Smooth look on WebGPU: WGSL port fed by GPU inputs and CPU overrides (t88 phase 2c)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 22:42:12 -04:00
co-authored by Claude Opus 5.5
parent 65054e691b
commit 452b6aed32
26 changed files with 780 additions and 80 deletions
+30
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@@ -0,0 +1,30 @@
// Read the four actual smooth textures without adding COPY_SRC usage to game resources.
async function testSmoothInputs() {
const d=GPU.device, code=`
@group(0) @binding(0) var col: texture_2d<f32>;
@group(0) @binding(1) var back: texture_2d<f32>;
@group(0) @binding(2) var tree: texture_2d<f32>;
@group(0) @binding(3) var field: texture_2d<f32>;
@group(0) @binding(4) var<storage,read_write> out: array<u32>;
@compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3u) {
let size=textureDimensions(col); let k=id.x; if(k>=size.x*size.y){return;}
let p=vec2i(i32(k%size.x),i32(k/size.x));
out[k*4]=pack4x8unorm(textureLoad(col,p,0));
out[k*4+1]=pack4x8unorm(textureLoad(back,p,0));
out[k*4+2]=pack4x8unorm(textureLoad(tree,p,0));
out[k*4+3]=pack4x8unorm(textureLoad(field,p,0));
}`;
const pipe=d.createComputePipeline({layout:'auto',compute:{module:d.createShaderModule({code}),entryPoint:'main'}});
const bytes=R.px.length*16;
const storage=d.createBuffer({size:bytes,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_SRC});
const read=d.createBuffer({size:bytes,usage:GPUBufferUsage.COPY_DST|GPUBufferUsage.MAP_READ});
const entries=[GPU.colourTex,GPU.backTex,GPU.treeTex,GPU.fieldTex].map((t,binding)=>({binding,resource:t.createView()}));
entries.push({binding:4,resource:{buffer:storage}});
const bind=d.createBindGroup({layout:pipe.getBindGroupLayout(0),entries});
const enc=d.createCommandEncoder(),pass=enc.beginComputePass();pass.setPipeline(pipe);pass.setBindGroup(0,bind);pass.dispatchWorkgroups(Math.ceil(R.px.length/64));pass.end();
enc.copyBufferToBuffer(storage,0,read,0,bytes);d.queue.submit([enc.finish()]);
await read.mapAsync(GPUMapMode.READ);
const actual=new Uint32Array(read.getMappedRange()).slice();
read.unmap();storage.destroy();read.destroy();
return actual;
}
+8 -2
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@@ -1328,8 +1328,14 @@ with launch(viewport={'width': 1280, 'height': 800}) as (b, pg, url):
check('fog toggle shows the same rock', fp.evaluate(sample) != 0)
fp.evaluate("SET.fog = true; SET.look = 'smooth'; SM.t0 = performance.now() + 100000")
fp.wait_for_timeout(500)
check('fog draws in the smooth look', fp.evaluate('R.smoothOn && SM.ok'))
check('unseen smooth grains have no terrain shape', fp.evaluate("(() => {const k=(235-R.vy0)*R.bw+300-R.vx0;return R.px[k]===0x04000000 && R.backPx[k]===0 && R.treePx[k]===0 && R.fieldPx[k]===255})()"))
check('fog draws in the smooth look', fp.evaluate('R.smoothOn && (R.gpuOn ? GPU.ok : SM.ok)'))
fp.add_script_tag(path=str(root / 'test/gpu-readback.js'))
check('unseen smooth grains have no terrain shape', fp.evaluate("""async () => {
const k=(235-R.vy0)*R.bw+300-R.vx0;
const inputs=R.gpuOn ? Array.from((await testSmoothInputs()).slice(k*4,k*4+4)) :
[R.px[k],R.backPx[k],R.treePx[k],R.fieldPx[k]];
return inputs[0]===0x04000000 && inputs[1]===0 && inputs[2]===0 && inputs[3]===255;
}"""))
fp.screenshot(path=str(out / 'fog-smooth.png'))
fog_context.close()
+50 -4
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@@ -65,10 +65,42 @@ with launch(viewport={'width': 960, 'height': 600}) as (browser, pg, url):
assert parity['max'] <= 8 and parity['nonblack'] > 1000, parity
print('PASS world replacement and zoom reallocate textures and draw the new world', parity)
pg.evaluate('SET.look="smooth"; drawWorld();')
assert pg.evaluate('!R.gpuOn && R.smoothOn && GPU.canvas.hidden')
print('PASS smooth keeps the legacy path')
assert pg.evaluate('R.gpuOn && R.smoothOn && !GPU.canvas.hidden')
print('PASS smooth uses WebGPU')
pg.evaluate('() => {' + (root / 'tools/scenes/t88-renderer.js').read_text() + '}')
pg.add_script_tag(path=str(root / 'test/gpu-readback.js'))
# Compare all four smooth inputs, including valid zero tags and class-zero overrides.
smooth_inputs = pg.evaluate("""async () => {
// Every material also gets a plain, unowned cell (including part materials).
for(let m=0;m<NMAT;m++) {
const x=CAM[0]-16+(m%11)*3,y=CAM[1]-40+Math.floor(m/11)*2,i=y*W+x;
setCell(i,m,20,0);part[i]=mach[i]=occ[i]=bgm[i]=0;blockP[(y>>2)*BW+(x>>2)]=0;
}
const results=[];
const now=performance.now.bind(performance); performance.now=()=>5000; SM.t0=0;
try {
for(const zoom of [12,6,2])for(const fogOn of [false,true]) {
SET.zoom=zoom;SET.fog=fogOn;SET.look='smooth';R.lens=false;SET.lighting='off';SET.glow='off';
resizeRender();bot.x=CAM[0]-bot.w/2;bot.y=CAM[1]-bot.h/2;snapCamera();R.frame=999;
SET.renderer='legacy';SM.scale=1;drawWorld();
const expected=[R.px.slice(),R.backPx.slice(),R.treePx.slice(),R.fieldPx.slice()];
SET.renderer='webgpu';drawWorld();
const actual=await testSmoothInputs(); let alpha=0,max=0,bad=0,examples=[];
for(let k=0;k<R.px.length;k++)for(let t=0;t<4;t++) {
const a=expected[t][k],b=actual[k*4+t];if((a>>>24)!==(b>>>24))alpha++;
for(let c=0;c<3;c++){const diff=Math.abs((a>>>(c*8)&255)-(b>>>(c*8)&255));max=Math.max(max,diff);if(diff>1){bad++;if(examples.length<3)examples.push({k,t,a,b});}}
}
results.push({zoom,fogOn,alpha,max,bad,examples,share:GPU.overrideCount/R.px.length});
}
return results;
} finally { performance.now=now; }
}""")
for r in smooth_inputs:
assert r['alpha'] == 0 and r['bad'] == 0, r
print('PASS all four smooth inputs match legacy: classes and flags exact, RGB within 1', smooth_inputs)
pg.evaluate('SET.look="pixel"; SET.renderer="webgpu"; PERF_MARKS=true; drawWorld();')
pg.wait_for_function('!GPU.timingBusy')
# This fixture stops requestAnimationFrame; poll asynchronous GPU events by timer.
pg.wait_for_function('!GPU.timingBusy', polling=10)
assert pg.evaluate('!GPU.queries || GPU.gpuMs>=0')
assert pg.evaluate('perfMarks.override>=0 && perfMarks.upload>=0')
print('PASS separate override/upload clocks and optional GPU timestamps')
@@ -103,9 +135,23 @@ with launch(viewport={'width': 960, 'height': 600}) as (browser, pg, url):
}""")
assert all(cadence.values()), cadence
print('PASS GPU-only lighting, both resolutions and lightEvery cadence')
switches = pg.evaluate("""() => {
const original=computeLight,frames=[];
computeLight=()=>{throw Error('CPU light called in WebGPU smooth');};
try {
SET.lightEvery=100;
for(const look of ['smooth','pixel','smooth']) {
SET.look=look;R.frame++;drawWorld();
frames.push(R.gpuOn && GPU.lightFrame===R.frame && R.smoothOn===(look==='smooth'));
}
return frames;
} finally {computeLight=original;SET.lightEvery=1;}
}""")
assert all(switches), switches
print('PASS switching either look refreshes new light textures without CPU lighting')
assert pg.evaluate('!GPU.queries || GPU.lightMs>=0')
pg.evaluate('GPU.device.destroy()')
pg.wait_for_function('!GPU.ok')
pg.wait_for_function('!GPU.ok', polling=10)
assert pg.evaluate('SET.renderer==="legacy"')
pg.evaluate('drawWorld()')
print('PASS device loss restores the legacy renderer')
+7 -5
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@@ -1,4 +1,4 @@
"""The smooth look: the WebGL pass compiles, draws, falls back cleanly, and the thermal lens still works."""
"""The smooth look: the WebGPU pass compiles, draws, falls back cleanly, and the thermal lens still works."""
import sys, pathlib
sys.path.insert(0, str(pathlib.Path(__file__).resolve().parent.parent / 'tools'))
from use_venv import ensure_playwright; ensure_playwright()
@@ -15,11 +15,11 @@ with launch(viewport={'width': 1024, 'height': 640}) as (b, pg, url):
pg.on('pageerror', lambda e: logs.append(f'PAGEERROR: {e}'))
pg.on('console', lambda m: logs.append(f'{m.type}: {m.text}') if m.type in ('error', 'warning') else None)
pg.add_init_script('localStorage.clear();')
pg.goto(url); pg.evaluate('SET.fog = false'); pg.wait_for_timeout(300)
pg.goto(url); pg.evaluate('CAPS_CHECK'); pg.evaluate('SET.fog = false'); pg.wait_for_timeout(300)
pg.click('#btn-new'); pg.fill('#nw-seed', '777'); pg.click('#btn-generate')
pg.wait_for_function('GAME.running === true', timeout=20000); pg.wait_for_timeout(1500)
ev = pg.evaluate
check('the smooth look is the default and is drawing', ev("SET.look === 'smooth' && SM.ok && R.smoothOn"), ev('[SET.look, SM.ok, SM.why, R.smoothOn]'))
check('the smooth look is the default and is drawing', ev("SET.look === 'smooth' && GPU.ok && R.gpuOn && R.smoothOn"), ev('[SET.look, SM.ok, SM.why, R.smoothOn]'))
# the canvas shows the GPU image: sample a sky pixel and a ground pixel, they must differ and not be black
px = ev("""(() => { const c = worldPixelContext().getImageData(R.canvas.width >> 1, 4, 1, 1).data, g = worldToScreenPx(bot.x + 2, surfY[Math.floor(bot.x)] + 6), d = worldPixelContext().getImageData(Math.round(g.x), Math.round(g.y), 1, 1).data; return [Array.from(c), Array.from(d)]; })()""")
check('it draws sky and ground', sum(px[0][:3]) > 200 and px[0][:3] != px[1][:3], px)
@@ -32,8 +32,10 @@ with launch(viewport={'width': 1024, 'height': 640}) as (b, pg, url):
check('the pixel look can be chosen', ev('!R.smoothOn'))
pg.screenshot(path=str(out / 'pixel.png'))
ev("SET.look = 'smooth'"); pg.wait_for_timeout(1500)
ev("SM.scale = 0.5"); pg.wait_for_timeout(1500)
ev("SET.renderer = 'legacy'; SM.scale = 0.5"); pg.wait_for_timeout(1500)
st = ev('[R.smoothOn, SM.scale, SM.canvas.width, R.canvas.width, SET.look, SM.ok, SM.why]'); check('half-resolution smooth still draws', (st[0] and st[2] == round(st[3] * st[1])) or st[1] > 0.5, st)
ev("SET.renderer = 'webgpu'"); pg.wait_for_timeout(300)
check('smooth returns to WebGPU after legacy comparison', ev('R.gpuOn && R.smoothOn'))
# Uniform colours isolate the solid/loose seam from material noise and lighting.
ground = ev('''() => {
GAME.paused = true; requestAnimationFrame = () => 0;
@@ -290,7 +292,7 @@ with launch(viewport={'width': 1024, 'height': 640}) as (b, pg, url):
# a browser without hardware drawing gets the pixel look and a note
with launch(gpu='soft', viewport={'width': 800, 'height': 500}) as (_, pg2, soft_url):
pg2.add_init_script('window.__allowSoftwareGL = false; localStorage.clear();')
pg2.goto(soft_url); pg2.evaluate('SET.fog = false'); pg2.wait_for_timeout(300)
pg2.goto(soft_url); pg2.evaluate("SET.fog = false; SET.renderer='legacy'"); pg2.wait_for_timeout(300)
pg2.click('#btn-new'); pg2.fill('#nw-seed', '5'); pg2.click('#btn-generate')
pg2.wait_for_function('GAME.running === true', timeout=20000); pg2.wait_for_timeout(1200)
check('software rendering falls back to pixels with a note', pg2.evaluate("SET.look === 'pixel' && !R.smoothOn && SM.why === 'software'") and pg2.locator('.toast', has_text='graphics card').count() >= 1, pg2.evaluate('[SET.look, SM.why]'))