diff --git a/harness/scene/bundle.cjs b/harness/scene/bundle.cjs index 36e2307a..027a2006 100644 --- a/harness/scene/bundle.cjs +++ b/harness/scene/bundle.cjs @@ -33,7 +33,7 @@ esbuild path.join(out, 'index.html'), 'Ratatoskr scene: trace prepass' + (demo - ? '
' + ? '
device
' : '') + '' ); diff --git a/harness/scene/demo.ts b/harness/scene/demo.ts index ba88e507..40424ff5 100644 --- a/harness/scene/demo.ts +++ b/harness/scene/demo.ts @@ -1,17 +1,55 @@ // Standalone page: the scene full-window with a readout of pass ms and trace steps per pixel, and // a switch for the cone prepass. Not shipped. -import { createScene, Scene, SceneStats, TraceStats } from '../../src/app/features/scene/Scene'; +import { + createScene, + Scene, + SceneStats, + SceneUnavailable, + TraceStats, +} from '../../src/app/features/scene/Scene'; import { LEVELS } from '../../src/app/features/scene/budget'; let canvas = document.getElementById('c') as HTMLCanvasElement; const out = document.getElementById('out') as HTMLPreElement; const box = document.getElementById('prepass') as HTMLInputElement; const pull = document.getElementById('pull') as HTMLInputElement; +const half = document.getElementById('half') as HTMLInputElement; +const dev = document.getElementById('dev') as HTMLDetailsElement; +const info = document.getElementById('info') as HTMLPreElement; const timerless = (() => { const g = document.createElement('canvas').getContext('webgl2'); return !g?.getExtension('EXT_disjoint_timer_query_webgl2'); })(); +const WHY: Record = { + 'no-webgl2': 'this browser gave no WebGL2 context', + 'no-float-or-half-float-colour-buffer': + 'WebGL2 is there, but neither EXT_color_buffer_float nor EXT_color_buffer_half_float is', +}; + +// What the browser says about itself, read from a scratch context so it shows even when the scene +// could not start. A canvas that never got a WebGL2 context is asked for WebGL1 to name the GPU. +function describeDevice(): string { + const c = document.createElement('canvas'); + const gl2 = c.getContext('webgl2'); + const gl = gl2 ?? (document.createElement('canvas').getContext('webgl') as WebGLRenderingContext | null); + const lines = [`webgl2 context: ${gl2 ? 'yes' : 'NO'}`]; + if (!gl) return [...lines, 'webgl1 context: NO'].join('\n'); + const dbg = gl.getExtension('WEBGL_debug_renderer_info'); + lines.push( + `renderer: ${gl.getParameter(dbg ? dbg.UNMASKED_RENDERER_WEBGL : gl.RENDERER)}`, + `vendor: ${gl.getParameter(dbg ? dbg.UNMASKED_VENDOR_WEBGL : gl.VENDOR)}`, + `version: ${gl.getParameter(gl.VERSION)}`, + `user agent: ${navigator.userAgent}` + ); + const ext = gl.getSupportedExtensions() ?? []; + for (const n of ['EXT_color_buffer_float', 'EXT_color_buffer_half_float', 'OES_texture_float_linear', 'EXT_disjoint_timer_query_webgl2']) + lines.push(`${n}: ${ext.includes(n) ? 'yes' : 'NO'}`); + lines.push(`extensions (${ext.length}): ${ext.join(' ')}`); + return lines.join('\n'); +} +info.textContent = describeDevice(); + let scene: Scene | null = null; let stats: SceneStats | undefined; let trace: TraceStats | undefined; @@ -29,15 +67,18 @@ function start() { fixedLevel: LEVELS[0], fixedPull: +pull.value, prepass: box.checked, + halfStart: half.checked, + onUnavailable: (r) => (out.textContent = `createScene returned null: ${WHY[r]}`), + onCompileFail: (e) => (out.textContent = `createScene returned null: ${e.message}`), onStats: (s) => (stats = s), onTraceStats: (t) => (trace = t), }); - if (!scene) out.textContent = 'createScene returned null: no WebGL2 or float colour buffers'; + dev.open = !scene; } setInterval(() => { if (!scene) return; - const lines = [`prepass ${box.checked ? 'on' : 'off'} pull ${pull.value}`]; + const lines = [`prepass ${box.checked ? 'on' : 'off'} start target ${scene.startFormat} pull ${pull.value}`]; if (stats) { const ms = stats.passMs; const total = Object.values(ms).reduce((a, b) => a + b, 0); @@ -56,5 +97,6 @@ setInterval(() => { }, 500); box.addEventListener('change', start); +half.addEventListener('change', start); pull.addEventListener('input', start); start(); diff --git a/src/app/features/scene/Scene.test.ts b/src/app/features/scene/Scene.test.ts index c403018a..6493ad88 100644 --- a/src/app/features/scene/Scene.test.ts +++ b/src/app/features/scene/Scene.test.ts @@ -1,5 +1,6 @@ import { afterEach, beforeEach, describe, expect, it, Mock, vi } from 'vitest'; -import { createScene, ShaderCompileError } from './Scene'; +import { createScene, ShaderCompileError, HALF_START_BIAS, HALF_START_SCALE } from './Scene'; +import { WORLD } from './world'; import { LEVELS } from './budget'; import { fragmentSource } from './shaderSource'; import { startBackgroundScene } from './index'; @@ -7,16 +8,21 @@ import { startBackgroundScene } from './index'; type Fn = Mock; /** A GL context where every call is a spy and every constant is 1. Compiles succeed until `failFrom`. */ -function fakeGl(failFrom = Infinity) { +function fakeGl(failFrom = Infinity, missing: string[] = []) { let compiles = 0; const calls: Record = {}; - const spy = (name: string, impl: () => unknown = () => ({})): Fn => { + const spy = (name: string, impl: (...a: any[]) => unknown = () => ({})): Fn => { if (!calls[name]) calls[name] = vi.fn(impl); return calls[name]; }; const gl = new Proxy({} as Record, { get(_, prop: string) { + // the two start-target formats must be told apart; every other constant is 1 + if (prop === 'RGBA32F') return 32; + if (prop === 'RGBA16F') return 16; if (/^[A-Z][A-Z0-9_]*$/.test(prop)) return 1; + if (prop === 'getExtension') + return spy(prop, (n: string) => (missing.includes(n) ? null : {})); if (prop === 'compileShader') { return spy(prop, () => { compiles += 1; @@ -185,6 +191,85 @@ describe('cone prepass', () => { }); }); +describe('device without EXT_color_buffer_float', () => { + const FLOAT = 'EXT_color_buffer_float'; + const HALF = 'EXT_color_buffer_half_float'; + const build = (missing: string[], extra: Partial[0]> = {}) => { + rafQueue.length = 0; + const { gl, calls } = fakeGl(Infinity, missing); + const onUnavailable = vi.fn(); + const scene = createScene({ canvas: asCanvas(fakeCanvas(gl)), onUnavailable, ...extra }); + if (scene) runFrame(1000); // targets are allocated on the first frame + const formats = calls.texStorage2D?.mock.calls.map((c) => c[2]) ?? []; + const sources = (calls.shaderSource?.mock.calls ?? []).map((c) => c[1] as string); + return { + scene, + onUnavailable, + formats, + prepassSource: sources.find((x) => x.includes('o_start')), + }; + }; + + it('names why the scene is unavailable: no WebGL2, or neither float nor half-float colour buffers', () => { + const none = vi.fn(); + createScene({ canvas: asCanvas(fakeCanvas(null)), onUnavailable: none }); + expect(none).toHaveBeenCalledTimes(1); + expect(none).toHaveBeenCalledWith('no-webgl2'); + const r = build([FLOAT, HALF]); + expect(r.scene).toBeNull(); + expect(r.onUnavailable).toHaveBeenCalledTimes(1); + expect(r.onUnavailable).toHaveBeenCalledWith('no-float-or-half-float-colour-buffer'); + expect(build([]).onUnavailable).not.toHaveBeenCalled(); + }); + + it('with only half-float colour buffers, starts the prepass in an RGBA16F target with the rounding-down write', () => { + const r = build([FLOAT]); + expect(r.scene?.startFormat).toBe('RGBA16F'); + expect(r.formats).not.toContain(32); + expect(r.prepassSource).toContain('#define START_HALF 1'); + expect(r.prepassSource).toContain(`#define START_HALF_SCALE ${HALF_START_SCALE}`); + }); + + it('keeps RGBA32F and the plain write where it is renderable, unless asked for half', () => { + const wide = build([HALF]); + expect(wide.scene?.startFormat).toBe('RGBA32F'); + expect(wide.formats).toContain(32); + expect(wide.prepassSource).not.toContain('#define START_HALF'); + expect(build([], { halfStart: true }).scene?.startFormat).toBe('RGBA16F'); + }); + + // The shader writes max(0, t*SCALE - BIAS) into a half, which rounds to nearest (even); this is + // that rounding. The GPU's rounding of a half write is the unknown a phone must confirm. + const toHalf = (x: number) => { + if (x === 0) return 0; + let e = Math.max(Math.floor(Math.log2(x)), -14); + if (2 ** e > x) e -= 1; + const ulp = 2 ** (e - 10); + const q = x / ulp; + let r = Math.floor(q); + const d = q - r; + if (d > 0.5 || (d === 0.5 && r % 2 === 1)) r += 1; + return r * ulp; + }; + const stored = (t: number) => toHalf(Math.max(0, t * HALF_START_SCALE - HALF_START_BIAS)); + + it('stores a start distance never past the true one, and not much short of it', () => { + let seed = 7; + const rand = () => (seed = (seed * 16807) % 2147483647) / 2147483647; + const ts = [0, 1e-6, 1e-4, 6.1e-5, 0.01, 1, 1023.9, 1024, 2047.9]; + for (let i = 0; i < 20000; i++) ts.push(rand() * WORLD.far, rand() * rand() * 4); + for (let t = 0; t <= WORLD.far; t += 0.37) ts.push(t); + for (const t of ts) { + expect(stored(t)).toBeLessThanOrEqual(t); + expect(t - stored(t)).toBeLessThanOrEqual(t * 0.0021 + 6e-5); + } + }); + + it('holds the miss sentinel W_FAR exactly, so pass 1 still skips a tile the prepass proved empty', () => { + expect(toHalf(WORLD.far)).toBe(WORLD.far); + }); +}); + describe('shader compile failure', () => { it('reports through onCompileFail, returns null, and frees the programs already linked', () => { const { gl, calls } = fakeGl(4); // terrain compiles both shaders; atmosphere's fragment is the 4th and fails diff --git a/src/app/features/scene/Scene.ts b/src/app/features/scene/Scene.ts index 740c5c0c..70580ab8 100644 --- a/src/app/features/scene/Scene.ts +++ b/src/app/features/scene/Scene.ts @@ -42,6 +42,23 @@ export class ShaderCompileError extends Error { } } +/** + * Why createScene returned null for want of a device feature. Rendering to half floats needs + * EXT_color_buffer_float or EXT_color_buffer_half_float; the prepass start target is RGBA32F with + * the first and RGBA16F with only the second. + */ +export type SceneUnavailable = 'no-webgl2' | 'no-float-or-half-float-colour-buffer'; + +/** + * The RGBA16F prepass start is written as `t * HALF_START_SCALE - HALF_START_BIAS`. A half rounds + * to nearest with relative error at most 2^-11, so shaving 2^-10 of t leaves the stored value + * below t, and the bias covers the absolute error where halves go subnormal. The shader reads both + * through #defines, so this is the one copy. + */ +export const HALF_START_SCALE = 1 - 1 / 1024; +export const HALF_START_BIAS = 1 / 32768; +const HALF_START_DEFINES = `#define START_HALF 1\n#define START_HALF_SCALE ${HALF_START_SCALE}\n#define START_HALF_BIAS ${HALF_START_BIAS}\n`; + /** Ladder level a 'low' scene starts at: the cost of a weak device's first 45 frames is never paid at full. */ const LOW_START_LEVEL = 2; /** The 'still' tier draws one frame at this level and stops. */ @@ -54,6 +71,10 @@ export interface SceneOptions { * the adaptive ladder low. 'full' starts it at the top. Default 'full'. */ tier?: SceneTier; + /** createScene is about to return null because the device lacks a feature, and which one. */ + onUnavailable?: (reason: SceneUnavailable) => void; + /** Force the RGBA16F prepass start target even where RGBA32F is renderable (measurement, tests). */ + halfStart?: boolean; /** A shader failed to compile or link. createScene frees what it built and returns null. */ onCompileFail?: (e: ShaderCompileError) => void; /** The WebGL context was lost. The scene stops for good; the host keeps its ground. */ @@ -79,6 +100,8 @@ export interface SceneOptions { } export interface Scene { + /** Texture format of the prepass start target. */ + readonly startFormat: 'RGBA32F' | 'RGBA16F'; /** Start the camera pull-back from the tree. */ login(): void; dispose(): void; @@ -146,7 +169,7 @@ function halton(i: number, base: number): number { return r; } -/** Null when WebGL2 or float colour buffers are missing; the host keeps its CSS ground. */ +/** Null when WebGL2 or a float colour buffer is missing (`onUnavailable` says which); the host keeps its CSS ground. */ export function createScene(opts: SceneOptions): Scene | null { const { canvas } = opts; const tier = opts.tier ?? 'full'; @@ -158,7 +181,17 @@ export function createScene(opts: SceneOptions): Scene | null { stencil: false, powerPreference: 'low-power', }); - if (!gl || !gl.getExtension('EXT_color_buffer_float')) return null; + if (!gl) { + opts.onUnavailable?.('no-webgl2'); + return null; + } + const wide = !!gl.getExtension('EXT_color_buffer_float'); + if (!wide && !gl.getExtension('EXT_color_buffer_half_float')) { + opts.onUnavailable?.('no-float-or-half-float-colour-buffer'); + return null; + } + // Every other target is a half; only the prepass start can ask for 32 bits. + const halfStart = opts.halfStart || !wide; gl.getExtension('OES_texture_float_linear'); const timer = gl.getExtension('EXT_disjoint_timer_query_webgl2') as { TIME_ELAPSED_EXT: number; @@ -170,12 +203,13 @@ export function createScene(opts: SceneOptions): Scene | null { const programs = {} as Record; try { passes.forEach((p) => { - programs[p] = linkStage( - gl, - p, - opts.patchSource, - p === 'terrain' && opts.onTraceStats ? '#define TRACE_STATS 1\n' : undefined - ); + const defines = + p === 'terrain' && opts.onTraceStats + ? '#define TRACE_STATS 1\n' + : p === 'prepass' && halfStart + ? HALF_START_DEFINES + : undefined; + programs[p] = linkStage(gl, p, opts.patchSource, defines); }); } catch (e) { passes.forEach((p) => { @@ -196,6 +230,8 @@ export function createScene(opts: SceneOptions): Scene | null { const vao = gl.createVertexArray(); gl.bindVertexArray(vao); + const startFormat = halfStart ? gl.RGBA16F : gl.RGBA32F; + const makeTarget = (w: number, h: number, format: number, filter: number): Target => { const tex = gl.createTexture()!; gl.bindTexture(gl.TEXTURE_2D, tex); @@ -329,8 +365,8 @@ export function createScene(opts: SceneOptions): Scene | null { depth = makeTarget(sw, sh, gl.R16F, gl.NEAREST); // Without the prepass pass 1 reads a 1x1 zero start: every ray from the camera, as before. startTex = usePrepass - ? makeTarget(Math.ceil(sw / TILE), Math.ceil(sh / TILE), gl.RGBA32F, gl.NEAREST) - : makeTarget(1, 1, gl.RGBA32F, gl.NEAREST); + ? makeTarget(Math.ceil(sw / TILE), Math.ceil(sh / TILE), startFormat, gl.NEAREST) + : makeTarget(1, 1, startFormat, gl.NEAREST); steps = opts.onTraceStats ? makeTarget(sw, sh, gl.R8, gl.NEAREST) : undefined; atm = makeTarget(aw, ah, gl.RGBA16F, gl.LINEAR); hist = [makeTarget(aw, ah, gl.RGBA16F, gl.LINEAR), makeTarget(aw, ah, gl.RGBA16F, gl.LINEAR)]; @@ -581,6 +617,7 @@ export function createScene(opts: SceneOptions): Scene | null { wake(); return { + startFormat: halfStart ? 'RGBA16F' : 'RGBA32F', login() { if (still || disposed) return; // a still has no pull-back loginAt = performance.now(); diff --git a/src/app/features/scene/shaders/prepass.frag.glsl b/src/app/features/scene/shaders/prepass.frag.glsl index 691cfba9..4ca21a2c 100644 --- a/src/app/features/scene/shaders/prepass.frag.glsl +++ b/src/app/features/scene/shaders/prepass.frag.glsl @@ -7,7 +7,7 @@ uniform int u_maxSteps; uniform vec2 u_tileHalf; // half a tile in uv: the footprint of this texel, as pass 1 samples it in vec2 v_uv; -layout(location = 0) out vec4 o_start; // r: start distance, W_FAR when the tile misses; g: steps spent +layout(location = 0) out vec4 o_start; // r: start distance, W_FAR when the tile misses; g: steps spent (a half holds both) void main() { @@ -46,5 +46,12 @@ void main() break; t += s; } - o_start = vec4(t >= tEnd ? W_FAR : t, float(evals), 0.0, 0.0); + float start = t; +#ifdef START_HALF + // The target is RGBA16F: the write rounds to a half, and the round may go up. Any start past + // the true one is a ray that could skip a surface, so shave more than half a ulp off first + // (START_HALF_SCALE, START_HALF_BIAS: Scene.ts). W_FAR stays exact, an integer a half holds. + start = max(0.0, t * START_HALF_SCALE - START_HALF_BIAS); +#endif + o_start = vec4(t >= tEnd ? W_FAR : start, float(evals), 0.0, 0.0); }