Crafter.Graphics/implementations/Crafter.Graphics-RenderingElement3D-WebGPU.cpp

196 lines
9.3 KiB
C++

//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
*/
// DOM-mode TLAS upkeep. BuildTLAS is split in two phases so a physics
// compute pass can run between them:
// - BuildTLASUpload mirrors the CPU-side RTInstance array into the
// host-visible instance buffer (with partial-write semantics that
// preserve the transform bytes for elements flagged
// transformOwnedByGpu, see notes in the body) and uploads the
// metadata buffer.
// - BuildTLASBuild dispatches the JS-side TLAS-build compute pass —
// which consults the per-BLAS records published at Mesh::Build()
// time to produce world-space AABBs and inverse transforms in the
// format `traceRay` / `rayQuery` consume.
// The combined BuildTLAS calls both back-to-back; callers that want to
// interleave a physics tlas-transform compute pass (which writes the
// transform bytes BuildTLASUpload leaves intact) call Upload + their
// compute pass + Build manually.
module;
module Crafter.Graphics:RenderingElement3D_implWebGPU;
import :RenderingElement3D;
import :Mesh;
import :WebGPU;
import :WebGPUBuffer;
import std;
using namespace Crafter;
std::vector<RenderingElement3D*> RenderingElement3D::elements;
void RenderingElement3D::Add(RenderingElement3D* e) {
e->indexInElements = static_cast<std::uint32_t>(elements.size());
elements.push_back(e);
}
void RenderingElement3D::Remove(RenderingElement3D* e) {
std::uint32_t idx = e->indexInElements;
if (idx == std::numeric_limits<std::uint32_t>::max()) return;
std::uint32_t last = static_cast<std::uint32_t>(elements.size() - 1);
if (idx != last) {
elements[idx] = elements[last];
elements[idx]->indexInElements = idx;
}
elements.pop_back();
e->indexInElements = std::numeric_limits<std::uint32_t>::max();
}
void RenderingElement3D::BuildTLASUpload(WebGPUCommandEncoderRef /*cmd*/, std::uint32_t index) {
auto& tlas = tlases[index];
const std::uint32_t primitiveCount = static_cast<std::uint32_t>(elements.size());
if (primitiveCount == 0) {
tlas.builtInstanceCount = 0;
return;
}
constexpr std::uint32_t kNPadded = 65536u; // size for instance / metadata mirrors
constexpr std::uint32_t kLbvhMax = 16384u; // matches N_PADDED in lbvhBuildWgsl
constexpr std::uint32_t kNodeCount = 2u * kNPadded - 1u;
// ALL TLAS-side GPU buffers get allocated ONCE and never resized.
// The LBVH-build shader takes the real instance count via a uniform
// (lbvhPc.nReal) instead of arrayLength(&entries), so the
// tlas.buffer / entryOrder / mortonCodes don't need to grow when
// the application's element count changes.
//
// Why this matters: an earlier version resized these per-frame on
// primitiveCount change. The destroy+recreate cycle on the GPU
// buffer caused subtle mid-game flicker as soon as any element was
// added (e.g. firing a projectile) — fort braces would appear to
// briefly vanish in patterns deterministic on the projectile's
// angle. Suspected driver-level memory recycling without proper
// zero-init; the fixed-size allocation sidesteps it entirely.
if (tlas.instanceBuffer.handle == 0) {
tlas.instanceBuffer.Resize(kNPadded);
tlas.metadataBuffer.Resize(kNPadded);
tlas.bvhNodes.Resize(kNodeCount * 32u);
tlas.sortTempA.Resize(kNPadded * 4u);
tlas.sortTempB.Resize(kNPadded * 4u);
tlas.tlasBins.Resize(64 * 32);
// TLAS-entry / order / morton-code buffers: sized for the LBVH
// cap (16384). lbvhBuildMain iterates `lbvhPc.nReal` real
// entries; the remainder stays zero / sentinel. Keep these
// stable across element-count changes so the renderer's bind
// group references the same buffer handle every frame.
tlas.buffer.Resize(kLbvhMax * 144u);
tlas.entryOrder.Resize(kLbvhMax * 4u);
tlas.mortonCodes.Resize(kLbvhMax * 4u);
}
// NB: tlas.buffer / entryOrder / mortonCodes get resized in
// BuildTLASBuild, NOT here. Resize destroys + recreates the GPU
// resource (and the JS-side handle); the rayQuery dispatches that
// run between BuildTLASUpload and BuildTLASBuild (projectile-collide,
// splash, builder-pick) still hold the previous frame's TLAS in
// rtState.current{Tlas,EntryOrder,Bvh}. If we resized here, those
// handles would point at destroyed buffers and the dispatches would
// log "no TLAS built yet" every frame the element count changed
// (e.g. every projectile fire). Resizing inside BuildTLASBuild,
// immediately before wgpuBuildTLAS publishes the new handles, keeps
// the JS-side current* refs in sync with the GPU resources.
for (std::uint32_t i = 0; i < primitiveCount; ++i) {
auto& dst = tlas.instanceBuffer.value[i];
const auto& src = elements[i]->instance;
if (elements[i]->transformOwnedByGpu) {
// GPU owns the transform: copy only the host-authored
// metadata fields and leave the host mirror's transform bytes
// alone (the application doesn't maintain them). The upload
// below pushes the whole struct, including these transform
// bytes, but the physics-tlas-transform compute pass — which
// runs after this Upload and before Build in the supported
// Upload -> compute -> Build flow — overwrites the transform
// on the GPU before the TLAS build reads it, so the host-side
// value is moot. (Nothing reads instanceBuffer between Upload
// and that compute pass.)
dst.instanceCustomIndex = src.instanceCustomIndex;
dst.mask = src.mask;
dst.instanceShaderBindingTableRecordOffset = src.instanceShaderBindingTableRecordOffset;
dst.flags = src.flags;
dst.accelerationStructureReference = src.accelerationStructureReference;
} else {
dst = src;
}
tlas.metadataBuffer.value[i] = elements[i]->userMetadata;
}
// Upload the active instance range in a single contiguous writeBuffer.
//
// An earlier version split this into per-run arms: contiguous runs of
// CPU-driven elements (transformOwnedByGpu=false) were pushed as one
// block, but GPU-driven runs pushed only the trailing 16 metadata
// bytes of each element — one FlushDeviceRange per element — to avoid
// clobbering the GPU-written transform. The metadata bytes are strided
// (one 16-byte chunk per 64-byte slot), so a GPU-driven run couldn't
// batch; each element paid a separate WebGPU validation / encode /
// JS-boundary cost.
//
// Pushing the whole struct for GPU-driven elements too is harmless:
// the only supported way to drive a transform from the GPU is the
// manual Upload -> physics compute pass -> Build sequence (see the
// file header), and that compute pass runs after this upload and
// rewrites the transform on the GPU before the TLAS build reads it.
// So the stale transform bytes this push carries for those slots are
// overwritten before they matter, and the whole run uploads in one
// call. (The combined BuildTLAS path runs no compute pass and is, as
// documented, only valid for CPU-driven transforms.)
constexpr std::uint32_t kInstSize = sizeof(RTInstance); // 64
tlas.instanceBuffer.FlushDeviceRange(0, 0, primitiveCount * kInstSize);
// Only primitiveCount slots are live; the buffer is padded to kNPadded
// (65536). Flushing the whole thing wgpuWriteBuffers all 256 KB through
// the WASM->JS staging path every frame — ~100-250x waste for a
// few-hundred-instance scene. Range-flush just the live entries.
tlas.metadataBuffer.FlushDeviceRange(0, 0, primitiveCount * sizeof(std::uint32_t));
}
void RenderingElement3D::BuildTLASBuild(WebGPUCommandEncoderRef /*cmd*/, std::uint32_t index) {
auto& tlas = tlases[index];
const std::uint32_t primitiveCount = static_cast<std::uint32_t>(elements.size());
if (primitiveCount == 0) {
// Upload already cleared builtInstanceCount; nothing to dispatch.
return;
}
// No per-count Resize. tlas.buffer / entryOrder / mortonCodes were
// allocated at kLbvhMax in BuildTLASUpload's first call and stay
// that size. The LBVH shader reads the real count from a uniform
// (lbvhPc.nReal) wgpuBuildTLAS writes each call.
WebGPU::wgpuBuildTLAS(tlas.instanceBuffer.handle,
static_cast<std::int32_t>(primitiveCount),
tlas.buffer.handle,
tlas.entryOrder.handle,
tlas.mortonCodes.handle,
tlas.tlasBins.handle,
tlas.bvhNodes.handle,
tlas.sortTempA.handle,
tlas.sortTempB.handle);
tlas.builtInstanceCount = primitiveCount;
}
void RenderingElement3D::BuildTLAS(WebGPUCommandEncoderRef cmd, std::uint32_t index, RTBuildPreference) {
// `preference` is ignored — the software LBVH TLAS build has no
// FAST_TRACE/FAST_BUILD equivalent. See the interface comment.
BuildTLASUpload(cmd, index);
BuildTLASBuild(cmd, index);
}