213 lines
8 KiB
TypeScript
213 lines
8 KiB
TypeScript
import { Framebuffer } from "../engine/render/Framebuffer"
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import type { RenderConfig } from "../engine/render/RenderConfig"
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import type { Mat4 } from "../engine/math/Mat4"
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import type { Camera } from "../engine/scene/Camera"
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import { renderBand, MOB_FLOATS, MOB_KINDS, type MobDraw, type Scene } from "./renderScene"
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/** Sky is drawn at 1/SKY_STEP resolution; band splits align to it. */
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const SKY_STEP = 2
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/** Use worker threads when the page can share memory (else single-thread). */
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const ENABLE_WORKERS = true
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/** Cap on render worker threads. Deliberately low: a browser game shares the
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* machine with the browser itself, the compositor, and whatever else is open, so
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* grabbing every core backfires -- the frame-time *tail* blows up even while the
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* median improves. Measured (`bun run bench:browser`) on a busy 16-core desktop:
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* 3 workers beat single-thread on both median (~1.5x) and p95 (~1.2x); 6 were far
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* worse. Raise only if the target is a dedicated/idle machine; retune via the
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* bench. */
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const MAX_WORKERS = 3
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// Indices into the shared control Int32Array.
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const FRAME = 0 // bumped by main to dispatch a frame
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const DONE = 1 // workers add 1 when their band is finished
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const VIS = 2 // number of visible chunk indices this frame
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const MOBVIS = 3 // number of visible mobs this frame
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/**
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* Render driver. When the page is cross-origin-isolated it runs a pool of worker
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* threads, each owning a disjoint row band of a `SharedArrayBuffer` framebuffer;
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* otherwise it renders inline on the main thread. Same output either way.
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*
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* The worker barrier is lock-free: workers `Atomics.wait` on a frame counter, so
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* there are **no per-frame messages** (the old postMessage barrier was the jitter
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* source). Per-frame inputs (camera, matrix, visible list) live in shared arrays.
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* `dispatch` starts a frame without blocking; the caller polls `done()` and
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* presents when ready, so pacing stays on the caller's `requestAnimationFrame`.
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*/
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export type Renderer = {
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readonly fb: Framebuffer
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readonly parallel: boolean
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reconfigure: (config: RenderConfig) => void
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/** Start rendering one frame (non-blocking in the worker path). */
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dispatch: (camera: Camera, viewProj: Mat4, visible: number[], time: number, mobDraws: MobDraw[]) => void
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/** Has the dispatched frame finished? (always true single-threaded.) */
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done: () => boolean
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/** Critical-path render time of the last frame, ms (max band time / inline time). */
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workMs: () => number
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}
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export function createRenderer(scene: Scene, initial: RenderConfig, forceWorkers?: boolean): Renderer {
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const hw = (globalThis.navigator as Navigator | undefined)?.hardwareConcurrency ?? 4
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const workerCount = Math.max(1, Math.min(MAX_WORKERS, hw - 1))
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const maxVis = Math.max(1, scene.chunks.length)
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const maxMobs = Math.max(1, scene.mobCount)
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let config = initial
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const want = forceWorkers ?? ENABLE_WORKERS
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let parallel = want && canShare()
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let fb = Framebuffer.create(1, 1)
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let workers: Worker[] = []
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let ctrl: Int32Array<ArrayBufferLike> = new Int32Array(0)
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let cam: Float64Array<ArrayBufferLike> = new Float64Array(0) // pos x/y/z, yaw, pitch, fov, time
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let vp: Float32Array<ArrayBufferLike> = new Float32Array(0) // the view-projection matrix
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let vis: Int32Array<ArrayBufferLike> = new Int32Array(0) // visible chunk indices
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let mob: Float32Array<ArrayBufferLike> = new Float32Array(0) // visible mob transforms (MOB_FLOATS each)
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let times: Float64Array<ArrayBufferLike> = new Float64Array(0) // per-worker band render ms
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let lastWork = 0
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function setup(): void {
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for (const w of workers) {
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w.terminate()
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}
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workers = []
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const width = config.internalWidth
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const height = config.internalHeight
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if (parallel) {
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const n = width * height
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fb = { width, height, color: new Uint32Array(new SharedArrayBuffer(n * 4)), depth: new Float32Array(new SharedArrayBuffer(n * 4)) }
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const bands = splitBands(height, workerCount, SKY_STEP)
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ctrl = new Int32Array(new SharedArrayBuffer(4 * 4))
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cam = new Float64Array(new SharedArrayBuffer(7 * 8))
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vp = new Float32Array(new SharedArrayBuffer(16 * 4))
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vis = new Int32Array(new SharedArrayBuffer(maxVis * 4))
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mob = new Float32Array(new SharedArrayBuffer(maxMobs * MOB_FLOATS * 4))
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times = new Float64Array(new SharedArrayBuffer(bands.length * 8))
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try {
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bands.forEach((band, index) => {
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const worker = new Worker(new URL("./render-worker.ts", import.meta.url), { type: "module" })
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worker.addEventListener("error", () => {
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parallel = false
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})
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worker.postMessage({
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colorSAB: fb.color.buffer,
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depthSAB: fb.depth.buffer,
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width,
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height,
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scene,
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band,
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config,
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skyStep: SKY_STEP,
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ctrlSAB: ctrl.buffer,
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camSAB: cam.buffer,
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vpSAB: vp.buffer,
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visSAB: vis.buffer,
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mobSAB: mob.buffer,
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timesSAB: times.buffer,
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index,
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})
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workers.push(worker)
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})
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} catch {
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parallel = false
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for (const w of workers) {
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w.terminate()
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}
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workers = []
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}
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}
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if (!parallel || workers.length === 0) {
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fb = Framebuffer.create(width, height)
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}
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}
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setup()
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return {
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get fb() {
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return fb
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},
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get parallel() {
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return parallel && workers.length > 0
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},
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reconfigure(next) {
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config = next
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setup()
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},
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dispatch(camera, viewProj, visible, time, mobDraws) {
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if (parallel && workers.length > 0) {
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cam[0] = camera.position.x
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cam[1] = camera.position.y
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cam[2] = camera.position.z
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cam[3] = camera.yaw
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cam[4] = camera.pitch
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cam[5] = camera.fov
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cam[6] = time
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vp.set(viewProj)
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const count = Math.min(visible.length, vis.length)
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for (let i = 0; i < count; i++) {
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vis[i] = visible[i]
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}
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const mobCount = Math.min(mobDraws.length, maxMobs)
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for (let i = 0; i < mobCount; i++) {
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const d = mobDraws[i]
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const o = i * MOB_FLOATS
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mob[o] = MOB_KINDS.indexOf(d.kind)
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mob[o + 1] = d.x
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mob[o + 2] = d.y
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mob[o + 3] = d.z
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mob[o + 4] = d.heading
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mob[o + 5] = d.scale
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}
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Atomics.store(ctrl, VIS, count)
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Atomics.store(ctrl, MOBVIS, mobCount)
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Atomics.store(ctrl, DONE, 0)
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Atomics.add(ctrl, FRAME, 1)
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Atomics.notify(ctrl, FRAME, workers.length)
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return
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}
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const t0 = performance.now()
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renderBand(fb, scene, camera, viewProj, visible, mobDraws, config, SKY_STEP, time, 0, fb.height)
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lastWork = performance.now() - t0
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},
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done() {
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return !(parallel && workers.length > 0) || Atomics.load(ctrl, DONE) >= workers.length
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},
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workMs() {
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if (parallel && workers.length > 0) {
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let m = 0
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for (let i = 0; i < workers.length; i++) {
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if (times[i] > m) {
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m = times[i]
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}
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}
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return m
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}
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return lastWork
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},
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}
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}
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/** Shared memory needs SharedArrayBuffer + a cross-origin-isolated page (the
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* COOP/COEP headers Vite serves). Without it, render on the main thread. */
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function canShare(): boolean {
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return (
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typeof SharedArrayBuffer !== "undefined" &&
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typeof Worker !== "undefined" &&
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(globalThis as { crossOriginIsolated?: boolean }).crossOriginIsolated === true
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)
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}
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/** Split `height` rows into ~`count` bands. Interior boundaries snap up to a
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* multiple of `step` so the sky's block grid stays aligned (no seam), while the
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* bands stay disjoint so no two workers write the same pixel. */
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function splitBands(height: number, count: number, step: number): [number, number][] {
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const bands: [number, number][] = []
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const per = Math.ceil(height / count)
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let y = 0
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while (y < height) {
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const raw = y + per
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const y1 = raw >= height ? height : Math.min(height, Math.ceil(raw / step) * step)
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bands.push([y, y1])
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y = y1
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}
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return bands
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}
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