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Nodes: Access Remaining Compute Builtins #29469

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merged 2 commits into from
Sep 25, 2024

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cmhhelgeson
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Description

Adds the ability to access compute built-ins that are already defined by default directly within TSL. There are a few changes I made that I think might deserve further consideration.

  1. Enabling subgroups by default if the feature is accessible: I largely did this to obviate the need for further logic within ComputeBuiltin that enables subgroups and activates the built-in should it be requested, or creating a separate node specifically for subgroup_size. However, we might not want to enable subgroups by default in every shader.

  2. Creating ComputeBuiltinNode: A lot of the logic is similar to AttributeNode, however, I figured it would be better to separate accessing these builtins from accessing vertex attributes, as they serve different purposes, even if they are both considered 'attributes' within the context of the NodeBuilder.

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github-actions bot commented Sep 22, 2024

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 687.32
170.19
687.32
170.19
+0 B
+0 B
WebGPU 835.97
224.07
837.63
224.53
+1.66 kB
+454 B
WebGPU Nodes 835.48
223.95
837.14
224.41
+1.66 kB
+457 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 463.24
111.86
463.24
111.86
+0 B
+0 B
WebGPU 532.38
143.56
532.97
143.68
+585 B
+123 B
WebGPU Nodes 489.04
133.42
489.63
133.53
+585 B
+109 B

@sunag sunag added this to the r169 milestone Sep 23, 2024
@sunag sunag merged commit 7d73099 into mrdoob:dev Sep 25, 2024
12 checks passed
@cmhhelgeson cmhhelgeson deleted the webgpu_access_compute_builtin branch September 25, 2024 04:25
LD2Studio pushed a commit to LD2Studio/LD2Studio-Editor that referenced this pull request Sep 27, 2024
BatchedMesh: add `deleteInstance()` (mrdoob#29449)

* BatchedMesh: add `deleteInstance()`

* BatchedMesh: prioritize reusing freed instance ids when adding instance

Update Three.js r169

Lensflare: Add WebGPU version. (mrdoob#29451)

* lensflare example

* fix depth

* remove forceWebGL

* rename

* fix typo

* follow original code

* Update LensflareMesh.js

---------

Co-authored-by: aardgoose <angus.sawyer@email.com>
Co-authored-by: Michael Herzog <michael.herzog@human-interactive.org>

Examples: Update lensflare colors. (mrdoob#29458)

WebGLRenderer: add reverse-z via EXT_clip_control (mrdoob#29445)

* WebGLRenderer: add reverse-z via EXT_clip_control

* WebGLRenderer: move conversion methods to utils

Updated builds.

Docs: Improve `WebGLRenderer` page. (mrdoob#29459)

WebGLProgram: add USE_REVERSEDEPTHBUF define (mrdoob#29461)

CylinderGeometry: Don't add degenerate triangles (mrdoob#29460)

* CylinderGeometry: Don't add degenerate triangles

* Change comparison

RenderObject: Introduce `getGeometryCacheKey()` (mrdoob#29465)

* RenderObject: Added `getGeometryCacheKey()`

* NodeMaterialObserver: Improve skinnedmesh and morph supports

* cleanup

Update actions/setup-node digest to 0a44ba7 (mrdoob#29466)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Update github/codeql-action digest to 294a9d9 (mrdoob#29467)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Update devDependencies (non-major) (mrdoob#29468)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Updated builds.

CurveModifierGPU: WebGPURenderer port. (mrdoob#29453)

* curve mod

* lint

* update screenshot

* use correct constant

* use filtered texture

---------

Co-authored-by: aardgoose <angus.sawyer@email.com>

Examples: Clean up. (mrdoob#29473)

* Examples: Clean up.

* E2E: Update screenshot.

SpriteNodeMaterial: Add sizeAttenuation (mrdoob#29394)

* SpriteNodeMaterial: Add sizeAttenuation

* Regenerate screenshot

* revert mat4 mul with vec4(,1)?

* revert

* using let and toVar fixes the issue?

* merge upstream/dev

* revert screenshot

* does reverting SpriteNode even fix?

* revert fix

* revert everything fix tsl galaxy?

* checkout dev SpriteNodeMaterial.js...

* smaller change test

* convert scale to var

* convert scale to var

* simply adding toVar breaks tsl_galaxy?

* fix multiple spritematerial with different center position

* feedbacks

* cleanup

* feedbacks

* cleanup

* cleanup

---------

Co-authored-by: sunag <sunagbrasil@gmail.com>

WebGPURenderer: Prevent out of bounds `textureLoad` access in WGSL (mrdoob#29470)

Co-authored-by: aardgoose <angus.sawyer@email.com>

SkyMesh,WaterMesh: Fix NodeMaterial imports (mrdoob#29477)

WebGPURenderer: Reuse LightNode when available (mrdoob#29480)

* WebGPURenderer: Reuse LightNode when available

* cleanup

DecalGeometry: Transform normal with normal matrix (mrdoob#29476)

* Transform normal with normal matrix

* Transform normal with normal matrix

Examples: add reflection mask in `retargeting_readyplayer` (mrdoob#29485)

BatchedMesh: Add `getGeometryRangeAt` (mrdoob#29409)

* BatchedMesh: Add getGeometryRangeAt

Co-authored-by: Luigi Denora <luigidenora@users.noreply.github.com>

* Fix eslint error

Co-authored-by: Luigi Denora <luigidenora@users.noreply.github.com>

* Doc changed

* Add optional target

---------

Co-authored-by: Luigi Denora <luigidenora@users.noreply.github.com>

WebGPURenderer: Introduce hash-based cache key (mrdoob#29479)

* introduce numeric cache key

* cleanup

* cleanup

* simplification

* revision

* rev

* rev

* cleanup

Nodes: Access Remaining Compute Builtins (mrdoob#29469)

* init

* remove duplicated function

Add decal as child of mesh (mrdoob#29486)

Update webgl_postprocessing_ssaa.html

Update webgpu_postprocessing_ssaa.html

ToonOutlinePassNode: Add FX pass for toon outlines. (mrdoob#29483)

* ToonOutlineNode: Add FX pass for toon outlines.

* ToonOutlinePassNode: Refactor code.

* E2E: Update screenshot.

* ToonOutlinePassNode: Clean up.

* ToonOutlinePassNode: More clean up.

* ToonOutlinePassNode: More clean up.

Update Addons.js (mrdoob#29493)

leftovers after removing `PackedPhongMaterial ` mrdoob#29382

ReferenceNode: Fix null reference using `getNodeType()` (mrdoob#29498)

* fix null reference using `getNodeType()`

* add `sprite.center` check

NodeBuilder: Introduce `addFlowCodeHierarchy()` / `NodeBlock` (mrdoob#29495)

* VolumeNodeMaterial: simplify a little

* cleanup

* NodeBuilder: Introduce `addFlowCodeHierarchy()`

Examples: Improve shadow map size in `webgpu_tsl_angular_slicing` (mrdoob#29499)

WebGPURenderer: respect the `renderer.shadowMap.enabled` property (mrdoob#29492)

* enable/disable shadow

* enable shadowmaps

* enable more examples

* and another one

* Update Nodes.js

---------

Co-authored-by: aardgoose <angus.sawyer@email.com>

Updated builds.

GLTFLoader: Remove deprecated code. (mrdoob#29502)

TiltLoader: Remove loader. (mrdoob#29471)

Update Chinese translation of InstancedMesh. (mrdoob#29506)

r169
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