@babylonjs/core 5.0.0-alpha.55 → 5.0.0-alpha.59
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Bones/boneIKController.d.ts +1 -2
- package/Bones/boneIKController.js +12 -37
- package/Bones/boneIKController.js.map +1 -1
- package/Buffers/buffer.js +3 -2
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +0 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +5 -5
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +0 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +27 -28
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/camera.d.ts +4 -0
- package/Cameras/camera.js +2 -0
- package/Cameras/camera.js.map +1 -1
- package/Culling/boundingBox.d.ts +7 -1
- package/Culling/boundingBox.js +4 -0
- package/Culling/boundingBox.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.js +1 -2
- package/DeviceInput/Helpers/eventFactory.js.map +1 -1
- package/DeviceInput/Implementations/webDeviceInputSystem.d.ts +1 -0
- package/DeviceInput/Implementations/webDeviceInputSystem.js +5 -12
- package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -3
- package/DeviceInput/InputDevices/deviceEnums.js +0 -2
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/Engines/Extensions/engine.alpha.js +11 -6
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +7 -15
- package/Engines/Extensions/engine.renderTarget.js +6 -63
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.renderTargetCube.d.ts +1 -1
- package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/IDrawContext.d.ts +4 -0
- package/Engines/IDrawContext.js.map +1 -1
- package/Engines/IMaterialContext.d.ts +1 -0
- package/Engines/IMaterialContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +24 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js +53 -0
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.alpha.js +20 -31
- package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -40
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +1 -1
- package/Engines/WebGPU/Extensions/engine.uniformBuffer.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -0
- package/Engines/WebGPU/webgpuBufferManager.js +3 -0
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +3 -2
- package/Engines/WebGPU/webgpuCacheBindGroups.js +15 -14
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -18
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -0
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +17 -0
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +24 -2
- package/Engines/WebGPU/webgpuDrawContext.js +75 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +1 -6
- package/Engines/WebGPU/webgpuMaterialContext.js +11 -8
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.js +67 -1
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +46 -8
- package/Engines/constants.js +46 -8
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +37 -2
- package/Engines/engine.js +68 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +2 -0
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/nativeEngine.d.ts +3 -5
- package/Engines/nativeEngine.js +2 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +1 -1
- package/Engines/nullEngine.js +2 -2
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +10 -3
- package/Engines/renderTargetWrapper.js +29 -10
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +16 -1
- package/Engines/thinEngine.js +82 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +28 -7
- package/Engines/webgpuEngine.js +177 -58
- package/Engines/webgpuEngine.js.map +1 -1
- package/Inputs/scene.inputManager.js +2 -3
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +0 -2
- package/Layers/effectLayer.js +12 -11
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/effectLayerSceneComponent.js +5 -0
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.js +2 -0
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +2 -0
- package/Layers/highlightLayer.js.map +1 -1
- package/LensFlares/lensFlare.d.ts +3 -0
- package/LensFlares/lensFlare.js +5 -0
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.d.ts +2 -1
- package/LensFlares/lensFlareSystem.js +15 -12
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +0 -2
- package/Lights/Shadows/cascadedShadowGenerator.js +3 -12
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +0 -3
- package/Lights/Shadows/shadowGenerator.js +8 -14
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +3 -0
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +3 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +8 -11
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.d.ts +49 -0
- package/Materials/Node/Blocks/cloudBlock.js +154 -0
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -0
- package/Materials/Node/Blocks/colorMergerBlock.d.ts +21 -0
- package/Materials/Node/Blocks/colorMergerBlock.js +48 -4
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.d.ts +25 -0
- package/Materials/Node/Blocks/vectorMergerBlock.js +93 -23
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +17 -7
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +5 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Node/nodeMaterialDecorator.d.ts +4 -2
- package/Materials/Node/nodeMaterialDecorator.js +4 -2
- package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +4 -2
- package/Materials/PBR/pbrBaseMaterial.js +23 -9
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +3 -3
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +2 -0
- package/Materials/Textures/baseTexture.js +2 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +6 -4
- package/Materials/Textures/multiRenderTarget.js +28 -12
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +29 -3
- package/Materials/Textures/renderTargetTexture.js +127 -14
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js +11 -4
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +57 -0
- package/Materials/Textures/textureCreationOptions.js +2 -0
- package/Materials/Textures/textureCreationOptions.js.map +1 -0
- package/Materials/Textures/thinRenderTargetTexture.d.ts +3 -4
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +10 -7
- package/Materials/Textures/videoTexture.js +17 -11
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/drawWrapper.d.ts +2 -1
- package/Materials/drawWrapper.js +10 -1
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effectRenderer.js +1 -1
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/material.d.ts +3 -1
- package/Materials/material.detailMapConfiguration.d.ts +1 -1
- package/Materials/material.detailMapConfiguration.js +2 -2
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +18 -9
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.d.ts +7 -0
- package/Materials/materialHelper.js +17 -2
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/pushMaterial.js +1 -1
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +1 -1
- package/Materials/shaderMaterial.js +5 -5
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.d.ts +4 -4
- package/Materials/shadowDepthWrapper.js +16 -15
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +4 -2
- package/Materials/standardMaterial.js +23 -9
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +10 -2
- package/Materials/uniformBuffer.js +17 -11
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.d.ts +5 -5
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +13 -0
- package/Meshes/abstractMesh.js +22 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/buffer.d.ts +5 -0
- package/Meshes/buffer.js +6 -0
- package/Meshes/buffer.js.map +1 -0
- package/Meshes/geometry.d.ts +7 -0
- package/Meshes/geometry.js +16 -0
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/linesMesh.js +1 -1
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +16 -1
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.lts.d.ts +5 -1
- package/Meshes/mesh.lts.js +1 -2
- package/Meshes/mesh.lts.js.map +1 -1
- package/Meshes/subMesh.d.ts +10 -9
- package/Meshes/subMesh.js +44 -43
- package/Meshes/subMesh.js.map +1 -1
- package/Misc/environmentTextureTools.js +1 -0
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/fileTools.d.ts +1 -3
- package/Misc/fileTools.js +12 -13
- package/Misc/fileTools.js.map +1 -1
- package/Misc/fileTools.lts.d.ts +16 -1
- package/Misc/fileTools.lts.js +1 -2
- package/Misc/fileTools.lts.js.map +1 -1
- package/Misc/rgbdTextureTools.js +1 -0
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/sceneSerializer.js +17 -17
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/textureTools.js +2 -0
- package/Misc/textureTools.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +5 -1
- package/Particles/gpuParticleSystem.js +31 -5
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +5 -1
- package/Particles/particleSystem.js +35 -5
- package/Particles/particleSystem.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -0
- package/Physics/Plugins/ammoJSPlugin.js +10 -0
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +2 -0
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.js +1 -0
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldBlurPostProcess.js +1 -0
- package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.js +1 -0
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/extractHighlightsPostProcess.js +1 -0
- package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +6 -0
- package/PostProcesses/postProcess.js +9 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js +2 -2
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.d.ts +2 -1
- package/PostProcesses/tonemapPostProcess.js +3 -2
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/Rendering/boundingBoxRenderer.d.ts +5 -3
- package/Rendering/boundingBoxRenderer.js +46 -14
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +85 -0
- package/Rendering/depthPeelingRenderer.js +390 -0
- package/Rendering/depthPeelingRenderer.js.map +1 -0
- package/Rendering/depthPeelingSceneComponent.d.ts +51 -0
- package/Rendering/depthPeelingSceneComponent.js +73 -0
- package/Rendering/depthPeelingSceneComponent.js.map +1 -0
- package/Rendering/depthRenderer.d.ts +9 -2
- package/Rendering/depthRenderer.js +77 -43
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +0 -1
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/edgesRenderer.d.ts +2 -0
- package/Rendering/edgesRenderer.js +11 -0
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +4 -4
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/index.d.ts +2 -0
- package/Rendering/index.js +2 -0
- package/Rendering/index.js.map +1 -1
- package/Rendering/outlineRenderer.d.ts +5 -4
- package/Rendering/outlineRenderer.js +24 -19
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +7 -2
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/renderingGroup.js +7 -2
- package/Rendering/renderingGroup.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +7 -0
- package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +7 -0
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +7 -0
- package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/oitDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/oitDeclaration.js +7 -0
- package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/oitFragment.d.ts +5 -0
- package/Shaders/ShadersInclude/oitFragment.js +7 -0
- package/Shaders/ShadersInclude/oitFragment.js.map +1 -0
- package/Shaders/boundingBoxRenderer.fragment.d.ts +7 -0
- package/Shaders/boundingBoxRenderer.fragment.js +9 -0
- package/Shaders/boundingBoxRenderer.fragment.js.map +1 -0
- package/Shaders/boundingBoxRenderer.vertex.d.ts +7 -0
- package/Shaders/boundingBoxRenderer.vertex.js +9 -0
- package/Shaders/boundingBoxRenderer.vertex.js.map +1 -0
- package/Shaders/default.fragment.d.ts +2 -0
- package/Shaders/default.fragment.js +3 -1
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/oitBackBlend.fragment.d.ts +5 -0
- package/Shaders/oitBackBlend.fragment.js +7 -0
- package/Shaders/oitBackBlend.fragment.js.map +1 -0
- package/Shaders/oitFinal.fragment.d.ts +5 -0
- package/Shaders/oitFinal.fragment.js +7 -0
- package/Shaders/oitFinal.fragment.js.map +1 -0
- package/Shaders/pbr.fragment.d.ts +2 -0
- package/Shaders/pbr.fragment.js +3 -1
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection.fragment.js +1 -1
- package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +3 -1
- package/Sprites/spriteManager.js +16 -5
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +1 -0
- package/Sprites/spriteRenderer.js +14 -0
- package/Sprites/spriteRenderer.js.map +1 -1
- package/States/alphaCullingState.js +1 -1
- package/States/alphaCullingState.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.d.ts +4 -0
- package/XR/features/WebXRControllerPointerSelection.js +23 -1
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRNearInteraction.d.ts +5 -4
- package/XR/features/WebXRNearInteraction.js +15 -13
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/features/WebXRWalkingLocomotion.js +28 -13
- package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
- package/XR/webXRSessionManager.js +1 -3
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +43 -7
- package/scene.d.ts +18 -4
- package/scene.js +101 -42
- package/scene.js.map +1 -1
- package/scene.lts.d.ts +6 -1
- package/scene.lts.js +1 -2
- package/scene.lts.js.map +1 -1
- package/sceneComponent.d.ts +1 -0
- package/sceneComponent.js +1 -0
- package/sceneComponent.js.map +1 -1
- package/Engines/depthTextureCreationOptions.d.ts +0 -17
- package/Engines/depthTextureCreationOptions.js +0 -10
- package/Engines/depthTextureCreationOptions.js.map +0 -1
- package/Materials/Textures/renderTargetCreationOptions.d.ts +0 -27
- package/Materials/Textures/renderTargetCreationOptions.js +0 -10
- package/Materials/Textures/renderTargetCreationOptions.js.map +0 -1
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{"version":3,"file":"webgpuCacheBindGroups.js","sourceRoot":"","sources":["../../../../sourceES6/core/Engines/WebGPU/webgpuCacheBindGroups.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAS3C;IAII;QACI,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;IACrB,CAAC;IACL,+BAAC;AAAD,CAAC,AAPD,IAOC;AAED,cAAc;AACd;IA4BI,+BAAY,MAAiB,EAAE,YAAgC,EAAE,MAAoB;QAX9E,aAAQ,GAAG,KAAK,CAAC;QAYpB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAbD,sBAAkB,mCAAU;aAA5B;YACI,OAAO;gBACH,YAAY,EAAE,qBAAqB,CAAC,yBAAyB;gBAC7D,gBAAgB,EAAE,qBAAqB,CAAC,6BAA6B;gBACrE,eAAe,EAAE,qBAAqB,CAAC,4BAA4B;gBACnE,iBAAiB,EAAE,qBAAqB,CAAC,8BAA8B;aAC1E,CAAC;QACN,CAAC;;;OAAA;IAQM,wCAAQ,GAAf;QACI,qBAAqB,CAAC,6BAA6B,GAAG,qBAAqB,CAAC,iCAAiC,CAAC;QAC9G,qBAAqB,CAAC,4BAA4B,GAAG,qBAAqB,CAAC,gCAAgC,CAAC;QAC5G,qBAAqB,CAAC,8BAA8B,GAAG,qBAAqB,CAAC,kCAAkC,CAAC;QAChH,qBAAqB,CAAC,iCAAiC,GAAG,CAAC,CAAC;QAC5D,qBAAqB,CAAC,gCAAgC,GAAG,CAAC,CAAC;QAC3D,qBAAqB,CAAC,kCAAkC,GAAG,CAAC,CAAC;IACjE,CAAC;IAED;;;;OAIG;IACI,6CAAa,GAApB,UAAqB,qBAA4C,EAAE,eAAsC;;QACrG,IAAI,UAAU,GAA+B,SAAS,CAAC;QACvD,IAAI,IAAI,GAAG,qBAAqB,CAAC,MAAM,CAAC;QAExC,IAAM,eAAe,GAAG,IAAI,CAAC,QAAQ,IAAI,eAAe,CAAC,sBAAsB,CAAC;QAChF,IAAI,CAAC,eAAe,EAAE;YAClB,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE;gBAC1B,qBAAqB,CAAC,kCAAkC,EAAE,CAAC;gBAC3D,OAAO,eAAe,CAAC,UAAU,CAAC;aACrC;YAED,KAAyB,UAAyD,EAAzD,KAAA,qBAAqB,CAAC,uBAAuB,CAAC,WAAW,EAAzD,cAAyD,EAAzD,IAAyD,EAAE;gBAA/E,IAAM,UAAU,SAAA;gBACjB,IAAM,KAAK,GAAG,MAAA,MAAA,eAAe,CAAC,OAAO,CAAC,UAAU,CAAC,0CAAE,QAAQ,mCAAI,CAAC,CAAC;gBACjE,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;gBAClC,IAAI,CAAC,QAAQ,EAAE;oBACX,QAAQ,GAAG,IAAI,wBAAwB,EAAE,CAAC;oBAC1C,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,QAAQ,CAAC;iBACjC;gBACD,IAAI,GAAG,QAAQ,CAAC;aACnB;YAED,KAA0B,UAA0D,EAA1D,KAAA,qBAAqB,CAAC,uBAAuB,CAAC,YAAY,EAA1D,cAA0D,EAA1D,IAA0D,EAAE;gBAAjF,IAAM,WAAW,SAAA;gBAClB,IAAM,eAAe,GAAG,MAAA,MAAA,eAAe,CAAC,QAAQ,CAAC,WAAW,CAAC,0CAAE,QAAQ,mCAAI,CAAC,CAAC;gBAC7E,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC;gBAC5C,IAAI,CAAC,QAAQ,EAAE;oBACX,QAAQ,GAAG,IAAI,wBAAwB,EAAE,CAAC;oBAC1C,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,GAAG,QAAQ,CAAC;iBAC3C;gBACD,IAAI,GAAG,QAAQ,CAAC;aACnB;YAED,KAA0B,UAA0D,EAA1D,KAAA,qBAAqB,CAAC,uBAAuB,CAAC,YAAY,EAA1D,cAA0D,EAA1D,IAA0D,EAAE;gBAAjF,IAAM,WAAW,SAAA;gBAClB,IAAM,SAAS,GAAG,MAAA,MAAA,MAAA,eAAe,CAAC,QAAQ,CAAC,WAAW,CAAC,0CAAE,OAAO,0CAAE,QAAQ,mCAAI,CAAC,CAAC;gBAChF,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;gBACtC,IAAI,CAAC,QAAQ,EAAE;oBACX,QAAQ,GAAG,IAAI,wBAAwB,EAAE,CAAC;oBAC1C,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,GAAG,QAAQ,CAAC;iBACrC;gBACD,IAAI,GAAG,QAAQ,CAAC;aACnB;YAED,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;SAChC;QAED,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;QAEhC,IAAI,UAAU,EAAE;YACZ,eAAe,CAAC,UAAU,GAAG,UAAU,CAAC;YACxC,qBAAqB,CAAC,gCAAgC,EAAE,CAAC;YACzD,OAAO,UAAU,CAAC;SACrB;QAED,UAAU,GAAG,EAAE,CAAC;QAChB,eAAe,CAAC,UAAU,GAAG,UAAU,CAAC;QAExC,IAAI,CAAC,eAAe,EAAE;YAClB,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;SAChC;QAED,qBAAqB,CAAC,yBAAyB,EAAE,CAAC;QAClD,qBAAqB,CAAC,iCAAiC,EAAE,CAAC;QAE1D,IAAM,gBAAgB,GAAG,qBAAqB,CAAC,gBAAgB,CAAC;QAChE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,qBAAqB,CAAC,uBAAuB,CAAC,sBAAsB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAClG,IAAM,aAAa,GAAG,qBAAqB,CAAC,uBAAuB,CAAC,sBAAsB,CAAC,CAAC,CAAC,CAAC;YAE9F,IAAM,OAAO,GAAG,qBAAqB,CAAC,uBAAuB,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC;YAClF,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC3C,IAAM,KAAK,GAAG,qBAAqB,CAAC,uBAAuB,CAAC,sBAAsB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzF,IAAM,SAAS,GAAG,qBAAqB,CAAC,uBAAuB,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC;gBAC3G,IAAM,MAAI,GAAG,MAAA,SAAS,CAAC,oBAAoB,mCAAI,SAAS,CAAC,IAAI,CAAC;gBAE9D,IAAI,KAAK,CAAC,OAAO,EAAE;oBACf,IAAM,WAAW,GAAG,eAAe,CAAC,QAAQ,CAAC,MAAI,CAAC,CAAC;oBACnD,IAAI,WAAW,EAAE;wBACb,IAAM,OAAO,GAAG,WAAW,CAAC,OAAO,CAAC;wBACpC,IAAI,CAAC,OAAO,EAAE;4BACV,IAAI,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;gCAC9B,MAAM,CAAC,KAAK,CAAC,0CAAwC,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,sBAAiB,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,UAAC,GAAW,EAAE,KAAU,IAAK,OAAA,GAAG,KAAK,SAAS,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,EAAvC,CAAuC,CAAG,EAAE,EAAE,CAAC,CAAC;6BACvM;4BACD,SAAS;yBACZ;wBACD,OAAO,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,EAAE,KAAK,EAAE,WAAW,CAAC,QAAQ,CAAC,CAAC;qBAC7F;yBAAM;wBACH,MAAM,CAAC,KAAK,CAAC,eAAY,MAAI,qCAA+B,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,0BAAqB,IAAI,CAAC,SAAS,CAAC,eAAe,EAAE,UAAC,GAAW,EAAE,KAAU,IAAK,OAAA,GAAG,KAAK,SAAS,IAAI,GAAG,KAAK,SAAS,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,EAA5D,CAA4D,CAAG,EAAE,EAAE,CAAC,CAAC;qBAC3O;iBACJ;qBAAM,IAAI,KAAK,CAAC,OAAO,IAAI,KAAK,CAAC,cAAc,EAAE;oBAC9C,IAAM,WAAW,GAAG,eAAe,CAAC,QAAQ,CAAC,MAAI,CAAC,CAAC;oBACnD,IAAI,WAAW,EAAE;wBACb,IAAI,IAAI,CAAC,OAAO,CAAC,eAAe,IAAI,WAAW,CAAC,OAAO,KAAK,IAAI,EAAE;4BAC9D,MAAM,CAAC,KAAK,CAAC,0CAAwC,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,sBAAiB,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,UAAC,GAAW,EAAE,KAAU,IAAK,OAAA,GAAG,KAAK,SAAS,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,EAAvC,CAAuC,CAAG,EAAE,EAAE,CAAC,CAAC;4BACpM,SAAS;yBACZ;wBACD,IAAM,eAAe,GAAI,WAAW,CAAC,OAA2B,CAAC,gBAAyC,CAAC;wBAE3G,IAAI,IAAI,CAAC,OAAO,C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{ Logger } from \"../../Misc/logger\";\r\nimport { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport { WebGPUMaterialContext } from \"./webgpuMaterialContext\";\r\nimport { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUEngine } from \"../webgpuEngine\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\n\r\nclass WebGPUBindGroupCacheNode {\r\n public values: { [id: number]: WebGPUBindGroupCacheNode };\r\n public bindGroups: GPUBindGroup[];\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPUCacheBindGroups {\r\n\r\n public static NumBindGroupsCreatedTotal = 0;\r\n public static NumBindGroupsCreatedLastFrame = 0;\r\n public static NumBindGroupsLookupLastFrame = 0;\r\n public static NumBindGroupsNoLookupLastFrame = 0;\r\n\r\n private static _Cache: WebGPUBindGroupCacheNode = new WebGPUBindGroupCacheNode();\r\n\r\n private static _NumBindGroupsCreatedCurrentFrame = 0;\r\n private static _NumBindGroupsLookupCurrentFrame = 0;\r\n private static _NumBindGroupsNoLookupCurrentFrame = 0;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _engine: WebGPUEngine;\r\n\r\n public disabled = false;\r\n\r\n public static get Statistics() {\r\n return {\r\n totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,\r\n lastFrameCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame,\r\n lookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame,\r\n noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,\r\n };\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler, engine: WebGPUEngine) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this._engine = engine;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n /**\r\n * Cache is currently based on the uniform buffers, samplers and textures used by the binding groups.\r\n * Note that all uniform buffers have an offset of 0 in Babylon and we don't have a use case where we would have the same buffer used with different capacity values:\r\n * that means we don't need to factor in the offset/size of the buffer in the cache, only the id\r\n */\r\n public getBindGroups(webgpuPipelineContext: WebGPUPipelineContext, materialContext: WebGPUMaterialContext): GPUBindGroup[] {\r\n let bindGroups: GPUBindGroup[] | undefined = undefined;\r\n let node = WebGPUCacheBindGroups._Cache;\r\n\r\n const cacheIsDisabled = this.disabled || materialContext.forceBindGroupCreation;\r\n if (!cacheIsDisabled) {\r\n if (!materialContext.isDirty) {\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame++;\r\n return materialContext.bindGroups;\r\n }\r\n\r\n for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {\r\n const uboId = materialContext.buffers[bufferName]?.uniqueId ?? 0;\r\n let nextNode = node.values[uboId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[uboId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const samplerName of webgpuPipelineContext.shaderProcessingContext.samplerNames) {\r\n const samplerHashCode = materialContext.samplers[samplerName]?.hashCode ?? 0;\r\n let nextNode = node.values[samplerHashCode];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[samplerHashCode] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {\r\n const textureId = materialContext.textures[textureName]?.texture?.uniqueId ?? 0;\r\n let nextNode = node.values[textureId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[textureId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n bindGroups = node.bindGroups;\r\n }\r\n\r\n materialContext.isDirty = false;\r\n\r\n if (bindGroups) {\r\n materialContext.bindGroups = bindGroups;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame++;\r\n return bindGroups;\r\n }\r\n\r\n bindGroups = [];\r\n materialContext.bindGroups = bindGroups;\r\n\r\n if (!cacheIsDisabled) {\r\n node.bindGroups = bindGroups;\r\n }\r\n\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal++;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame++;\r\n\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts;\r\n for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries = webgpuPipelineContext.shaderProcessingContext.bindGroupEntries[i];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i][j];\r\n const entryInfo = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding];\r\n const name = entryInfo.nameInArrayOfTexture ?? entryInfo.name;\r\n\r\n if (entry.sampler) {\r\n const bindingInfo = materialContext.samplers[name];\r\n if (bindingInfo) {\r\n const sampler = bindingInfo.sampler;\r\n if (!sampler) {\r\n if (this._engine.dbgSanityChecks) {\r\n Logger.Error(`Trying to bind a null sampler! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}`, 50);\r\n }\r\n continue;\r\n }\r\n entries[j].resource = this._cacheSampler.getSampler(sampler, false, bindingInfo.hashCode);\r\n } else {\r\n Logger.Error(`Sampler \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) => key === 'texture' || key === 'sampler' ? '<no dump>' : value)}`, 50);\r\n }\r\n } else if (entry.texture || entry.storageTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(`Trying to bind a null texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}`, 50);\r\n continue;\r\n }\r\n const hardwareTexture = (bindingInfo.texture as InternalTexture)._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (this._engine.dbgSanityChecks && (!hardwareTexture || !hardwareTexture.view)) {\r\n Logger.Error(`Trying to bind a null gpu texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}, isReady=${bindingInfo.texture?.isReady}`, 50);\r\n continue;\r\n }\r\n\r\n entries[j].resource = hardwareTexture.view!;\r\n } else {\r\n Logger.Error(`Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) => key === 'texture' || key === 'sampler' ? '<no dump>' : value)}`, 50);\r\n }\r\n } else if (entry.externalTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(`Trying to bind a null external texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}`, 50);\r\n continue;\r\n }\r\n const externalTexture = (bindingInfo.texture as ExternalTexture).underlyingResource;\r\n\r\n if (this._engine.dbgSanityChecks && !externalTexture) {\r\n Logger.Error(`Trying to bind a null gpu external texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}, isReady=${bindingInfo.texture?.isReady}`, 50);\r\n continue;\r\n }\r\n\r\n entries[j].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n Logger.Error(`Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) => key === 'texture' || key === 'sampler' ? '<no dump>' : value)}`, 50);\r\n }\r\n } else if (entry.buffer) {\r\n const dataBuffer = materialContext.buffers[name];\r\n if (dataBuffer) {\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n (entries[j].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[j].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n Logger.Error(`Can't find buffer \"${name}\". entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(materialContext.buffers)}`, 50);\r\n }\r\n }\r\n }\r\n\r\n let groupLayout = bindGroupLayouts[i];\r\n bindGroups[i] = this._device.createBindGroup({\r\n layout: groupLayout,\r\n entries,\r\n });\r\n }\r\n\r\n return bindGroups;\r\n }\r\n}\r\n"]}
|
|
1
|
+
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{ Logger } from \"../../Misc/logger\";\r\nimport { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport { WebGPUMaterialContext } from \"./webgpuMaterialContext\";\r\nimport { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUEngine } from \"../webgpuEngine\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport { WebGPUDrawContext } from \"./webgpuDrawContext\";\r\n\r\nclass WebGPUBindGroupCacheNode {\r\n public values: { [id: number]: WebGPUBindGroupCacheNode };\r\n public bindGroups: GPUBindGroup[];\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPUCacheBindGroups {\r\n\r\n public static NumBindGroupsCreatedTotal = 0;\r\n public static NumBindGroupsCreatedLastFrame = 0;\r\n public static NumBindGroupsLookupLastFrame = 0;\r\n public static NumBindGroupsNoLookupLastFrame = 0;\r\n\r\n private static _Cache: WebGPUBindGroupCacheNode = new WebGPUBindGroupCacheNode();\r\n\r\n private static _NumBindGroupsCreatedCurrentFrame = 0;\r\n private static _NumBindGroupsLookupCurrentFrame = 0;\r\n private static _NumBindGroupsNoLookupCurrentFrame = 0;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _engine: WebGPUEngine;\r\n\r\n public disabled = false;\r\n\r\n public static get Statistics() {\r\n return {\r\n totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,\r\n lastFrameCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame,\r\n lookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame,\r\n noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,\r\n };\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler, engine: WebGPUEngine) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this._engine = engine;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n /**\r\n * Cache is currently based on the uniform/storage buffers, samplers and textures used by the binding groups.\r\n * Note that all uniform buffers have an offset of 0 in Babylon and we don't have a use case where we would have the same buffer used with different capacity values:\r\n * that means we don't need to factor in the offset/size of the buffer in the cache, only the id\r\n */\r\n public getBindGroups(webgpuPipelineContext: WebGPUPipelineContext, drawContext: WebGPUDrawContext, materialContext: WebGPUMaterialContext): GPUBindGroup[] {\r\n let bindGroups: GPUBindGroup[] | undefined = undefined;\r\n let node = WebGPUCacheBindGroups._Cache;\r\n\r\n const cacheIsDisabled = this.disabled || materialContext.forceBindGroupCreation;\r\n if (!cacheIsDisabled) {\r\n if (!drawContext.isDirty(materialContext.updateId) && !materialContext.isDirty) {\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame++;\r\n return drawContext.bindGroups!;\r\n }\r\n\r\n for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {\r\n const uboId = drawContext.buffers[bufferName]?.uniqueId ?? 0;\r\n let nextNode = node.values[uboId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[uboId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const samplerName of webgpuPipelineContext.shaderProcessingContext.samplerNames) {\r\n const samplerHashCode = materialContext.samplers[samplerName]?.hashCode ?? 0;\r\n let nextNode = node.values[samplerHashCode];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[samplerHashCode] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {\r\n const textureId = materialContext.textures[textureName]?.texture?.uniqueId ?? 0;\r\n let nextNode = node.values[textureId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[textureId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n bindGroups = node.bindGroups;\r\n }\r\n\r\n drawContext.resetIsDirty(materialContext.updateId);\r\n materialContext.isDirty = false;\r\n\r\n if (bindGroups) {\r\n drawContext.bindGroups = bindGroups;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame++;\r\n return bindGroups;\r\n }\r\n\r\n bindGroups = [];\r\n drawContext.bindGroups = bindGroups;\r\n\r\n if (!cacheIsDisabled) {\r\n node.bindGroups = bindGroups;\r\n }\r\n\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal++;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame++;\r\n\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts;\r\n for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries = webgpuPipelineContext.shaderProcessingContext.bindGroupEntries[i];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i][j];\r\n const entryInfo = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding];\r\n const name = entryInfo.nameInArrayOfTexture ?? entryInfo.name;\r\n\r\n if (entry.sampler) {\r\n const bindingInfo = materialContext.samplers[name];\r\n if (bindingInfo) {\r\n const sampler = bindingInfo.sampler;\r\n if (!sampler) {\r\n if (this._engine.dbgSanityChecks) {\r\n Logger.Error(`Trying to bind a null sampler! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}, materialContext.uniqueId=${materialContext.uniqueId}`, 50);\r\n }\r\n continue;\r\n }\r\n entries[j].resource = this._cacheSampler.getSampler(sampler, false, bindingInfo.hashCode);\r\n } else {\r\n Logger.Error(`Sampler \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) => key === 'texture' || key === 'sampler' ? '<no dump>' : value)}`, 50);\r\n }\r\n } else if (entry.texture || entry.storageTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(`Trying to bind a null texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}, materialContext.uniqueId=${materialContext.uniqueId}`, 50);\r\n continue;\r\n }\r\n const hardwareTexture = (bindingInfo.texture as InternalTexture)._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (this._engine.dbgSanityChecks && (!hardwareTexture || !hardwareTexture.view)) {\r\n Logger.Error(`Trying to bind a null gpu texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`, 50);\r\n continue;\r\n }\r\n\r\n entries[j].resource = hardwareTexture.view!;\r\n } else {\r\n Logger.Error(`Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) => key === 'texture' || key === 'sampler' ? '<no dump>' : value)}`, 50);\r\n }\r\n } else if (entry.externalTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(`Trying to bind a null external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}, materialContext.uniqueId=${materialContext.uniqueId}`, 50);\r\n continue;\r\n }\r\n const externalTexture = (bindingInfo.texture as ExternalTexture).underlyingResource;\r\n\r\n if (this._engine.dbgSanityChecks && !externalTexture) {\r\n Logger.Error(`Trying to bind a null gpu external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`, 50);\r\n continue;\r\n }\r\n\r\n entries[j].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n Logger.Error(`Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) => key === 'texture' || key === 'sampler' ? '<no dump>' : value)}`, 50);\r\n }\r\n } else if (entry.buffer) {\r\n const dataBuffer = drawContext.buffers[name];\r\n if (dataBuffer) {\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n (entries[j].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[j].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n Logger.Error(`Can't find buffer \"${name}\". entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(drawContext.buffers)}, drawContext.uniqueId=${drawContext.uniqueId}`, 50);\r\n }\r\n }\r\n }\r\n\r\n let groupLayout = bindGroupLayouts[i];\r\n bindGroups[i] = this._device.createBindGroup({\r\n layout: groupLayout,\r\n entries,\r\n });\r\n }\r\n\r\n return bindGroups;\r\n }\r\n}\r\n"]}
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@@ -385,15 +385,15 @@ var WebGPUCacheRenderPipeline = /** @class */ (function () {
|
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|
385
385
|
};
|
|
386
386
|
WebGPUCacheRenderPipeline._GetAphaBlendOperation = function (operation) {
|
|
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387
|
switch (operation) {
|
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|
-
case
|
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|
+
case 32774:
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389
|
return WebGPUConstants.BlendOperation.Add;
|
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|
-
case
|
|
390
|
+
case 32778:
|
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391
|
return WebGPUConstants.BlendOperation.Subtract;
|
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392
|
-
case
|
|
392
|
+
case 32779:
|
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393
393
|
return WebGPUConstants.BlendOperation.ReverseSubtract;
|
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|
-
case
|
|
394
|
+
case 32775:
|
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395
|
return WebGPUConstants.BlendOperation.Min;
|
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396
|
-
case
|
|
396
|
+
case 32776:
|
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397
|
return WebGPUConstants.BlendOperation.Max;
|
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398
|
default:
|
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|
return WebGPUConstants.BlendOperation.Add;
|
|
@@ -405,31 +405,31 @@ var WebGPUCacheRenderPipeline = /** @class */ (function () {
|
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405
405
|
return WebGPUConstants.BlendFactor.Zero;
|
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406
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|
case 1:
|
|
407
407
|
return WebGPUConstants.BlendFactor.One;
|
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408
|
-
case
|
|
408
|
+
case 768:
|
|
409
409
|
return WebGPUConstants.BlendFactor.Src;
|
|
410
|
-
case
|
|
410
|
+
case 769:
|
|
411
411
|
return WebGPUConstants.BlendFactor.OneMinusSrc;
|
|
412
|
-
case
|
|
412
|
+
case 770:
|
|
413
413
|
return WebGPUConstants.BlendFactor.SrcAlpha;
|
|
414
|
-
case
|
|
414
|
+
case 771:
|
|
415
415
|
return WebGPUConstants.BlendFactor.OneMinusSrcAlpha;
|
|
416
|
-
case
|
|
416
|
+
case 772:
|
|
417
417
|
return WebGPUConstants.BlendFactor.DstAlpha;
|
|
418
|
-
case
|
|
418
|
+
case 773:
|
|
419
419
|
return WebGPUConstants.BlendFactor.OneMinusDstAlpha;
|
|
420
|
-
case
|
|
420
|
+
case 774:
|
|
421
421
|
return WebGPUConstants.BlendFactor.Dst;
|
|
422
|
-
case
|
|
422
|
+
case 775:
|
|
423
423
|
return WebGPUConstants.BlendFactor.OneMinusDst;
|
|
424
|
-
case
|
|
424
|
+
case 776:
|
|
425
425
|
return WebGPUConstants.BlendFactor.SrcAlphaSaturated;
|
|
426
|
-
case
|
|
426
|
+
case 32769:
|
|
427
427
|
return WebGPUConstants.BlendFactor.Constant;
|
|
428
|
-
case
|
|
428
|
+
case 32770:
|
|
429
429
|
return WebGPUConstants.BlendFactor.OneMinusConstant;
|
|
430
|
-
case
|
|
430
|
+
case 32771:
|
|
431
431
|
return WebGPUConstants.BlendFactor.Constant;
|
|
432
|
-
case
|
|
432
|
+
case 32772:
|
|
433
433
|
return WebGPUConstants.BlendFactor.OneMinusConstant;
|
|
434
434
|
default:
|
|
435
435
|
return WebGPUConstants.BlendFactor.One;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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* as WebGPUConstants from './webgpuConstants';\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { Nullable } from \"../../types\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\nenum StatePosition {\r\n //DepthBias = 0, // not used, so remove it to improve perf\r\n //DepthBiasClamp = 1, // not used, so remove it to improve perf\r\n StencilReadMask = 0,\r\n StencilWriteMask = 1,\r\n DepthBias = 2,\r\n DepthBiasSlopeScale = 3,\r\n MRTAttachments1 = 4,\r\n MRTAttachments2 = 5,\r\n DepthStencilState = 6,\r\n RasterizationState = 7,\r\n ColorStates = 8,\r\n ShaderStage = 9,\r\n TextureStage = 10,\r\n VertexState = 11, // vertex state will consume positions 11, 12, ... depending on the number of vertex inputs\r\n\r\n NumStates = 12\r\n}\r\n\r\nconst textureFormatToIndex: { [name: string]: number } = {\r\n \"\": 0,\r\n \"r8unorm\": 1,\r\n \"r8snorm\": 2,\r\n \"r8uint\": 3,\r\n \"r8sint\": 4,\r\n\r\n \"r16uint\": 5,\r\n \"r16sint\": 6,\r\n \"r16float\": 7,\r\n \"rg8unorm\": 8,\r\n \"rg8snorm\": 9,\r\n \"rg8uint\": 10,\r\n \"rg8sint\": 11,\r\n\r\n \"r32uint\": 12,\r\n \"r32sint\": 13,\r\n \"r32float\": 14,\r\n \"rg16uint\": 15,\r\n \"rg16sint\": 16,\r\n \"rg16float\": 17,\r\n \"rgba8unorm\": 18,\r\n \"rgba8unorm-srgb\": 19,\r\n \"rgba8snorm\": 20,\r\n \"rgba8uint\": 21,\r\n \"rgba8sint\": 22,\r\n \"bgra8unorm\": 23,\r\n \"bgra8unorm-srgb\": 24,\r\n\r\n \"rgb9e5ufloat\": 25,\r\n \"rgb10a2unorm\": 26,\r\n \"rg11b10ufloat\": 27,\r\n\r\n \"rg32uint\": 28,\r\n \"rg32sint\": 29,\r\n \"rg32float\": 30,\r\n \"rgba16uint\": 31,\r\n \"rgba16sint\": 32,\r\n \"rgba16float\": 33,\r\n\r\n \"rgba32uint\": 34,\r\n \"rgba32sint\": 35,\r\n \"rgba32float\": 36,\r\n\r\n \"stencil8\": 37,\r\n \"depth16unorm\": 38,\r\n \"depth24plus\": 39,\r\n \"depth24plus-stencil8\": 40,\r\n \"depth32float\": 41,\r\n\r\n \"bc1-rgba-unorm\": 42,\r\n \"bc1-rgba-unorm-srgb\": 43,\r\n \"bc2-rgba-unorm\": 44,\r\n \"bc2-rgba-unorm-srgb\": 45,\r\n \"bc3-rgba-unorm\": 46,\r\n \"bc3-rgba-unorm-srgb\": 47,\r\n \"bc4-r-unorm\": 48,\r\n \"bc4-r-snorm\": 49,\r\n \"bc5-rg-unorm\": 50,\r\n \"bc5-rg-snorm\": 51,\r\n \"bc6h-rgb-ufloat\": 52,\r\n \"bc6h-rgb-float\": 53,\r\n \"bc7-rgba-unorm\": 54,\r\n \"bc7-rgba-unorm-srgb\": 55,\r\n\r\n \"depth24unorm-stencil8\": 56,\r\n\r\n \"depth32float-stencil8\": 57,\r\n};\r\n\r\nconst alphaBlendFactorToIndex: { [name: number]: number } = {\r\n 0: 1, // Zero\r\n 1: 2, // One\r\n 0x0300: 3, // SrcColor\r\n 0x0301: 4, // OneMinusSrcColor\r\n 0x0302: 5, // SrcAlpha\r\n 0x0303: 6, // OneMinusSrcAlpha\r\n 0x0304: 7, // DstAlpha\r\n 0x0305: 8, // OneMinusDstAlpha\r\n 0x0306: 9, // DstColor\r\n 0x0307: 10, // OneMinusDstColor\r\n 0x0308: 11, // SrcAlphaSaturated\r\n 0x8001: 12, // BlendColor\r\n 0x8002: 13, // OneMinusBlendColor\r\n 0x8003: 12, // BlendColor (alpha)\r\n 0x8004: 13, // OneMinusBlendColor (alpha)\r\n};\r\n\r\nconst stencilOpToIndex: { [name: number]: number } = {\r\n 0x0000: 0, // ZERO\r\n 0x1E00: 1, // KEEP\r\n 0x1E01: 2, // REPLACE\r\n 0x1E02: 3, // INCR\r\n 0x1E03: 4, // DECR\r\n 0x150A: 5, // INVERT\r\n 0x8507: 6, // INCR_WRAP\r\n 0x8508: 7, // DECR_WRAP\r\n};\r\n\r\n/** @hidden */\r\nexport abstract class WebGPUCacheRenderPipeline {\r\n\r\n public static NumCacheHitWithoutHash = 0;\r\n public static NumCacheHitWithHash = 0;\r\n public static NumCacheMiss = 0;\r\n public static NumPipelineCreationLastFrame = 0;\r\n\r\n public disabled: boolean;\r\n\r\n private static _NumPipelineCreationCurrentFrame = 0;\r\n\r\n protected _states: number[];\r\n protected _statesLength: number;\r\n protected _stateDirtyLowestIndex: number;\r\n public lastStateDirtyLowestIndex: number; // for stats only\r\n\r\n private _device: GPUDevice;\r\n private _isDirty: boolean;\r\n private _emptyVertexBuffer: VertexBuffer;\r\n private _parameter: { token: any, pipeline: Nullable<GPURenderPipeline> };\r\n private _kMaxVertexBufferStride;\r\n\r\n private _shaderId: number;\r\n private _alphaToCoverageEnabled: boolean;\r\n private _frontFace: number;\r\n private _cullEnabled: boolean;\r\n private _cullFace: number;\r\n private _clampDepth: boolean;\r\n private _rasterizationState: number;\r\n private _depthBias: number;\r\n private _depthBiasClamp: number;\r\n private _depthBiasSlopeScale: number;\r\n private _colorFormat: number;\r\n private _webgpuColorFormat: GPUTextureFormat[];\r\n private _mrtAttachments1: number;\r\n private _mrtAttachments2: number;\r\n private _mrtFormats: GPUTextureFormat[];\r\n private _alphaBlendEnabled: boolean;\r\n private _alphaBlendFuncParams: Array<Nullable<number>>;\r\n private _alphaBlendEqParams: Array<Nullable<number>>;\r\n private _writeMask: number;\r\n private _colorStates: number;\r\n private _depthStencilFormat: number;\r\n private _webgpuDepthStencilFormat: GPUTextureFormat | undefined;\r\n private _depthTestEnabled: boolean;\r\n private _depthWriteEnabled: boolean;\r\n private _depthCompare: number;\r\n private _stencilEnabled: boolean;\r\n private _stencilFrontCompare: number;\r\n private _stencilFrontDepthFailOp: number;\r\n private _stencilFrontPassOp: number;\r\n private _stencilFrontFailOp: number;\r\n private _stencilReadMask: number;\r\n private _stencilWriteMask: number;\r\n private _depthStencilState: number;\r\n private _vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _textureState: number;\r\n private _useTextureStage: boolean;\r\n\r\n constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean) {\r\n this._device = device;\r\n this._useTextureStage = useTextureStage;\r\n this._states = new Array(30); // pre-allocate enough room so that no new allocation will take place afterwards\r\n this._statesLength = 0;\r\n this._stateDirtyLowestIndex = 0;\r\n this._emptyVertexBuffer = emptyVertexBuffer;\r\n this._mrtFormats = [];\r\n this._parameter = { token: undefined, pipeline: null };\r\n this.disabled = false;\r\n this.vertexBuffers = [];\r\n this._kMaxVertexBufferStride = 2048; // TODO WEBGPU: get this value from device.limits.maxVertexBufferArrayStride\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this._isDirty = true;\r\n this.vertexBuffers.length = 0;\r\n this.setAlphaToCoverage(false);\r\n this.resetDepthCullingState();\r\n this.setClampDepth(false);\r\n this.setDepthBias(0);\r\n //this.setDepthBiasClamp(0);\r\n this._webgpuColorFormat = [WebGPUConstants.TextureFormat.BGRA8Unorm];\r\n this.setColorFormat(WebGPUConstants.TextureFormat.BGRA8Unorm);\r\n this.setMRTAttachments([], []);\r\n this.setAlphaBlendEnabled(false);\r\n this.setAlphaBlendFactors([null, null, null, null], [null, null]);\r\n this.setWriteMask(0xF);\r\n this.setDepthStencilFormat(WebGPUConstants.TextureFormat.Depth24PlusStencil8);\r\n this.setStencilEnabled(false);\r\n this.resetStencilState();\r\n this.setBuffers(null, null, null);\r\n this._setTextureState(0);\r\n }\r\n\r\n protected abstract _getRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void;\r\n protected abstract _setRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void;\r\n\r\n public readonly vertexBuffers: VertexBuffer[];\r\n\r\n public get colorFormats(): GPUTextureFormat[] {\r\n return this._mrtAttachments1 > 0 ? this._mrtFormats : this._webgpuColorFormat;\r\n }\r\n\r\n public readonly mrtAttachments: number[];\r\n public readonly mrtTextureArray: InternalTexture[];\r\n\r\n public getRenderPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState = 0): GPURenderPipeline {\r\n if (this.disabled) {\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._setVertexState(effect); // to fill this.vertexBuffers with correct data\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._setShaderStage(effect.uniqueId);\r\n this._setRasterizationState(fillMode, sampleCount);\r\n this._setColorStates();\r\n this._setDepthStencilState();\r\n this._setVertexState(effect);\r\n this._setTextureState(textureState);\r\n\r\n this.lastStateDirtyLowestIndex = this._stateDirtyLowestIndex;\r\n\r\n if (!this._isDirty && this._parameter.pipeline) {\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n WebGPUCacheRenderPipeline.NumCacheHitWithoutHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._getRenderPipeline(this._parameter);\r\n\r\n this._isDirty = false;\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n\r\n if (this._parameter.pipeline) {\r\n WebGPUCacheRenderPipeline.NumCacheHitWithHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n this._setRenderPipeline(this._parameter);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheRenderPipeline.NumPipelineCreationLastFrame = WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame = 0;\r\n }\r\n\r\n public setAlphaToCoverage(enabled: boolean): void {\r\n this._alphaToCoverageEnabled = enabled;\r\n }\r\n\r\n public setFrontFace(frontFace: number): void {\r\n this._frontFace = frontFace;\r\n }\r\n\r\n public setCullEnabled(enabled: boolean): void {\r\n this._cullEnabled = enabled;\r\n }\r\n\r\n public setCullFace(cullFace: number): void {\r\n this._cullFace = cullFace;\r\n }\r\n\r\n public setClampDepth(clampDepth: boolean): void {\r\n this._clampDepth = clampDepth;\r\n }\r\n\r\n public resetDepthCullingState(): void {\r\n this.setDepthCullingState(false, 2, 1, 0, 0, true, true, 519);\r\n }\r\n\r\n public setDepthCullingState(cullEnabled: boolean, frontFace: number, cullFace: number, zOffset: number, zOffsetUnits: number, depthTestEnabled: boolean, depthWriteEnabled: boolean, depthCompare: Nullable<number>): void {\r\n this._depthWriteEnabled = depthWriteEnabled;\r\n this._depthTestEnabled = depthTestEnabled;\r\n this._depthCompare = (depthCompare ?? 519) - 0x0200;\r\n this._cullFace = cullFace;\r\n this._cullEnabled = cullEnabled;\r\n this._frontFace = frontFace;\r\n this.setDepthBiasSlopeScale(zOffset);\r\n this.setDepthBias(zOffsetUnits);\r\n }\r\n\r\n public setDepthBias(depthBias: number): void {\r\n if (this._depthBias !== depthBias) {\r\n this._depthBias = depthBias;\r\n this._states[StatePosition.DepthBias] = depthBias;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBias);\r\n }\r\n }\r\n\r\n /*public setDepthBiasClamp(depthBiasClamp: number): void {\r\n if (this._depthBiasClamp !== depthBiasClamp) {\r\n this._depthBiasClamp = depthBiasClamp;\r\n this._states[StatePosition.DepthBiasClamp] = depthBiasClamp.toString();\r\n this._isDirty = true;\r\n }\r\n }*/\r\n\r\n public setDepthBiasSlopeScale(depthBiasSlopeScale: number): void {\r\n if (this._depthBiasSlopeScale !== depthBiasSlopeScale) {\r\n this._depthBiasSlopeScale = depthBiasSlopeScale;\r\n this._states[StatePosition.DepthBiasSlopeScale] = depthBiasSlopeScale;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBiasSlopeScale);\r\n }\r\n }\r\n\r\n public setColorFormat(format: GPUTextureFormat): void {\r\n this._webgpuColorFormat[0] = format;\r\n this._colorFormat = textureFormatToIndex[format];\r\n }\r\n\r\n public setMRTAttachments(attachments: number[], textureArray: InternalTexture[]): void {\r\n if (attachments.length > 10) {\r\n // If we want more than 10 attachments we need to change this method but 10 seems plenty\r\n // Note we can do better without changing this method if only dealing with texture formats that can be used as output attachments\r\n // It could allow to use 5 bits (or even less) to code a texture format. For the time being, we use 6 bits as we need 58 different values (2^6=64)\r\n // so we can encode 5 texture formats in 32 bits\r\n throw \"Can't handle more than 10 attachments for a MRT in cache render pipeline!\";\r\n }\r\n (this.mrtAttachments as any) = attachments;\r\n (this.mrtTextureArray as any) = textureArray;\r\n\r\n let bits: number[] = [0, 0], indexBits = 0, mask = 0, numRT = 0;\r\n for (let i = 0; i < attachments.length; ++i) {\r\n const index = attachments[i];\r\n if (index === 0) {\r\n continue;\r\n }\r\n\r\n const texture = textureArray[index - 1];\r\n const gpuWrapper = texture?._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n this._mrtFormats[numRT] = gpuWrapper?.format ?? this._webgpuColorFormat[0];\r\n\r\n bits[indexBits] += textureFormatToIndex[this._mrtFormats[numRT]] << mask;\r\n mask += 6;\r\n numRT++;\r\n\r\n if (mask >= 32) {\r\n mask = 0;\r\n indexBits++;\r\n }\r\n }\r\n this._mrtFormats.length = numRT;\r\n if (this._mrtAttachments1 !== bits[0] || this._mrtAttachments2 !== bits[1]) {\r\n this._mrtAttachments1 = bits[0];\r\n this._mrtAttachments2 = bits[1];\r\n this._states[StatePosition.MRTAttachments1] = bits[0];\r\n this._states[StatePosition.MRTAttachments2] = bits[1];\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setAlphaBlendEnabled(enabled: boolean): void {\r\n this._alphaBlendEnabled = enabled;\r\n }\r\n\r\n public setAlphaBlendFactors(factors: Array<Nullable<number>>, operations: Array<Nullable<number>>): void {\r\n this._alphaBlendFuncParams = factors;\r\n this._alphaBlendEqParams = operations;\r\n }\r\n\r\n public setWriteMask(mask: number): void {\r\n this._writeMask = mask;\r\n }\r\n\r\n public setDepthStencilFormat(format: GPUTextureFormat | undefined): void {\r\n this._webgpuDepthStencilFormat = format;\r\n this._depthStencilFormat = format === undefined ? 0 : textureFormatToIndex[format];\r\n }\r\n\r\n public setDepthTestEnabled(enabled: boolean): void {\r\n this._depthTestEnabled = enabled;\r\n }\r\n\r\n public setDepthWriteEnabled(enabled: boolean): void {\r\n this._depthWriteEnabled = enabled;\r\n }\r\n\r\n public setDepthCompare(func: Nullable<number>): void {\r\n this._depthCompare = (func ?? 519) - 0x0200;\r\n }\r\n\r\n public setStencilEnabled(enabled: boolean): void {\r\n this._stencilEnabled = enabled;\r\n }\r\n\r\n public setStencilCompare(func: Nullable<number>): void {\r\n this._stencilFrontCompare = (func ?? 519) - 0x0200;\r\n }\r\n\r\n public setStencilDepthFailOp(op: Nullable<number>): void {\r\n this._stencilFrontDepthFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilPassOp(op: Nullable<number>): void {\r\n this._stencilFrontPassOp = op === null ? 2 /* REPLACE */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilFailOp(op: Nullable<number>): void {\r\n this._stencilFrontFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilReadMask(mask: number): void {\r\n if (this._stencilReadMask !== mask) {\r\n this._stencilReadMask = mask;\r\n this._states[StatePosition.StencilReadMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilReadMask);\r\n }\r\n }\r\n\r\n public setStencilWriteMask(mask: number): void {\r\n if (this._stencilWriteMask !== mask) {\r\n this._stencilWriteMask = mask;\r\n this._states[StatePosition.StencilWriteMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilWriteMask);\r\n }\r\n }\r\n\r\n public resetStencilState(): void {\r\n this.setStencilState(false, 519, 7680, 7681, 7680, 0xFF, 0xFF);\r\n }\r\n\r\n public setStencilState(stencilEnabled: boolean, compare: Nullable<number>, depthFailOp: Nullable<number>, passOp: Nullable<number>, failOp: Nullable<number>, readMask: number, writeMask: number): void {\r\n this._stencilEnabled = stencilEnabled;\r\n this._stencilFrontCompare = (compare ?? 519) - 0x0200;\r\n this._stencilFrontDepthFailOp = depthFailOp === null ? 1 /* KEEP */ : stencilOpToIndex[depthFailOp];\r\n this._stencilFrontPassOp = passOp === null ? 2 /* REPLACE */ : stencilOpToIndex[passOp];\r\n this._stencilFrontFailOp = failOp === null ? 1 /* KEEP */ : stencilOpToIndex[failOp];\r\n this.setStencilReadMask(readMask);\r\n this.setStencilWriteMask(writeMask);\r\n }\r\n\r\n public setBuffers(vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>, indexBuffer: Nullable<DataBuffer>, overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>): void {\r\n this._vertexBuffers = vertexBuffers;\r\n this._overrideVertexBuffers = overrideVertexBuffers;\r\n this._indexBuffer = indexBuffer;\r\n }\r\n\r\n private static _GetTopology(fillMode: number): GPUPrimitiveTopology {\r\n switch (fillMode) {\r\n // Triangle views\r\n case 0:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n case 2:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case 1:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n // Draw modes\r\n case 3:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case 4:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n case 5:\r\n // return this._gl.LINE_LOOP;\r\n // TODO WEBGPU. Line Loop Mode Fallback at buffer load time.\r\n throw \"LineLoop is an unsupported fillmode in WebGPU\";\r\n case 6:\r\n return WebGPUConstants.PrimitiveTopology.LineStrip;\r\n case 7:\r\n return WebGPUConstants.PrimitiveTopology.TriangleStrip;\r\n case 8:\r\n // return this._gl.TRIANGLE_FAN;\r\n // TODO WEBGPU. Triangle Fan Mode Fallback at buffer load time.\r\n throw \"TriangleFan is an unsupported fillmode in WebGPU\";\r\n default:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendOperation(operation: Nullable<number>): GPUBlendOperation {\r\n switch (operation) {\r\n case 0x8006:\r\n return WebGPUConstants.BlendOperation.Add;\r\n case 0x800A:\r\n return WebGPUConstants.BlendOperation.Subtract;\r\n case 0x800B:\r\n return WebGPUConstants.BlendOperation.ReverseSubtract;\r\n case 0x8007:\r\n return WebGPUConstants.BlendOperation.Min;\r\n case 0x8008:\r\n return WebGPUConstants.BlendOperation.Max;\r\n default:\r\n return WebGPUConstants.BlendOperation.Add;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendFactor(factor: Nullable<number>): GPUBlendFactor {\r\n switch (factor) {\r\n case 0:\r\n return WebGPUConstants.BlendFactor.Zero;\r\n case 1:\r\n return WebGPUConstants.BlendFactor.One;\r\n case 0x0300:\r\n return WebGPUConstants.BlendFactor.Src;\r\n case 0x0301:\r\n return WebGPUConstants.BlendFactor.OneMinusSrc;\r\n case 0x0302:\r\n return WebGPUConstants.BlendFactor.SrcAlpha;\r\n case 0x0303:\r\n return WebGPUConstants.BlendFactor.OneMinusSrcAlpha;\r\n case 0x0304:\r\n return WebGPUConstants.BlendFactor.DstAlpha;\r\n case 0x0305:\r\n return WebGPUConstants.BlendFactor.OneMinusDstAlpha;\r\n case 0x0306:\r\n return WebGPUConstants.BlendFactor.Dst;\r\n case 0x0307:\r\n return WebGPUConstants.BlendFactor.OneMinusDst;\r\n case 0x0308:\r\n return WebGPUConstants.BlendFactor.SrcAlphaSaturated;\r\n case 0x8001:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case 0x8002:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n case 0x8003:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case 0x8004:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n default:\r\n return WebGPUConstants.BlendFactor.One;\r\n }\r\n }\r\n\r\n private static _GetCompareFunction(compareFunction: number): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case 0: // NEVER\r\n return WebGPUConstants.CompareFunction.Never;\r\n case 1: // LESS\r\n return WebGPUConstants.CompareFunction.Less;\r\n case 2: // EQUAL\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case 3: // LEQUAL\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case 4: // GREATER\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case 5: // NOTEQUAL\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n case 6: // GEQUAL\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case 7: // ALWAYS\r\n return WebGPUConstants.CompareFunction.Always;\r\n }\r\n return WebGPUConstants.CompareFunction.Never;\r\n }\r\n\r\n private static _GetStencilOpFunction(operation: number): GPUStencilOperation {\r\n switch (operation) {\r\n case 0:\r\n return WebGPUConstants.StencilOperation.Zero;\r\n case 1:\r\n return WebGPUConstants.StencilOperation.Keep;\r\n case 2:\r\n return WebGPUConstants.StencilOperation.Replace;\r\n case 3:\r\n return WebGPUConstants.StencilOperation.IncrementClamp;\r\n case 4:\r\n return WebGPUConstants.StencilOperation.DecrementClamp;\r\n case 5:\r\n return WebGPUConstants.StencilOperation.Invert;\r\n case 6:\r\n return WebGPUConstants.StencilOperation.IncrementWrap;\r\n case 7:\r\n return WebGPUConstants.StencilOperation.DecrementWrap;\r\n }\r\n return WebGPUConstants.StencilOperation.Keep;\r\n }\r\n\r\n private static _GetVertexInputDescriptorFormat(vertexBuffer: VertexBuffer): GPUVertexFormat {\r\n const type = vertexBuffer.type;\r\n const normalized = vertexBuffer.normalized;\r\n const size = vertexBuffer.getSize();\r\n\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x2 : WebGPUConstants.VertexFormat.Sint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x4 : WebGPUConstants.VertexFormat.Sint8x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x2 : WebGPUConstants.VertexFormat.Uint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x4 : WebGPUConstants.VertexFormat.Uint8x4;\r\n }\r\n break;\r\n case VertexBuffer.SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x2 : WebGPUConstants.VertexFormat.Sint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x4 : WebGPUConstants.VertexFormat.Sint16x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x2 : WebGPUConstants.VertexFormat.Uint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x4 : WebGPUConstants.VertexFormat.Uint16x4;\r\n }\r\n break;\r\n case VertexBuffer.INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Sint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Sint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Sint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Sint32x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Uint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Uint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Uint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Uint32x4;\r\n }\r\n break;\r\n case VertexBuffer.FLOAT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Float32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Float32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Float32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Float32x4;\r\n }\r\n break;\r\n }\r\n\r\n throw new Error(`Invalid Format '${vertexBuffer.getKind()}' - type=${type}, normalized=${normalized}, size=${size}`);\r\n }\r\n\r\n private _getAphaBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[2]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[3]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[1]),\r\n };\r\n }\r\n\r\n private _getColorBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[0]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[1]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[0]),\r\n };\r\n }\r\n\r\n private _setShaderStage(id: number): void {\r\n if (this._shaderId !== id) {\r\n this._shaderId = id;\r\n this._states[StatePosition.ShaderStage] = id;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ShaderStage);\r\n }\r\n }\r\n\r\n private _setRasterizationState(topology: number, sampleCount: number): void {\r\n const frontFace = this._frontFace;\r\n const cullMode = this._cullEnabled ? this._cullFace : 0;\r\n const clampDepth = this._clampDepth ? 1 : 0;\r\n const alphaToCoverage = this._alphaToCoverageEnabled ? 1 : 0;\r\n const rasterizationState =\r\n (frontFace - 1) +\r\n (cullMode << 1) +\r\n (clampDepth << 3) +\r\n (alphaToCoverage << 4) +\r\n (topology << 5) +\r\n (sampleCount << 8);\r\n\r\n if (this._rasterizationState !== rasterizationState) {\r\n this._rasterizationState = rasterizationState;\r\n this._states[StatePosition.RasterizationState] = this._rasterizationState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.RasterizationState);\r\n }\r\n }\r\n\r\n private _setColorStates(): void {\r\n let colorStates =\r\n ((this._writeMask ? 1 : 0) << 22) + (this._colorFormat << 23) +\r\n ((this._depthWriteEnabled ? 1 : 0) << 29); // this state has been moved from depthStencilState here because alpha and depth are related (generally when alpha is on, depth write is off and the other way around)\r\n\r\n if (this._alphaBlendEnabled) {\r\n colorStates +=\r\n ((this._alphaBlendFuncParams[0] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[0]]) << 0) +\r\n ((this._alphaBlendFuncParams[1] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[1]]) << 4) +\r\n ((this._alphaBlendFuncParams[2] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[2]]) << 8) +\r\n ((this._alphaBlendFuncParams[3] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[3]]) << 12) +\r\n ((this._alphaBlendEqParams[0] === null ? 1 : this._alphaBlendEqParams[0] - 0x8005) << 16) +\r\n ((this._alphaBlendEqParams[1] === null ? 1 : this._alphaBlendEqParams[1] - 0x8005) << 19);\r\n }\r\n\r\n if (colorStates !== this._colorStates) {\r\n this._colorStates = colorStates;\r\n this._states[StatePosition.ColorStates] = this._colorStates;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ColorStates);\r\n }\r\n }\r\n\r\n private _setDepthStencilState(): void {\r\n let stencilState = !this._stencilEnabled ?\r\n 7 /* ALWAYS */ + (1 /* KEEP */ << 3) + (1 /* KEEP */ << 6) + (1 /* KEEP */ << 9) :\r\n this._stencilFrontCompare + (this._stencilFrontDepthFailOp << 3) + (this._stencilFrontPassOp << 6) + (this._stencilFrontFailOp << 9);\r\n\r\n const depthStencilState =\r\n this._depthStencilFormat +\r\n ((this._depthTestEnabled ? this._depthCompare : 7 /* ALWAYS */) << 6) +\r\n (stencilState << 10); // stencil front - stencil back is the same\r\n\r\n if (this._depthStencilState !== depthStencilState) {\r\n this._depthStencilState = depthStencilState;\r\n this._states[StatePosition.DepthStencilState] = this._depthStencilState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthStencilState);\r\n }\r\n }\r\n\r\n private _setVertexState(effect: Effect): void {\r\n const currStateLen = this._statesLength;\r\n let newNumStates = StatePosition.VertexState;\r\n\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let numVertexBuffers = 0;\r\n for (var index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n const buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We optimize usage of GPUVertexBufferLayout: we will create a single GPUVertexBufferLayout for all the attributes which follow each other and which use the same GPU buffer\r\n // However, there are some constraints in the attribute.offset value range, so we must check for them before being able to reuse the same GPUVertexBufferLayout\r\n // See _getVertexInputDescriptor() below\r\n if (vertexBuffer._validOffsetRange === undefined) {\r\n const offset = vertexBuffer.byteOffset;\r\n const formatSize = vertexBuffer.getSize(true);\r\n const byteStride = vertexBuffer.byteStride;\r\n vertexBuffer._validOffsetRange = offset <= (this._kMaxVertexBufferStride - formatSize) && (byteStride === 0 || (offset + formatSize) <= byteStride);\r\n }\r\n\r\n if (!(currentGPUBuffer && currentGPUBuffer === buffer && vertexBuffer._validOffsetRange)) {\r\n // we can't combine the previous vertexBuffer with the current one\r\n this.vertexBuffers[numVertexBuffers++] = vertexBuffer;\r\n currentGPUBuffer = vertexBuffer._validOffsetRange ? buffer : null;\r\n }\r\n\r\n const vid = vertexBuffer.hashCode + (location << 7);\r\n\r\n this._isDirty = this._isDirty || this._states[newNumStates] !== vid;\r\n this._states[newNumStates++] = vid;\r\n }\r\n\r\n this.vertexBuffers.length = numVertexBuffers;\r\n\r\n this._statesLength = newNumStates;\r\n this._isDirty = this._isDirty || newNumStates !== currStateLen;\r\n if (this._isDirty) {\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.VertexState);\r\n }\r\n }\r\n\r\n private _setTextureState(textureState: number): void {\r\n if (this._textureState !== textureState) {\r\n this._textureState = textureState;\r\n this._states[StatePosition.TextureStage] = this._textureState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.TextureStage);\r\n }\r\n }\r\n\r\n private _createPipelineLayout(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n if (this._useTextureStage) {\r\n return this._createPipelineLayoutWithTextureStage(webgpuPipelineContext);\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n const bindGroupLayoutEntries = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: setDefinition,\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _createPipelineLayoutWithTextureStage(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n const shaderProcessingContext = webgpuPipelineContext.shaderProcessingContext;\r\n const bindGroupLayoutEntries = shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n let bitVal = 1;\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.texture) {\r\n const name = shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const textureInfo = shaderProcessingContext.availableTextures[name];\r\n const samplerInfo = textureInfo.autoBindSampler ? shaderProcessingContext.availableSamplers[name + WebGPUShaderProcessor.AutoSamplerSuffix] : null;\r\n\r\n let sampleType = textureInfo.sampleType;\r\n let samplerType = samplerInfo?.type ?? WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if ((this._textureState & bitVal) && sampleType !== WebGPUConstants.TextureSampleType.Depth) {\r\n // The texture is a 32 bits float texture but the system does not support linear filtering for them:\r\n // we set the sampler to \"non-filtering\" and the texture sample type to \"unfilterable-float\"\r\n if (textureInfo.autoBindSampler) {\r\n samplerType = WebGPUConstants.SamplerBindingType.NonFiltering;\r\n }\r\n sampleType = WebGPUConstants.TextureSampleType.UnfilterableFloat;\r\n }\r\n\r\n entry.texture!.sampleType = sampleType;\r\n\r\n if (samplerInfo) {\r\n const binding = shaderProcessingContext.bindGroupLayoutEntryInfo[samplerInfo.binding.groupIndex][samplerInfo.binding.bindingIndex].index;\r\n bindGroupLayoutEntries[samplerInfo.binding.groupIndex][binding].sampler!.type = samplerType;\r\n }\r\n\r\n bitVal = bitVal << 1;\r\n }\r\n }\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; ++i) {\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: bindGroupLayoutEntries[i],\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _getVertexInputDescriptor(effect: Effect, topology: GPUPrimitiveTopology): GPUVertexBufferLayout[] {\r\n const descriptors: GPUVertexBufferLayout[] = [];\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let currentGPUAttributes: GPUVertexAttribute[] | undefined;\r\n for (var index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n let buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We reuse the same GPUVertexBufferLayout for all attributes that use the same underlying GPU buffer (and for attributes that follow each other in the attributes array)\r\n let offset = vertexBuffer.byteOffset;\r\n const invalidOffsetRange = !vertexBuffer._validOffsetRange;\r\n if (!(currentGPUBuffer && currentGPUAttributes && currentGPUBuffer === buffer) || invalidOffsetRange) {\r\n const vertexBufferDescriptor: GPUVertexBufferLayout = {\r\n arrayStride: vertexBuffer.byteStride,\r\n stepMode: vertexBuffer.getIsInstanced() ? WebGPUConstants.InputStepMode.Instance : WebGPUConstants.InputStepMode.Vertex,\r\n attributes: []\r\n };\r\n\r\n descriptors.push(vertexBufferDescriptor);\r\n currentGPUAttributes = vertexBufferDescriptor.attributes;\r\n if (invalidOffsetRange) {\r\n offset = 0; // the offset will be set directly in the setVertexBuffer call\r\n buffer = null; // buffer can't be reused\r\n }\r\n }\r\n\r\n currentGPUAttributes.push({\r\n shaderLocation: location,\r\n offset,\r\n format: WebGPUCacheRenderPipeline._GetVertexInputDescriptorFormat(vertexBuffer),\r\n });\r\n\r\n currentGPUBuffer = buffer;\r\n }\r\n\r\n return descriptors;\r\n }\r\n\r\n private _createRenderPipeline(effect: Effect, topology: GPUPrimitiveTopology, sampleCount: number): GPURenderPipeline {\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const inputStateDescriptor = this._getVertexInputDescriptor(effect, topology);\r\n const pipelineLayout = this._createPipelineLayout(webgpuPipelineContext);\r\n\r\n const colorStates: Array<GPUColorTargetState> = [];\r\n const alphaBlend = this._getAphaBlendState();\r\n const colorBlend = this._getColorBlendState();\r\n\r\n if (this._mrtAttachments1 > 0) {\r\n for (let i = 0; i < this._mrtFormats.length; ++i) {\r\n const descr: GPUColorTargetState = {\r\n format: this._mrtFormats[i],\r\n writeMask: this._writeMask,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n }\r\n } else {\r\n const descr: GPUColorTargetState = {\r\n format: this._webgpuColorFormat[0],\r\n writeMask: this._writeMask,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n }\r\n\r\n const stencilFrontBack: GPUStencilStateFace = {\r\n compare: WebGPUCacheRenderPipeline._GetCompareFunction(this._stencilEnabled ? this._stencilFrontCompare : 7 /* ALWAYS */),\r\n depthFailOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontDepthFailOp : 1 /* KEEP */),\r\n failOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontFailOp : 1 /* KEEP */),\r\n passOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontPassOp : 1 /* KEEP */)\r\n };\r\n\r\n let stripIndexFormat: GPUIndexFormat | undefined = undefined;\r\n if (topology === WebGPUConstants.PrimitiveTopology.LineStrip || topology === WebGPUConstants.PrimitiveTopology.TriangleStrip) {\r\n stripIndexFormat = !this._indexBuffer || this._indexBuffer.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16;\r\n }\r\n\r\n return this._device.createRenderPipeline({\r\n layout: pipelineLayout,\r\n vertex: {\r\n module: webgpuPipelineContext.stages!.vertexStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.vertexStage.entryPoint,\r\n buffers: inputStateDescriptor,\r\n },\r\n primitive: {\r\n topology,\r\n stripIndexFormat,\r\n frontFace: this._frontFace === 1 ? WebGPUConstants.FrontFace.CCW : WebGPUConstants.FrontFace.CW,\r\n cullMode: !this._cullEnabled ? WebGPUConstants.CullMode.None : this._cullFace === 2 ? WebGPUConstants.CullMode.Front : WebGPUConstants.CullMode.Back,\r\n },\r\n fragment: !webgpuPipelineContext.stages!.fragmentStage ? undefined : {\r\n module: webgpuPipelineContext.stages!.fragmentStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.fragmentStage.entryPoint,\r\n targets: colorStates,\r\n },\r\n\r\n multisample: {\r\n count: sampleCount,\r\n /*mask,\r\n alphaToCoverageEnabled,*/\r\n },\r\n depthStencil: this._webgpuDepthStencilFormat === undefined ? undefined : {\r\n depthWriteEnabled: this._depthWriteEnabled,\r\n depthCompare: this._depthTestEnabled ? WebGPUCacheRenderPipeline._GetCompareFunction(this._depthCompare) : WebGPUConstants.CompareFunction.Always,\r\n format: this._webgpuDepthStencilFormat,\r\n stencilFront: stencilFrontBack,\r\n stencilBack: stencilFrontBack,\r\n stencilReadMask: this._stencilReadMask,\r\n stencilWriteMask: this._stencilWriteMask,\r\n depthBias: this._depthBias,\r\n depthBiasClamp: this._depthBiasClamp,\r\n depthBiasSlopeScale: this._depthBiasSlopeScale,\r\n /*clampDepth*/\r\n },\r\n });\r\n }\r\n\r\n}\r\n"]}
|
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1
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+
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* as WebGPUConstants from './webgpuConstants';\r\nimport { Effect } from \"../../Materials/effect\";\r\nimport { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { Nullable } from \"../../types\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\nenum StatePosition {\r\n //DepthBias = 0, // not used, so remove it to improve perf\r\n //DepthBiasClamp = 1, // not used, so remove it to improve perf\r\n StencilReadMask = 0,\r\n StencilWriteMask = 1,\r\n DepthBias = 2,\r\n DepthBiasSlopeScale = 3,\r\n MRTAttachments1 = 4,\r\n MRTAttachments2 = 5,\r\n DepthStencilState = 6,\r\n RasterizationState = 7,\r\n ColorStates = 8,\r\n ShaderStage = 9,\r\n TextureStage = 10,\r\n VertexState = 11, // vertex state will consume positions 11, 12, ... depending on the number of vertex inputs\r\n\r\n NumStates = 12\r\n}\r\n\r\nconst textureFormatToIndex: { [name: string]: number } = {\r\n \"\": 0,\r\n \"r8unorm\": 1,\r\n \"r8snorm\": 2,\r\n \"r8uint\": 3,\r\n \"r8sint\": 4,\r\n\r\n \"r16uint\": 5,\r\n \"r16sint\": 6,\r\n \"r16float\": 7,\r\n \"rg8unorm\": 8,\r\n \"rg8snorm\": 9,\r\n \"rg8uint\": 10,\r\n \"rg8sint\": 11,\r\n\r\n \"r32uint\": 12,\r\n \"r32sint\": 13,\r\n \"r32float\": 14,\r\n \"rg16uint\": 15,\r\n \"rg16sint\": 16,\r\n \"rg16float\": 17,\r\n \"rgba8unorm\": 18,\r\n \"rgba8unorm-srgb\": 19,\r\n \"rgba8snorm\": 20,\r\n \"rgba8uint\": 21,\r\n \"rgba8sint\": 22,\r\n \"bgra8unorm\": 23,\r\n \"bgra8unorm-srgb\": 24,\r\n\r\n \"rgb9e5ufloat\": 25,\r\n \"rgb10a2unorm\": 26,\r\n \"rg11b10ufloat\": 27,\r\n\r\n \"rg32uint\": 28,\r\n \"rg32sint\": 29,\r\n \"rg32float\": 30,\r\n \"rgba16uint\": 31,\r\n \"rgba16sint\": 32,\r\n \"rgba16float\": 33,\r\n\r\n \"rgba32uint\": 34,\r\n \"rgba32sint\": 35,\r\n \"rgba32float\": 36,\r\n\r\n \"stencil8\": 37,\r\n \"depth16unorm\": 38,\r\n \"depth24plus\": 39,\r\n \"depth24plus-stencil8\": 40,\r\n \"depth32float\": 41,\r\n\r\n \"bc1-rgba-unorm\": 42,\r\n \"bc1-rgba-unorm-srgb\": 43,\r\n \"bc2-rgba-unorm\": 44,\r\n \"bc2-rgba-unorm-srgb\": 45,\r\n \"bc3-rgba-unorm\": 46,\r\n \"bc3-rgba-unorm-srgb\": 47,\r\n \"bc4-r-unorm\": 48,\r\n \"bc4-r-snorm\": 49,\r\n \"bc5-rg-unorm\": 50,\r\n \"bc5-rg-snorm\": 51,\r\n \"bc6h-rgb-ufloat\": 52,\r\n \"bc6h-rgb-float\": 53,\r\n \"bc7-rgba-unorm\": 54,\r\n \"bc7-rgba-unorm-srgb\": 55,\r\n\r\n \"depth24unorm-stencil8\": 56,\r\n\r\n \"depth32float-stencil8\": 57,\r\n};\r\n\r\nconst alphaBlendFactorToIndex: { [name: number]: number } = {\r\n 0: 1, // Zero\r\n 1: 2, // One\r\n 0x0300: 3, // SrcColor\r\n 0x0301: 4, // OneMinusSrcColor\r\n 0x0302: 5, // SrcAlpha\r\n 0x0303: 6, // OneMinusSrcAlpha\r\n 0x0304: 7, // DstAlpha\r\n 0x0305: 8, // OneMinusDstAlpha\r\n 0x0306: 9, // DstColor\r\n 0x0307: 10, // OneMinusDstColor\r\n 0x0308: 11, // SrcAlphaSaturated\r\n 0x8001: 12, // BlendColor\r\n 0x8002: 13, // OneMinusBlendColor\r\n 0x8003: 12, // BlendColor (alpha)\r\n 0x8004: 13, // OneMinusBlendColor (alpha)\r\n};\r\n\r\nconst stencilOpToIndex: { [name: number]: number } = {\r\n 0x0000: 0, // ZERO\r\n 0x1E00: 1, // KEEP\r\n 0x1E01: 2, // REPLACE\r\n 0x1E02: 3, // INCR\r\n 0x1E03: 4, // DECR\r\n 0x150A: 5, // INVERT\r\n 0x8507: 6, // INCR_WRAP\r\n 0x8508: 7, // DECR_WRAP\r\n};\r\n\r\n/** @hidden */\r\nexport abstract class WebGPUCacheRenderPipeline {\r\n\r\n public static NumCacheHitWithoutHash = 0;\r\n public static NumCacheHitWithHash = 0;\r\n public static NumCacheMiss = 0;\r\n public static NumPipelineCreationLastFrame = 0;\r\n\r\n public disabled: boolean;\r\n\r\n private static _NumPipelineCreationCurrentFrame = 0;\r\n\r\n protected _states: number[];\r\n protected _statesLength: number;\r\n protected _stateDirtyLowestIndex: number;\r\n public lastStateDirtyLowestIndex: number; // for stats only\r\n\r\n private _device: GPUDevice;\r\n private _isDirty: boolean;\r\n private _emptyVertexBuffer: VertexBuffer;\r\n private _parameter: { token: any, pipeline: Nullable<GPURenderPipeline> };\r\n private _kMaxVertexBufferStride;\r\n\r\n private _shaderId: number;\r\n private _alphaToCoverageEnabled: boolean;\r\n private _frontFace: number;\r\n private _cullEnabled: boolean;\r\n private _cullFace: number;\r\n private _clampDepth: boolean;\r\n private _rasterizationState: number;\r\n private _depthBias: number;\r\n private _depthBiasClamp: number;\r\n private _depthBiasSlopeScale: number;\r\n private _colorFormat: number;\r\n private _webgpuColorFormat: GPUTextureFormat[];\r\n private _mrtAttachments1: number;\r\n private _mrtAttachments2: number;\r\n private _mrtFormats: GPUTextureFormat[];\r\n private _alphaBlendEnabled: boolean;\r\n private _alphaBlendFuncParams: Array<Nullable<number>>;\r\n private _alphaBlendEqParams: Array<Nullable<number>>;\r\n private _writeMask: number;\r\n private _colorStates: number;\r\n private _depthStencilFormat: number;\r\n private _webgpuDepthStencilFormat: GPUTextureFormat | undefined;\r\n private _depthTestEnabled: boolean;\r\n private _depthWriteEnabled: boolean;\r\n private _depthCompare: number;\r\n private _stencilEnabled: boolean;\r\n private _stencilFrontCompare: number;\r\n private _stencilFrontDepthFailOp: number;\r\n private _stencilFrontPassOp: number;\r\n private _stencilFrontFailOp: number;\r\n private _stencilReadMask: number;\r\n private _stencilWriteMask: number;\r\n private _depthStencilState: number;\r\n private _vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _textureState: number;\r\n private _useTextureStage: boolean;\r\n\r\n constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean) {\r\n this._device = device;\r\n this._useTextureStage = useTextureStage;\r\n this._states = new Array(30); // pre-allocate enough room so that no new allocation will take place afterwards\r\n this._statesLength = 0;\r\n this._stateDirtyLowestIndex = 0;\r\n this._emptyVertexBuffer = emptyVertexBuffer;\r\n this._mrtFormats = [];\r\n this._parameter = { token: undefined, pipeline: null };\r\n this.disabled = false;\r\n this.vertexBuffers = [];\r\n this._kMaxVertexBufferStride = 2048; // TODO WEBGPU: get this value from device.limits.maxVertexBufferArrayStride\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this._isDirty = true;\r\n this.vertexBuffers.length = 0;\r\n this.setAlphaToCoverage(false);\r\n this.resetDepthCullingState();\r\n this.setClampDepth(false);\r\n this.setDepthBias(0);\r\n //this.setDepthBiasClamp(0);\r\n this._webgpuColorFormat = [WebGPUConstants.TextureFormat.BGRA8Unorm];\r\n this.setColorFormat(WebGPUConstants.TextureFormat.BGRA8Unorm);\r\n this.setMRTAttachments([], []);\r\n this.setAlphaBlendEnabled(false);\r\n this.setAlphaBlendFactors([null, null, null, null], [null, null]);\r\n this.setWriteMask(0xF);\r\n this.setDepthStencilFormat(WebGPUConstants.TextureFormat.Depth24PlusStencil8);\r\n this.setStencilEnabled(false);\r\n this.resetStencilState();\r\n this.setBuffers(null, null, null);\r\n this._setTextureState(0);\r\n }\r\n\r\n protected abstract _getRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void;\r\n protected abstract _setRenderPipeline(param: { token: any, pipeline: Nullable<GPURenderPipeline> }): void;\r\n\r\n public readonly vertexBuffers: VertexBuffer[];\r\n\r\n public get colorFormats(): GPUTextureFormat[] {\r\n return this._mrtAttachments1 > 0 ? this._mrtFormats : this._webgpuColorFormat;\r\n }\r\n\r\n public readonly mrtAttachments: number[];\r\n public readonly mrtTextureArray: InternalTexture[];\r\n\r\n public getRenderPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState = 0): GPURenderPipeline {\r\n if (this.disabled) {\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._setVertexState(effect); // to fill this.vertexBuffers with correct data\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._setShaderStage(effect.uniqueId);\r\n this._setRasterizationState(fillMode, sampleCount);\r\n this._setColorStates();\r\n this._setDepthStencilState();\r\n this._setVertexState(effect);\r\n this._setTextureState(textureState);\r\n\r\n this.lastStateDirtyLowestIndex = this._stateDirtyLowestIndex;\r\n\r\n if (!this._isDirty && this._parameter.pipeline) {\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n WebGPUCacheRenderPipeline.NumCacheHitWithoutHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._getRenderPipeline(this._parameter);\r\n\r\n this._isDirty = false;\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n\r\n if (this._parameter.pipeline) {\r\n WebGPUCacheRenderPipeline.NumCacheHitWithHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n this._setRenderPipeline(this._parameter);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheRenderPipeline.NumPipelineCreationLastFrame = WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame = 0;\r\n }\r\n\r\n public setAlphaToCoverage(enabled: boolean): void {\r\n this._alphaToCoverageEnabled = enabled;\r\n }\r\n\r\n public setFrontFace(frontFace: number): void {\r\n this._frontFace = frontFace;\r\n }\r\n\r\n public setCullEnabled(enabled: boolean): void {\r\n this._cullEnabled = enabled;\r\n }\r\n\r\n public setCullFace(cullFace: number): void {\r\n this._cullFace = cullFace;\r\n }\r\n\r\n public setClampDepth(clampDepth: boolean): void {\r\n this._clampDepth = clampDepth;\r\n }\r\n\r\n public resetDepthCullingState(): void {\r\n this.setDepthCullingState(false, 2, 1, 0, 0, true, true, 519);\r\n }\r\n\r\n public setDepthCullingState(cullEnabled: boolean, frontFace: number, cullFace: number, zOffset: number, zOffsetUnits: number, depthTestEnabled: boolean, depthWriteEnabled: boolean, depthCompare: Nullable<number>): void {\r\n this._depthWriteEnabled = depthWriteEnabled;\r\n this._depthTestEnabled = depthTestEnabled;\r\n this._depthCompare = (depthCompare ?? 519) - 0x0200;\r\n this._cullFace = cullFace;\r\n this._cullEnabled = cullEnabled;\r\n this._frontFace = frontFace;\r\n this.setDepthBiasSlopeScale(zOffset);\r\n this.setDepthBias(zOffsetUnits);\r\n }\r\n\r\n public setDepthBias(depthBias: number): void {\r\n if (this._depthBias !== depthBias) {\r\n this._depthBias = depthBias;\r\n this._states[StatePosition.DepthBias] = depthBias;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBias);\r\n }\r\n }\r\n\r\n /*public setDepthBiasClamp(depthBiasClamp: number): void {\r\n if (this._depthBiasClamp !== depthBiasClamp) {\r\n this._depthBiasClamp = depthBiasClamp;\r\n this._states[StatePosition.DepthBiasClamp] = depthBiasClamp.toString();\r\n this._isDirty = true;\r\n }\r\n }*/\r\n\r\n public setDepthBiasSlopeScale(depthBiasSlopeScale: number): void {\r\n if (this._depthBiasSlopeScale !== depthBiasSlopeScale) {\r\n this._depthBiasSlopeScale = depthBiasSlopeScale;\r\n this._states[StatePosition.DepthBiasSlopeScale] = depthBiasSlopeScale;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBiasSlopeScale);\r\n }\r\n }\r\n\r\n public setColorFormat(format: GPUTextureFormat): void {\r\n this._webgpuColorFormat[0] = format;\r\n this._colorFormat = textureFormatToIndex[format];\r\n }\r\n\r\n public setMRTAttachments(attachments: number[], textureArray: InternalTexture[]): void {\r\n if (attachments.length > 10) {\r\n // If we want more than 10 attachments we need to change this method but 10 seems plenty\r\n // Note we can do better without changing this method if only dealing with texture formats that can be used as output attachments\r\n // It could allow to use 5 bits (or even less) to code a texture format. For the time being, we use 6 bits as we need 58 different values (2^6=64)\r\n // so we can encode 5 texture formats in 32 bits\r\n throw \"Can't handle more than 10 attachments for a MRT in cache render pipeline!\";\r\n }\r\n (this.mrtAttachments as any) = attachments;\r\n (this.mrtTextureArray as any) = textureArray;\r\n\r\n let bits: number[] = [0, 0], indexBits = 0, mask = 0, numRT = 0;\r\n for (let i = 0; i < attachments.length; ++i) {\r\n const index = attachments[i];\r\n if (index === 0) {\r\n continue;\r\n }\r\n\r\n const texture = textureArray[index - 1];\r\n const gpuWrapper = texture?._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n this._mrtFormats[numRT] = gpuWrapper?.format ?? this._webgpuColorFormat[0];\r\n\r\n bits[indexBits] += textureFormatToIndex[this._mrtFormats[numRT]] << mask;\r\n mask += 6;\r\n numRT++;\r\n\r\n if (mask >= 32) {\r\n mask = 0;\r\n indexBits++;\r\n }\r\n }\r\n this._mrtFormats.length = numRT;\r\n if (this._mrtAttachments1 !== bits[0] || this._mrtAttachments2 !== bits[1]) {\r\n this._mrtAttachments1 = bits[0];\r\n this._mrtAttachments2 = bits[1];\r\n this._states[StatePosition.MRTAttachments1] = bits[0];\r\n this._states[StatePosition.MRTAttachments2] = bits[1];\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setAlphaBlendEnabled(enabled: boolean): void {\r\n this._alphaBlendEnabled = enabled;\r\n }\r\n\r\n public setAlphaBlendFactors(factors: Array<Nullable<number>>, operations: Array<Nullable<number>>): void {\r\n this._alphaBlendFuncParams = factors;\r\n this._alphaBlendEqParams = operations;\r\n }\r\n\r\n public setWriteMask(mask: number): void {\r\n this._writeMask = mask;\r\n }\r\n\r\n public setDepthStencilFormat(format: GPUTextureFormat | undefined): void {\r\n this._webgpuDepthStencilFormat = format;\r\n this._depthStencilFormat = format === undefined ? 0 : textureFormatToIndex[format];\r\n }\r\n\r\n public setDepthTestEnabled(enabled: boolean): void {\r\n this._depthTestEnabled = enabled;\r\n }\r\n\r\n public setDepthWriteEnabled(enabled: boolean): void {\r\n this._depthWriteEnabled = enabled;\r\n }\r\n\r\n public setDepthCompare(func: Nullable<number>): void {\r\n this._depthCompare = (func ?? 519) - 0x0200;\r\n }\r\n\r\n public setStencilEnabled(enabled: boolean): void {\r\n this._stencilEnabled = enabled;\r\n }\r\n\r\n public setStencilCompare(func: Nullable<number>): void {\r\n this._stencilFrontCompare = (func ?? 519) - 0x0200;\r\n }\r\n\r\n public setStencilDepthFailOp(op: Nullable<number>): void {\r\n this._stencilFrontDepthFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilPassOp(op: Nullable<number>): void {\r\n this._stencilFrontPassOp = op === null ? 2 /* REPLACE */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilFailOp(op: Nullable<number>): void {\r\n this._stencilFrontFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilReadMask(mask: number): void {\r\n if (this._stencilReadMask !== mask) {\r\n this._stencilReadMask = mask;\r\n this._states[StatePosition.StencilReadMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilReadMask);\r\n }\r\n }\r\n\r\n public setStencilWriteMask(mask: number): void {\r\n if (this._stencilWriteMask !== mask) {\r\n this._stencilWriteMask = mask;\r\n this._states[StatePosition.StencilWriteMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilWriteMask);\r\n }\r\n }\r\n\r\n public resetStencilState(): void {\r\n this.setStencilState(false, 519, 7680, 7681, 7680, 0xFF, 0xFF);\r\n }\r\n\r\n public setStencilState(stencilEnabled: boolean, compare: Nullable<number>, depthFailOp: Nullable<number>, passOp: Nullable<number>, failOp: Nullable<number>, readMask: number, writeMask: number): void {\r\n this._stencilEnabled = stencilEnabled;\r\n this._stencilFrontCompare = (compare ?? 519) - 0x0200;\r\n this._stencilFrontDepthFailOp = depthFailOp === null ? 1 /* KEEP */ : stencilOpToIndex[depthFailOp];\r\n this._stencilFrontPassOp = passOp === null ? 2 /* REPLACE */ : stencilOpToIndex[passOp];\r\n this._stencilFrontFailOp = failOp === null ? 1 /* KEEP */ : stencilOpToIndex[failOp];\r\n this.setStencilReadMask(readMask);\r\n this.setStencilWriteMask(writeMask);\r\n }\r\n\r\n public setBuffers(vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>, indexBuffer: Nullable<DataBuffer>, overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>): void {\r\n this._vertexBuffers = vertexBuffers;\r\n this._overrideVertexBuffers = overrideVertexBuffers;\r\n this._indexBuffer = indexBuffer;\r\n }\r\n\r\n private static _GetTopology(fillMode: number): GPUPrimitiveTopology {\r\n switch (fillMode) {\r\n // Triangle views\r\n case 0:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n case 2:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case 1:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n // Draw modes\r\n case 3:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case 4:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n case 5:\r\n // return this._gl.LINE_LOOP;\r\n // TODO WEBGPU. Line Loop Mode Fallback at buffer load time.\r\n throw \"LineLoop is an unsupported fillmode in WebGPU\";\r\n case 6:\r\n return WebGPUConstants.PrimitiveTopology.LineStrip;\r\n case 7:\r\n return WebGPUConstants.PrimitiveTopology.TriangleStrip;\r\n case 8:\r\n // return this._gl.TRIANGLE_FAN;\r\n // TODO WEBGPU. Triangle Fan Mode Fallback at buffer load time.\r\n throw \"TriangleFan is an unsupported fillmode in WebGPU\";\r\n default:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendOperation(operation: Nullable<number>): GPUBlendOperation {\r\n switch (operation) {\r\n case 32774:\r\n return WebGPUConstants.BlendOperation.Add;\r\n case 32778:\r\n return WebGPUConstants.BlendOperation.Subtract;\r\n case 32779:\r\n return WebGPUConstants.BlendOperation.ReverseSubtract;\r\n case 32775:\r\n return WebGPUConstants.BlendOperation.Min;\r\n case 32776:\r\n return WebGPUConstants.BlendOperation.Max;\r\n default:\r\n return WebGPUConstants.BlendOperation.Add;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendFactor(factor: Nullable<number>): GPUBlendFactor {\r\n switch (factor) {\r\n case 0:\r\n return WebGPUConstants.BlendFactor.Zero;\r\n case 1:\r\n return WebGPUConstants.BlendFactor.One;\r\n case 768:\r\n return WebGPUConstants.BlendFactor.Src;\r\n case 769:\r\n return WebGPUConstants.BlendFactor.OneMinusSrc;\r\n case 770:\r\n return WebGPUConstants.BlendFactor.SrcAlpha;\r\n case 771:\r\n return WebGPUConstants.BlendFactor.OneMinusSrcAlpha;\r\n case 772:\r\n return WebGPUConstants.BlendFactor.DstAlpha;\r\n case 773:\r\n return WebGPUConstants.BlendFactor.OneMinusDstAlpha;\r\n case 774:\r\n return WebGPUConstants.BlendFactor.Dst;\r\n case 775:\r\n return WebGPUConstants.BlendFactor.OneMinusDst;\r\n case 776:\r\n return WebGPUConstants.BlendFactor.SrcAlphaSaturated;\r\n case 32769:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case 32770:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n case 32771:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case 32772:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n default:\r\n return WebGPUConstants.BlendFactor.One;\r\n }\r\n }\r\n\r\n private static _GetCompareFunction(compareFunction: number): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case 0: // NEVER\r\n return WebGPUConstants.CompareFunction.Never;\r\n case 1: // LESS\r\n return WebGPUConstants.CompareFunction.Less;\r\n case 2: // EQUAL\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case 3: // LEQUAL\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case 4: // GREATER\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case 5: // NOTEQUAL\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n case 6: // GEQUAL\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case 7: // ALWAYS\r\n return WebGPUConstants.CompareFunction.Always;\r\n }\r\n return WebGPUConstants.CompareFunction.Never;\r\n }\r\n\r\n private static _GetStencilOpFunction(operation: number): GPUStencilOperation {\r\n switch (operation) {\r\n case 0:\r\n return WebGPUConstants.StencilOperation.Zero;\r\n case 1:\r\n return WebGPUConstants.StencilOperation.Keep;\r\n case 2:\r\n return WebGPUConstants.StencilOperation.Replace;\r\n case 3:\r\n return WebGPUConstants.StencilOperation.IncrementClamp;\r\n case 4:\r\n return WebGPUConstants.StencilOperation.DecrementClamp;\r\n case 5:\r\n return WebGPUConstants.StencilOperation.Invert;\r\n case 6:\r\n return WebGPUConstants.StencilOperation.IncrementWrap;\r\n case 7:\r\n return WebGPUConstants.StencilOperation.DecrementWrap;\r\n }\r\n return WebGPUConstants.StencilOperation.Keep;\r\n }\r\n\r\n private static _GetVertexInputDescriptorFormat(vertexBuffer: VertexBuffer): GPUVertexFormat {\r\n const type = vertexBuffer.type;\r\n const normalized = vertexBuffer.normalized;\r\n const size = vertexBuffer.getSize();\r\n\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x2 : WebGPUConstants.VertexFormat.Sint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x4 : WebGPUConstants.VertexFormat.Sint8x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x2 : WebGPUConstants.VertexFormat.Uint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x4 : WebGPUConstants.VertexFormat.Uint8x4;\r\n }\r\n break;\r\n case VertexBuffer.SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x2 : WebGPUConstants.VertexFormat.Sint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x4 : WebGPUConstants.VertexFormat.Sint16x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x2 : WebGPUConstants.VertexFormat.Uint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x4 : WebGPUConstants.VertexFormat.Uint16x4;\r\n }\r\n break;\r\n case VertexBuffer.INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Sint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Sint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Sint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Sint32x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Uint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Uint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Uint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Uint32x4;\r\n }\r\n break;\r\n case VertexBuffer.FLOAT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Float32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Float32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Float32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Float32x4;\r\n }\r\n break;\r\n }\r\n\r\n throw new Error(`Invalid Format '${vertexBuffer.getKind()}' - type=${type}, normalized=${normalized}, size=${size}`);\r\n }\r\n\r\n private _getAphaBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[2]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[3]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[1]),\r\n };\r\n }\r\n\r\n private _getColorBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[0]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[1]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[0]),\r\n };\r\n }\r\n\r\n private _setShaderStage(id: number): void {\r\n if (this._shaderId !== id) {\r\n this._shaderId = id;\r\n this._states[StatePosition.ShaderStage] = id;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ShaderStage);\r\n }\r\n }\r\n\r\n private _setRasterizationState(topology: number, sampleCount: number): void {\r\n const frontFace = this._frontFace;\r\n const cullMode = this._cullEnabled ? this._cullFace : 0;\r\n const clampDepth = this._clampDepth ? 1 : 0;\r\n const alphaToCoverage = this._alphaToCoverageEnabled ? 1 : 0;\r\n const rasterizationState =\r\n (frontFace - 1) +\r\n (cullMode << 1) +\r\n (clampDepth << 3) +\r\n (alphaToCoverage << 4) +\r\n (topology << 5) +\r\n (sampleCount << 8);\r\n\r\n if (this._rasterizationState !== rasterizationState) {\r\n this._rasterizationState = rasterizationState;\r\n this._states[StatePosition.RasterizationState] = this._rasterizationState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.RasterizationState);\r\n }\r\n }\r\n\r\n private _setColorStates(): void {\r\n let colorStates =\r\n ((this._writeMask ? 1 : 0) << 22) + (this._colorFormat << 23) +\r\n ((this._depthWriteEnabled ? 1 : 0) << 29); // this state has been moved from depthStencilState here because alpha and depth are related (generally when alpha is on, depth write is off and the other way around)\r\n\r\n if (this._alphaBlendEnabled) {\r\n colorStates +=\r\n ((this._alphaBlendFuncParams[0] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[0]]) << 0) +\r\n ((this._alphaBlendFuncParams[1] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[1]]) << 4) +\r\n ((this._alphaBlendFuncParams[2] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[2]]) << 8) +\r\n ((this._alphaBlendFuncParams[3] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[3]]) << 12) +\r\n ((this._alphaBlendEqParams[0] === null ? 1 : this._alphaBlendEqParams[0] - 0x8005) << 16) +\r\n ((this._alphaBlendEqParams[1] === null ? 1 : this._alphaBlendEqParams[1] - 0x8005) << 19);\r\n }\r\n\r\n if (colorStates !== this._colorStates) {\r\n this._colorStates = colorStates;\r\n this._states[StatePosition.ColorStates] = this._colorStates;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ColorStates);\r\n }\r\n }\r\n\r\n private _setDepthStencilState(): void {\r\n let stencilState = !this._stencilEnabled ?\r\n 7 /* ALWAYS */ + (1 /* KEEP */ << 3) + (1 /* KEEP */ << 6) + (1 /* KEEP */ << 9) :\r\n this._stencilFrontCompare + (this._stencilFrontDepthFailOp << 3) + (this._stencilFrontPassOp << 6) + (this._stencilFrontFailOp << 9);\r\n\r\n const depthStencilState =\r\n this._depthStencilFormat +\r\n ((this._depthTestEnabled ? this._depthCompare : 7 /* ALWAYS */) << 6) +\r\n (stencilState << 10); // stencil front - stencil back is the same\r\n\r\n if (this._depthStencilState !== depthStencilState) {\r\n this._depthStencilState = depthStencilState;\r\n this._states[StatePosition.DepthStencilState] = this._depthStencilState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthStencilState);\r\n }\r\n }\r\n\r\n private _setVertexState(effect: Effect): void {\r\n const currStateLen = this._statesLength;\r\n let newNumStates = StatePosition.VertexState;\r\n\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let numVertexBuffers = 0;\r\n for (var index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n const buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We optimize usage of GPUVertexBufferLayout: we will create a single GPUVertexBufferLayout for all the attributes which follow each other and which use the same GPU buffer\r\n // However, there are some constraints in the attribute.offset value range, so we must check for them before being able to reuse the same GPUVertexBufferLayout\r\n // See _getVertexInputDescriptor() below\r\n if (vertexBuffer._validOffsetRange === undefined) {\r\n const offset = vertexBuffer.byteOffset;\r\n const formatSize = vertexBuffer.getSize(true);\r\n const byteStride = vertexBuffer.byteStride;\r\n vertexBuffer._validOffsetRange = offset <= (this._kMaxVertexBufferStride - formatSize) && (byteStride === 0 || (offset + formatSize) <= byteStride);\r\n }\r\n\r\n if (!(currentGPUBuffer && currentGPUBuffer === buffer && vertexBuffer._validOffsetRange)) {\r\n // we can't combine the previous vertexBuffer with the current one\r\n this.vertexBuffers[numVertexBuffers++] = vertexBuffer;\r\n currentGPUBuffer = vertexBuffer._validOffsetRange ? buffer : null;\r\n }\r\n\r\n const vid = vertexBuffer.hashCode + (location << 7);\r\n\r\n this._isDirty = this._isDirty || this._states[newNumStates] !== vid;\r\n this._states[newNumStates++] = vid;\r\n }\r\n\r\n this.vertexBuffers.length = numVertexBuffers;\r\n\r\n this._statesLength = newNumStates;\r\n this._isDirty = this._isDirty || newNumStates !== currStateLen;\r\n if (this._isDirty) {\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.VertexState);\r\n }\r\n }\r\n\r\n private _setTextureState(textureState: number): void {\r\n if (this._textureState !== textureState) {\r\n this._textureState = textureState;\r\n this._states[StatePosition.TextureStage] = this._textureState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.TextureStage);\r\n }\r\n }\r\n\r\n private _createPipelineLayout(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n if (this._useTextureStage) {\r\n return this._createPipelineLayoutWithTextureStage(webgpuPipelineContext);\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n const bindGroupLayoutEntries = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: setDefinition,\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _createPipelineLayoutWithTextureStage(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n const shaderProcessingContext = webgpuPipelineContext.shaderProcessingContext;\r\n const bindGroupLayoutEntries = shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n let bitVal = 1;\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.texture) {\r\n const name = shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const textureInfo = shaderProcessingContext.availableTextures[name];\r\n const samplerInfo = textureInfo.autoBindSampler ? shaderProcessingContext.availableSamplers[name + WebGPUShaderProcessor.AutoSamplerSuffix] : null;\r\n\r\n let sampleType = textureInfo.sampleType;\r\n let samplerType = samplerInfo?.type ?? WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if ((this._textureState & bitVal) && sampleType !== WebGPUConstants.TextureSampleType.Depth) {\r\n // The texture is a 32 bits float texture but the system does not support linear filtering for them:\r\n // we set the sampler to \"non-filtering\" and the texture sample type to \"unfilterable-float\"\r\n if (textureInfo.autoBindSampler) {\r\n samplerType = WebGPUConstants.SamplerBindingType.NonFiltering;\r\n }\r\n sampleType = WebGPUConstants.TextureSampleType.UnfilterableFloat;\r\n }\r\n\r\n entry.texture!.sampleType = sampleType;\r\n\r\n if (samplerInfo) {\r\n const binding = shaderProcessingContext.bindGroupLayoutEntryInfo[samplerInfo.binding.groupIndex][samplerInfo.binding.bindingIndex].index;\r\n bindGroupLayoutEntries[samplerInfo.binding.groupIndex][binding].sampler!.type = samplerType;\r\n }\r\n\r\n bitVal = bitVal << 1;\r\n }\r\n }\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; ++i) {\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: bindGroupLayoutEntries[i],\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _getVertexInputDescriptor(effect: Effect, topology: GPUPrimitiveTopology): GPUVertexBufferLayout[] {\r\n const descriptors: GPUVertexBufferLayout[] = [];\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let currentGPUAttributes: GPUVertexAttribute[] | undefined;\r\n for (var index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n let buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We reuse the same GPUVertexBufferLayout for all attributes that use the same underlying GPU buffer (and for attributes that follow each other in the attributes array)\r\n let offset = vertexBuffer.byteOffset;\r\n const invalidOffsetRange = !vertexBuffer._validOffsetRange;\r\n if (!(currentGPUBuffer && currentGPUAttributes && currentGPUBuffer === buffer) || invalidOffsetRange) {\r\n const vertexBufferDescriptor: GPUVertexBufferLayout = {\r\n arrayStride: vertexBuffer.byteStride,\r\n stepMode: vertexBuffer.getIsInstanced() ? WebGPUConstants.InputStepMode.Instance : WebGPUConstants.InputStepMode.Vertex,\r\n attributes: []\r\n };\r\n\r\n descriptors.push(vertexBufferDescriptor);\r\n currentGPUAttributes = vertexBufferDescriptor.attributes;\r\n if (invalidOffsetRange) {\r\n offset = 0; // the offset will be set directly in the setVertexBuffer call\r\n buffer = null; // buffer can't be reused\r\n }\r\n }\r\n\r\n currentGPUAttributes.push({\r\n shaderLocation: location,\r\n offset,\r\n format: WebGPUCacheRenderPipeline._GetVertexInputDescriptorFormat(vertexBuffer),\r\n });\r\n\r\n currentGPUBuffer = buffer;\r\n }\r\n\r\n return descriptors;\r\n }\r\n\r\n private _createRenderPipeline(effect: Effect, topology: GPUPrimitiveTopology, sampleCount: number): GPURenderPipeline {\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const inputStateDescriptor = this._getVertexInputDescriptor(effect, topology);\r\n const pipelineLayout = this._createPipelineLayout(webgpuPipelineContext);\r\n\r\n const colorStates: Array<GPUColorTargetState> = [];\r\n const alphaBlend = this._getAphaBlendState();\r\n const colorBlend = this._getColorBlendState();\r\n\r\n if (this._mrtAttachments1 > 0) {\r\n for (let i = 0; i < this._mrtFormats.length; ++i) {\r\n const descr: GPUColorTargetState = {\r\n format: this._mrtFormats[i],\r\n writeMask: this._writeMask,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n }\r\n } else {\r\n const descr: GPUColorTargetState = {\r\n format: this._webgpuColorFormat[0],\r\n writeMask: this._writeMask,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n }\r\n\r\n const stencilFrontBack: GPUStencilStateFace = {\r\n compare: WebGPUCacheRenderPipeline._GetCompareFunction(this._stencilEnabled ? this._stencilFrontCompare : 7 /* ALWAYS */),\r\n depthFailOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontDepthFailOp : 1 /* KEEP */),\r\n failOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontFailOp : 1 /* KEEP */),\r\n passOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontPassOp : 1 /* KEEP */)\r\n };\r\n\r\n let stripIndexFormat: GPUIndexFormat | undefined = undefined;\r\n if (topology === WebGPUConstants.PrimitiveTopology.LineStrip || topology === WebGPUConstants.PrimitiveTopology.TriangleStrip) {\r\n stripIndexFormat = !this._indexBuffer || this._indexBuffer.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16;\r\n }\r\n\r\n return this._device.createRenderPipeline({\r\n layout: pipelineLayout,\r\n vertex: {\r\n module: webgpuPipelineContext.stages!.vertexStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.vertexStage.entryPoint,\r\n buffers: inputStateDescriptor,\r\n },\r\n primitive: {\r\n topology,\r\n stripIndexFormat,\r\n frontFace: this._frontFace === 1 ? WebGPUConstants.FrontFace.CCW : WebGPUConstants.FrontFace.CW,\r\n cullMode: !this._cullEnabled ? WebGPUConstants.CullMode.None : this._cullFace === 2 ? WebGPUConstants.CullMode.Front : WebGPUConstants.CullMode.Back,\r\n },\r\n fragment: !webgpuPipelineContext.stages!.fragmentStage ? undefined : {\r\n module: webgpuPipelineContext.stages!.fragmentStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.fragmentStage.entryPoint,\r\n targets: colorStates,\r\n },\r\n\r\n multisample: {\r\n count: sampleCount,\r\n /*mask,\r\n alphaToCoverageEnabled,*/\r\n },\r\n depthStencil: this._webgpuDepthStencilFormat === undefined ? undefined : {\r\n depthWriteEnabled: this._depthWriteEnabled,\r\n depthCompare: this._depthTestEnabled ? WebGPUCacheRenderPipeline._GetCompareFunction(this._depthCompare) : WebGPUConstants.CompareFunction.Always,\r\n format: this._webgpuDepthStencilFormat,\r\n stencilFront: stencilFrontBack,\r\n stencilBack: stencilFrontBack,\r\n stencilReadMask: this._stencilReadMask,\r\n stencilWriteMask: this._stencilWriteMask,\r\n depthBias: this._depthBias,\r\n depthBiasClamp: this._depthBiasClamp,\r\n depthBiasSlopeScale: this._depthBiasSlopeScale,\r\n /*clampDepth*/\r\n },\r\n });\r\n }\r\n\r\n}\r\n"]}
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@@ -18,6 +18,8 @@ export declare class WebGPUCacheRenderPipelineTree extends WebGPUCacheRenderPipe
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nodeCount: number;
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pipelineCount: number;
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};
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+
static _GetPipelines(node: NodeState, pipelines: Array<Array<number>>, curPath: Array<number>, curPathLen: number): void;
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static GetPipelines(): Array<Array<number>>;
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constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean);
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protected _getRenderPipeline(param: {
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token: any;
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@@ -31,6 +31,23 @@ var WebGPUCacheRenderPipelineTree = /** @class */ (function (_super) {
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var counts = WebGPUCacheRenderPipelineTree._Cache.count();
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return { nodeCount: counts[0], pipelineCount: counts[1] };
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};
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+
WebGPUCacheRenderPipelineTree._GetPipelines = function (node, pipelines, curPath, curPathLen) {
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if (node.pipeline) {
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var path = curPath.slice();
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path.length = curPathLen;
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pipelines.push(path);
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}
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for (var value in node.values) {
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var nnode = node.values[value];
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curPath[curPathLen] = parseInt(value);
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WebGPUCacheRenderPipelineTree._GetPipelines(nnode, pipelines, curPath, curPathLen + 1);
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}
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};
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WebGPUCacheRenderPipelineTree.GetPipelines = function () {
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var pipelines = [];
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WebGPUCacheRenderPipelineTree._GetPipelines(WebGPUCacheRenderPipelineTree._Cache, pipelines, [], 0);
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return pipelines;
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};
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WebGPUCacheRenderPipelineTree.prototype._getRenderPipeline = function (param) {
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var node = this._nodeStack[this._stateDirtyLowestIndex];
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for (var i = this._stateDirtyLowestIndex; i < this._statesLength; ++i) {
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