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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@ -103,6 +103,13 @@ export namespace Crafter {
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// its own composite→swapchain pass afterwards. Ignored (0) for the
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// default canvas path.
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std::uint32_t outTexHandle = 0;
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// Per-bounce ray budget as a multiple of the pixel count. The
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// wavefront ray/hit/payload buffers hold raysPerPixel·W·H rays, so
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// a closest-hit may emit up to raysPerPixel rays per pixel within
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// one bounce (e.g. one shadow ray per light — rtAccumulate is
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// atomic, issue #30) before rtEmitRay starts dropping. Memory
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// scales linearly; keep at 1 for single-ray-per-pixel pipelines.
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std::uint32_t raysPerPixel = 1;
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RTPass(PipelineRTWebGPU* p) : pipeline(p) {}
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@ -121,7 +128,8 @@ export namespace Crafter {
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handlesPtr,
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static_cast<std::int32_t>(handlesCount),
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static_cast<std::int32_t>(maxDepth),
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outTexHandle);
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outTexHandle,
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static_cast<std::int32_t>(raysPerPixel));
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}
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};
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}
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