rayzee 7.31.1 → 8.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +164 -0
- package/dist/rayzee.es.js +6728 -4735
- package/dist/rayzee.umd.js +121 -73
- package/package.json +2 -2
- package/src/EngineDefaults.js +168 -13
- package/src/EngineIssues.js +5 -0
- package/src/PathTracerApp.js +151 -25
- package/src/Processor/ArchiveReader.js +538 -0
- package/src/Processor/AssetLoader.js +265 -23
- package/src/Processor/BVHBuilder.js +48 -32
- package/src/Processor/BVHRefitter.js +244 -99
- package/src/Processor/ChunkedRecords.js +302 -0
- package/src/Processor/EmissiveTriangleBuilder.js +48 -21
- package/src/Processor/GeometryExtractor.js +580 -93
- package/src/Processor/HostMemory.js +222 -0
- package/src/Processor/InstanceTable.js +548 -97
- package/src/Processor/PBRT/EqualAreaOctahedral.js +32 -8
- package/src/Processor/PBRT/PBRTCurves.js +249 -0
- package/src/Processor/PBRT/PBRTMath.js +19 -0
- package/src/Processor/PBRT/PBRTParser.js +187 -41
- package/src/Processor/PBRT/PBRTSceneBuilder.js +586 -42
- package/src/Processor/PBRT/PBRTTokenizer.js +205 -65
- package/src/Processor/PBRT/index.js +257 -50
- package/src/Processor/PackedRayBuffer.js +29 -18
- package/src/Processor/ParallelBVHBuilder.js +9 -8
- package/src/Processor/QueueManager.js +5 -3
- package/src/Processor/SceneProcessor.js +1046 -365
- package/src/Processor/TLASBuilder.js +546 -201
- package/src/Processor/TextureCreator.js +11 -9
- package/src/Processor/VRAMTracker.js +12 -3
- package/src/Processor/Workers/BVHRefitWorker.js +16 -11
- package/src/Processor/Workers/BVHWorker.js +12 -12
- package/src/Processor/Workers/TLASWorker.js +37 -0
- package/src/Processor/utils.js +8 -20
- package/src/Stages/NormalDepth.js +6 -2
- package/src/Stages/PathTracer.js +5 -5
- package/src/Stages/PathTracerStage.js +163 -41
- package/src/TSL/BVHTraversal.js +208 -90
- package/src/TSL/Common.js +135 -2
- package/src/TSL/Displacement.js +21 -11
- package/src/TSL/EmissiveSampling.js +49 -25
- package/src/TSL/ExtendKernel.js +3 -2
- package/src/TSL/LightBVHSampling.js +7 -4
- package/src/TSL/LightsDirect.js +30 -29
- package/src/TSL/ShadeKernel.js +8 -6
- package/src/TSL/SortGlobalKernels.js +3 -4
- package/src/TSL/Struct.js +3 -0
- package/src/TSL/TextureSampling.js +24 -9
- package/src/TSL/patches.js +149 -84
- package/src/index.js +3 -0
- package/src/managers/AnimationManager.js +86 -76
- package/src/managers/MaterialDataManager.js +29 -23
- package/src/managers/TransformManager.js +9 -192
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@@ -1,5 +1,5 @@
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import { DataArrayTexture, RGBAFormat, LinearFilter, UnsignedByteType, SRGBColorSpace, LinearSRGBColorSpace, RepeatWrapping } from "three";
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import { alignBucketWidth, TEXTURE_CONSTANTS, MEMORY_CONSTANTS, DEFAULT_TEXTURE_MATRIX, MATERIAL_DATA_LAYOUT, normalizeAttenuationDistance } from '../EngineDefaults.js';
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import { alignBucketWidth, TEXTURE_CONSTANTS, MEMORY_CONSTANTS, DEFAULT_TEXTURE_MATRIX, MATERIAL_DATA_LAYOUT, normalizeAttenuationDistance, BVH_LEAF_MARKERS, assertBVHIndexFits, bvhIndexView } from '../EngineDefaults.js';
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import TexturesWorker from './Workers/TexturesWorker.js?worker&inline';
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import { ISSUE_CODES } from '../EngineIssues.js';
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import { linearToSRGB } from './ToneMapCPU.js';
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@@ -1148,12 +1148,15 @@ export class TextureCreator {
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flattenBVH( bvhRoot );
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// Layout: 4 vec4 per node (16 floats)
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// Layout: 4 vec4 per node (16 floats). Bounds are floats; every index field is a u32
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// bit pattern (see EngineDefaults.BVH_LEAF_MARKERS).
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// Inner: [leftMin.xyz, leftChild] [leftMax.xyz, rightChild] [rightMin.xyz, 0] [rightMax.xyz, 0]
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// Leaf: [triOffset, triCount, 0,
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// Leaf: [triOffset, triCount, 0, TRIANGLE_LEAF] [0,0,0,0] [0,0,0,0] [0,0,0,0]
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const floatsPerNode = TEXTURE_CONSTANTS.VEC4_PER_BVH_NODE * TEXTURE_CONSTANTS.FLOATS_PER_VEC4;
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assertBVHIndexFits( nodes.length, 'BVH node count' );
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const size = nodes.length * floatsPerNode;
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const data = new Float32Array( size );
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const idx = bvhIndexView( data ); // index fields are u32 bit patterns
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for ( let i = 0; i < nodes.length; i ++ ) {
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@@ -1171,12 +1174,12 @@ export class TextureCreator {
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data[ stride ] = left.boundsMin.x;
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data[ stride + 1 ] = left.boundsMin.y;
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data[ stride + 2 ] = left.boundsMin.z;
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idx[ stride + 3 ] = leftIdx;
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data[ stride + 4 ] = left.boundsMax.x;
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data[ stride + 5 ] = left.boundsMax.y;
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data[ stride + 6 ] = left.boundsMax.z;
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idx[ stride + 7 ] = rightIdx;
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data[ stride + 8 ] = right.boundsMin.x;
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data[ stride + 9 ] = right.boundsMin.y;
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@@ -1188,10 +1191,9 @@ export class TextureCreator {
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} else {
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data[ stride + 3 ] = - 1; // Leaf marker
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idx[ stride ] = node.triangleOffset;
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idx[ stride + 1 ] = node.triangleCount;
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idx[ stride + 3 ] = BVH_LEAF_MARKERS.TRIANGLE_LEAF;
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}
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@@ -32,10 +32,10 @@ function texelBytes( tex ) {
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}
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/** Exact byte size of a
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/** Exact GPU byte size of a buffer attribute. GPU-only ones carry no backing array. */
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export function bufferBytes( attr ) {
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return attr?.array?.byteLength
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return attr?.gpuByteLength ?? attr?.array?.byteLength ?? 0;
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}
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@@ -141,7 +141,16 @@ export class VRAMTracker {
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// synthetic { bytes } (e.g. attributeArray-backed histograms)
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if ( typeof r.bytes === 'number' && ! r.isTexture && ! r.isRenderTarget ) return r.bytes;
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// buffer attribute — dedupe by backing array
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// buffer attribute — dedupe by backing array, or by the attribute itself when it is
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// GPU-only and has none (rw/ro nodes share one buffer either way)
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if ( r.gpuByteLength != null ) {
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if ( seen.has( r ) ) return 0;
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seen.add( r );
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return r.gpuByteLength;
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}
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if ( r.array && r.array.byteLength != null ) {
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if ( seen.has( r.array ) ) return 0;
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* BVHRefitWorker — Off-main-thread BVH refit using SharedArrayBuffer.
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*
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* Protocol:
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* 'init' → receives
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* 'refit' →
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* 'init' → receives the shared triangle and node buffers (once per scene)
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* 'refit' → recomputes every node's AABB from the triangles already written there
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*
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* Positions never reach here: the main thread scatters each mesh into the shared triangle
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* records as it reads it, so no buffer the size of the scene exists on either side.
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*/
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import { BVHRefitter } from '../BVHRefitter.js';
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import { ChunkedRecords } from '../ChunkedRecords.js';
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const FLOATS_PER_NODE = 16;
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const refitter = new BVHRefitter();
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// Cached shared memory views (set once on 'init', reused every frame)
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let bvhData = null;
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let triData = null;
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let posData = null;
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let bvhToOriginal = null;
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let nodeCount = 0;
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self.onmessage = function ( e ) {
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if ( type === 'init' ) {
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bvhData =
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bvhData = ChunkedRecords.adopt(
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e.data.sharedBvhBufs.map( buf => new Float32Array( buf ) ),
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e.data.bvhRecordCount, 16, e.data.bvhRecordsPerChunk
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);
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// Triangles arrive as one shared buffer per chunk; a single-chunk scene is the usual case.
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triData = ChunkedRecords.adopt(
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e.data.sharedTriBufs.map( buf => new Uint32Array( buf ) ),
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e.data.triRecordCount, e.data.triLanesPerRecord, e.data.triRecordsPerChunk
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);
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nodeCount = bvhData.recordCount;
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return;
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}
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const startTime = performance.now();
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refitter.updateTrianglePositions( triData, posData, bvhToOriginal );
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refitter.refit( bvhData, triData, nodeCount );
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self.postMessage( {
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const FPT = 20; // FLOATS_PER_TRIANGLE — the record is uint lanes, not floats
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// --- Message dispatcher ---
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// Attach shared buffer views
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builder.bMin = new Float32Array( sharedBMin );
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// Reorder triangles using final indices from SharedArrayBuffer
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} : null;
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const inputTriangles = triangleByteOffset !== undefined
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? new
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: new
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? new Uint32Array( triangleData, triangleByteOffset, triangleByteLength / 4 )
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: new Uint32Array( triangleData );
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const bvhRoot = builder.buildSync( inputTriangles, depth, progressCallback, reorderTarget );
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self.postMessage( {
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triangles:
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triangles: reordered,
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/**
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*
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* Only the SAH tree runs here — it is the O(n log n) half, and at 6M placements it pinned the
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* are filled in by the caller afterwards: that pass is O(n) and cheap, and keeping it out of
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self.onmessage = function ( e ) {
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const { aabbs, count, logLevel } = e.data;
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try {
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// A fresh builder per message sizes its buffer exactly, so the result's ArrayBuffer can
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const { data, nodeCount } = new TLASBuilder().buildStructure( new Float64Array( aabbs ), count );
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self.postMessage( { tlasData: data, nodeCount }, [ data.buffer ] );
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};
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package/src/Processor/utils.js
CHANGED
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import { SphereGeometry, Mesh, MeshPhysicalMaterial, Group, Object3D, Color, Vector3, ShaderMaterial, Vector2, Matrix4, GLSL3 } from 'three';
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import { QuadMesh } from 'three/webgpu';
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/** Every QuadMesh in the realm shares this one geometry (module-level in three). */
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const _sharedQuadGeometry = /*@__PURE__*/ new QuadMesh( null ).geometry;
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* Three.js 0.184–0.186: `Renderer.dispose()` does not remove the 'resize' listener
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* it installs on `_canvasTarget`. The bound handler closes over the renderer,
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* pinning the entire WebGPU graph (Backend, Nodes, Bindings, Pipelines, GPUDevice,
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* every TSL node) alive indefinitely — confirmed via heap-snapshot retainer
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* analysis. See
|
|
111
|
-
* (
|
|
106
|
+
* analysis. See `Renderer.js` (attach in the constructor, still absent from
|
|
107
|
+
* `dispose()` in r186). Re-check on every upgrade; drop this when upstream fixes it.
|
|
112
108
|
*
|
|
113
109
|
* Renderers constructed with an external `device` do not destroy it here; three
|
|
114
110
|
* only destroys a device it created itself.
|
|
115
111
|
*
|
|
116
112
|
* @param {import('three/webgpu').WebGPURenderer} renderer
|
|
113
|
+
* @returns {?Promise<void>} Settles once the backend is torn down.
|
|
117
114
|
*/
|
|
118
115
|
export function disposeRenderer( renderer ) {
|
|
119
116
|
|
|
@@ -125,20 +122,11 @@ export function disposeRenderer( renderer ) {
|
|
|
125
122
|
|
|
126
123
|
}
|
|
127
124
|
|
|
128
|
-
|
|
125
|
+
// r186+ `dispose()` is async and settles once the backend is torn down; anything that
|
|
126
|
+
// measures memory straight afterwards has to await the returned promise.
|
|
127
|
+
const disposed = renderer.dispose();
|
|
129
128
|
renderer._canvasTarget = null;
|
|
130
|
-
|
|
131
|
-
// Three.js 0.185: `RenderObjects.dispose()` drops its chain maps without disposing the
|
|
132
|
-
// render objects, so each one leaves behind the 'dispose' listener it registered on its
|
|
133
|
-
// geometry. Full-screen passes render a QuadMesh, and every QuadMesh in the realm shares
|
|
134
|
-
// one module-level geometry — so that listener list grows by one entry per renderer and
|
|
135
|
-
// keeps RenderObject → RenderObjects → Bindings → Backend → GPUDevice reachable for the
|
|
136
|
-
// page's lifetime. The chain maps are WeakMaps, so this list is the only handle on them.
|
|
137
|
-
//
|
|
138
|
-
// Clearing it also drops entries belonging to live renderers, which is safe: the
|
|
139
|
-
// singleton geometry is never disposed, so none of these listeners can ever fire.
|
|
140
|
-
const quadDisposeListeners = _sharedQuadGeometry._listeners?.dispose;
|
|
141
|
-
if ( quadDisposeListeners ) quadDisposeListeners.length = 0;
|
|
129
|
+
return disposed;
|
|
142
130
|
|
|
143
131
|
}
|
|
144
132
|
|
|
@@ -167,8 +167,9 @@ export class NormalDepth extends RenderStage {
|
|
|
167
167
|
|
|
168
168
|
if ( pt.triangleStorageAttr && ! this._triStorageNode ) {
|
|
169
169
|
|
|
170
|
+
// uvec4, matching PathTracerStage: packed lanes must keep their exact bit pattern.
|
|
170
171
|
this._triStorageNode = storage(
|
|
171
|
-
pt.triangleStorageAttr, '
|
|
172
|
+
pt.triangleStorageAttr, 'uvec4', pt.triangleStorageAttr.count
|
|
172
173
|
).toReadOnly();
|
|
173
174
|
|
|
174
175
|
}
|
|
@@ -270,7 +271,10 @@ export class NormalDepth extends RenderStage {
|
|
|
270
271
|
const uvTangent = vec4( 0.0 ).toVar();
|
|
271
272
|
If( material.normalMapIndex.greaterThanEqual( int( 0 ) ), () => {
|
|
272
273
|
|
|
273
|
-
uvTangent.assign( triangleUVTangent(
|
|
274
|
+
uvTangent.assign( triangleUVTangent(
|
|
275
|
+
triStorage, hit.triangleIndex, hit.normal, material.normalTransform,
|
|
276
|
+
bvhStorage, hit.instanceLeaf
|
|
277
|
+
) );
|
|
274
278
|
|
|
275
279
|
} );
|
|
276
280
|
|
package/src/Stages/PathTracer.js
CHANGED
|
@@ -5,7 +5,7 @@
|
|
|
5
5
|
*/
|
|
6
6
|
|
|
7
7
|
import { uniform, texture, storage } from 'three/tsl';
|
|
8
|
-
import {
|
|
8
|
+
import { gpuOnlyStorageAttribute } from '../TSL/patches.js';
|
|
9
9
|
import { PathTracerStage } from './PathTracerStage.js';
|
|
10
10
|
import { PackedRayBuffer, GBUFFER_STRIDE, RAY_STRIDE, HIT_STRIDE, freeStorageAttribute } from '../Processor/PackedRayBuffer.js';
|
|
11
11
|
import { QueueManager, COUNTER, ENERGY_SCALE } from '../Processor/QueueManager.js';
|
|
@@ -993,7 +993,7 @@ export class PathTracer extends PathTracerStage {
|
|
|
993
993
|
// canonicalize; u32 stores the bits verbatim.
|
|
994
994
|
const gBufferVec4s = B * GBUFFER_STRIDE;
|
|
995
995
|
freeStorageAttribute( this.renderer, this._gBufferAttr );
|
|
996
|
-
this._gBufferAttr =
|
|
996
|
+
this._gBufferAttr = gpuOnlyStorageAttribute( gBufferVec4s, 4, Uint32Array );
|
|
997
997
|
const gBufferRW = storage( this._gBufferAttr, 'uvec4' );
|
|
998
998
|
const gBufferRO = storage( this._gBufferAttr, 'uvec4' ).toReadOnly();
|
|
999
999
|
|
|
@@ -1009,15 +1009,15 @@ export class PathTracer extends PathTracerStage {
|
|
|
1009
1009
|
|
|
1010
1010
|
// Tier-1 convergence: per-pixel running mean of luminance² (Welford second moment), read+written by FinalWrite.
|
|
1011
1011
|
freeStorageAttribute( this.renderer, this._m2Attr );
|
|
1012
|
-
this._m2Attr =
|
|
1012
|
+
this._m2Attr = gpuOnlyStorageAttribute( maxPixels, 1 );
|
|
1013
1013
|
|
|
1014
1014
|
// Tier-2: per-pixel freeze-candidate streak. FinalWrite writes (RW), buildActivePixels reads (RO).
|
|
1015
1015
|
freeStorageAttribute( this.renderer, this._streakAttr );
|
|
1016
|
-
this._streakAttr =
|
|
1016
|
+
this._streakAttr = gpuOnlyStorageAttribute( maxPixels, 1, Uint32Array );
|
|
1017
1017
|
|
|
1018
1018
|
// Tier-2: dilated frozen mask (1 = skip). buildActivePixels writes; active-list + FinalWrite read → race-free.
|
|
1019
1019
|
freeStorageAttribute( this.renderer, this._frozenMaskAttr );
|
|
1020
|
-
this._frozenMaskAttr =
|
|
1020
|
+
this._frozenMaskAttr = gpuOnlyStorageAttribute( maxPixels, 1, Uint32Array );
|
|
1021
1021
|
|
|
1022
1022
|
}
|
|
1023
1023
|
|