webgpu improvements

This commit is contained in:
Jorijn van der Graaf 2026-05-24 13:32:08 +02:00
commit 8347467e1e
18 changed files with 1932 additions and 153 deletions

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@ -191,5 +191,13 @@ export namespace Crafter {
heap.samplerTable[r.firstElement] = WebGPU::wgpuCreateLinearClampSampler();
return SamplerSlot(&heap, r.firstElement);
}
// Same as AllocateLinearClampSampler but the address modes are
// `repeat` instead of `clamp-to-edge`. Mip filtering is also linear.
inline SamplerSlot AllocateLinearRepeatSampler(DescriptorHeapWebGPU& heap) {
DescriptorRange r = heap.AllocateSamplerSlots(1);
heap.samplerTable[r.firstElement] = WebGPU::wgpuCreateLinearRepeatSampler();
return SamplerSlot(&heap, r.firstElement);
}
}
#endif // CRAFTER_GRAPHICS_WINDOW_DOM

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@ -113,17 +113,30 @@ export namespace Crafter {
std::uint16_t width = 0;
std::uint16_t height = 0;
std::uint16_t layers = 0;
std::uint8_t mipLevels = 1;
void Create(std::uint16_t w, std::uint16_t h, std::uint16_t layerCount) {
width = w;
height = h;
layers = layerCount;
handle = WebGPU::wgpuCreateImage2DArray(w, h, layerCount);
// Create an array with `layerCount` × (w × h) layers, each carrying
// `mipLevels` mip levels. Pass mipLevels=1 (default) for a single
// base level — matching the original no-mip behaviour. Caller is
// responsible for uploading each level via UpdateLayer (which
// handles CPU mip-chain generation when mipLevels > 1).
void Create(std::uint16_t w, std::uint16_t h, std::uint16_t layerCount,
std::uint8_t mipLevelCount = 1) {
width = w;
height = h;
layers = layerCount;
mipLevels = mipLevelCount;
handle = WebGPU::wgpuCreateImage2DArray(w, h, layerCount, mipLevelCount);
}
// Decompress `tex` and upload to `layer`. The asset's dims must
// match the array's (w × h) — resize beforehand on the host with
// TextureAsset<RGBA8>::Resize() if they don't.
// Decompress `tex`, generate a CPU box-filter mip chain (if
// mipLevels > 1), and upload each level into `layer`. The asset's
// base-level dims must match the array's (w × h) — resize
// beforehand on the host with TextureAsset<RGBA8>::Resize() if
// they don't. Pixel data is treated as raw bytes per channel for
// the box filter — for non-color data (normal maps) this gives
// approximate but adequate results; for sRGB-encoded color data
// it's also approximate but visually fine for game textures.
void UpdateLayer(std::uint16_t layer, const CompressedTextureAsset& tex) {
if (tex.pixelStride != sizeof(PixelType)) {
std::println(std::cerr,
@ -142,11 +155,56 @@ export namespace Crafter {
std::as_writable_bytes(std::span(pixels)),
};
Compression::DecompressCPU(tex.blob, outputs);
// Upload level 0.
WebGPU::wgpuWriteImage2DLayer(
handle, layer,
handle, layer, /*level*/ 0,
pixels.data(),
static_cast<std::int32_t>(pixels.size() * sizeof(PixelType)),
width, height);
// Generate + upload subsequent mip levels via a 2x2 box filter
// on the previous level's bytes. Each channel is averaged
// independently across 4 source texels.
std::uint16_t srcW = width;
std::uint16_t srcH = height;
std::vector<PixelType> prev = std::move(pixels);
for (std::uint8_t lvl = 1; lvl < mipLevels; ++lvl) {
std::uint16_t dstW = std::max<std::uint16_t>(1, srcW >> 1);
std::uint16_t dstH = std::max<std::uint16_t>(1, srcH >> 1);
std::vector<PixelType> next(static_cast<std::size_t>(dstW) * dstH);
constexpr std::size_t kChannels = sizeof(PixelType);
auto srcBytes = reinterpret_cast<const std::uint8_t*>(prev.data());
auto dstBytes = reinterpret_cast<std::uint8_t*>(next.data());
for (std::uint16_t y = 0; y < dstH; ++y) {
std::uint16_t sy0 = static_cast<std::uint16_t>(y * 2);
std::uint16_t sy1 = static_cast<std::uint16_t>(std::min<std::int32_t>(sy0 + 1, srcH - 1));
for (std::uint16_t x = 0; x < dstW; ++x) {
std::uint16_t sx0 = static_cast<std::uint16_t>(x * 2);
std::uint16_t sx1 = static_cast<std::uint16_t>(std::min<std::int32_t>(sx0 + 1, srcW - 1));
std::size_t a = (static_cast<std::size_t>(sy0) * srcW + sx0) * kChannels;
std::size_t b = (static_cast<std::size_t>(sy0) * srcW + sx1) * kChannels;
std::size_t c = (static_cast<std::size_t>(sy1) * srcW + sx0) * kChannels;
std::size_t d = (static_cast<std::size_t>(sy1) * srcW + sx1) * kChannels;
std::size_t out = (static_cast<std::size_t>(y) * dstW + x) * kChannels;
for (std::size_t ch = 0; ch < kChannels; ++ch) {
std::uint32_t sum = static_cast<std::uint32_t>(srcBytes[a + ch])
+ static_cast<std::uint32_t>(srcBytes[b + ch])
+ static_cast<std::uint32_t>(srcBytes[c + ch])
+ static_cast<std::uint32_t>(srcBytes[d + ch]);
dstBytes[out + ch] = static_cast<std::uint8_t>((sum + 2u) >> 2);
}
}
}
WebGPU::wgpuWriteImage2DLayer(
handle, layer, /*level*/ lvl,
next.data(),
static_cast<std::int32_t>(next.size() * sizeof(PixelType)),
dstW, dstH);
prev = std::move(next);
srcW = dstW;
srcH = dstH;
}
}
ImageSlot AllocateSlot(DescriptorHeapWebGPU& heap) {

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@ -18,10 +18,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
export module Crafter.Graphics:InputField;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
import std;
import :Types;
import :Keys;
@ -110,4 +107,3 @@ export namespace Crafter {
const InputFieldColors& colors,
bool caretVisible);
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM

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@ -97,6 +97,7 @@ export namespace Crafter {
// sentinel; never returned by Build().
std::uint64_t blasAddr = 0;
std::uint32_t triangleCount = 0;
std::uint32_t vertexCount = 0;
bool opaque = true;

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@ -0,0 +1,113 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
*/
// Standalone compute pipeline. Dispatches at any point in the frame
// (inside or outside the UI render pass) via the JS bridge's
// wgpuDispatchCompute, which mirrors the wgpuBuildTLAS pattern of
// attaching to the active encoder when one exists or creating an
// ephemeral encoder+submit when not.
//
// This is the WebGPU counterpart to the Vulkan `:ComputeShader` partition.
// They expose the same conceptual API — Load + Dispatch — but with
// backend-specific binding plumbing. See `:GraphicsTypes` for the
// `GraphicsComputeShader` alias picking the right one per target.
//
// WGSL contract:
// @group(0) @binding(0) uniform PushData // optional; only if pushUniformSize>0
// @group(1+) @binding(N) // user bindings via UICustomBinding
// When rayQuery is on, @group(1) is reserved for the RT heap; user
// bindings start at @group(2).
module;
export module Crafter.Graphics:PlainComputeShader;
#ifdef CRAFTER_GRAPHICS_WINDOW_DOM
import std;
import :WebGPU;
import :WebGPUComputeShader; // for UICustomBinding + UICustomBindingKind
export namespace Crafter {
class PlainComputeShader {
public:
std::uint32_t pipelineHandle = 0;
std::uint32_t pushUniformSize = 0;
bool rayQueryCapable = false;
std::vector<UICustomBinding> customBindings;
PlainComputeShader() = default;
PlainComputeShader(const PlainComputeShader&) = delete;
PlainComputeShader& operator=(const PlainComputeShader&) = delete;
PlainComputeShader(PlainComputeShader&& o) noexcept
: pipelineHandle(o.pipelineHandle),
pushUniformSize(o.pushUniformSize),
rayQueryCapable(o.rayQueryCapable),
customBindings(std::move(o.customBindings)) {
o.pipelineHandle = 0;
}
// Compile + link a standalone compute shader.
// wgsl — source.
// pushUniformSize — byte size of the @group(0)@binding(0) uniform
// struct, or 0 if the shader doesn't declare one.
// bindings — every user-declared resource the dispatch
// should bind (groups 1+ if no rayQuery, 2+ if
// rayQuery). Order MUST match `handles` at
// Dispatch time.
// rayQuery — prepend the RT prelude + rayQuery library
// so the shader can call `rayQuery*` helpers.
void Load(std::string_view wgsl,
std::uint32_t pushUniformSize_,
std::span<const UICustomBinding> bindings = {},
bool rayQuery = false) {
pushUniformSize = pushUniformSize_;
rayQueryCapable = rayQuery;
customBindings.assign(bindings.begin(), bindings.end());
pipelineHandle = WebGPU::wgpuLoadComputePipeline(
wgsl.data(), static_cast<std::int32_t>(wgsl.size()),
static_cast<std::int32_t>(pushUniformSize),
customBindings.empty() ? nullptr : customBindings.data(),
static_cast<std::int32_t>(customBindings.size()),
rayQuery ? 1 : 0);
}
void Load(const std::filesystem::path& wgslPath,
std::uint32_t pushUniformSize_,
std::span<const UICustomBinding> bindings = {},
bool rayQuery = false) {
std::ifstream f(wgslPath, std::ios::binary);
if (!f) {
std::println(std::cerr,
"PlainComputeShader::Load: cannot open {}", wgslPath.string());
std::abort();
}
std::string wgsl((std::istreambuf_iterator<char>(f)),
std::istreambuf_iterator<char>());
Load(std::string_view{wgsl}, pushUniformSize_, bindings, rayQuery);
}
// Bind, push, dispatch. `handles` is parallel to the
// UICustomBinding[] passed at Load — order matches.
void Dispatch(const void* push, std::uint32_t pushBytes,
std::span<const std::uint32_t> handles,
std::uint32_t gx,
std::uint32_t gy = 1,
std::uint32_t gz = 1) const {
if (pipelineHandle == 0) return;
WebGPU::wgpuDispatchCompute(
pipelineHandle,
push, static_cast<std::int32_t>(pushBytes),
handles.empty() ? nullptr : handles.data(),
static_cast<std::int32_t>(handles.size()),
static_cast<std::int32_t>(gx),
static_cast<std::int32_t>(gy),
static_cast<std::int32_t>(gz));
}
};
}
#endif // CRAFTER_GRAPHICS_WINDOW_DOM

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@ -121,6 +121,37 @@ export namespace Crafter {
// customIndex (4) + _pad (12). Defined in the WGSL traversal
// library; never directly read by C++.
WebGPUBuffer<char, false> buffer;
// GPU LBVH support — see additional/dom-webgpu.js's TLAS-build
// pipeline.
//
// entryOrder: per-frame permutation array of u32, indexing into
// `buffer` (the TLASEntry[] array). Populated by the radix-sort
// pass to spatially-coherent Morton order, then consumed by the
// BVH construction + traversal passes. In Stage 1 (this
// baseline) it's the identity permutation written by
// tlasBuildMain alongside the entries.
WebGPUBuffer<char, false> entryOrder;
// mortonCodes: per-instance 32-bit Morton codes computed from the
// world-AABB centroid, used as the radix-sort key. Written by
// tlasBuildMain.
WebGPUBuffer<char, false> mortonCodes;
// bvhNodes: 2N_PADDED - 1 sweep-tree BVH nodes built per frame
// by the LBVH-build compute pass. Each node 32 bytes (aabbMin +
// pad, aabbMax + pad). N_PADDED = 65536 (hardcoded in WGSL).
// Internal nodes [0, N_PADDED-1); leaves [N_PADDED-1, 2*N_PADDED-1).
// Node i's children are 2i+1, 2i+2 (implicit perfect binary
// tree). Cap: 65536 instances per scene.
WebGPUBuffer<char, false> bvhNodes;
// tlasBins: dead, kept allocated as a 64-byte placeholder so the
// existing wgpuBuildTLAS C++ signature doesn't need a churn.
// The pre-LBVH 64-bin partition was replaced by the full BVH.
WebGPUBuffer<char, false> tlasBins;
// Sort ping-pong buffers for the radix sort. Each pass reads
// from one and writes to the other, swapping role. Layout per
// element: 1 u32 packed key = (morton16 << 16) | tlasIndex16.
// Sized for N_PADDED.
WebGPUBuffer<char, false> sortTempA;
WebGPUBuffer<char, false> sortTempB;
std::uint32_t builtInstanceCount = 0;
};
@ -141,6 +172,17 @@ export namespace Crafter {
// a fresh build (no refit) — the GPU build pass is cheap at the
// ~10100 instance counts the design targets; LBVH-for-TLAS is a
// future optimization for larger scenes.
//
// BuildTLAS is now split into Upload + Build so a physics
// compute pass (e.g. physics-tlas-transform) can run between the
// CPU mirror upload and the GPU LBVH build. The compute pass
// writes the per-instance transform bytes that BuildTLAS leaves
// intact for elements flagged transformOwnedByGpu, and those
// writes have to land before the LBVH reads them. The combined
// BuildTLAS is kept as a convenience for callers that don't
// interleave a compute pass (e.g. the ctor-time first build).
static void BuildTLASUpload(WebGPUCommandEncoderRef cmd, std::uint32_t index);
static void BuildTLASBuild(WebGPUCommandEncoderRef cmd, std::uint32_t index);
static void BuildTLAS(WebGPUCommandEncoderRef cmd, std::uint32_t index);
static void Add(RenderingElement3D* e);

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@ -165,6 +165,18 @@ export namespace Crafter {
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
void DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
#ifdef CRAFTER_GRAPHICS_WINDOW_DOM
// WebGPU-only overload. WebGPU bind groups can only carry one
// texture/sampler per dispatch, so all items in `bufferSlot`
// share the same texture (`imageSlot`) and sampler (`samplerSlot`).
// The per-item `slots` field in ImageItem is ignored on this
// backend. On Vulkan the bindless heap resolves per-item slots,
// so the cross-backend path is to call the 4-arg overload above
// on native and this 6-arg overload on DOM.
void DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::uint16_t imageSlot, std::uint16_t samplerSlot,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
#endif
void DispatchText(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});

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@ -35,6 +35,40 @@ namespace Crafter::WebGPU {
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);
__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);
__attribute__((import_module("env"), import_name("wgpuDestroyBuffer")))
extern "C" void wgpuDestroyBuffer(std::uint32_t handle);
@ -64,15 +98,26 @@ namespace Crafter::WebGPU {
// Used by Image2DArray<RGBA8> to stack per-material albedos for one
// multi-material scene.
__attribute__((import_module("env"), import_name("wgpuCreateImage2DArray")))
extern "C" std::uint32_t wgpuCreateImage2DArray(std::int32_t w, std::int32_t h, std::int32_t layerCount);
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.
__attribute__((import_module("env"), import_name("wgpuWriteImage2DLayer")))
extern "C" void wgpuWriteImage2DLayer(std::uint32_t handle, std::int32_t layer,
extern "C" void wgpuWriteImage2DLayer(std::uint32_t handle, std::int32_t layer, std::int32_t level,
const void* srcPtr, std::int32_t byteSize,
std::int32_t w, std::int32_t h);
__attribute__((import_module("env"), import_name("wgpuCreateLinearClampSampler")))
extern "C" std::uint32_t wgpuCreateLinearClampSampler();
// 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();
__attribute__((import_module("env"), import_name("wgpuFrameBegin")))
extern "C" void wgpuFrameBegin();
__attribute__((import_module("env"), import_name("wgpuFrameEnd")))
@ -158,12 +203,56 @@ namespace Crafter::WebGPU {
std::int32_t gx, std::int32_t gy,
const void* handlesPtr, std::int32_t handlesCount);
// GPU TLAS-build dispatch. Reads the instance buffer (host-uploaded or
// GPU-written), produces per-instance world-space AABBs + per-instance
// transform matrices in a flat tlasBuf SSBO consumed by traceRay / rayQuery.
// 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.
__attribute__((import_module("env"), import_name("wgpuBuildTLAS")))
extern "C" void wgpuBuildTLAS(std::uint32_t instanceBufHandle,
std::int32_t instanceCount,
std::uint32_t tlasOutBufHandle);
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);
}
#endif // CRAFTER_GRAPHICS_WINDOW_DOM

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@ -78,6 +78,60 @@ export namespace Crafter {
void FlushDevice() requires(Mapped) {
WebGPU::wgpuWriteBuffer(handle, this->value, static_cast<std::int32_t>(size));
}
// Partial upload — write the bytes [srcByteOffset, srcByteOffset+byteCount)
// of the host mirror to GPU offset `dstByteOffset`. BuildTLAS uses
// this to leave the GPU-owned transform field of an RTInstance
// intact (the physics-tlas-transform compute shader is its sole
// writer) while still pushing the CPU-side metadata fields.
void FlushDeviceRange(std::uint32_t dstByteOffset,
std::uint32_t srcByteOffset,
std::uint32_t byteCount) requires(Mapped) {
const auto* base = reinterpret_cast<const char*>(this->value);
WebGPU::wgpuWriteBufferRange(handle, dstByteOffset,
base + srcByteOffset,
static_cast<std::int32_t>(byteCount));
}
// Push one element's worth of bytes from the host mirror to GPU.
// Use when a single SoA slot was mutated (body construction,
// per-instance flag flip) and a full FlushDevice would clobber
// the GPU-side updates the sim has applied to neighboring slots.
void FlushDeviceSlot(std::uint32_t idx) requires(Mapped) {
constexpr std::uint32_t kStride = sizeof(T);
const std::uint32_t off = idx * kStride;
FlushDeviceRange(off, off, kStride);
}
// Schedule a GPU→CPU readback of this buffer's entire contents.
// Asynchronous; data isn't ready until a later PollReadback
// returns true. Successive Enqueues without a Poll are dropped
// — they're a no-op while the previous map is in flight.
//
// `resetBytes` ≥ 0 — if non-zero, the first `resetBytes` bytes
// of THIS buffer are clearBuffer-cleared on the GPU command
// encoder immediately after the copy, so the readback captures
// the pre-clear bytes and the next frame's writers see zeros.
// The reset is tied to a successful enqueue (skipped enqueue =
// skipped reset), preserving accumulated state across missed
// drains.
void EnqueueReadback(std::uint32_t resetBytes = 0) {
WebGPU::wgpuReadbackEnqueue(handle,
static_cast<std::int32_t>(size),
static_cast<std::int32_t>(resetBytes));
}
// Try to copy the readback bytes into this->value. Returns true
// if the previous EnqueueReadback resolved and the data is now
// mirrored into .value; false if the map is still pending.
bool PollReadback() requires(Mapped) {
return WebGPU::wgpuReadbackPoll(handle, this->value,
static_cast<std::int32_t>(size)) != 0;
}
// Non-consuming readiness probe. Returns true if a subsequent
// PollReadback would succeed without changing state otherwise.
// Use to verify a sibling buffer is also ready before consuming.
bool IsReadbackReady() const {
return WebGPU::wgpuReadbackReady(handle) != 0;
}
~WebGPUBuffer() { Clear(); }
};

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@ -36,6 +36,11 @@ export namespace Crafter {
SampledTexture = 1, // sampled texture_2d<f32>, handle is a slot into heap.imageTable
Sampler = 2, // filtering sampler, handle is a slot into heap.samplerTable
SampledTextureArray = 3, // sampled texture_2d_array<f32>, handle is a slot into heap.imageTable
// read-write storage SSBO (var<storage, read_write> in WGSL). Use
// for buffers shaders need to MUTATE — e.g. physics shaders that
// integrate node momentum, write brace stress, or output TLAS
// instance transforms.
BufferReadWrite = 4,
};
struct UICustomBinding {

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@ -71,5 +71,6 @@ export import :WebGPU;
export import :WebGPUBuffer;
export import :DescriptorHeapWebGPU;
export import :WebGPUComputeShader;
export import :PlainComputeShader;
export import :ShaderBindingTableWebGPU;
export import :PipelineRTWebGPU;