feat(webgpu): HDR post-process primitives for bloom (#27) #28
22 changed files with 716 additions and 22 deletions
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@ -42,6 +42,16 @@ Accum buffer is linear. Optional user `WebGPURTStage::Resolve` entry
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`resolve_main(coord:vec2<u32>, hdr:vec4<f32>)->vec4<f32>`. None → passthrough.
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`resolve_main(coord:vec2<u32>, hdr:vec4<f32>)->vec4<f32>`. None → passthrough.
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VulkanTriangle: no resolve (exact match). Sponza: resolve does Reinhard+gamma.
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VulkanTriangle: no resolve (exact match). Sponza: resolve does Reinhard+gamma.
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### HDR output target (issue #27)
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`PipelineRTWebGPU::Init(..., hdrOutputFormat)` (default `RGBA8Unorm` = the
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canvas ping-pong path, unchanged) can instead point RESOLVE at a user
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`rgba16float` storage texture (`RTPass::outTexHandle`). The JS side swaps
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binding(6)'s WGSL declaration + bind-group-layout format and skips the
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ping-pong flip, since the canvas is untouched. With no resolve shader the
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default passthrough writes raw linear radiance — the HDR input an app's own
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bloom/composite chain (threshold → blur → tonemap → swapchain) reads. See
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`examples/HDRBloom`.
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## Indirect dispatch (Phase 2 de-risk)
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## Indirect dispatch (Phase 2 de-risk)
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Prove `dispatchWorkgroupsIndirect` + cross-pass atomic visibility with a toy
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Prove `dispatchWorkgroupsIndirect` + cross-pass atomic visibility with a toy
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"emit N → dispatch N" before wiring real kernels. WebGPU inserts an implicit
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"emit N → dispatch N" before wiring real kernels. WebGPU inserts an implicit
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@ -46,6 +46,7 @@ function stub(name) {
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"wgpuCreateAtlasTexture", "wgpuWriteAtlasRegion", "wgpuDestroyTexture",
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"wgpuCreateAtlasTexture", "wgpuWriteAtlasRegion", "wgpuDestroyTexture",
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"wgpuCreateImage2D", "wgpuWriteImage2D",
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"wgpuCreateImage2D", "wgpuWriteImage2D",
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"wgpuCreateImage2DArray", "wgpuWriteImage2DLayer",
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"wgpuCreateImage2DArray", "wgpuWriteImage2DLayer",
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"wgpuCreateStorageImage2D",
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"wgpuCreateLinearClampSampler", "wgpuCreateLinearRepeatSampler",
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"wgpuCreateLinearClampSampler", "wgpuCreateLinearRepeatSampler",
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"wgpuFrameBegin", "wgpuFrameEnd",
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"wgpuFrameBegin", "wgpuFrameEnd",
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"wgpuDispatchQuads", "wgpuDispatchCircles", "wgpuDispatchImages", "wgpuDispatchText",
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"wgpuDispatchQuads", "wgpuDispatchCircles", "wgpuDispatchImages", "wgpuDispatchText",
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@ -835,6 +836,42 @@ env.wgpuWriteImage2DLayer = (handle, layer, level, srcPtr, byteSize, w, h) => {
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}
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}
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};
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};
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// Map the C++ WebGPUTexelFormat enum (u8) to a WGSL/GPU format string.
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// Kept deliberately small — the HDR post-process path needs rgba16float;
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// rgba8unorm (0) is the default so an unspecified `format` byte stays the
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// pre-existing behaviour. Storage-texture bindings (UICustomBindingKind 5)
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// and wgpuCreateStorageImage2D both run through here.
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function texelFormatStr(f) {
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switch (f | 0) {
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case 1: return "rgba16float";
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case 2: return "r32float";
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default: return "rgba8unorm";
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}
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}
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// Runtime-allocated 2D texture with STORAGE_BINDING + TEXTURE_BINDING usage
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// and a caller-chosen format. Unlike wgpuCreateImage2D (rgba8unorm, sampled,
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// CPU-upload only) this is the allocation path an HDR post-process chain
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// needs: an rgba16float target a compute pass can BOTH write
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// (texture_storage_2d<rgba16float, write>) and sample
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// (texture_2d<f32>, filterable). No CompressedTextureAsset upload — the
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// content is produced on the GPU. COPY_DST so it can be cleared / seeded;
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// COPY_SRC so it can be read back or blitted.
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env.wgpuCreateStorageImage2D = (w, h, format) => {
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const handle = newHandle();
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const tex = device.createTexture({
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size: [w, h],
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format: texelFormatStr(format),
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usage: GPUTextureUsage.STORAGE_BINDING
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| GPUTextureUsage.TEXTURE_BINDING
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| GPUTextureUsage.COPY_SRC
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| GPUTextureUsage.COPY_DST,
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});
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textures.set(handle, tex);
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textureViews.set(handle, tex.createView());
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return handle;
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};
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env.wgpuWriteImage2D = (handle, srcPtr, byteSize, w, h) => {
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env.wgpuWriteImage2D = (handle, srcPtr, byteSize, w, h) => {
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const tex = textures.get(handle);
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const tex = textures.get(handle);
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if (!tex) return;
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if (!tex) return;
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@ -1065,6 +1102,7 @@ env.wgpuLoadCustomShader = (wgslPtr, wgslLen, bindingsPtr, bindingsCount, rayQue
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group: dv.getUint8(i*8 + 0),
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group: dv.getUint8(i*8 + 0),
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binding: dv.getUint8(i*8 + 1),
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binding: dv.getUint8(i*8 + 1),
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kind: dv.getUint8(i*8 + 2),
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kind: dv.getUint8(i*8 + 2),
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format: dv.getUint8(i*8 + 3), // texel format for storage-texture kind
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pushOffset: dv.getUint32(i*8 + 4, true),
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pushOffset: dv.getUint32(i*8 + 4, true),
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});
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});
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}
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}
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@ -1130,6 +1168,7 @@ env.wgpuLoadCustomShader = (wgslPtr, wgslLen, bindingsPtr, bindingsCount, rayQue
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else if (b.kind === 1) e.texture = { sampleType: "float", viewDimension: "2d" };
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else if (b.kind === 1) e.texture = { sampleType: "float", viewDimension: "2d" };
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else if (b.kind === 2) e.sampler = { type: "filtering" };
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else if (b.kind === 2) e.sampler = { type: "filtering" };
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else if (b.kind === 3) e.texture = { sampleType: "float", viewDimension: "2d-array" };
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else if (b.kind === 3) e.texture = { sampleType: "float", viewDimension: "2d-array" };
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else if (b.kind === 5) e.storageTexture = { format: texelFormatStr(b.format), access: "write-only", viewDimension: "2d" };
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return e;
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return e;
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});
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});
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bgls.push(device.createBindGroupLayout({ entries }));
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bgls.push(device.createBindGroupLayout({ entries }));
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@ -1230,6 +1269,7 @@ env.wgpuDispatchCustom = (pipelineHandle, pushPtr, pushBytes, handlesPtr, handle
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else if (b.kind === 1) resource = textureViews.get(h);
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else if (b.kind === 1) resource = textureViews.get(h);
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else if (b.kind === 2) resource = samplers.get(h);
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else if (b.kind === 2) resource = samplers.get(h);
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else if (b.kind === 3) resource = textureViews.get(h);
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else if (b.kind === 3) resource = textureViews.get(h);
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else if (b.kind === 5) resource = textureViews.get(h);
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return { binding: b.binding, resource };
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return { binding: b.binding, resource };
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});
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});
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const bg = device.createBindGroup({ layout: pipe.bgls[g], entries });
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const bg = device.createBindGroup({ layout: pipe.bgls[g], entries });
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@ -3060,9 +3100,17 @@ function wfLogTimestamps(ts, data) {
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console.log(`[crafter-wgpu] RT passes: ${parts.join(" | ")} | total ${(totalNs/1000).toFixed(1)}us`);
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console.log(`[crafter-wgpu] RT passes: ${parts.join(" | ")} | total ${(totalNs/1000).toFixed(1)}us`);
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}
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}
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env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => {
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env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount, hdrOutputFormat) => {
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if (!rtState.vertHeap) rtInit();
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if (!rtState.vertHeap) rtInit();
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const userPart = new TextDecoder().decode(memU8().subarray(wgslPtr, wgslPtr + wgslLen));
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const userPart = new TextDecoder().decode(memU8().subarray(wgslPtr, wgslPtr + wgslLen));
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// hdrOutputFormat (0 = none): when set, RESOLVE writes the linear
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// accumulator into a user-provided storage texture of this format
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// (rgba16float for HDR post-process) instead of the rgba8unorm canvas
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// ping-pong. The app owns the downstream composite→swapchain pass. The
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// binding-6 format must match in BOTH the WGSL `outImage` declaration
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// and the data bind-group layout, so we swap both below.
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const hdrOut = (hdrOutputFormat | 0) !== 0;
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const outFmtStr = hdrOut ? texelFormatStr(hdrOutputFormat) : "rgba8unorm";
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// Insert helpers at the marker; prepend prelude.
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// Insert helpers at the marker; prepend prelude.
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const marker = "// @CRAFTER_RT_LIBRARY_HELPERS_HERE";
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const marker = "// @CRAFTER_RT_LIBRARY_HELPERS_HERE";
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@ -3076,7 +3124,12 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => {
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// Wavefront assembly: types + bindings | user CH/miss/resolve + wfPayload
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// Wavefront assembly: types + bindings | user CH/miss/resolve + wfPayload
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// + switches (beforeHelpers) | pure helpers | wavefront helpers | user
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// + switches (beforeHelpers) | pure helpers | wavefront helpers | user
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// raygen + the five @compute entry points (afterHelpers).
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// raygen + the five @compute entry points (afterHelpers).
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const fullWgsl = rtWgslTypes + rtWgslWavefrontBindings + "\n"
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const wavefrontBindings = hdrOut
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? rtWgslWavefrontBindings.replace(
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"var outImage : texture_storage_2d<rgba8unorm, write>;",
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"var outImage : texture_storage_2d<" + outFmtStr + ", write>;")
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: rtWgslWavefrontBindings;
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const fullWgsl = rtWgslTypes + wavefrontBindings + "\n"
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+ beforeHelpers + "\n" + rtWgslPureHelpers + "\n"
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+ beforeHelpers + "\n" + rtWgslPureHelpers + "\n"
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+ rtWgslWavefrontHelpers + "\n" + afterHelpers;
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+ rtWgslWavefrontHelpers + "\n" + afterHelpers;
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@ -3102,6 +3155,7 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => {
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group: g,
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group: g,
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binding: dv.getUint8(i*8 + 1),
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binding: dv.getUint8(i*8 + 1),
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kind: dv.getUint8(i*8 + 2),
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kind: dv.getUint8(i*8 + 2),
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format: dv.getUint8(i*8 + 3), // texel format for storage-texture kind
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pushOffset: dv.getUint32(i*8 + 4, true),
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pushOffset: dv.getUint32(i*8 + 4, true),
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});
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});
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}
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}
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@ -3124,7 +3178,7 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => {
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const dataBgl = device.createBindGroupLayout({ entries: [
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const dataBgl = device.createBindGroupLayout({ entries: [
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sb(0), sb(1), sb(2), sb(3), sb(4), sb(5),
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sb(0), sb(1), sb(2), sb(3), sb(4), sb(5),
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{ binding: 6, visibility: GPUShaderStage.COMPUTE,
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{ binding: 6, visibility: GPUShaderStage.COMPUTE,
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storageTexture: { format: "rgba8unorm", access: "write-only", viewDimension: "2d" } },
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storageTexture: { format: outFmtStr, access: "write-only", viewDimension: "2d" } },
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sb(7), sb(8), sb(9),
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sb(7), sb(8), sb(9),
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rw(10), rw(11), rw(12), rw(13), rw(14), rw(15),
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rw(10), rw(11), rw(12), rw(13), rw(14), rw(15),
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]});
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]});
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@ -3143,6 +3197,7 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => {
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else if (b.kind === 2) e.sampler = { type: "filtering" };
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else if (b.kind === 2) e.sampler = { type: "filtering" };
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else if (b.kind === 3) e.texture = { sampleType: "float", viewDimension: "2d-array" };
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else if (b.kind === 3) e.texture = { sampleType: "float", viewDimension: "2d-array" };
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else if (b.kind === 4) e.buffer = { type: "storage" };
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else if (b.kind === 4) e.buffer = { type: "storage" };
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else if (b.kind === 5) e.storageTexture = { format: texelFormatStr(b.format), access: "write-only", viewDimension: "2d" };
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return e;
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return e;
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});
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});
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userBgls.push(device.createBindGroupLayout({ entries }));
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userBgls.push(device.createBindGroupLayout({ entries }));
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@ -3172,7 +3227,7 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => {
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shadePipe: mk(userLayout, "wfShade"),
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shadePipe: mk(userLayout, "wfShade"),
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resolvePipe: mk(userLayout, "wfResolve"),
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resolvePipe: mk(userLayout, "wfResolve"),
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paramsBgl, dataBgl, indirectBgl, emptyBgl, userBgls,
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paramsBgl, dataBgl, indirectBgl, emptyBgl, userBgls,
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byGroup, sortedGroups, traceHasUser,
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byGroup, sortedGroups, traceHasUser, hdrOutput: hdrOut,
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};
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};
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const handle = newHandle();
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const handle = newHandle();
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rtPipelines.set(handle, entry);
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rtPipelines.set(handle, entry);
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@ -3203,6 +3258,7 @@ function wfUserBindGroups(pipe, handlesPtr, handlesCount) {
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else if (b.kind === 2) resource = samplers.get(h);
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else if (b.kind === 2) resource = samplers.get(h);
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else if (b.kind === 3) resource = textureViews.get(h);
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else if (b.kind === 3) resource = textureViews.get(h);
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else if (b.kind === 4) resource = { buffer: buffers.get(h) };
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else if (b.kind === 4) resource = { buffer: buffers.get(h) };
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else if (b.kind === 5) resource = textureViews.get(h);
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return { binding: b.binding, resource };
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return { binding: b.binding, resource };
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});
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});
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out.push({ group: g, bindGroup: device.createBindGroup({ layout: pipe.userBgls[bglIdx], entries }) });
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out.push({ group: g, bindGroup: device.createBindGroup({ layout: pipe.userBgls[bglIdx], entries }) });
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@ -3214,7 +3270,7 @@ function wfUserBindGroups(pipe, handlesPtr, handlesCount) {
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env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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tlasBufHandle, instanceCount, gx, gy,
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tlasBufHandle, instanceCount, gx, gy,
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handlesPtr, handlesCount, maxDepth) => {
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handlesPtr, handlesCount, maxDepth, outTexHandle) => {
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if (!state.encoder) return;
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if (!state.encoder) return;
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const pipe = rtPipelines.get(pipelineHandle);
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const pipe = rtPipelines.get(pipelineHandle);
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const tlas = buffers.get(tlasBufHandle);
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const tlas = buffers.get(tlasBufHandle);
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@ -3222,6 +3278,17 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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console.error("[crafter-wgpu] wgpuDispatchRT: unknown pipeline or tlas");
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console.error("[crafter-wgpu] wgpuDispatchRT: unknown pipeline or tlas");
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return;
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return;
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}
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}
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// HDR-output pipelines write RESOLVE into a user-provided storage
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// texture (binding 6) rather than the canvas ping-pong. The handle is
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// required in that case and its format must match the one the pipeline
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// was loaded with.
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if (pipe.hdrOutput) {
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const userOut = textureViews.get(outTexHandle >>> 0);
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if (!userOut) {
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console.error("[crafter-wgpu] wgpuDispatchRT: HDR pipeline needs a valid outTexHandle");
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return;
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}
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}
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const entryOrderBuf = buffers.get(rtState.currentEntryOrder);
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const entryOrderBuf = buffers.get(rtState.currentEntryOrder);
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const bvhBuf = buffers.get(rtState.currentBvh);
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const bvhBuf = buffers.get(rtState.currentBvh);
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if (!entryOrderBuf || !bvhBuf) {
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if (!entryOrderBuf || !bvhBuf) {
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@ -3259,7 +3326,9 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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writeSlot(1 + 3 * depth, 1, depth); // RESOLVE
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writeSlot(1 + 3 * depth, 1, depth); // RESOLVE
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queue.writeBuffer(wf.paramsRing, 0, ring, 0, passCount * 64);
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queue.writeBuffer(wf.paramsRing, 0, ring, 0, passCount * 64);
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const outView = state.outIsPing ? state.pingView : state.pongView;
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const outView = pipe.hdrOutput
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? textureViews.get(outTexHandle >>> 0)
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: (state.outIsPing ? state.pingView : state.pongView);
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const paramsBg = device.createBindGroup({
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const paramsBg = device.createBindGroup({
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layout: pipe.paramsBgl,
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layout: pipe.paramsBgl,
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entries: [{ binding: 0, resource: { buffer: wf.paramsRing, offset: 0, size: 256 } }],
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entries: [{ binding: 0, resource: { buffer: wf.paramsRing, offset: 0, size: 256 } }],
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@ -3389,9 +3458,12 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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}
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}
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// Reopen the frame's shared pass so wgpuFrameEnd / later UI work as
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// Reopen the frame's shared pass so wgpuFrameEnd / later UI work as
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// before, and flip ping-pong so the blit picks the texture RESOLVE wrote.
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// before. For canvas output, flip ping-pong so the blit picks the
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// texture RESOLVE wrote. For HDR output RESOLVE wrote a user texture and
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// left the ping-pong untouched, so the flip is skipped — the app's own
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// composite pass is responsible for writing the canvas.
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state.pass = enc.beginComputePass();
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state.pass = enc.beginComputePass();
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state.outIsPing = !state.outIsPing;
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if (!pipe.hdrOutput) state.outIsPing = !state.outIsPing;
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};
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};
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// ── Standalone compute pipelines ────────────────────────────────────────
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// ── Standalone compute pipelines ────────────────────────────────────────
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@ -3434,6 +3506,7 @@ env.wgpuLoadComputePipeline = (wgslPtr, wgslLen, pushUniformSize,
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group: dv.getUint8(i*8 + 0),
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group: dv.getUint8(i*8 + 0),
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binding: dv.getUint8(i*8 + 1),
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binding: dv.getUint8(i*8 + 1),
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kind: dv.getUint8(i*8 + 2),
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kind: dv.getUint8(i*8 + 2),
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format: dv.getUint8(i*8 + 3), // texel format for storage-texture kind
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pushOffset: dv.getUint32(i*8 + 4, true),
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pushOffset: dv.getUint32(i*8 + 4, true),
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});
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});
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}
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}
|
||||||
|
|
@ -3492,6 +3565,7 @@ env.wgpuLoadComputePipeline = (wgslPtr, wgslLen, pushUniformSize,
|
||||||
else if (b.kind === 2) e.sampler = { type: "filtering" };
|
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 === 3) e.texture = { sampleType: "float", viewDimension: "2d-array" };
|
||||||
else if (b.kind === 4) e.buffer = { type: "storage" }; // read-write storage
|
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;
|
return e;
|
||||||
});
|
});
|
||||||
bgls.push(device.createBindGroupLayout({ entries }));
|
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 === 1) resource = textureViews.get(h);
|
||||||
else if (b.kind === 2) resource = samplers.get(h);
|
else if (b.kind === 2) resource = samplers.get(h);
|
||||||
else if (b.kind === 3) resource = textureViews.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 };
|
return { binding: b.binding, resource };
|
||||||
});
|
});
|
||||||
userBGs.push(device.createBindGroup({ layout: pipe.bgls[bglIdx++], entries }));
|
userBGs.push(device.createBindGroup({ layout: pipe.bgls[bglIdx++], entries }));
|
||||||
|
|
|
||||||
33
examples/HDRBloom/blur.comp.wgsl
Normal file
33
examples/HDRBloom/blur.comp.wgsl
Normal file
|
|
@ -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<uniform> dim : Dim;
|
||||||
|
@group(1) @binding(0) var src : texture_2d<f32>;
|
||||||
|
@group(1) @binding(1) var dst : texture_storage_2d<rgba16float, write>;
|
||||||
|
|
||||||
|
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<u32>) {
|
||||||
|
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<f32>(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<i32>(x, y), 0).rgb;
|
||||||
|
count = count + 1.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
textureStore(dst, vec2<i32>(i32(gid.x), i32(gid.y)), vec4<f32>(sum / count, 1.0));
|
||||||
|
}
|
||||||
45
examples/HDRBloom/closesthit.wgsl
Normal file
45
examples/HDRBloom/closesthit.wgsl
Normal file
|
|
@ -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<f32>,
|
||||||
|
};
|
||||||
|
|
||||||
|
const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(0.40, 0.85, 0.35);
|
||||||
|
const AMBIENT_COLOR: vec3<f32> = vec3<f32>(0.10, 0.11, 0.16);
|
||||||
|
|
||||||
|
// Distinct per-instance hue so emitters read as different coloured glows.
|
||||||
|
fn instanceAlbedo(i: u32) -> vec3<f32> {
|
||||||
|
let h = i * 2654435761u;
|
||||||
|
return vec3<f32>(
|
||||||
|
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<function, Payload>) {
|
||||||
|
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<f32>(
|
||||||
|
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<f32>(0.55 * nDotL)));
|
||||||
|
}
|
||||||
|
}
|
||||||
53
examples/HDRBloom/composite.comp.wgsl
Normal file
53
examples/HDRBloom/composite.comp.wgsl
Normal file
|
|
@ -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<rgba8unorm, write> out (auto)
|
||||||
|
// group 1 binding 1 — texture_2d<f32> prev (auto, unused)
|
||||||
|
// group 2 binding 0 — texture_2d<f32> hdr scene (heap slot in push)
|
||||||
|
// group 2 binding 1 — texture_2d<f32> 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<uniform> hdr : UIDispatchHeader;
|
||||||
|
@group(1) @binding(0) var outTex : texture_storage_2d<rgba8unorm, write>;
|
||||||
|
@group(1) @binding(1) var prevTex : texture_2d<f32>;
|
||||||
|
@group(2) @binding(0) var hdrTex : texture_2d<f32>;
|
||||||
|
@group(2) @binding(1) var bloomTex : texture_2d<f32>;
|
||||||
|
@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<u32>) {
|
||||||
|
if (gid.x >= hdr.surfaceW || gid.y >= hdr.surfaceH) { return; }
|
||||||
|
let coord = vec2<i32>(i32(gid.x), i32(gid.y));
|
||||||
|
|
||||||
|
let scene = textureLoad(hdrTex, coord, 0).rgb;
|
||||||
|
let uv = (vec2<f32>(f32(gid.x), f32(gid.y)) + vec2<f32>(0.5))
|
||||||
|
/ vec2<f32>(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<f32>(1.0)); // Reinhard tonemap
|
||||||
|
let g = pow(mapped, vec3<f32>(1.0 / 2.2)); // gamma 2.2
|
||||||
|
textureStore(outTex, coord, vec4<f32>(g, 1.0));
|
||||||
|
}
|
||||||
244
examples/HDRBloom/main.cpp
Normal file
244
examples/HDRBloom/main.cpp
Normal file
|
|
@ -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 <cstddef> // 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<std::uint16_t>(window.width);
|
||||||
|
const std::uint16_t H = static_cast<std::uint16_t>(window.height);
|
||||||
|
|
||||||
|
// ── RT pipeline: HDR output (RESOLVE → rgba16float) ────────────────
|
||||||
|
std::array<WebGPUShader, 3> 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<RTShaderGroup, 1> raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }};
|
||||||
|
std::array<RTShaderGroup, 1> missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }};
|
||||||
|
std::array<RTShaderGroup, 1> hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }};
|
||||||
|
|
||||||
|
std::array<UICustomBinding, 1> 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<Vector<float, 3, 3>, 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<std::uint32_t, 36> 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<CameraGPU, true> cameraBuf;
|
||||||
|
cameraBuf.Create(1);
|
||||||
|
static std::array<std::uint32_t, 1> rtHandles { cameraBuf.handle };
|
||||||
|
|
||||||
|
static std::vector<RenderingElement3D> renderers;
|
||||||
|
renderers.reserve(static_cast<std::size_t>(kGrid * kGrid * kGrid));
|
||||||
|
const float origin0 = -0.5f * static_cast<float>(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<std::uint32_t>(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<UICustomBinding, 2> bloomBindings {{
|
||||||
|
{ .group = 1, .binding = 0, .kind = UICustomBindingKind::SampledTexture, .pushOffset = 0 },
|
||||||
|
{ .group = 1, .binding = 1, .kind = UICustomBindingKind::StorageTexture,
|
||||||
|
.format = static_cast<std::uint8_t>(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<std::uint32_t, 2> thresholdHandles { hdrScene.handle, bloomA.handle };
|
||||||
|
std::array<std::uint32_t, 2> 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<std::uint32_t>(offsetof(CompositePush, hdrSlot)) },
|
||||||
|
{ .group = 2, .binding = 1, .kind = UICustomBindingKind::SampledTexture,
|
||||||
|
.pushOffset = static_cast<std::uint32_t>(offsetof(CompositePush, bloomSlot)) },
|
||||||
|
{ .group = 2, .binding = 2, .kind = UICustomBindingKind::Sampler,
|
||||||
|
.pushOffset = static_cast<std::uint32_t>(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<std::uint32_t>(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<float, 3, 4> camPos { ext * 1.1f, ext * 0.8f, ext * 1.6f + 3.0f };
|
||||||
|
Vector<float, 3, 4> 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<float, 3, 4> forward { d.x/dl, d.y/dl, d.z/dl };
|
||||||
|
Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
|
||||||
|
Vector<float, 3, 4> 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<float, 3, 4> 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<void> bloomTick(&window.onBeforeUpdate, [&]() {
|
||||||
|
Dim dim { static_cast<std::uint32_t>(window.width),
|
||||||
|
static_cast<std::uint32_t>(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<UIBuildArgs> composeSub(&ui.onBuild, [&](UIBuildArgs a) {
|
||||||
|
CompositePush pc { ui.FillHeader(0, 0), 0, 0, 0, 0 };
|
||||||
|
pc.hdrSlot = static_cast<std::uint32_t>(static_cast<std::uint16_t>(hdrSlot));
|
||||||
|
pc.bloomSlot = static_cast<std::uint32_t>(static_cast<std::uint16_t>(bloomSlot));
|
||||||
|
pc.sampSlot = static_cast<std::uint32_t>(static_cast<std::uint16_t>(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
|
||||||
7
examples/HDRBloom/miss.wgsl
Normal file
7
examples/HDRBloom/miss.wgsl
Normal file
|
|
@ -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<function, Payload>) {
|
||||||
|
let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
|
||||||
|
rtAccumulate(mix(vec3<f32>(0.015, 0.018, 0.030),
|
||||||
|
vec3<f32>(0.030, 0.040, 0.070), t));
|
||||||
|
}
|
||||||
48
examples/HDRBloom/project.cpp
Normal file
48
examples/HDRBloom/project.cpp
Normal file
|
|
@ -0,0 +1,48 @@
|
||||||
|
import std;
|
||||||
|
import Crafter.Build;
|
||||||
|
namespace fs = std::filesystem;
|
||||||
|
using namespace Crafter;
|
||||||
|
|
||||||
|
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> 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<std::string> 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<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("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;
|
||||||
|
}
|
||||||
35
examples/HDRBloom/raygen.wgsl
Normal file
35
examples/HDRBloom/raygen.wgsl
Normal file
|
|
@ -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<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);
|
||||||
|
|
||||||
|
rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0,
|
||||||
|
0u, 0xFFu, 0u, 0u, p);
|
||||||
|
}
|
||||||
27
examples/HDRBloom/threshold.comp.wgsl
Normal file
27
examples/HDRBloom/threshold.comp.wgsl
Normal file
|
|
@ -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<f32> 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<uniform> dim : Dim;
|
||||||
|
@group(1) @binding(0) var src : texture_2d<f32>;
|
||||||
|
@group(1) @binding(1) var dst : texture_storage_2d<rgba16float, write>;
|
||||||
|
|
||||||
|
@compute @workgroup_size(8, 8, 1)
|
||||||
|
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
||||||
|
if (gid.x >= dim.w || gid.y >= dim.h) { return; }
|
||||||
|
let coord = vec2<i32>(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<f32>(0.2126, 0.7152, 0.0722));
|
||||||
|
let keep = max(0.0, lum - 1.0) / max(lum, 1e-4);
|
||||||
|
textureStore(dst, coord, vec4<f32>(c * keep, 1.0));
|
||||||
|
}
|
||||||
|
|
@ -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
|
checking it against the analytically-known answer. Guards against the
|
||||||
hardcoded-leaf-start TLAS-traversal bug (issue #25) that made every
|
hardcoded-leaf-start TLAS-traversal bug (issue #25) that made every
|
||||||
rayQuery pick miss for realistic instance counts. WebGPU/DOM only.
|
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).
|
||||||
|
|
|
||||||
|
|
@ -62,7 +62,7 @@ int main() {
|
||||||
|
|
||||||
// One user binding: the camera storage buffer at @group(3).
|
// One user binding: the camera storage buffer at @group(3).
|
||||||
std::array<UICustomBinding, 1> bindings {{
|
std::array<UICustomBinding, 1> bindings {{
|
||||||
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 },
|
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 },
|
||||||
}};
|
}};
|
||||||
|
|
||||||
PipelineRTWebGPU pipeline;
|
PipelineRTWebGPU pipeline;
|
||||||
|
|
|
||||||
|
|
@ -74,7 +74,7 @@ int main() {
|
||||||
} }};
|
} }};
|
||||||
|
|
||||||
std::array<UICustomBinding, 1> bindings {{
|
std::array<UICustomBinding, 1> bindings {{
|
||||||
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 },
|
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 },
|
||||||
}};
|
}};
|
||||||
|
|
||||||
PipelineRTWebGPU pipeline;
|
PipelineRTWebGPU pipeline;
|
||||||
|
|
|
||||||
|
|
@ -87,7 +87,7 @@ int main() {
|
||||||
std::array<RTShaderGroup, 1> hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }};
|
std::array<RTShaderGroup, 1> hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }};
|
||||||
|
|
||||||
std::array<UICustomBinding, 1> bindings {{
|
std::array<UICustomBinding, 1> bindings {{
|
||||||
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 },
|
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 },
|
||||||
}};
|
}};
|
||||||
|
|
||||||
PipelineRTWebGPU pipeline;
|
PipelineRTWebGPU pipeline;
|
||||||
|
|
@ -172,7 +172,7 @@ int main() {
|
||||||
// ── rayQuery pick shader + output buffer. ──────────────────────────
|
// ── rayQuery pick shader + output buffer. ──────────────────────────
|
||||||
static PlainComputeShader pickShader;
|
static PlainComputeShader pickShader;
|
||||||
std::array<UICustomBinding, 1> pickBindings {{
|
std::array<UICustomBinding, 1> 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"),
|
pickShader.Load(fs::path("rayquery_pick.wgsl"),
|
||||||
static_cast<std::uint32_t>(sizeof(PickPush)),
|
static_cast<std::uint32_t>(sizeof(PickPush)),
|
||||||
|
|
|
||||||
|
|
@ -278,9 +278,9 @@ int main() {
|
||||||
// binding 1 — sampler (linear clamp)
|
// binding 1 — sampler (linear clamp)
|
||||||
// binding 2 — Camera storage buffer (host-driven, updated per frame)
|
// binding 2 — Camera storage buffer (host-driven, updated per frame)
|
||||||
std::array<UICustomBinding, 3> bindings {{
|
std::array<UICustomBinding, 3> bindings {{
|
||||||
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::SampledTextureArray, ._pad = 0, .pushOffset = 0 },
|
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::SampledTextureArray, .pushOffset = 0 },
|
||||||
{ .group = 3, .binding = 1, .kind = UICustomBindingKind::Sampler, ._pad = 0, .pushOffset = 0 },
|
{ .group = 3, .binding = 1, .kind = UICustomBindingKind::Sampler, .pushOffset = 0 },
|
||||||
{ .group = 3, .binding = 2, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 },
|
{ .group = 3, .binding = 2, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 },
|
||||||
}};
|
}};
|
||||||
|
|
||||||
PipelineRTWebGPU pipeline;
|
PipelineRTWebGPU pipeline;
|
||||||
|
|
|
||||||
|
|
@ -80,8 +80,10 @@ void PipelineRTWebGPU::Init(WebGPUCommandEncoderRef /*cmd*/,
|
||||||
std::span<const RTShaderGroup> missGroups,
|
std::span<const RTShaderGroup> missGroups,
|
||||||
std::span<const RTShaderGroup> hitGroups,
|
std::span<const RTShaderGroup> hitGroups,
|
||||||
const ShaderBindingTableWebGPU& sbt,
|
const ShaderBindingTableWebGPU& sbt,
|
||||||
std::span<const UICustomBinding> bindings) {
|
std::span<const UICustomBinding> bindings,
|
||||||
|
WebGPUTexelFormat hdrOutputFormat) {
|
||||||
userBindings.assign(bindings.begin(), bindings.end());
|
userBindings.assign(bindings.begin(), bindings.end());
|
||||||
|
hdrOutput = (hdrOutputFormat != WebGPUTexelFormat::RGBA8Unorm);
|
||||||
std::string wgsl;
|
std::string wgsl;
|
||||||
wgsl.reserve(8 * 1024);
|
wgsl.reserve(8 * 1024);
|
||||||
|
|
||||||
|
|
@ -306,5 +308,6 @@ void PipelineRTWebGPU::Init(WebGPUCommandEncoderRef /*cmd*/,
|
||||||
wgsl.data(),
|
wgsl.data(),
|
||||||
static_cast<std::int32_t>(wgsl.size()),
|
static_cast<std::int32_t>(wgsl.size()),
|
||||||
userBindings.empty() ? nullptr : userBindings.data(),
|
userBindings.empty() ? nullptr : userBindings.data(),
|
||||||
static_cast<std::int32_t>(userBindings.size()));
|
static_cast<std::int32_t>(userBindings.size()),
|
||||||
|
static_cast<std::int32_t>(hdrOutputFormat));
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -174,6 +174,8 @@ void UIRenderer::Dispatch(GraphicsCommandBuffer /*cmd*/, const GraphicsComputeSh
|
||||||
if (slot < heap_->bufferTable.size()) handle = heap_->bufferTable[slot];
|
if (slot < heap_->bufferTable.size()) handle = heap_->bufferTable[slot];
|
||||||
break;
|
break;
|
||||||
case UICustomBindingKind::SampledTexture:
|
case UICustomBindingKind::SampledTexture:
|
||||||
|
case UICustomBindingKind::SampledTextureArray:
|
||||||
|
case UICustomBindingKind::StorageTexture:
|
||||||
if (slot < heap_->imageTable.size()) handle = heap_->imageTable[slot];
|
if (slot < heap_->imageTable.size()) handle = heap_->imageTable[slot];
|
||||||
break;
|
break;
|
||||||
case UICustomBindingKind::Sampler:
|
case UICustomBindingKind::Sampler:
|
||||||
|
|
|
||||||
|
|
@ -47,8 +47,48 @@ import std;
|
||||||
import Crafter.Asset;
|
import Crafter.Asset;
|
||||||
import :DescriptorHeapWebGPU;
|
import :DescriptorHeapWebGPU;
|
||||||
import :WebGPU;
|
import :WebGPU;
|
||||||
|
import :WebGPUComputeShader; // WebGPUTexelFormat
|
||||||
|
|
||||||
export namespace Crafter {
|
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<T> (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<std::int32_t>(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 <typename PixelType>
|
template <typename PixelType>
|
||||||
class Image2D {
|
class Image2D {
|
||||||
public:
|
public:
|
||||||
|
|
|
||||||
|
|
@ -36,6 +36,10 @@ export namespace Crafter {
|
||||||
// RTPass to consult when packing the handles[] array at dispatch
|
// RTPass to consult when packing the handles[] array at dispatch
|
||||||
// time (one resolved u32 handle per binding, in declaration order).
|
// time (one resolved u32 handle per binding, in declaration order).
|
||||||
std::vector<UICustomBinding> userBindings;
|
std::vector<UICustomBinding> 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
|
// Build the megakernel pipeline. Groups carry indices into
|
||||||
// `sbt.shaders`. The library generates one `case` per registered
|
// `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
|
// `userBindings` declares extra @group(2)+ resources the user's
|
||||||
// closest-hit / miss / raygen WGSL touches (material SSBOs,
|
// closest-hit / miss / raygen WGSL touches (material SSBOs,
|
||||||
// albedo textures, samplers).
|
// 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,
|
void Init(WebGPUCommandEncoderRef cmd,
|
||||||
std::span<const RTShaderGroup> raygenGroups,
|
std::span<const RTShaderGroup> raygenGroups,
|
||||||
std::span<const RTShaderGroup> missGroups,
|
std::span<const RTShaderGroup> missGroups,
|
||||||
std::span<const RTShaderGroup> hitGroups,
|
std::span<const RTShaderGroup> hitGroups,
|
||||||
const ShaderBindingTableWebGPU& sbt,
|
const ShaderBindingTableWebGPU& sbt,
|
||||||
std::span<const UICustomBinding> bindings = {});
|
std::span<const UICustomBinding> bindings = {},
|
||||||
|
WebGPUTexelFormat hdrOutputFormat
|
||||||
|
= WebGPUTexelFormat::RGBA8Unorm);
|
||||||
|
|
||||||
PipelineRTWebGPU() = default;
|
PipelineRTWebGPU() = default;
|
||||||
PipelineRTWebGPU(const PipelineRTWebGPU&) = delete;
|
PipelineRTWebGPU(const PipelineRTWebGPU&) = delete;
|
||||||
|
|
|
||||||
|
|
@ -97,6 +97,12 @@ export namespace Crafter {
|
||||||
// bounce; etc. The library unrolls GENERATE; (PREP; TRACE; SHADE)
|
// bounce; etc. The library unrolls GENERATE; (PREP; TRACE; SHADE)
|
||||||
// ×maxDepth; RESOLVE.
|
// ×maxDepth; RESOLVE.
|
||||||
std::uint32_t maxDepth = 1;
|
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) {}
|
RTPass(PipelineRTWebGPU* p) : pipeline(p) {}
|
||||||
|
|
||||||
|
|
@ -114,7 +120,8 @@ export namespace Crafter {
|
||||||
static_cast<std::int32_t>(gy),
|
static_cast<std::int32_t>(gy),
|
||||||
handlesPtr,
|
handlesPtr,
|
||||||
static_cast<std::int32_t>(handlesCount),
|
static_cast<std::int32_t>(handlesCount),
|
||||||
static_cast<std::int32_t>(maxDepth));
|
static_cast<std::int32_t>(maxDepth),
|
||||||
|
outTexHandle);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -109,6 +109,17 @@ namespace Crafter::WebGPU {
|
||||||
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);
|
||||||
|
|
||||||
|
// 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<T> 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")))
|
__attribute__((import_module("env"), import_name("wgpuCreateLinearClampSampler")))
|
||||||
extern "C" std::uint32_t wgpuCreateLinearClampSampler();
|
extern "C" std::uint32_t wgpuCreateLinearClampSampler();
|
||||||
|
|
||||||
|
|
@ -190,10 +201,16 @@ namespace Crafter::WebGPU {
|
||||||
// UICustomBinding-shaped (8 bytes each) declaring extra @group(2)+
|
// UICustomBinding-shaped (8 bytes each) declaring extra @group(2)+
|
||||||
// resources the user's closest-hit / miss / raygen WGSL references.
|
// resources the user's closest-hit / miss / raygen WGSL references.
|
||||||
// Pass (nullptr, 0) for a pipeline with no user-declared bindings.
|
// 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.
|
// Returns an opaque pipeline handle.
|
||||||
__attribute__((import_module("env"), import_name("wgpuLoadRTPipeline")))
|
__attribute__((import_module("env"), import_name("wgpuLoadRTPipeline")))
|
||||||
extern "C" std::uint32_t wgpuLoadRTPipeline(const void* wgslPtr, std::int32_t wgslLen,
|
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
|
// Dispatch a TraceRays-equivalent pass: the RT pipeline is dispatched
|
||||||
// over a (gx, gy) tile grid; the library writes the push data (camera,
|
// 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
|
// `handles[]` carries resolved WebGPU resource handles for every user
|
||||||
// binding declared at pipeline-load time, in the same order. Pass
|
// binding declared at pipeline-load time, in the same order. Pass
|
||||||
// (nullptr, 0) for a pipeline with no user bindings.
|
// (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")))
|
__attribute__((import_module("env"), import_name("wgpuDispatchRT")))
|
||||||
extern "C" void wgpuDispatchRT(std::uint32_t pipelineHandle,
|
extern "C" void wgpuDispatchRT(std::uint32_t pipelineHandle,
|
||||||
const void* pushPtr, std::int32_t pushBytes,
|
const void* pushPtr, std::int32_t pushBytes,
|
||||||
|
|
@ -209,7 +229,8 @@ namespace Crafter::WebGPU {
|
||||||
std::int32_t instanceCount,
|
std::int32_t instanceCount,
|
||||||
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,
|
||||||
std::int32_t maxDepth);
|
std::int32_t maxDepth,
|
||||||
|
std::uint32_t outTexHandle);
|
||||||
|
|
||||||
// GPU TLAS-build dispatch. Two sequential compute passes:
|
// GPU TLAS-build dispatch. Two sequential compute passes:
|
||||||
// 1. tlasBuildMain — per-instance world AABB + identity permutation
|
// 1. tlasBuildMain — per-instance world AABB + identity permutation
|
||||||
|
|
|
||||||
|
|
@ -31,6 +31,16 @@ import std;
|
||||||
import :WebGPU;
|
import :WebGPU;
|
||||||
|
|
||||||
export namespace Crafter {
|
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 {
|
enum class UICustomBindingKind : std::uint8_t {
|
||||||
Buffer = 0, // read-only-storage SSBO, handle is a slot into heap.bufferTable
|
Buffer = 0, // read-only-storage SSBO, handle is a slot into heap.bufferTable
|
||||||
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
|
||||||
|
|
@ -41,13 +51,20 @@ export namespace Crafter {
|
||||||
// integrate node momentum, write brace stress, or output TLAS
|
// integrate node momentum, write brace stress, or output TLAS
|
||||||
// instance transforms.
|
// instance transforms.
|
||||||
BufferReadWrite = 4,
|
BufferReadWrite = 4,
|
||||||
|
// write-only storage texture (texture_storage_2d<FMT, write> 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 {
|
struct UICustomBinding {
|
||||||
std::uint8_t group; // @group(N), must be >= 2 (0 and 1 are reserved)
|
std::uint8_t group; // @group(N), must be >= 2 (0 and 1 are reserved)
|
||||||
std::uint8_t binding; // @binding(N)
|
std::uint8_t binding; // @binding(N)
|
||||||
UICustomBindingKind kind;
|
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
|
std::uint32_t pushOffset; // offset in push data where the slot uint32 lives
|
||||||
};
|
};
|
||||||
static_assert(sizeof(UICustomBinding) == 8);
|
static_assert(sizeof(UICustomBinding) == 8);
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue