rayzee 7.3.0 → 7.4.1
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.
- package/README.md +2 -3
- package/dist/rayzee.es.js +1294 -1220
- package/dist/rayzee.es.js.map +1 -1
- package/dist/rayzee.umd.js +64 -50
- package/dist/rayzee.umd.js.map +1 -1
- package/package.json +2 -2
- package/src/EngineDefaults.js +9 -7
- package/src/Passes/OIDNDenoiser.js +27 -3
- package/src/PathTracerApp.js +4 -1
- package/src/Processor/CameraOptimizer.js +0 -5
- package/src/Processor/EmissiveTriangleBuilder.js +4 -3
- package/src/Processor/PackedRayBuffer.js +12 -33
- package/src/Processor/QueueManager.js +1 -0
- package/src/Processor/StorageTexturePool.js +11 -3
- package/src/Processor/VRAMTracker.js +50 -8
- package/src/RenderSettings.js +13 -2
- package/src/Stages/ASVGF.js +27 -0
- package/src/Stages/BilateralFilter.js +12 -0
- package/src/Stages/EdgeFilter.js +12 -0
- package/src/Stages/MotionVector.js +10 -0
- package/src/Stages/NormalDepth.js +10 -0
- package/src/Stages/PathTracer.js +35 -54
- package/src/Stages/PathTracerStage.js +0 -13
- package/src/Stages/SSRC.js +16 -0
- package/src/Stages/Variance.js +13 -0
- package/src/TSL/DebugKernel.js +2 -3
- package/src/TSL/FinalWriteKernel.js +28 -29
- package/src/TSL/GenerateKernel.js +12 -19
- package/src/TSL/ShadeKernel.js +160 -61
- package/src/managers/DenoisingManager.js +17 -0
- package/src/managers/UniformManager.js +4 -2
- package/src/managers/VideoRenderManager.js +0 -2
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "rayzee",
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"version": "7.
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"version": "7.4.1",
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"type": "module",
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"description": "Real-time WebGPU path tracing engine built on Three.js",
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"main": "dist/rayzee.umd.js",
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@@ -34,7 +34,7 @@
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"prepublishOnly": "npm run build"
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},
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"peerDependencies": {
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"three": ">=0.
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"three": ">=0.185.0"
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},
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"optionalDependencies": {
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"oidn-web": ">=0.3.0",
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package/src/EngineDefaults.js
CHANGED
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@@ -19,6 +19,13 @@ export const ENGINE_DEFAULTS = {
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useImportanceSampledEnvironment: true,
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environmentIntensity: 1,
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backgroundIntensity: 1,
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// Solid backdrop color shown on camera-ray misses in 'color' background mode
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// (showBackground=false, transparentBackground=false). Black = legacy hidden-backdrop look.
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backgroundColor: '#000000',
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// Backdrop blur (env background only). 0 = sharp/off (no cost). Cone-jitter blur of the
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// primary-ray env lookup; lighting/reflections stay sharp. Samples = taps/frame (noise vs cost).
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backgroundBlurriness: 0,
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backgroundBlurSamples: 8,
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environmentRotation: 270.0,
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groundProjectionEnabled: false,
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groundProjectionRadius: 100,
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@@ -64,16 +71,11 @@ export const ENGINE_DEFAULTS = {
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afScreenPoint: { x: 0.5, y: 0.5 },
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afSmoothingFactor: 0.15,
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// Multi-sample pool: S=samplesPerPixel rays/pixel/frame, FinalWrite averages them; interactive-only (renderMode 0, ≤ cap), else S=1.
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// Pixel cap (768²) bounds pool memory; covers the 512² default, excludes ≥768².
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wavefrontMultiSampleMaxPixels: 589824,
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-
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enablePathTracer: true,
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enableAccumulation: true,
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pauseRendering: false,
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maxSamples: 60,
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bounces: 3,
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samplesPerPixel: 1,
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transmissiveBounces: 5,
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maxSubsurfaceSteps: 8, // interactive default: low cap (bounded random-walk SSS)
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samplingTechnique: 3,
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@@ -487,7 +489,7 @@ export const DEFAULT_TEXTURE_MATRIX = [ 0, 0, 1, 1, 0, 0, 0, 1 ];
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// 'interactive' — low-sample, bounded bounces, no offline denoising, controls enabled.
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// 'production' — high-sample, deep bounces, OIDN enabled, controls disabled.
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export const PRODUCTION_RENDER_CONFIG = {
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maxSamples: 30, bounces: 20, transmissiveBounces: 8, maxSubsurfaceSteps: 64,
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maxSamples: 30, bounces: 20, transmissiveBounces: 8, maxSubsurfaceSteps: 64,
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renderMode: 1, enableAlphaShadows: true,
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enableOIDN: true, oidnQuality: 'balance',
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interactionModeEnabled: false,
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@@ -495,7 +497,7 @@ export const PRODUCTION_RENDER_CONFIG = {
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export const INTERACTIVE_RENDER_CONFIG = {
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maxSamples: ENGINE_DEFAULTS.maxSamples, bounces: ENGINE_DEFAULTS.bounces,
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renderMode: ENGINE_DEFAULTS.renderMode, enableAlphaShadows: ENGINE_DEFAULTS.enableAlphaShadows,
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transmissiveBounces: ENGINE_DEFAULTS.transmissiveBounces,
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maxSubsurfaceSteps: ENGINE_DEFAULTS.maxSubsurfaceSteps,
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enableOIDN: false, oidnQuality: 'fast',
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@@ -137,6 +137,8 @@ export class OIDNDenoiser extends EventDispatcher {
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// Track in-flight tile staging buffers so they can be destroyed on abort
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this._pendingStagingBuffers = new Set();
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// Per-run tile-blit promises; done() awaits these so capture waits for every tile to paint.
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this._pendingTileBlits = [];
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this.currentTZAUrl = null;
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this.unet = null;
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@@ -629,6 +631,9 @@ export class OIDNDenoiser extends EventDispatcher {
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let abortDenoise = null;
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// Fresh per-run list of tile-blit promises (the progress callback appends to it).
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this._pendingTileBlits = [];
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const abortHandler = () => {
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if ( abortDenoise ) {
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@@ -653,7 +658,23 @@ export class OIDNDenoiser extends EventDispatcher {
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try {
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if ( this._pendingTileBlits.length > 0 ) {
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// Normal path: the progress callback already painted every tile progressively, with
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// the same exposure/saturation/tonemap/sRGB math the full-frame readback uses (verified:
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// tiles tile the image exactly, no overlap). Just wait for those blits — no redundant
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// full-frame re-read + re-tonemap.
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await Promise.allSettled( this._pendingTileBlits );
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} else {
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// Degenerate fallback (no per-tile progress was emitted): one authoritative full paint.
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await this._displayGPUOutput( output );
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}
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// DENOISING_END (which gates screenshot/video capture) fires only after this resolves,
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// so the captured canvas is always complete.
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resolve();
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} catch ( err ) {
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@@ -703,8 +724,9 @@ export class OIDNDenoiser extends EventDispatcher {
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device.queue.submit( [ enc.finish() ] );
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// Map and blit asynchronously — GPU copy is already queued
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// Map and blit asynchronously — GPU copy is already queued. Track the whole chain so
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// done() can await every tile paint before resolving (replaces the full-frame readback).
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const tileBlit = staging.mapAsync( GPUMapMode.READ ).then( () => {
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const f32 = new Float32Array( staging.getMappedRange() );
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const tileImageData = new ImageData( clampedW, clampedH );
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@@ -766,6 +788,8 @@ export class OIDNDenoiser extends EventDispatcher {
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} );
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this._pendingTileBlits.push( tileBlit );
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}
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} );
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package/src/PathTracerApp.js
CHANGED
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@@ -959,7 +959,6 @@ export class PathTracerApp extends EventDispatcher {
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this.settings.setMany( {
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maxSamples: config.maxSamples,
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maxBounces: config.bounces,
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samplesPerPixel: config.samplesPerPixel,
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transmissiveBounces: config.transmissiveBounces,
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maxSubsurfaceSteps: config.maxSubsurfaceSteps,
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}, { silent: true } );
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}
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// OIDN toggled directly above (bypassing setOIDNEnabled) — re-sync so the wavefront produces the
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// aux MRT when OIDN is on and skips it otherwise. Runs before the reset below so kernels rebuild once.
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this.denoisingManager?._syncGBufferStages?.();
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this.denoisingManager?.upscaler?.abort();
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if ( options.canvasWidth && options.canvasHeight ) {
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@@ -24,7 +24,6 @@ export class CameraOptimizer {
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// Enhanced interaction mode settings for reduced quality during interaction
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this.interactionQualitySettings = {
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maxBounceCount: 1,
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numRaysPerPixel: 1,
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useEnvMapIS: false,
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// pixelRatio: 0.25,
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enableAccumulation: false,
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const presets = {
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'ultra-low': {
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maxBounceCount: 1,
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numRaysPerPixel: 1,
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useEnvMapIS: false,
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pixelRatio: 0.125,
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enableAccumulation: false
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},
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'low': {
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maxBounceCount: 1,
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numRaysPerPixel: 1,
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useEnvMapIS: false,
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pixelRatio: 0.25,
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enableAccumulation: false
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},
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'medium': {
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maxBounceCount: 2,
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numRaysPerPixel: 1,
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useEnvMapIS: true,
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pixelRatio: 0.5,
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enableAccumulation: false
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},
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'high': {
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maxBounceCount: 3,
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numRaysPerPixel: 1,
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pixelRatio: 0.75,
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enableAccumulation: true
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@@ -443,8 +443,9 @@ export class EmissiveTriangleBuilder {
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// If not emissive before and not now, nothing to do
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if ( ! isNowEmissive ) return false;
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// Fast path: just update power + CDF for affected entries
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// Fast path: just update power + CDF for affected entries.
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// Rec.709 luma — must match the build path + shader MIS weighting.
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const luma = 0.2126 * emissive.r + 0.7152 * emissive.g + 0.0722 * emissive.b;
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this.totalEmissivePower = 0;
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for ( let i = 0; i < this.emissiveCount; i ++ ) {
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const tri = this.emissiveTriangles[ i ];
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if ( tri.materialIndex === materialIndex ) {
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tri.power =
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tri.power = luma * emissiveIntensity * tri.area;
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tri.emissive = { r: emissive.r, g: emissive.g, b: emissive.b };
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tri.emissiveIntensity = emissiveIntensity;
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this.emissivePowerArray[ i ] = tri.power;
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@@ -11,16 +11,15 @@ import { StorageInstancedBufferAttribute } from 'three/webgpu';
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export const RAY_STRIDE = 7;
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export const HIT_STRIDE = 2;
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// Per-pixel G-buffer (first-hit MRT staging):
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//
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//
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// lane 1 — primary-hit surface ID for A-SVGF correlated-gradient re-projection (Tier 1); written at the
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// bounce-0 hit, valid=0 on miss (Generate inits): .x=triIndex .y=meshIndex .z=packUnorm2x16(bary.u,bary.v) .w=valid
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// Per-pixel G-buffer (first-hit MRT staging): 1 uvec4/pixel — half-packed normal/depth/albedo
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// (pack2x16, no f32 bitcast); read by FinalWrite:
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// .x=packSnorm2x16(normal.xy) .y=packSnorm2x16(normal.z, depth) .z=packUnorm2x16(albedo.rg) .w=packUnorm2x16(albedo.b, 0)
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// Separate buffer from RAY (per-pixel, not per-ray×S) — written by Generate/Shade bounce-0.
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// (A second lane reserved for an A-SVGF Tier-1 surface ID was removed — write-only, never read.)
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export const GBUFFER_STRIDE = 1;
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export const RAY = {
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ORIGIN_META: 0, // vec4(origin.xyz, uintBitsToFloat(perRayBounces | sssSteps<<8)); pixelIndex
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ORIGIN_META: 0, // vec4(origin.xyz, uintBitsToFloat(perRayBounces | sssSteps<<8)); pixelIndex == rayID
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DIR_FLAGS: 1, // vec4(direction.xyz, uintBitsToFloat(bounceFlags))
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THROUGHPUT_PDF: 2, // vec4(throughput.xyz, pdf)
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RADIANCE_ALPHA: 3, // vec4(radiance.xyz, alpha)
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// ── Per-pixel G-buffer (first-hit MRT). 2 uvec4/pixel (AoS), pack2x16 lanes. ──
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// normal: raw unit vec3; depth: linear [0,1]; albedo: vec3 [0,1]. Packed values live in u32 lanes
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// verbatim (no f32 bitcast) so NaN-range bit patterns (snorm ±1 → 0x7FFF) survive store/load intact.
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//
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const gbLane = ( pixelIndex
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const base = uint( pixelIndex ).mul( GBUFFER_STRIDE );
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return lane === 0 ? base : base.add( lane );
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};
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// One uvec4 per pixel (stride 1); AoS base = pixelIndex * GBUFFER_STRIDE.
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const gbLane = ( pixelIndex ) => uint( pixelIndex ).mul( GBUFFER_STRIDE );
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export const writeGBuffer = ( buf, pixelIndex, normal, depth, albedo ) =>
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buf.element( gbLane( pixelIndex
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buf.element( gbLane( pixelIndex ) ).assign( uvec4(
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packSnorm2x16( vec2( normal.x, normal.y ) ),
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packSnorm2x16( vec2( normal.z, depth ) ),
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packUnorm2x16( vec2( albedo.x, albedo.y ) ),
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packUnorm2x16( vec2( albedo.z, 0.0 ) ),
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) );
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export const readGBuffer = ( buf, pixelIndex ) => buf.element( gbLane( pixelIndex
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// Lane 1 — primary-hit surface ID for A-SVGF correlated gradient re-projection (Tier 1).
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// valid=0 marks a miss (no primary surface); bary packed unorm (both in [0,1]).
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export const writeGBufferSurfaceID = ( buf, pixelIndex, triIndex, meshIndex, baryU, baryV, valid ) =>
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buf.element( gbLane( pixelIndex, 1 ) ).assign( uvec4(
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uint( triIndex ), uint( meshIndex ), packUnorm2x16( vec2( baryU, baryV ) ), uint( valid ),
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) );
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export const readGBufferSurfaceID = ( buf, pixelIndex ) => {
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const p = buf.element( gbLane( pixelIndex, 1 ) );
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const bary = unpackUnorm2x16( p.z );
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return { triIndex: p.x, meshIndex: p.y, baryU: bary.x, baryV: bary.y, valid: p.w };
|
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};
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+
export const readGBuffer = ( buf, pixelIndex ) => buf.element( gbLane( pixelIndex ) );
|
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|
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// Decode for FinalWrite. normalDepth.xyz matches the prior path (normal*0.5+0.5), .w = raw depth.
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export const gbDecodeNormalDepth = ( packed ) => {
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|
@@ -195,8 +175,8 @@ export const gbDecodeNormalDepth = ( packed ) => {
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|
export const gbDecodeAlbedo = ( packed ) =>
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|
vec3( unpackUnorm2x16( packed.z ), unpackUnorm2x16( packed.w ).x );
|
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|
|
|
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// .w packs per-ray bounce state: perRayBounces (bits 0-7) | sssSteps (bits 8-15). pixelIndex
|
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//
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+
// .w packs per-ray bounce state: perRayBounces (bits 0-7) | sssSteps (bits 8-15). pixelIndex is
|
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|
+
// NOT stored — it equals rayID (one ray per pixel).
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export const writeRayOriginMeta = ( buf, id, origin, bounces, sssSteps ) =>
|
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181
|
buf.element( soa( id, RAY.ORIGIN_META ) )
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.assign( vec4( origin, uintBitsToFloat(
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|
@@ -273,7 +253,6 @@ export const writeMediumSigmaA = ( buf, id, sigmaA ) =>
|
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// Per-ray bounce state packed into ORIGIN_META.w (written by writeRayOriginMeta alongside the origin):
|
|
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254
|
// perRayBounces = bits 0-7 (camera-bounce depth; the loop index can't track it once free bounces decouple it)
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|
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// sssSteps = bits 8-15 (SSS random-walk step counter)
|
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-
// sampleIndex (the multi-sample sub-sample 0..S-1) is derived in-kernel from rayID, not stored.
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export const readPathBounces = ( buf, id ) =>
|
|
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257
|
int( floatBitsToUint( buf.element( soa( id, RAY.ORIGIN_META ) ).w ).bitAnd( 0xFF ) );
|
|
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258
|
export const readSssSteps = ( buf, id ) =>
|
|
@@ -25,6 +25,7 @@ export const RAY_FLAG = {
|
|
|
25
25
|
// bits 16-31: spare per-ray state carried across bounces
|
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26
26
|
HAS_HIT_OPAQUE: 1 << 16, // bit 16: ray chain has hit non-transmissive geometry (transparent-bg alpha; megakernel hasHitOpaqueSurface)
|
|
27
27
|
AUX_LOCKED: 1 << 17, // bit 17: OIDN aux (normal/albedo) locked onto first non-specular hit (megakernel auxLocked)
|
|
28
|
+
REDIRECTED: 1 << 18, // bit 18: ray has been redirected (refraction/reflection/SSS/opaque scatter) since the camera, so env it reaches is transported light (sharp), NOT the direct backdrop. NOT set by pure alpha/transparent passthrough (direction unchanged) → env through cutout holes is still the backdrop (blur/intensity/show/color/ground-projection). Set via bitOr only (positive mask) so it never disturbs ACTIVE/bounce bits.
|
|
28
29
|
};
|
|
29
30
|
|
|
30
31
|
export class QueueManager {
|
|
@@ -141,16 +141,24 @@ export class StorageTexturePool {
|
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141
141
|
* Copy StorageTextures → RenderTarget textures via GPU copy.
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|
* Must be called after each compute dispatch.
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|
* @param {WebGPURenderer} renderer
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|
+
* @param {boolean} [includeAux=true] Copy the normalDepth + albedo attachments too. When no
|
|
145
|
+
* denoiser/OIDN consumes the aux MRT (default interactive), the wavefront doesn't write those
|
|
146
|
+
* StorageTextures, so skipping their copies saves two full-res GPU copies/frame. Color is always copied.
|
|
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147
|
*/
|
|
145
|
-
copyToReadTargets( renderer ) {
|
|
148
|
+
copyToReadTargets( renderer, includeAux = true ) {
|
|
146
149
|
|
|
147
150
|
// Source write StorageTextures are over-allocated at the max size; the Box2 region
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// restricts the copy to the active render size so source and destination extents match.
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|
this._srcRegion.max.set( this.renderWidth, this.renderHeight );
|
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153
|
|
|
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154
|
renderer.copyTextureToTexture( this.writeColor, this.readTarget.textures[ 0 ], this._srcRegion );
|
|
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|
-
|
|
153
|
-
|
|
155
|
+
|
|
156
|
+
if ( includeAux ) {
|
|
157
|
+
|
|
158
|
+
renderer.copyTextureToTexture( this.writeNormalDepth, this.readTarget.textures[ 1 ], this._srcRegion );
|
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|
+
renderer.copyTextureToTexture( this.writeAlbedo, this.readTarget.textures[ 2 ], this._srcRegion );
|
|
160
|
+
|
|
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|
+
}
|
|
154
162
|
|
|
155
163
|
}
|
|
156
164
|
|
|
@@ -1,11 +1,15 @@
|
|
|
1
1
|
/**
|
|
2
2
|
* VRAMTracker.js — current/peak GPU memory accounting.
|
|
3
3
|
*
|
|
4
|
-
* Measures
|
|
5
|
-
*
|
|
6
|
-
*
|
|
7
|
-
*
|
|
8
|
-
*
|
|
4
|
+
* Measures live GPU bytes: buffer attributes by backing-array byteLength, textures by
|
|
5
|
+
* dims × format/type — but ONLY when the backend actually holds a GPUTexture. three.js
|
|
6
|
+
* allocates a texture's GPUTexture lazily on first use, so a constructed-but-never-dispatched
|
|
7
|
+
* StorageTexture (e.g. a disabled stage's render targets) costs 0 here even though its JS
|
|
8
|
+
* `image` dimensions are set. Residency probing needs a renderer (constructor arg or
|
|
9
|
+
* setRenderer); without one it falls back to counting by dimensions (legacy behavior).
|
|
10
|
+
* Providers are thunks that read current state, so they survive reallocation (resize,
|
|
11
|
+
* scene/material/env reload). A per-pass WeakSet dedupes by resource identity, so
|
|
12
|
+
* overlapping registrations never double-count.
|
|
9
13
|
*/
|
|
10
14
|
|
|
11
15
|
import {
|
|
@@ -60,15 +64,23 @@ export function textureBytes( tex ) {
|
|
|
60
64
|
|
|
61
65
|
export class VRAMTracker {
|
|
62
66
|
|
|
63
|
-
constructor() {
|
|
67
|
+
constructor( renderer = null ) {
|
|
64
68
|
|
|
65
69
|
this._providers = [];
|
|
70
|
+
this._renderer = renderer;
|
|
66
71
|
this.current = 0;
|
|
67
72
|
this.peak = 0;
|
|
68
73
|
this.byCategory = {};
|
|
69
74
|
|
|
70
75
|
}
|
|
71
76
|
|
|
77
|
+
/** Late-bind the renderer so texture accounting can probe actual GPU residency. */
|
|
78
|
+
setRenderer( renderer ) {
|
|
79
|
+
|
|
80
|
+
this._renderer = renderer;
|
|
81
|
+
|
|
82
|
+
}
|
|
83
|
+
|
|
72
84
|
/**
|
|
73
85
|
* @param {string} category - grouping label in the report
|
|
74
86
|
* @param {Function} fn - returns a resource or array of resources: buffer
|
|
@@ -138,12 +150,12 @@ export class VRAMTracker {
|
|
|
138
150
|
|
|
139
151
|
}
|
|
140
152
|
|
|
141
|
-
// texture / render target — dedupe by object identity
|
|
153
|
+
// texture / render target — dedupe by object identity; count only GPU-resident bytes
|
|
142
154
|
if ( r.isRenderTarget || r.isTexture ) {
|
|
143
155
|
|
|
144
156
|
if ( seen.has( r ) ) return 0;
|
|
145
157
|
seen.add( r );
|
|
146
|
-
return
|
|
158
|
+
return this._residentTextureBytes( r );
|
|
147
159
|
|
|
148
160
|
}
|
|
149
161
|
|
|
@@ -151,6 +163,36 @@ export class VRAMTracker {
|
|
|
151
163
|
|
|
152
164
|
}
|
|
153
165
|
|
|
166
|
+
// three.js allocates a texture's GPUTexture lazily on first dispatch; a never-used StorageTexture
|
|
167
|
+
// (disabled stage) has none. Count only when the backend holds a real GPUTexture so the report is
|
|
168
|
+
// resident VRAM, not JS-declared dimensions. No renderer bound → assume resident (legacy behavior).
|
|
169
|
+
_isResident( tex ) {
|
|
170
|
+
|
|
171
|
+
const backend = this._renderer?.backend;
|
|
172
|
+
if ( ! backend || typeof backend.get !== 'function' ) return true;
|
|
173
|
+
if ( typeof backend.has === 'function' && ! backend.has( tex ) ) return false;
|
|
174
|
+
const data = backend.get( tex );
|
|
175
|
+
return !! ( data && ( data.texture || data.gpuTexture ) );
|
|
176
|
+
|
|
177
|
+
}
|
|
178
|
+
|
|
179
|
+
// RenderTarget bytes are attributed to its underlying texture(s); count each only if resident.
|
|
180
|
+
_residentTextureBytes( tex ) {
|
|
181
|
+
|
|
182
|
+
if ( tex.isRenderTarget ) {
|
|
183
|
+
|
|
184
|
+
const list = tex.textures?.length ? tex.textures : [ tex.texture ];
|
|
185
|
+
const w = tex.width || 0, h = tex.height || 0, d = tex.depth || 1;
|
|
186
|
+
let sum = 0;
|
|
187
|
+
for ( const t of list ) if ( t && this._isResident( t ) ) sum += w * h * d * texelBytes( t );
|
|
188
|
+
return sum;
|
|
189
|
+
|
|
190
|
+
}
|
|
191
|
+
|
|
192
|
+
return this._isResident( tex ) ? textureBytes( tex ) : 0;
|
|
193
|
+
|
|
194
|
+
}
|
|
195
|
+
|
|
154
196
|
/** Drop the high-water mark to the current value (call when a new render begins). */
|
|
155
197
|
resetPeak() {
|
|
156
198
|
|
package/src/RenderSettings.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { EventDispatcher } from 'three';
|
|
1
|
+
import { EventDispatcher, Color } from 'three';
|
|
2
2
|
import { ENGINE_DEFAULTS } from './EngineDefaults.js';
|
|
3
3
|
import { EngineEvents } from './EngineEvents.js';
|
|
4
4
|
|
|
@@ -16,11 +16,12 @@ const SETTING_ROUTES = {
|
|
|
16
16
|
// ── Simple PathTracer uniforms ──────────────────────────
|
|
17
17
|
|
|
18
18
|
maxBounces: { uniform: 'maxBounces', reset: true },
|
|
19
|
-
samplesPerPixel: { uniform: 'samplesPerPixel', reset: true },
|
|
20
19
|
transmissiveBounces: { uniform: 'transmissiveBounces', reset: true },
|
|
21
20
|
maxSubsurfaceSteps: { uniform: 'maxSubsurfaceSteps', reset: true },
|
|
22
21
|
environmentIntensity: { uniform: 'environmentIntensity', reset: true },
|
|
23
22
|
backgroundIntensity: { uniform: 'backgroundIntensity', reset: true },
|
|
23
|
+
backgroundBlurriness: { uniform: 'backgroundBlurriness', reset: true },
|
|
24
|
+
backgroundBlurSamples: { uniform: 'backgroundBlurSamples', reset: true },
|
|
24
25
|
showBackground: { uniform: 'showBackground', reset: true },
|
|
25
26
|
enableEnvironment: { uniform: 'enableEnvironment', reset: true },
|
|
26
27
|
groundProjectionEnabled: { uniform: 'groundProjectionEnabled', reset: true },
|
|
@@ -49,6 +50,7 @@ const SETTING_ROUTES = {
|
|
|
49
50
|
interactionModeEnabled: { handler: 'handleInteractionModeEnabled', reset: false },
|
|
50
51
|
maxSamples: { handler: 'handleMaxSamples', reset: false },
|
|
51
52
|
transparentBackground: { handler: 'handleTransparentBackground' },
|
|
53
|
+
backgroundColor: { handler: 'handleBackgroundColor', reset: true },
|
|
52
54
|
exposure: { handler: 'handleExposure' },
|
|
53
55
|
saturation: { handler: 'handleSaturation' },
|
|
54
56
|
renderLimitMode: { handler: 'handleRenderLimitMode' },
|
|
@@ -136,6 +138,15 @@ export class RenderSettings extends EventDispatcher {
|
|
|
136
138
|
|
|
137
139
|
},
|
|
138
140
|
|
|
141
|
+
handleBackgroundColor: ( value ) => {
|
|
142
|
+
|
|
143
|
+
// Accept a hex string ('#rrggbb') or a Color; THREE.Color converts sRGB → linear working
|
|
144
|
+
// space, which is what the shader adds to radiance.
|
|
145
|
+
const c = value?.isColor ? value : new Color( value );
|
|
146
|
+
stages.pathTracer?.setUniform( 'backgroundColor', c );
|
|
147
|
+
|
|
148
|
+
},
|
|
149
|
+
|
|
139
150
|
handleExposure: ( value ) => {
|
|
140
151
|
|
|
141
152
|
// Three.js applies toneMappingExposure inside the tone-mapping branch,
|
package/src/Stages/ASVGF.js
CHANGED
|
@@ -832,6 +832,33 @@ export class ASVGF extends RenderStage {
|
|
|
832
832
|
|
|
833
833
|
}
|
|
834
834
|
|
|
835
|
+
// Free the over-allocated 2048² StorageTextures' GPU memory when the stage is disabled, so toggling
|
|
836
|
+
// the denoiser off reclaims VRAM. The JS texture objects + compiled compute nodes are kept; three.js
|
|
837
|
+
// lazily re-creates each GPUTexture on the next dispatch after re-enable. History re-anchors via the
|
|
838
|
+
// warm reset (the RTs are render-res, not 2048² — left alone).
|
|
839
|
+
releaseGPUMemory() {
|
|
840
|
+
|
|
841
|
+
this._temporalTexA?.dispose();
|
|
842
|
+
this._temporalTexB?.dispose();
|
|
843
|
+
this._outputModulatedTex?.dispose();
|
|
844
|
+
this._gradientStorageTex?.dispose();
|
|
845
|
+
this._heatmapStorageTex?.dispose();
|
|
846
|
+
// Render-res RT textures (sized to render resolution → meaningful VRAM at high res). Dispose the
|
|
847
|
+
// .texture, not the RenderTarget (RT.dispose() doesn't free the backing GPUTexture here); these RTs
|
|
848
|
+
// are copyTextureToTexture targets, so three.js reallocates on the next dispatch after re-enable.
|
|
849
|
+
// Drop the published context outputs first so the Compositor fallback (reads asvgf:output) can't
|
|
850
|
+
// sample a freed texture; render() re-publishes on re-enable.
|
|
851
|
+
this.context?.removeTexture( 'asvgf:demodulated' );
|
|
852
|
+
this.context?.removeTexture( 'asvgf:output' );
|
|
853
|
+
this.context?.removeTexture( 'asvgf:gradient' );
|
|
854
|
+
this._demodulatedRT?.texture?.dispose();
|
|
855
|
+
this._outputRT?.texture?.dispose();
|
|
856
|
+
this._gradientRT?.texture?.dispose();
|
|
857
|
+
this.heatmapTarget?.texture?.dispose();
|
|
858
|
+
this.resetTemporalData();
|
|
859
|
+
|
|
860
|
+
}
|
|
861
|
+
|
|
835
862
|
dispose() {
|
|
836
863
|
|
|
837
864
|
this._gradientNode?.dispose();
|
|
@@ -367,6 +367,18 @@ export class BilateralFilter extends RenderStage {
|
|
|
367
367
|
|
|
368
368
|
}
|
|
369
369
|
|
|
370
|
+
// Free the 2048² StorageTextures when disabled; three.js re-creates them on the next dispatch
|
|
371
|
+
// after re-enable (no temporal state to re-anchor). See ASVGF.releaseGPUMemory.
|
|
372
|
+
releaseGPUMemory() {
|
|
373
|
+
|
|
374
|
+
this._storageTexA?.dispose();
|
|
375
|
+
this._storageTexB?.dispose();
|
|
376
|
+
// Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
|
|
377
|
+
this.context?.removeTexture( 'bilateralFiltering:output' );
|
|
378
|
+
this._outputTarget?.texture?.dispose();
|
|
379
|
+
|
|
380
|
+
}
|
|
381
|
+
|
|
370
382
|
reset() {
|
|
371
383
|
|
|
372
384
|
// No temporal state to reset
|
package/src/Stages/EdgeFilter.js
CHANGED
|
@@ -267,6 +267,18 @@ export class EdgeFilter extends RenderStage {
|
|
|
267
267
|
|
|
268
268
|
}
|
|
269
269
|
|
|
270
|
+
// Free the 2048² StorageTexture when disabled; three.js re-creates it on the next dispatch
|
|
271
|
+
// after re-enable, and reset() clears the iteration history. See ASVGF.releaseGPUMemory.
|
|
272
|
+
releaseGPUMemory() {
|
|
273
|
+
|
|
274
|
+
this._outputStorageTex?.dispose();
|
|
275
|
+
// Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
|
|
276
|
+
this.context?.removeTexture( 'edgeFiltering:output' );
|
|
277
|
+
this.outputTarget?.texture?.dispose();
|
|
278
|
+
this.reset();
|
|
279
|
+
|
|
280
|
+
}
|
|
281
|
+
|
|
270
282
|
reset() {
|
|
271
283
|
|
|
272
284
|
this._iterations = 0;
|
|
@@ -495,6 +495,16 @@ export class MotionVector extends RenderStage {
|
|
|
495
495
|
* Reset — intentionally does NOT reset matricesInitialized.
|
|
496
496
|
* Motion vectors must track camera motion across pipeline resets.
|
|
497
497
|
*/
|
|
498
|
+
// Free the 2048² StorageTextures when disabled (no consumer); three.js re-creates them on the next
|
|
499
|
+
// dispatch after re-enable. _syncGBufferStages additionally reseeds camera history on re-enable.
|
|
500
|
+
releaseGPUMemory() {
|
|
501
|
+
|
|
502
|
+
this._screenSpaceStorageTex?.dispose();
|
|
503
|
+
this._worldSpaceStorageTex?.dispose();
|
|
504
|
+
this.reset();
|
|
505
|
+
|
|
506
|
+
}
|
|
507
|
+
|
|
498
508
|
reset() {
|
|
499
509
|
|
|
500
510
|
if ( ! this.matricesInitialized ) {
|
|
@@ -367,6 +367,16 @@ export class NormalDepth extends RenderStage {
|
|
|
367
367
|
|
|
368
368
|
}
|
|
369
369
|
|
|
370
|
+
// Free the 2048² StorageTextures when disabled (no consumer); three.js re-creates them on the next
|
|
371
|
+
// dispatch after re-enable, and reset() re-arms the dirty/history fast-path. See ASVGF.releaseGPUMemory.
|
|
372
|
+
releaseGPUMemory() {
|
|
373
|
+
|
|
374
|
+
this._outputStorageTex?.dispose();
|
|
375
|
+
this._shadingStorageTex?.dispose();
|
|
376
|
+
this.reset();
|
|
377
|
+
|
|
378
|
+
}
|
|
379
|
+
|
|
370
380
|
reset() {
|
|
371
381
|
|
|
372
382
|
this._dirty = true;
|