fix(webgpu-rt): dynamic rayQuery TLAS leaf-start so picks hit for realistic instance counts (#25) #26
9 changed files with 471 additions and 0 deletions
test(webgpu-rt): RayQueryPick example exercising the rayQuery TLAS shim (#25)
Adds an 8^3 = 512-instance TLAS pick test that shoots one analytically determined ray through a rayQuery=true PlainComputeShader and checks the read-back committed hit (customIndex 484, t 40.75). 512 instances sit in the < 8193 regime that the hardcoded 16384-leaf start used to miss, so the example fails fast if the shim regresses. Verified in Firefox/WebGPU: "[RayQueryPick] PASS". Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
commit
b645746c8c
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@ -82,3 +82,11 @@ shader couldn't express. Shows:
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inserted automatically, so the custom shader sees the colored stripes
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drawn by the prior `DispatchQuads` and reads/writes the swapchain
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image safely.
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### [RayQueryPick](RayQueryPick/)
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Regression test for the WebGPU software ray-query shim. Builds a
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512-instance TLAS and shoots one ray through a `rayQuery=true`
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`PlainComputeShader`, reading the committed hit back to the host and
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checking it against the analytically-known answer. Guards against the
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hardcoded-leaf-start TLAS-traversal bug (issue #25) that made every
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rayQuery pick miss for realistic instance counts. WebGPU/DOM only.
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35
examples/RayQueryPick/README.md
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35
examples/RayQueryPick/README.md
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@ -0,0 +1,35 @@
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# RayQueryPick
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Regression test for the WebGPU software **ray-query** shim
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(`additional/dom-webgpu.js`, `_rqTraverseTlas`).
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Builds an 8³ = 512-instance TLAS and shoots one fully-determined ray
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through a `rayQuery=true` `PlainComputeShader`. The committed hit is read
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back to the host and checked against the analytically-known answer
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(instance `customIndex = 484`, `t = 40.75`). On success the console prints:
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```
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[RayQueryPick] result: hit=1 customIndex=484 prim=6 t=40.75
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[RayQueryPick] PASS — rayQuery TLAS traversal hit the expected instance
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```
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## Why 512 instances
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The TLAS sweep tree is padded to `next_pow2(instanceCount)` leaves. The
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rayQuery shim used to detect BVH leaves with a hardcoded `16384 - 1` leaf
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start, so for any scene with fewer than 8193 instances **no node index
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ever reached a leaf** and every pick missed (issue #25). 512 sits squarely
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in that broken regime, so this example fails fast if the shim regresses to
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a static leaf start. The shim now derives the leaf start from a per-build
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`RqTlasMeta.nPadded` uniform, matching the megakernel `_rtwTraverseTlas`.
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The scene also renders through the wavefront RT pipeline (same as
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RTStress) so the run produces a visible frame, but the pass/fail signal is
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the console line above.
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```bash
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cd examples/RayQueryPick
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crafter-build -r --target=wasm32-wasip1
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```
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WebGPU/DOM only — the native path uses hardware ray queries.
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54
examples/RayQueryPick/closesthit.wgsl
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54
examples/RayQueryPick/closesthit.wgsl
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@ -0,0 +1,54 @@
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// RTStress closest-hit (runs in SHADE). Computes flat-shaded Lambert from
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// the hit triangle's geometric normal, accumulates ambient, and — if the
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// surface faces the sun — emits a shadow ray toward the sun. The shadow
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// ray's miss (sun visible) adds the direct term; its hit (occluded) adds
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// nothing because RT_FLAG_SKIP_CLOSEST_HIT suppresses closesthit on hit.
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//
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// Payload declared here so the assembler sees it before wfPayload / SHADE.
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struct Payload {
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color: vec3<f32>, // shadow ray: pending direct contribution
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shadowRay: u32, // 0 primary, 1 shadow
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};
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const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(0.40, 0.85, 0.35);
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const SUN_COLOR: vec3<f32> = vec3<f32>(1.15, 1.05, 0.90);
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const AMBIENT_COLOR: vec3<f32> = vec3<f32>(0.12, 0.13, 0.18);
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// Cheap per-instance albedo so the grid reads as distinct cubes (and any
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// TLAS flicker as instance count scales is obvious).
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fn instanceAlbedo(i: u32) -> vec3<f32> {
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let h = i * 2654435761u;
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return vec3<f32>(
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0.35 + 0.6 * f32((h >> 0u) & 255u) / 255.0,
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0.35 + 0.6 * f32((h >> 8u) & 255u) / 255.0,
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0.35 + 0.6 * f32((h >> 16u) & 255u) / 255.0);
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}
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fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr<function, Payload>) {
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let meshRec = meshRecords[tlasEntries[hit.instanceId].blasMeshIdx];
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let verts = _rtFetchTri(meshRec, hit.primitiveId);
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let nObj = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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let nWorld = normalize(vec3<f32>(
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dot(hit.objectToWorldR0.xyz, nObj),
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dot(hit.objectToWorldR1.xyz, nObj),
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dot(hit.objectToWorldR2.xyz, nObj)));
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let albedo = instanceAlbedo(hit.customIndex);
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let worldPos = ray.origin + ray.direction * hit.t;
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let viewDir = -ray.direction;
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let nFacing = select(-nWorld, nWorld, dot(nWorld, viewDir) > 0.0);
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let sunDir = normalize(SUN_DIR_TO_LIGHT);
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let nDotL = max(0.0, dot(nFacing, sunDir));
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rtAccumulate(albedo * AMBIENT_COLOR);
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if (nDotL > 0.0) {
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var sp: Payload;
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sp.color = albedo * SUN_COLOR * nDotL;
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sp.shadowRay = 1u;
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let shadowOrigin = worldPos + nFacing * 0.05;
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rtEmitRay(shadowOrigin, 0.01, sunDir, 100000.0,
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RT_FLAG_SKIP_CLOSEST_HIT | RT_FLAG_TERMINATE_ON_FIRST_HIT,
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0xFFu, 0u, 0u, sp);
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}
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}
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226
examples/RayQueryPick/main.cpp
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226
examples/RayQueryPick/main.cpp
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@ -0,0 +1,226 @@
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// RayQueryPick — regression test for the WebGPU software ray-query shim.
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//
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// Builds an 8³ = 512-instance TLAS (well below the 8193 threshold where a
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// hardcoded 16384-leaf TLAS start used to make every rayQuery pick miss —
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// issue #25) and shoots ONE fully-determined ray through a `rayQuery=true`
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// compute shader. The committed hit is read back to the host and checked
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// against the analytically-known answer.
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//
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// The scene also renders through the wavefront RT pipeline (same as
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// RTStress) so the run produces a visible frame, but the pass/fail signal
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// is the console line printed from the read-back pick result.
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//
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// WebGPU/DOM only — the rayQuery shim is the WebGPU software RT path.
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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int main() { return 0; } // native path uses hardware ray queries
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#else
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#include <cstdio> // std::fflush / stdout — flush the verdict past _Exit
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import Crafter.Graphics;
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import Crafter.Math;
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import Crafter.Event;
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import std;
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using namespace Crafter;
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namespace fs = std::filesystem;
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namespace {
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constexpr int kGrid = 8; // 8³ = 512 instances (< 8193 ⇒ bug regime)
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constexpr float kSpacing = 2.5f;
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constexpr float kHalf = 0.5f;
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// Analytically-known target: a -X ray down the (iy=4, iz=4) row hits the
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// cube with the largest X centre (ix=7) first.
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constexpr int kHitX = 7, kHitY = 4, kHitZ = 4;
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constexpr std::uint32_t kExpectedCustomIndex =
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static_cast<std::uint32_t>(((kHitX * kGrid) + kHitY) * kGrid + kHitZ); // 484
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struct CameraGPU {
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float origin[3]; float pad0;
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float right[3]; float tanHalf;
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float up[3]; float aspect;
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float forward[3]; float pad1;
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};
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static_assert(sizeof(CameraGPU) == 64);
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// @group(0) push for the pick shader: ray origin + direction.
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struct PickPush {
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float origin[3]; float pad0;
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float dir[3]; float pad1;
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};
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static_assert(sizeof(PickPush) == 32);
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struct PickResult {
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std::uint32_t hit;
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std::uint32_t instanceCustomIndex;
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std::uint32_t primitiveIndex;
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float tHit;
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};
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static_assert(sizeof(PickResult) == 16);
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}
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int main() {
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const int instanceCount = kGrid * kGrid * kGrid;
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std::println("[RayQueryPick] grid {}^3 = {} instances (expected hit customIndex {})",
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kGrid, instanceCount, kExpectedCustomIndex);
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Device::Initialize();
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static Window window(1280, 720, "RayQueryPick");
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auto cmd = window.StartInit();
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DescriptorHeapWebGPU heap;
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heap.Initialize(/*images*/ 1, /*buffers*/ 2, /*samplers*/ 1);
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std::array<WebGPUShader, 4> shaders {{
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WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
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WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
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WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
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WebGPUShader(fs::path("resolve.wgsl"), "resolve_main", WebGPURTStage::Resolve),
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}};
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ShaderBindingTableWebGPU sbt;
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sbt.Init(shaders);
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std::array<RTShaderGroup, 1> raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }};
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std::array<RTShaderGroup, 1> missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }};
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std::array<RTShaderGroup, 1> hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }};
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std::array<UICustomBinding, 1> bindings {{
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{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 },
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}};
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PipelineRTWebGPU pipeline;
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pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings);
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// ── Unit cube mesh (8 verts, 12 tris). ────────────────────────────
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static std::array<Vector<float, 3, 3>, 8> verts {{
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{-kHalf, -kHalf, -kHalf}, { kHalf, -kHalf, -kHalf},
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{ kHalf, kHalf, -kHalf}, {-kHalf, kHalf, -kHalf},
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{-kHalf, -kHalf, kHalf}, { kHalf, -kHalf, kHalf},
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{ kHalf, kHalf, kHalf}, {-kHalf, kHalf, kHalf},
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}};
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static std::array<std::uint32_t, 36> indices {{
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0,1,2, 0,2,3, 5,4,7, 5,7,6, 4,0,3, 4,3,7,
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1,5,6, 1,6,2, 4,5,1, 4,1,0, 3,2,6, 3,6,7,
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}};
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static Mesh cube;
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cube.Build(verts, indices, cmd);
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WebGPUBuffer<CameraGPU, true> cameraBuf;
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cameraBuf.Create(1);
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static std::array<std::uint32_t, 1> userHandles { cameraBuf.handle };
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// ── Instance grid. ─────────────────────────────────────────────────
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static std::vector<RenderingElement3D> renderers;
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renderers.reserve(static_cast<std::size_t>(instanceCount));
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const float origin0 = -0.5f * static_cast<float>(kGrid - 1) * kSpacing;
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for (int x = 0; x < kGrid; ++x)
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for (int y = 0; y < kGrid; ++y)
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for (int z = 0; z < kGrid; ++z) {
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renderers.emplace_back();
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RenderingElement3D& r = renderers.back();
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auto& tx = r.instance.transform.matrix;
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tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = origin0 + float(x) * kSpacing;
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tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing;
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tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing;
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r.instance.instanceCustomIndex = static_cast<std::uint32_t>(renderers.size() - 1);
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r.instance.mask = 0xFF;
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r.instance.instanceShaderBindingTableRecordOffset = 0;
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r.instance.flags = kRTGeometryInstanceForceOpaque;
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r.instance.accelerationStructureReference = cube.blasAddr;
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RenderingElement3D::Add(&r);
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}
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RenderingElement3D::BuildTLAS(cmd, 0);
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window.descriptorHeap = &heap;
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window.FinishInit();
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RTPass rtPass(&pipeline);
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rtPass.handlesPtr = userHandles.data();
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rtPass.handlesCount = static_cast<std::uint32_t>(userHandles.size());
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rtPass.maxDepth = 1;
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window.passes.push_back(&rtPass);
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// Fixed camera framing the grid from a corner, aimed at the centre.
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{
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const float ext = float(kGrid - 1) * kSpacing;
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Vector<float, 3, 4> pos { ext * 1.4f, ext * 1.0f, ext * 1.4f };
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Vector<float, 3, 4> d { -pos.x, -pos.y, -pos.z };
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const float len = std::sqrt(d.x*d.x + d.y*d.y + d.z*d.z);
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Vector<float, 3, 4> forward { d.x/len, d.y/len, d.z/len };
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Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
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Vector<float, 3, 4> right { forward.y*worldUp.z - forward.z*worldUp.y,
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forward.z*worldUp.x - forward.x*worldUp.z,
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forward.x*worldUp.y - forward.y*worldUp.x };
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const float rLen = std::sqrt(right.x*right.x + right.y*right.y + right.z*right.z);
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right.x /= rLen; right.y /= rLen; right.z /= rLen;
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Vector<float, 3, 4> up { right.y*forward.z - right.z*forward.y,
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right.z*forward.x - right.x*forward.z,
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right.x*forward.y - right.y*forward.x };
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CameraGPU& g = cameraBuf.value[0];
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g.origin[0]=pos.x; g.origin[1]=pos.y; g.origin[2]=pos.z; g.pad0=0;
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g.right[0]=right.x; g.right[1]=right.y; g.right[2]=right.z;
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g.up[0]=up.x; g.up[1]=up.y; g.up[2]=up.z;
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g.forward[0]=forward.x; g.forward[1]=forward.y; g.forward[2]=forward.z;
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g.aspect = float(window.width) / float(window.height);
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g.tanHalf = std::tan(70.0f * 3.14159265f / 360.0f);
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g.pad1 = 0;
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cameraBuf.FlushDevice();
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}
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// ── rayQuery pick shader + output buffer. ──────────────────────────
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static PlainComputeShader pickShader;
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std::array<UICustomBinding, 1> pickBindings {{
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{ .group = 2, .binding = 0, .kind = UICustomBindingKind::BufferReadWrite, ._pad = 0, .pushOffset = 0 },
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}};
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pickShader.Load(fs::path("rayquery_pick.wgsl"),
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static_cast<std::uint32_t>(sizeof(PickPush)),
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pickBindings, /*rayQuery*/ true);
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static WebGPUBuffer<PickResult, true> pickBuf;
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pickBuf.Create(1);
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static std::array<std::uint32_t, 1> pickHandles { pickBuf.handle };
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// The known ray: -X down the (iy,iz) row, far enough out to clear the grid.
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static PickPush push {};
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push.origin[0] = 50.0f;
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push.origin[1] = origin0 + float(kHitY) * kSpacing;
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push.origin[2] = origin0 + float(kHitZ) * kSpacing;
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push.dir[0] = -1.0f; push.dir[1] = 0.0f; push.dir[2] = 0.0f;
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static int frame = 0;
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static bool dispatched = false;
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static bool reported = false;
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EventListener<void> tick(&window.onBeforeUpdate, [&]() {
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if (reported) return;
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// Let a couple of frames go by so the TLAS build has certainly run.
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if (frame == 2 && !dispatched) {
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pickShader.Dispatch(&push, sizeof(push), pickHandles, 1, 1, 1);
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pickBuf.EnqueueReadback();
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dispatched = true;
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} else if (dispatched && pickBuf.PollReadback()) {
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const PickResult& r = pickBuf.value[0];
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const bool ok = (r.hit == 1u) && (r.instanceCustomIndex == kExpectedCustomIndex);
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std::println("[RayQueryPick] result: hit={} customIndex={} prim={} t={}",
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r.hit, r.instanceCustomIndex, r.primitiveIndex, r.tHit);
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if (ok) {
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std::println("[RayQueryPick] PASS — rayQuery TLAS traversal hit the expected instance");
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} else {
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std::println("[RayQueryPick] FAIL — expected hit=1 customIndex={}, got hit={} customIndex={}",
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kExpectedCustomIndex, r.hit, r.instanceCustomIndex);
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}
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// The render loop runs after main's _Exit, where stdio is never
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// flushed implicitly — push the verdict out explicitly.
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std::fflush(stdout);
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reported = true;
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}
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++frame;
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});
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window.Render();
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window.StartUpdate();
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window.StartSync();
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return 0;
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}
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#endif
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11
examples/RayQueryPick/miss.wgsl
Normal file
11
examples/RayQueryPick/miss.wgsl
Normal file
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@ -0,0 +1,11 @@
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// RTStress miss (runs in SHADE). Primary miss → sky gradient. Shadow miss
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// → the sun is unoccluded, so add the pending direct contribution.
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fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
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if ((*payload).shadowRay == 1u) {
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rtAccumulate((*payload).color);
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return;
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}
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let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
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rtAccumulate(mix(vec3<f32>(0.50, 0.62, 0.85),
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vec3<f32>(0.90, 0.94, 1.00), t));
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}
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47
examples/RayQueryPick/project.cpp
Normal file
47
examples/RayQueryPick/project.cpp
Normal file
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@ -0,0 +1,47 @@
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import std;
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import Crafter.Build;
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namespace fs = std::filesystem;
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using namespace Crafter;
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extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
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bool isWasm = false;
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for (std::string_view a : args) {
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if (a.starts_with("--target=") && a.find("wasm") != std::string_view::npos) {
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isWasm = true;
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break;
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}
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}
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std::vector<std::string> graphicsArgs(args.begin(), args.end());
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Configuration* graphics = LocalProject({
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.projectFile = "../../project.cpp",
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.args = graphicsArgs,
|
||||
});
|
||||
|
||||
Configuration cfg;
|
||||
cfg.path = "./";
|
||||
cfg.name = "RayQueryPick";
|
||||
cfg.outputName = "RayQueryPick";
|
||||
cfg.type = ConfigurationType::Executable;
|
||||
if (isWasm) {
|
||||
cfg.target = "wasm32-wasip1";
|
||||
cfg.defines.push_back({"CRAFTER_GRAPHICS_WINDOW_DOM", ""});
|
||||
cfg.compileFlags.push_back("-msimd128");
|
||||
}
|
||||
ApplyStandardArgs(cfg, args);
|
||||
cfg.dependencies = { graphics };
|
||||
|
||||
std::array<fs::path, 0> ifaces = {};
|
||||
std::array<fs::path, 1> impls = { "main" };
|
||||
cfg.GetInterfacesAndImplementations(ifaces, impls);
|
||||
|
||||
if (isWasm) {
|
||||
cfg.files.emplace_back(fs::path("raygen.wgsl"));
|
||||
cfg.files.emplace_back(fs::path("closesthit.wgsl"));
|
||||
cfg.files.emplace_back(fs::path("miss.wgsl"));
|
||||
cfg.files.emplace_back(fs::path("resolve.wgsl"));
|
||||
cfg.files.emplace_back(fs::path("rayquery_pick.wgsl"));
|
||||
EnableWasiBrowserRuntime(cfg);
|
||||
}
|
||||
return cfg;
|
||||
}
|
||||
35
examples/RayQueryPick/raygen.wgsl
Normal file
35
examples/RayQueryPick/raygen.wgsl
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
// RTStress raygen (runs in GENERATE). Host-driven pinhole camera at
|
||||
// @group(3) (groups 0..2 are reserved by the wavefront pipeline:
|
||||
// 0 = WfParams, 1 = data heaps, 2 = indirect args).
|
||||
struct Camera {
|
||||
origin: vec3<f32>,
|
||||
pad0: f32,
|
||||
right: vec3<f32>,
|
||||
tanHalf: f32,
|
||||
up: vec3<f32>,
|
||||
aspect: f32,
|
||||
forward: vec3<f32>,
|
||||
pad1: f32,
|
||||
};
|
||||
@group(3) @binding(0) var<storage, read> camera : Camera;
|
||||
|
||||
fn raygen_main(gid: vec3<u32>) {
|
||||
if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }
|
||||
|
||||
let pixelf = vec2<f32>(f32(gid.x), f32(gid.y));
|
||||
let res = vec2<f32>(f32(wfParams.surfaceW), f32(wfParams.surfaceH));
|
||||
let uv = (pixelf + vec2<f32>(0.5)) / res;
|
||||
let ndc = uv * 2.0 - vec2<f32>(1.0);
|
||||
|
||||
let direction = normalize(
|
||||
camera.right * (ndc.x * camera.aspect * camera.tanHalf) +
|
||||
camera.up * (-ndc.y * camera.tanHalf) +
|
||||
camera.forward);
|
||||
|
||||
var p: Payload;
|
||||
p.color = vec3<f32>(0.0);
|
||||
p.shadowRay = 0u;
|
||||
|
||||
rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0,
|
||||
0u, 0xFFu, 0u, 0u, p);
|
||||
}
|
||||
48
examples/RayQueryPick/rayquery_pick.wgsl
Normal file
48
examples/RayQueryPick/rayquery_pick.wgsl
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
// rayQuery picking smoke test (WebGPU/DOM software ray-query path).
|
||||
//
|
||||
// Shoots a single, fully-determined ray at a known TLAS instance through
|
||||
// the injected `rayQuery*` shim and records the committed hit into a
|
||||
// storage buffer the host reads back. The whole point is to exercise
|
||||
// `_rqTraverseTlas`'s TLAS descent for a realistic (< 8193) instance
|
||||
// count — the regime where a hardcoded 16384-leaf start makes every node
|
||||
// look internal and the pick always misses (issue #25).
|
||||
//
|
||||
// rayQuery=true ⇒ @group(1) is the reserved RT heap (do NOT declare it).
|
||||
// User bindings live at @group(2)+; the optional push uniform at @group(0).
|
||||
|
||||
struct PushData {
|
||||
origin: vec3<f32>,
|
||||
_p0: f32,
|
||||
dir: vec3<f32>,
|
||||
_p1: f32,
|
||||
};
|
||||
@group(0) @binding(0) var<uniform> push : PushData;
|
||||
|
||||
struct PickResult {
|
||||
hit: u32, // 1 = committed triangle hit, 0 = miss
|
||||
instanceCustomIndex: u32,
|
||||
primitiveIndex: u32,
|
||||
tHit: f32,
|
||||
};
|
||||
@group(2) @binding(0) var<storage, read_write> result : PickResult;
|
||||
|
||||
@compute @workgroup_size(1)
|
||||
fn main() {
|
||||
var rq: RayQuery;
|
||||
rayQueryInitialize(&rq, 0u, RT_FLAG_OPAQUE, 0xFFu,
|
||||
push.origin, 0.001, push.dir, 10000.0);
|
||||
// Software shim resolves the whole traversal in one proceed call.
|
||||
while (rayQueryProceed(&rq)) {}
|
||||
|
||||
if (rayQueryGetCommittedIntersectionType(&rq) != RT_INTERSECTION_NONE) {
|
||||
result.hit = 1u;
|
||||
result.instanceCustomIndex = rayQueryGetCommittedInstanceCustomIndex(&rq);
|
||||
result.primitiveIndex = rayQueryGetCommittedPrimitiveIndex(&rq);
|
||||
result.tHit = rayQueryGetCommittedT(&rq);
|
||||
} else {
|
||||
result.hit = 0u;
|
||||
result.instanceCustomIndex = 0xFFFFFFFFu;
|
||||
result.primitiveIndex = 0xFFFFFFFFu;
|
||||
result.tHit = -1.0;
|
||||
}
|
||||
}
|
||||
7
examples/RayQueryPick/resolve.wgsl
Normal file
7
examples/RayQueryPick/resolve.wgsl
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
// RTStress RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the linear
|
||||
// accumulator. Registered as a WebGPURTStage::Resolve shader.
|
||||
fn resolve_main(coord: vec2<u32>, hdr: vec4<f32>) -> vec4<f32> {
|
||||
let mapped = hdr.rgb / (hdr.rgb + vec3<f32>(1.0));
|
||||
let g = pow(mapped, vec3<f32>(1.0 / 2.2));
|
||||
return vec4<f32>(g, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue