test(webgpu-rt): RTMultiShadow example exercising N shadow rays/pixel/bounce (#30)
Five pillars, four colored point lights; closest-hit emits one shadow ray per light from the same invocation (raysPerPixel = 4, maxDepth = 2), so up to four rays per pixel rtAccumulate in a single SHADE pass — the contention case #30 exists for. Each pillar casts four separable colored shadows; an accumulator race or capacity drop shows as flickering dark noise or a missing shadow color. Two frames a second apart diff at 2 px / 1.85 M (last-ulp CAS ordering), confirming no lost updates. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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examples/RTMultiShadow/raygen.wgsl
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examples/RTMultiShadow/raygen.wgsl
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// RTMultiShadow raygen (runs in GENERATE). Host-driven pinhole camera at
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// @group(3) (groups 0..2 are reserved by the wavefront pipeline:
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// 0 = WfParams, 1 = data heaps, 2 = indirect args).
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struct Camera {
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origin: vec3<f32>,
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pad0: f32,
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right: vec3<f32>,
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tanHalf: f32,
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up: vec3<f32>,
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aspect: f32,
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forward: vec3<f32>,
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pad1: f32,
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};
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@group(3) @binding(0) var<storage, read> camera : Camera;
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fn raygen_main(gid: vec3<u32>) {
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if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }
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let pixelf = vec2<f32>(f32(gid.x), f32(gid.y));
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let res = vec2<f32>(f32(wfParams.surfaceW), f32(wfParams.surfaceH));
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let uv = (pixelf + vec2<f32>(0.5)) / res;
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let ndc = uv * 2.0 - vec2<f32>(1.0);
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let direction = normalize(
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camera.right * (ndc.x * camera.aspect * camera.tanHalf) +
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camera.up * (-ndc.y * camera.tanHalf) +
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camera.forward);
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var p: Payload;
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p.color = vec3<f32>(0.0);
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p.shadowRay = 0u;
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rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0,
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0u, 0xFFu, 0u, 0u, p);
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}
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