@babylonjs/core 5.0.0-alpha.61 → 5.0.0-alpha.65

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.
Files changed (519) hide show
  1. package/Animations/animation.js +42 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroup.d.ts +5 -1
  4. package/Animations/animationGroup.js +19 -1
  5. package/Animations/animationGroup.js.map +1 -1
  6. package/Audio/sound.js +15 -1
  7. package/Audio/sound.js.map +1 -1
  8. package/Behaviors/Cameras/autoRotationBehavior.d.ts +5 -0
  9. package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
  10. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  11. package/Behaviors/Meshes/followBehavior.js +1 -1
  12. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  13. package/Behaviors/Meshes/handConstraintBehavior.js +16 -12
  14. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  15. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
  16. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  17. package/Cameras/VR/vrExperienceHelper.d.ts +1 -1
  18. package/Cameras/VR/vrExperienceHelper.js +1 -1
  19. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  20. package/Cameras/camera.js +2 -2
  21. package/Cameras/camera.js.map +1 -1
  22. package/DeviceInput/Implementations/{nativeDeviceInputWrapper.d.ts → nativeDeviceInputSystem.d.ts} +5 -21
  23. package/DeviceInput/Implementations/{nativeDeviceInputWrapper.js → nativeDeviceInputSystem.js} +19 -20
  24. package/DeviceInput/Implementations/nativeDeviceInputSystem.js.map +1 -0
  25. package/DeviceInput/Implementations/webDeviceInputSystem.d.ts +7 -20
  26. package/DeviceInput/Implementations/webDeviceInputSystem.js +79 -71
  27. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  28. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -2
  29. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -1
  30. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  31. package/DeviceInput/Interfaces/inputInterfaces.d.ts +6 -13
  32. package/DeviceInput/Interfaces/inputInterfaces.js.map +1 -1
  33. package/DeviceInput/deviceInputSystem.d.ts +49 -5
  34. package/DeviceInput/deviceInputSystem.js +62 -10
  35. package/DeviceInput/deviceInputSystem.js.map +1 -1
  36. package/DeviceInput/index.d.ts +1 -1
  37. package/DeviceInput/index.js +1 -1
  38. package/DeviceInput/index.js.map +1 -1
  39. package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -1
  40. package/Engines/Extensions/engine.dynamicTexture.js +2 -1
  41. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  42. package/Engines/Extensions/engine.views.d.ts +1 -1
  43. package/Engines/Extensions/engine.views.js +1 -1
  44. package/Engines/Extensions/engine.views.js.map +1 -1
  45. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  46. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  47. package/Engines/Processors/shaderProcessingOptions.d.ts +5 -0
  48. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  49. package/Engines/Processors/shaderProcessor.js +8 -2
  50. package/Engines/Processors/shaderProcessor.js.map +1 -1
  51. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -11
  52. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  53. package/Engines/WebGPU/Extensions/engine.multiRender.js +19 -9
  54. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  55. package/Engines/WebGPU/Extensions/engine.renderTarget.js +9 -6
  56. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  57. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  58. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  59. package/Engines/WebGPU/webgpuCacheBindGroups.js +3 -3
  60. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  61. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +4 -1
  62. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +37 -83
  63. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  64. package/Engines/WebGPU/webgpuCacheSampler.js +6 -4
  65. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  66. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  67. package/Engines/WebGPU/webgpuClearQuad.js +29 -11
  68. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  69. package/Engines/WebGPU/webgpuComputeContext.js +2 -2
  70. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  71. package/Engines/WebGPU/webgpuConstants.d.ts +57 -13
  72. package/Engines/WebGPU/webgpuConstants.js +62 -13
  73. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  74. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +24 -4
  75. package/Engines/WebGPU/webgpuHardwareTexture.js +12 -2
  76. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  77. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +6 -0
  78. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +12 -0
  79. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -0
  80. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -0
  81. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  82. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +2 -0
  83. package/Engines/WebGPU/webgpuShaderProcessor.js +23 -0
  84. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  85. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -0
  86. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +17 -1
  87. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  88. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -2
  89. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +11 -30
  90. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  91. package/Engines/WebGPU/webgpuTextureHelper.d.ts +9 -2
  92. package/Engines/WebGPU/webgpuTextureHelper.js +291 -66
  93. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  94. package/Engines/engine.d.ts +145 -45
  95. package/Engines/engine.js +5 -1
  96. package/Engines/engine.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +11 -0
  98. package/Engines/nativeEngine.js +78 -18
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/renderTargetWrapper.d.ts +1 -1
  101. package/Engines/renderTargetWrapper.js +1 -1
  102. package/Engines/renderTargetWrapper.js.map +1 -1
  103. package/Engines/thinEngine.js +2 -2
  104. package/Engines/thinEngine.js.map +1 -1
  105. package/Engines/webgpuEngine.d.ts +5 -13
  106. package/Engines/webgpuEngine.js +37 -75
  107. package/Engines/webgpuEngine.js.map +1 -1
  108. package/Gizmos/positionGizmo.js +1 -1
  109. package/Gizmos/positionGizmo.js.map +1 -1
  110. package/Inputs/scene.inputManager.js +6 -1
  111. package/Inputs/scene.inputManager.js.map +1 -1
  112. package/Layers/effectLayer.d.ts +4 -0
  113. package/Layers/effectLayer.js +10 -0
  114. package/Layers/effectLayer.js.map +1 -1
  115. package/Layers/glowLayer.d.ts +8 -0
  116. package/Layers/glowLayer.js +7 -3
  117. package/Layers/glowLayer.js.map +1 -1
  118. package/Layers/highlightLayer.js +2 -0
  119. package/Layers/highlightLayer.js.map +1 -1
  120. package/Lights/Shadows/shadowGenerator.js +1 -1
  121. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  122. package/Lights/light.js +4 -1
  123. package/Lights/light.js.map +1 -1
  124. package/Lights/pointLight.js +1 -1
  125. package/Lights/pointLight.js.map +1 -1
  126. package/Lights/spotLight.js +1 -1
  127. package/Lights/spotLight.js.map +1 -1
  128. package/Loading/Plugins/babylonFileLoader.js +10 -7
  129. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  130. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  131. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  132. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  133. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +1 -3
  134. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +49 -0
  136. package/Materials/Node/Blocks/Fragment/twirlBlock.js +145 -0
  137. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -0
  138. package/Materials/Node/Blocks/customBlock.d.ts +31 -0
  139. package/Materials/Node/Blocks/customBlock.js +144 -0
  140. package/Materials/Node/Blocks/customBlock.js.map +1 -0
  141. package/Materials/Node/Blocks/index.d.ts +1 -0
  142. package/Materials/Node/Blocks/index.js +1 -0
  143. package/Materials/Node/Blocks/index.js.map +1 -1
  144. package/Materials/Node/nodeMaterial.js +8 -0
  145. package/Materials/Node/nodeMaterial.js.map +1 -1
  146. package/Materials/Node/nodeMaterialBlock.js +1 -1
  147. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  148. package/Materials/PBR/index.d.ts +4 -0
  149. package/Materials/PBR/index.js +4 -0
  150. package/Materials/PBR/index.js.map +1 -1
  151. package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +28 -96
  152. package/Materials/PBR/pbrAnisotropicConfiguration.js +50 -111
  153. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  154. package/Materials/PBR/pbrBRDFConfiguration.d.ts +11 -37
  155. package/Materials/PBR/pbrBRDFConfiguration.js +39 -52
  156. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  157. package/Materials/PBR/pbrBaseMaterial.d.ts +15 -74
  158. package/Materials/PBR/pbrBaseMaterial.js +67 -182
  159. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  160. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  161. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +23 -98
  162. package/Materials/PBR/pbrClearCoatConfiguration.js +91 -143
  163. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  164. package/Materials/PBR/pbrSheenConfiguration.d.ts +25 -93
  165. package/Materials/PBR/pbrSheenConfiguration.js +71 -126
  166. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  167. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +28 -114
  168. package/Materials/PBR/pbrSubSurfaceConfiguration.js +150 -211
  169. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  170. package/Materials/Textures/dynamicTexture.d.ts +3 -2
  171. package/Materials/Textures/dynamicTexture.js +5 -3
  172. package/Materials/Textures/dynamicTexture.js.map +1 -1
  173. package/Materials/Textures/multiRenderTarget.js +3 -0
  174. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  175. package/Materials/Textures/renderTargetTexture.js +1 -1
  176. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  177. package/Materials/Textures/thinRenderTargetTexture.js +1 -1
  178. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  179. package/Materials/Textures/thinTexture.d.ts +1 -2
  180. package/Materials/Textures/thinTexture.js +2 -4
  181. package/Materials/Textures/thinTexture.js.map +1 -1
  182. package/Materials/Textures/videoTexture.d.ts +1 -1
  183. package/Materials/Textures/videoTexture.js +1 -1
  184. package/Materials/Textures/videoTexture.js.map +1 -1
  185. package/Materials/effect.d.ts +6 -1
  186. package/Materials/effect.js +4 -1
  187. package/Materials/effect.js.map +1 -1
  188. package/Materials/fresnelParameters.d.ts +1 -1
  189. package/Materials/fresnelParameters.js +1 -1
  190. package/Materials/fresnelParameters.js.map +1 -1
  191. package/Materials/index.d.ts +4 -0
  192. package/Materials/index.js +4 -0
  193. package/Materials/index.js.map +1 -1
  194. package/Materials/material.d.ts +43 -2
  195. package/Materials/material.detailMapConfiguration.d.ts +29 -87
  196. package/Materials/material.detailMapConfiguration.js +50 -106
  197. package/Materials/material.detailMapConfiguration.js.map +1 -1
  198. package/Materials/material.js +99 -8
  199. package/Materials/material.js.map +1 -1
  200. package/Materials/materialDefines.d.ts +16 -0
  201. package/Materials/materialDefines.js +17 -5
  202. package/Materials/materialDefines.js.map +1 -1
  203. package/Materials/materialPluginBase.d.ts +182 -0
  204. package/Materials/materialPluginBase.js +209 -0
  205. package/Materials/materialPluginBase.js.map +1 -0
  206. package/Materials/materialPluginEvent.d.ts +98 -0
  207. package/Materials/materialPluginEvent.js +21 -0
  208. package/Materials/materialPluginEvent.js.map +1 -0
  209. package/Materials/materialPluginFactoryExport.d.ts +40 -0
  210. package/Materials/materialPluginFactoryExport.js +75 -0
  211. package/Materials/materialPluginFactoryExport.js.map +1 -0
  212. package/Materials/materialPluginManager.d.ts +90 -0
  213. package/Materials/materialPluginManager.js +323 -0
  214. package/Materials/materialPluginManager.js.map +1 -0
  215. package/Materials/shaderMaterial.d.ts +1 -1
  216. package/Materials/shaderMaterial.js +13 -1
  217. package/Materials/shaderMaterial.js.map +1 -1
  218. package/Materials/standardMaterial.d.ts +13 -10
  219. package/Materials/standardMaterial.js +45 -51
  220. package/Materials/standardMaterial.js.map +1 -1
  221. package/Materials/uniformBuffer.d.ts +7 -0
  222. package/Materials/uniformBuffer.js +22 -0
  223. package/Materials/uniformBuffer.js.map +1 -1
  224. package/Maths/math.vector.d.ts +12 -8
  225. package/Maths/math.vector.js +22 -14
  226. package/Maths/math.vector.js.map +1 -1
  227. package/Meshes/Builders/capsuleBuilder.d.ts +1 -1
  228. package/Meshes/Builders/capsuleBuilder.js +1 -1
  229. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  230. package/Meshes/abstractMesh.d.ts +1 -1
  231. package/Meshes/abstractMesh.js +24 -23
  232. package/Meshes/abstractMesh.js.map +1 -1
  233. package/Meshes/geometry.js +2 -2
  234. package/Meshes/geometry.js.map +1 -1
  235. package/Meshes/linesMesh.d.ts +1 -1
  236. package/Meshes/linesMesh.js +3 -2
  237. package/Meshes/linesMesh.js.map +1 -1
  238. package/Meshes/mesh.d.ts +12 -0
  239. package/Meshes/mesh.js +184 -115
  240. package/Meshes/mesh.js.map +1 -1
  241. package/Meshes/mesh.lts.d.ts +8 -8
  242. package/Meshes/mesh.lts.js.map +1 -1
  243. package/Meshes/mesh.vertexData.d.ts +6 -1
  244. package/Meshes/mesh.vertexData.js +295 -114
  245. package/Meshes/mesh.vertexData.js.map +1 -1
  246. package/Meshes/transformNode.js +20 -13
  247. package/Meshes/transformNode.js.map +1 -1
  248. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +2 -1
  249. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +38 -33
  250. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  251. package/Misc/PerformanceViewer/performanceViewerCollector.d.ts +29 -4
  252. package/Misc/PerformanceViewer/performanceViewerCollector.js +36 -12
  253. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  254. package/Misc/assetsManager.d.ts +4 -4
  255. package/Misc/assetsManager.js +2 -2
  256. package/Misc/assetsManager.js.map +1 -1
  257. package/Misc/basis.js +1 -0
  258. package/Misc/basis.js.map +1 -1
  259. package/Misc/coroutine.d.ts +41 -0
  260. package/Misc/coroutine.js +136 -0
  261. package/Misc/coroutine.js.map +1 -0
  262. package/Misc/index.d.ts +1 -0
  263. package/Misc/index.js +1 -0
  264. package/Misc/index.js.map +1 -1
  265. package/Misc/interfaces/iPerfViewer.d.ts +4 -0
  266. package/Misc/interfaces/iPerfViewer.js.map +1 -1
  267. package/Misc/observableCoroutine.d.ts +9 -10
  268. package/Misc/observableCoroutine.js +34 -39
  269. package/Misc/observableCoroutine.js.map +1 -1
  270. package/Misc/sceneSerializer.js +1 -0
  271. package/Misc/sceneSerializer.js.map +1 -1
  272. package/Particles/particleSystem.js +3 -0
  273. package/Particles/particleSystem.js.map +1 -1
  274. package/Particles/subEmitter.js +1 -0
  275. package/Particles/subEmitter.js.map +1 -1
  276. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +1 -0
  277. package/PostProcesses/screenSpaceReflectionPostProcess.js +4 -0
  278. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  279. package/Rendering/depthPeelingRenderer.d.ts +4 -1
  280. package/Rendering/depthPeelingRenderer.js +34 -9
  281. package/Rendering/depthPeelingRenderer.js.map +1 -1
  282. package/Rendering/depthRenderer.js +1 -1
  283. package/Rendering/depthRenderer.js.map +1 -1
  284. package/Rendering/outlineRenderer.js +24 -1
  285. package/Rendering/outlineRenderer.js.map +1 -1
  286. package/Rendering/prePassRenderer.js +7 -7
  287. package/Rendering/prePassRenderer.js.map +1 -1
  288. package/Rendering/renderingGroup.js +5 -1
  289. package/Rendering/renderingGroup.js.map +1 -1
  290. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +1 -1
  291. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  292. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  293. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  294. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +1 -1
  295. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  296. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +1 -1
  297. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  298. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  299. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  300. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
  301. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  302. package/Shaders/anaglyph.fragment.js +1 -1
  303. package/Shaders/anaglyph.fragment.js.map +1 -1
  304. package/Shaders/background.fragment.js +1 -1
  305. package/Shaders/background.fragment.js.map +1 -1
  306. package/Shaders/background.vertex.js +1 -1
  307. package/Shaders/background.vertex.js.map +1 -1
  308. package/Shaders/blackAndWhite.fragment.js +1 -1
  309. package/Shaders/blackAndWhite.fragment.js.map +1 -1
  310. package/Shaders/bloomMerge.fragment.js +1 -1
  311. package/Shaders/bloomMerge.fragment.js.map +1 -1
  312. package/Shaders/blur.fragment.js +1 -1
  313. package/Shaders/blur.fragment.js.map +1 -1
  314. package/Shaders/boundingBoxRenderer.fragment.js +1 -1
  315. package/Shaders/boundingBoxRenderer.fragment.js.map +1 -1
  316. package/Shaders/boundingBoxRenderer.vertex.js +1 -1
  317. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
  318. package/Shaders/chromaticAberration.fragment.js +1 -1
  319. package/Shaders/chromaticAberration.fragment.js.map +1 -1
  320. package/Shaders/circleOfConfusion.fragment.js +1 -1
  321. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  322. package/Shaders/clearQuad.vertex.js +1 -1
  323. package/Shaders/clearQuad.vertex.js.map +1 -1
  324. package/Shaders/color.fragment.js +1 -1
  325. package/Shaders/color.fragment.js.map +1 -1
  326. package/Shaders/color.vertex.js +1 -1
  327. package/Shaders/color.vertex.js.map +1 -1
  328. package/Shaders/colorCorrection.fragment.js +1 -1
  329. package/Shaders/colorCorrection.fragment.js.map +1 -1
  330. package/Shaders/convolution.fragment.js +1 -1
  331. package/Shaders/convolution.fragment.js.map +1 -1
  332. package/Shaders/default.fragment.js +1 -1
  333. package/Shaders/default.fragment.js.map +1 -1
  334. package/Shaders/depth.fragment.js +1 -1
  335. package/Shaders/depth.fragment.js.map +1 -1
  336. package/Shaders/depth.vertex.js +1 -1
  337. package/Shaders/depth.vertex.js.map +1 -1
  338. package/Shaders/depthBoxBlur.fragment.js +1 -1
  339. package/Shaders/depthBoxBlur.fragment.js.map +1 -1
  340. package/Shaders/depthOfField.fragment.js +1 -1
  341. package/Shaders/depthOfField.fragment.js.map +1 -1
  342. package/Shaders/depthOfFieldMerge.fragment.js +1 -1
  343. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  344. package/Shaders/displayPass.fragment.js +1 -1
  345. package/Shaders/displayPass.fragment.js.map +1 -1
  346. package/Shaders/extractHighlights.fragment.js +1 -1
  347. package/Shaders/extractHighlights.fragment.js.map +1 -1
  348. package/Shaders/filter.fragment.js +1 -1
  349. package/Shaders/filter.fragment.js.map +1 -1
  350. package/Shaders/fxaa.vertex.js +1 -1
  351. package/Shaders/fxaa.vertex.js.map +1 -1
  352. package/Shaders/geometry.vertex.js +1 -1
  353. package/Shaders/geometry.vertex.js.map +1 -1
  354. package/Shaders/glowBlurPostProcess.fragment.js +1 -1
  355. package/Shaders/glowBlurPostProcess.fragment.js.map +1 -1
  356. package/Shaders/glowMapGeneration.fragment.js +1 -1
  357. package/Shaders/glowMapGeneration.fragment.js.map +1 -1
  358. package/Shaders/glowMapGeneration.vertex.js +1 -1
  359. package/Shaders/glowMapGeneration.vertex.js.map +1 -1
  360. package/Shaders/glowMapMerge.fragment.js +1 -1
  361. package/Shaders/glowMapMerge.fragment.js.map +1 -1
  362. package/Shaders/glowMapMerge.vertex.js +1 -1
  363. package/Shaders/glowMapMerge.vertex.js.map +1 -1
  364. package/Shaders/grain.fragment.js +1 -1
  365. package/Shaders/grain.fragment.js.map +1 -1
  366. package/Shaders/hdrFiltering.vertex.js +1 -1
  367. package/Shaders/hdrFiltering.vertex.js.map +1 -1
  368. package/Shaders/highlights.fragment.js +1 -1
  369. package/Shaders/highlights.fragment.js.map +1 -1
  370. package/Shaders/imageProcessing.fragment.js +1 -1
  371. package/Shaders/imageProcessing.fragment.js.map +1 -1
  372. package/Shaders/kernelBlur.fragment.js +1 -1
  373. package/Shaders/kernelBlur.fragment.js.map +1 -1
  374. package/Shaders/kernelBlur.vertex.js +1 -1
  375. package/Shaders/kernelBlur.vertex.js.map +1 -1
  376. package/Shaders/layer.fragment.js +1 -1
  377. package/Shaders/layer.fragment.js.map +1 -1
  378. package/Shaders/layer.vertex.js +1 -1
  379. package/Shaders/layer.vertex.js.map +1 -1
  380. package/Shaders/lensFlare.fragment.js +1 -1
  381. package/Shaders/lensFlare.fragment.js.map +1 -1
  382. package/Shaders/lensFlare.vertex.js +1 -1
  383. package/Shaders/lensFlare.vertex.js.map +1 -1
  384. package/Shaders/lensHighlights.fragment.js +1 -1
  385. package/Shaders/lensHighlights.fragment.js.map +1 -1
  386. package/Shaders/line.fragment.js +1 -1
  387. package/Shaders/line.fragment.js.map +1 -1
  388. package/Shaders/line.vertex.js +1 -1
  389. package/Shaders/line.vertex.js.map +1 -1
  390. package/Shaders/minmaxRedux.fragment.js +1 -1
  391. package/Shaders/minmaxRedux.fragment.js.map +1 -1
  392. package/Shaders/motionBlur.fragment.js +1 -1
  393. package/Shaders/motionBlur.fragment.js.map +1 -1
  394. package/Shaders/noise.fragment.js +1 -1
  395. package/Shaders/noise.fragment.js.map +1 -1
  396. package/Shaders/outline.fragment.d.ts +2 -0
  397. package/Shaders/outline.fragment.js +3 -1
  398. package/Shaders/outline.fragment.js.map +1 -1
  399. package/Shaders/outline.vertex.d.ts +2 -0
  400. package/Shaders/outline.vertex.js +3 -1
  401. package/Shaders/outline.vertex.js.map +1 -1
  402. package/Shaders/particles.fragment.js +1 -1
  403. package/Shaders/particles.fragment.js.map +1 -1
  404. package/Shaders/particles.vertex.js +1 -1
  405. package/Shaders/particles.vertex.js.map +1 -1
  406. package/Shaders/pass.fragment.js +1 -1
  407. package/Shaders/pass.fragment.js.map +1 -1
  408. package/Shaders/passCube.fragment.js +1 -1
  409. package/Shaders/passCube.fragment.js.map +1 -1
  410. package/Shaders/pbr.fragment.js +1 -1
  411. package/Shaders/pbr.fragment.js.map +1 -1
  412. package/Shaders/postprocess.vertex.js +1 -1
  413. package/Shaders/postprocess.vertex.js.map +1 -1
  414. package/Shaders/procedural.vertex.js +1 -1
  415. package/Shaders/procedural.vertex.js.map +1 -1
  416. package/Shaders/rgbdDecode.fragment.js +1 -1
  417. package/Shaders/rgbdDecode.fragment.js.map +1 -1
  418. package/Shaders/rgbdEncode.fragment.js +1 -1
  419. package/Shaders/rgbdEncode.fragment.js.map +1 -1
  420. package/Shaders/screenSpaceCurvature.fragment.js +1 -1
  421. package/Shaders/screenSpaceCurvature.fragment.js.map +1 -1
  422. package/Shaders/screenSpaceReflection.fragment.js +1 -1
  423. package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
  424. package/Shaders/shadowMap.fragment.js +1 -1
  425. package/Shaders/shadowMap.fragment.js.map +1 -1
  426. package/Shaders/shadowMap.vertex.js +1 -1
  427. package/Shaders/shadowMap.vertex.js.map +1 -1
  428. package/Shaders/sharpen.fragment.js +1 -1
  429. package/Shaders/sharpen.fragment.js.map +1 -1
  430. package/Shaders/sprites.fragment.js +1 -1
  431. package/Shaders/sprites.fragment.js.map +1 -1
  432. package/Shaders/sprites.vertex.js +1 -1
  433. package/Shaders/sprites.vertex.js.map +1 -1
  434. package/Shaders/ssaoCombine.fragment.js +1 -1
  435. package/Shaders/ssaoCombine.fragment.js.map +1 -1
  436. package/Shaders/standard.fragment.js +1 -1
  437. package/Shaders/standard.fragment.js.map +1 -1
  438. package/Shaders/stereoscopicInterlace.fragment.js +1 -1
  439. package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
  440. package/Shaders/subSurfaceScattering.fragment.js +1 -1
  441. package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
  442. package/Shaders/tonemap.fragment.js +1 -1
  443. package/Shaders/tonemap.fragment.js.map +1 -1
  444. package/Shaders/volumetricLightScattering.fragment.js +1 -1
  445. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  446. package/Shaders/volumetricLightScatteringPass.fragment.js +1 -1
  447. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  448. package/Shaders/volumetricLightScatteringPass.vertex.js +1 -1
  449. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  450. package/Shaders/vrDistortionCorrection.fragment.js +1 -1
  451. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  452. package/Shaders/vrMultiviewToSingleview.fragment.js +1 -1
  453. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  454. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
  455. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  456. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
  457. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  458. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  459. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  460. package/XR/features/WebXRControllerPointerSelection.d.ts +14 -0
  461. package/XR/features/WebXRControllerPointerSelection.js +55 -21
  462. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  463. package/XR/features/WebXRHandTracking.d.ts +2 -0
  464. package/XR/features/WebXRHandTracking.js +34 -14
  465. package/XR/features/WebXRHandTracking.js.map +1 -1
  466. package/XR/features/WebXRLayers.d.ts +78 -0
  467. package/XR/features/WebXRLayers.js +243 -0
  468. package/XR/features/WebXRLayers.js.map +1 -0
  469. package/XR/features/WebXRPlaneDetector.js +8 -12
  470. package/XR/features/WebXRPlaneDetector.js.map +1 -1
  471. package/XR/features/index.d.ts +1 -0
  472. package/XR/features/index.js +1 -0
  473. package/XR/features/index.js.map +1 -1
  474. package/XR/index.d.ts +1 -0
  475. package/XR/index.js +1 -0
  476. package/XR/index.js.map +1 -1
  477. package/XR/native/index.d.ts +2 -0
  478. package/XR/native/index.js +3 -0
  479. package/XR/native/index.js.map +1 -0
  480. package/XR/native/nativeXRFrame.d.ts +27 -0
  481. package/XR/native/nativeXRFrame.js +81 -0
  482. package/XR/native/nativeXRFrame.js.map +1 -0
  483. package/XR/native/nativeXRRenderTarget.d.ts +44 -0
  484. package/XR/native/nativeXRRenderTarget.js +81 -0
  485. package/XR/native/nativeXRRenderTarget.js.map +1 -0
  486. package/XR/webXRCamera.js +2 -10
  487. package/XR/webXRCamera.js.map +1 -1
  488. package/XR/webXRExperienceHelper.js +15 -13
  489. package/XR/webXRExperienceHelper.js.map +1 -1
  490. package/XR/webXRFeaturesManager.d.ts +4 -0
  491. package/XR/webXRFeaturesManager.js +5 -1
  492. package/XR/webXRFeaturesManager.js.map +1 -1
  493. package/XR/webXRLayerWrapper.d.ts +48 -0
  494. package/XR/webXRLayerWrapper.js +60 -0
  495. package/XR/webXRLayerWrapper.js.map +1 -0
  496. package/XR/webXRManagedOutputCanvas.d.ts +2 -1
  497. package/XR/webXRManagedOutputCanvas.js +36 -29
  498. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  499. package/XR/webXRRenderTargetTextureProvider.d.ts +55 -0
  500. package/XR/webXRRenderTargetTextureProvider.js +63 -0
  501. package/XR/webXRRenderTargetTextureProvider.js.map +1 -0
  502. package/XR/webXRSessionManager.d.ts +30 -7
  503. package/XR/webXRSessionManager.js +62 -64
  504. package/XR/webXRSessionManager.js.map +1 -1
  505. package/XR/webXRTypes.d.ts +1 -1
  506. package/XR/webXRTypes.js.map +1 -1
  507. package/XR/webXRWebGLLayer.d.ts +36 -0
  508. package/XR/webXRWebGLLayer.js +69 -0
  509. package/XR/webXRWebGLLayer.js.map +1 -0
  510. package/abstractScene.d.ts +1 -1
  511. package/abstractScene.js +1 -1
  512. package/abstractScene.js.map +1 -1
  513. package/assetContainer.js +3 -0
  514. package/assetContainer.js.map +1 -1
  515. package/package.json +51 -6
  516. package/scene.d.ts +4 -0
  517. package/scene.js +4 -0
  518. package/scene.js.map +1 -1
  519. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js.map +0 -1
@@ -19,7 +19,8 @@ WebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (rtWrapp
19
19
  }
20
20
  this._currentRenderTarget = null;
21
21
  this._mrtAttachments = [];
22
- this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments, []);
22
+ this._cacheRenderPipeline.setMRT([]);
23
+ this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);
23
24
  this._currentRenderPass = this._mainRenderPassWrapper.renderPass;
24
25
  this._setDepthTextureFormat(this._mainRenderPassWrapper);
25
26
  this._setColorFormat(this._mainRenderPassWrapper);
@@ -59,9 +60,11 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
59
60
  }
60
61
  var textures = [];
61
62
  var attachments = [];
63
+ var defaultAttachments = [];
62
64
  rtWrapper._generateDepthBuffer = generateDepthBuffer;
63
65
  rtWrapper._generateStencilBuffer = generateStencilBuffer;
64
66
  rtWrapper._attachments = attachments;
67
+ rtWrapper._defaultAttachments = defaultAttachments;
65
68
  for (var i = 0; i < textureCount; i++) {
66
69
  var samplingMode = samplingModes[i] || defaultSamplingMode;
67
70
  var type = types[i] || defaultType;
@@ -80,6 +83,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
80
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  var texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);
81
84
  textures.push(texture);
82
85
  attachments.push(i + 1);
86
+ defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);
83
87
  texture.baseWidth = width;
84
88
  texture.baseHeight = height;
85
89
  texture.width = width;
@@ -106,23 +110,19 @@ WebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (
106
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  if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {
107
111
  return samples;
108
112
  }
109
- var count = rtWrapper._attachments.length;
113
+ var count = rtWrapper.textures.length;
110
114
  if (count === 0) {
111
115
  return 1;
112
116
  }
113
117
  samples = Math.min(samples, this.getCaps().maxMSAASamples);
114
- if (samples > 1) {
115
- // TODO WEBGPU for the time being, Chrome only accepts values of 1 or 4
116
- samples = 4;
117
- }
118
118
  for (var i = 0; i < count; ++i) {
119
119
  var texture = rtWrapper.textures[i];
120
120
  this._textureHelper.createMSAATexture(texture, samples);
121
121
  texture.samples = samples;
122
122
  }
123
123
  // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture
124
- // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for framebuffer._depthStencilTexture
125
- // because framebuffer._depthStencilTexture is the same texture than the depth texture
124
+ // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture
125
+ // because rtWrapper._depthStencilTexture is the same texture than the depth texture
126
126
  if (rtWrapper._depthStencilTexture && rtWrapper._depthStencilTexture !== rtWrapper.textures[rtWrapper.textures.length - 1]) {
127
127
  this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);
128
128
  rtWrapper._depthStencilTexture.samples = samples;
@@ -134,6 +134,13 @@ WebGPUEngine.prototype.bindAttachments = function (attachments) {
134
134
  return;
135
135
  }
136
136
  this._mrtAttachments = attachments;
137
+ if (this._currentRenderPass) {
138
+ // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments
139
+ this._cacheRenderPipeline.setMRTAttachments(attachments);
140
+ }
141
+ else {
142
+ // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)
143
+ }
137
144
  };
138
145
  WebGPUEngine.prototype.buildTextureLayout = function (textureStatus) {
139
146
  var result = [];
@@ -148,6 +155,9 @@ WebGPUEngine.prototype.buildTextureLayout = function (textureStatus) {
148
155
  return result;
149
156
  };
150
157
  WebGPUEngine.prototype.restoreSingleAttachment = function () {
151
- // nothing to do, this is done automatically in the unBindFramebuffer function
158
+ // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case
159
+ };
160
+ WebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function () {
161
+ // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case
152
162
  };
153
163
  //# sourceMappingURL=engine.multiRender.js.map
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Nullable } from \"../../../types\";\r\n\r\nimport { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean = false, onBeforeUnbind?: () => void): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPassWrapper.renderPass) {\r\n this._endRenderTargetRenderPass();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments, []);\r\n this._currentRenderPass = this._mainRenderPassWrapper.renderPass;\r\n this._setDepthTextureFormat(this._mainRenderPassWrapper);\r\n this._setColorFormat(this._mainRenderPassWrapper);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = 15;\r\n let textureCount = 1;\r\n\r\n let defaultType = 0;\r\n let defaultSamplingMode = 3;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size);\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n depthTextureFormat = options.depthTextureFormat ?? 15;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n\r\n }\r\n\r\n const width = (<{ width: number, height: number }>size).width || <number>size;\r\n const height = (<{ width: number, height: number }>size).height || <number>size;\r\n\r\n let depthStencilTexture = null;\r\n if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat);\r\n }\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n if (type === 1 && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = 1;\r\n }\r\n else if (type === 2 && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = 1;\r\n }\r\n\r\n if (type === 1 && !this._caps.textureFloat) {\r\n type = 0;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n\r\n textures.push(texture);\r\n attachments.push(i + 1);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = 0;\r\n texture._cachedWrapV = 0;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures.push(depthStencilTexture);\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n if (samples > 1) {\r\n // TODO WEBGPU for the time being, Chrome only accepts values of 1 or 4\r\n samples = 4;\r\n }\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples);\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for framebuffer._depthStencilTexture\r\n // because framebuffer._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && rtWrapper._depthStencilTexture !== rtWrapper.textures[rtWrapper.textures.length - 1]) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // nothing to do, this is done automatically in the unBindFramebuffer function\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Nullable } from \"../../../types\";\r\n\r\nimport { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean = false, onBeforeUnbind?: () => void): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPassWrapper.renderPass) {\r\n this._endRenderTargetRenderPass();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n this._currentRenderPass = this._mainRenderPassWrapper.renderPass;\r\n this._setDepthTextureFormat(this._mainRenderPassWrapper);\r\n this._setColorFormat(this._mainRenderPassWrapper);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = 15;\r\n let textureCount = 1;\r\n\r\n let defaultType = 0;\r\n let defaultSamplingMode = 3;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n depthTextureFormat = options.depthTextureFormat ?? 15;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n\r\n }\r\n\r\n const width = (<{ width: number, height: number }>size).width || <number>size;\r\n const height = (<{ width: number, height: number }>size).height || <number>size;\r\n\r\n let depthStencilTexture = null;\r\n if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat);\r\n }\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n if (type === 1 && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = 1;\r\n }\r\n else if (type === 2 && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = 1;\r\n }\r\n\r\n if (type === 1 && !this._caps.textureFloat) {\r\n type = 0;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n\r\n textures.push(texture);\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = 0;\r\n texture._cachedWrapV = 0;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures.push(depthStencilTexture);\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples);\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && rtWrapper._depthStencilTexture !== rtWrapper.textures[rtWrapper.textures.length - 1]) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
@@ -1,22 +1,29 @@
1
1
  import { __assign } from "tslib";
2
2
  import { InternalTexture, InternalTextureSource } from "../../../Materials/Textures/internalTexture.js";
3
- import { RenderTargetWrapper } from "../../renderTargetWrapper.js";
4
3
  import { WebGPUEngine } from "../../webgpuEngine.js";
4
+ import { WebGPURenderTargetWrapper } from "../webgpuRenderTargetWrapper.js";
5
5
  WebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti, isCube, size) {
6
- var rtWrapper = new RenderTargetWrapper(isMulti, isCube, size, this);
6
+ var rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);
7
7
  this._renderTargetWrapperCache.push(rtWrapper);
8
8
  return rtWrapper;
9
9
  };
10
10
  WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
11
+ var _a;
11
12
  var rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size);
12
13
  var fullOptions = {};
13
14
  if (options !== undefined && typeof options === "object") {
15
+ fullOptions.generateMipMaps = options.generateMipMaps;
14
16
  fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
15
17
  fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
18
+ fullOptions.samplingMode = options.samplingMode === undefined ? 3 : options.samplingMode;
19
+ fullOptions.creationFlags = (_a = options.creationFlags) !== null && _a !== void 0 ? _a : 0;
16
20
  }
17
21
  else {
22
+ fullOptions.generateMipMaps = options;
18
23
  fullOptions.generateDepthBuffer = true;
19
24
  fullOptions.generateStencilBuffer = false;
25
+ fullOptions.samplingMode = 3;
26
+ fullOptions.creationFlags = 0;
20
27
  }
21
28
  var texture = this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);
22
29
  rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;
@@ -75,10 +82,6 @@ WebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrappe
75
82
  return samples;
76
83
  }
77
84
  samples = Math.min(samples, this.getCaps().maxMSAASamples);
78
- if (samples > 1) {
79
- // TODO WEBGPU for the time being, Chrome only accepts values of 1 or 4
80
- samples = 4;
81
- }
82
85
  this._textureHelper.createMSAATexture(rtWrapper.texture, samples);
83
86
  if (rtWrapper._depthStencilTexture) {
84
87
  this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { Nullable } from \"../../../types\";\r\n\r\nimport { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new RenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as RenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n }\r\n\r\n const texture = this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(0,\r\n fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === 2 || fullOptions.samplingMode === 2 ||\r\n fullOptions.samplingMode === 3 || fullOptions.samplingMode === 3 ||\r\n fullOptions.samplingMode === 5 || fullOptions.samplingMode === 6 ||\r\n fullOptions.samplingMode === 7 || fullOptions.samplingMode === 11,\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples\r\n );\r\n }\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: 15,\r\n ...options\r\n };\r\n\r\n // TODO WebGPU We set the format to Depth32 if depthTextureFormat=Depth16 because Chrome does not support Depth16 yet\r\n internalTexture.format =\r\n internalOptions.generateStencil ? 13 :\r\n internalOptions.depthTextureFormat === 15 ? 14 : internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (internalTexture: InternalTexture, size: TextureSize, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number, samples = 1): void {\r\n const width = (<{ width: number, height: number, layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number, height: number, layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number, height: number, layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? 2 : 1;\r\n internalTexture.type = 1;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = 0;\r\n internalTexture._cachedWrapV = 0;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n if (samples > 1) {\r\n // TODO WEBGPU for the time being, Chrome only accepts values of 1 or 4\r\n samples = 4;\r\n }\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { Nullable } from \"../../../types\";\r\n\r\nimport { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function(isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? 3 : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = 3;\r\n fullOptions.creationFlags = 0;\r\n }\r\n\r\n const texture = this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(0,\r\n fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === 2 || fullOptions.samplingMode === 2 ||\r\n fullOptions.samplingMode === 3 || fullOptions.samplingMode === 3 ||\r\n fullOptions.samplingMode === 5 || fullOptions.samplingMode === 6 ||\r\n fullOptions.samplingMode === 7 || fullOptions.samplingMode === 11,\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples\r\n );\r\n }\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: 15,\r\n ...options\r\n };\r\n\r\n // TODO WebGPU We set the format to Depth32 if depthTextureFormat=Depth16 because Chrome does not support Depth16 yet\r\n internalTexture.format =\r\n internalOptions.generateStencil ? 13 :\r\n internalOptions.depthTextureFormat === 15 ? 14 : internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (internalTexture: InternalTexture, size: TextureSize, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number, samples = 1): void {\r\n const width = (<{ width: number, height: number, layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number, height: number, layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number, height: number, layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? 2 : 1;\r\n internalTexture.type = 1;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = 0;\r\n internalTexture._cachedWrapV = 0;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
@@ -8,7 +8,7 @@ export declare class WebGPUBufferManager {
8
8
  private static _IsGPUBuffer;
9
9
  constructor(device: GPUDevice);
10
10
  createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation?: boolean): GPUBuffer;
11
- createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags): DataBuffer;
11
+ createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags): WebGPUDataBuffer;
12
12
  setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void;
13
13
  setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset?: number, byteLength?: number): void;
14
14
  private _GetHalfFloatAsFloatRGBAArrayBuffer;
@@ -1 +1 @@
1
- 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{ DataBuffer } from '../../Buffers/dataBuffer';\r\nimport { WebGPUDataBuffer } from '../../Meshes/WebGPU/webgpuDataBuffer';\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport { Nullable } from '../../types';\r\n\r\nimport { allocateAndCopyTypedBuffer } from \"../Extensions/engine.readTexture\";\r\nimport * as WebGPUConstants from './webgpuConstants';\r\n\r\n/** @hidden */\r\nexport class WebGPUBufferManager {\r\n\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n constructor(device: GPUDevice) {\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags): DataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : viewOrSize as number;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while ((chunkEnd - (chunkStart + offset)) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _GetHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(gpuBuffer: GPUBuffer, size: number, width: number, height: number, bytesPerRow: number, bytesPerRowAligned: number, type = 0, offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null, destroyBuffer = true, noDataConversion = false): Promise<ArrayBufferView>\r\n {\r\n const floatFormat = type === 1 ? 2 : type === 2 ? 1 : 0;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(() => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._GetHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._GetHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow, offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n }, (reason) => reject(reason));\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}"]}
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{ DataBuffer } from '../../Buffers/dataBuffer';\r\nimport { WebGPUDataBuffer } from '../../Meshes/WebGPU/webgpuDataBuffer';\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport { Nullable } from '../../types';\r\n\r\nimport { allocateAndCopyTypedBuffer } from \"../Extensions/engine.readTexture\";\r\nimport * as WebGPUConstants from './webgpuConstants';\r\n\r\n/** @hidden */\r\nexport class WebGPUBufferManager {\r\n\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n constructor(device: GPUDevice) {\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : viewOrSize as number;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while ((chunkEnd - (chunkStart + offset)) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _GetHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(gpuBuffer: GPUBuffer, size: number, width: number, height: number, bytesPerRow: number, bytesPerRowAligned: number, type = 0, offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null, destroyBuffer = true, noDataConversion = false): Promise<ArrayBufferView>\r\n {\r\n const floatFormat = type === 1 ? 2 : type === 2 ? 1 : 0;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(() => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._GetHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._GetHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow, offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n }, (reason) => reject(reason));\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}"]}
@@ -126,11 +126,11 @@ var WebGPUCacheBindGroups = /** @class */ (function () {
126
126
  continue;
127
127
  }
128
128
  var hardwareTexture = bindingInfo.texture._hardwareTexture;
129
- if (this._engine.dbgSanityChecks && (!hardwareTexture || !hardwareTexture.view)) {
130
- Logger.Error("Trying to bind a null gpu texture! entry=" + JSON.stringify(entry) + ", name=" + name_1 + ", bindingInfo=" + JSON.stringify(bindingInfo, function (key, value) { return key === 'texture' ? '<no dump>' : value; }) + ", isReady=" + ((_j = bindingInfo.texture) === null || _j === void 0 ? void 0 : _j.isReady) + ", materialContext.uniqueId=" + materialContext.uniqueId, 50);
129
+ if (this._engine.dbgSanityChecks && (!hardwareTexture || entry.texture && !hardwareTexture.view || entry.storageTexture && !hardwareTexture.viewForWriting)) {
130
+ Logger.Error("Trying to bind a null gpu texture or view! entry=" + JSON.stringify(entry) + ", name=" + name_1 + ", bindingInfo=" + JSON.stringify(bindingInfo, function (key, value) { return key === 'texture' ? '<no dump>' : value; }) + ", isReady=" + ((_j = bindingInfo.texture) === null || _j === void 0 ? void 0 : _j.isReady) + ", materialContext.uniqueId=" + materialContext.uniqueId, 50);
131
131
  continue;
132
132
  }
133
- entries[j].resource = hardwareTexture.view;
133
+ entries[j].resource = entry.storageTexture ? hardwareTexture.viewForWriting : hardwareTexture.view;
134
134
  }
135
135
  else {
136
136
  Logger.Error("Texture \"" + name_1 + "\" could not be bound. entry=" + JSON.stringify(entry) + ", materialContext=" + JSON.stringify(materialContext, function (key, value) { return key === 'texture' || key === 'sampler' ? '<no dump>' : value; }), 50);
@@ -1 +1 @@
1
- {"version":3,"file":"webgpuCacheBindGroups.js","sourceRoot":"","sources":["../../../../sourceES6/core/Engines/WebGPU/webgpuCacheBindGroups.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAU3C;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,WAA8B,EAAE,eAAsC;;QACrI,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,WAAW,CAAC,OAAO,CAAC,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE;gBAC5E,qBAAqB,CAAC,kCAAkC,EAAE,CAAC;gBAC3D,OAAO,WAAW,CAAC,UAAW,CAAC;aAClC;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,WAAW,CAAC,OAAO,CAAC,UAAU,CAAC,0CAAE,QAAQ,mCAAI,CAAC,CAAC;gBAC7D,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,WAAW,CAAC,YAAY,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;QACnD,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;QAEhC,IAAI,UAAU,EAAE;YACZ,WAAW,CAAC,UAAU,GAAG,UAAU,CAAC;YACpC,qBAAqB,CAAC,gCAAgC,EAAE,CAAC;YACzD,OAAO,UAAU,CAAC;SACrB;QAED,UAAU,GAAG,EAAE,CAAC;QAChB,WAAW,CAAC,UAAU,GAAG,UAAU,CAAC;QAEpC,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,eAAU,MAAI,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,CAAC,mCAA8B,eAAe,CAAC,QAAU,EAAE,EAAE,CAAC,CAAC;6BAC3Q;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,CAA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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"]}
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 || entry.texture && !hardwareTexture.view || entry.storageTexture && !hardwareTexture.viewForWriting)) {\r\n Logger.Error(`Trying to bind a null gpu texture or view! 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=${materialContext.uniqueId}`, 50);\r\n continue;\r\n }\r\n\r\n entries[j].resource = entry.storageTexture ? hardwareTexture.viewForWriting! : hardwareTexture.view!;\r\n } else {\r\n Logger.Error(`Texture \"${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"]}
@@ -35,6 +35,7 @@ export declare abstract class WebGPUCacheRenderPipeline {
35
35
  private _mrtAttachments1;
36
36
  private _mrtAttachments2;
37
37
  private _mrtFormats;
38
+ private _mrtEnabledMask;
38
39
  private _alphaBlendEnabled;
39
40
  private _alphaBlendFuncParams;
40
41
  private _alphaBlendEqParams;
@@ -72,6 +73,7 @@ export declare abstract class WebGPUCacheRenderPipeline {
72
73
  get colorFormats(): GPUTextureFormat[];
73
74
  readonly mrtAttachments: number[];
74
75
  readonly mrtTextureArray: InternalTexture[];
76
+ readonly mrtTextureCount: number;
75
77
  getRenderPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState?: number): GPURenderPipeline;
76
78
  endFrame(): void;
77
79
  setAlphaToCoverage(enabled: boolean): void;
@@ -84,7 +86,8 @@ export declare abstract class WebGPUCacheRenderPipeline {
84
86
  setDepthBias(depthBias: number): void;
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87
  setDepthBiasSlopeScale(depthBiasSlopeScale: number): void;
86
88
  setColorFormat(format: GPUTextureFormat): void;
87
- setMRTAttachments(attachments: number[], textureArray: InternalTexture[]): void;
89
+ setMRTAttachments(attachments: number[]): void;
90
+ setMRT(textureArray: InternalTexture[], textureCount?: number): void;
88
91
  setAlphaBlendEnabled(enabled: boolean): void;
89
92
  setAlphaBlendFactors(factors: Array<Nullable<number>>, operations: Array<Nullable<number>>): void;
90
93
  setWriteMask(mask: number): void;