Add a fifth UI compute path — DispatchFused — alongside the four per-element Dispatch* calls. It composites quads → circles → images → text (canonical back-to-front order) in ONE dispatch that loads the destination image once and stores once, eliminating the per-pass load+store and the inter-pass VkMemoryBarriers a run of consecutive Dispatch* calls would pay. The win materialises at >= 2 non-empty categories; an absent category is a zero-trip, push-constant-uniform loop (~free). The new uber-kernel (shaders/ui-fused.comp.glsl) reuses each category's exact cooperative shared-memory tile-cull + per-pixel accumulate, so a fused category is pixel-identical to its standalone pass. Categories run sequentially per thread and share one set of shared-memory scratch, so the VGPR/shared high-water mark stays at the per-category level, not the sum. Additive and non-breaking: the per-element Dispatch* calls and the frozen 48-byte UIDispatchHeader are untouched. DispatchFused gets its own 128-byte push-constant layout (UIFusedHeader: four uvec4 headers + four per-category clip vec4s). To interleave a custom ui.Dispatch() between standard passes, bracket it with two DispatchFused calls — the dispatch boundary is the explicit, app-declared flush point. WebGPU (Vulkan-second): DispatchFused falls back to the per-element Dispatch* calls in canonical order — one texture/sampler per dispatch there can't feed the bindless image phase — so the result matches; only the load/store fusion is Vulkan-only. HelloUI now composites its background quads, mouse circle, and label text in a single DispatchFused. Verified rendering identical on a live Vulkan/Wayland session. Resolves #47 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
214 lines
9.8 KiB
C++
214 lines
9.8 KiB
C++
/*
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Crafter®.Graphics
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Copyright (C) 2026 Catcrafts®
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catcrafts.net
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*/
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// WebGPU UIRenderer implementation — DOM mode parallel to
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// Crafter.Graphics-UI.cpp. Compute pipelines and bind groups live JS-side
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// in additional/dom-webgpu.js; this file just translates UIRenderer's
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// public method calls into wgpu* import calls.
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module Crafter.Graphics:UI_webgpu_impl;
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import :UI;
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import :Window;
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import :Font;
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import :FontAtlas;
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import :WebGPU;
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import :WebGPUBuffer;
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import :DescriptorHeapWebGPU;
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import :GraphicsTypes;
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import std;
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using namespace Crafter;
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void UIRenderer::Initialize(Window& window, GraphicsDescriptorHeap& heap, GraphicsCommandBuffer initCmd,
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std::filesystem::path /*quadsSpv*/,
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std::filesystem::path /*circlesSpv*/,
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std::filesystem::path /*imagesSpv*/,
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std::filesystem::path /*textSpv*/,
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std::filesystem::path /*fusedSpv*/) {
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(void)initCmd;
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window_ = &window;
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heap_ = &heap;
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// The JS bridge owns the compute pipelines (4 of them, precompiled at
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// page load). The C++ side has nothing to load. We do reserve one
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// image slot for the swapchain output (kept symmetrical with Vulkan)
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// and register the font atlas if one was set.
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auto outRange = heap_->AllocateImageSlots(1);
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outImageSlot_ = ImageSlot{heap_, outRange.firstElement};
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// No JS texture handle stored at this slot — the canvas's
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// getCurrentTexture() is per-frame and the JS bridge resolves it
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// internally. The slot value is only meaningful through
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// UIDispatchHeader.outImage, which the WGSL shaders ignore.
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if (fontAtlas != nullptr) {
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auto atlasImg = heap_->AllocateImageSlots(1);
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fontAtlasImageSlot_ = ImageSlot{heap_, atlasImg.firstElement};
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heap_->imageTable[atlasImg.firstElement] = fontAtlas->textureHandle;
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fontAtlasSamplerSlot_ = RegisterLinearClampSampler();
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}
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resizeSub_.SetEvent(&window.onResize, [this]() {
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// Storage textures + bind groups are recreated JS-side at next
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// wgpuFrameBegin (via the ensureSized path). Nothing to do here.
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});
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}
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void UIRenderer::Record(GraphicsCommandBuffer cmd, std::uint32_t frameIdx, Window& window) {
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if (fontAtlas != nullptr && fontAtlas->dirty) {
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fontAtlas->Update(cmd);
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}
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onBuild.Invoke({cmd, frameIdx});
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if (fontAtlas != nullptr && fontAtlas->dirty) {
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fontAtlas->Update(cmd);
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}
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(void)window;
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}
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namespace {
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inline std::uint32_t TilesFor(std::uint32_t dim) { return (dim + 7u) / 8u; }
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}
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void UIRenderer::DispatchQuads(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
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std::uint32_t itemCount,
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std::array<float,4> clipRectPx) {
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if (itemCount == 0) return;
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UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
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auto handle = heap_->bufferTable[bufferSlot];
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WebGPU::wgpuDispatchQuads(handle, &hdr,
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static_cast<std::int32_t>(TilesFor(window_->width)),
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static_cast<std::int32_t>(TilesFor(window_->height)));
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}
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void UIRenderer::DispatchCircles(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
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std::uint32_t itemCount,
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std::array<float,4> clipRectPx) {
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if (itemCount == 0) return;
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UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
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auto handle = heap_->bufferTable[bufferSlot];
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WebGPU::wgpuDispatchCircles(handle, &hdr,
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static_cast<std::int32_t>(TilesFor(window_->width)),
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static_cast<std::int32_t>(TilesFor(window_->height)));
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}
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void UIRenderer::DispatchImages(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
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std::uint32_t itemCount,
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std::array<float,4> clipRectPx) {
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if (itemCount == 0) return;
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UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
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auto handle = heap_->bufferTable[bufferSlot];
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// Backward-compatible fallback: callers that don't pass a texture
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// get the font atlas. Useful for tests, useless for real content.
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// New code should use the 6-arg overload below.
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if (fontAtlasImageSlot_) {
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auto texHandle = heap_->imageTable[fontAtlasImageSlot_];
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auto sampHandle = heap_->samplerTable[fontAtlasSamplerSlot_];
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WebGPU::wgpuDispatchImages(handle, &hdr,
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static_cast<std::int32_t>(TilesFor(window_->width)),
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static_cast<std::int32_t>(TilesFor(window_->height)),
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texHandle, sampHandle);
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}
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}
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void UIRenderer::DispatchImages(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
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std::uint32_t itemCount,
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std::uint16_t imageSlot, std::uint16_t samplerSlot,
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std::array<float,4> clipRectPx) {
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if (itemCount == 0) return;
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UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
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auto handle = heap_->bufferTable[bufferSlot];
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auto texHandle = heap_->imageTable[imageSlot];
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auto sampHandle = heap_->samplerTable[samplerSlot];
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WebGPU::wgpuDispatchImages(handle, &hdr,
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static_cast<std::int32_t>(TilesFor(window_->width)),
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static_cast<std::int32_t>(TilesFor(window_->height)),
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texHandle, sampHandle);
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}
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void UIRenderer::DispatchText(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
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std::uint32_t itemCount,
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std::array<float,4> clipRectPx) {
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if (itemCount == 0) return;
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if (!fontAtlasImageSlot_) {
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std::println("UIRenderer::DispatchText: no FontAtlas registered (set fontAtlas before Initialize)");
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std::abort();
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}
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UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
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auto bufHandle = heap_->bufferTable[bufferSlot];
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auto texHandle = heap_->imageTable[fontAtlasImageSlot_];
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auto sampHandle = heap_->samplerTable[fontAtlasSamplerSlot_];
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WebGPU::wgpuDispatchText(bufHandle, &hdr,
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static_cast<std::int32_t>(TilesFor(window_->width)),
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static_cast<std::int32_t>(TilesFor(window_->height)),
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texHandle, sampHandle);
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}
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void UIRenderer::DispatchFused(GraphicsCommandBuffer cmd,
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const FusedBatch& quads,
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const FusedBatch& circles,
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const FusedBatch& images,
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const FusedBatch& text) {
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// WebGPU is Vulkan-second here (issue #47): one bind group can carry only
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// one texture/sampler per dispatch, so the single-load/store uber-kernel
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// can't bind per-item image textures the way Vulkan bindless does. Fall
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// back to the per-element Dispatch* calls in the same canonical order
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// (quads → circles → images → text), which produces the identical result —
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// it just pays the per-pass load/store + barriers the Vulkan path fuses
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// away. The common quads+circles+text screen still works perfectly; only
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// the image category leans on DispatchImages' font-atlas fallback.
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DispatchQuads(cmd, quads.bufferSlot, quads.itemCount, quads.clipRectPx);
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DispatchCircles(cmd, circles.bufferSlot, circles.itemCount, circles.clipRectPx);
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DispatchImages(cmd, images.bufferSlot, images.itemCount, images.clipRectPx);
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DispatchText(cmd, text.bufferSlot, text.itemCount, text.clipRectPx);
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}
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SamplerSlot UIRenderer::RegisterLinearClampSampler() {
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auto range = heap_->AllocateSamplerSlots(1);
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heap_->samplerTable[range.firstElement] = WebGPU::wgpuCreateLinearClampSampler();
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return SamplerSlot{heap_, range.firstElement};
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}
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void UIRenderer::Dispatch(GraphicsCommandBuffer /*cmd*/, const GraphicsComputeShader& shader,
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const void* push, std::uint32_t pushBytes,
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std::uint32_t gx, std::uint32_t gy, std::uint32_t gz) {
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// For each user-declared binding, read the slot uint32 out of push
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// data at the recorded offset, look up the GPU handle in the heap,
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// and assemble a list of handles in the same order the JS bridge
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// expects (matching shader.customBindings).
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std::vector<std::uint32_t> handles;
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handles.reserve(shader.customBindings.size());
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const std::uint8_t* p = static_cast<const std::uint8_t*>(push);
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for (const auto& b : shader.customBindings) {
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if (b.pushOffset + sizeof(std::uint32_t) > pushBytes) {
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std::println("UIRenderer::Dispatch: binding pushOffset {} out of bounds (push={})",
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b.pushOffset, pushBytes);
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return;
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}
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std::uint32_t slot;
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std::memcpy(&slot, p + b.pushOffset, sizeof(slot));
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std::uint32_t handle = 0;
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switch (b.kind) {
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case UICustomBindingKind::Buffer:
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if (slot < heap_->bufferTable.size()) handle = heap_->bufferTable[slot];
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break;
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case UICustomBindingKind::SampledTexture:
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case UICustomBindingKind::SampledTextureArray:
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case UICustomBindingKind::StorageTexture:
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if (slot < heap_->imageTable.size()) handle = heap_->imageTable[slot];
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break;
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case UICustomBindingKind::Sampler:
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if (slot < heap_->samplerTable.size()) handle = heap_->samplerTable[slot];
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break;
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default: break;
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}
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handles.push_back(handle);
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}
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WebGPU::wgpuDispatchCustom(shader.pipelineHandle,
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push, static_cast<std::int32_t>(pushBytes),
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handles.data(), static_cast<std::int32_t>(handles.size()),
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static_cast<std::int32_t>(gx),
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static_cast<std::int32_t>(gy),
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static_cast<std::int32_t>(gz));
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}
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