276
  if (!strandsContext.renderer || !strandsContext.baseShader) return;
3839
4277
 
3840
- // Get the next available binding index from the renderer
3841
4278
  let bindingIndex = strandsContext.renderer.getNextBindingIndex({
3842
- vert: strandsContext.baseShader.vertSrc(),
3843
- frag: strandsContext.baseShader.fragSrc(),
4279
+ vert: strandsContext.baseShader._vertSrc,
4280
+ frag: strandsContext.baseShader._fragSrc,
4281
+ compute: strandsContext.baseShader._computeSrc,
3844
4282
  });
3845
4283
 
3846
4284
  for (const {name, typeInfo} of strandsContext.uniforms) {
@@ -3857,6 +4295,38 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3857
4295
  }
3858
4296
  }
3859
4297
  },
4298
+ addStorageBufferBindingsToDeclarations(strandsContext) {
4299
+ if (!strandsContext.renderer || !strandsContext.baseShader) return;
4300
+
4301
+ const isComputeShader = strandsContext.baseShader.shaderType === 'compute';
4302
+ let bindingIndex = strandsContext.renderer.getNextBindingIndex({
4303
+ vert: strandsContext.baseShader._vertSrc,
4304
+ frag: strandsContext.baseShader._fragSrc,
4305
+ compute: strandsContext.baseShader._computeSrc,
4306
+ });
4307
+
4308
+ for (const {name, typeInfo} of strandsContext.uniforms) {
4309
+ if (typeInfo.baseType === 'storage') {
4310
+ const accessMode = isComputeShader ? 'read_write' : 'read';
4311
+ let declaration;
4312
+ if (typeInfo.schema) {
4313
+ const structTypeName = `${name}Element`;
4314
+ declaration = `struct ${structTypeName} ${typeInfo.schema.structBody}\n@group(0) @binding(${bindingIndex}) var<storage, ${accessMode}> ${name}: array<${structTypeName}>;`;
4315
+ } else {
4316
+ declaration = `@group(0) @binding(${bindingIndex}) var<storage, ${accessMode}> ${name}: array<f32>;`;
4317
+ }
4318
+
4319
+ if (isComputeShader) {
4320
+ strandsContext.computeDeclarations.add(declaration);
4321
+ } else {
4322
+ strandsContext.vertexDeclarations.add(declaration);
4323
+ strandsContext.fragmentDeclarations.add(declaration);
4324
+ }
4325
+
4326
+ bindingIndex += 1;
4327
+ }
4328
+ }
4329
+ },
3860
4330
  getTypeName(baseType, dimension) {
3861
4331
  const primitiveTypeName = TypeNames[baseType + dimension];
3862
4332
  if (!primitiveTypeName) {
@@ -3864,6 +4334,19 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3864
4334
  }
3865
4335
  return primitiveTypeName;
3866
4336
  },
4337
+ getNoiseShaderSnippet() {
4338
+ return noiseWGSL;
4339
+ },
4340
+ getRandomFragmentShaderSnippet() {
4341
+ return randomWGSL;
4342
+ },
4343
+ getRandomVertexShaderSnippet() {
4344
+ return randomVertWGSL;
4345
+ },
4346
+ getRandomComputeShaderSnippet() {
4347
+ return randomComputeWGSL;
4348
+ },
4349
+
3867
4350
  generateHookUniformKey(name, typeInfo) {
3868
4351
  // For sampler2D types, we don't add them to the uniform struct,
3869
4352
  // but we still need them in the shader's hooks object so that
@@ -3871,6 +4354,11 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3871
4354
  if (typeInfo.baseType === 'sampler2D') {
3872
4355
  return `${name}: sampler2D`; // Signal that this should not be added to uniform struct
3873
4356
  }
4357
+ // For storage buffers, we don't add them to the uniform struct
4358
+ // Instead, they become separate storage buffer bindings
4359
+ if (typeInfo.baseType === 'storage') {
4360
+ return null; // Signal that this should not be added to uniform struct
4361
+ }
3874
4362
  return `${name}: ${this.getTypeName(typeInfo.baseType, typeInfo.dimension)}`;
3875
4363
  },
3876
4364
  generateVaryingVariable(varName, typeInfo) {
@@ -3897,9 +4385,13 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3897
4385
  // Generate just a semicolon (unless suppressed)
3898
4386
  generationContext.write(semicolon);
3899
4387
  } else if (node.statementType === StatementType.EARLY_RETURN) {
3900
- const exprNodeID = node.dependsOn[0];
3901
- const expr = this.generateExpression(generationContext, dag, exprNodeID);
3902
- generationContext.write(`return ${expr}${semicolon}`);
4388
+ if (node.dependsOn && node.dependsOn.length > 0) {
4389
+ const exprNodeID = node.dependsOn[0];
4390
+ const expr = this.generateExpression(generationContext, dag, exprNodeID);
4391
+ generationContext.write(`return ${expr}${semicolon}`);
4392
+ } else {
4393
+ generationContext.write(`return${semicolon}`);
4394
+ }
3903
4395
  }
3904
4396
  },
3905
4397
  generateAssignment(generationContext, dag, nodeID) {
@@ -3911,6 +4403,17 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3911
4403
  const targetNode = getNodeDataFromID(dag, targetNodeID);
3912
4404
  const semicolon = generationContext.suppressSemicolon ? '' : ';';
3913
4405
 
4406
+ // Check if target is an array access (storage buffer assignment)
4407
+ if (targetNode.opCode === OpCode.Binary.ARRAY_ACCESS) {
4408
+ const [bufferID, indexID] = targetNode.dependsOn;
4409
+ const bufferExpr = this.generateExpression(generationContext, dag, bufferID);
4410
+ const indexExpr = this.generateExpression(generationContext, dag, indexID);
4411
+ const sourceExpr = this.generateExpression(generationContext, dag, sourceNodeID);
4412
+ const fieldSuffix = targetNode.identifier ? `.${targetNode.identifier}` : '';
4413
+ generationContext.write(`${bufferExpr}[i32(${indexExpr})]${fieldSuffix} = ${sourceExpr}${semicolon}`);
4414
+ return;
4415
+ }
4416
+
3914
4417
  // Check if target is a swizzle assignment
3915
4418
  if (targetNode.opCode === OpCode.Unary.SWIZZLE) {
3916
4419
  const parentID = targetNode.dependsOn[0];
@@ -3968,6 +4471,10 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
3968
4471
  return `var ${tmp}: ${typeName} = ${expr};`;
3969
4472
  },
3970
4473
  generateReturnStatement(strandsContext, generationContext, rootNodeID, returnType) {
4474
+ if (!returnType) {
4475
+ generationContext.write('return;');
4476
+ return;
4477
+ }
3971
4478
  const dag = strandsContext.dag;
3972
4479
  const rootNode = getNodeDataFromID(dag, rootNodeID);
3973
4480
  if (isStructType(returnType)) {
@@ -4008,9 +4515,15 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4008
4515
  }
4009
4516
  }
4010
4517
 
4011
- // Check if this is a uniform variable (but not a texture)
4518
+ // Detect instanceID usage in fragment context and rewrite to varying name
4519
+ if (node.identifier === this.instanceIdReference() && generationContext.shaderContext === 'fragment') {
4520
+ generationContext.strandsContext._instanceIDUsedInFragment = true;
4521
+ return INSTANCE_ID_VARYING_NAME;
4522
+ }
4523
+
4524
+ // Check if this is a uniform variable (but not a texture or storage buffer)
4012
4525
  const uniform = generationContext.strandsContext?.uniforms?.find(uniform => uniform.name === node.identifier);
4013
- if (uniform && uniform.typeInfo.baseType !== 'sampler2D') {
4526
+ if (uniform && uniform.typeInfo.baseType !== 'sampler2D' && uniform.typeInfo.baseType !== 'storage') {
4014
4527
  return `hooks.${node.identifier}`;
4015
4528
  }
4016
4529
 
@@ -4029,6 +4542,13 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4029
4542
  const deps = node.dependsOn.map((dep) => this.generateExpression(generationContext, dag, dep));
4030
4543
  return `${T}(${deps.join(', ')})`;
4031
4544
  }
4545
+ if (node.opCode === OpCode.Nary.TERNARY) {
4546
+ const [condID, trueID, falseID] = node.dependsOn;
4547
+ const cond = this.generateExpression(generationContext, dag, condID);
4548
+ const trueExpr = this.generateExpression(generationContext, dag, trueID);
4549
+ const falseExpr = this.generateExpression(generationContext, dag, falseID);
4550
+ return `select(${falseExpr}, ${trueExpr}, ${cond})`;
4551
+ }
4032
4552
  if (node.opCode === OpCode.Nary.FUNCTION_CALL) {
4033
4553
  // Convert mod() function calls to % operator in WGSL
4034
4554
  if (node.identifier === 'mod' && node.dependsOn.length === 2) {
@@ -4050,6 +4570,18 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4050
4570
  }
4051
4571
 
4052
4572
  const functionArgs = node.dependsOn.map(arg =>this.generateExpression(generationContext, dag, arg));
4573
+
4574
+ if (node.identifier === 'random') {
4575
+ const ctx = generationContext.shaderContext;
4576
+ if (ctx === 'fragment') {
4577
+ functionArgs.push('_p5FragPos.xy');
4578
+ } else if (ctx === 'vertex') {
4579
+ functionArgs.push('f32(_p5VertexId)');
4580
+ } else if (ctx === 'compute') {
4581
+ functionArgs.push('_p5GlobalId');
4582
+ }
4583
+ }
4584
+
4053
4585
  return `${node.identifier}(${functionArgs.join(', ')})`;
4054
4586
  }
4055
4587
  if (node.opCode === OpCode.Binary.MEMBER_ACCESS) {
@@ -4063,6 +4595,13 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4063
4595
  const parentExpr = this.generateExpression(generationContext, dag, parentID);
4064
4596
  return `${parentExpr}.${node.swizzle}`;
4065
4597
  }
4598
+ if (node.opCode === OpCode.Binary.ARRAY_ACCESS) {
4599
+ const [bufferID, indexID] = node.dependsOn;
4600
+ const bufferExpr = this.generateExpression(generationContext, dag, bufferID);
4601
+ const indexExpr = this.generateExpression(generationContext, dag, indexID);
4602
+ const fieldSuffix = node.identifier ? `.${node.identifier}` : '';
4603
+ return `${bufferExpr}[i32(${indexExpr})]${fieldSuffix}`;
4604
+ }
4066
4605
  if (node.dependsOn.length === 2) {
4067
4606
  const [lID, rID] = node.dependsOn;
4068
4607
  const left = this.generateExpression(generationContext, dag, lID);
@@ -4136,12 +4675,25 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4136
4675
  const samplerVariable = variableNode(strandsContext, { baseType: BaseType.SAMPLER, dimension: 1 }, samplerIdentifier);
4137
4676
  const samplerNode = createStrandsNode(samplerVariable.id, samplerVariable.dimension, strandsContext);
4138
4677
 
4139
- // Create the augmented args: [texture, sampler, coords]
4140
- const augmentedArgs = [textureArg, samplerNode, coordsArg];
4678
+ // Create a LOD literal node (0.0) so we can use textureSampleLevel instead
4679
+ // of textureSample. textureSample doesn't let you use uniform values in control
4680
+ // flow, whereas textureSampleLevel does. While we don't have mipmaps, we don't
4681
+ // miss out.
4682
+ // TODO: if we *do* add mipmap support, update this logic -- we'd need to hoist
4683
+ // the texture lookup out of the control flow.
4684
+ const lodLiteral = scalarLiteralNode(
4685
+ strandsContext,
4686
+ { dimension: 1, baseType: BaseType.FLOAT },
4687
+ 0.0
4688
+ );
4689
+ const lodNode = createStrandsNode(lodLiteral.id, lodLiteral.dimension, strandsContext);
4690
+
4691
+ // Create the augmented args: [texture, sampler, coords, lod]
4692
+ const augmentedArgs = [textureArg, samplerNode, coordsArg, lodNode];
4141
4693
 
4142
- const { id, dimension } = functionCallNode(strandsContext, 'textureSample', augmentedArgs, {
4694
+ const { id, dimension } = functionCallNode(strandsContext, 'textureSampleLevel', augmentedArgs, {
4143
4695
  overloads: [{
4144
- params: [DataType.sampler2D, DataType.sampler, DataType.float2],
4696
+ params: [DataType.sampler2D, DataType.sampler, DataType.float2, DataType.float1],
4145
4697
  returnType: DataType.float4
4146
4698
  }]
4147
4699
  });
@@ -4151,114 +4703,11 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4151
4703
  instanceIdReference() {
4152
4704
  return 'instanceID';
4153
4705
  },
4154
- };
4155
-
4156
- // Based on https://github.com/stegu/webgl-noise/blob/22434e04d7753f7e949e8d724ab3da2864c17a0f/src/noise3D.glsl
4157
- // MIT licensed, adapted for p5.strands and converted to WGSL
4158
-
4159
- var noiseWGSL = `fn mod289Vec3(x: vec3<f32>) -> vec3<f32> {
4160
- return x - floor(x * (1.0 / 289.0)) * 289.0;
4161
- }
4162
-
4163
- fn mod289Vec4(x: vec4<f32>) -> vec4<f32> {
4164
- return x - floor(x * (1.0 / 289.0)) * 289.0;
4165
- }
4166
-
4167
- fn permute(x: vec4<f32>) -> vec4<f32> {
4168
- return mod289Vec4(((x*34.0)+10.0)*x);
4169
- }
4170
-
4171
- fn taylorInvSqrt(r: vec4<f32>) -> vec4<f32> {
4172
- return vec4<f32>(1.79284291400159) - vec4<f32>(0.85373472095314) * r;
4173
- }
4174
-
4175
- fn baseNoise(v: vec3<f32>) -> f32 {
4176
- let C = vec2<f32>(1.0/6.0, 1.0/3.0);
4177
- let D = vec4<f32>(0.0, 0.5, 1.0, 2.0);
4178
-
4179
- // First corner
4180
- var i = floor(v + dot(v, C.yyy));
4181
- let x0 = v - i + dot(i, C.xxx);
4182
-
4183
- // Other corners
4184
- let g = step(x0.yzx, x0.xyz);
4185
- let l = vec3<f32>(1.0) - g;
4186
- let i1 = min(g.xyz, l.zxy);
4187
- let i2 = max(g.xyz, l.zxy);
4188
-
4189
- // x0 = x0 - 0.0 + 0.0 * C.xxx;
4190
- // x1 = x0 - i1 + 1.0 * C.xxx;
4191
- // x2 = x0 - i2 + 2.0 * C.xxx;
4192
- // x3 = x0 - 1.0 + 3.0 * C.xxx;
4193
- let x1 = x0 - i1 + C.xxx;
4194
- let x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
4195
- let x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
4196
-
4197
- // Permutations
4198
- i = mod289Vec3(i);
4199
- let p = permute( permute( permute(
4200
- i.z + vec4<f32>(0.0, i1.z, i2.z, 1.0 ))
4201
- + i.y + vec4<f32>(0.0, i1.y, i2.y, 1.0 ))
4202
- + i.x + vec4<f32>(0.0, i1.x, i2.x, 1.0 ));
4203
-
4204
- // Gradients: 7x7 points over a square, mapped onto an octahedron.
4205
- // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
4206
- let n_ = 0.142857142857; // 1.0/7.0
4207
- let ns = n_ * D.wyz - D.xzx;
4208
-
4209
- let j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
4210
-
4211
- let x_ = floor(j * ns.z);
4212
- let y_ = floor(j - 7.0 * x_ ); // mod(j,N)
4213
-
4214
- let x = x_ *ns.x + ns.yyyy;
4215
- let y = y_ *ns.x + ns.yyyy;
4216
- let h = vec4<f32>(1.0) - abs(x) - abs(y);
4217
-
4218
- let b0 = vec4<f32>( x.xy, y.xy );
4219
- let b1 = vec4<f32>( x.zw, y.zw );
4220
-
4221
- //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
4222
- //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
4223
- let s0 = floor(b0)*2.0 + vec4<f32>(1.0);
4224
- let s1 = floor(b1)*2.0 + vec4<f32>(1.0);
4225
- let sh = -step(h, vec4<f32>(0.0));
4226
-
4227
- let a0 = b0.xzyw + s0.xzyw*sh.xxyy;
4228
- let a1 = b1.xzyw + s1.xzyw*sh.zzww;
4229
-
4230
- let p0 = vec3<f32>(a0.xy, h.x);
4231
- let p1 = vec3<f32>(a0.zw, h.y);
4232
- let p2 = vec3<f32>(a1.xy, h.z);
4233
- let p3 = vec3<f32>(a1.zw, h.w);
4234
-
4235
- //Normalise gradients
4236
- let norm = taylorInvSqrt(vec4<f32>(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
4237
- let p0_norm = p0 * norm.x;
4238
- let p1_norm = p1 * norm.y;
4239
- let p2_norm = p2 * norm.z;
4240
- let p3_norm = p3 * norm.w;
4241
-
4242
- // Mix final noise value
4243
- var m = max(vec4<f32>(0.5) - vec4<f32>(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), vec4<f32>(0.0));
4244
- m = m * m;
4245
- return 105.0 * dot( m*m, vec4<f32>( dot(p0_norm,x0), dot(p1_norm,x1),
4246
- dot(p2_norm,x2), dot(p3_norm,x3) ) );
4247
- }
4248
-
4249
- fn noise(st: vec3<f32>, octaves: i32, ampFalloff: f32) -> f32 {
4250
- var result = 0.0;
4251
- var amplitude = 1.0;
4252
- var frequency = 1.0;
4253
4706
 
4254
- for (var i = 0; i < 8; i++) {
4255
- if (i >= octaves) { break; }
4256
- result += amplitude * baseNoise(st * frequency);
4257
- frequency *= 2.0;
4258
- amplitude *= ampFalloff;
4259
- }
4260
- return (result + 1.0) * 0.5;
4261
- }`;
4707
+ generateInstanceIDVarying() {
4708
+ return { name: INSTANCE_ID_VARYING_NAME, declaration: `${INSTANCE_ID_VARYING_NAME}: i32`, source: 'i32(instanceID)', interpolation: 'flat' };
4709
+ },
4710
+ };
4262
4711
 
4263
4712
  const filterUniforms = `
4264
4713
  // Group 0: Filter Properties
@@ -4570,6 +5019,44 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4570
5019
  }
4571
5020
  `;
4572
5021
 
5022
+ const baseComputeShader = `
5023
+ struct ComputeUniforms {
5024
+ uTotalCount: vec3<i32>,
5025
+ uPhysicalCount: vec3<i32>,
5026
+ }
5027
+ @group(0) @binding(0) var<uniform> uniforms: ComputeUniforms;
5028
+
5029
+ @compute @workgroup_size(8, 8, 1)
5030
+ fn main(
5031
+ @builtin(global_invocation_id) globalId: vec3<u32>,
5032
+ @builtin(local_invocation_id) localId: vec3<u32>,
5033
+ @builtin(workgroup_id) workgroupId: vec3<u32>,
5034
+ @builtin(local_invocation_index) localIndex: u32
5035
+ ) {
5036
+ let totalIterations = u32(uniforms.uTotalCount.x) * u32(uniforms.uTotalCount.y) * u32(uniforms.uTotalCount.z);
5037
+ let physicalId = globalId.x + globalId.y * (u32(uniforms.uPhysicalCount.x)) + globalId.z * (u32(uniforms.uPhysicalCount.x) * u32(uniforms.uPhysicalCount.y));
5038
+
5039
+ if (physicalId >= totalIterations) {
5040
+ return;
5041
+ }
5042
+
5043
+ var index = vec3<i32>(0);
5044
+ index.x = i32(physicalId % u32(uniforms.uTotalCount.x));
5045
+ let remainingY = physicalId / u32(uniforms.uTotalCount.x);
5046
+ index.y = i32(remainingY % u32(uniforms.uTotalCount.y));
5047
+ index.z = i32(remainingY / u32(uniforms.uTotalCount.y));
5048
+
5049
+ HOOK_iteration(index);
5050
+ }
5051
+ `;
5052
+
5053
+ /**
5054
+ * @module 3D
5055
+ * @submodule p5.strands
5056
+ * @for p5
5057
+ */
5058
+
5059
+
4573
5060
  const FRAME_STATE = {
4574
5061
  PENDING: 0,
4575
5062
  UNPROMOTED: 1,
@@ -4591,6 +5078,338 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4591
5078
  RGBA,
4592
5079
  } = p5;
4593
5080
 
5081
+ class StorageBuffer {
5082
+ constructor(buffer, size, renderer, schema = null) {
5083
+ this._isStorageBuffer = true;
5084
+ this.buffer = buffer;
5085
+ this.size = size;
5086
+ this._renderer = renderer;
5087
+ this._schema = schema;
5088
+ }
5089
+
5090
+ /**
5091
+ * Updates the data in the buffer with new values. The new data must be in
5092
+ * the same format as the data originally passed to
5093
+ * <a href="#/p5/createStorage">`createStorage()`</a>.
5094
+ *
5095
+ * ```js example
5096
+ * let particles;
5097
+ * let computeShader;
5098
+ * let displayShader;
5099
+ * let instance;
5100
+ * const numParticles = 100;
5101
+ *
5102
+ * async function setup() {
5103
+ * await createCanvas(100, 100, WEBGPU);
5104
+ * particles = createStorage(makeParticles(width / 2, height / 2));
5105
+ * computeShader = buildComputeShader(simulate);
5106
+ * displayShader = buildMaterialShader(display);
5107
+ * instance = buildGeometry(drawParticle);
5108
+ * describe('100 orange particles shooting outward.');
5109
+ * }
5110
+ *
5111
+ * function makeParticles(x, y) {
5112
+ * let data = [];
5113
+ * for (let i = 0; i < numParticles; i++) {
5114
+ * let angle = (i / numParticles) * TWO_PI;
5115
+ * let speed = random(0.5, 2);
5116
+ * data.push({
5117
+ * position: createVector(x, y),
5118
+ * velocity: createVector(cos(angle) * speed, sin(angle) * speed),
5119
+ * });
5120
+ * }
5121
+ * return data;
5122
+ * }
5123
+ *
5124
+ * function drawParticle() {
5125
+ * sphere(2);
5126
+ * }
5127
+ *
5128
+ * function simulate() {
5129
+ * let data = uniformStorage(particles);
5130
+ * let idx = index.x;
5131
+ * data[idx].position = data[idx].position + data[idx].velocity;
5132
+ * }
5133
+ *
5134
+ * function display() {
5135
+ * let data = uniformStorage(particles);
5136
+ * worldInputs.begin();
5137
+ * let pos = data[instanceID()].position;
5138
+ * worldInputs.position.xy += pos - [width / 2, height / 2];
5139
+ * worldInputs.end();
5140
+ * }
5141
+ *
5142
+ * function draw() {
5143
+ * background(30);
5144
+ * if (frameCount % 60 === 0) {
5145
+ * particles.update(makeParticles(random(width), random(height)));
5146
+ * }
5147
+ * compute(computeShader, numParticles);
5148
+ * noStroke();
5149
+ * fill(255, 200, 50);
5150
+ * shader(displayShader);
5151
+ * model(instance, numParticles);
5152
+ * }
5153
+ * ```
5154
+ *
5155
+ * @method update
5156
+ * @for p5.StorageBuffer
5157
+ * @beta
5158
+ * @webgpu
5159
+ * @webgpuOnly
5160
+ * @param {Number[]|Float32Array|Object[]} data The new data to write into the buffer.
5161
+ */
5162
+ update(data) {
5163
+ const device = this._renderer.device;
5164
+
5165
+ if (this._schema !== null) {
5166
+ // Buffer was created with a struct array
5167
+ if (
5168
+ !Array.isArray(data) ||
5169
+ data.length === 0 ||
5170
+ typeof data[0] !== 'object' ||
5171
+ Array.isArray(data[0])
5172
+ ) {
5173
+ throw new Error(
5174
+ 'update() expects an array of objects matching the original struct format'
5175
+ );
5176
+ }
5177
+
5178
+ const newSchema = this._renderer._inferStructSchema(data[0]);
5179
+ if (newSchema.structBody !== this._schema.structBody) {
5180
+ throw new Error(
5181
+ `update() data structure doesn't match the original.\n` +
5182
+ ` Expected: ${this._schema.structBody}\n` +
5183
+ ` Got: ${newSchema.structBody}`
5184
+ );
5185
+ }
5186
+
5187
+ const packed = this._renderer._packStructArray(data, this._schema);
5188
+ if (packed.byteLength > this.size) {
5189
+ throw new Error(
5190
+ `update() data (${packed.byteLength} bytes) exceeds buffer size (${this.size} bytes)`
5191
+ );
5192
+ }
5193
+ device.queue.writeBuffer(this.buffer, 0, packed);
5194
+ } else {
5195
+ // Buffer was created with a float array
5196
+ let floatData;
5197
+ if (data instanceof Float32Array) {
5198
+ floatData = data;
5199
+ } else if (Array.isArray(data)) {
5200
+ floatData = new Float32Array(data);
5201
+ } else {
5202
+ throw new Error(
5203
+ 'update() expects a Float32Array or array of numbers for this buffer'
5204
+ );
5205
+ }
5206
+
5207
+ if (floatData.byteLength > this.size) {
5208
+ throw new Error(
5209
+ `update() data (${floatData.byteLength} bytes) exceeds buffer size (${this.size} bytes)`
5210
+ );
5211
+ }
5212
+ device.queue.writeBuffer(this.buffer, 0, floatData);
5213
+ }
5214
+ }
5215
+
5216
+ /**
5217
+ * Reads data from a storage buffer back into JavaScript.
5218
+ *
5219
+ * Copies data from the GPU to the CPU using a temporary buffer,
5220
+ * so it must be awaited. Returns a `Float32Array` for number
5221
+ * buffers, or an array of plain objects for struct buffers.
5222
+ *
5223
+ * Note: This is a GPU -> CPU read, so calling it often (like every frame)
5224
+ * can be slow.
5225
+ *
5226
+ * ```js example
5227
+ * let data;
5228
+ * let computeShader;
5229
+ *
5230
+ * async function setup() {
5231
+ * await createCanvas(100, 100, WEBGPU);
5232
+ *
5233
+ * data = createStorage(new Float32Array([1, 2, 3, 4]));
5234
+ * computeShader = buildComputeShader(doubleValues);
5235
+ * compute(computeShader, 4);
5236
+ *
5237
+ * let result = await data.read();
5238
+ * // result is Float32Array [2, 4, 6, 8]
5239
+ * for (let i = 0; i < result.length; i++) {
5240
+ * print(result[i]);
5241
+ * }
5242
+ * describe('Prints the values 2, 4, 6, 8 to the console.');
5243
+ * }
5244
+ *
5245
+ * function doubleValues() {
5246
+ * let d = uniformStorage(data);
5247
+ * let idx = index.x;
5248
+ * d[idx] = d[idx] * 2;
5249
+ * }
5250
+ * ```
5251
+ *
5252
+ * @method read
5253
+ * @for p5.StorageBuffer
5254
+ * @beta
5255
+ * @webgpu
5256
+ * @webgpuOnly
5257
+ * @returns {Promise<Float32Array|Object[]>}
5258
+ */
5259
+ async read() {
5260
+ const device = this._renderer.device;
5261
+ this._renderer.flushDraw();
5262
+
5263
+ const stagingBuffer = device.createBuffer({
5264
+ size: this.size,
5265
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
5266
+ });
5267
+
5268
+ const commandEncoder = device.createCommandEncoder();
5269
+ commandEncoder.copyBufferToBuffer(this.buffer, 0, stagingBuffer, 0, this.size);
5270
+ device.queue.submit([commandEncoder.finish()]);
5271
+
5272
+ await stagingBuffer.mapAsync(GPUMapMode.READ, 0, this.size);
5273
+ const mappedRange = stagingBuffer.getMappedRange(0, this.size);
5274
+
5275
+ // Copy before unmapping because mapped memory becomes invalid after unmap
5276
+ const rawCopy = new Float32Array(mappedRange.byteLength / 4);
5277
+ rawCopy.set(new Float32Array(mappedRange));
5278
+
5279
+ stagingBuffer.unmap();
5280
+ stagingBuffer.destroy();
5281
+
5282
+ if (this._schema !== null) {
5283
+ return this._renderer._unpackStructArray(rawCopy, this._schema);
5284
+ }
5285
+ return rawCopy;
5286
+ }
5287
+
5288
+ /**
5289
+ * Updates a single element in the buffer at a given index. Use this
5290
+ * when only a small number of elements need to change. If you need to
5291
+ * replace all the data at once, use
5292
+ * <a href="#/p5.StorageBuffer/update">`update()`</a> instead.
5293
+ *
5294
+ * ```js
5295
+ * let buf;
5296
+ *
5297
+ * async function setup() {
5298
+ * await createCanvas(100, 100, WEBGPU);
5299
+ *
5300
+ * // Float buffer: update one value by index
5301
+ * buf = createStorage(new Float32Array([1, 2, 3, 4]));
5302
+ * buf.set(2, 9.5); // only index 2 changes → [1, 2, 9.5, 4]
5303
+ *
5304
+ * let result = await buf.read();
5305
+ * print(result[2]); // 9.5
5306
+ * describe('Prints 9.5 to the console.');
5307
+ * }
5308
+ * ```
5309
+ *
5310
+ * ```js
5311
+ * let particles;
5312
+ * const numParticles = 100;
5313
+ *
5314
+ * async function setup() {
5315
+ * await createCanvas(100, 100, WEBGPU);
5316
+ * particles = createStorage(makeParticles());
5317
+ *
5318
+ * // Replace particle 42 without touching the others
5319
+ * particles.set(42, {
5320
+ * position: createVector(0, 0),
5321
+ * velocity: createVector(1, 0),
5322
+ * });
5323
+ *
5324
+ * // Read back to confirm the update
5325
+ * let result = await particles.read();
5326
+ * print(result[42].position.x, result[42].position.y); // 0, 0
5327
+ * describe('Prints the position of particle 42 after updating it.');
5328
+ * }
5329
+ *
5330
+ * function makeParticles() {
5331
+ * let data = [];
5332
+ * for (let i = 0; i < numParticles; i++) {
5333
+ * data.push({
5334
+ * position: createVector(random(width), random(height)),
5335
+ * velocity: createVector(random(-1, 1), random(-1, 1)),
5336
+ * });
5337
+ * }
5338
+ * return data;
5339
+ * }
5340
+ * ```
5341
+ *
5342
+ * @method set
5343
+ * @for p5.StorageBuffer
5344
+ * @beta
5345
+ * @webgpu
5346
+ * @webgpuOnly
5347
+ * @param {Number} index The zero-based index of the element to update.
5348
+ * @param {Number|Object} value The new value. Pass a number for float
5349
+ * buffers, or a plain object matching the original struct layout for
5350
+ * struct buffers.
5351
+ */
5352
+ set(index, value) {
5353
+ const device = this._renderer.device;
5354
+
5355
+ if (this._schema !== null) {
5356
+ // buffer was created with an array of structs
5357
+ if (typeof value !== 'object' || value === null || Array.isArray(value)) {
5358
+ throw new Error(
5359
+ 'set() expects a plain object matching the original struct format for this buffer'
5360
+ );
5361
+ }
5362
+
5363
+ const { stride } = this._schema;
5364
+ const byteOffset = index * stride;
5365
+
5366
+ if (byteOffset + stride > this.size) {
5367
+ throw new Error(
5368
+ `set() index ${index} is out of bounds for this buffer ` +
5369
+ `(buffer holds ${Math.floor(this.size / stride)} elements)`
5370
+ );
5371
+ }
5372
+
5373
+ // pack just this one element using the same logic as update()
5374
+ const packed = this._renderer._packStructArray([value], this._schema);
5375
+ // use packed.buffer (ArrayBuffer) so the size arg is always in bytes
5376
+ device.queue.writeBuffer(this.buffer, byteOffset, packed.buffer, 0, stride);
5377
+ } else {
5378
+ // buffer was created with a float array
5379
+ if (typeof value !== 'number') {
5380
+ throw new Error(
5381
+ 'set() expects a number for this float buffer'
5382
+ );
5383
+ }
5384
+
5385
+ const byteOffset = index * 4;
5386
+
5387
+ if (byteOffset + 4 > this.size) {
5388
+ throw new Error(
5389
+ `set() index ${index} is out of bounds for this buffer ` +
5390
+ `(buffer holds ${Math.floor(this.size / 4)} floats)`
5391
+ );
5392
+ }
5393
+
5394
+ device.queue.writeBuffer(this.buffer, byteOffset, new Float32Array([value]));
5395
+ }
5396
+ }
5397
+ }
5398
+
5399
+ /**
5400
+ * A block of data that shaders can read from, and compute shaders can also
5401
+ * write to. This is only available in WebGPU mode.
5402
+ *
5403
+ * Note: <a href="#/p5/createStorage">`createStorage()`</a> is the recommended
5404
+ * way to create an instance of this class.
5405
+ *
5406
+ * @class p5.StorageBuffer
5407
+ * @beta
5408
+ * @webgpu
5409
+ * @webgpuOnly
5410
+ */
5411
+ p5.StorageBuffer = StorageBuffer;
5412
+
4594
5413
  class RendererWebGPU extends Renderer3D {
4595
5414
  constructor(pInst, w, h, isMainCanvas, elt) {
4596
5415
  super(pInst, w, h, isMainCanvas, elt);
@@ -4642,6 +5461,9 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4642
5461
  // Retired buffers to destroy at end of frame
4643
5462
  this._retiredBuffers = [];
4644
5463
 
5464
+ // Storage buffers for compute shaders
5465
+ this._storageBuffers = new Set();
5466
+
4645
5467
  // 2D canvas for pixel reading fallback
4646
5468
  this._pixelReadCanvas = null;
4647
5469
  this._pixelReadCtx = null;
@@ -4718,7 +5540,7 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4718
5540
  }
4719
5541
  if (this._pInst._webgpuAttributes[key] !== value) {
4720
5542
  //changing value of previously altered attribute
4721
- this._webgpuAttributes[key] = value;
5543
+ this._pInst._webgpuAttributes[key] = value;
4722
5544
  unchanged = false;
4723
5545
  }
4724
5546
  //setting all attributes with some change
@@ -4852,9 +5674,21 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
4852
5674
  const _b = args[2] || 0;
4853
5675
  const _a = args[3] || 0;
4854
5676
 
4855
- // If PENDING and no custom framebuffer, clear means stay UNPROMOTED
4856
- if (this._frameState === FRAME_STATE.PENDING && !this.activeFramebuffer()) {
4857
- this._frameState = FRAME_STATE.UNPROMOTED;
5677
+ // If PENDING and no custom framebuffer, clear means stay UNPROMOTED.
5678
+ // However, if we are still in setup (frameCount == 0), we must promote
5679
+ // so that mainFramebuffer gets the cleared content. This ensures that if
5680
+ // draw() later promotes without a copy, it starts from the correct state
5681
+ // rather than a stale mainFramebuffer.
5682
+ // Note: a mid-draw-loop transition from UNPROMOTED back to PROMOTED
5683
+ // (i.e. calling background() some frames but not others) will still
5684
+ // lose intermediate UNPROMOTED frame content.
5685
+ if (this._frameState !== FRAME_STATE.PROMOTED && !this.activeFramebuffer()) {
5686
+ if (this._pInst.frameCount > 0) {
5687
+ this._frameState = FRAME_STATE.UNPROMOTED;
5688
+ } else {
5689
+ this._promoteToFramebufferWithoutCopy();
5690
+ // clear() then targets mainFramebuffer via activeFramebuffer()
5691
+ }
4858
5692
  }
4859
5693
 
4860
5694
  this._finishActiveRenderPass();
@@ -5057,7 +5891,8 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5057
5891
  return 4; // Cap at 4 for broader compatibility
5058
5892
  }
5059
5893
 
5060
- _shaderOptions({ mode }) {
5894
+ _shaderOptions({ mode, compute, workgroupSize }) {
5895
+ if (compute) return { compute: true, workgroupSize };
5061
5896
  const activeFramebuffer = this.activeFramebuffer();
5062
5897
  const format = activeFramebuffer ?
5063
5898
  this._getWebGPUColorFormat(activeFramebuffer) :
@@ -5068,9 +5903,9 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5068
5903
  1; // No MSAA needed when blitting already-antialiased textures to canvas
5069
5904
  const sampleCount = this._getValidSampleCount(requestedSampleCount);
5070
5905
 
5071
- const depthFormat = activeFramebuffer && activeFramebuffer.useDepth ?
5072
- this._getWebGPUDepthFormat(activeFramebuffer) :
5073
- this.depthFormat;
5906
+ const depthFormat = activeFramebuffer
5907
+ ? (activeFramebuffer.useDepth ? this._getWebGPUDepthFormat(activeFramebuffer) : undefined)
5908
+ : this.depthFormat;
5074
5909
 
5075
5910
  const drawTarget = this.drawTarget();
5076
5911
  const clipping = this._clipping;
@@ -5098,6 +5933,31 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5098
5933
  _initShader(shader) {
5099
5934
  const device = this.device;
5100
5935
 
5936
+ if (shader.shaderType === 'compute') {
5937
+ // Compute shader initialization
5938
+ shader.computeModule = device.createShaderModule({ code: shader.computeSrc() });
5939
+ shader._computePipelineCache = null;
5940
+ shader._workgroupSize = null;
5941
+
5942
+ // Create compute pipeline (deferred until first compute() call)
5943
+ shader.getPipeline = ({ workgroupSize }) => {
5944
+ if (!shader._computePipelineCache) {
5945
+ shader._computePipelineCache = device.createComputePipeline({
5946
+ layout: shader._pipelineLayout,
5947
+ compute: {
5948
+ module: shader.computeModule,
5949
+ entryPoint: 'main'
5950
+ }
5951
+ });
5952
+ shader._workgroupSize = workgroupSize;
5953
+ }
5954
+ return shader._computePipelineCache;
5955
+ };
5956
+
5957
+ return;
5958
+ }
5959
+
5960
+ // Render shader initialization
5101
5961
  shader.vertModule = device.createShaderModule({ code: shader.vertSrc() });
5102
5962
  shader.fragModule = device.createShaderModule({ code: shader.fragSrc() });
5103
5963
 
@@ -5122,25 +5982,27 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5122
5982
  },
5123
5983
  primitive: { topology },
5124
5984
  multisample: { count: sampleCount },
5125
- depthStencil: {
5126
- format: depthFormat,
5127
- depthWriteEnabled: !clipping,
5128
- depthCompare: 'less-equal',
5129
- stencilFront: {
5130
- compare: clipping ? 'always' : (clipApplied ? 'not-equal' : 'always'),
5131
- failOp: 'keep',
5132
- depthFailOp: 'keep',
5133
- passOp: clipping ? 'replace' : 'keep',
5985
+ ...(depthFormat ? {
5986
+ depthStencil: {
5987
+ format: depthFormat,
5988
+ depthWriteEnabled: !clipping,
5989
+ depthCompare: 'less-equal',
5990
+ stencilFront: {
5991
+ compare: clipping ? 'always' : (clipApplied ? 'not-equal' : 'always'),
5992
+ failOp: 'keep',
5993
+ depthFailOp: 'keep',
5994
+ passOp: clipping ? 'replace' : 'keep',
5995
+ },
5996
+ stencilBack: {
5997
+ compare: clipping ? 'always' : (clipApplied ? 'not-equal' : 'always'),
5998
+ failOp: 'keep',
5999
+ depthFailOp: 'keep',
6000
+ passOp: clipping ? 'replace' : 'keep',
6001
+ },
6002
+ stencilReadMask: 0xFF,
6003
+ stencilWriteMask: clipping ? 0xFF : 0x00,
5134
6004
  },
5135
- stencilBack: {
5136
- compare: clipping ? 'always' : (clipApplied ? 'not-equal' : 'always'),
5137
- failOp: 'keep',
5138
- depthFailOp: 'keep',
5139
- passOp: clipping ? 'replace' : 'keep',
5140
- },
5141
- stencilReadMask: 0xFF,
5142
- stencilWriteMask: clipping ? 0xFF : 0x00,
5143
- },
6005
+ } : {}),
5144
6006
  });
5145
6007
  shader._pipelineCache.set(key, pipeline);
5146
6008
  }
@@ -5196,7 +6058,9 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5196
6058
  entries.push({
5197
6059
  bufferGroup,
5198
6060
  binding: bufferGroup.binding,
5199
- visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
6061
+ visibility: shader.shaderType === 'compute'
6062
+ ? GPUShaderStage.COMPUTE
6063
+ : GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
5200
6064
  buffer: { type: 'uniform', hasDynamicOffset: bufferGroup.dynamic },
5201
6065
  });
5202
6066
  structEntries.set(bufferGroup.group, entries);
@@ -5230,6 +6094,24 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5230
6094
  groupEntries.set(group, entries);
5231
6095
  }
5232
6096
 
6097
+ // Add storage buffer bindings
6098
+ for (const storage of shader._storageBuffers || []) {
6099
+ const group = storage.group;
6100
+ const entries = groupEntries.get(group) || [];
6101
+
6102
+ entries.push({
6103
+ binding: storage.binding,
6104
+ visibility: storage.visibility,
6105
+ buffer: {
6106
+ type: storage.accessMode === 'read' ? 'read-only-storage' : 'storage'
6107
+ },
6108
+ storage: storage,
6109
+ });
6110
+
6111
+ entries.sort((a, b) => a.binding - b.binding);
6112
+ groupEntries.set(group, entries);
6113
+ }
6114
+
5233
6115
  // Create layouts and bind groups
5234
6116
  const groupEntriesArr = [];
5235
6117
  for (const [group, entries] of groupEntries) {
@@ -5248,6 +6130,7 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5248
6130
  shader._pipelineLayout = this.device.createPipelineLayout({
5249
6131
  bindGroupLayouts: shader._bindGroupLayouts,
5250
6132
  });
6133
+ shader._compiled = true;
5251
6134
  }
5252
6135
 
5253
6136
  _getBlendState(mode) {
@@ -5494,8 +6377,11 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5494
6377
 
5495
6378
  _resetBuffersBeforeDraw() {
5496
6379
  this._finishActiveRenderPass();
6380
+
5497
6381
  // Set state to PENDING - we'll decide on first draw
5498
- this._frameState = FRAME_STATE.PENDING;
6382
+ if (this._pInst.frameCount > 0) {
6383
+ this._frameState = FRAME_STATE.PENDING;
6384
+ }
5499
6385
 
5500
6386
  // Clear depth buffer but DON'T start any render pass yet
5501
6387
  const activeFramebuffer = this.activeFramebuffer();
@@ -5606,6 +6492,8 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5606
6492
  // once we're drawing to the framebuffer, because normally
5607
6493
  // those are reset.
5608
6494
  const savedModelMatrix = this.states.uModelMatrix.copy();
6495
+ this.states.uModelMatrix.set(this.states.uModelMatrix.copy());
6496
+ this.states.uModelMatrix.reset();
5609
6497
  this.mainFramebuffer.defaultCamera.set(this.states.curCamera);
5610
6498
 
5611
6499
  this.mainFramebuffer.begin();
@@ -5613,7 +6501,12 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5613
6501
  this.states.uModelMatrix.set(savedModelMatrix);
5614
6502
  }
5615
6503
 
5616
- _promoteToFramebufferWithoutCopy() {
6504
+ _promoteToFramebufferWithoutCopy() {
6505
+ // Already promoted this frame
6506
+ if (this._frameState === FRAME_STATE.PROMOTED) {
6507
+ return;
6508
+ }
6509
+
5617
6510
  // Ensure mainFramebuffer matches canvas size
5618
6511
  if (this.mainFramebuffer.width !== this.width ||
5619
6512
  this.mainFramebuffer.height !== this.height) {
@@ -5628,6 +6521,8 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5628
6521
 
5629
6522
  // Preserve transformation state
5630
6523
  const savedModelMatrix = this.states.uModelMatrix.copy();
6524
+ this.states.uModelMatrix.set(this.states.uModelMatrix.copy());
6525
+ this.states.uModelMatrix.reset();
5631
6526
  this.mainFramebuffer.defaultCamera.set(this.states.curCamera);
5632
6527
 
5633
6528
  // Begin rendering to mainFramebuffer
@@ -5941,7 +6836,6 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
5941
6836
  }
5942
6837
  this.flushDraw();
5943
6838
 
5944
- // this._pInst.background('red');
5945
6839
  this._pInst.push();
5946
6840
  this.states.setValue('enableLighting', false);
5947
6841
  this.states.setValue('activeImageLight', null);
@@ -6006,25 +6900,9 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6006
6900
 
6007
6901
  this._beginActiveRenderPass();
6008
6902
  const passEncoder = this.activeRenderPass;
6009
- const currentShader = this._curShader;
6010
- const shaderOptions = this._shaderOptions({ mode });
6011
- if (this.activeShader !== currentShader || this._shaderOptionsDifferent(shaderOptions)) {
6012
- passEncoder.setPipeline(currentShader.getPipeline(shaderOptions));
6013
- }
6014
- this.activeShader = currentShader;
6015
- this.activeShaderOptions = shaderOptions;
6016
6903
 
6017
- // Set stencil reference value for clipping
6018
- const drawTarget = this.drawTarget();
6019
- if (drawTarget._isClipApplied && !this._clipping) {
6020
- // When using the clip mask, test against reference value 0 (background)
6021
- // WebGL uses NOTEQUAL with ref 0, so fragments pass where stencil != 0
6022
- // In WebGPU with 'not-equal', we need ref 0 to pass where stencil != 0
6023
- passEncoder.setStencilReference(0);
6024
- } else if (this._clipping) {
6025
- // When writing to the clip mask, write reference value 1
6026
- passEncoder.setStencilReference(1);
6027
- }
6904
+ const currentShader = this._curShader;
6905
+ this.setupShaderBindGroups(currentShader, passEncoder, { mode, buffers });
6028
6906
  // Bind vertex buffers
6029
6907
  for (const buffer of currentShader._vertexBuffers || this._getVertexBuffers(currentShader)) {
6030
6908
  const location = currentShader.attributes[buffer.attr].location;
@@ -6032,6 +6910,58 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6032
6910
  passEncoder.setVertexBuffer(location, gpuBuffer, 0);
6033
6911
  }
6034
6912
 
6913
+ if (currentShader.shaderType === "fill") {
6914
+ // Bind index buffer and issue draw
6915
+ if (buffers.indexBuffer) {
6916
+ const indexFormat = buffers.indexFormat || "uint16";
6917
+ passEncoder.setIndexBuffer(buffers.indexBuffer, indexFormat);
6918
+ passEncoder.drawIndexed(geometry.faces.length * 3, count, 0, 0, 0);
6919
+ } else {
6920
+ passEncoder.draw(geometry.vertices.length, count, 0, 0);
6921
+ }
6922
+ } else if (currentShader.shaderType === "text") {
6923
+ if (!buffers.indexBuffer) {
6924
+ throw new Error("Text geometry must have an index buffer");
6925
+ }
6926
+ const indexFormat = buffers.indexFormat || "uint16";
6927
+ passEncoder.setIndexBuffer(buffers.indexBuffer, indexFormat);
6928
+ passEncoder.drawIndexed(geometry.faces.length * 3, count, 0, 0, 0);
6929
+ }
6930
+
6931
+ if (buffers.lineVerticesBuffer && currentShader.shaderType === "stroke") {
6932
+ passEncoder.draw(geometry.lineVertices.length / 3, count, 0, 0);
6933
+ }
6934
+
6935
+ // Mark that we have pending draws that need submission
6936
+ this._hasPendingDraws = true;
6937
+ }
6938
+
6939
+ setupShaderBindGroups(currentShader, passEncoder, shaderOptionsParams) {
6940
+ const shaderOptions = this._shaderOptions(shaderOptionsParams);
6941
+ if (
6942
+ shaderOptions.compute ||
6943
+ this.activeShader !== currentShader ||
6944
+ this._shaderOptionsDifferent(shaderOptions)
6945
+ ) {
6946
+ passEncoder.setPipeline(currentShader.getPipeline(shaderOptions));
6947
+ }
6948
+ if (!shaderOptions.compute) {
6949
+ this.activeShader = currentShader;
6950
+ this.activeShaderOptions = shaderOptions;
6951
+
6952
+ // Set stencil reference value for clipping
6953
+ const drawTarget = this.drawTarget();
6954
+ if (drawTarget._isClipApplied && !this._clipping) {
6955
+ // When using the clip mask, test against reference value 0 (background)
6956
+ // WebGL uses NOTEQUAL with ref 0, so fragments pass where stencil != 0
6957
+ // In WebGPU with 'not-equal', we need ref 0 to pass where stencil != 0
6958
+ passEncoder.setStencilReference(0);
6959
+ } else if (this._clipping) {
6960
+ // When writing to the clip mask, write reference value 1
6961
+ passEncoder.setStencilReference(1);
6962
+ }
6963
+ }
6964
+
6035
6965
  for (const bufferGroup of currentShader._uniformBufferGroups) {
6036
6966
  if (bufferGroup.dynamic) {
6037
6967
  // Bind uniforms into a part of a big dynamic memory block because
@@ -6084,6 +7014,13 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6084
7014
  currentShader.buffersDirty.delete(key);
6085
7015
  }
6086
7016
  }
7017
+ for (const storage of currentShader._storageBuffers || []) {
7018
+ const key = storage.group * 1000 + storage.binding;
7019
+ if (currentShader.buffersDirty.has(key)) {
7020
+ currentShader._cachedBindGroup[storage.group] = undefined;
7021
+ currentShader.buffersDirty.delete(key);
7022
+ }
7023
+ }
6087
7024
 
6088
7025
  // Bind sampler/texture uniforms and uniform buffers
6089
7026
  for (const iter of currentShader._groupEntries) {
@@ -6113,6 +7050,19 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6113
7050
  : { buffer: uniformBufferInfo.buffer },
6114
7051
  });
6115
7052
  }
7053
+ } else if (entry.storage && !bindGroup) {
7054
+ // Storage buffer binding
7055
+ const uniform = currentShader.uniforms[entry.storage.name];
7056
+ if (!uniform || !uniform._cachedData || !uniform._cachedData._isStorageBuffer) {
7057
+ throw new Error(
7058
+ `Storage buffer "${entry.storage.name}" not set. ` +
7059
+ `Use shader.setUniform("${entry.storage.name}", storageBuffer)`
7060
+ );
7061
+ }
7062
+ bgEntries.push({
7063
+ binding: entry.binding,
7064
+ resource: { buffer: uniform._cachedData.buffer },
7065
+ });
6116
7066
  } else if (!bindGroup) {
6117
7067
  bgEntries.push({
6118
7068
  binding: entry.binding,
@@ -6146,84 +7096,71 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6146
7096
  );
6147
7097
  }
6148
7098
  }
7099
+ return passEncoder;
7100
+ }
6149
7101
 
6150
- if (currentShader.shaderType === "fill") {
6151
- // Bind index buffer and issue draw
6152
- if (buffers.indexBuffer) {
6153
- const indexFormat = buffers.indexFormat || "uint16";
6154
- passEncoder.setIndexBuffer(buffers.indexBuffer, indexFormat);
6155
- passEncoder.drawIndexed(geometry.faces.length * 3, count, 0, 0, 0);
7102
+ //////////////////////////////////////////////
7103
+ // SHADER
7104
+ //////////////////////////////////////////////
7105
+
7106
+ // Writes a single field's value into a Float32Array+DataView at (baseOffset + field.offset).
7107
+ //
7108
+ // Field interface (shared by uniform fields from _parseStruct and struct storage schema fields):
7109
+ // baseType: string - 'f32', 'i32', 'u32', etc.
7110
+ // size: number - byte size of the field
7111
+ // offset: number - byte offset of the field within its struct
7112
+ // packInPlace: bool - true for mat3, written with manual column padding
7113
+ //
7114
+ // value: number or number[] - the data to write
7115
+ _packField(field, value, floatView, dataView, baseOffset) {
7116
+ if (value === undefined) return;
7117
+
7118
+ // Duck typing instead of instanceof to avoid importing a separate
7119
+ // copy of the Color/Vector classes
7120
+ if (value?.isVector) {
7121
+ value = value.values.length !== value.dimensions ? value.values.slice(0, value.dimensions) : value.values;
7122
+ } else if (value?.isColor) {
7123
+ value = value._getRGBA([1, 1, 1, 1]);
7124
+ }
7125
+ const byteOffset = baseOffset + field.offset;
7126
+ if (field.baseType === 'u32') {
7127
+ if (field.size === 4) {
7128
+ dataView.setUint32(byteOffset, value, true);
6156
7129
  } else {
6157
- passEncoder.draw(geometry.vertices.length, count, 0, 0);
7130
+ for (let i = 0; i < value.length; i++) {
7131
+ dataView.setUint32(byteOffset + i * 4, value[i], true);
7132
+ }
6158
7133
  }
6159
- } else if (currentShader.shaderType === "text") {
6160
- if (!buffers.indexBuffer) {
6161
- throw new Error("Text geometry must have an index buffer");
7134
+ } else if (field.baseType === 'i32') {
7135
+ if (field.size === 4) {
7136
+ dataView.setInt32(byteOffset, value, true);
7137
+ } else {
7138
+ for (let i = 0; i < value.length; i++) {
7139
+ dataView.setInt32(byteOffset + i * 4, value[i], true);
7140
+ }
6162
7141
  }
6163
- const indexFormat = buffers.indexFormat || "uint16";
6164
- passEncoder.setIndexBuffer(buffers.indexBuffer, indexFormat);
6165
- passEncoder.drawIndexed(geometry.faces.length * 3, count, 0, 0, 0);
6166
- }
6167
-
6168
- if (buffers.lineVerticesBuffer && currentShader.shaderType === "stroke") {
6169
- passEncoder.draw(geometry.lineVertices.length / 3, count, 0, 0);
7142
+ } else if (field.packInPlace) {
7143
+ // In-place packing for mat3: write directly to buffer with padding
7144
+ const base = byteOffset / 4;
7145
+ floatView[base + 0] = value[0]; floatView[base + 1] = value[1]; floatView[base + 2] = value[2];
7146
+ floatView[base + 4] = value[3]; floatView[base + 5] = value[4]; floatView[base + 6] = value[5];
7147
+ floatView[base + 8] = value[6]; floatView[base + 9] = value[7]; floatView[base + 10] = value[8];
7148
+ } else if (field.size === 4) {
7149
+ floatView.set([value], byteOffset / 4);
7150
+ } else {
7151
+ floatView.set(value, byteOffset / 4);
6170
7152
  }
6171
-
6172
- // Mark that we have pending draws that need submission
6173
- this._hasPendingDraws = true;
6174
7153
  }
6175
7154
 
6176
- //////////////////////////////////////////////
6177
- // SHADER
6178
- //////////////////////////////////////////////
6179
-
6180
7155
  _packUniformGroup(shader, groupUniforms, bufferInfo) {
6181
7156
  // Pack a single group's uniforms into a buffer
6182
7157
  const data = bufferInfo.data;
6183
7158
  const dataView = bufferInfo.dataView;
6184
-
6185
7159
  const offset = bufferInfo.offset || 0;
6186
7160
  for (const uniform of groupUniforms) {
6187
7161
  const fullUniform = shader.uniforms[uniform.name];
6188
7162
  if (!fullUniform || fullUniform.isSampler) continue;
6189
- const uniformData = fullUniform._mappedData;
6190
-
6191
- if (fullUniform.baseType === 'u32') {
6192
- if (fullUniform.size === 4) {
6193
- dataView.setUint32(offset + fullUniform.offset, uniformData, true);
6194
- } else {
6195
- for (let i = 0; i < uniformData.length; i++) {
6196
- dataView.setUint32(offset + fullUniform.offset + i * 4, uniformData[i], true);
6197
- }
6198
- }
6199
- } else if (fullUniform.baseType === 'i32') {
6200
- if (fullUniform.size === 4) {
6201
- dataView.setInt32(offset + fullUniform.offset, uniformData, true);
6202
- } else {
6203
- for (let i = 0; i < uniformData.length; i++) {
6204
- dataView.setInt32(offset + fullUniform.offset + i * 4, uniformData[i], true);
6205
- }
6206
- }
6207
- } else if (fullUniform.packInPlace) {
6208
- // In-place packing for mat3: write directly to buffer with padding
6209
- const baseOffset = (offset + fullUniform.offset) / 4;
6210
- // Column 0
6211
- data[baseOffset + 0] = uniformData[0];
6212
- data[baseOffset + 1] = uniformData[1];
6213
- data[baseOffset + 2] = uniformData[2];
6214
- // Column 1
6215
- data[baseOffset + 4] = uniformData[3];
6216
- data[baseOffset + 5] = uniformData[4];
6217
- data[baseOffset + 6] = uniformData[5];
6218
- // Column 2
6219
- data[baseOffset + 8] = uniformData[6];
6220
- data[baseOffset + 9] = uniformData[7];
6221
- data[baseOffset + 10] = uniformData[8];
6222
- } else if (fullUniform.size === 4) {
6223
- data.set([uniformData], (offset + fullUniform.offset) / 4);
6224
- } else if (uniformData !== undefined) {
6225
- data.set(uniformData, (offset + fullUniform.offset) / 4);
6226
- }
7163
+ this._packField(fullUniform, fullUniform._mappedData, data, dataView, offset);
6227
7164
  }
6228
7165
  }
6229
7166
 
@@ -6370,10 +7307,11 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6370
7307
  const uniformVarRegex = /@group\((\d+)\)\s+@binding\((\d+)\)\s+var<uniform>\s+(\w+)\s*:\s*(\w+);/g;
6371
7308
 
6372
7309
  let match;
6373
- while ((match = uniformVarRegex.exec(shader.vertSrc())) !== null) {
7310
+ const src = shader.shaderType === 'compute' ? shader.computeSrc() : shader.vertSrc();
7311
+ while ((match = uniformVarRegex.exec(src)) !== null) {
6374
7312
  const [_, groupNum, binding, varName, structType] = match;
6375
7313
  const bindingIndex = parseInt(binding);
6376
- const uniforms = this._parseStruct(shader.vertSrc(), structType);
7314
+ const uniforms = this._parseStruct(src, structType);
6377
7315
 
6378
7316
  uniformGroups.push({
6379
7317
  group: parseInt(groupNum),
@@ -6384,7 +7322,7 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6384
7322
  });
6385
7323
  }
6386
7324
 
6387
- if (uniformGroups.length === 0) {
7325
+ if (uniformGroups.length === 0 && shader.shaderType !== 'compute') {
6388
7326
  throw new Error('Expected at least one uniform struct bound to @group(0)');
6389
7327
  }
6390
7328
 
@@ -6411,6 +7349,10 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6411
7349
  // TODO: support other texture types
6412
7350
  const samplerRegex = /@group\((\d+)\)\s*@binding\((\d+)\)\s*var\s+(\w+)\s*:\s*(texture_2d<f32>|sampler);/g;
6413
7351
 
7352
+ // Extract storage buffers
7353
+ const storageBuffers = {};
7354
+ const storageRegex = /@group\((\d+)\)\s*@binding\((\d+)\)\s*var<storage,\s*(read|read_write)>\s+(\w+)\s*:\s*array<\w+>/g;
7355
+
6414
7356
  // Track which bindings are taken by the struct properties we've parsed
6415
7357
  // (the rest should be textures/samplers)
6416
7358
  const structUniformBindings = {};
@@ -6420,8 +7362,11 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6420
7362
 
6421
7363
  for (const [src, visibility] of [
6422
7364
  [shader.vertSrc(), GPUShaderStage.VERTEX],
6423
- [shader.fragSrc(), GPUShaderStage.FRAGMENT]
7365
+ [shader.fragSrc(), GPUShaderStage.FRAGMENT],
7366
+ [shader.computeSrc ? shader.computeSrc() : null, GPUShaderStage.COMPUTE]
6424
7367
  ]) {
7368
+ if (!src) continue; // Skip if shader stage doesn't exist
7369
+
6425
7370
  let match;
6426
7371
  while ((match = samplerRegex.exec(src)) !== null) {
6427
7372
  const [_, group, binding, name, type] = match;
@@ -6456,21 +7401,51 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6456
7401
  samplerNode.textureSource = sampler;
6457
7402
  }
6458
7403
  }
7404
+
7405
+ // Parse storage buffers
7406
+ while ((match = storageRegex.exec(src)) !== null) {
7407
+ const [_, group, binding, accessMode, name] = match;
7408
+ const groupIndex = parseInt(group);
7409
+ const bindingIndex = parseInt(binding);
7410
+
7411
+ const key = `${groupIndex},${bindingIndex}`;
7412
+ const existing = storageBuffers[key];
7413
+ // If any stage uses read_write, the bind group layout must use read_write
7414
+ const finalAccessMode = (existing?.accessMode === 'read_write' || accessMode === 'read_write')
7415
+ ? 'read_write'
7416
+ : accessMode;
7417
+
7418
+ storageBuffers[key] = {
7419
+ visibility: (existing?.visibility || 0) | visibility,
7420
+ group: groupIndex,
7421
+ binding: bindingIndex,
7422
+ name,
7423
+ accessMode: finalAccessMode, // 'read' or 'read_write'
7424
+ isStorage: true,
7425
+ type: 'storage'
7426
+ };
7427
+ }
6459
7428
  }
6460
- return [...Object.values(allUniforms).sort((a, b) => a.index - b.index), ...Object.values(samplers)];
7429
+
7430
+ // Store storage buffers on shader for later use
7431
+ shader._storageBuffers = Object.values(storageBuffers);
7432
+
7433
+ return [...Object.values(allUniforms).sort((a, b) => a.index - b.index), ...Object.values(samplers), ...Object.values(storageBuffers)];
6461
7434
  }
6462
7435
 
6463
- getNextBindingIndex({ vert, frag }, group = 0) {
7436
+ getNextBindingIndex({ vert, frag, compute }, group = 0) {
6464
7437
  // Get the highest binding index in the specified group and return the next available
6465
- const samplerRegex = /@group\((\d+)\)\s*@binding\((\d+)\)\s*var(?:<uniform>)?\s+(\w+)\s*:\s*(texture_2d<f32>|sampler|uniform|\w+)/g;
7438
+ const bindingRegex = /@group\((\d+)\)\s*@binding\((\d+)\)/g;
6466
7439
  let maxBindingIndex = -1;
6467
7440
 
6468
- for (const [src, visibility] of [
6469
- [vert, GPUShaderStage.VERTEX],
6470
- [frag, GPUShaderStage.FRAGMENT]
6471
- ]) {
7441
+ const sources = [];
7442
+ if (vert) sources.push([vert, GPUShaderStage.VERTEX]);
7443
+ if (frag) sources.push([frag, GPUShaderStage.FRAGMENT]);
7444
+ if (compute) sources.push([compute, GPUShaderStage.COMPUTE]);
7445
+
7446
+ for (const [src, visibility] of sources) {
6472
7447
  let match;
6473
- while ((match = samplerRegex.exec(src)) !== null) {
7448
+ while ((match = bindingRegex.exec(src)) !== null) {
6474
7449
  const [_, groupIndex, bindingIndex] = match;
6475
7450
  if (parseInt(groupIndex) === group) {
6476
7451
  maxBindingIndex = Math.max(maxBindingIndex, parseInt(bindingIndex));
@@ -6485,7 +7460,7 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6485
7460
  if (uniform.isSampler) {
6486
7461
  uniform.texture =
6487
7462
  data instanceof Texture ? data : this.getTexture(data);
6488
- } else {
7463
+ } else if (!data?._isStorageBuffer) {
6489
7464
  uniform._mappedData = this._mapUniformData(uniform, uniform._cachedData);
6490
7465
  }
6491
7466
  shader.buffersDirty.add(uniform.group * 1000 + uniform.binding);
@@ -6592,7 +7567,7 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6592
7567
  rgb += components.emissive;
6593
7568
  return vec4<f32>(rgb, components.opacity);
6594
7569
  }`,
6595
- "vec4f getFinalColor": "(color: vec4<f32>) { return color; }",
7570
+ "vec4f getFinalColor": "(color: vec4<f32>, texCoord: vec2<f32>) { return color; }",
6596
7571
  "void afterFragment": "() {}",
6597
7572
  },
6598
7573
  }
@@ -6617,7 +7592,7 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6617
7592
  },
6618
7593
  fragment: {
6619
7594
  "void beforeFragment": "() {}",
6620
- "vec4<f32> getFinalColor": "(color: vec4<f32>) { return color; }",
7595
+ "vec4<f32> getFinalColor": "(color: vec4<f32>, texCoord: vec2<f32>) { return color; }",
6621
7596
  "void afterFragment": "() {}",
6622
7597
  },
6623
7598
  }
@@ -6643,7 +7618,7 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6643
7618
  fragment: {
6644
7619
  "void beforeFragment": "() {}",
6645
7620
  "Inputs getPixelInputs": "(inputs: Inputs) { return inputs; }",
6646
- "vec4<f32> getFinalColor": "(color: vec4<f32>) { return color; }",
7621
+ "vec4<f32> getFinalColor": "(color: vec4<f32>, texCoord: vec2<f32>) { return color; }",
6647
7622
  "bool shouldDiscard": "(outside: bool) { return outside; };",
6648
7623
  "void afterFragment": "() {}",
6649
7624
  },
@@ -6802,11 +7777,87 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6802
7777
  }
6803
7778
  );
6804
7779
 
6805
- let [preMain, main, postMain] = src.split(/((?:@(?:vertex|fragment)\s*)?fn main[^{]+\{)/);
6806
- if (shaderType !== 'fragment') {
6807
- if (!main.match(/\@builtin\s*\(\s*instance_index\s*\)/)) {
6808
- main = main.replace(/\)\s*(->|\{)/, ', @builtin(instance_index) instanceID: u32) $1');
7780
+ let [preMain, main, postMain] = src.split(/((?:@(?:vertex|fragment|compute)\s*(?:@workgroup_size\([^)]+\)\s*)?)?fn main[^{]+\{)/);
7781
+
7782
+ const getBuiltinParamName = (mainSrc, builtinName) => {
7783
+ const match = new RegExp(`@builtin\\s*\\(\\s*${builtinName}\\s*\\)\\s*(\\w+)\\s*:`).exec(mainSrc);
7784
+ return match ? match[1] : null;
7785
+ };
7786
+
7787
+ const ensureBuiltinParam = (mainSrc, builtinName, fallbackName, typeName) => {
7788
+ const existingName = getBuiltinParamName(mainSrc, builtinName);
7789
+ if (existingName) {
7790
+ return { mainSrc, argName: existingName };
7791
+ }
7792
+
7793
+ const hasParams = /\(\s*\S/.test(mainSrc);
7794
+ const injectedMain = mainSrc.replace(
7795
+ /\)\s*(->|\{)/,
7796
+ `${hasParams ? ', ' : ''}@builtin(${builtinName}) ${fallbackName}: ${typeName}) $1`
7797
+ );
7798
+
7799
+ return { mainSrc: injectedMain, argName: fallbackName };
7800
+ };
7801
+
7802
+ const getMainStructParameter = (mainSrc) => {
7803
+ const match = /fn main\s*\(\s*(\w+)\s*:\s*(\w+)/.exec(mainSrc);
7804
+ if (!match) return null;
7805
+ return { inputName: match[1], structName: match[2] };
7806
+ };
7807
+
7808
+ const getStructBuiltinFieldName = (structName, builtinName) => {
7809
+ const structMatch = new RegExp(`struct\\s+${structName}\\s*\\{([^}]*)\\}`, 's').exec(preMain);
7810
+ if (!structMatch) return null;
7811
+ const fieldMatch = new RegExp(`@builtin\\s*\\(\\s*${builtinName}\\s*\\)\\s*(\\w+)\\s*:`, 's').exec(structMatch[1]);
7812
+ return fieldMatch ? fieldMatch[1] : null;
7813
+ };
7814
+
7815
+ const appendHookParams = (params, additionalParams) => {
7816
+ if (additionalParams.length === 0) return params;
7817
+ const hasParams = !/^\(\s*\)$/.test(params);
7818
+ return `${params.slice(0, -1)}${hasParams ? ', ' : ''}${additionalParams.join(', ')})`;
7819
+ };
7820
+
7821
+ let hookExtraParams = [];
7822
+ let hookExtraArgs = [];
7823
+
7824
+ if (shaderType === 'vertex') {
7825
+ const ensuredInstance = ensureBuiltinParam(main, 'instance_index', 'instanceID', 'u32');
7826
+ main = ensuredInstance.mainSrc;
7827
+
7828
+ const ensuredVertex = ensureBuiltinParam(main, 'vertex_index', '_p5VertexId', 'u32');
7829
+ main = ensuredVertex.mainSrc;
7830
+
7831
+ hookExtraParams = ['instanceID: u32', '_p5VertexId: u32'];
7832
+ hookExtraArgs = [ensuredInstance.argName, ensuredVertex.argName];
7833
+ } else if (shaderType === 'fragment') {
7834
+ const directPositionArg = getBuiltinParamName(main, 'position');
7835
+ let fragmentPositionArg = directPositionArg;
7836
+
7837
+ if (!fragmentPositionArg) {
7838
+ const mainStructParam = getMainStructParameter(main);
7839
+ if (mainStructParam) {
7840
+ const positionField = getStructBuiltinFieldName(mainStructParam.structName, 'position');
7841
+ if (positionField) {
7842
+ fragmentPositionArg = `${mainStructParam.inputName}.${positionField}`;
7843
+ }
7844
+ }
6809
7845
  }
7846
+
7847
+ if (!fragmentPositionArg) {
7848
+ const ensuredPosition = ensureBuiltinParam(main, 'position', '_p5FragPos', 'vec4<f32>');
7849
+ main = ensuredPosition.mainSrc;
7850
+ fragmentPositionArg = ensuredPosition.argName;
7851
+ }
7852
+
7853
+ hookExtraParams = ['_p5FragPos: vec4<f32>'];
7854
+ hookExtraArgs = [fragmentPositionArg];
7855
+ } else if (shaderType === 'compute') {
7856
+ const ensuredGlobalId = ensureBuiltinParam(main, 'global_invocation_id', '_p5GlobalId', 'vec3<u32>');
7857
+ main = ensuredGlobalId.mainSrc;
7858
+
7859
+ hookExtraParams = ['_p5GlobalId: vec3<u32>'];
7860
+ hookExtraArgs = [ensuredGlobalId.argName];
6810
7861
  }
6811
7862
 
6812
7863
  // Inject hook uniforms as a separate struct at a new binding
@@ -6826,6 +7877,7 @@ fn main(input: FragmentInput) -> @location(0) vec4<f32> {
6826
7877
  const nextBinding = this.getNextBindingIndex({
6827
7878
  vert: shaderType === 'vertex' ? preMain + (shader.hooks.vertex?.declarations ?? '') + shader.hooks.declarations : shader._vertSrc,
6828
7879
  frag: shaderType === 'fragment' ? preMain + (shader.hooks.fragment?.declarations ?? '') + shader.hooks.declarations : shader._fragSrc,
7880
+ compute: shaderType === 'compute' ? preMain + (shader.hooks.compute?.declarations ?? '') + shader.hooks.declarations : shader._computeSrc,
6829
7881
  }, 0);
6830
7882
 
6831
7883
  // Create HookUniforms struct and binding
@@ -6836,8 +7888,14 @@ ${hookUniformFields}}
6836
7888
 
6837
7889
  @group(0) @binding(${nextBinding}) var<uniform> hooks: HookUniforms;
6838
7890
  `;
6839
- // Insert before the first @group binding
6840
- preMain = preMain.replace(/(@group\(0\)\s+@binding)/, `${hookUniformsDecl}\n$1`);
7891
+ // Insert before the first @group binding, or at the end if there are none
7892
+ const replaced = preMain.replace(/(@group\(0\)\s+@binding)/, `${hookUniformsDecl}\n$1`);
7893
+ if (replaced === preMain) {
7894
+ // No @group bindings found in base shader, append to preMain
7895
+ preMain = preMain + '\n' + hookUniformsDecl;
7896
+ } else {
7897
+ preMain = replaced;
7898
+ }
6841
7899
  }
6842
7900
 
6843
7901
  // Handle varying variables by injecting them into VertexOutput and FragmentInput structs
@@ -6903,10 +7961,9 @@ ${hookUniformFields}}
6903
7961
  initStatements += ` ${varName} = INPUT_VAR.${varName};\n`;
6904
7962
  }
6905
7963
 
6906
- // Find the input parameter name from the main function signature (anchored to start)
6907
- const inputMatch = main.match(/fn main\s*\((\w+):\s*\w+\)/);
6908
- if (inputMatch) {
6909
- const inputVarName = inputMatch[1];
7964
+ const mainStructParam = getMainStructParameter(main);
7965
+ if (mainStructParam) {
7966
+ const inputVarName = mainStructParam.inputName;
6910
7967
  initStatements = initStatements.replace(/INPUT_VAR/g, inputVarName);
6911
7968
  // Insert after the main function parameter but before any other code (anchored to start)
6912
7969
  postMain = initStatements + postMain;
@@ -6914,12 +7971,56 @@ ${hookUniformFields}}
6914
7971
  }
6915
7972
  }
6916
7973
 
7974
+ // Handle instanceID varying for fragment access
7975
+ if (shader.hooks.instanceIDVarying) {
7976
+ const { name, declaration, source, interpolation } = shader.hooks.instanceIDVarying;
7977
+ const nextLocIndex = this._getNextAvailableLocation(preMain, shaderType);
7978
+ const interpAttr = interpolation ? ` @interpolate(${interpolation})` : '';
7979
+ const [varName, varType] = declaration.split(':').map(s => s.trim());
7980
+ const structMember = `@location(${nextLocIndex})${interpAttr} ${declaration},`;
7981
+
7982
+ if (shaderType === 'vertex') {
7983
+ // Inject into VertexOutput struct
7984
+ preMain = preMain.replace(
7985
+ /struct\s+VertexOutput\s+\{([^}]*)\}/,
7986
+ (match, body) => `struct VertexOutput {${body}\n${structMember}}`
7987
+ );
7988
+ // Add private global
7989
+ preMain += `var<private> ${declaration};\n`;
7990
+ // Assign from built-in instanceID at start of main()
7991
+ postMain = `\n ${varName} = ${source};\n` + postMain;
7992
+ // Copy to output struct before return
7993
+ const returnMatch = postMain.match(/return\s+(\w+)\s*;/);
7994
+ if (returnMatch) {
7995
+ const outputVarName = returnMatch[1];
7996
+ postMain = postMain.replace(
7997
+ /(return\s+\w+\s*;)/g,
7998
+ `${outputVarName}.${varName} = ${varName};\n $1`
7999
+ );
8000
+ }
8001
+ } else if (shaderType === 'fragment') {
8002
+ // Inject into FragmentInput struct
8003
+ preMain = preMain.replace(
8004
+ /struct\s+FragmentInput\s+\{([^}]*)\}/,
8005
+ (match, body) => `struct FragmentInput {${body}\n${structMember}}`
8006
+ );
8007
+ // Add private global
8008
+ preMain += `var<private> ${declaration};\n`;
8009
+ // Initialize from input struct at start of main()
8010
+ const mainStructParam = getMainStructParameter(main);
8011
+ if (mainStructParam) {
8012
+ const inputVarName = mainStructParam.inputName;
8013
+ postMain = `\n ${varName} = ${inputVarName}.${varName};\n` + postMain;
8014
+ }
8015
+ }
8016
+ }
8017
+
6917
8018
  let hooks = '';
6918
8019
  let defines = '';
6919
8020
  if (shader.hooks.declarations) {
6920
8021
  hooks += shader.hooks.declarations + '\n';
6921
8022
  }
6922
- if (shader.hooks[shaderType].declarations) {
8023
+ if (shader.hooks[shaderType] && shader.hooks[shaderType].declarations) {
6923
8024
  hooks += shader.hooks[shaderType].declarations + '\n';
6924
8025
  }
6925
8026
  for (const hookDef in shader.hooks.helpers) {
@@ -6943,11 +8044,7 @@ ${hookUniformFields}}
6943
8044
 
6944
8045
  let [_, params, body] = /^(\([^\)]*\))((?:.|\n)*)$/.exec(shader.hooks[shaderType][hookDef]);
6945
8046
 
6946
- if (shaderType !== 'fragment') {
6947
- // Splice the instance ID in as a final parameter to every WGSL hook function
6948
- let hasParams = !!params.match(/^\(\s*\S+.*\)$/);
6949
- params = params.slice(0, -1) + (hasParams ? ', ' : '') + 'instanceID: u32)';
6950
- }
8047
+ params = appendHookParams(params, hookExtraParams);
6951
8048
 
6952
8049
  if (hookType === 'void') {
6953
8050
  hooks += `fn HOOK_${hookName}${params}${body}\n`;
@@ -6956,40 +8053,45 @@ ${hookUniformFields}}
6956
8053
  }
6957
8054
  }
6958
8055
 
6959
- // Add the instance ID as a final parameter to each hook call
6960
- if (shaderType !== 'fragment') {
6961
- const addInstanceIDParam = (src) => {
6962
- let result = src;
6963
- let idx = 0;
6964
- let match;
6965
- do {
6966
- match = /HOOK_\w+\(/.exec(result.slice(idx));
6967
- if (match) {
6968
- idx += match.index + match[0].length - 1;
6969
- let nesting = 0;
6970
- let hasParams = false;
6971
- while (idx < result.length) {
6972
- if (result[idx] === '(') {
6973
- nesting++;
6974
- } else if (result[idx] === ')') {
6975
- nesting--;
6976
- } else if (result[idx].match(/\S/)) {
6977
- hasParams = true;
6978
- }
6979
- idx++;
6980
- if (nesting === 0) {
6981
- break;
6982
- }
8056
+ // Pass stage-specific builtins from main to each hook call.
8057
+ // Collect ALL HOOK_ calls (including nested ones) then insert
8058
+ // extra args from right to left so position shifts don't
8059
+ // invalidate earlier insertion points.
8060
+ if (hookExtraArgs.length > 0) {
8061
+ const addHookArgs = (src) => {
8062
+ const insertions = [];
8063
+ let searchIdx = 0;
8064
+ let m;
8065
+ while ((m = /HOOK_\w+\(/.exec(src.slice(searchIdx))) !== null) {
8066
+ const openParen = searchIdx + m.index + m[0].length - 1;
8067
+ let pos = openParen + 1;
8068
+ let nesting = 1;
8069
+ let hasParams = false;
8070
+ while (pos < src.length && nesting > 0) {
8071
+ if (src[pos] === '(') nesting++;
8072
+ else if (src[pos] === ')') {
8073
+ nesting--;
8074
+ if (nesting === 0) break;
8075
+ } else if (/\S/.test(src[pos])) {
8076
+ hasParams = true;
6983
8077
  }
6984
- const insertion = (hasParams ? ', ' : '') + 'instanceID';
6985
- result = result.slice(0, idx-1) + insertion + result.slice(idx-1);
6986
- idx += insertion.length;
8078
+ pos++;
6987
8079
  }
6988
- } while (match);
8080
+ insertions.push({ pos, hasParams });
8081
+ searchIdx = openParen + 1;
8082
+ }
8083
+
8084
+ insertions.sort((a, b) => b.pos - a.pos);
8085
+
8086
+ let result = src;
8087
+ for (const { pos, hasParams } of insertions) {
8088
+ const insertion = (hasParams ? ', ' : '') + hookExtraArgs.join(', ');
8089
+ result = result.slice(0, pos) + insertion + result.slice(pos);
8090
+ }
6989
8091
  return result;
6990
8092
  };
6991
- preMain = addInstanceIDParam(preMain);
6992
- postMain = addInstanceIDParam(postMain);
8093
+ preMain = addHookArgs(preMain);
8094
+ postMain = addHookArgs(postMain);
6993
8095
  }
6994
8096
 
6995
8097
  return preMain + '\n' + defines + hooks + main + postMain;
@@ -7048,6 +8150,10 @@ ${hookUniformFields}}
7048
8150
  body = shader.hooks.fragment[hookName];
7049
8151
  fullSrc = shader._fragSrc;
7050
8152
  }
8153
+ if (!body) {
8154
+ body = shader.hooks.compute[hookName];
8155
+ fullSrc = shader._computeSrc;
8156
+ }
7051
8157
  if (!body) {
7052
8158
  throw new Error(`Can't find hook ${hookName}!`);
7053
8159
  }
@@ -7179,7 +8285,7 @@ ${hookUniformFields}}
7179
8285
  }
7180
8286
 
7181
8287
  defaultFramebufferAntialias() {
7182
- return true;
8288
+ return this._pInst._webgpuAttributes?.antialias !== false;
7183
8289
  }
7184
8290
 
7185
8291
  supportsFramebufferAntialias() {
@@ -7372,6 +8478,267 @@ ${hookUniformFields}}
7372
8478
  };
7373
8479
  }
7374
8480
 
8481
+ // Maps a plain JS value to the WGSL type string that represents it in a struct.
8482
+ _jsValueToWgslType(value) {
8483
+ if (typeof value === 'number') return 'f32';
8484
+ // Duck typing instead of instanceof to avoid importing a separate
8485
+ // copy of the Color/Vector classes
8486
+ if (value?.isVector) {
8487
+ if (value.dimensions === 2) return 'vec2f';
8488
+ if (value.dimensions === 3) return 'vec3f';
8489
+ if (value.dimensions === 4) return 'vec4f';
8490
+ throw new Error(`Unsupported vector dimension ${value.dimensions} for struct storage field`);
8491
+ }
8492
+ if (value?.isColor) {
8493
+ return 'vec4f';
8494
+ }
8495
+ if (Array.isArray(value)) {
8496
+ if (value.length === 2) return 'vec2f';
8497
+ if (value.length === 3) return 'vec3f';
8498
+ if (value.length === 4) return 'vec4f';
8499
+ throw new Error(`Unsupported array length ${value.length} for struct storage field`);
8500
+ }
8501
+ throw new Error(`Unsupported value type ${typeof value} for struct storage field`);
8502
+ }
8503
+
8504
+ // Infers a struct schema from the first element of a struct array.
8505
+ //
8506
+ // Returns { fields, stride, structBody } where:
8507
+ // fields: field has the _packField interface (baseType, size, offset, packInPlace) plus:
8508
+ // name: string - JS property name
8509
+ // dim: number - float component count, used when creating StrandsNodes
8510
+ // structBody: everything inside the { ... } of a WGSL struct definition
8511
+ // stride: how many bytes are reserved for this struct in the buffer
8512
+ _inferStructSchema(firstElement) {
8513
+ const entries = Object.entries(firstElement);
8514
+
8515
+ if (!p5.disableFriendlyErrors) {
8516
+ for (const [name, value] of entries) {
8517
+ if (
8518
+ value !== null &&
8519
+ typeof value === 'object' &&
8520
+ !Array.isArray(value) &&
8521
+ // Duck typing instead of instanceof to avoid importing a separate
8522
+ // copy of the Color/Vector classes
8523
+ !value?.isVector &&
8524
+ !value?.isColor
8525
+ ) {
8526
+ p5._friendlyError(
8527
+ `The "${name}" property in your storage data contains a nested object. ` +
8528
+ `Make sure you only use properties with numbers, arrays of numbers, or p5.Vector.`,
8529
+ 'createStorage'
8530
+ );
8531
+ }
8532
+ }
8533
+ }
8534
+
8535
+ const fieldLines = entries.map(([name, value]) =>
8536
+ ` ${name}: ${this._jsValueToWgslType(value)},`
8537
+ ).join('\n');
8538
+ const structBody = `{\n${fieldLines}\n}`;
8539
+ const elements = this._parseStruct(`struct _Tmp ${structBody}`, '_Tmp');
8540
+
8541
+ let maxEnd = 0;
8542
+ let maxAlign = 1;
8543
+ const fields = entries.map(([name, value]) => {
8544
+ const el = elements[name];
8545
+ maxEnd = Math.max(maxEnd, el.offsetEnd);
8546
+ // Alignment for scalars/vectors: <=4 -> 4, <=8 -> 8, else 16
8547
+ const align = el.size <= 4 ? 4 : el.size <= 8 ? 8 : 16;
8548
+ maxAlign = Math.max(maxAlign, align);
8549
+ // Track original JS type for reconstruction during readback
8550
+ const kind = value?.isVector ? 'vector'
8551
+ : value?.isColor ? 'color'
8552
+ : undefined;
8553
+ return {
8554
+ name,
8555
+ baseType: el.baseType,
8556
+ size: el.size,
8557
+ offset: el.offset,
8558
+ packInPlace: el.packInPlace ?? false,
8559
+ dim: el.size / 4,
8560
+ kind,
8561
+ };
8562
+ });
8563
+
8564
+ const stride = Math.ceil(maxEnd / maxAlign) * maxAlign;
8565
+ return { fields, stride, structBody };
8566
+ }
8567
+
8568
+ // Packs an array of plain objects into a Float32Array using the given struct schema.
8569
+ // Reuses _packField so layout rules match uniform packing exactly.
8570
+ _packStructArray(data, schema) {
8571
+ const { fields, stride } = schema;
8572
+ const totalBytes = Math.max(data.length * stride, 16);
8573
+ const alignedBytes = Math.ceil(totalBytes / 16) * 16;
8574
+ const buffer = new ArrayBuffer(alignedBytes);
8575
+ const floatView = new Float32Array(buffer);
8576
+ const dataView = new DataView(buffer);
8577
+ for (let i = 0; i < data.length; i++) {
8578
+ const item = data[i];
8579
+ const baseOffset = i * stride;
8580
+ for (const field of fields) {
8581
+ this._packField(field, item[field.name], floatView, dataView, baseOffset);
8582
+ }
8583
+ }
8584
+ return floatView;
8585
+ }
8586
+
8587
+ // Inverse of _packStructArray reads packed buffer back into plain JS objects
8588
+ // using the same schema layout - fields, stride and offsets
8589
+ _unpackStructArray(floatView, schema) {
8590
+ const { fields, stride } = schema;
8591
+ const dataView = new DataView(floatView.buffer);
8592
+ const count = Math.floor(floatView.byteLength / stride);
8593
+ const result = [];
8594
+
8595
+ for (let i = 0; i < count; i++) {
8596
+ const item = {};
8597
+ const baseOffset = i * stride;
8598
+ for (const field of fields) {
8599
+ const byteOffset = baseOffset + field.offset;
8600
+ const n = field.size / 4;
8601
+
8602
+ if (field.baseType === 'u32') {
8603
+ if (n === 1) {
8604
+ item[field.name] = dataView.getUint32(byteOffset, true);
8605
+ } else {
8606
+ item[field.name] = Array.from({ length: n }, (_, j) =>
8607
+ dataView.getUint32(byteOffset + j * 4, true)
8608
+ );
8609
+ }
8610
+ } else if (field.baseType === 'i32') {
8611
+ if (n === 1) {
8612
+ item[field.name] = dataView.getInt32(byteOffset, true);
8613
+ } else {
8614
+ item[field.name] = Array.from({ length: n }, (_, j) =>
8615
+ dataView.getInt32(byteOffset + j * 4, true)
8616
+ );
8617
+ }
8618
+ } else {
8619
+ const idx = byteOffset / 4;
8620
+ if (n === 1) {
8621
+ item[field.name] = floatView[idx];
8622
+ } else {
8623
+ const values = Array.from(floatView.slice(idx, idx + n));
8624
+ if (field.kind === 'vector') {
8625
+ item[field.name] = this._pInst.createVector(...values);
8626
+ } else if (field.kind === 'color') {
8627
+ // Color was packed as normalized RGBA [0-1] via _getRGBA([1,1,1,1])
8628
+ // Scale back to the current colorMode range
8629
+ const maxes = this.states.colorMaxes[this.states.colorMode];
8630
+ item[field.name] = this._pInst.color(
8631
+ values[0] * maxes[0], values[1] * maxes[1],
8632
+ values[2] * maxes[2], values[3] * maxes[3]
8633
+ );
8634
+ } else {
8635
+ item[field.name] = values;
8636
+ }
8637
+ }
8638
+ }
8639
+ }
8640
+ result.push(item);
8641
+ }
8642
+
8643
+ return result;
8644
+ }
8645
+
8646
+ createStorage(dataOrCount) {
8647
+ const device = this.device;
8648
+
8649
+ // Struct array: an array of plain objects
8650
+ if (Array.isArray(dataOrCount) && dataOrCount.length > 0 &&
8651
+ typeof dataOrCount[0] === 'object' && !Array.isArray(dataOrCount[0])) {
8652
+ if (!p5.disableFriendlyErrors && dataOrCount.length > 1) {
8653
+ const firstKeys = Object.keys(dataOrCount[0]);
8654
+ let warned = false;
8655
+ for (let i = 1; i < dataOrCount.length; i++) {
8656
+ const el = dataOrCount[i];
8657
+ const elKeys = Object.keys(el);
8658
+ const sameKeys = firstKeys.length === elKeys.length &&
8659
+ firstKeys.every((k, j) => k === elKeys[j]);
8660
+ if (!sameKeys) {
8661
+ p5._friendlyError(
8662
+ `Element ${i} has different fields than element 0. ` +
8663
+ `All elements should have the same properties.`,
8664
+ 'createStorage'
8665
+ );
8666
+ break;
8667
+ }
8668
+ for (const key of firstKeys) {
8669
+ const firstType = this._jsValueToWgslType(dataOrCount[0][key]);
8670
+ const elType = this._jsValueToWgslType(el[key]);
8671
+ if (firstType !== elType) {
8672
+ p5._friendlyError(
8673
+ `The "${key}" property of element ${i} has type ${elType} ` +
8674
+ `but element 0 has type ${firstType}. Proporties should have the same type across all elements.`,
8675
+ 'createStorage'
8676
+ );
8677
+ warned = true;
8678
+ break;
8679
+ }
8680
+ }
8681
+ if (warned) break;
8682
+ }
8683
+ }
8684
+ const schema = this._inferStructSchema(dataOrCount[0]);
8685
+ const packed = this._packStructArray(dataOrCount, schema);
8686
+ const size = packed.byteLength;
8687
+ const buffer = device.createBuffer({
8688
+ size,
8689
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
8690
+ mappedAtCreation: true,
8691
+ });
8692
+ new Float32Array(buffer.getMappedRange()).set(packed);
8693
+ buffer.unmap();
8694
+ const storageBuffer = new StorageBuffer(buffer, size, this, schema);
8695
+ this._storageBuffers.add(storageBuffer);
8696
+ return storageBuffer;
8697
+ }
8698
+
8699
+ // Determine buffer size and initial data
8700
+ let size, initialData;
8701
+ if (typeof dataOrCount === 'number') {
8702
+ // createStorage(count) - zero-initialized
8703
+ size = dataOrCount * 4; // floats are 4 bytes
8704
+ initialData = new Float32Array(dataOrCount);
8705
+ } else {
8706
+ // createStorage(array) - from data
8707
+ if (dataOrCount instanceof Float32Array) {
8708
+ initialData = dataOrCount;
8709
+ } else if (Array.isArray(dataOrCount)) {
8710
+ initialData = new Float32Array(dataOrCount);
8711
+ } else {
8712
+ throw new Error('createStorage expects a number or array/Float32Array');
8713
+ }
8714
+ size = initialData.byteLength;
8715
+ }
8716
+
8717
+ // Align to 16 bytes (WGSL storage buffer alignment requirement)
8718
+ size = Math.ceil(size / 16) * 16;
8719
+
8720
+ // Create storage buffer with STORAGE | COPY_DST | COPY_SRC usage
8721
+ const buffer = device.createBuffer({
8722
+ size,
8723
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
8724
+ mappedAtCreation: initialData.length > 0
8725
+ });
8726
+
8727
+ // Write initial data if provided
8728
+ if (initialData.length > 0) {
8729
+ const mapping = new Float32Array(buffer.getMappedRange());
8730
+ mapping.set(initialData);
8731
+ buffer.unmap();
8732
+ }
8733
+
8734
+ const storageBuffer = new StorageBuffer(buffer, size, this);
8735
+
8736
+ // Track for cleanup
8737
+ this._storageBuffers.add(storageBuffer);
8738
+
8739
+ return storageBuffer;
8740
+ }
8741
+
7375
8742
  _getWebGPUColorFormat(framebuffer) {
7376
8743
  if (framebuffer.format === FLOAT) {
7377
8744
  return framebuffer.channels === RGBA ? 'rgba32float' : 'rgba32float';
@@ -7668,10 +9035,6 @@ ${hookUniformFields}}
7668
9035
  return super.filter(...args);
7669
9036
  }
7670
9037
 
7671
- getNoiseShaderSnippet() {
7672
- return noiseWGSL;
7673
- }
7674
-
7675
9038
 
7676
9039
  baseFilterShader() {
7677
9040
  if (!this._baseFilterShader) {
@@ -7695,6 +9058,21 @@ ${hookUniformFields}}
7695
9058
  return this._baseFilterShader;
7696
9059
  }
7697
9060
 
9061
+ baseComputeShader() {
9062
+ if (!this._baseComputeShader) {
9063
+ this._baseComputeShader = new Shader(
9064
+ this,
9065
+ baseComputeShader,
9066
+ {
9067
+ compute: {
9068
+ 'void iteration': '(index: vec3<i32>) {}',
9069
+ },
9070
+ }
9071
+ );
9072
+ }
9073
+ return this._baseComputeShader;
9074
+ }
9075
+
7698
9076
  /*
7699
9077
  * WebGPU-specific implementation of imageLight shader creation
7700
9078
  */
@@ -7794,6 +9172,69 @@ ${hookUniformFields}}
7794
9172
  glDataType: dataType || 'uint8'
7795
9173
  };
7796
9174
  }
9175
+
9176
+ compute(shader, x, y = 1, z = 1) {
9177
+ if (shader.shaderType !== 'compute') {
9178
+ throw new Error('compute() can only be called with a compute shader');
9179
+ }
9180
+
9181
+ this._finishActiveRenderPass();
9182
+
9183
+ // Ensure shader is initialized and finalized
9184
+ if (!shader._compiled) {
9185
+ shader.init();
9186
+ }
9187
+
9188
+ // Set default uniforms
9189
+ shader.setDefaultUniforms();
9190
+ shader.setUniform('uTotalCount', [x, y, z]);
9191
+
9192
+ // Calculate optimal workgroup size (8x8x1 = 64 threads per workgroup)
9193
+ const WORKGROUP_SIZE_X = 8;
9194
+ const WORKGROUP_SIZE_Y = 8;
9195
+ const WORKGROUP_SIZE_Z = 1;
9196
+
9197
+ // auto spreading: if any dimension is too large or for performance optimization,
9198
+ // spread total iteration count across dimensions
9199
+ const totalIterations = x * y * z;
9200
+ const MAX_THREADS_PER_DIM = 65535 * 8;
9201
+
9202
+ let px = x;
9203
+ let py = y;
9204
+ let pz = z;
9205
+
9206
+ // we spread if we exceed GPU limits OR if it involves a large 1D dispatch
9207
+ const exceedsLimits = x > MAX_THREADS_PER_DIM || y > MAX_THREADS_PER_DIM || z > MAX_THREADS_PER_DIM;
9208
+ const isLarge1D = totalIterations > 1024 && y === 1 && z === 1;
9209
+
9210
+ if (exceedsLimits || isLarge1D) {
9211
+ // Always use 2D square spreading (√N × √N).
9212
+ // Benchmarks showed 2D square equals or outperforms 3D cube at every
9213
+ // scale tested, with simpler index reconstruction in the shader.
9214
+ px = Math.ceil(Math.sqrt(totalIterations));
9215
+ py = Math.ceil(totalIterations / px);
9216
+ pz = 1;
9217
+ }
9218
+
9219
+ shader.setUniform('uPhysicalCount', [px, py, pz]);
9220
+
9221
+ const workgroupCountX = Math.ceil(px / WORKGROUP_SIZE_X);
9222
+ const workgroupCountY = Math.ceil(py / WORKGROUP_SIZE_Y);
9223
+ const workgroupCountZ = Math.ceil(pz / WORKGROUP_SIZE_Z);
9224
+
9225
+ const commandEncoder = this.device.createCommandEncoder();
9226
+ const passEncoder = commandEncoder.beginComputePass();
9227
+ this.setupShaderBindGroups(shader, passEncoder, {
9228
+ compute: true,
9229
+ workgroupSize: [WORKGROUP_SIZE_X, WORKGROUP_SIZE_Y, WORKGROUP_SIZE_Z],
9230
+ });
9231
+
9232
+ // Dispatch compute workgroups
9233
+ passEncoder.dispatchWorkgroups(workgroupCountX, workgroupCountY, workgroupCountZ);
9234
+
9235
+ passEncoder.end();
9236
+ this.device.queue.submit([commandEncoder.finish()]);
9237
+ }
7797
9238
  }
7798
9239
 
7799
9240
  p5.RendererWebGPU = RendererWebGPU;
@@ -7804,6 +9245,7 @@ ${hookUniformFields}}
7804
9245
  fn.setAttributes = async function (key, value) {
7805
9246
  return this._renderer._setAttributes(key, value);
7806
9247
  };
9248
+
7807
9249
  }
7808
9250
 
7809
9251
  if (typeof p5 !== "undefined") {