@babylonjs/core 5.0.0-beta.2 → 5.0.0-beta.3

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 (53) hide show
  1. package/Culling/ray.js +2 -1
  2. package/Culling/ray.js.map +1 -1
  3. package/Debug/axesViewer.d.ts +1 -0
  4. package/Debug/axesViewer.js +1 -0
  5. package/Debug/axesViewer.js.map +1 -1
  6. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -6
  7. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  8. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  9. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  10. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  11. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  12. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  13. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  14. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  15. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  16. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  17. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  18. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  19. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  20. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  22. package/Engines/WebGPU/webgpuTextureHelper.js +4 -26
  23. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  24. package/Engines/engine.d.ts +1 -1
  25. package/Engines/engine.js +1 -1
  26. package/Engines/engine.js.map +1 -1
  27. package/Engines/thinEngine.d.ts +1 -1
  28. package/Engines/thinEngine.js +3 -3
  29. package/Engines/thinEngine.js.map +1 -1
  30. package/Engines/webgpuEngine.d.ts +3 -3
  31. package/Engines/webgpuEngine.js +5 -8
  32. package/Engines/webgpuEngine.js.map +1 -1
  33. package/Maths/math.path.d.ts +1 -0
  34. package/Maths/math.path.js +1 -0
  35. package/Maths/math.path.js.map +1 -1
  36. package/Maths/math.vector.d.ts +1 -0
  37. package/Maths/math.vector.js +1 -0
  38. package/Maths/math.vector.js.map +1 -1
  39. package/Meshes/Builders/geodesicBuilder.d.ts +1 -0
  40. package/Meshes/Builders/geodesicBuilder.js +1 -0
  41. package/Meshes/Builders/geodesicBuilder.js.map +1 -1
  42. package/Meshes/Builders/goldbergBuilder.d.ts +1 -0
  43. package/Meshes/Builders/goldbergBuilder.js +1 -0
  44. package/Meshes/Builders/goldbergBuilder.js.map +1 -1
  45. package/Meshes/Builders/tiledBoxBuilder.d.ts +30 -11
  46. package/Meshes/Builders/tiledBoxBuilder.js +30 -11
  47. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  48. package/Meshes/Builders/tiledPlaneBuilder.d.ts +21 -16
  49. package/Meshes/Builders/tiledPlaneBuilder.js +21 -16
  50. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  51. package/Misc/PerformanceViewer/performanceViewerCollector.js +31 -14
  52. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  53. package/package.json +1 -1
@@ -9,11 +9,11 @@ var WebGPUDrawContext = /** @class */ (function () {
9
9
  this.reset();
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  }
11
11
  WebGPUDrawContext.prototype.isDirty = function (materialContextUpdateId) {
12
- return this._isDirty || this.materialContextUpdateId !== materialContextUpdateId;
12
+ return this._isDirty || this._materialContextUpdateId !== materialContextUpdateId;
13
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  };
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  WebGPUDrawContext.prototype.resetIsDirty = function (materialContextUpdateId) {
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  this._isDirty = false;
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- this.materialContextUpdateId = materialContextUpdateId;
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+ this._materialContextUpdateId = materialContextUpdateId;
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  };
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  Object.defineProperty(WebGPUDrawContext.prototype, "useInstancing", {
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  get: function () {
@@ -45,7 +45,7 @@ var WebGPUDrawContext = /** @class */ (function () {
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  WebGPUDrawContext.prototype.reset = function () {
46
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  this.buffers = {};
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  this._isDirty = true;
48
- this.materialContextUpdateId = 0;
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+ this._materialContextUpdateId = 0;
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  this.fastBundle = undefined;
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  this.bindGroups = undefined;
51
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  };
@@ -1 +1 @@
1
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Will be reused for the next draw if isDirty==false (and materialContext.isDirty==false)\r\n\r\n public uniqueId: number;\r\n\r\n public buffers: { [name: string]: Nullable<WebGPUDataBuffer> };\r\n\r\n public materialContextUpdateId: number;\r\n public indirectDrawBuffer?: GPUBuffer;\r\n\r\n private _bufferManager: WebGPUBufferManager;\r\n private _useInstancing: boolean;\r\n private _indirectDrawData?: Uint32Array;\r\n private _currentInstanceCount: number;\r\n private _isDirty: boolean;\r\n\r\n public isDirty(materialContextUpdateId: number): boolean {\r\n return this._isDirty || this.materialContextUpdateId !== materialContextUpdateId;\r\n }\r\n\r\n public resetIsDirty(materialContextUpdateId: number): void {\r\n this._isDirty = false;\r\n this.materialContextUpdateId = materialContextUpdateId;\r\n }\r\n\r\n public get useInstancing() {\r\n return this._useInstancing;\r\n }\r\n\r\n public set useInstancing(use: boolean) {\r\n if (this._useInstancing === use) {\r\n return;\r\n }\r\n\r\n if (!use) {\r\n if (this.indirectDrawBuffer) {\r\n this._bufferManager.releaseBuffer(this.indirectDrawBuffer);\r\n }\r\n this.indirectDrawBuffer = undefined;\r\n this._indirectDrawData = undefined;\r\n } else {\r\n this.indirectDrawBuffer = this._bufferManager.createRawBuffer(40, WebGPUConstants.BufferUsage.CopyDst | WebGPUConstants.BufferUsage.Indirect);\r\n this._indirectDrawData = new Uint32Array(5);\r\n this._indirectDrawData[3] = 0;\r\n this._indirectDrawData[4] = 0;\r\n }\r\n\r\n this._useInstancing = use;\r\n this._currentInstanceCount = -1;\r\n }\r\n\r\n constructor(bufferManager: WebGPUBufferManager) {\r\n this._bufferManager = bufferManager;\r\n this.uniqueId = WebGPUDrawContext._Counter++;\r\n this._useInstancing = false;\r\n this._currentInstanceCount = 0;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this.buffers = {};\r\n this._isDirty = true;\r\n this.materialContextUpdateId = 0;\r\n this.fastBundle = undefined;\r\n this.bindGroups = undefined;\r\n }\r\n\r\n public setBuffer(name: string, buffer: Nullable<WebGPUDataBuffer>): void {\r\n this._isDirty ||= buffer?.uniqueId !== this.buffers[name]?.uniqueId;\r\n\r\n this.buffers[name] = buffer;\r\n }\r\n\r\n public setIndirectData(indexOrVertexCount: number, instanceCount: number, firstIndexOrVertex: number): void {\r\n if (instanceCount === this._currentInstanceCount || !this.indirectDrawBuffer || !this._indirectDrawData) {\r\n // The current buffer is already up to date so do nothing\r\n // Note that we only check for instanceCount and not indexOrVertexCount nor firstIndexOrVertex because those values\r\n // are supposed to not change during the lifetime of a draw context\r\n return;\r\n }\r\n this._currentInstanceCount = instanceCount;\r\n\r\n this._indirectDrawData![0] = indexOrVertexCount;\r\n this._indirectDrawData![1] = instanceCount;\r\n this._indirectDrawData![2] = firstIndexOrVertex;\r\n\r\n this._bufferManager.setRawData(this.indirectDrawBuffer, 0, this._indirectDrawData, 0, 20);\r\n }\r\n\r\n public dispose(): void {\r\n if (this.indirectDrawBuffer) {\r\n this._bufferManager.releaseBuffer(this.indirectDrawBuffer);\r\n this.indirectDrawBuffer = undefined;\r\n this._indirectDrawData = undefined;\r\n }\r\n this.fastBundle = undefined;\r\n this.bindGroups = undefined;\r\n this.buffers = undefined as any;\r\n }\r\n}\r\n"]}
1
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Will be reused for the next draw if isDirty==false (and materialContext.isDirty==false)\r\n\r\n public uniqueId: number;\r\n\r\n public buffers: { [name: string]: Nullable<WebGPUDataBuffer> };\r\n\r\n public indirectDrawBuffer?: GPUBuffer;\r\n\r\n private _materialContextUpdateId: number;\r\n private _bufferManager: WebGPUBufferManager;\r\n private _useInstancing: boolean;\r\n private _indirectDrawData?: Uint32Array;\r\n private _currentInstanceCount: number;\r\n private _isDirty: boolean;\r\n\r\n public isDirty(materialContextUpdateId: number): boolean {\r\n return this._isDirty || this._materialContextUpdateId !== materialContextUpdateId;\r\n }\r\n\r\n public resetIsDirty(materialContextUpdateId: number): void {\r\n this._isDirty = false;\r\n this._materialContextUpdateId = materialContextUpdateId;\r\n }\r\n\r\n public get useInstancing() {\r\n return this._useInstancing;\r\n }\r\n\r\n public set useInstancing(use: boolean) {\r\n if (this._useInstancing === use) {\r\n return;\r\n }\r\n\r\n if (!use) {\r\n if (this.indirectDrawBuffer) {\r\n this._bufferManager.releaseBuffer(this.indirectDrawBuffer);\r\n }\r\n this.indirectDrawBuffer = undefined;\r\n this._indirectDrawData = undefined;\r\n } else {\r\n this.indirectDrawBuffer = this._bufferManager.createRawBuffer(40, WebGPUConstants.BufferUsage.CopyDst | WebGPUConstants.BufferUsage.Indirect);\r\n this._indirectDrawData = new Uint32Array(5);\r\n this._indirectDrawData[3] = 0;\r\n this._indirectDrawData[4] = 0;\r\n }\r\n\r\n this._useInstancing = use;\r\n this._currentInstanceCount = -1;\r\n }\r\n\r\n constructor(bufferManager: WebGPUBufferManager) {\r\n this._bufferManager = bufferManager;\r\n this.uniqueId = WebGPUDrawContext._Counter++;\r\n this._useInstancing = false;\r\n this._currentInstanceCount = 0;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this.buffers = {};\r\n this._isDirty = true;\r\n this._materialContextUpdateId = 0;\r\n this.fastBundle = undefined;\r\n this.bindGroups = undefined;\r\n }\r\n\r\n public setBuffer(name: string, buffer: Nullable<WebGPUDataBuffer>): void {\r\n this._isDirty ||= buffer?.uniqueId !== this.buffers[name]?.uniqueId;\r\n\r\n this.buffers[name] = buffer;\r\n }\r\n\r\n public setIndirectData(indexOrVertexCount: number, instanceCount: number, firstIndexOrVertex: number): void {\r\n if (instanceCount === this._currentInstanceCount || !this.indirectDrawBuffer || !this._indirectDrawData) {\r\n // The current buffer is already up to date so do nothing\r\n // Note that we only check for instanceCount and not indexOrVertexCount nor firstIndexOrVertex because those values\r\n // are supposed to not change during the lifetime of a draw context\r\n return;\r\n }\r\n this._currentInstanceCount = instanceCount;\r\n\r\n this._indirectDrawData![0] = indexOrVertexCount;\r\n this._indirectDrawData![1] = instanceCount;\r\n this._indirectDrawData![2] = firstIndexOrVertex;\r\n\r\n this._bufferManager.setRawData(this.indirectDrawBuffer, 0, this._indirectDrawData, 0, 20);\r\n }\r\n\r\n public dispose(): void {\r\n if (this.indirectDrawBuffer) {\r\n this._bufferManager.releaseBuffer(this.indirectDrawBuffer);\r\n this.indirectDrawBuffer = undefined;\r\n this._indirectDrawData = undefined;\r\n }\r\n this.fastBundle = undefined;\r\n this.bindGroups = undefined;\r\n this.buffers = undefined as any;\r\n }\r\n}\r\n"]}
@@ -44,7 +44,6 @@ export declare class WebGPUHardwareTexture implements HardwareTextureWrapper {
44
44
  textureAdditionalUsages: number;
45
45
  constructor(existingTexture?: Nullable<GPUTexture>);
46
46
  set(hardwareTexture: GPUTexture): void;
47
- setMSAATexture(hardwareTexture: GPUTexture): void;
48
47
  setUsage(textureSource: number, generateMipMaps: boolean, isCube: boolean, width: number, height: number): void;
49
48
  createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting?: boolean): void;
50
49
  reset(): void;
@@ -33,9 +33,6 @@ var WebGPUHardwareTexture = /** @class */ (function () {
33
33
  WebGPUHardwareTexture.prototype.set = function (hardwareTexture) {
34
34
  this._webgpuTexture = hardwareTexture;
35
35
  };
36
- WebGPUHardwareTexture.prototype.setMSAATexture = function (hardwareTexture) {
37
- this._webgpuMSAATexture = hardwareTexture;
38
- };
39
36
  WebGPUHardwareTexture.prototype.setUsage = function (textureSource, generateMipMaps, isCube, width, height) {
40
37
  generateMipMaps = textureSource === InternalTextureSource.RenderTarget ? false : generateMipMaps;
41
38
  this.createView({
@@ -1 +1 @@
1
- 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{ HardwareTextureWrapper } from '../../Materials/Textures/hardwareTextureWrapper';\r\nimport { InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Scalar } from '../../Maths/math.scalar';\r\nimport { Nullable } from '../../types';\r\nimport * as WebGPUConstants from './webgpuConstants';\r\n\r\ndeclare type WebGPUBundleList = import(\"./webgpuBundleList\").WebGPUBundleList;\r\n\r\n/** @hidden */\r\nexport class WebGPUHardwareTexture implements HardwareTextureWrapper {\r\n\r\n /**\r\n * List of bundles collected in the snapshot rendering mode when the texture is a render target texture\r\n * The index in this array is the current layer we are rendering into\r\n * @hidden\r\n */\r\n public _bundleLists: WebGPUBundleList[];\r\n /**\r\n * Current layer we are rendering into when in snapshot rendering mode (if the texture is a render target texture)\r\n * @hidden\r\n */\r\n public _currentLayer: number;\r\n\r\n /**\r\n * Cache of RenderPassDescriptor and BindGroup used when generating mipmaps (see WebGPUTextureHelper.generateMipmaps)\r\n * @hidden\r\n */\r\n public _mipmapGenRenderPassDescr: GPURenderPassDescriptor[][];\r\n /** @hidden */\r\n public _mipmapGenBindGroup: GPUBindGroup[][];\r\n\r\n /**\r\n * Cache for the invertYPreMultiplyAlpha function (see WebGPUTextureHelper)\r\n * @hidden\r\n */\r\n public _copyInvertYTempTexture?: GPUTexture;\r\n /** @hidden */\r\n public _copyInvertYRenderPassDescr: GPURenderPassDescriptor;\r\n /** @hidden */\r\n public _copyInvertYBindGroup: GPUBindGroup;\r\n /** @hidden */\r\n public _copyInvertYBindGroupWithOfst: GPUBindGroup;\r\n\r\n private _webgpuTexture: Nullable<GPUTexture>;\r\n private _webgpuMSAATexture: Nullable<GPUTexture>;\r\n\r\n public get underlyingResource(): Nullable<GPUTexture> {\r\n return this._webgpuTexture;\r\n }\r\n\r\n public get msaaTexture(): Nullable<GPUTexture> {\r\n return this._webgpuMSAATexture;\r\n }\r\n\r\n public set msaaTexture(texture: Nullable<GPUTexture>) {\r\n this._webgpuMSAATexture = texture;\r\n }\r\n\r\n public view: Nullable<GPUTextureView>;\r\n public viewForWriting: Nullable<GPUTextureView>;\r\n public format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;\r\n public textureUsages = 0;\r\n public textureAdditionalUsages = 0;\r\n\r\n constructor(existingTexture: Nullable<GPUTexture> = null) {\r\n this._webgpuTexture = existingTexture;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public set(hardwareTexture: GPUTexture): void {\r\n this._webgpuTexture = hardwareTexture;\r\n }\r\n\r\n public setMSAATexture(hardwareTexture: GPUTexture): void {\r\n this._webgpuMSAATexture = hardwareTexture;\r\n }\r\n\r\n public setUsage(textureSource: number, generateMipMaps: boolean, isCube: boolean, width: number, height: number): void {\r\n generateMipMaps = textureSource === InternalTextureSource.RenderTarget ? false : generateMipMaps;\r\n\r\n this.createView({\r\n format: this.format,\r\n dimension: isCube ? WebGPUConstants.TextureViewDimension.Cube : WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: generateMipMaps ? Scalar.ILog2(Math.max(width, height)) + 1 : 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: isCube ? 6 : 1,\r\n aspect: WebGPUConstants.TextureAspect.All\r\n });\r\n }\r\n\r\n public createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting = false): void {\r\n this.view = this._webgpuTexture!.createView(descriptor);\r\n if (createViewForWriting && descriptor) {\r\n const saveNumMipMaps = descriptor.mipLevelCount;\r\n descriptor.mipLevelCount = 1;\r\n this.viewForWriting = this._webgpuTexture!.createView(descriptor);\r\n descriptor.mipLevelCount = saveNumMipMaps;\r\n }\r\n }\r\n\r\n public reset(): void {\r\n this._webgpuTexture = null;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public release(): void {\r\n this._webgpuTexture?.destroy();\r\n this._webgpuMSAATexture?.destroy();\r\n this._copyInvertYTempTexture?.destroy();\r\n this.reset();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"webgpuHardwareTexture.js","sourceRoot":"","sources":["../../../../sourceES6/core/Engines/WebGPU/webgpuHardwareTexture.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,qBAAqB,EAAE,MAAM,0CAA0C,CAAC;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AAEjD,OAAO,KAAK,eAAe,MAAM,mBAAmB,CAAC;AAIrD,cAAc;AACd;IAuDI,+BAAY,eAA4C;QAA5C,gCAAA,EAAA,sBAA4C;QAJjD,WAAM,GAAqB,eAAe,CAAC,aAAa,CAAC,UAAU,CAAC;QACpE,kBAAa,GAAG,CAAC,CAAC;QAClB,4BAAuB,GAAG,CAAC,CAAC;QAG/B,IAAI,CAAC,cAAc,GAAG,eAAe,CAAC;QACtC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAC/B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAvBD,sBAAW,qDAAkB;aAA7B;YACI,OAAO,IAAI,CAAC,cAAc,CAAC;QAC/B,CAAC;;;OAAA;IAED,sBAAW,8CAAW;aAAtB;YACI,OAAO,IAAI,CAAC,kBAAkB,CAAC;QACnC,CAAC;aAED,UAAuB,OAA6B;YAChD,IAAI,CAAC,kBAAkB,GAAG,OAAO,CAAC;QACtC,CAAC;;;OAJA;IAmBM,mCAAG,GAAV,UAAW,eAA2B;QAClC,IAAI,CAAC,cAAc,GAAG,eAAe,CAAC;IAC1C,CAAC;IAEM,wCAAQ,GAAf,UAAgB,aAAqB,EAAE,eAAwB,EAAE,MAAe,EAAE,KAAa,EAAE,MAAc;QAC3G,eAAe,GAAG,aAAa,KAAK,qBAAqB,CAAC,YAAY,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,eAAe,CAAC;QAEjG,IAAI,CAAC,UAAU,CAAC;YACZ,MAAM,EAAE,IAAI,CAAC,MAAM;YACnB,SAAS,EAAE,MAAM,CAAC,CAAC,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,eAAe,CAAC,oBAAoB,CAAC,GAAG;YACxG,aAAa,EAAE,eAAe,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YAC9E,cAAc,EAAE,CAAC;YACjB,YAAY,EAAE,CAAC;YACf,eAAe,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/B,MAAM,EAAE,eAAe,CAAC,aAAa,CAAC,GAAG;SAC5C,CAAC,CAAC;IACP,CAAC;IAEM,0CAAU,GAAjB,UAAkB,UAAqC,EAAE,oBAA4B;QAA5B,qCAAA,EAAA,4BAA4B;QACjF,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,cAAe,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;QACxD,IAAI,oBAAoB,IAAI,UAAU,EAAE;YACpC,IAAM,cAAc,GAAG,UAAU,CAAC,aAAa,CAAC;YAChD,UAAU,CAAC,aAAa,GAAG,CAAC,CAAC;YAC7B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAe,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;YAClE,UAAU,CAAC,aAAa,GAAG,cAAc,CAAC;SAC7C;IACL,CAAC;IAEM,qCAAK,GAAZ;QACI,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAC/B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAEM,uCAAO,GAAd;;QACI,MAAA,IAAI,CAAC,cAAc,0CAAE,OAAO,EAAE,CAAC;QAC/B,MAAA,IAAI,CAAC,kBAAkB,0CAAE,OAAO,EAAE,CAAC;QACnC,MAAA,IAAI,CAAC,uBAAuB,0CAAE,OAAO,EAAE,CAAC;QACxC,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IACL,4BAAC;AAAD,CAAC,AAvGD,IAuGC","sourcesContent":["import { HardwareTextureWrapper } from '../../Materials/Textures/hardwareTextureWrapper';\r\nimport { InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Scalar } from '../../Maths/math.scalar';\r\nimport { Nullable } from '../../types';\r\nimport * as WebGPUConstants from './webgpuConstants';\r\n\r\ndeclare type WebGPUBundleList = import(\"./webgpuBundleList\").WebGPUBundleList;\r\n\r\n/** @hidden */\r\nexport class WebGPUHardwareTexture implements HardwareTextureWrapper {\r\n\r\n /**\r\n * List of bundles collected in the snapshot rendering mode when the texture is a render target texture\r\n * The index in this array is the current layer we are rendering into\r\n * @hidden\r\n */\r\n public _bundleLists: WebGPUBundleList[];\r\n /**\r\n * Current layer we are rendering into when in snapshot rendering mode (if the texture is a render target texture)\r\n * @hidden\r\n */\r\n public _currentLayer: number;\r\n\r\n /**\r\n * Cache of RenderPassDescriptor and BindGroup used when generating mipmaps (see WebGPUTextureHelper.generateMipmaps)\r\n * @hidden\r\n */\r\n public _mipmapGenRenderPassDescr: GPURenderPassDescriptor[][];\r\n /** @hidden */\r\n public _mipmapGenBindGroup: GPUBindGroup[][];\r\n\r\n /**\r\n * Cache for the invertYPreMultiplyAlpha function (see WebGPUTextureHelper)\r\n * @hidden\r\n */\r\n public _copyInvertYTempTexture?: GPUTexture;\r\n /** @hidden */\r\n public _copyInvertYRenderPassDescr: GPURenderPassDescriptor;\r\n /** @hidden */\r\n public _copyInvertYBindGroup: GPUBindGroup;\r\n /** @hidden */\r\n public _copyInvertYBindGroupWithOfst: GPUBindGroup;\r\n\r\n private _webgpuTexture: Nullable<GPUTexture>;\r\n private _webgpuMSAATexture: Nullable<GPUTexture>;\r\n\r\n public get underlyingResource(): Nullable<GPUTexture> {\r\n return this._webgpuTexture;\r\n }\r\n\r\n public get msaaTexture(): Nullable<GPUTexture> {\r\n return this._webgpuMSAATexture;\r\n }\r\n\r\n public set msaaTexture(texture: Nullable<GPUTexture>) {\r\n this._webgpuMSAATexture = texture;\r\n }\r\n\r\n public view: Nullable<GPUTextureView>;\r\n public viewForWriting: Nullable<GPUTextureView>;\r\n public format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;\r\n public textureUsages = 0;\r\n public textureAdditionalUsages = 0;\r\n\r\n constructor(existingTexture: Nullable<GPUTexture> = null) {\r\n this._webgpuTexture = existingTexture;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public set(hardwareTexture: GPUTexture): void {\r\n this._webgpuTexture = hardwareTexture;\r\n }\r\n\r\n public setUsage(textureSource: number, generateMipMaps: boolean, isCube: boolean, width: number, height: number): void {\r\n generateMipMaps = textureSource === InternalTextureSource.RenderTarget ? false : generateMipMaps;\r\n\r\n this.createView({\r\n format: this.format,\r\n dimension: isCube ? WebGPUConstants.TextureViewDimension.Cube : WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: generateMipMaps ? Scalar.ILog2(Math.max(width, height)) + 1 : 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: isCube ? 6 : 1,\r\n aspect: WebGPUConstants.TextureAspect.All\r\n });\r\n }\r\n\r\n public createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting = false): void {\r\n this.view = this._webgpuTexture!.createView(descriptor);\r\n if (createViewForWriting && descriptor) {\r\n const saveNumMipMaps = descriptor.mipLevelCount;\r\n descriptor.mipLevelCount = 1;\r\n this.viewForWriting = this._webgpuTexture!.createView(descriptor);\r\n descriptor.mipLevelCount = saveNumMipMaps;\r\n }\r\n }\r\n\r\n public reset(): void {\r\n this._webgpuTexture = null;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public release(): void {\r\n this._webgpuTexture?.destroy();\r\n this._webgpuMSAATexture?.destroy();\r\n this._copyInvertYTempTexture?.destroy();\r\n this.reset();\r\n }\r\n}\r\n"]}
@@ -6,14 +6,6 @@ import { WebGPUShaderProcessingContext } from './webgpuShaderProcessingContext';
6
6
  import { UniformBuffer } from "../../Materials/uniformBuffer";
7
7
  import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from '../../Maths/math.like';
8
8
  /** @hidden */
9
- export interface IWebGPUPipelineContextVertexInputsCache {
10
- indexBuffer: Nullable<GPUBuffer>;
11
- indexOffset: number;
12
- vertexStartSlot: number;
13
- vertexBuffers: GPUBuffer[];
14
- vertexOffsets: number[];
15
- }
16
- /** @hidden */
17
9
  export interface IWebGPURenderPipelineStageDescriptor {
18
10
  vertexStage: GPUProgrammableStage;
19
11
  fragmentStage?: GPUProgrammableStage;
@@ -1 +1 @@
1
- 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{ IPipelineContext } from '../IPipelineContext';\r\nimport { Nullable } from '../../types';\r\nimport { WebGPUEngine } from '../webgpuEngine';\r\nimport { Effect } from '../../Materials/effect';\r\nimport { WebGPUShaderProcessingContext } from './webgpuShaderProcessingContext';\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from '../../Maths/math.like';\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\n/** @hidden */\r\nexport interface IWebGPUPipelineContextVertexInputsCache {\r\n indexBuffer: Nullable<GPUBuffer>;\r\n indexOffset: number;\r\n\r\n vertexStartSlot: number;\r\n vertexBuffers: GPUBuffer[];\r\n vertexOffsets: number[];\r\n}\r\n\r\n/** @hidden */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n public sources: {\r\n vertex: string,\r\n fragment: string,\r\n rawVertex: string,\r\n rawFragment: string,\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n public bindGroupLayouts: GPUBindGroupLayout[];\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: any) => void): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(effect: Effect, uniformBuffersNames: { [key: string]: number }, uniformsNames: string[], uniforms: { [key: string]: Nullable<WebGLUniformLocation> }, samplerList: string[], samplers: { [key: string]: number }, attributesNames: string[], attributes: number[]) {\r\n const engine = this.engine;\r\n\r\n // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n // this._fragmentSourceCodeOverride = \"\";\r\n // this._vertexSourceCodeOverride = \"\";\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (let attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n let attributeNamesFromEffect: string[] = [];\r\n let attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @hidden */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (let leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}"]}
1
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{ IPipelineContext } from '../IPipelineContext';\r\nimport { Nullable } from '../../types';\r\nimport { WebGPUEngine } from '../webgpuEngine';\r\nimport { Effect } from '../../Materials/effect';\r\nimport { WebGPUShaderProcessingContext } from './webgpuShaderProcessingContext';\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from '../../Maths/math.like';\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\n/** @hidden */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n public sources: {\r\n vertex: string,\r\n fragment: string,\r\n rawVertex: string,\r\n rawFragment: string,\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n public bindGroupLayouts: GPUBindGroupLayout[];\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: any) => void): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(effect: Effect, uniformBuffersNames: { [key: string]: number }, uniformsNames: string[], uniforms: { [key: string]: Nullable<WebGLUniformLocation> }, samplerList: string[], samplers: { [key: string]: number }, attributesNames: string[], attributes: number[]) {\r\n const engine = this.engine;\r\n\r\n // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n // this._fragmentSourceCodeOverride = \"\";\r\n // this._vertexSourceCodeOverride = \"\";\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (let attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n let attributeNamesFromEffect: string[] = [];\r\n let attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @hidden */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (let leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}"]}
@@ -28,7 +28,6 @@ export declare class WebGPUTextureHelper {
28
28
  private static _GetBlockInformationFromFormat;
29
29
  private static _IsHardwareTexture;
30
30
  private static _IsInternalTexture;
31
- static GetCompareFunction(compareFunction: Nullable<number>): GPUCompareFunction;
32
31
  static IsImageBitmap(imageBitmap: ImageBitmap | {
33
32
  width: number;
34
33
  height: number;
@@ -424,28 +424,6 @@ var WebGPUTextureHelper = /** @class */ (function () {
424
424
  WebGPUTextureHelper._IsInternalTexture = function (texture) {
425
425
  return !!texture.dispose;
426
426
  };
427
- WebGPUTextureHelper.GetCompareFunction = function (compareFunction) {
428
- switch (compareFunction) {
429
- case 519:
430
- return WebGPUConstants.CompareFunction.Always;
431
- case 514:
432
- return WebGPUConstants.CompareFunction.Equal;
433
- case 516:
434
- return WebGPUConstants.CompareFunction.Greater;
435
- case 518:
436
- return WebGPUConstants.CompareFunction.GreaterEqual;
437
- case 513:
438
- return WebGPUConstants.CompareFunction.Less;
439
- case 515:
440
- return WebGPUConstants.CompareFunction.LessEqual;
441
- case 512:
442
- return WebGPUConstants.CompareFunction.Never;
443
- case 517:
444
- return WebGPUConstants.CompareFunction.NotEqual;
445
- default:
446
- return WebGPUConstants.CompareFunction.Less;
447
- }
448
- };
449
427
  WebGPUTextureHelper.IsImageBitmap = function (imageBitmap) {
450
428
  return imageBitmap.close !== undefined;
451
429
  };
@@ -977,7 +955,7 @@ var WebGPUTextureHelper = /** @class */ (function () {
977
955
  var usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;
978
956
  additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment : 0;
979
957
  if (!isCompressedFormat) {
980
- // we don't know in advance if the texture will be updated with copyImageBitmapToTexture (which requires to have those flags), so we need to force the flags all the times
958
+ // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times
981
959
  additionalUsages |= WebGPUConstants.TextureUsage.RenderAttachment | WebGPUConstants.TextureUsage.CopyDst;
982
960
  }
983
961
  var gpuTexture = this._device.createTexture({
@@ -1016,7 +994,7 @@ var WebGPUTextureHelper = /** @class */ (function () {
1016
994
  var usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;
1017
995
  additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment : 0;
1018
996
  if (!isCompressedFormat) {
1019
- // we don't know in advance if the texture will be updated with copyImageBitmapToTexture (which requires to have those flags), so we need to force the flags all the times
997
+ // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times
1020
998
  additionalUsages |= WebGPUConstants.TextureUsage.RenderAttachment | WebGPUConstants.TextureUsage.CopyDst;
1021
999
  }
1022
1000
  var gpuTexture = this._device.createTexture({
@@ -1199,11 +1177,11 @@ var WebGPUTextureHelper = /** @class */ (function () {
1199
1177
  var layerCount = texture.depth || 1;
1200
1178
  if (texture.isCube) {
1201
1179
  var gpuMSAATexture = this.createCubeTexture({ width: width, height: height }, false, false, texture.invertY, false, gpuTextureWrapper.format, samples, this._commandEncoderForCreation, gpuTextureWrapper.textureUsages, gpuTextureWrapper.textureAdditionalUsages);
1202
- gpuTextureWrapper.setMSAATexture(gpuMSAATexture);
1180
+ gpuTextureWrapper.msaaTexture = gpuMSAATexture;
1203
1181
  }
1204
1182
  else {
1205
1183
  var gpuMSAATexture = this.createTexture({ width: width, height: height, layers: layerCount }, false, false, texture.invertY, false, texture.is3D, gpuTextureWrapper.format, samples, this._commandEncoderForCreation, gpuTextureWrapper.textureUsages, gpuTextureWrapper.textureAdditionalUsages);
1206
- gpuTextureWrapper.setMSAATexture(gpuMSAATexture);
1184
+ gpuTextureWrapper.msaaTexture = gpuMSAATexture;
1207
1185
  }
1208
1186
  };
1209
1187
  //------------------------------------------------------------------------------