feat(webgpu-rt): atomic pixel accumulator + raysPerPixel for >1 ray/pixel/bounce (#30)
wfAccum becomes array<atomic<u32>> (4 slots/pixel, f32 bit patterns — same 16 B/pixel footprint) and rtAccumulate CASes each channel, so N rays for one pixel may resolve in the same SHADE pass without the read-modify-write racing. GENERATE clears with atomicStore (bitcast(0.0) == 0u); RESOLVE atomicLoads + bitcasts the vec4 it hands runResolve. Capacity half: RTPass::raysPerPixel (default 1) scales the wavefront ray/hit/payload buffers to raysPerPixel·W·H rays per bounce so the per-light emits actually fit instead of being dropped by rtEmitRay's capacity guard. The accumulator stays per-pixel. No flag-gating: uncontended the CAS succeeds first try — RTStress SHADE stays at its documented ~1.0 ms and master-vs-branch renders are byte-identical, so single-ray consumers pay nothing. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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6 changed files with 89 additions and 19 deletions
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@ -1714,7 +1714,11 @@ struct BvhNode {
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@group(1) @binding(10) var<storage,read_write> wfRaysA : array<WfRay>;
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@group(1) @binding(11) var<storage,read_write> wfRaysB : array<WfRay>;
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@group(1) @binding(12) var<storage,read_write> wfHits : array<HitResult>;
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@group(1) @binding(13) var<storage,read_write> wfAccum : array<vec4<f32>>;
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// wfAccum: 4 atomic<u32> slots per pixel (RGBA as f32 bit patterns — same
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// 16 B/pixel footprint as the old array<vec4<f32>>). Atomic so a SHADE
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// invocation may emit N rays for the same pixel in one bounce (e.g. one
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// shadow ray per light) and their rtAccumulate calls don't race (#30).
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@group(1) @binding(13) var<storage,read_write> wfAccum : array<atomic<u32>>;
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@group(1) @binding(14) var<storage,read_write> wfCounters : array<atomic<u32>>;
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// @group(1) @binding(15) wfPayload : array<Payload> — emitted by codegen.
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@ -1735,11 +1739,29 @@ fn _wfCurCount() -> u32 {
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return min(raw, wfParams.rayCapacity);
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}
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// Add linear radiance to the pixel this SHADE/GENERATE thread owns. Safe
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// without atomics: at most one ray per pixel per bounce, and bounces run
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// in separate passes (implicit barrier between them).
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// Atomic float add via compare-exchange on the f32 bit pattern. WGSL has
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// no native atomic<f32>, so each channel CASes until its read-add-write
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// wins. Uncontended (the common ≤1 ray/pixel/bounce case) the exchange
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// succeeds first try; contention only occurs when several rays for the
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// same pixel resolve in one SHADE pass.
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fn _wfAtomicAddF32(slot: u32, v: f32) {
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var old = atomicLoad(&wfAccum[slot]);
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loop {
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let sum = bitcast<u32>(bitcast<f32>(old) + v);
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let r = atomicCompareExchangeWeak(&wfAccum[slot], old, sum);
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if (r.exchanged) { break; }
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old = r.old_value;
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}
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}
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// Add linear radiance to the pixel this SHADE/GENERATE thread owns. Atomic,
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// so a closest-hit may emit any number of rays for the same pixel within a
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// single bounce (multi-light shadowing) and their accumulates won't race.
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fn rtAccumulate(rgb: vec3<f32>) {
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wfAccum[_wfPixel] = wfAccum[_wfPixel] + vec4<f32>(rgb, 0.0);
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let base = _wfPixel * 4u;
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_wfAtomicAddF32(base + 0u, rgb.x);
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_wfAtomicAddF32(base + 1u, rgb.y);
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_wfAtomicAddF32(base + 2u, rgb.z);
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}
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// raygen → emit the pixel's primary ray. Bounce 0's current buffer is
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@ -3030,8 +3052,9 @@ function wfNextPow2(n) {
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return p;
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}
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function ensureWavefrontBuffers(W, H) {
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const cap = W * H;
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function ensureWavefrontBuffers(W, H, raysPerPixel) {
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const rpp = Math.max(1, raysPerPixel | 0);
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const cap = W * H * rpp; // per-bounce ray capacity (= WfParams.rayCapacity)
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rtState.wf = rtState.wf || { cap: 0 };
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const wf = rtState.wf;
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if (wf.cap === cap && wf.raysA) return wf;
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@ -3041,7 +3064,8 @@ function ensureWavefrontBuffers(W, H) {
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wf.raysA = device.createBuffer({ size: cap * 64, usage: S, label: "wf-raysA" });
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wf.raysB = device.createBuffer({ size: cap * 64, usage: S, label: "wf-raysB" });
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wf.hits = device.createBuffer({ size: cap * 112, usage: S, label: "wf-hits" });
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wf.accum = device.createBuffer({ size: cap * 16, usage: S, label: "wf-accum" });
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// Accumulator is per *pixel*, not per ray: 4 atomic<u32> (16 B).
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wf.accum = device.createBuffer({ size: W * H * 16, usage: S, label: "wf-accum" });
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wf.payload = device.createBuffer({ size: 2 * cap * WF_PAYLOAD_BYTES, usage: S, label: "wf-payload" });
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wf.counters = device.createBuffer({ size: 64,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC, label: "wf-counters" });
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@ -3270,7 +3294,8 @@ function wfUserBindGroups(pipe, handlesPtr, handlesCount) {
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env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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tlasBufHandle, instanceCount, gx, gy,
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handlesPtr, handlesCount, maxDepth, outTexHandle) => {
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handlesPtr, handlesCount, maxDepth, outTexHandle,
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raysPerPixel) => {
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if (!state.encoder) return;
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const pipe = rtPipelines.get(pipelineHandle);
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const tlas = buffers.get(tlasBufHandle);
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@ -3296,9 +3321,9 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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return;
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}
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const W = state.width, H = state.height;
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const cap = W * H;
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const depth = Math.max(1, maxDepth | 0);
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const wf = ensureWavefrontBuffers(W, H);
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const wf = ensureWavefrontBuffers(W, H, raysPerPixel);
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const cap = wf.cap; // per-bounce ray capacity = raysPerPixel·W·H
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// ── Per-pass WfParams ring. queue.writeBuffer lands before submit, so
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// we can't mutate the uniform between passes — instead we pre-write one
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