Crafter.Graphics/interfaces/Crafter.Graphics-WebGPU.cppm

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
*/
// JS bridge declarations for the DOM-mode WebGPU backend. Each function
// corresponds to one entry in `additional/dom-webgpu.js`. Handles are
// opaque uint32 cookies into the JS-side handle tables.
export module Crafter.Graphics:WebGPU;
#ifdef CRAFTER_GRAPHICS_WINDOW_DOM
import std;
export namespace Crafter {
using WebGPUBufferRef = std::uint32_t;
using WebGPUTextureRef = std::uint32_t;
using WebGPUSamplerRef = std::uint32_t;
using WebGPUCommandEncoderRef = std::uint32_t; // unused as a real handle; just a marker type for portability
}
namespace Crafter::WebGPU {
__attribute__((import_module("env"), import_name("wgpuGetCanvasWidth")))
extern "C" std::int32_t wgpuGetCanvasWidth();
__attribute__((import_module("env"), import_name("wgpuGetCanvasHeight")))
extern "C" std::int32_t wgpuGetCanvasHeight();
__attribute__((import_module("env"), import_name("wgpuSurfaceWidth")))
extern "C" std::int32_t wgpuSurfaceWidth();
__attribute__((import_module("env"), import_name("wgpuSurfaceHeight")))
extern "C" std::int32_t wgpuSurfaceHeight();
__attribute__((import_module("env"), import_name("wgpuInit")))
extern "C" void wgpuInit();
__attribute__((import_module("env"), import_name("wgpuCreateBuffer")))
extern "C" std::uint32_t wgpuCreateBuffer(std::int32_t byteSize);
__attribute__((import_module("env"), import_name("wgpuWriteBuffer")))
extern "C" void wgpuWriteBuffer(std::uint32_t handle, const void* srcPtr, std::int32_t byteSize);
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__attribute__((import_module("env"), import_name("wgpuWriteBufferRange")))
extern "C" void wgpuWriteBufferRange(std::uint32_t handle,
std::uint32_t dstByteOffset,
const void* srcPtr,
std::int32_t byteSize);
// Kick off a GPU→CPU readback for the entire `byteSize`-byte prefix
// of the buffer at `handle`. Returns immediately; the actual map
// resolves asynchronously. Successive Enqueues without a Poll in
// between are no-ops until the previous map resolves.
//
// `resetBytes` ≥ 0 — if non-zero, the JS bridge encodes a
// clearBuffer over the first `resetBytes` bytes of the source
// buffer immediately after the copy, in the same command encoder.
// Used by Forts3D's GPU event queues to zero the atomic-add count
// for the next frame's substeps. The reset is TIED to a successful
// enqueue: if the enqueue was skipped (previous map still pending),
// the reset is skipped too — so events written by substeps during
// the missed-drain window accumulate into the next successful
// capture instead of being silently wiped.
__attribute__((import_module("env"), import_name("wgpuReadbackEnqueue")))
extern "C" void wgpuReadbackEnqueue(std::uint32_t handle,
std::int32_t byteSize,
std::int32_t resetBytes);
// Poll a previously-enqueued readback. Returns 1 and writes the
// bytes into `dstPtr` if the map resolved; returns 0 otherwise.
__attribute__((import_module("env"), import_name("wgpuReadbackPoll")))
extern "C" std::int32_t wgpuReadbackPoll(std::uint32_t handle, void* dstPtr, std::int32_t byteSize);
// Non-consuming readiness probe. Returns 1 if the readback has
// resolved and the next Poll would succeed; returns 0 otherwise.
// Used to gate multi-buffer drains (header + array) so neither side
// gets consumed until both are ready — otherwise the consumed side's
// data is lost while the other side waits for its map to resolve.
__attribute__((import_module("env"), import_name("wgpuReadbackReady")))
extern "C" std::int32_t wgpuReadbackReady(std::uint32_t handle);
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__attribute__((import_module("env"), import_name("wgpuDestroyBuffer")))
extern "C" void wgpuDestroyBuffer(std::uint32_t handle);
__attribute__((import_module("env"), import_name("wgpuCreateAtlasTexture")))
extern "C" std::uint32_t wgpuCreateAtlasTexture(std::int32_t w, std::int32_t h);
__attribute__((import_module("env"), import_name("wgpuWriteAtlasRegion")))
extern "C" void wgpuWriteAtlasRegion(std::uint32_t handle, const void* srcPtr,
std::int32_t srcW, std::int32_t srcH,
std::int32_t srcBytesPerRow,
std::int32_t dstX, std::int32_t dstY,
std::int32_t copyW, std::int32_t copyH);
__attribute__((import_module("env"), import_name("wgpuDestroyTexture")))
extern "C" void wgpuDestroyTexture(std::uint32_t handle);
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// General-purpose rgba8unorm 2D texture for material albedo etc.
// Separate from the atlas path because atlas uses r8unorm + sub-region
// writes; this one takes the whole image in one shot.
__attribute__((import_module("env"), import_name("wgpuCreateImage2D")))
extern "C" std::uint32_t wgpuCreateImage2D(std::int32_t w, std::int32_t h);
__attribute__((import_module("env"), import_name("wgpuWriteImage2D")))
extern "C" void wgpuWriteImage2D(std::uint32_t handle, const void* srcPtr,
std::int32_t byteSize,
std::int32_t w, std::int32_t h);
// 2D texture array — `layerCount` rgba8unorm layers of identical (w × h).
// Sampled via `texture_2d_array<f32>` in WGSL (UICustomBindingKind 3).
// Used by Image2DArray<RGBA8> to stack per-material albedos for one
// multi-material scene.
__attribute__((import_module("env"), import_name("wgpuCreateImage2DArray")))
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extern "C" std::uint32_t wgpuCreateImage2DArray(std::int32_t w, std::int32_t h,
std::int32_t layerCount, std::int32_t mipLevels);
// Upload a single mip level for one array layer. `level` indexes into
// the texture's mip chain (0 = base); `w` / `h` must be the dimensions
// at that level. Callers pass each level's pixels separately — mip
// generation is host-side.
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__attribute__((import_module("env"), import_name("wgpuWriteImage2DLayer")))
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extern "C" void wgpuWriteImage2DLayer(std::uint32_t handle, std::int32_t layer, std::int32_t level,
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const void* srcPtr, std::int32_t byteSize,
std::int32_t w, std::int32_t h);
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__attribute__((import_module("env"), import_name("wgpuCreateLinearClampSampler")))
extern "C" std::uint32_t wgpuCreateLinearClampSampler();
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// Linear-filtered, repeat-addressed sampler with mipmap linear-filter.
// The usual choice for tiled material textures (woodBrace, panel, etc.)
// which expect UV > 1.0 to wrap.
__attribute__((import_module("env"), import_name("wgpuCreateLinearRepeatSampler")))
extern "C" std::uint32_t wgpuCreateLinearRepeatSampler();
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__attribute__((import_module("env"), import_name("wgpuFrameBegin")))
extern "C" void wgpuFrameBegin();
__attribute__((import_module("env"), import_name("wgpuFrameEnd")))
extern "C" void wgpuFrameEnd();
__attribute__((import_module("env"), import_name("wgpuDispatchQuads")))
extern "C" void wgpuDispatchQuads(std::uint32_t itemsHandle, const void* headerPtr,
std::int32_t gx, std::int32_t gy);
__attribute__((import_module("env"), import_name("wgpuDispatchCircles")))
extern "C" void wgpuDispatchCircles(std::uint32_t itemsHandle, const void* headerPtr,
std::int32_t gx, std::int32_t gy);
__attribute__((import_module("env"), import_name("wgpuDispatchImages")))
extern "C" void wgpuDispatchImages(std::uint32_t itemsHandle, const void* headerPtr,
std::int32_t gx, std::int32_t gy,
std::uint32_t texHandle, std::uint32_t sampHandle);
__attribute__((import_module("env"), import_name("wgpuDispatchText")))
extern "C" void wgpuDispatchText(std::uint32_t itemsHandle, const void* headerPtr,
std::int32_t gx, std::int32_t gy,
std::uint32_t atlasHandle, std::uint32_t sampHandle);
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// ─── custom user-authored compute shaders ───────────────────────────
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// rayQueryFlag = 1 swaps group(1) from the UI ping-pong pair to the RT
// data heaps (TLAS, BVH, meshRecs, verts, idx, primRemap, outImage) and
// prepends a WGSL prelude exposing the rayQuery* API. Shaders that set
// this MUST NOT declare their own @group(1) bindings.
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__attribute__((import_module("env"), import_name("wgpuLoadCustomShader")))
extern "C" std::uint32_t wgpuLoadCustomShader(const void* wgslPtr, std::int32_t wgslLen,
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const void* bindingsPtr, std::int32_t bindingsCount,
std::int32_t rayQueryFlag);
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__attribute__((import_module("env"), import_name("wgpuDispatchCustom")))
extern "C" void wgpuDispatchCustom(std::uint32_t pipelineHandle,
const void* pushPtr, std::int32_t pushBytes,
const void* handlesPtr, std::int32_t handlesCount,
std::int32_t gx, std::int32_t gy, std::int32_t gz);
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// ─── software raytracing ───────────────────────────────────────────
//
// Mesh::Build forwards vertex / index / BVH-node / primRemap arrays
// to the JS bridge, which queue.writeBuffers them into the global
// RT mesh heaps (growing if needed) and records the per-mesh offsets
// under a freshly-allocated u32 handle. The handle is what user code
// stores in RTInstance::accelerationStructureReference; the WebGPU
// TLAS-build compute shader resolves it back to root AABB + heap
// offsets at dispatch time. Returns 0 on failure.
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// The optional `attribsPtr` / `attribsByteCount` carry per-vertex
// attribute payload (normals, UVs, etc. — layout is example-defined)
// that gets appended to a global attribs heap and exposed to RT
// closest-hit shaders as `vertexAttribs : array<u32>` at
// @group(1) @binding(7). Pass (nullptr, 0) for positions-only meshes.
// `geomType` selects the primitive kind: 0 = triangles (the
// verticesPtr/indicesPtr streams), 1 = AABBs (VK_GEOMETRY_TYPE_AABBS) —
// then verticesPtr holds 2 vec3 per primitive [min, max], indexCount is
// 0, and an intersection shader supplies the hit. `opaqueFlag` is the
// geometry's opaque bit (0 lets any-hit run). `primCount` is the
// triangle / AABB primitive count.
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__attribute__((import_module("env"), import_name("wgpuRegisterMeshBLAS")))
extern "C" std::uint32_t wgpuRegisterMeshBLAS(
float minX, float minY, float minZ,
float maxX, float maxY, float maxZ,
const void* verticesPtr, std::int32_t vertexCount,
const void* indicesPtr, std::int32_t indexCount,
const void* bvhNodesPtr, std::int32_t bvhNodeCount,
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const void* primRemapPtr, std::int32_t primRemapCount,
const void* attribsPtr, std::int32_t attribsByteCount,
std::int32_t geomType, std::int32_t opaqueFlag, std::int32_t primCount);
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// RT pipeline build. The library composes WGSL by concatenating the
// traversal library, generated hit-group switches, and the user-
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// supplied raygen / miss / closesthit / anyhit bodies. `bindings` is
// UICustomBinding-shaped (8 bytes each) declaring extra @group(2)+
// resources the user's closest-hit / miss / raygen WGSL references.
// Pass (nullptr, 0) for a pipeline with no user-declared bindings.
// Returns an opaque pipeline handle.
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__attribute__((import_module("env"), import_name("wgpuLoadRTPipeline")))
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extern "C" std::uint32_t wgpuLoadRTPipeline(const void* wgslPtr, std::int32_t wgslLen,
const void* bindingsPtr, std::int32_t bindingsCount);
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// Dispatch a TraceRays-equivalent pass: the RT pipeline is dispatched
// over a (gx, gy) tile grid; the library writes the push data (camera,
// payload, etc. — opaque) into a uniform ring buffer, attaches the TLAS
// + global mesh heap, and runs one workgroup per 8x8 screen tile.
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// `handles[]` carries resolved WebGPU resource handles for every user
// binding declared at pipeline-load time, in the same order. Pass
// (nullptr, 0) for a pipeline with no user bindings.
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__attribute__((import_module("env"), import_name("wgpuDispatchRT")))
extern "C" void wgpuDispatchRT(std::uint32_t pipelineHandle,
const void* pushPtr, std::int32_t pushBytes,
std::uint32_t tlasBufHandle,
std::int32_t instanceCount,
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std::int32_t gx, std::int32_t gy,
const void* handlesPtr, std::int32_t handlesCount,
std::int32_t maxDepth);
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// GPU TLAS-build dispatch. Two sequential compute passes:
// 1. tlasBuildMain — per-instance world AABB + identity permutation
// + naive Morton (overwritten in pass 2). Outputs the flat
// tlasBuf SSBO consumed by traceRay / rayQuery.
// 2. lbvhBuildMain — single workgroup of 1024 threads; reduces
// scene AABB, recomputes Morton with proper normalization,
// bitonic-sorts (morton, instance_id), writes the sorted
// permutation into `entryOrderBufHandle`, and refits a
// sweep-tree BVH into `bvhNodesBufHandle` bottom-up.
// Pre-LBVH bin-build is gone; `binsBufHandle` is kept in the
// signature as a placeholder so the C++ side doesn't churn.
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__attribute__((import_module("env"), import_name("wgpuBuildTLAS")))
extern "C" void wgpuBuildTLAS(std::uint32_t instanceBufHandle,
std::int32_t instanceCount,
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std::uint32_t tlasOutBufHandle,
std::uint32_t entryOrderBufHandle,
std::uint32_t mortonBufHandle,
std::uint32_t binsBufHandle,
std::uint32_t bvhNodesBufHandle,
std::uint32_t sortTempABufHandle,
std::uint32_t sortTempBBufHandle);
// ── Standalone compute pipelines ───────────────────────────────────
//
// Mirror of the native ComputeShader API: load a user-authored
// compute WGSL with arbitrary @group bindings, dispatch it at any
// point in the frame (inside or outside the UI compute pass —
// physics ticks dispatch from update lambdas, which fire outside
// the per-frame render encoder).
//
// WGSL contract:
// @group(0) @binding(0) — uniform PushData (optional; only if
// pushUniformSize > 0 at load).
// @group(1+) @binding(N) — user bindings declared via
// UICustomBinding[]. When rayQuery is
// on, @group(1) is reserved for the RT
// heap and user bindings start at
// @group(2).
__attribute__((import_module("env"), import_name("wgpuLoadComputePipeline")))
extern "C" std::uint32_t wgpuLoadComputePipeline(
const void* wgslPtr, std::int32_t wgslLen,
std::int32_t pushUniformSize,
const void* bindingsPtr, std::int32_t bindingsCount,
std::int32_t rayQueryFlag);
__attribute__((import_module("env"), import_name("wgpuDispatchCompute")))
extern "C" void wgpuDispatchCompute(
std::uint32_t pipelineHandle,
const void* pushPtr, std::int32_t pushBytes,
const void* handlesPtr, std::int32_t handlesCount,
std::int32_t gx, std::int32_t gy, std::int32_t gz);
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}
#endif // CRAFTER_GRAPHICS_WINDOW_DOM