example(RTVolume): GPU-written device-buffer procedural AABBs (#37)

A compute shader (aabbs.comp.{glsl,wgsl}) writes the procedural box into a
device buffer that BuildProcedural consumes by device address/handle with no
host copy; the WebGPU path also refits from it each frame so the box breathes.
Verified rendering on both Vulkan (native) and WebGPU (browser).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
catbot 2026-06-16 14:12:12 +00:00
commit 0d1312ac09
4 changed files with 173 additions and 13 deletions

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@ -0,0 +1,40 @@
#version 460
#extension GL_EXT_buffer_reference : enable
#extension GL_EXT_scalar_block_layout : enable
// Issue #37: GPU-resident procedural AABBs. This compute shader is the
// "producer" — it writes the per-box bounding boxes straight into a device
// buffer that Mesh::BuildProcedural / RefitProcedural then consume by device
// address, with no host copy. Here it emits a single unit box [-1,1]^3 (the
// bounding volume the intersection shader turns into a sphere); `time` lets
// the box breathe so a per-frame refit has something to track. A real
// particle system would write one box per particle from simulation state.
//
// The buffer is reached via a buffer_reference (its device address pushed in
// `pc`), so this dispatch needs no descriptor-heap binding for the output.
layout(buffer_reference, scalar) buffer AabbRef {
float data[]; // 6 floats per box: min.xyz, max.xyz (RTAabb layout)
};
layout(push_constant) uniform PC {
AabbRef boxes;
uint count;
float time;
} pc;
layout(local_size_x = 64) in;
void main() {
uint i = gl_GlobalInvocationID.x;
if (i >= pc.count) return;
float r = 1.0 + 0.15 * sin(pc.time); // gently pulsing radius
uint b = i * 6u;
pc.boxes.data[b + 0u] = -r;
pc.boxes.data[b + 1u] = -r;
pc.boxes.data[b + 2u] = -r;
pc.boxes.data[b + 3u] = r;
pc.boxes.data[b + 4u] = r;
pc.boxes.data[b + 5u] = r;
}

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@ -0,0 +1,29 @@
// Issue #37: GPU producer (WebGPU) for the procedural AABB build input.
// Writes the per-box bounding boxes straight into a device storage buffer
// that Mesh::BuildProcedural / RefitProcedural then consume by handle, with
// no host copy. Emits a single unit box [-r,r]^3 (the bounding volume the
// intersection shader turns into a sphere); `time` lets it breathe so the
// per-frame refit has something to track. A real particle system would write
// one box per particle from simulation state.
//
// PlainComputeShader layout (no rayQuery user groups start at 1):
// @group(0) @binding(0) uniform Params
// @group(1) @binding(0) storage read_write boxes : array<f32> (6 f32/box)
struct Params { count: u32, time: f32, _0: u32, _1: u32 };
@group(0) @binding(0) var<uniform> pc : Params;
@group(1) @binding(0) var<storage, read_write> boxes : array<f32>;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let i = gid.x;
if (i >= pc.count) { return; }
let r = 1.0 + 0.15 * sin(pc.time);
let b = i * 6u;
boxes[b + 0u] = -r;
boxes[b + 1u] = -r;
boxes[b + 2u] = -r;
boxes[b + 3u] = r;
boxes[b + 4u] = r;
boxes[b + 5u] = r;
}

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@ -88,14 +88,62 @@ int main() {
PipelineRTVulkan pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
// ── One procedural unit-box BLAS. The intersection shader treats the
// box as the bounding volume of a radius-1 sphere centred at the
// object origin. opaque=false so the any-hit cut-out runs. ─────────
std::array<RTAabb, 1> boxes {{
{ .min = {-1.0f, -1.0f, -1.0f}, .max = {1.0f, 1.0f, 1.0f} },
}};
// ── One procedural unit-box BLAS, built from a DEVICE buffer the GPU
// writes (issue #37). A compute shader (aabbs.comp.glsl) writes the
// box [-r,r]^3 into a device-local buffer; that buffer is fed straight
// into Mesh::BuildProcedural by device address — no host copy of the
// AABBs. The intersection shader then treats the box as the bounding
// volume of a sphere centred at the object origin. opaque=false so the
// any-hit cut-out runs. ──────────────────────────────────────────────
constexpr std::uint32_t kBoxCount = 1;
VulkanBuffer<RTAabb, false> aabbDevice;
aabbDevice.Resize(
VK_BUFFER_USAGE_2_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR
| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
| VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, kBoxCount);
// The producer reaches its output through a buffer_reference (device
// address pushed below). It binds no heap descriptors, but a
// descriptor-heap compute pipeline still expects a heap bound for its
// push-data path — the render loop binds it every frame, but the init
// command buffer hasn't, so bind it here before dispatching.
{
VkBindHeapInfoEXT resourceHeapInfo {
.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
.heapRange = {
.address = descriptorHeap.resourceHeap[window.currentBuffer].address,
.size = static_cast<std::uint32_t>(descriptorHeap.resourceHeap[window.currentBuffer].size),
},
.reservedRangeOffset = (descriptorHeap.resourceHeap[window.currentBuffer].size - Device::descriptorHeapProperties.minResourceHeapReservedRange) & ~(Device::descriptorHeapProperties.imageDescriptorAlignment - 1),
.reservedRangeSize = Device::descriptorHeapProperties.minResourceHeapReservedRange,
};
Device::vkCmdBindResourceHeapEXT(cmd, &resourceHeapInfo);
}
ComputeShader aabbWriter;
aabbWriter.Load("aabbs.comp.spv");
struct AabbPush { VkDeviceAddress boxes; std::uint32_t count; float time; } push {
aabbDevice.address, kBoxCount, 0.0f };
aabbWriter.Dispatch(cmd, &push, sizeof(push), (kBoxCount + 63) / 64);
// Order the producing writes before the BLAS build reads the buffer.
VkMemoryBarrier aabbBarrier {
.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR,
};
vkCmdPipelineBarrier(cmd,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR,
0, 1, &aabbBarrier, 0, nullptr, 0, nullptr);
Mesh sphere;
sphere.BuildProcedural(boxes, /*opaque*/ false, cmd);
// allowUpdate so the GPU-written boxes can be refit in place each frame
// (the per-frame companion to this build — see the headless
// BLASBuildOptions test for the device-buffer refit path).
sphere.BuildProcedural(aabbDevice.address, kBoxCount, /*opaque*/ false, cmd,
RTBuildOptions{ .allowUpdate = true });
// ── Instance grid. ─────────────────────────────────────────────────
static std::vector<RenderingElement3D> renderers;
@ -241,14 +289,37 @@ int main() {
PipelineRTWebGPU pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings);
// ── One procedural unit-box BLAS. The intersection shader treats the
// box as the bounding volume of a radius-1 sphere centred at the
// object origin. opaque=false so the any-hit cut-out runs. ─────────
static std::array<RTAabb, 1> boxes {{
{ .min = {-1.0f, -1.0f, -1.0f}, .max = {1.0f, 1.0f, 1.0f} },
// ── One procedural unit-box BLAS, built from a DEVICE buffer the GPU
// writes (issue #37). A compute shader (aabbs.comp.wgsl) writes the
// box [-r,r]^3 into a device storage buffer; that buffer is fed
// straight into Mesh::BuildProcedural by handle — no host copy of the
// AABBs — and RefitProcedural re-consumes it each frame so the boxes
// can breathe. The intersection shader treats the box as the bounding
// volume of a sphere; opaque=false so the any-hit cut-out runs. ──────
constexpr std::uint32_t kBoxCount = 1;
// worldBounds must enclose every box the producer can write (r ≤ 1.15).
constexpr RTAabb kWorldBounds { .min = {-1.2f, -1.2f, -1.2f}, .max = {1.2f, 1.2f, 1.2f} };
static WebGPUBuffer<RTAabb, false> aabbBuf;
aabbBuf.Create(kBoxCount);
// GPU producer: writes the boxes into aabbBuf. No rayQuery → the storage
// buffer binding lives at group 1.
struct AabbParams { std::uint32_t count; float time; std::uint32_t _0, _1; };
std::array<UICustomBinding, 1> aabbBindings {{
{ .group = 1, .binding = 0, .kind = UICustomBindingKind::BufferReadWrite, .pushOffset = 0 },
}};
static PlainComputeShader aabbWriter;
aabbWriter.Load(fs::path("aabbs.comp.wgsl"), sizeof(AabbParams), aabbBindings);
static std::array<std::uint32_t, 1> aabbHandles { aabbBuf.handle };
{
AabbParams params { kBoxCount, 0.0f, 0, 0 };
aabbWriter.Dispatch(&params, sizeof(params), aabbHandles, (kBoxCount + 63u) / 64u);
}
static Mesh sphere;
sphere.BuildProcedural(boxes, /*opaque*/ false, cmd);
sphere.BuildProcedural(aabbBuf.handle, kBoxCount, kWorldBounds, /*opaque*/ false, cmd);
// ── Camera buffer + handle array. ─────────────────────────────────
WebGPUBuffer<CameraGPU, true> cameraBuf;
@ -352,6 +423,20 @@ int main() {
cameraBuf.FlushDevice();
});
// ── Per-frame procedural refit from the device buffer (issue #37). The
// GPU producer rewrites the breathing box into aabbBuf each frame and
// RefitProcedural re-consumes it by handle — no host copy, and the
// BLAS handle (blasAddr) stays stable so the TLAS instances built
// above keep referencing it. worldBounds is constant so the TLAS need
// not rebuild. ───────────────────────────────────────────────────────
EventListener<void> aabbTick(&window.onBeforeUpdate, [&]() {
static float t = 0.0f;
t += kDt;
AabbParams params { kBoxCount, t, 0, 0 };
aabbWriter.Dispatch(&params, sizeof(params), aabbHandles, (kBoxCount + 63u) / 64u);
sphere.RefitProcedural(aabbBuf.handle, kBoxCount, kWorldBounds);
});
window.Render();
window.StartUpdate();
window.StartSync();

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@ -42,6 +42,9 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
cfg.files.emplace_back(fs::path("closesthit.wgsl"));
cfg.files.emplace_back(fs::path("miss.wgsl"));
cfg.files.emplace_back(fs::path("resolve.wgsl"));
// GPU producer for the AABB build input (issue #37): writes the
// procedural boxes into a device buffer fed straight to BuildProcedural.
cfg.files.emplace_back(fs::path("aabbs.comp.wgsl"));
EnableWasiBrowserRuntime(cfg);
} else {
cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen);
@ -49,6 +52,9 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
cfg.shaders.emplace_back(fs::path("closesthit.glsl"), std::string("main"), ShaderType::ClosestHit);
cfg.shaders.emplace_back(fs::path("anyhit.glsl"), std::string("main"), ShaderType::AnyHit);
cfg.shaders.emplace_back(fs::path("intersection.glsl"), std::string("main"), ShaderType::Intersect);
// GPU producer for the AABB build input (issue #37): writes the
// procedural boxes into a device buffer fed straight to BuildProcedural.
cfg.shaders.emplace_back(fs::path("aabbs.comp.glsl"), std::string("main"), ShaderType::Compute);
}
return cfg;
}