webgpu triangle
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22 changed files with 2107 additions and 42 deletions
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@ -73,13 +73,62 @@ namespace Crafter::WebGPU {
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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
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// data heaps (TLAS, BVH, meshRecs, verts, idx, primRemap, outImage) and
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// prepends a WGSL prelude exposing the rayQuery* API. Shaders that set
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// this MUST NOT declare their own @group(1) bindings.
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__attribute__((import_module("env"), import_name("wgpuLoadCustomShader")))
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extern "C" std::uint32_t wgpuLoadCustomShader(const void* wgslPtr, std::int32_t wgslLen,
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const void* bindingsPtr, std::int32_t bindingsCount);
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const void* bindingsPtr, std::int32_t bindingsCount,
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std::int32_t rayQueryFlag);
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__attribute__((import_module("env"), import_name("wgpuDispatchCustom")))
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extern "C" void wgpuDispatchCustom(std::uint32_t pipelineHandle,
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const void* pushPtr, std::int32_t pushBytes,
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const void* handlesPtr, std::int32_t handlesCount,
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std::int32_t gx, std::int32_t gy, std::int32_t gz);
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// ─── software raytracing ───────────────────────────────────────────
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//
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// Mesh::Build forwards vertex / index / BVH-node / primRemap arrays
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// to the JS bridge, which queue.writeBuffers them into the global
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// RT mesh heaps (growing if needed) and records the per-mesh offsets
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// under a freshly-allocated u32 handle. The handle is what user code
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// stores in RTInstance::accelerationStructureReference; the WebGPU
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// TLAS-build compute shader resolves it back to root AABB + heap
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// offsets at dispatch time. Returns 0 on failure.
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__attribute__((import_module("env"), import_name("wgpuRegisterMeshBLAS")))
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extern "C" std::uint32_t wgpuRegisterMeshBLAS(
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float minX, float minY, float minZ,
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float maxX, float maxY, float maxZ,
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const void* verticesPtr, std::int32_t vertexCount,
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const void* indicesPtr, std::int32_t indexCount,
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const void* bvhNodesPtr, std::int32_t bvhNodeCount,
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const void* primRemapPtr, std::int32_t primRemapCount);
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// RT pipeline build. The library composes WGSL by concatenating the
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// traversal library, generated hit-group switches, and the user-
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// supplied raygen / miss / closesthit / anyhit bodies. Returns an
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// 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);
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// Dispatch a TraceRays-equivalent pass: the RT pipeline is dispatched
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// over a (gx, gy) tile grid; the library writes the push data (camera,
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// payload, etc. — opaque) into a uniform ring buffer, attaches the TLAS
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// + global mesh heap, and runs one workgroup per 8x8 screen tile.
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__attribute__((import_module("env"), import_name("wgpuDispatchRT")))
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extern "C" void wgpuDispatchRT(std::uint32_t pipelineHandle,
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const void* pushPtr, std::int32_t pushBytes,
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std::uint32_t tlasBufHandle,
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std::int32_t instanceCount,
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std::int32_t gx, std::int32_t gy);
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// GPU TLAS-build dispatch. Reads the instance buffer (host-uploaded or
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// GPU-written), produces per-instance world-space AABBs + per-instance
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// transform matrices in a flat tlasBuf SSBO consumed by traceRay / rayQuery.
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__attribute__((import_module("env"), import_name("wgpuBuildTLAS")))
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extern "C" void wgpuBuildTLAS(std::uint32_t instanceBufHandle,
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std::int32_t instanceCount,
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std::uint32_t tlasOutBufHandle);
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}
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#endif // CRAFTER_GRAPHICS_WINDOW_DOM
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