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>
115 lines
6.9 KiB
Markdown
115 lines
6.9 KiB
Markdown
# WebGPU wavefront RT rewrite — design & progress (issue #3)
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Replaces the single megakernel (`main`, 8×8 tile, per-pixel
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raygen→traceRay→CH/miss→store) with a streaming wavefront tracer:
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`GENERATE → PREP → (TRACE → SHADE → PREP)×maxDepth → RESOLVE`, each its own
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compute pass, dispatch sizes driven by `dispatchWorkgroupsIndirect`.
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## Kernels (all generated/assembled the same megakernel way, just split)
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- **GENERATE** (1 thread/pixel, 8×8): runs user `raygen_main(gid)` which calls
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`rtEmitPrimaryRay(...)`. Clears accum slot + payload slot for the pixel.
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- **PREP** (1 thread): reads emit counter for the just-filled ray buffer,
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writes indirect args `[ceil(n/64),1,1]`, publishes `traceCount=n`, swaps
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cur/next ray buffer, resets next emit counter. One PREP before first TRACE
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and one after each SHADE.
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- **TRACE** (1 thread/ray, 64-wide, indirect): ZERO user code. Reads ray i,
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runs `_rtTraverseTlas`, writes `HitResult` i (t/instanceId/primId/hg/attribs
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/objToWorld/customIndex/missFlag).
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- **SHADE** (1 thread/ray, 64-wide, indirect): reads ray i + hit i + payload
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slot p. miss→`runMiss`, hit→`runClosestHit` (unless SKIP_CLOSEST_HIT). User
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code calls `rtAccumulate(pixel,rgb)` and `rtEmitRay(...)`.
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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; 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. 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<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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## API (new, breaking)
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- raygen: `rtEmitPrimaryRay(origin,tMin,dir,tMax,flags,cullMask,sbtOff,missIdx)`
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→ allocates payloadSlot=pixel, writes ray to current buffer (atomic bump).
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- CH/miss: `rtEmitRay(origin,tMin,dir,tMax,flags,cullMask,sbtOff,missIdx,payload)`
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spawns into NEXT buffer carrying a payload slot; `rtAccumulate(pixel,rgb)`.
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- `rtGetPayload(slot)` / payload passed by value into CH/miss via slot.
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## Tonemap / resolve
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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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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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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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barrier between compute passes in one submit, so atomics written in PREP are
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visible to TRACE.
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## maxDepth
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Compile/runtime knob. JS unrolls the chain to maxDepth. VulkanTriangle
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maxDepth=1 (primary only). Sponza maxDepth=2 (primary + shadow).
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## Status / progress
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- [x] baseline VulkanTriangle renders (megakernel)
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- [x] wavefront prelude + codegen (5 entry points share one module)
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- [x] VulkanTriangle on wavefront (maxDepth=1) — bit-identical to baseline
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- [x] indirect-dispatch bounce loop + PREP (cross-pass atomics proven)
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- [x] RTStress example (N³ cube grid) + GPU timestamp-query per-pass HUD
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- [x] Sponza port (shadow ray in SHADE) — renders the atrium correctly
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- [x] ordered (nearest-child-first) traversal
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- [x] dynamic TLAS sweep-tree depth (next_pow2 instances)
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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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requests the adapter's reported maxStorageBuffersPerShaderStage at
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device creation (was hardcoded to 16, which left room for ~1 user
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storage buffer and broke RT pipelines with ≥2). Devices that genuinely
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report <12 storage buffers/stage still need this packing.
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### Measured (this container's GPU, via timestamp-query; NOT a 4090)
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Per-pass GPU time, 1920×995, primary+shadow (maxDepth=2):
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- RTStress 512 inst: GEN ~0.80ms TRACE ~1.63ms SHADE ~1.00ms total ~3.52ms (~280 fps)
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- RTStress 4096 inst: GEN ~0.80ms TRACE ~1.95ms SHADE ~1.00ms total ~3.85ms (~260 fps)
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- Sponza: GEN ~0.79ms TRACE ~1.81ms SHADE ~1.00ms total ~3.69ms
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8× the instances costs only ~16% more TRACE — the spatial TLAS + ordered
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descent scale sub-linearly. NOTE: a 4090 number and the TRACE-kernel
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register/occupancy delta require hardware + a profiler not available in
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this CI container; the architectural win (TRACE carries zero user code, so
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its register footprint is the traversal loop alone) is structural.
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## Files
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- `additional/dom-webgpu.js` — prelude (`rtWgsl*`), `wgpuLoadRTPipeline`,
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`wgpuDispatchRT`, LBVH build, rtState/buffers, device-limit clamp (~L131).
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- `implementations/Crafter.Graphics-PipelineRTWebGPU.cpp` — assembles user
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WGSL + entry glue; must emit 5 entry points + payloadStore binding.
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- examples/{VulkanTriangle,Sponza,RTStress}/*.wgsl + main.cpp.
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