Amp and heaust
4784ad7e87
Render continuously and optimize the glTF viewer
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Remove vsync and dirty-flag frame gating, optimize PBR sampling and lighting, add a direct-to-canvas loadout, and preserve camera state on viewer resize.
Add regression coverage and update rendering documentation.
Amp-Thread-ID: https://ampcode.com/threads/T-01a0b382-1e79-712b-abd1-d29201c9bb5e
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-09-18 08:58:27 +00:00
Amp and heaust
bc957cf40d
handles: indirect draw buckets for opaque and mask meshes
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Opaque/mask draws sharing a pipeline and bind set become rows of one
persistent `draws.<id>` indirect array (32-byte indexed commands,
geometric capacity, inactive tail zeroed) drawn by a single graph pass,
so the graph holds one pass per bucket instead of one per mesh.
Transmission and blend draws stay direct and ordered after the buckets.
Scene requires the indirect-first-instance feature. Compiles re-assert
the bundle block when they start, since an earlier switch in the queue
clears the one set at enqueue time.
Amp-Thread-ID: https://ampcode.com/threads/T-01a0b2dd-db32-712d-99ce-12ce4a86d979
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-09-18 07:14:37 +00:00
Amp and heaust
f324ff6bb2
handles: one interleaved vertices/indices arena
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Geometry becomes a span in a single 80-byte interleaved `vertices` array
plus a span in a single `indices` array, allocated through the core's
span allocator instead of one arena array per mesh attribute. Draws are
always indexed with baseVertex; face-material overrides emit one draw per
run of same-material faces rather than one per face. Vertex data is
validated as a whole before any span is touched, same-geometry mutations
are serialised, and render signal 4 is held across a span change until
the graph reflecting it is published. Sibling arrays grow to the primary
array's capacity in one batch; reserve() takes vertex/index totals.
Amp-Thread-ID: https://ampcode.com/threads/T-01a0b2dd-db32-712d-99ce-12ce4a86d979
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-09-18 07:00:36 +00:00
Amp and heaust
31d3ae21ff
core: manual buffer sync with sync-rows, reuse unchanged buffers and pipelines across activations
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Also lets the screenshot suite point at another reference directory and settle longer.
Amp-Thread-ID: https://ampcode.com/threads/T-01a0b2dd-db32-712d-99ce-12ce4a86d979
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-09-18 05:53:44 +00:00
Amp and heaust
49c80a209e
core: indirect draw passes, device feature list, drop handles-specific bundle heuristics
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Amp-Thread-ID: https://ampcode.com/threads/T-01a0b2dd-db32-712d-99ce-12ce4a86d979
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-09-18 05:31:11 +00:00
Amp and heaust
e7546e4b78
Expand render graph playground editing
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Amp-Thread-ID: https://ampcode.com/threads/T-01a033d4-0e44-708e-af0e-6166283416ff
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-25 05:18:14 +00:00
Amp and heaust
6153223fd5
Add FxNode render graph playground
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Add persistent render graph loadouts, grouped node authoring, code-appending apply behavior, explicit playground lighting, and resilient worker startup.
Amp-Thread-ID: https://ampcode.com/threads/T-01a033d4-0e44-708e-af0e-6166283416ff
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-24 17:45:48 +00:00
Amp and heaust
951449db0b
Add local glTF viewer and visual coverage
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Amp-Thread-ID: https://ampcode.com/threads/T-01a02d1c-27fc-7761-9f51-ed97b2dd4e3e
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-24 10:51:26 +00:00
Amp and heaust
d95e099fa4
Enhance CDN packages and playground
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Amp-Thread-ID: https://ampcode.com/threads/T-01a02485-5574-707c-bff4-5668d83bee8a
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-22 06:21:39 +00:00
Amp and heaust
53a53a8f3f
Fix arc camera controls
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Amp-Thread-ID: https://ampcode.com/threads/T-01a02421-6802-705a-bc0d-f0745c5902b9
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-21 11:56:42 +00:00
Amp and heaust
f40314dcdc
Fix distant PBR rendering artifacts
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Amp-Thread-ID: https://ampcode.com/threads/T-01a01ff8-b91f-724f-8952-f07c6b5042fd
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-21 06:19:38 +00:00
Amp and heaust
9ca12c237e
Add SAB-backed rotor transforms and smooth camera controls
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Amp-Thread-ID: https://ampcode.com/threads/T-01a01ff8-b91f-724f-8952-f07c6b5042fd
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-21 05:30:09 +00:00
Amp and heaust
0e6d7e367c
Render only when shared state changes
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Add shared-data and bundle invalidation signals, and have handles publish them automatically for SAB and graph mutations.
Document the raw core worker protocol in a dedicated VitePress site and simplify the glTF import and picking example.
Amp-Thread-ID: https://ampcode.com/threads/T-01a01ff8-b91f-724f-8952-f07c6b5042fd
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-21 04:02:33 +00:00
Amp and heaust
481d105f19
Fix render pacing and profiler readback
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Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-20 15:42:31 +00:00
Amp and heaust
abfa428464
Optimize forward rendering and add benchmark
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Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-20 14:36:51 +00:00
Amp and heaust
000bfd63bf
Optimize render graph and add GPU profiling
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Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-20 11:48:06 +00:00
Amp and heaust
ded70a3cb4
Add interactive tutorial playgrounds
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Embed editable split-view examples throughout the guide, restore the full LFS-backed Sponza demo, batch glTF hydration, honor hierarchical transforms, and report transformed BVH picks with a live FPS counter.
Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-20 09:21:21 +00:00
Amp and heaust
9768765d74
Replace addons with conventional handles
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Provide the single-loadout Scene API, SAB-backed meshes, cameras, materials, lights, workers, post effects, and tutorial playgrounds. Batch matching row growth so active GPU loadouts refresh once.
Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-20 06:39:30 +00:00
Amp and heaust
f12c7c9603
Rewrite core around shared rows and render graphs
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Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
2026-08-19 15:30:32 +00:00
Amp and heaust
6bbf8039e4
Strip core to render data and render graphs
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Move glTF, picking, camera controls, and conventional handles into addons. Keep camera and material mutations in SIMD-aligned shared SOA rows and synchronize material updates directly into GPU buffers.
Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-19 09:41:41 +00:00
Amp and heaust
0e44917f9e
Rebuild core around render graph AST and shared memory
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Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com >
2026-08-18 11:58:31 +00:00