diff --git a/WAVEFRONT-DESIGN.md b/WAVEFRONT-DESIGN.md index 3b3742a..ff3ac7b 100644 --- a/WAVEFRONT-DESIGN.md +++ b/WAVEFRONT-DESIGN.md @@ -42,6 +42,16 @@ Accum buffer is linear. Optional user `WebGPURTStage::Resolve` entry `resolve_main(coord:vec2, hdr:vec4)->vec4`. None → passthrough. VulkanTriangle: no resolve (exact match). Sponza: resolve does Reinhard+gamma. +### HDR output target (issue #27) +`PipelineRTWebGPU::Init(..., hdrOutputFormat)` (default `RGBA8Unorm` = the +canvas ping-pong path, unchanged) can instead point RESOLVE at a user +`rgba16float` storage texture (`RTPass::outTexHandle`). The JS side swaps +binding(6)'s WGSL declaration + bind-group-layout format and skips the +ping-pong flip, since the canvas is untouched. With no resolve shader the +default passthrough writes raw linear radiance — the HDR input an app's own +bloom/composite chain (threshold → blur → tonemap → swapchain) reads. See +`examples/HDRBloom`. + ## Indirect dispatch (Phase 2 de-risk) Prove `dispatchWorkgroupsIndirect` + cross-pass atomic visibility with a toy "emit N → dispatch N" before wiring real kernels. WebGPU inserts an implicit diff --git a/additional/dom-webgpu.js b/additional/dom-webgpu.js index facf92c..43971c8 100644 --- a/additional/dom-webgpu.js +++ b/additional/dom-webgpu.js @@ -46,6 +46,7 @@ function stub(name) { "wgpuCreateAtlasTexture", "wgpuWriteAtlasRegion", "wgpuDestroyTexture", "wgpuCreateImage2D", "wgpuWriteImage2D", "wgpuCreateImage2DArray", "wgpuWriteImage2DLayer", + "wgpuCreateStorageImage2D", "wgpuCreateLinearClampSampler", "wgpuCreateLinearRepeatSampler", "wgpuFrameBegin", "wgpuFrameEnd", "wgpuDispatchQuads", "wgpuDispatchCircles", "wgpuDispatchImages", "wgpuDispatchText", @@ -835,6 +836,42 @@ env.wgpuWriteImage2DLayer = (handle, layer, level, srcPtr, byteSize, w, h) => { } }; +// Map the C++ WebGPUTexelFormat enum (u8) to a WGSL/GPU format string. +// Kept deliberately small — the HDR post-process path needs rgba16float; +// rgba8unorm (0) is the default so an unspecified `format` byte stays the +// pre-existing behaviour. Storage-texture bindings (UICustomBindingKind 5) +// and wgpuCreateStorageImage2D both run through here. +function texelFormatStr(f) { + switch (f | 0) { + case 1: return "rgba16float"; + case 2: return "r32float"; + default: return "rgba8unorm"; + } +} + +// Runtime-allocated 2D texture with STORAGE_BINDING + TEXTURE_BINDING usage +// and a caller-chosen format. Unlike wgpuCreateImage2D (rgba8unorm, sampled, +// CPU-upload only) this is the allocation path an HDR post-process chain +// needs: an rgba16float target a compute pass can BOTH write +// (texture_storage_2d) and sample +// (texture_2d, filterable). No CompressedTextureAsset upload — the +// content is produced on the GPU. COPY_DST so it can be cleared / seeded; +// COPY_SRC so it can be read back or blitted. +env.wgpuCreateStorageImage2D = (w, h, format) => { + const handle = newHandle(); + const tex = device.createTexture({ + size: [w, h], + format: texelFormatStr(format), + usage: GPUTextureUsage.STORAGE_BINDING + | GPUTextureUsage.TEXTURE_BINDING + | GPUTextureUsage.COPY_SRC + | GPUTextureUsage.COPY_DST, + }); + textures.set(handle, tex); + textureViews.set(handle, tex.createView()); + return handle; +}; + env.wgpuWriteImage2D = (handle, srcPtr, byteSize, w, h) => { const tex = textures.get(handle); if (!tex) return; @@ -1065,6 +1102,7 @@ env.wgpuLoadCustomShader = (wgslPtr, wgslLen, bindingsPtr, bindingsCount, rayQue group: dv.getUint8(i*8 + 0), binding: dv.getUint8(i*8 + 1), kind: dv.getUint8(i*8 + 2), + format: dv.getUint8(i*8 + 3), // texel format for storage-texture kind pushOffset: dv.getUint32(i*8 + 4, true), }); } @@ -1130,6 +1168,7 @@ env.wgpuLoadCustomShader = (wgslPtr, wgslLen, bindingsPtr, bindingsCount, rayQue else if (b.kind === 1) e.texture = { sampleType: "float", viewDimension: "2d" }; else if (b.kind === 2) e.sampler = { type: "filtering" }; else if (b.kind === 3) e.texture = { sampleType: "float", viewDimension: "2d-array" }; + else if (b.kind === 5) e.storageTexture = { format: texelFormatStr(b.format), access: "write-only", viewDimension: "2d" }; return e; }); bgls.push(device.createBindGroupLayout({ entries })); @@ -1230,6 +1269,7 @@ env.wgpuDispatchCustom = (pipelineHandle, pushPtr, pushBytes, handlesPtr, handle else if (b.kind === 1) resource = textureViews.get(h); else if (b.kind === 2) resource = samplers.get(h); else if (b.kind === 3) resource = textureViews.get(h); + else if (b.kind === 5) resource = textureViews.get(h); return { binding: b.binding, resource }; }); const bg = device.createBindGroup({ layout: pipe.bgls[g], entries }); @@ -3060,9 +3100,17 @@ function wfLogTimestamps(ts, data) { console.log(`[crafter-wgpu] RT passes: ${parts.join(" | ")} | total ${(totalNs/1000).toFixed(1)}us`); } -env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => { +env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount, hdrOutputFormat) => { if (!rtState.vertHeap) rtInit(); const userPart = new TextDecoder().decode(memU8().subarray(wgslPtr, wgslPtr + wgslLen)); + // hdrOutputFormat (0 = none): when set, RESOLVE writes the linear + // accumulator into a user-provided storage texture of this format + // (rgba16float for HDR post-process) instead of the rgba8unorm canvas + // ping-pong. The app owns the downstream composite→swapchain pass. The + // binding-6 format must match in BOTH the WGSL `outImage` declaration + // and the data bind-group layout, so we swap both below. + const hdrOut = (hdrOutputFormat | 0) !== 0; + const outFmtStr = hdrOut ? texelFormatStr(hdrOutputFormat) : "rgba8unorm"; // Insert helpers at the marker; prepend prelude. const marker = "// @CRAFTER_RT_LIBRARY_HELPERS_HERE"; @@ -3076,7 +3124,12 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => { // Wavefront assembly: types + bindings | user CH/miss/resolve + wfPayload // + switches (beforeHelpers) | pure helpers | wavefront helpers | user // raygen + the five @compute entry points (afterHelpers). - const fullWgsl = rtWgslTypes + rtWgslWavefrontBindings + "\n" + const wavefrontBindings = hdrOut + ? rtWgslWavefrontBindings.replace( + "var outImage : texture_storage_2d;", + "var outImage : texture_storage_2d<" + outFmtStr + ", write>;") + : rtWgslWavefrontBindings; + const fullWgsl = rtWgslTypes + wavefrontBindings + "\n" + beforeHelpers + "\n" + rtWgslPureHelpers + "\n" + rtWgslWavefrontHelpers + "\n" + afterHelpers; @@ -3102,6 +3155,7 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => { group: g, binding: dv.getUint8(i*8 + 1), kind: dv.getUint8(i*8 + 2), + format: dv.getUint8(i*8 + 3), // texel format for storage-texture kind pushOffset: dv.getUint32(i*8 + 4, true), }); } @@ -3124,7 +3178,7 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => { const dataBgl = device.createBindGroupLayout({ entries: [ sb(0), sb(1), sb(2), sb(3), sb(4), sb(5), { binding: 6, visibility: GPUShaderStage.COMPUTE, - storageTexture: { format: "rgba8unorm", access: "write-only", viewDimension: "2d" } }, + storageTexture: { format: outFmtStr, access: "write-only", viewDimension: "2d" } }, sb(7), sb(8), sb(9), rw(10), rw(11), rw(12), rw(13), rw(14), rw(15), ]}); @@ -3143,6 +3197,7 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => { else if (b.kind === 2) e.sampler = { type: "filtering" }; else if (b.kind === 3) e.texture = { sampleType: "float", viewDimension: "2d-array" }; else if (b.kind === 4) e.buffer = { type: "storage" }; + else if (b.kind === 5) e.storageTexture = { format: texelFormatStr(b.format), access: "write-only", viewDimension: "2d" }; return e; }); userBgls.push(device.createBindGroupLayout({ entries })); @@ -3172,7 +3227,7 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => { shadePipe: mk(userLayout, "wfShade"), resolvePipe: mk(userLayout, "wfResolve"), paramsBgl, dataBgl, indirectBgl, emptyBgl, userBgls, - byGroup, sortedGroups, traceHasUser, + byGroup, sortedGroups, traceHasUser, hdrOutput: hdrOut, }; const handle = newHandle(); rtPipelines.set(handle, entry); @@ -3203,6 +3258,7 @@ function wfUserBindGroups(pipe, handlesPtr, handlesCount) { else if (b.kind === 2) resource = samplers.get(h); else if (b.kind === 3) resource = textureViews.get(h); else if (b.kind === 4) resource = { buffer: buffers.get(h) }; + else if (b.kind === 5) resource = textureViews.get(h); return { binding: b.binding, resource }; }); out.push({ group: g, bindGroup: device.createBindGroup({ layout: pipe.userBgls[bglIdx], entries }) }); @@ -3214,7 +3270,7 @@ function wfUserBindGroups(pipe, handlesPtr, handlesCount) { env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes, tlasBufHandle, instanceCount, gx, gy, - handlesPtr, handlesCount, maxDepth) => { + handlesPtr, handlesCount, maxDepth, outTexHandle) => { if (!state.encoder) return; const pipe = rtPipelines.get(pipelineHandle); const tlas = buffers.get(tlasBufHandle); @@ -3222,6 +3278,17 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes, console.error("[crafter-wgpu] wgpuDispatchRT: unknown pipeline or tlas"); return; } + // HDR-output pipelines write RESOLVE into a user-provided storage + // texture (binding 6) rather than the canvas ping-pong. The handle is + // required in that case and its format must match the one the pipeline + // was loaded with. + if (pipe.hdrOutput) { + const userOut = textureViews.get(outTexHandle >>> 0); + if (!userOut) { + console.error("[crafter-wgpu] wgpuDispatchRT: HDR pipeline needs a valid outTexHandle"); + return; + } + } const entryOrderBuf = buffers.get(rtState.currentEntryOrder); const bvhBuf = buffers.get(rtState.currentBvh); if (!entryOrderBuf || !bvhBuf) { @@ -3259,7 +3326,9 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes, writeSlot(1 + 3 * depth, 1, depth); // RESOLVE queue.writeBuffer(wf.paramsRing, 0, ring, 0, passCount * 64); - const outView = state.outIsPing ? state.pingView : state.pongView; + const outView = pipe.hdrOutput + ? textureViews.get(outTexHandle >>> 0) + : (state.outIsPing ? state.pingView : state.pongView); const paramsBg = device.createBindGroup({ layout: pipe.paramsBgl, entries: [{ binding: 0, resource: { buffer: wf.paramsRing, offset: 0, size: 256 } }], @@ -3389,9 +3458,12 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes, } // Reopen the frame's shared pass so wgpuFrameEnd / later UI work as - // before, and flip ping-pong so the blit picks the texture RESOLVE wrote. + // before. For canvas output, flip ping-pong so the blit picks the + // texture RESOLVE wrote. For HDR output RESOLVE wrote a user texture and + // left the ping-pong untouched, so the flip is skipped — the app's own + // composite pass is responsible for writing the canvas. state.pass = enc.beginComputePass(); - state.outIsPing = !state.outIsPing; + if (!pipe.hdrOutput) state.outIsPing = !state.outIsPing; }; // ── Standalone compute pipelines ──────────────────────────────────────── @@ -3434,6 +3506,7 @@ env.wgpuLoadComputePipeline = (wgslPtr, wgslLen, pushUniformSize, group: dv.getUint8(i*8 + 0), binding: dv.getUint8(i*8 + 1), kind: dv.getUint8(i*8 + 2), + format: dv.getUint8(i*8 + 3), // texel format for storage-texture kind pushOffset: dv.getUint32(i*8 + 4, true), }); } @@ -3492,6 +3565,7 @@ env.wgpuLoadComputePipeline = (wgslPtr, wgslLen, pushUniformSize, else if (b.kind === 2) e.sampler = { type: "filtering" }; else if (b.kind === 3) e.texture = { sampleType: "float", viewDimension: "2d-array" }; else if (b.kind === 4) e.buffer = { type: "storage" }; // read-write storage + else if (b.kind === 5) e.storageTexture = { format: texelFormatStr(b.format), access: "write-only", viewDimension: "2d" }; // write-only storage texture return e; }); bgls.push(device.createBindGroupLayout({ entries })); @@ -3620,6 +3694,7 @@ env.wgpuDispatchCompute = (pipelineHandle, pushPtr, pushBytes, else if (b.kind === 1) resource = textureViews.get(h); else if (b.kind === 2) resource = samplers.get(h); else if (b.kind === 3) resource = textureViews.get(h); + else if (b.kind === 5) resource = textureViews.get(h); return { binding: b.binding, resource }; }); userBGs.push(device.createBindGroup({ layout: pipe.bgls[bglIdx++], entries })); diff --git a/examples/HDRBloom/blur.comp.wgsl b/examples/HDRBloom/blur.comp.wgsl new file mode 100644 index 0000000..b4a570a --- /dev/null +++ b/examples/HDRBloom/blur.comp.wgsl @@ -0,0 +1,33 @@ +// HDRBloom blur pass (PlainComputeShader). Box-blurs the thresholded bloom +// mip into a second rgba16float target — demonstrating an N-target float +// chain: this pass SAMPLES the texture the threshold pass wrote (storage +// write → sampled read across a submit barrier) and WRITES another +// user-owned float storage texture. Two such targets prove the mip-pyramid +// shape a real bloom needs. +// +// Layout mirrors threshold.comp.wgsl (src = bloom mip A, dst = bloom mip B). + +struct Dim { w: u32, h: u32, _0: u32, _1: u32 }; +@group(0) @binding(0) var dim : Dim; +@group(1) @binding(0) var src : texture_2d; +@group(1) @binding(1) var dst : texture_storage_2d; + +const R: i32 = 6; // box radius → 13×13 kernel; a wide, cheap glow + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) gid: vec3) { + if (gid.x >= dim.w || gid.y >= dim.h) { return; } + let maxX = i32(dim.w) - 1; + let maxY = i32(dim.h) - 1; + var sum = vec3(0.0); + var count = 0.0; + for (var dy = -R; dy <= R; dy = dy + 1) { + for (var dx = -R; dx <= R; dx = dx + 1) { + let x = clamp(i32(gid.x) + dx, 0, maxX); + let y = clamp(i32(gid.y) + dy, 0, maxY); + sum = sum + textureLoad(src, vec2(x, y), 0).rgb; + count = count + 1.0; + } + } + textureStore(dst, vec2(i32(gid.x), i32(gid.y)), vec4(sum / count, 1.0)); +} diff --git a/examples/HDRBloom/closesthit.wgsl b/examples/HDRBloom/closesthit.wgsl new file mode 100644 index 0000000..ef83cf8 --- /dev/null +++ b/examples/HDRBloom/closesthit.wgsl @@ -0,0 +1,45 @@ +// HDRBloom closest-hit (runs in SHADE). Half the cubes are "emitters" that +// accumulate a strongly super-1.0 radiance (the HDR signal a bloom pass +// extracts); the rest are dim Lambert-shaded fillers near/below 1.0 that the +// threshold rejects. The linear accumulator is what RESOLVE writes into the +// rgba16float scene target — no tonemap here. +// +// Payload declared here so the assembler sees it before wfPayload / SHADE. +struct Payload { + color: vec3, +}; + +const SUN_DIR_TO_LIGHT: vec3 = vec3(0.40, 0.85, 0.35); +const AMBIENT_COLOR: vec3 = vec3(0.10, 0.11, 0.16); + +// Distinct per-instance hue so emitters read as different coloured glows. +fn instanceAlbedo(i: u32) -> vec3 { + let h = i * 2654435761u; + return vec3( + 0.35 + 0.6 * f32((h >> 0u) & 255u) / 255.0, + 0.35 + 0.6 * f32((h >> 8u) & 255u) / 255.0, + 0.35 + 0.6 * f32((h >> 16u) & 255u) / 255.0); +} + +fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr) { + let meshRec = meshRecords[tlasEntries[hit.instanceId].blasMeshIdx]; + let verts = _rtFetchTri(meshRec, hit.primitiveId); + let nObj = normalize(cross(verts[1] - verts[0], verts[2] - verts[0])); + let nWorld = normalize(vec3( + dot(hit.objectToWorldR0.xyz, nObj), + dot(hit.objectToWorldR1.xyz, nObj), + dot(hit.objectToWorldR2.xyz, nObj))); + + let albedo = instanceAlbedo(hit.customIndex); + let viewDir = -ray.direction; + let nFacing = select(-nWorld, nWorld, dot(nWorld, viewDir) > 0.0); + let nDotL = max(0.0, dot(nFacing, normalize(SUN_DIR_TO_LIGHT))); + + // Every third cube is a bright emitter (HDR, > 1.0); the rest stay dim. + if ((hit.customIndex % 3u) == 0u) { + // View-independent emission so the whole face glows uniformly. + rtAccumulate(albedo * 9.0); + } else { + rtAccumulate(albedo * (AMBIENT_COLOR + vec3(0.55 * nDotL))); + } +} diff --git a/examples/HDRBloom/composite.comp.wgsl b/examples/HDRBloom/composite.comp.wgsl new file mode 100644 index 0000000..f1c893a --- /dev/null +++ b/examples/HDRBloom/composite.comp.wgsl @@ -0,0 +1,53 @@ +// HDRBloom composite (UI custom shader, dispatched via UIRenderer). Runs +// inside the per-frame UI compute pass, so it owns the ping-pong `out` +// texture that gets blitted to the canvas — the app's composite→swapchain +// step. It reads the linear HDR scene (group 2 binding 0) and the blurred +// bloom mip (group 2 binding 1, sampled through a filtering sampler — float +// textures are filterable), adds them, tonemaps (Reinhard) and gamma- +// corrects, then writes the rgba8unorm canvas. +// +// group 0 binding 0 — uniform UIDispatchHeader (auto-injected) +// group 1 binding 0 — texture_storage_2d out (auto) +// group 1 binding 1 — texture_2d prev (auto, unused) +// group 2 binding 0 — texture_2d hdr scene (heap slot in push) +// group 2 binding 1 — texture_2d bloom mip (heap slot in push) +// group 2 binding 2 — sampler linear clamp (heap slot in push) + +struct UIDispatchHeader { + outImage: u32, + itemBuffer: u32, + surfaceW: u32, + surfaceH: u32, + clipX: f32, + clipY: f32, + clipW: f32, + clipH: f32, + itemCount: u32, + frameIdx: u32, + flags: u32, + _pad: u32, +}; +@group(0) @binding(0) var hdr : UIDispatchHeader; +@group(1) @binding(0) var outTex : texture_storage_2d; +@group(1) @binding(1) var prevTex : texture_2d; +@group(2) @binding(0) var hdrTex : texture_2d; +@group(2) @binding(1) var bloomTex : texture_2d; +@group(2) @binding(2) var samp : sampler; + +const BLOOM_STRENGTH: f32 = 1.0; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) gid: vec3) { + if (gid.x >= hdr.surfaceW || gid.y >= hdr.surfaceH) { return; } + let coord = vec2(i32(gid.x), i32(gid.y)); + + let scene = textureLoad(hdrTex, coord, 0).rgb; + let uv = (vec2(f32(gid.x), f32(gid.y)) + vec2(0.5)) + / vec2(f32(hdr.surfaceW), f32(hdr.surfaceH)); + let bloom = textureSampleLevel(bloomTex, samp, uv, 0.0).rgb; + + let lit = scene + bloom * BLOOM_STRENGTH; + let mapped = lit / (lit + vec3(1.0)); // Reinhard tonemap + let g = pow(mapped, vec3(1.0 / 2.2)); // gamma 2.2 + textureStore(outTex, coord, vec4(g, 1.0)); +} diff --git a/examples/HDRBloom/main.cpp b/examples/HDRBloom/main.cpp new file mode 100644 index 0000000..6495c19 --- /dev/null +++ b/examples/HDRBloom/main.cpp @@ -0,0 +1,244 @@ +// HDRBloom — cross-backend-shaped HDR post-process on the WebGPU/DOM +// backend, exercising the primitives added for issue #27: +// +// 1. rgba16float runtime textures (StorageImage2D) with STORAGE + SAMPLED +// usage — the scene + bloom-mip targets. +// 2. A write-only StorageTexture binding kind (UICustomBindingKind:: +// StorageTexture) so compute passes write those float targets, plus +// float-texture sampling via SampledTexture. +// 3. PipelineRTWebGPU's RESOLVE writing linear radiance into a user +// rgba16float texture (hdrOutputFormat) instead of the canvas. +// +// Pipeline shape (the same one a Vulkan bloom would use): +// RT → linear rgba16float scene +// threshold (compute, sample float → write float) +// blur (compute, sample float → write float) +// composite (UI custom shader: scene + bloom → tonemap+gamma → canvas) +// +// The threshold/blur passes run from onBeforeUpdate so each lands on its own +// queue submit — WebGPU's per-submit ordering gives the storage-write → +// sampled-read barrier the chain needs (there is no barrier between +// dispatches within one compute pass). The composite runs in-frame as a UI +// custom shader so it owns the canvas ping-pong. Bloom is therefore one +// frame behind the sharp scene, which is imperceptible for this static view. +// +// WebGPU/DOM only — the wavefront tracer is the WebGPU software RT path. + +#ifndef CRAFTER_GRAPHICS_WINDOW_DOM +int main() { return 0; } // native bloom is wireable today (see issue gap 4) +#else + +#include // offsetof + +import Crafter.Graphics; +import Crafter.Math; +import Crafter.Event; +import std; + +using namespace Crafter; +namespace fs = std::filesystem; + +namespace { + constexpr int kGrid = 3; + constexpr float kSpacing = 2.5f; + constexpr float kHalf = 0.5f; + + struct CameraGPU { + float origin[3]; float pad0; + float right[3]; float tanHalf; + float up[3]; float aspect; + float forward[3]; float pad1; + }; + static_assert(sizeof(CameraGPU) == 64); + + struct Dim { std::uint32_t w, h, _0, _1; }; + + // Composite push: standard header + the three heap slots the UI custom + // shader's group(2) bindings resolve through. + struct CompositePush { + UIDispatchHeader hdr; + std::uint32_t hdrSlot; + std::uint32_t bloomSlot; + std::uint32_t sampSlot; + std::uint32_t _pad; + }; +} + +int main() { + Device::Initialize(); + static Window window(1280, 720, "HDRBloom"); + auto cmd = window.StartInit(); + + DescriptorHeapWebGPU heap; + heap.Initialize(/*images*/ 4, /*buffers*/ 4, /*samplers*/ 2); + window.descriptorHeap = &heap; + + const std::uint16_t W = static_cast(window.width); + const std::uint16_t H = static_cast(window.height); + + // ── RT pipeline: HDR output (RESOLVE → rgba16float) ──────────────── + std::array shaders {{ + WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen), + WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss), + WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit), + }}; + ShaderBindingTableWebGPU sbt; + sbt.Init(shaders); + + std::array raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }}; + std::array missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }}; + std::array hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }}; + + std::array rtBindings {{ + { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 }, + }}; + + PipelineRTWebGPU pipeline; + pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, rtBindings, + WebGPUTexelFormat::RGBA16Float); // ← RESOLVE writes HDR + + // ── Unit cube mesh. ──────────────────────────────────────────────── + static std::array, 8> verts {{ + {-kHalf, -kHalf, -kHalf}, { kHalf, -kHalf, -kHalf}, + { kHalf, kHalf, -kHalf}, {-kHalf, kHalf, -kHalf}, + {-kHalf, -kHalf, kHalf}, { kHalf, -kHalf, kHalf}, + { kHalf, kHalf, kHalf}, {-kHalf, kHalf, kHalf}, + }}; + static std::array indices {{ + 0,1,2, 0,2,3, 5,4,7, 5,7,6, 4,0,3, 4,3,7, + 1,5,6, 1,6,2, 4,5,1, 4,1,0, 3,2,6, 3,6,7, + }}; + static Mesh cube; + cube.Build(verts, indices, cmd); + + WebGPUBuffer cameraBuf; + cameraBuf.Create(1); + static std::array rtHandles { cameraBuf.handle }; + + static std::vector renderers; + renderers.reserve(static_cast(kGrid * kGrid * kGrid)); + const float origin0 = -0.5f * static_cast(kGrid - 1) * kSpacing; + for (int x = 0; x < kGrid; ++x) + for (int y = 0; y < kGrid; ++y) + for (int z = 0; z < kGrid; ++z) { + renderers.emplace_back(); + RenderingElement3D& r = renderers.back(); + auto& tx = r.instance.transform.matrix; + tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = origin0 + float(x) * kSpacing; + tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing; + tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing; + r.instance.instanceCustomIndex = static_cast(renderers.size() - 1); + r.instance.mask = 0xFF; + r.instance.instanceShaderBindingTableRecordOffset = 0; + r.instance.flags = kRTGeometryInstanceForceOpaque; + r.instance.accelerationStructureReference = cube.blasAddr; + RenderingElement3D::Add(&r); + } + RenderingElement3D::BuildTLAS(cmd, 0); + + // ── HDR scene + bloom mip targets (rgba16float). ─────────────────── + StorageImage2D hdrScene; hdrScene.Create(W, H); + StorageImage2D bloomA; bloomA.Create(W, H); + StorageImage2D bloomB; bloomB.Create(W, H); + + // Heap slots for the composite's sampled inputs + sampler. + ImageSlot hdrSlot = hdrScene.AllocateSlot(heap); + ImageSlot bloomSlot = bloomB.AllocateSlot(heap); + SamplerSlot sampSlot = AllocateLinearClampSampler(heap); + + // ── Threshold + blur compute passes. ─────────────────────────────── + std::array bloomBindings {{ + { .group = 1, .binding = 0, .kind = UICustomBindingKind::SampledTexture, .pushOffset = 0 }, + { .group = 1, .binding = 1, .kind = UICustomBindingKind::StorageTexture, + .format = static_cast(WebGPUTexelFormat::RGBA16Float), .pushOffset = 0 }, + }}; + PlainComputeShader threshold; + threshold.Load(fs::path("threshold.comp.wgsl"), sizeof(Dim), bloomBindings); + PlainComputeShader blur; + blur.Load(fs::path("blur.comp.wgsl"), sizeof(Dim), bloomBindings); + + std::array thresholdHandles { hdrScene.handle, bloomA.handle }; + std::array blurHandles { bloomA.handle, bloomB.handle }; + + // ── Composite UI custom shader. ──────────────────────────────────── + UIRenderer ui; + ui.Initialize(window, heap, cmd); + + UICustomBinding compBindings[] = { + { .group = 2, .binding = 0, .kind = UICustomBindingKind::SampledTexture, + .pushOffset = static_cast(offsetof(CompositePush, hdrSlot)) }, + { .group = 2, .binding = 1, .kind = UICustomBindingKind::SampledTexture, + .pushOffset = static_cast(offsetof(CompositePush, bloomSlot)) }, + { .group = 2, .binding = 2, .kind = UICustomBindingKind::Sampler, + .pushOffset = static_cast(offsetof(CompositePush, sampSlot)) }, + }; + WebGPUComputeShader composite; + composite.Load(fs::path("composite.comp.wgsl"), compBindings); + + window.FinishInit(); + + // ── Passes: RT first (writes HDR scene), then UI (composite→canvas). + RTPass rtPass(&pipeline); + rtPass.handlesPtr = rtHandles.data(); + rtPass.handlesCount = static_cast(rtHandles.size()); + rtPass.maxDepth = 1; // primary rays only + rtPass.outTexHandle = hdrScene.handle; // ← RESOLVE target + window.passes.push_back(&rtPass); + window.passes.push_back(&ui); + + // ── Static camera framing the grid from a front corner. ──────────── + const float ext = float(kGrid - 1) * kSpacing; + Vector camPos { ext * 1.1f, ext * 0.8f, ext * 1.6f + 3.0f }; + Vector d { -camPos.x, -camPos.y, -camPos.z }; + const float dl = std::sqrt(d.x*d.x + d.y*d.y + d.z*d.z); + Vector forward { d.x/dl, d.y/dl, d.z/dl }; + Vector worldUp { 0.0f, 1.0f, 0.0f }; + Vector right { forward.y*worldUp.z - forward.z*worldUp.y, + forward.z*worldUp.x - forward.x*worldUp.z, + forward.x*worldUp.y - forward.y*worldUp.x }; + const float rl = std::sqrt(right.x*right.x + right.y*right.y + right.z*right.z); + right.x /= rl; right.y /= rl; right.z /= rl; + Vector up { right.y*forward.z - right.z*forward.y, + right.z*forward.x - right.x*forward.z, + right.x*forward.y - right.y*forward.x }; + { + CameraGPU& g = cameraBuf.value[0]; + g.origin[0]=camPos.x; g.origin[1]=camPos.y; g.origin[2]=camPos.z; g.pad0=0; + g.right[0]=right.x; g.right[1]=right.y; g.right[2]=right.z; + g.up[0]=up.x; g.up[1]=up.y; g.up[2]=up.z; + g.forward[0]=forward.x; g.forward[1]=forward.y; g.forward[2]=forward.z; + g.aspect = float(window.width) / float(window.height); + g.tanHalf = std::tan(60.0f * 3.14159265f / 360.0f); + g.pad1 = 0; + cameraBuf.FlushDevice(); + } + + // ── Bloom prepass: threshold + blur, each its own submit. ────────── + EventListener bloomTick(&window.onBeforeUpdate, [&]() { + Dim dim { static_cast(window.width), + static_cast(window.height), 0, 0 }; + const std::uint32_t gx = (window.width + 7u) / 8u; + const std::uint32_t gy = (window.height + 7u) / 8u; + threshold.Dispatch(&dim, sizeof(dim), thresholdHandles, gx, gy, 1); + blur.Dispatch(&dim, sizeof(dim), blurHandles, gx, gy, 1); + }); + + // ── Composite: scene + bloom → tonemap+gamma → canvas. ───────────── + EventListener composeSub(&ui.onBuild, [&](UIBuildArgs a) { + CompositePush pc { ui.FillHeader(0, 0), 0, 0, 0, 0 }; + pc.hdrSlot = static_cast(static_cast(hdrSlot)); + pc.bloomSlot = static_cast(static_cast(bloomSlot)); + pc.sampSlot = static_cast(static_cast(sampSlot)); + const std::uint32_t gx = (window.width + 7u) / 8u; + const std::uint32_t gy = (window.height + 7u) / 8u; + ui.Dispatch(a.cmd, composite, &pc, sizeof(pc), gx, gy, 1); + }); + + std::println("[HDRBloom] RT→rgba16float→threshold→blur→composite running"); + + window.Render(); + window.StartUpdate(); + window.StartSync(); + return 0; +} +#endif diff --git a/examples/HDRBloom/miss.wgsl b/examples/HDRBloom/miss.wgsl new file mode 100644 index 0000000..fcaae4f --- /dev/null +++ b/examples/HDRBloom/miss.wgsl @@ -0,0 +1,7 @@ +// HDRBloom miss (runs in SHADE). Dark, sub-threshold background so the +// bloom pass only picks up the bright cubes, not the sky. +fn miss_main(ray: RayDesc, payload: ptr) { + let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0); + rtAccumulate(mix(vec3(0.015, 0.018, 0.030), + vec3(0.030, 0.040, 0.070), t)); +} diff --git a/examples/HDRBloom/project.cpp b/examples/HDRBloom/project.cpp new file mode 100644 index 0000000..071adba --- /dev/null +++ b/examples/HDRBloom/project.cpp @@ -0,0 +1,48 @@ +import std; +import Crafter.Build; +namespace fs = std::filesystem; +using namespace Crafter; + +extern "C" Configuration CrafterBuildProject(std::span args) { + bool isWasm = false; + for (std::string_view a : args) { + if (a.starts_with("--target=") && a.find("wasm") != std::string_view::npos) { + isWasm = true; + break; + } + } + + std::vector graphicsArgs(args.begin(), args.end()); + Configuration* graphics = LocalProject({ + .projectFile = "../../project.cpp", + .args = graphicsArgs, + }); + + Configuration cfg; + cfg.path = "./"; + cfg.name = "HDRBloom"; + cfg.outputName = "HDRBloom"; + 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 ifaces = {}; + std::array 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("threshold.comp.wgsl")); + cfg.files.emplace_back(fs::path("blur.comp.wgsl")); + cfg.files.emplace_back(fs::path("composite.comp.wgsl")); + EnableWasiBrowserRuntime(cfg); + } + return cfg; +} diff --git a/examples/HDRBloom/raygen.wgsl b/examples/HDRBloom/raygen.wgsl new file mode 100644 index 0000000..ad45486 --- /dev/null +++ b/examples/HDRBloom/raygen.wgsl @@ -0,0 +1,35 @@ +// HDRBloom 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). Primary rays only — +// maxDepth = 1. +struct Camera { + origin: vec3, + pad0: f32, + right: vec3, + tanHalf: f32, + up: vec3, + aspect: f32, + forward: vec3, + pad1: f32, +}; +@group(3) @binding(0) var camera : Camera; + +fn raygen_main(gid: vec3) { + if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; } + + let pixelf = vec2(f32(gid.x), f32(gid.y)); + let res = vec2(f32(wfParams.surfaceW), f32(wfParams.surfaceH)); + let uv = (pixelf + vec2(0.5)) / res; + let ndc = uv * 2.0 - vec2(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(0.0); + + rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0, + 0u, 0xFFu, 0u, 0u, p); +} diff --git a/examples/HDRBloom/threshold.comp.wgsl b/examples/HDRBloom/threshold.comp.wgsl new file mode 100644 index 0000000..8003f86 --- /dev/null +++ b/examples/HDRBloom/threshold.comp.wgsl @@ -0,0 +1,27 @@ +// HDRBloom threshold pass (PlainComputeShader). Reads the linear HDR scene +// (rgba16float, written by the RT RESOLVE stage), keeps only the radiance +// above 1.0, and writes it into the bloom mip (also rgba16float). This is +// the primitive the issue asks for: sample a float texture (group 1 +// binding 0) and WRITE a user-owned float storage texture (group 1 +// binding 1) at an app-chosen binding. +// +// Layout (PlainComputeShader, no rayQuery → user groups start at 1): +// @group(0) @binding(0) uniform Dim (surface size) +// @group(1) @binding(0) texture_2d src (sampled, float) +// @group(1) @binding(1) storage rgba16float dst (write) + +struct Dim { w: u32, h: u32, _0: u32, _1: u32 }; +@group(0) @binding(0) var dim : Dim; +@group(1) @binding(0) var src : texture_2d; +@group(1) @binding(1) var dst : texture_storage_2d; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) gid: vec3) { + if (gid.x >= dim.w || gid.y >= dim.h) { return; } + let coord = vec2(i32(gid.x), i32(gid.y)); + let c = textureLoad(src, coord, 0).rgb; + // Soft knee around 1.0 so the extracted highlights ramp in smoothly. + let lum = dot(c, vec3(0.2126, 0.7152, 0.0722)); + let keep = max(0.0, lum - 1.0) / max(lum, 1e-4); + textureStore(dst, coord, vec4(c * keep, 1.0)); +} diff --git a/examples/README.md b/examples/README.md index 940d54d..ed4cb2a 100644 --- a/examples/README.md +++ b/examples/README.md @@ -90,3 +90,19 @@ Regression test for the WebGPU software ray-query shim. Builds a checking it against the analytically-known answer. Guards against the hardcoded-leaf-start TLAS-traversal bug (issue #25) that made every rayQuery pick miss for realistic instance counts. WebGPU/DOM only. + +### [HDRBloom](HDRBloom/) +Cross-backend-shaped HDR bloom on the WebGPU backend (issue #27). The RT +pipeline's RESOLVE writes linear radiance into a user `rgba16float` +texture (`StorageImage2D`, `PipelineRTWebGPU::Init(..., RGBA16Float)`), +two `PlainComputeShader` passes threshold + blur it through float storage +targets (`UICustomBindingKind::StorageTexture`), and a UI custom shader +composites scene + bloom with a Reinhard tonemap onto the canvas. +Exercises the three primitives an HDR post-process chain needs: float +textures, write-only storage-texture bindings, and pre-tonemap radiance +out of the wavefront. The threshold/blur passes run from `onBeforeUpdate` +so each gets its own queue submit — the storage-write → sampled-read +barrier WebGPU only provides between submits (or between passes), never +within a single compute pass. WebGPU/DOM only; the same chain is wireable +on Vulkan today via an offscreen HDR heap image + a composite `RenderPass` +(the present path records passes generically and barriers between them). diff --git a/examples/RTStress/main.cpp b/examples/RTStress/main.cpp index d9581a2..fb64d4e 100644 --- a/examples/RTStress/main.cpp +++ b/examples/RTStress/main.cpp @@ -62,7 +62,7 @@ int main() { // One user binding: the camera storage buffer at @group(3). std::array bindings {{ - { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 }, + { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 }, }}; PipelineRTWebGPU pipeline; diff --git a/examples/RTVolume/main.cpp b/examples/RTVolume/main.cpp index 48cbed2..fc3ff69 100644 --- a/examples/RTVolume/main.cpp +++ b/examples/RTVolume/main.cpp @@ -74,7 +74,7 @@ int main() { } }}; std::array bindings {{ - { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 }, + { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 }, }}; PipelineRTWebGPU pipeline; diff --git a/examples/RayQueryPick/main.cpp b/examples/RayQueryPick/main.cpp index 157282b..4cb0606 100644 --- a/examples/RayQueryPick/main.cpp +++ b/examples/RayQueryPick/main.cpp @@ -87,7 +87,7 @@ int main() { std::array hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }}; std::array bindings {{ - { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 }, + { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 }, }}; PipelineRTWebGPU pipeline; @@ -172,7 +172,7 @@ int main() { // ── rayQuery pick shader + output buffer. ────────────────────────── static PlainComputeShader pickShader; std::array pickBindings {{ - { .group = 2, .binding = 0, .kind = UICustomBindingKind::BufferReadWrite, ._pad = 0, .pushOffset = 0 }, + { .group = 2, .binding = 0, .kind = UICustomBindingKind::BufferReadWrite, .pushOffset = 0 }, }}; pickShader.Load(fs::path("rayquery_pick.wgsl"), static_cast(sizeof(PickPush)), diff --git a/examples/Sponza/main.cpp b/examples/Sponza/main.cpp index 1df3a2c..0d4c265 100644 --- a/examples/Sponza/main.cpp +++ b/examples/Sponza/main.cpp @@ -278,9 +278,9 @@ int main() { // binding 1 — sampler (linear clamp) // binding 2 — Camera storage buffer (host-driven, updated per frame) std::array bindings {{ - { .group = 3, .binding = 0, .kind = UICustomBindingKind::SampledTextureArray, ._pad = 0, .pushOffset = 0 }, - { .group = 3, .binding = 1, .kind = UICustomBindingKind::Sampler, ._pad = 0, .pushOffset = 0 }, - { .group = 3, .binding = 2, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 }, + { .group = 3, .binding = 0, .kind = UICustomBindingKind::SampledTextureArray, .pushOffset = 0 }, + { .group = 3, .binding = 1, .kind = UICustomBindingKind::Sampler, .pushOffset = 0 }, + { .group = 3, .binding = 2, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 }, }}; PipelineRTWebGPU pipeline; diff --git a/implementations/Crafter.Graphics-PipelineRTWebGPU.cpp b/implementations/Crafter.Graphics-PipelineRTWebGPU.cpp index 27642a5..2de9cf8 100644 --- a/implementations/Crafter.Graphics-PipelineRTWebGPU.cpp +++ b/implementations/Crafter.Graphics-PipelineRTWebGPU.cpp @@ -80,8 +80,10 @@ void PipelineRTWebGPU::Init(WebGPUCommandEncoderRef /*cmd*/, std::span missGroups, std::span hitGroups, const ShaderBindingTableWebGPU& sbt, - std::span bindings) { + std::span bindings, + WebGPUTexelFormat hdrOutputFormat) { userBindings.assign(bindings.begin(), bindings.end()); + hdrOutput = (hdrOutputFormat != WebGPUTexelFormat::RGBA8Unorm); std::string wgsl; wgsl.reserve(8 * 1024); @@ -306,5 +308,6 @@ void PipelineRTWebGPU::Init(WebGPUCommandEncoderRef /*cmd*/, wgsl.data(), static_cast(wgsl.size()), userBindings.empty() ? nullptr : userBindings.data(), - static_cast(userBindings.size())); + static_cast(userBindings.size()), + static_cast(hdrOutputFormat)); } diff --git a/implementations/Crafter.Graphics-UI-WebGPU.cpp b/implementations/Crafter.Graphics-UI-WebGPU.cpp index 2c46c7c..ef3d90e 100644 --- a/implementations/Crafter.Graphics-UI-WebGPU.cpp +++ b/implementations/Crafter.Graphics-UI-WebGPU.cpp @@ -174,6 +174,8 @@ void UIRenderer::Dispatch(GraphicsCommandBuffer /*cmd*/, const GraphicsComputeSh if (slot < heap_->bufferTable.size()) handle = heap_->bufferTable[slot]; break; case UICustomBindingKind::SampledTexture: + case UICustomBindingKind::SampledTextureArray: + case UICustomBindingKind::StorageTexture: if (slot < heap_->imageTable.size()) handle = heap_->imageTable[slot]; break; case UICustomBindingKind::Sampler: diff --git a/interfaces/Crafter.Graphics-Image2D.cppm b/interfaces/Crafter.Graphics-Image2D.cppm index 369d539..07d09be 100644 --- a/interfaces/Crafter.Graphics-Image2D.cppm +++ b/interfaces/Crafter.Graphics-Image2D.cppm @@ -47,8 +47,48 @@ import std; import Crafter.Asset; import :DescriptorHeapWebGPU; import :WebGPU; +import :WebGPUComputeShader; // WebGPUTexelFormat export namespace Crafter { + // GPU-produced 2D texture with STORAGE_BINDING + TEXTURE_BINDING usage + // and a runtime-chosen format. The HDR post-process building block: an + // rgba16float target a compute pass can write through a StorageTexture + // binding and a later pass can sample through a SampledTexture binding. + // No CompressedTextureAsset / CPU upload — content comes from the GPU. + // Distinct from Image2D (rgba8unorm, sampled-only, asset-upload). + class StorageImage2D { + public: + WebGPUTextureRef handle = 0; + std::uint16_t width = 0; + std::uint16_t height = 0; + WebGPUTexelFormat format = WebGPUTexelFormat::RGBA16Float; + + void Create(std::uint16_t w, std::uint16_t h, + WebGPUTexelFormat fmt = WebGPUTexelFormat::RGBA16Float) { + width = w; + height = h; + format = fmt; + handle = WebGPU::wgpuCreateStorageImage2D( + w, h, static_cast(fmt)); + } + + // Register in a heap image slot so a UI custom shader can bind it + // via UICustomBinding (SampledTexture to read, StorageTexture to + // write). PlainComputeShader / RTPass take the raw `handle` directly. + ImageSlot AllocateSlot(DescriptorHeapWebGPU& heap) { + DescriptorRange r = heap.AllocateImageSlots(1); + heap.imageTable[r.firstElement] = handle; + return ImageSlot(&heap, r.firstElement); + } + + void Destroy() { + if (handle != 0) { + WebGPU::wgpuDestroyTexture(handle); + handle = 0; + } + } + }; + template class Image2D { public: diff --git a/interfaces/Crafter.Graphics-PipelineRTWebGPU.cppm b/interfaces/Crafter.Graphics-PipelineRTWebGPU.cppm index 6825fbd..a286994 100644 --- a/interfaces/Crafter.Graphics-PipelineRTWebGPU.cppm +++ b/interfaces/Crafter.Graphics-PipelineRTWebGPU.cppm @@ -36,6 +36,10 @@ export namespace Crafter { // RTPass to consult when packing the handles[] array at dispatch // time (one resolved u32 handle per binding, in declaration order). std::vector userBindings; + // True when Init was given a non-default hdrOutputFormat: RESOLVE + // writes a user storage texture instead of the canvas, and RTPass + // must supply its handle via RTPass::outTexHandle. + bool hdrOutput = false; // Build the megakernel pipeline. Groups carry indices into // `sbt.shaders`. The library generates one `case` per registered @@ -45,12 +49,19 @@ export namespace Crafter { // `userBindings` declares extra @group(2)+ resources the user's // closest-hit / miss / raygen WGSL touches (material SSBOs, // albedo textures, samplers). + // `hdrOutputFormat` defaults to RGBA8Unorm — the canvas ping-pong + // path, unchanged. Pass RGBA16Float (or another float format) to + // have RESOLVE write the linear accumulator into a user storage + // texture instead, for an HDR post-process chain. The app then owns + // the composite→swapchain pass and must set RTPass::outTexHandle. void Init(WebGPUCommandEncoderRef cmd, std::span raygenGroups, std::span missGroups, std::span hitGroups, const ShaderBindingTableWebGPU& sbt, - std::span bindings = {}); + std::span bindings = {}, + WebGPUTexelFormat hdrOutputFormat + = WebGPUTexelFormat::RGBA8Unorm); PipelineRTWebGPU() = default; PipelineRTWebGPU(const PipelineRTWebGPU&) = delete; diff --git a/interfaces/Crafter.Graphics-RTPass.cppm b/interfaces/Crafter.Graphics-RTPass.cppm index f03f2c9..75a7edd 100644 --- a/interfaces/Crafter.Graphics-RTPass.cppm +++ b/interfaces/Crafter.Graphics-RTPass.cppm @@ -97,6 +97,12 @@ export namespace Crafter { // bounce; etc. The library unrolls GENERATE; (PREP; TRACE; SHADE) // ×maxDepth; RESOLVE. std::uint32_t maxDepth = 1; + // Destination storage-texture handle for an HDR-output pipeline + // (one Init'd with a non-default hdrOutputFormat). RESOLVE writes + // the linear accumulator here instead of the canvas; the app runs + // its own composite→swapchain pass afterwards. Ignored (0) for the + // default canvas path. + std::uint32_t outTexHandle = 0; RTPass(PipelineRTWebGPU* p) : pipeline(p) {} @@ -114,7 +120,8 @@ export namespace Crafter { static_cast(gy), handlesPtr, static_cast(handlesCount), - static_cast(maxDepth)); + static_cast(maxDepth), + outTexHandle); } }; } diff --git a/interfaces/Crafter.Graphics-WebGPU.cppm b/interfaces/Crafter.Graphics-WebGPU.cppm index 2122cba..cffc122 100644 --- a/interfaces/Crafter.Graphics-WebGPU.cppm +++ b/interfaces/Crafter.Graphics-WebGPU.cppm @@ -109,6 +109,17 @@ namespace Crafter::WebGPU { const void* srcPtr, std::int32_t byteSize, std::int32_t w, std::int32_t h); + // Runtime storage texture — STORAGE_BINDING | TEXTURE_BINDING usage, + // caller-chosen format (`format` is the WebGPUTexelFormat enum, e.g. + // 1 = rgba16float). Unlike wgpuCreateImage2D this needs no + // CompressedTextureAsset upload: the content is produced on the GPU + // (e.g. an HDR post-process target a compute pass writes via a + // StorageTexture binding and later samples via SampledTexture). Backs + // StorageImage2D in :Image2D. + __attribute__((import_module("env"), import_name("wgpuCreateStorageImage2D"))) + extern "C" std::uint32_t wgpuCreateStorageImage2D(std::int32_t w, std::int32_t h, + std::int32_t format); + __attribute__((import_module("env"), import_name("wgpuCreateLinearClampSampler"))) extern "C" std::uint32_t wgpuCreateLinearClampSampler(); @@ -190,10 +201,16 @@ namespace Crafter::WebGPU { // UICustomBinding-shaped (8 bytes each) declaring extra @group(2)+ // resources the user's closest-hit / miss / raygen WGSL references. // Pass (nullptr, 0) for a pipeline with no user-declared bindings. + // `hdrOutputFormat` (0 = none) makes the RESOLVE stage write the linear + // accumulator into a user-supplied storage texture of that + // WebGPUTexelFormat (e.g. 1 = rgba16float) instead of the rgba8unorm + // canvas ping-pong — the entry point for an HDR post-process chain. The + // matching output texture handle is passed to wgpuDispatchRT. // Returns an opaque pipeline handle. __attribute__((import_module("env"), import_name("wgpuLoadRTPipeline"))) extern "C" std::uint32_t wgpuLoadRTPipeline(const void* wgslPtr, std::int32_t wgslLen, - const void* bindingsPtr, std::int32_t bindingsCount); + const void* bindingsPtr, std::int32_t bindingsCount, + std::int32_t hdrOutputFormat); // Dispatch a TraceRays-equivalent pass: the RT pipeline is dispatched // over a (gx, gy) tile grid; the library writes the push data (camera, @@ -202,6 +219,9 @@ namespace Crafter::WebGPU { // `handles[]` carries resolved WebGPU resource handles for every user // binding declared at pipeline-load time, in the same order. Pass // (nullptr, 0) for a pipeline with no user bindings. + // `outTexHandle` is the destination texture for an HDR-output pipeline + // (one loaded with hdrOutputFormat != 0); ignored (pass 0) for the + // default canvas path. __attribute__((import_module("env"), import_name("wgpuDispatchRT"))) extern "C" void wgpuDispatchRT(std::uint32_t pipelineHandle, const void* pushPtr, std::int32_t pushBytes, @@ -209,7 +229,8 @@ namespace Crafter::WebGPU { std::int32_t instanceCount, std::int32_t gx, std::int32_t gy, const void* handlesPtr, std::int32_t handlesCount, - std::int32_t maxDepth); + std::int32_t maxDepth, + std::uint32_t outTexHandle); // GPU TLAS-build dispatch. Two sequential compute passes: // 1. tlasBuildMain — per-instance world AABB + identity permutation diff --git a/interfaces/Crafter.Graphics-WebGPUComputeShader.cppm b/interfaces/Crafter.Graphics-WebGPUComputeShader.cppm index 68a4983..58f0f77 100644 --- a/interfaces/Crafter.Graphics-WebGPUComputeShader.cppm +++ b/interfaces/Crafter.Graphics-WebGPUComputeShader.cppm @@ -31,6 +31,16 @@ import std; import :WebGPU; export namespace Crafter { + // Texel format for runtime-allocated textures and write-only storage- + // texture bindings. Values are the wire contract with dom-webgpu.js's + // texelFormatStr(); keep them in sync. rgba8unorm (0) is the default so + // an unset `format` byte preserves prior behaviour. + enum class WebGPUTexelFormat : std::uint8_t { + RGBA8Unorm = 0, + RGBA16Float = 1, // HDR post-process targets — filterable per spec + R32Float = 2, + }; + enum class UICustomBindingKind : std::uint8_t { Buffer = 0, // read-only-storage SSBO, handle is a slot into heap.bufferTable SampledTexture = 1, // sampled texture_2d, handle is a slot into heap.imageTable @@ -41,13 +51,20 @@ export namespace Crafter { // integrate node momentum, write brace stress, or output TLAS // instance transforms. BufferReadWrite = 4, + // write-only storage texture (texture_storage_2d in + // WGSL). The `format` field carries the WebGPUTexelFormat. Lets a + // compute pass write a user-owned texture (e.g. an rgba16float bloom + // mip) at an arbitrary group/binding — the missing primitive for an + // HDR mip pyramid. Bind the same texture as SampledTexture to read + // it back in a later pass. + StorageTexture = 5, }; struct UICustomBinding { std::uint8_t group; // @group(N), must be >= 2 (0 and 1 are reserved) std::uint8_t binding; // @binding(N) UICustomBindingKind kind; - std::uint8_t _pad; + std::uint8_t format; // WebGPUTexelFormat for StorageTexture; 0 otherwise std::uint32_t pushOffset; // offset in push data where the slot uint32 lives }; static_assert(sizeof(UICustomBinding) == 8);