feat(webgpu-rt): atomic pixel accumulator + raysPerPixel — >1 ray per pixel per bounce (#30) #31
6 changed files with 89 additions and 19 deletions
feat(webgpu-rt): atomic pixel accumulator + raysPerPixel for >1 ray/pixel/bounce (#30)
wfAccum becomes array<atomic<u32>> (4 slots/pixel, f32 bit patterns — same 16 B/pixel footprint) and rtAccumulate CASes each channel, so N rays for one pixel may resolve in the same SHADE pass without the read-modify-write racing. GENERATE clears with atomicStore (bitcast(0.0) == 0u); RESOLVE atomicLoads + bitcasts the vec4 it hands runResolve. Capacity half: RTPass::raysPerPixel (default 1) scales the wavefront ray/hit/payload buffers to raysPerPixel·W·H rays per bounce so the per-light emits actually fit instead of being dropped by rtEmitRay's capacity guard. The accumulator stays per-pixel. No flag-gating: uncontended the CAS succeeds first try — RTStress SHADE stays at its documented ~1.0 ms and master-vs-branch renders are byte-identical, so single-ray consumers pay nothing. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
commit
27d7e84cb3
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@ -101,7 +101,9 @@ shaded through an intersection shader with an any-hit cut-out.
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bounce loop (`dispatchWorkgroupsIndirect`). TRACE carries zero user
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code (traversal + intersection only); user raygen calls
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`rtEmitPrimaryRay`, and closesthit / miss run in SHADE where they
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`rtEmitRay` continuation/shadow rays and `rtAccumulate` radiance. An
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`rtEmitRay` continuation/shadow rays and `rtAccumulate` radiance
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(atomic — any number of rays per pixel per bounce, e.g. one shadow
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ray per light). An
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optional Resolve shader tonemaps the linear accumulator. See
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[WAVEFRONT-DESIGN.md](WAVEFRONT-DESIGN.md).
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- **ComputeShader / WebGPUComputeShader** — Tier 1 wrapper used by the
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@ -21,12 +21,17 @@ compute pass, dispatch sizes driven by `dispatchWorkgroupsIndirect`.
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- **RESOLVE** (1 thread/pixel, 8×8): reads accum slot, runs user `resolve_main`
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if present else passthrough; writes outImage.
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## Buffers (rtState, sized to 2*W*H rays)
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## Buffers (rtState; per-bounce ray capacity = `RTPass::raysPerPixel`·W·H)
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- `wfRaysA`,`wfRaysB`: array<WfRay>, ping/pong. WfRay = origin,tMin,dir,tMax,
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pixel,flags,cullMask,missIndex,sbtOffset,payloadSlot,kind,_pad.
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pixel,flags,cullMask,missIndex,sbtOffset,payloadSlot,kind,_pad. Each holds
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one bounce's rays; `raysPerPixel` (default 1) scales them so closest-hit
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can emit several rays per pixel in one bounce before rtEmitRay drops.
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- `wfHits`: array<HitResult> (sized = ray capacity).
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- `wfPayload`: array<Payload> — declared in CODEGEN region after user Payload.
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- `wfAccum`: array<vec4<f32>> per pixel (W*H).
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- `wfAccum`: array<atomic<u32>>, 4 slots per pixel (W*H, RGBA as f32 bit
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patterns — 16 B/pixel). `rtAccumulate` CASes each channel, so a SHADE
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invocation may emit several rays for the same pixel in one bounce (one
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shadow ray per light, issue #30) without the accumulates racing.
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- `wfCounters`: atomic counters: emitA, emitB, trace dispatch args, etc.
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- `wfIndirect`: INDIRECT dispatch-args buffer.
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@ -74,6 +79,15 @@ maxDepth=1 (primary only). Sponza maxDepth=2 (primary + shadow).
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- [x] device limits (maxBufferSize / maxStorageBufferBindingSize /
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maxComputeWorkgroupsPerDimension) + timestamp-query feature
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- [x] megakernel dead path removed (RT pipeline builds only wavefront)
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- [x] atomic pixel accumulator (#30) — `rtAccumulate` is a per-channel
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f32 CAS over `array<atomic<u32>>`, lifting the old one-ray-per-pixel-
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per-bounce cap so closest-hit can emit one shadow ray per light in a
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single bounce (multi-light shadowing; 3DForts #153). Same 16 B/pixel
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footprint; uncontended CAS succeeds first try, so single-ray scenes
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(VulkanTriangle/Sponza/RTStress) are unaffected. Capacity side:
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`RTPass::raysPerPixel` (default 1) scales the ray/hit/payload buffers
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so those N rays/pixel actually fit a bounce instead of being dropped
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by rtEmitRay's capacity guard. Exercised by `examples/RTMultiShadow`.
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- [~] binding packing (Phase 7): SKIPPED — target device reports 64 storage
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buffers/stage (≥12), so the merge is unnecessary (issue makes it
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conditional on <12). NOTE: this only holds because dom-webgpu.js now
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@ -1714,7 +1714,11 @@ struct BvhNode {
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@group(1) @binding(10) var<storage,read_write> wfRaysA : array<WfRay>;
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@group(1) @binding(11) var<storage,read_write> wfRaysB : array<WfRay>;
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@group(1) @binding(12) var<storage,read_write> wfHits : array<HitResult>;
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@group(1) @binding(13) var<storage,read_write> wfAccum : array<vec4<f32>>;
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// wfAccum: 4 atomic<u32> slots per pixel (RGBA as f32 bit patterns — same
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// 16 B/pixel footprint as the old array<vec4<f32>>). Atomic so a SHADE
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// invocation may emit N rays for the same pixel in one bounce (e.g. one
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// shadow ray per light) and their rtAccumulate calls don't race (#30).
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@group(1) @binding(13) var<storage,read_write> wfAccum : array<atomic<u32>>;
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@group(1) @binding(14) var<storage,read_write> wfCounters : array<atomic<u32>>;
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// @group(1) @binding(15) wfPayload : array<Payload> — emitted by codegen.
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@ -1735,11 +1739,29 @@ fn _wfCurCount() -> u32 {
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return min(raw, wfParams.rayCapacity);
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}
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// Add linear radiance to the pixel this SHADE/GENERATE thread owns. Safe
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// without atomics: at most one ray per pixel per bounce, and bounces run
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// in separate passes (implicit barrier between them).
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// Atomic float add via compare-exchange on the f32 bit pattern. WGSL has
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// no native atomic<f32>, so each channel CASes until its read-add-write
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// wins. Uncontended (the common ≤1 ray/pixel/bounce case) the exchange
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// succeeds first try; contention only occurs when several rays for the
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// same pixel resolve in one SHADE pass.
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fn _wfAtomicAddF32(slot: u32, v: f32) {
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var old = atomicLoad(&wfAccum[slot]);
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loop {
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let sum = bitcast<u32>(bitcast<f32>(old) + v);
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let r = atomicCompareExchangeWeak(&wfAccum[slot], old, sum);
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if (r.exchanged) { break; }
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old = r.old_value;
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}
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}
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// Add linear radiance to the pixel this SHADE/GENERATE thread owns. Atomic,
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// so a closest-hit may emit any number of rays for the same pixel within a
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// single bounce (multi-light shadowing) and their accumulates won't race.
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fn rtAccumulate(rgb: vec3<f32>) {
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wfAccum[_wfPixel] = wfAccum[_wfPixel] + vec4<f32>(rgb, 0.0);
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let base = _wfPixel * 4u;
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_wfAtomicAddF32(base + 0u, rgb.x);
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_wfAtomicAddF32(base + 1u, rgb.y);
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_wfAtomicAddF32(base + 2u, rgb.z);
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}
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// raygen → emit the pixel's primary ray. Bounce 0's current buffer is
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@ -3030,8 +3052,9 @@ function wfNextPow2(n) {
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return p;
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}
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function ensureWavefrontBuffers(W, H) {
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const cap = W * H;
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function ensureWavefrontBuffers(W, H, raysPerPixel) {
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const rpp = Math.max(1, raysPerPixel | 0);
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const cap = W * H * rpp; // per-bounce ray capacity (= WfParams.rayCapacity)
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rtState.wf = rtState.wf || { cap: 0 };
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const wf = rtState.wf;
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if (wf.cap === cap && wf.raysA) return wf;
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@ -3041,7 +3064,8 @@ function ensureWavefrontBuffers(W, H) {
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wf.raysA = device.createBuffer({ size: cap * 64, usage: S, label: "wf-raysA" });
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wf.raysB = device.createBuffer({ size: cap * 64, usage: S, label: "wf-raysB" });
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wf.hits = device.createBuffer({ size: cap * 112, usage: S, label: "wf-hits" });
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wf.accum = device.createBuffer({ size: cap * 16, usage: S, label: "wf-accum" });
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// Accumulator is per *pixel*, not per ray: 4 atomic<u32> (16 B).
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wf.accum = device.createBuffer({ size: W * H * 16, usage: S, label: "wf-accum" });
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wf.payload = device.createBuffer({ size: 2 * cap * WF_PAYLOAD_BYTES, usage: S, label: "wf-payload" });
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wf.counters = device.createBuffer({ size: 64,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC, label: "wf-counters" });
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@ -3270,7 +3294,8 @@ function wfUserBindGroups(pipe, handlesPtr, handlesCount) {
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env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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tlasBufHandle, instanceCount, gx, gy,
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handlesPtr, handlesCount, maxDepth, outTexHandle) => {
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handlesPtr, handlesCount, maxDepth, outTexHandle,
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raysPerPixel) => {
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if (!state.encoder) return;
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const pipe = rtPipelines.get(pipelineHandle);
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const tlas = buffers.get(tlasBufHandle);
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@ -3296,9 +3321,9 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes,
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return;
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}
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const W = state.width, H = state.height;
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const cap = W * H;
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const depth = Math.max(1, maxDepth | 0);
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const wf = ensureWavefrontBuffers(W, H);
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const wf = ensureWavefrontBuffers(W, H, raysPerPixel);
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const cap = wf.cap; // per-bounce ray capacity = raysPerPixel·W·H
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// ── Per-pass WfParams ring. queue.writeBuffer lands before submit, so
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// we can't mutate the uniform between passes — instead we pre-write one
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@ -270,7 +270,13 @@ void PipelineRTWebGPU::Init(WebGPUCommandEncoderRef /*cmd*/,
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wgsl += "fn wfGenerate(@builtin(global_invocation_id) gid: vec3<u32>) {\n";
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wgsl += " if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }\n";
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wgsl += " let pixel = gid.y * wfParams.surfaceW + gid.x;\n";
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wgsl += " wfAccum[pixel] = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n";
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// wfAccum is 4 atomic<u32> slots per pixel (f32 bit patterns; see the
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// bindings prelude JS-side). bitcast<u32>(0.0) == 0u, so plain zeroes.
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wgsl += " let accumBase = pixel * 4u;\n";
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wgsl += " atomicStore(&wfAccum[accumBase + 0u], 0u);\n";
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wgsl += " atomicStore(&wfAccum[accumBase + 1u], 0u);\n";
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wgsl += " atomicStore(&wfAccum[accumBase + 2u], 0u);\n";
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wgsl += " atomicStore(&wfAccum[accumBase + 3u], 0u);\n";
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wgsl += " _wfPixel = pixel;\n";
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wgsl += " ";
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wgsl += raygenEntryFn;
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@ -300,7 +306,16 @@ void PipelineRTWebGPU::Init(WebGPUCommandEncoderRef /*cmd*/,
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wgsl += "fn wfResolve(@builtin(global_invocation_id) gid: vec3<u32>) {\n";
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wgsl += " if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }\n";
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wgsl += " let pixel = gid.y * wfParams.surfaceW + gid.x;\n";
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wgsl += " let outc = runResolve(gid.xy, wfAccum[pixel]);\n";
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// Reassemble the vec4<f32> the resolve hook expects from the pixel's 4
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// atomic<u32> accumulator slots (no contention here — RESOLVE runs in
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// its own pass — but atomics may only be accessed atomically in WGSL).
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wgsl += " let accumBase = pixel * 4u;\n";
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wgsl += " let hdr = vec4<f32>(\n";
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wgsl += " bitcast<f32>(atomicLoad(&wfAccum[accumBase + 0u])),\n";
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wgsl += " bitcast<f32>(atomicLoad(&wfAccum[accumBase + 1u])),\n";
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wgsl += " bitcast<f32>(atomicLoad(&wfAccum[accumBase + 2u])),\n";
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wgsl += " bitcast<f32>(atomicLoad(&wfAccum[accumBase + 3u])));\n";
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wgsl += " let outc = runResolve(gid.xy, hdr);\n";
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wgsl += " textureStore(outImage, vec2<i32>(i32(gid.x), i32(gid.y)), outc);\n";
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wgsl += "}\n";
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@ -103,6 +103,13 @@ export namespace Crafter {
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// its own composite→swapchain pass afterwards. Ignored (0) for the
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// default canvas path.
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std::uint32_t outTexHandle = 0;
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// Per-bounce ray budget as a multiple of the pixel count. The
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// wavefront ray/hit/payload buffers hold raysPerPixel·W·H rays, so
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// a closest-hit may emit up to raysPerPixel rays per pixel within
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// one bounce (e.g. one shadow ray per light — rtAccumulate is
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// atomic, issue #30) before rtEmitRay starts dropping. Memory
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// scales linearly; keep at 1 for single-ray-per-pixel pipelines.
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std::uint32_t raysPerPixel = 1;
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RTPass(PipelineRTWebGPU* p) : pipeline(p) {}
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@ -121,7 +128,8 @@ export namespace Crafter {
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handlesPtr,
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static_cast<std::int32_t>(handlesCount),
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static_cast<std::int32_t>(maxDepth),
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outTexHandle);
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outTexHandle,
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static_cast<std::int32_t>(raysPerPixel));
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}
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};
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}
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@ -222,6 +222,11 @@ namespace Crafter::WebGPU {
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// `outTexHandle` is the destination texture for an HDR-output pipeline
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// (one loaded with hdrOutputFormat != 0); ignored (pass 0) for the
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// default canvas path.
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// `raysPerPixel` scales the wavefront ray/hit/payload buffers to
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// raysPerPixel·W·H rays per bounce, so closest-hit can emit up to that
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// many rays per pixel within one bounce (e.g. one shadow ray per light)
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// without rtEmitRay dropping past capacity. 1 = the historical
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// single-ray-per-pixel footprint.
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__attribute__((import_module("env"), import_name("wgpuDispatchRT")))
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extern "C" void wgpuDispatchRT(std::uint32_t pipelineHandle,
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const void* pushPtr, std::int32_t pushBytes,
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@ -230,7 +235,8 @@ namespace Crafter::WebGPU {
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std::int32_t gx, std::int32_t gy,
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const void* handlesPtr, std::int32_t handlesCount,
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std::int32_t maxDepth,
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std::uint32_t outTexHandle);
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std::uint32_t outTexHandle,
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std::int32_t raysPerPixel);
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// GPU TLAS-build dispatch. Two sequential compute passes:
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// 1. tlasBuildMain — per-instance world AABB + identity permutation
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