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

106
TODO-lbvh-sort.md Normal file
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@ -0,0 +1,106 @@
# LBVH parallel radix sort: count-dependent corruption
## Summary
The parallel radix sort in `lbvhBuildMain` (additional/dom-webgpu.js) produces
incorrect output that depends on the input distribution. Symptom: geometry in
the BVH-built TLAS appears to flicker (instances missing or pointing at the
wrong entry) as soon as a small object enters the TLAS alongside a tight
cluster (e.g. a single projectile next to a 1000-brace fort in 3DForts).
Bisected by selectively skipping each LBVH phase. Skipping only the radix
sort eliminates the corruption — every other phase (scene-AABB reduce,
Morton-key write, leaf init, sweep-tree refit) is correctness-clean.
Current state: the sort is gated behind `if (false)` in `lbvhBuildMain`. BVH
leaves are in instance-index order with no spatial coherence. The BVH still
builds correctly and traversal still descends a real tree, just with looser
parent AABBs.
## What we know
- The sort is LSD radix, 8 passes × 4 bits = 32-bit key.
- Keys are `(morton16 << 16) | (tlasIndex16)`; sentinels (i >= n) get
`0xFFFFFFFF`.
- Per-pass: histogram via atomicAdd, then per-bucket parallel scatter with a
Hillis-Steele exclusive prefix scan to compute per-thread destination
offsets.
- Workgroup size 1024, K_PER 16 per thread = 16384 entries total.
- The math of the Hillis-Steele scan was verified: after `log2(THREADS)=10`
steps with the read/barrier/write/barrier pattern, `shScan[tid]` holds the
inclusive prefix sum.
- Scatter destinations are provably unique: `shOffsets[b] + exclusivePrefix
+ localIdx`, where `exclusivePrefix` is per-thread and `localIdx`
increments per-element within the thread.
- All required barriers are present:
- `workgroupBarrier` between scan iterations.
- `workgroupBarrier` at end of each bucket iteration.
- `storageBarrier` at end of each radix pass.
## What we suspect
The bug is likely one of:
1. **WGSL implementation issue** in the specific browser/driver. `workgroup
Barrier` semantics around `atomicLoad` on workgroup memory, or around
single-buffered Hillis-Steele where one thread reads `shScan[tid - offset]`
while a neighbor writes `shScan[tid]`. Standard pattern, but the spec is
subtle.
2. **Memory model edge case** triggered only with very unbalanced histograms
(e.g. bucket 15 holding ~94% of entries because almost everything is
sentinel-padded). Most threads have localCount ≤ 1 for non-{0, 15}
buckets and exactly 15-16 for bucket 15; that mix may surface a
compiler-introduced reordering.
3. **A logical bug in the scan or scatter** that the human review keeps
missing — re-reading the code is the last thing that helps; what's
needed is a GPU-side trace.
## Reproducing
1. Run 3DForts WebGPU build with normal projectile firing.
2. Aim near (not necessarily at) the fort.
3. Observe braces / panels flickering as the projectile flies past.
## Diagnostic strategies if revisiting
1. **GPU-side trace.** Add a debug buffer (`array<u32>` sized for all 16384
entries × a few u32). Have each thread write its intermediate scan
values and final scatter destinations there. Read back to CPU and diff
against an expected oracle (CPU-computed reference sort of the same
input keys).
2. **Halve the search.** Reduce `PASSES` to 1 and check: does a single-pass
sort already corrupt, or does corruption only emerge after multiple
ping-pongs?
3. **Replace the scan.** Swap Hillis-Steele for a Blelloch up/down-sweep
scan or a `subgroupExclusiveAdd` variant where available. If the
replacement fixes it, the bug is in the Hillis-Steele specifically.
4. **Serialize the scatter.** Have thread 0 do all scatters by itself
(loop over all 16384 entries × 16 buckets sequentially). Slow but a
provably-correct reference. If this fixes the flicker, the parallel
scatter has the bug.
5. **Replace LSD with bitonic sort.** Different algorithm entirely. If
bitonic works, radix has a structural problem.
## Why it's not blocking
At the current scale (~1011 entries), the BVH still functions:
- Sentinel half-subtrees are degenerate-AABB-rejected at the top of the
tree very cheaply (~1 AABB test per skipped subtree).
- The real-leaf subtree has ~10 levels of descent (`log2(1024)`), all of
which are real AABB tests. Without spatial coherence the AABBs are
looser than a properly-sorted BVH, but they still bound the geometry.
- Ray-vs-triangle work dominates anyway; BVH traversal is a small fraction
of the per-pixel cost.
Headroom: LBVH_MAX = 16384. If the application pushes much past ~4000 real
entries this stops being acceptable and the sort needs to actually work.
## Acceptance criteria for "fixed"
- The diagnostic repro (3DForts: fire a projectile near the fort) shows
no flicker at all.
- The sort produces output ordered by `(morton16, tlasIndex)` ascending.
- A unit test (CPU oracle vs GPU output) passes for at least three
histogram distributions: all-uniform, all-in-one-bucket, and the
3DForts-style "one small object next to a tight cluster".

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@ -168,15 +168,25 @@ function setValue(cookie, valPtr, valLen) {
// so removeEventListener can re-find it. C++-side handler id counters // so removeEventListener can re-find it. C++-side handler id counters
// are per-kind, so a per-kind suffix is what makes the keys unique. // are per-kind, so a per-kind suffix is what makes the keys unique.
// devicePixelRatio scaling factor. dom-webgpu.js sets window.crafter_dpr
// during its canvas sync so this side and the GPU side agree on a single
// physical-pixel coordinate space. Fallback to the live DPR if no GPU
// bridge ran (pure-CppDOM apps); ultimately fallback to 1 so non-HiDPI
// browsers behave as before.
function __dpr() {
return window.crafter_dpr || window.devicePixelRatio || 1;
}
function __makeMouseListenerPair(kind, eventName, exportName) { function __makeMouseListenerPair(kind, eventName, exportName) {
return { return {
add(cookie, id) { add(cookie, id) {
const el = __jsmemory.get(cookie); const el = __jsmemory.get(cookie);
if (!el) return; if (!el) return;
const handler = (event) => { const handler = (event) => {
const s = __dpr();
__wasm()[exportName](id, __wasm()[exportName](id,
event.clientX, event.clientY, event.clientX * s, event.clientY * s,
event.screenX, event.screenY, event.screenX * s, event.screenY * s,
event.button, event.buttons, event.button, event.buttons,
event.altKey, event.ctrlKey, event.shiftKey, event.metaKey); event.altKey, event.ctrlKey, event.shiftKey, event.metaKey);
}; };
@ -317,7 +327,10 @@ const __resizePair = {
// Resize is window-global in CppDOM. Mirror that: attach to `window` // Resize is window-global in CppDOM. Mirror that: attach to `window`
// regardless of which element the C++ caller passed. // regardless of which element the C++ caller passed.
add(cookie, id) { add(cookie, id) {
const handler = () => __wasm().ExecuteResizeHandler(id, window.innerWidth, window.innerHeight); const handler = () => {
const s = __dpr();
__wasm().ExecuteResizeHandler(id, window.innerWidth * s, window.innerHeight * s);
};
__listenerHandlers.set(`${cookie}-${id}-resize`, handler); __listenerHandlers.set(`${cookie}-${id}-resize`, handler);
window.addEventListener("resize", handler); window.addEventListener("resize", handler);
}, },
@ -345,9 +358,10 @@ const __wheelPair = {
add(cookie, id) { add(cookie, id) {
const el = __jsmemory.get(cookie); if (!el) return; const el = __jsmemory.get(cookie); if (!el) return;
const handler = (event) => { const handler = (event) => {
const s = __dpr();
__wasm().ExecuteWheelHandler(id, __wasm().ExecuteWheelHandler(id,
event.deltaX, event.deltaY, event.deltaZ, event.deltaMode, event.deltaX, event.deltaY, event.deltaZ, event.deltaMode,
event.clientX, event.clientY, event.screenX, event.screenY, event.clientX * s, event.clientY * s, event.screenX * s, event.screenY * s,
event.button, event.buttons, event.button, event.buttons,
event.altKey, event.ctrlKey, event.shiftKey, event.metaKey); event.altKey, event.ctrlKey, event.shiftKey, event.metaKey);
}; };
@ -378,11 +392,97 @@ function domAttachWindow(windowHandle) {
if (fn) fn(__windowAttachedHandle, ...args); if (fn) fn(__windowAttachedHandle, ...args);
}; };
__windowListeners.mousemove = (e) => fire("__crafterDom_mouseMove", [e.clientX, e.clientY]); // Synthetic absolute position for pointer-lock mode. While the
__windowListeners.mousedown = (e) => fire("__crafterDom_mouseDown", [e.button]); // pointer is locked, browsers fire mousemove events with movementX/Y
__windowListeners.mouseup = (e) => fire("__crafterDom_mouseUp", [e.button]); // deltas instead of meaningful clientX/Y, and the cursor is hidden +
// captured by the canvas (no window-edge clamp). We accumulate the
// deltas into a synthetic position and feed *that* to the C++ side,
// so the existing `currentMousePos - lastMousePos` delta computation
// keeps working unchanged. Initialised to the cursor position the
// moment lock is acquired.
let __ptrLockSyntheticX = 0;
let __ptrLockSyntheticY = 0;
const __isPointerLocked = () =>
document.pointerLockElement !== null &&
document.pointerLockElement !== undefined;
// pointermove (not mousemove) so we can pull sub-frame events out of
// `getCoalescedEvents()`. Browsers normally collapse multiple raw
// mouse events between paint frames into a single event you'd see
// via `mousemove`; PointerEvent.getCoalescedEvents() returns the raw
// pre-coalesced list. Summing those gives a higher-resolution delta
// per frame than the single coalesced movementX/Y. PointerEvent also
// delivers fractional movementX from high-precision mice on Chromium.
__windowListeners.mousemove = (e) => {
const s = __dpr();
const locked = __isPointerLocked();
if (locked) {
// Accumulate over every sub-frame event the browser had
// queued up. `getCoalescedEvents` is the spec-correct way
// to access raw input between rAF ticks. Some browsers
// return an empty list — fall back to the top-level event.
let dx = 0, dy = 0;
const sub = (typeof e.getCoalescedEvents === "function")
? e.getCoalescedEvents() : null;
if (sub && sub.length > 0) {
for (let i = 0; i < sub.length; i++) {
dx += sub[i].movementX;
dy += sub[i].movementY;
}
} else {
dx = e.movementX;
dy = e.movementY;
}
// No DPR scaling in pointer-lock: position is synthetic and
// there's no UI hit-test using it. DPR-scaling here only
// rounds finer movements up to multiples of `dpr`, which is
// pure quantization loss for aim controls.
__ptrLockSyntheticX += dx;
__ptrLockSyntheticY += dy;
fire("__crafterDom_mouseMove",
[__ptrLockSyntheticX, __ptrLockSyntheticY]);
} else {
fire("__crafterDom_mouseMove", [e.clientX * s, e.clientY * s]);
}
};
__windowListeners.mousedown = (e) => {
// Right-click holds engage pointer lock — typical FPS-camera
// convention. Acquiring on any click (the previous policy) made
// menus annoying: clicking a button hid the cursor mid-flow. Now
// the cursor stays free for clicks/menus until the user holds
// RMB to actively look around. Browsers require lock requests
// from user gestures, which mousedown satisfies.
if (e.button === 2 && !__isPointerLocked()) {
const target = document.body;
if (target && target.requestPointerLock) {
target.requestPointerLock();
// Seed the synthetic position from the click point so
// there's no jump when the lock starts producing deltas.
__ptrLockSyntheticX = e.clientX;
__ptrLockSyntheticY = e.clientY;
}
}
fire("__crafterDom_mouseDown", [e.button]);
};
__windowListeners.mouseup = (e) => {
// Release lock on RMB up — cursor reappears at the seed point
// for clicks/menus until the next RMB hold.
if (e.button === 2 && __isPointerLocked()) {
document.exitPointerLock();
}
fire("__crafterDom_mouseUp", [e.button]);
};
__windowListeners.wheel = (e) => fire("__crafterDom_wheel", [e.deltaY]); __windowListeners.wheel = (e) => fire("__crafterDom_wheel", [e.deltaY]);
__windowListeners.contextmenu = (e) => { e.preventDefault(); }; __windowListeners.contextmenu = (e) => { e.preventDefault(); };
__windowListeners.pointerlockchange = () => {
// Reset the synthetic accumulator when lock is released so the
// next acquisition starts cleanly. The C++ side will see one
// small jump back to the real cursor position on release.
if (!__isPointerLocked()) {
__ptrLockSyntheticX = 0;
__ptrLockSyntheticY = 0;
}
};
// Keyboard events go through the document so they fire even when no // Keyboard events go through the document so they fire even when no
// input element is focused. event.code is the layout-independent // input element is focused. event.code is the layout-independent
@ -400,16 +500,24 @@ function domAttachWindow(windowHandle) {
__wasm().WasmFree(codePtr); __wasm().WasmFree(codePtr);
}; };
__windowListeners.resize = () => fire("__crafterDom_resize", [window.innerWidth, window.innerHeight]); __windowListeners.resize = () => {
const s = __dpr();
fire("__crafterDom_resize", [window.innerWidth * s, window.innerHeight * s]);
};
__windowListeners.beforeunload = () => fire("__crafterDom_close", []); __windowListeners.beforeunload = () => fire("__crafterDom_close", []);
document.addEventListener("mousemove", __windowListeners.mousemove); // pointermove (not mousemove) so the handler receives PointerEvents
// and can use getCoalescedEvents() to recover sub-frame motion. The
// handler's variable name stays "mousemove" — it's the same JS object,
// just bound to a different event type.
document.addEventListener("pointermove", __windowListeners.mousemove);
document.addEventListener("mousedown", __windowListeners.mousedown); document.addEventListener("mousedown", __windowListeners.mousedown);
document.addEventListener("mouseup", __windowListeners.mouseup); document.addEventListener("mouseup", __windowListeners.mouseup);
document.addEventListener("wheel", __windowListeners.wheel); document.addEventListener("wheel", __windowListeners.wheel);
document.addEventListener("contextmenu", __windowListeners.contextmenu); document.addEventListener("contextmenu", __windowListeners.contextmenu);
document.addEventListener("keydown", __windowListeners.keydown); document.addEventListener("keydown", __windowListeners.keydown);
document.addEventListener("keyup", __windowListeners.keyup); document.addEventListener("keyup", __windowListeners.keyup);
document.addEventListener("pointerlockchange", __windowListeners.pointerlockchange);
window .addEventListener("resize", __windowListeners.resize); window .addEventListener("resize", __windowListeners.resize);
window .addEventListener("beforeunload",__windowListeners.beforeunload); window .addEventListener("beforeunload",__windowListeners.beforeunload);
} }
@ -418,8 +526,8 @@ function domSetTitle(titlePtr, titleLen) {
document.title = __readUtf8(titlePtr, titleLen); document.title = __readUtf8(titlePtr, titleLen);
} }
function domGetInnerWidth() { return window.innerWidth; } function domGetInnerWidth() { return Math.round(window.innerWidth * __dpr()); }
function domGetInnerHeight() { return window.innerHeight; } function domGetInnerHeight() { return Math.round(window.innerHeight * __dpr()); }
// ─── requestAnimationFrame loop ─────────────────────────────────────── // ─── requestAnimationFrame loop ───────────────────────────────────────

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@ -225,6 +225,7 @@ namespace {
std::span<const std::uint32_t> indices, std::span<const std::uint32_t> indices,
std::span<const std::byte> attribsBytes) { std::span<const std::byte> attribsBytes) {
mesh.triangleCount = static_cast<std::uint32_t>(indices.size()) / 3; mesh.triangleCount = static_cast<std::uint32_t>(indices.size()) / 3;
mesh.vertexCount = static_cast<std::uint32_t>(vertices.size());
Builder builder; Builder builder;
builder.Build(vertices, indices); builder.Build(vertices, indices);

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@ -4,12 +4,21 @@ Copyright (C) 2026 Catcrafts®
catcrafts.net catcrafts.net
*/ */
// DOM-mode TLAS upkeep. BuildTLAS copies the per-element RTInstance into // DOM-mode TLAS upkeep. BuildTLAS is split in two phases so a physics
// the host-visible instance buffer (skipping the transform for elements // compute pass can run between them:
// whose transform is GPU-owned), uploads it, then dispatches the JS-side // - BuildTLASUpload mirrors the CPU-side RTInstance array into the
// TLAS-build compute pass — which consults the per-BLAS records published // host-visible instance buffer (with partial-write semantics that
// at Mesh::Build() time to produce world-space AABBs and inverse // preserve the transform bytes for elements flagged
// transforms in the format `traceRay` / `rayQuery` consume. // transformOwnedByGpu, see notes in the body) and uploads the
// metadata buffer.
// - BuildTLASBuild dispatches the JS-side TLAS-build compute pass —
// which consults the per-BLAS records published at Mesh::Build()
// time to produce world-space AABBs and inverse transforms in the
// format `traceRay` / `rayQuery` consume.
// The combined BuildTLAS calls both back-to-back; callers that want to
// interleave a physics tlas-transform compute pass (which writes the
// transform bytes BuildTLASUpload leaves intact) call Upload + their
// compute pass + Build manually.
module; module;
module Crafter.Graphics:RenderingElement3D_implWebGPU; module Crafter.Graphics:RenderingElement3D_implWebGPU;
@ -41,7 +50,7 @@ void RenderingElement3D::Remove(RenderingElement3D* e) {
e->indexInElements = std::numeric_limits<std::uint32_t>::max(); e->indexInElements = std::numeric_limits<std::uint32_t>::max();
} }
void RenderingElement3D::BuildTLAS(WebGPUCommandEncoderRef /*cmd*/, std::uint32_t index) { void RenderingElement3D::BuildTLASUpload(WebGPUCommandEncoderRef /*cmd*/, std::uint32_t index) {
auto& tlas = tlases[index]; auto& tlas = tlases[index];
const std::uint32_t primitiveCount = static_cast<std::uint32_t>(elements.size()); const std::uint32_t primitiveCount = static_cast<std::uint32_t>(elements.size());
if (primitiveCount == 0) { if (primitiveCount == 0) {
@ -49,19 +58,52 @@ void RenderingElement3D::BuildTLAS(WebGPUCommandEncoderRef /*cmd*/, std::uint32_
return; return;
} }
// (Re)allocate instance + metadata + output TLAS buffers if the count constexpr std::uint32_t kNPadded = 65536u; // size for instance / metadata mirrors
// changed. WebGPUBuffer::Resize destroys and recreates the GPU buffer; constexpr std::uint32_t kLbvhMax = 16384u; // matches N_PADDED in lbvhBuildWgsl
// bind-group caches keyed on the buffer handle are invalidated in the constexpr std::uint32_t kNodeCount = 2u * kNPadded - 1u;
// JS bridge automatically.
if (primitiveCount != tlas.builtInstanceCount) { // ALL TLAS-side GPU buffers get allocated ONCE and never resized.
tlas.instanceBuffer.Resize(primitiveCount); // The LBVH-build shader takes the real instance count via a uniform
tlas.metadataBuffer.Resize(primitiveCount); // (lbvhPc.nReal) instead of arrayLength(&entries), so the
// TLASEntry layout in WGSL is 144 bytes due to vec3 align/pad // tlas.buffer / entryOrder / mortonCodes don't need to grow when
// rules. Must match the struct declared in the rtWgslTypes // the application's element count changes.
// block in additional/dom-webgpu.js. //
tlas.buffer.Resize(primitiveCount * 144); // Why this matters: an earlier version resized these per-frame on
// primitiveCount change. The destroy+recreate cycle on the GPU
// buffer caused subtle mid-game flicker as soon as any element was
// added (e.g. firing a projectile) — fort braces would appear to
// briefly vanish in patterns deterministic on the projectile's
// angle. Suspected driver-level memory recycling without proper
// zero-init; the fixed-size allocation sidesteps it entirely.
if (tlas.instanceBuffer.handle == 0) {
tlas.instanceBuffer.Resize(kNPadded);
tlas.metadataBuffer.Resize(kNPadded);
tlas.bvhNodes.Resize(kNodeCount * 32u);
tlas.sortTempA.Resize(kNPadded * 4u);
tlas.sortTempB.Resize(kNPadded * 4u);
tlas.tlasBins.Resize(64 * 32);
// TLAS-entry / order / morton-code buffers: sized for the LBVH
// cap (16384). lbvhBuildMain iterates `lbvhPc.nReal` real
// entries; the remainder stays zero / sentinel. Keep these
// stable across element-count changes so the renderer's bind
// group references the same buffer handle every frame.
tlas.buffer.Resize(kLbvhMax * 144u);
tlas.entryOrder.Resize(kLbvhMax * 4u);
tlas.mortonCodes.Resize(kLbvhMax * 4u);
} }
// NB: tlas.buffer / entryOrder / mortonCodes get resized in
// BuildTLASBuild, NOT here. Resize destroys + recreates the GPU
// resource (and the JS-side handle); the rayQuery dispatches that
// run between BuildTLASUpload and BuildTLASBuild (projectile-collide,
// splash, builder-pick) still hold the previous frame's TLAS in
// rtState.current{Tlas,EntryOrder,Bvh}. If we resized here, those
// handles would point at destroyed buffers and the dispatches would
// log "no TLAS built yet" every frame the element count changed
// (e.g. every projectile fire). Resizing inside BuildTLASBuild,
// immediately before wgpuBuildTLAS publishes the new handles, keeps
// the JS-side current* refs in sync with the GPU resources.
for (std::uint32_t i = 0; i < primitiveCount; ++i) { for (std::uint32_t i = 0; i < primitiveCount; ++i) {
auto& dst = tlas.instanceBuffer.value[i]; auto& dst = tlas.instanceBuffer.value[i];
const auto& src = elements[i]->instance; const auto& src = elements[i]->instance;
@ -80,12 +122,73 @@ void RenderingElement3D::BuildTLAS(WebGPUCommandEncoderRef /*cmd*/, std::uint32_
tlas.metadataBuffer.value[i] = elements[i]->userMetadata; tlas.metadataBuffer.value[i] = elements[i]->userMetadata;
} }
tlas.instanceBuffer.FlushDevice(); // Upload the instance buffer with partial-write semantics: for runs
// of CPU-driven elements (transformOwnedByGpu=false) we push the
// whole 64-byte struct in one writeBuffer call; for GPU-driven runs
// we push only the trailing 16 metadata bytes per element, leaving
// the transform field intact for the physics-tlas-transform compute
// shader to update. The two arms below produce identical GPU state
// when every element is CPU-driven — this is a no-op refactor until
// 3DForts flips its physics elements to transformOwnedByGpu=true.
constexpr std::uint32_t kInstSize = sizeof(RTInstance); // 64
constexpr std::uint32_t kTransformSize = sizeof(RTTransformMatrix); // 48
constexpr std::uint32_t kMetaSize = kInstSize - kTransformSize; // 16
std::uint32_t runStart = 0;
bool runOwned = elements[0]->transformOwnedByGpu;
for (std::uint32_t i = 1; i <= primitiveCount; ++i) {
const bool atEnd = (i == primitiveCount);
const bool currOwned = atEnd ? !runOwned : elements[i]->transformOwnedByGpu;
if (currOwned == runOwned && !atEnd) continue;
if (runOwned) {
// GPU-driven run — metadata only, per element. Cannot batch
// because the metadata bytes are non-contiguous in the
// instance buffer (one 16-byte chunk per 64-byte slot).
for (std::uint32_t j = runStart; j < i; ++j) {
const std::uint32_t off = j * kInstSize + kTransformSize;
tlas.instanceBuffer.FlushDeviceRange(off, off, kMetaSize);
}
} else {
// CPU-driven run — one contiguous writeBuffer.
const std::uint32_t startOff = runStart * kInstSize;
const std::uint32_t bytes = (i - runStart) * kInstSize;
tlas.instanceBuffer.FlushDeviceRange(startOff, startOff, bytes);
}
runStart = i;
runOwned = currOwned;
}
tlas.metadataBuffer.FlushDevice(); tlas.metadataBuffer.FlushDevice();
}
void RenderingElement3D::BuildTLASBuild(WebGPUCommandEncoderRef /*cmd*/, std::uint32_t index) {
auto& tlas = tlases[index];
const std::uint32_t primitiveCount = static_cast<std::uint32_t>(elements.size());
if (primitiveCount == 0) {
// Upload already cleared builtInstanceCount; nothing to dispatch.
return;
}
// No per-count Resize. tlas.buffer / entryOrder / mortonCodes were
// allocated at kLbvhMax in BuildTLASUpload's first call and stay
// that size. The LBVH shader reads the real count from a uniform
// (lbvhPc.nReal) wgpuBuildTLAS writes each call.
WebGPU::wgpuBuildTLAS(tlas.instanceBuffer.handle, WebGPU::wgpuBuildTLAS(tlas.instanceBuffer.handle,
static_cast<std::int32_t>(primitiveCount), static_cast<std::int32_t>(primitiveCount),
tlas.buffer.handle); tlas.buffer.handle,
tlas.entryOrder.handle,
tlas.mortonCodes.handle,
tlas.tlasBins.handle,
tlas.bvhNodes.handle,
tlas.sortTempA.handle,
tlas.sortTempB.handle);
tlas.builtInstanceCount = primitiveCount; tlas.builtInstanceCount = primitiveCount;
} }
void RenderingElement3D::BuildTLAS(WebGPUCommandEncoderRef cmd, std::uint32_t index) {
BuildTLASUpload(cmd, index);
BuildTLASBuild(cmd, index);
}

View file

@ -98,13 +98,9 @@ void UIRenderer::DispatchImages(GraphicsCommandBuffer /*cmd*/, std::uint32_t buf
if (itemCount == 0) return; if (itemCount == 0) return;
UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx); UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
auto handle = heap_->bufferTable[bufferSlot]; auto handle = heap_->bufferTable[bufferSlot];
// For DispatchImages, the WGSL expects a texture + sampler in group 3. // Backward-compatible fallback: callers that don't pass a texture
// The library v1 doesn't expose user-image registration on DOM (out of // get the font atlas. Useful for tests, useless for real content.
// scope per plan). If the user calls DispatchImages without a registered // New code should use the 6-arg overload below.
// image, fall back to using the font atlas binding — the user's items
// should reference texSlot/sampSlot but on DOM those are ignored. For
// now, route through the font atlas texture if available; otherwise
// skip the dispatch.
if (fontAtlasImageSlot_) { if (fontAtlasImageSlot_) {
auto texHandle = heap_->imageTable[fontAtlasImageSlot_]; auto texHandle = heap_->imageTable[fontAtlasImageSlot_];
auto sampHandle = heap_->samplerTable[fontAtlasSamplerSlot_]; auto sampHandle = heap_->samplerTable[fontAtlasSamplerSlot_];
@ -115,6 +111,21 @@ void UIRenderer::DispatchImages(GraphicsCommandBuffer /*cmd*/, std::uint32_t buf
} }
} }
void UIRenderer::DispatchImages(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::uint16_t imageSlot, std::uint16_t samplerSlot,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
auto handle = heap_->bufferTable[bufferSlot];
auto texHandle = heap_->imageTable[imageSlot];
auto sampHandle = heap_->samplerTable[samplerSlot];
WebGPU::wgpuDispatchImages(handle, &hdr,
static_cast<std::int32_t>(TilesFor(window_->width)),
static_cast<std::int32_t>(TilesFor(window_->height)),
texHandle, sampHandle);
}
void UIRenderer::DispatchText(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot, void UIRenderer::DispatchText(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
std::uint32_t itemCount, std::uint32_t itemCount,
std::array<float,4> clipRectPx) { std::array<float,4> clipRectPx) {
@ -168,6 +179,7 @@ void UIRenderer::Dispatch(GraphicsCommandBuffer /*cmd*/, const GraphicsComputeSh
case UICustomBindingKind::Sampler: case UICustomBindingKind::Sampler:
if (slot < heap_->samplerTable.size()) handle = heap_->samplerTable[slot]; if (slot < heap_->samplerTable.size()) handle = heap_->samplerTable[slot];
break; break;
default: break;
} }
handles.push_back(handle); handles.push_back(handle);
} }

View file

@ -191,5 +191,13 @@ export namespace Crafter {
heap.samplerTable[r.firstElement] = WebGPU::wgpuCreateLinearClampSampler(); heap.samplerTable[r.firstElement] = WebGPU::wgpuCreateLinearClampSampler();
return SamplerSlot(&heap, r.firstElement); 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 #endif // CRAFTER_GRAPHICS_WINDOW_DOM

View file

@ -113,17 +113,30 @@ export namespace Crafter {
std::uint16_t width = 0; std::uint16_t width = 0;
std::uint16_t height = 0; std::uint16_t height = 0;
std::uint16_t layers = 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) { // Create an array with `layerCount` × (w × h) layers, each carrying
width = w; // `mipLevels` mip levels. Pass mipLevels=1 (default) for a single
height = h; // base level — matching the original no-mip behaviour. Caller is
layers = layerCount; // responsible for uploading each level via UpdateLayer (which
handle = WebGPU::wgpuCreateImage2DArray(w, h, layerCount); // 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 // Decompress `tex`, generate a CPU box-filter mip chain (if
// match the array's (w × h) — resize beforehand on the host with // mipLevels > 1), and upload each level into `layer`. The asset's
// TextureAsset<RGBA8>::Resize() if they don't. // 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) { void UpdateLayer(std::uint16_t layer, const CompressedTextureAsset& tex) {
if (tex.pixelStride != sizeof(PixelType)) { if (tex.pixelStride != sizeof(PixelType)) {
std::println(std::cerr, std::println(std::cerr,
@ -142,11 +155,56 @@ export namespace Crafter {
std::as_writable_bytes(std::span(pixels)), std::as_writable_bytes(std::span(pixels)),
}; };
Compression::DecompressCPU(tex.blob, outputs); Compression::DecompressCPU(tex.blob, outputs);
// Upload level 0.
WebGPU::wgpuWriteImage2DLayer( WebGPU::wgpuWriteImage2DLayer(
handle, layer, handle, layer, /*level*/ 0,
pixels.data(), pixels.data(),
static_cast<std::int32_t>(pixels.size() * sizeof(PixelType)), static_cast<std::int32_t>(pixels.size() * sizeof(PixelType)),
width, height); 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) { ImageSlot AllocateSlot(DescriptorHeapWebGPU& heap) {

View file

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

View file

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

View file

@ -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

View file

@ -121,6 +121,37 @@ export namespace Crafter {
// customIndex (4) + _pad (12). Defined in the WGSL traversal // customIndex (4) + _pad (12). Defined in the WGSL traversal
// library; never directly read by C++. // library; never directly read by C++.
WebGPUBuffer<char, false> buffer; 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; 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 // a fresh build (no refit) — the GPU build pass is cheap at the
// ~10100 instance counts the design targets; LBVH-for-TLAS is a // ~10100 instance counts the design targets; LBVH-for-TLAS is a
// future optimization for larger scenes. // 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 BuildTLAS(WebGPUCommandEncoderRef cmd, std::uint32_t index);
static void Add(RenderingElement3D* e); static void Add(RenderingElement3D* e);

View file

@ -165,6 +165,18 @@ export namespace Crafter {
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f}); std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
void DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount, void DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f}); 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, void DispatchText(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f}); std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});

View file

@ -35,6 +35,40 @@ namespace Crafter::WebGPU {
extern "C" std::uint32_t wgpuCreateBuffer(std::int32_t byteSize); extern "C" std::uint32_t wgpuCreateBuffer(std::int32_t byteSize);
__attribute__((import_module("env"), import_name("wgpuWriteBuffer"))) __attribute__((import_module("env"), import_name("wgpuWriteBuffer")))
extern "C" void wgpuWriteBuffer(std::uint32_t handle, const void* srcPtr, std::int32_t byteSize); 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"))) __attribute__((import_module("env"), import_name("wgpuDestroyBuffer")))
extern "C" void wgpuDestroyBuffer(std::uint32_t handle); 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 // Used by Image2DArray<RGBA8> to stack per-material albedos for one
// multi-material scene. // multi-material scene.
__attribute__((import_module("env"), import_name("wgpuCreateImage2DArray"))) __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"))) __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, const void* srcPtr, std::int32_t byteSize,
std::int32_t w, std::int32_t h); std::int32_t w, std::int32_t h);
__attribute__((import_module("env"), import_name("wgpuCreateLinearClampSampler"))) __attribute__((import_module("env"), import_name("wgpuCreateLinearClampSampler")))
extern "C" std::uint32_t 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"))) __attribute__((import_module("env"), import_name("wgpuFrameBegin")))
extern "C" void wgpuFrameBegin(); extern "C" void wgpuFrameBegin();
__attribute__((import_module("env"), import_name("wgpuFrameEnd"))) __attribute__((import_module("env"), import_name("wgpuFrameEnd")))
@ -158,12 +203,56 @@ namespace Crafter::WebGPU {
std::int32_t gx, std::int32_t gy, std::int32_t gx, std::int32_t gy,
const void* handlesPtr, std::int32_t handlesCount); const void* handlesPtr, std::int32_t handlesCount);
// GPU TLAS-build dispatch. Reads the instance buffer (host-uploaded or // GPU TLAS-build dispatch. Two sequential compute passes:
// GPU-written), produces per-instance world-space AABBs + per-instance // 1. tlasBuildMain — per-instance world AABB + identity permutation
// transform matrices in a flat tlasBuf SSBO consumed by traceRay / rayQuery. // + 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"))) __attribute__((import_module("env"), import_name("wgpuBuildTLAS")))
extern "C" void wgpuBuildTLAS(std::uint32_t instanceBufHandle, extern "C" void wgpuBuildTLAS(std::uint32_t instanceBufHandle,
std::int32_t instanceCount, 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 #endif // CRAFTER_GRAPHICS_WINDOW_DOM

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@ -78,6 +78,60 @@ export namespace Crafter {
void FlushDevice() requires(Mapped) { void FlushDevice() requires(Mapped) {
WebGPU::wgpuWriteBuffer(handle, this->value, static_cast<std::int32_t>(size)); 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(); } ~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 SampledTexture = 1, // sampled texture_2d<f32>, handle is a slot into heap.imageTable
Sampler = 2, // filtering sampler, handle is a slot into heap.samplerTable 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 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 { struct UICustomBinding {

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

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@ -123,7 +123,7 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
// when its body is gated out. Vulkan-typed partitions stub to empty // when its body is gated out. Vulkan-typed partitions stub to empty
// modules under CRAFTER_GRAPHICS_WINDOW_DOM; the Dom/DomEvents/Router // modules under CRAFTER_GRAPHICS_WINDOW_DOM; the Dom/DomEvents/Router
// partitions stub to empty modules in the opposite direction. // partitions stub to empty modules in the opposite direction.
std::array<fs::path, 41> ifaces = { std::array<fs::path, 42> ifaces = {
"interfaces/Crafter.Graphics", "interfaces/Crafter.Graphics",
"interfaces/Crafter.Graphics-Animation", "interfaces/Crafter.Graphics-Animation",
"interfaces/Crafter.Graphics-Clipboard", "interfaces/Crafter.Graphics-Clipboard",
@ -147,6 +147,7 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
"interfaces/Crafter.Graphics-Mesh", "interfaces/Crafter.Graphics-Mesh",
"interfaces/Crafter.Graphics-PipelineRTVulkan", "interfaces/Crafter.Graphics-PipelineRTVulkan",
"interfaces/Crafter.Graphics-PipelineRTWebGPU", "interfaces/Crafter.Graphics-PipelineRTWebGPU",
"interfaces/Crafter.Graphics-PlainComputeShader",
"interfaces/Crafter.Graphics-RenderingElement3D", "interfaces/Crafter.Graphics-RenderingElement3D",
"interfaces/Crafter.Graphics-RenderPass", "interfaces/Crafter.Graphics-RenderPass",
"interfaces/Crafter.Graphics-Router", "interfaces/Crafter.Graphics-Router",
@ -170,14 +171,16 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
if (dom) { if (dom) {
// DOM impl set. UI-Shared.cpp is backend-agnostic; UI-WebGPU.cpp // DOM impl set. UI-Shared.cpp is backend-agnostic; UI-WebGPU.cpp
// is the DOM-only implementation of UIRenderer's GPU-touching // is the DOM-only implementation of UIRenderer's GPU-touching
// methods. Font / FontAtlas / UIComponents are now portable. // methods. Font / FontAtlas / UIComponents / InputField are now
std::array<fs::path, 16> domImpls = { // portable.
std::array<fs::path, 17> domImpls = {
"implementations/Crafter.Graphics-Clipboard", "implementations/Crafter.Graphics-Clipboard",
"implementations/Crafter.Graphics-Dom", "implementations/Crafter.Graphics-Dom",
"implementations/Crafter.Graphics-Font", "implementations/Crafter.Graphics-Font",
"implementations/Crafter.Graphics-FontAtlas", "implementations/Crafter.Graphics-FontAtlas",
"implementations/Crafter.Graphics-Gamepad", "implementations/Crafter.Graphics-Gamepad",
"implementations/Crafter.Graphics-Input", "implementations/Crafter.Graphics-Input",
"implementations/Crafter.Graphics-InputField",
"implementations/Crafter.Graphics-Mesh-WebGPU", "implementations/Crafter.Graphics-Mesh-WebGPU",
"implementations/Crafter.Graphics-PipelineRTWebGPU", "implementations/Crafter.Graphics-PipelineRTWebGPU",
"implementations/Crafter.Graphics-RenderingElement3D-WebGPU", "implementations/Crafter.Graphics-RenderingElement3D-WebGPU",