@babylonjs/core 5.0.0-beta.2 → 5.0.0-beta.6

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 (692) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +5 -1
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Audio/analyser.d.ts +2 -1
  5. package/Audio/analyser.js +5 -0
  6. package/Audio/analyser.js.map +1 -1
  7. package/Audio/audioSceneComponent.d.ts +1 -1
  8. package/Audio/audioSceneComponent.js +5 -0
  9. package/Audio/audioSceneComponent.js.map +1 -1
  10. package/Audio/sound.d.ts +1 -1
  11. package/Audio/sound.js +8 -1
  12. package/Audio/sound.js.map +1 -1
  13. package/Audio/soundTrack.d.ts +2 -1
  14. package/Audio/soundTrack.js +5 -0
  15. package/Audio/soundTrack.js.map +1 -1
  16. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  20. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  22. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  23. package/Bones/bone.d.ts +2 -1
  24. package/Bones/bone.js +28 -18
  25. package/Bones/bone.js.map +1 -1
  26. package/Bones/skeleton.js +3 -3
  27. package/Bones/skeleton.js.map +1 -1
  28. package/Buffers/buffer.d.ts +4 -0
  29. package/Buffers/buffer.js +13 -3
  30. package/Buffers/buffer.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  32. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  33. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  35. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  36. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  37. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  38. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  39. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  40. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  41. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  42. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  43. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  44. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  45. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  46. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  47. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  48. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  49. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  50. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  51. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  52. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  53. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  54. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  55. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  56. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  57. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  58. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  59. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  60. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  61. package/Cameras/VR/vrExperienceHelper.js +1 -0
  62. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  63. package/Cameras/VR/webVRCamera.d.ts +2 -1
  64. package/Cameras/VR/webVRCamera.js +3 -2
  65. package/Cameras/VR/webVRCamera.js.map +1 -1
  66. package/Cameras/arcRotateCamera.d.ts +1 -1
  67. package/Cameras/arcRotateCamera.js.map +1 -1
  68. package/Cameras/camera.d.ts +1 -1
  69. package/Cameras/camera.js +1 -1
  70. package/Cameras/camera.js.map +1 -1
  71. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  72. package/Cameras/deviceOrientationCamera.js.map +1 -1
  73. package/Cameras/flyCamera.d.ts +1 -1
  74. package/Cameras/flyCamera.js.map +1 -1
  75. package/Cameras/followCamera.d.ts +1 -1
  76. package/Cameras/followCamera.js.map +1 -1
  77. package/Cameras/freeCamera.d.ts +1 -1
  78. package/Cameras/freeCamera.js.map +1 -1
  79. package/Cameras/gamepadCamera.d.ts +1 -1
  80. package/Cameras/gamepadCamera.js.map +1 -1
  81. package/Cameras/targetCamera.d.ts +1 -1
  82. package/Cameras/targetCamera.js.map +1 -1
  83. package/Cameras/touchCamera.d.ts +1 -1
  84. package/Cameras/touchCamera.js.map +1 -1
  85. package/Cameras/universalCamera.d.ts +1 -1
  86. package/Cameras/universalCamera.js.map +1 -1
  87. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  88. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  89. package/Collisions/collider.d.ts +1 -1
  90. package/Collisions/collider.js +48 -2
  91. package/Collisions/collider.js.map +1 -1
  92. package/Compute/computeEffect.js +2 -2
  93. package/Compute/computeEffect.js.map +1 -1
  94. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  95. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  96. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  97. package/Culling/ray.d.ts +6 -4
  98. package/Culling/ray.js +33 -11
  99. package/Culling/ray.js.map +1 -1
  100. package/Debug/axesViewer.d.ts +2 -1
  101. package/Debug/axesViewer.js +6 -0
  102. package/Debug/axesViewer.js.map +1 -1
  103. package/Debug/debugLayer.d.ts +1 -1
  104. package/Debug/debugLayer.js +6 -2
  105. package/Debug/debugLayer.js.map +1 -1
  106. package/Debug/physicsViewer.d.ts +1 -1
  107. package/Debug/physicsViewer.js +3 -0
  108. package/Debug/physicsViewer.js.map +1 -1
  109. package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
  110. package/DeviceInput/Helpers/eventFactory.js +1 -1
  111. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  112. package/DeviceInput/InputDevices/deviceEnums.d.ts +52 -1
  113. package/DeviceInput/InputDevices/deviceEnums.js +52 -0
  114. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  115. package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
  116. package/DeviceInput/InputDevices/deviceSource.js +38 -0
  117. package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
  118. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +14 -72
  119. package/DeviceInput/InputDevices/deviceSourceManager.js +10 -180
  120. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  121. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  122. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  123. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
  124. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
  125. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
  126. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +46 -0
  127. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +144 -0
  128. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
  129. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
  130. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +9 -15
  131. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
  132. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +11 -15
  133. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +116 -95
  134. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
  135. package/DeviceInput/index.d.ts +1 -5
  136. package/DeviceInput/index.js +1 -5
  137. package/DeviceInput/index.js.map +1 -1
  138. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  139. package/Engines/Extensions/engine.cubeTexture.js +5 -2
  140. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  141. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  142. package/Engines/Extensions/engine.multiview.js +4 -1
  143. package/Engines/Extensions/engine.multiview.js.map +1 -1
  144. package/Engines/Native/nativeInterfaces.d.ts +3 -2
  145. package/Engines/Native/nativeInterfaces.js.map +1 -1
  146. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  147. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  148. package/Engines/Processors/shaderCodeInliner.js +13 -13
  149. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  150. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  151. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  152. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
  153. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  154. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  155. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  156. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  157. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  158. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  159. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  160. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  161. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  162. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  163. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  164. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  165. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  166. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  167. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  168. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  169. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  170. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  171. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  172. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  173. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  174. package/Engines/WebGPU/webgpuTextureHelper.js +8 -30
  175. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  176. package/Engines/engine.d.ts +3 -7
  177. package/Engines/engine.js +2 -6
  178. package/Engines/engine.js.map +1 -1
  179. package/Engines/engineCapabilities.d.ts +4 -0
  180. package/Engines/engineCapabilities.js.map +1 -1
  181. package/Engines/nativeEngine.d.ts +1 -0
  182. package/Engines/nativeEngine.js +39 -12
  183. package/Engines/nativeEngine.js.map +1 -1
  184. package/Engines/nullEngine.js +3 -1
  185. package/Engines/nullEngine.js.map +1 -1
  186. package/Engines/thinEngine.d.ts +11 -2
  187. package/Engines/thinEngine.js +34 -21
  188. package/Engines/thinEngine.js.map +1 -1
  189. package/Engines/webgpuEngine.d.ts +3 -7
  190. package/Engines/webgpuEngine.js +12 -22
  191. package/Engines/webgpuEngine.js.map +1 -1
  192. package/Gamepads/Controllers/daydreamController.js +1 -1
  193. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  194. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  195. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  196. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  197. package/Gamepads/Controllers/webVRController.js +1 -0
  198. package/Gamepads/Controllers/webVRController.js.map +1 -1
  199. package/Gamepads/gamepadManager.js +1 -1
  200. package/Gamepads/gamepadManager.js.map +1 -1
  201. package/Gizmos/gizmoManager.d.ts +2 -0
  202. package/Gizmos/gizmoManager.js +28 -24
  203. package/Gizmos/gizmoManager.js.map +1 -1
  204. package/Helpers/sceneHelpers.d.ts +1 -0
  205. package/Helpers/sceneHelpers.js.map +1 -1
  206. package/Inputs/scene.inputManager.d.ts +2 -2
  207. package/Inputs/scene.inputManager.js +10 -9
  208. package/Inputs/scene.inputManager.js.map +1 -1
  209. package/Instrumentation/sceneInstrumentation.js +2 -2
  210. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  211. package/Layers/effectLayer.d.ts +1 -1
  212. package/Layers/effectLayer.js +1 -1
  213. package/Layers/effectLayer.js.map +1 -1
  214. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  215. package/Layers/effectLayerSceneComponent.js +7 -3
  216. package/Layers/effectLayerSceneComponent.js.map +1 -1
  217. package/Layers/glowLayer.d.ts +1 -1
  218. package/Layers/glowLayer.js.map +1 -1
  219. package/Layers/highlightLayer.d.ts +1 -1
  220. package/Layers/highlightLayer.js +2 -1
  221. package/Layers/highlightLayer.js.map +1 -1
  222. package/Layers/layer.d.ts +2 -2
  223. package/Layers/layer.js.map +1 -1
  224. package/Layers/layerSceneComponent.d.ts +1 -1
  225. package/Layers/layerSceneComponent.js +7 -3
  226. package/Layers/layerSceneComponent.js.map +1 -1
  227. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  228. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  229. package/Lights/Shadows/shadowGenerator.js +2 -2
  230. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  231. package/Loading/Plugins/babylonFileLoader.js +115 -29
  232. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  233. package/Loading/loadingScreen.js +8 -8
  234. package/Loading/loadingScreen.js.map +1 -1
  235. package/Loading/sceneLoader.js +3 -3
  236. package/Loading/sceneLoader.js.map +1 -1
  237. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  238. package/Materials/Background/backgroundMaterial.js.map +1 -1
  239. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  240. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  241. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  242. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  243. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  244. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  245. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  246. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
  247. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  248. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  249. package/Materials/Node/Blocks/Dual/index.js +1 -0
  250. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  251. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  252. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
  254. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  256. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  258. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
  260. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  262. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  264. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  266. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  268. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  270. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  272. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  274. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  276. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  278. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  280. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  281. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  282. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  283. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  284. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  285. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  286. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  287. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  288. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  289. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  290. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  291. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  292. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  293. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  294. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  295. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  296. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  297. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  298. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  299. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  300. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  301. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  302. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  303. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  304. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  305. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  306. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
  307. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  308. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
  309. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  310. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
  311. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  312. package/Materials/Node/Blocks/addBlock.js +1 -1
  313. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  314. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  315. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  316. package/Materials/Node/Blocks/clampBlock.js +3 -3
  317. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  318. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  319. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  320. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  321. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  322. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  323. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  324. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  325. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  326. package/Materials/Node/Blocks/crossBlock.js +1 -1
  327. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/customBlock.js +1 -1
  329. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  330. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  331. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  332. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  333. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  334. package/Materials/Node/Blocks/divideBlock.js +1 -1
  335. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/dotBlock.js +1 -1
  337. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  338. package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
  339. package/Materials/Node/Blocks/elbowBlock.js +60 -0
  340. package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
  341. package/Materials/Node/Blocks/fresnelBlock.js +2 -2
  342. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  343. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  344. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  345. package/Materials/Node/Blocks/index.d.ts +1 -0
  346. package/Materials/Node/Blocks/index.js +1 -0
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@@ -90,7 +90,7 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
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  this._varyingNamesWGSL = [];
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  };
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  WebGPUShaderProcessorWGSL.prototype.preProcessShaderCode = function (code, isFragment) {
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- return "struct " + WebGPUShaderProcessor.InternalsUBOName + " {\nyFactor__: f32;\ntextureOutputHeight__: f32;\n};\nvar<uniform> " + internalsVarName + " : " + WebGPUShaderProcessor.InternalsUBOName + ";\n" + RemoveComments(code);
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+ return "struct ".concat(WebGPUShaderProcessor.InternalsUBOName, " {\nyFactor__: f32;\ntextureOutputHeight__: f32;\n};\nvar<uniform> ").concat(internalsVarName, " : ").concat(WebGPUShaderProcessor.InternalsUBOName, ";\n") + RemoveComments(code);
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  };
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  WebGPUShaderProcessorWGSL.prototype.varyingProcessor = function (varying, isFragment, preProcessors, processingContext) {
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  var varyingRegex = /\s*varying\s+(?:(?:highp)?|(?:lowp)?)\s*(\S+)\s*:\s*(.+)\s*;/gm;
@@ -102,14 +102,14 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
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  if (isFragment) {
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  location_1 = this.webgpuProcessingContext.availableVaryings[name_1];
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  if (location_1 === undefined) {
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- Logger.Warn("Invalid fragment shader: The varying named \"" + name_1 + "\" is not declared in the vertex shader! This declaration will be ignored.");
105
+ Logger.Warn("Invalid fragment shader: The varying named \"".concat(name_1, "\" is not declared in the vertex shader! This declaration will be ignored."));
106
106
  }
107
107
  }
108
108
  else {
109
109
  location_1 = this.webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name_1, varyingType, preProcessors)[2]);
110
110
  this.webgpuProcessingContext.availableVaryings[name_1] = location_1;
111
- this._varyingsWGSL.push("[[location(" + location_1 + ")]] " + name_1 + " : " + varyingType + ";");
112
- this._varyingsDeclWGSL.push("var<private> " + name_1 + " : " + varyingType + ";");
111
+ this._varyingsWGSL.push("@location(".concat(location_1, ") ").concat(name_1, " : ").concat(varyingType, ";"));
112
+ this._varyingsDeclWGSL.push("var<private> ".concat(name_1, " : ").concat(varyingType, ";"));
113
113
  this._varyingNamesWGSL.push(name_1);
114
114
  }
115
115
  varying = "";
@@ -125,8 +125,8 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
125
125
  var location_2 = this.webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name_2, attributeType, preProcessors)[2]);
126
126
  this.webgpuProcessingContext.availableAttributes[name_2] = location_2;
127
127
  this.webgpuProcessingContext.orderedAttributes[location_2] = name_2;
128
- this._attributesWGSL.push("[[location(" + location_2 + ")]] " + name_2 + " : " + attributeType + ";");
129
- this._attributesDeclWGSL.push("var<private> " + name_2 + " : " + attributeType + ";");
128
+ this._attributesWGSL.push("@location(".concat(location_2, ") ").concat(name_2, " : ").concat(attributeType, ";"));
129
+ this._attributesDeclWGSL.push("var<private> ".concat(name_2, " : ").concat(attributeType, ";"));
130
130
  this._attributeNamesWGSL.push(name_2);
131
131
  attribute = "";
132
132
  }
@@ -177,12 +177,12 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
177
177
  componentType === 'i32' ? WebGPUConstants.TextureSampleType.Sint : WebGPUConstants.TextureSampleType.Float;
178
178
  textureInfo.sampleType = sampleType;
179
179
  if (textureDimension === undefined) {
180
- throw "Can't get the texture dimension corresponding to the texture function \"" + textureFunc + "\"!";
180
+ throw "Can't get the texture dimension corresponding to the texture function \"".concat(textureFunc, "\"!");
181
181
  }
182
182
  for (var i = 0; i < arraySize; ++i) {
183
183
  var _a = textureInfo.textures[i], groupIndex = _a.groupIndex, bindingIndex = _a.bindingIndex;
184
184
  if (i === 0) {
185
- texture = "[[group(" + groupIndex + "), binding(" + bindingIndex + ")]] " + texture;
185
+ texture = "@group(".concat(groupIndex, ") @binding(").concat(bindingIndex, ") ").concat(texture);
186
186
  }
187
187
  this._addTextureBindingDescription(name_4, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);
188
188
  }
@@ -207,41 +207,41 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
207
207
  // Vertex code
208
208
  vertexCode = vertexCode.replace(/#define /g, "//#define ");
209
209
  var varyingsDecl = this._varyingsDeclWGSL.join("\n") + "\n";
210
- var vertexBuiltinDecl = "var<private> " + builtInName_vertex_index + " : u32;\nvar<private> " + builtInName_instance_index + " : u32;\nvar<private> " + builtInName_position + " : vec4<f32>;\n";
210
+ var vertexBuiltinDecl = "var<private> ".concat(builtInName_vertex_index, " : u32;\nvar<private> ").concat(builtInName_instance_index, " : u32;\nvar<private> ").concat(builtInName_position, " : vec4<f32>;\n");
211
211
  var vertexAttributesDecl = this._attributesDeclWGSL.join("\n") + "\n";
212
- var vertexInputs = "struct VertexInputs {\n [[builtin(vertex_index)]] vertexIndex : u32;\n [[builtin(instance_index)]] instanceIndex : u32;\n";
212
+ var vertexInputs = "struct VertexInputs {\n @builtin(vertex_index) vertexIndex : u32;\n @builtin(instance_index) instanceIndex : u32;\n";
213
213
  if (this._attributesWGSL.length > 0) {
214
214
  vertexInputs += this._attributesWGSL.join("\n");
215
215
  }
216
216
  vertexInputs += "\n};\n";
217
- var vertexFragmentInputs = "struct FragmentInputs {\n [[builtin(position)]] position : vec4<f32>;\n";
217
+ var vertexFragmentInputs = "struct FragmentInputs {\n @builtin(position) position : vec4<f32>;\n";
218
218
  if (this._varyingsWGSL.length > 0) {
219
219
  vertexFragmentInputs += this._varyingsWGSL.join("\n");
220
220
  }
221
221
  vertexFragmentInputs += "\n};\n";
222
222
  vertexCode = vertexBuiltinDecl + vertexInputs + vertexAttributesDecl + vertexFragmentInputs + varyingsDecl + vertexCode;
223
- var vertexStartingCode = " var output : FragmentInputs;\n " + builtInName_vertex_index + " = input.vertexIndex;\n " + builtInName_instance_index + " = input.instanceIndex;\n";
223
+ var vertexStartingCode = " var output : FragmentInputs;\n ".concat(builtInName_vertex_index, " = input.vertexIndex;\n ").concat(builtInName_instance_index, " = input.instanceIndex;\n");
224
224
  for (var i = 0; i < this._attributeNamesWGSL.length; ++i) {
225
225
  var name_5 = this._attributeNamesWGSL[i];
226
- vertexStartingCode += " " + name_5 + " = input." + name_5 + ";\n";
226
+ vertexStartingCode += " ".concat(name_5, " = input.").concat(name_5, ";\n");
227
227
  }
228
- var vertexEndingCode = " output.position = " + builtInName_position + ";\n output.position.y = output.position.y * internals.yFactor__;\n";
228
+ var vertexEndingCode = " output.position = ".concat(builtInName_position, ";\n output.position.y = output.position.y * internals.yFactor__;\n");
229
229
  for (var i = 0; i < this._varyingNamesWGSL.length; ++i) {
230
230
  var name_6 = this._varyingNamesWGSL[i];
231
- vertexEndingCode += " output." + name_6 + " = " + name_6 + ";\n";
231
+ vertexEndingCode += " output.".concat(name_6, " = ").concat(name_6, ";\n");
232
232
  }
233
233
  vertexEndingCode += " return output;";
234
234
  vertexCode = this._injectStartingAndEndingCode(vertexCode, "fn main", vertexStartingCode, vertexEndingCode);
235
235
  // fragment code
236
236
  fragmentCode = fragmentCode.replace(/#define /g, "//#define ");
237
237
  fragmentCode = fragmentCode.replace(/dpdy/g, "(-internals.yFactor__)*dpdy"); // will also handle dpdyCoarse and dpdyFine
238
- var fragmentBuiltinDecl = "var<private> " + builtInName_position_frag + " : vec4<f32>;\nvar<private> " + builtInName_front_facing + " : bool;\nvar<private> " + builtInName_FragColor + " : vec4<f32>;\nvar<private> " + builtInName_frag_depth + " : f32;\n";
239
- var fragmentFragmentInputs = "struct FragmentInputs {\n [[builtin(position)]] position : vec4<f32>;\n [[builtin(front_facing)]] frontFacing : bool;\n";
238
+ var fragmentBuiltinDecl = "var<private> ".concat(builtInName_position_frag, " : vec4<f32>;\nvar<private> ").concat(builtInName_front_facing, " : bool;\nvar<private> ").concat(builtInName_FragColor, " : vec4<f32>;\nvar<private> ").concat(builtInName_frag_depth, " : f32;\n");
239
+ var fragmentFragmentInputs = "struct FragmentInputs {\n @builtin(position) position : vec4<f32>;\n @builtin(front_facing) frontFacing : bool;\n";
240
240
  if (this._varyingsWGSL.length > 0) {
241
241
  fragmentFragmentInputs += this._varyingsWGSL.join("\n");
242
242
  }
243
243
  fragmentFragmentInputs += "\n};\n";
244
- var fragmentOutputs = "struct FragmentOutputs {\n [[location(0)]] color : vec4<f32>;\n";
244
+ var fragmentOutputs = "struct FragmentOutputs {\n @location(0) color : vec4<f32>;\n";
245
245
  var hasFragDepth = false;
246
246
  var idx = 0;
247
247
  while (!hasFragDepth) {
@@ -261,18 +261,18 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
261
261
  idx = saveIndex + builtInName_frag_depth.length;
262
262
  }
263
263
  if (hasFragDepth) {
264
- fragmentOutputs += " [[builtin(frag_depth)]] fragDepth: f32;\n";
264
+ fragmentOutputs += " @builtin(frag_depth) fragDepth: f32;\n";
265
265
  }
266
266
  fragmentOutputs += "};\n";
267
267
  fragmentCode = fragmentBuiltinDecl + fragmentFragmentInputs + varyingsDecl + fragmentOutputs + fragmentCode;
268
- var fragmentStartingCode = " var output : FragmentOutputs;\n " + builtInName_position_frag + " = input.position;\n " + builtInName_front_facing + " = input.frontFacing;\n" + fragCoordCode;
268
+ var fragmentStartingCode = " var output : FragmentOutputs;\n ".concat(builtInName_position_frag, " = input.position;\n ").concat(builtInName_front_facing, " = input.frontFacing;\n") + fragCoordCode;
269
269
  for (var i = 0; i < this._varyingNamesWGSL.length; ++i) {
270
270
  var name_7 = this._varyingNamesWGSL[i];
271
- fragmentStartingCode += " " + name_7 + " = input." + name_7 + ";\n";
271
+ fragmentStartingCode += " ".concat(name_7, " = input.").concat(name_7, ";\n");
272
272
  }
273
- var fragmentEndingCode = " output.color = " + builtInName_FragColor + ";\n";
273
+ var fragmentEndingCode = " output.color = ".concat(builtInName_FragColor, ";\n");
274
274
  if (hasFragDepth) {
275
- fragmentEndingCode += " output.fragDepth = " + builtInName_frag_depth + ";\n";
275
+ fragmentEndingCode += " output.fragDepth = ".concat(builtInName_frag_depth, ";\n");
276
276
  }
277
277
  fragmentEndingCode += " return output;";
278
278
  fragmentCode = this._injectStartingAndEndingCode(fragmentCode, "fn main", fragmentStartingCode, fragmentEndingCode);
@@ -281,25 +281,25 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
281
281
  return { vertexCode: vertexCode, fragmentCode: fragmentCode };
282
282
  };
283
283
  WebGPUShaderProcessorWGSL.prototype._generateLeftOverUBOCode = function (name, uniformBufferDescription) {
284
- var ubo = "struct " + name + " {\n";
284
+ var ubo = "struct ".concat(name, " {\n");
285
285
  for (var _i = 0, _a = this.webgpuProcessingContext.leftOverUniforms; _i < _a.length; _i++) {
286
286
  var leftOverUniform = _a[_i];
287
287
  var type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, "$1");
288
288
  var size = WebGPUShaderProcessor.UniformSizes[type];
289
289
  if (leftOverUniform.length > 0) {
290
290
  if (size <= 2) {
291
- ubo += " [[align(16)]] " + leftOverUniform.name + " : [[stride(16)]] array<" + leftOverUniform.type + ", " + leftOverUniform.length + ">;\n";
291
+ ubo += " @align(16) ".concat(leftOverUniform.name, " : @stride(16) array<").concat(leftOverUniform.type, ", ").concat(leftOverUniform.length, ">;\n");
292
292
  }
293
293
  else {
294
- ubo += " " + leftOverUniform.name + " : array<" + leftOverUniform.type + ", " + leftOverUniform.length + ">;\n";
294
+ ubo += " ".concat(leftOverUniform.name, " : array<").concat(leftOverUniform.type, ", ").concat(leftOverUniform.length, ">;\n");
295
295
  }
296
296
  }
297
297
  else {
298
- ubo += " " + leftOverUniform.name + " : " + leftOverUniform.type + ";\n";
298
+ ubo += " ".concat(leftOverUniform.name, " : ").concat(leftOverUniform.type, ";\n");
299
299
  }
300
300
  }
301
301
  ubo += "};\n";
302
- ubo += "[[group(" + uniformBufferDescription.binding.groupIndex + "), binding(" + uniformBufferDescription.binding.bindingIndex + ")]] var<uniform> " + leftOverVarName + " : " + name + ";\n";
302
+ ubo += "@group(".concat(uniformBufferDescription.binding.groupIndex, ") @binding(").concat(uniformBufferDescription.binding.bindingIndex, ") var<uniform> ").concat(leftOverVarName, " : ").concat(name, ";\n");
303
303
  return ubo;
304
304
  };
305
305
  WebGPUShaderProcessorWGSL.prototype._processSamplers = function (code, isVertex) {
@@ -329,7 +329,7 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
329
329
  }
330
330
  this._addSamplerBindingDescription(name_8, samplerInfo, isVertex);
331
331
  var part1 = code.substring(0, match.index);
332
- var insertPart = "[[group(" + samplerInfo.binding.groupIndex + "), binding(" + samplerInfo.binding.bindingIndex + ")]] ";
332
+ var insertPart = "@group(".concat(samplerInfo.binding.groupIndex, ") @binding(").concat(samplerInfo.binding.bindingIndex, ") ");
333
333
  var part2 = code.substring(match.index);
334
334
  code = part1 + insertPart + part2;
335
335
  samplerRegexp.lastIndex += insertPart.length;
@@ -368,7 +368,7 @@ var WebGPUShaderProcessorWGSL = /** @class */ (function (_super) {
368
368
  var groupIndex = bufferInfo.binding.groupIndex;
369
369
  var bindingIndex = bufferInfo.binding.bindingIndex;
370
370
  var part1 = code.substring(0, match.index);
371
- var insertPart = "[[group(" + groupIndex + "), binding(" + bindingIndex + ")]] ";
371
+ var insertPart = "@group(".concat(groupIndex, ") @binding(").concat(bindingIndex, ") ");
372
372
  var part2 = code.substring(match.index);
373
373
  code = part1 + insertPart + part2;
374
374
  instantiateBufferRegexp.lastIndex += insertPart.length;
@@ -1 +1 @@
1
- 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{ Nullable } from '../../types';\r\nimport { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport { WebGPUShaderProcessingContext, WebGPUBufferDescription } from './webgpuShaderProcessingContext';\r\nimport * as WebGPUConstants from './webgpuConstants';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments } from \"../../Misc/codeStringParsingTools\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nconst builtInName_vertex_index = \"gl_VertexID\";\r\nconst builtInName_instance_index = \"gl_InstanceID\";\r\nconst builtInName_position = \"gl_Position\";\r\n\r\nconst builtInName_position_frag = \"gl_FragCoord\";\r\nconst builtInName_front_facing = \"gl_FrontFacing\";\r\nconst builtInName_frag_depth = \"gl_FragDepth\";\r\nconst builtInName_FragColor = \"gl_FragColor\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n \"texture_1d\": WebGPUConstants.TextureViewDimension.E1d,\r\n \"texture_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_2d_array\": WebGPUConstants.TextureViewDimension.E2dArray,\r\n \"texture_3d\": WebGPUConstants.TextureViewDimension.E3d,\r\n \"texture_cube\": WebGPUConstants.TextureViewDimension.Cube,\r\n \"texture_cube_array\": WebGPUConstants.TextureViewDimension.CubeArray,\r\n \"texture_multisampled_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_depth_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_depth_2d_array\": WebGPUConstants.TextureViewDimension.E2dArray,\r\n \"texture_depth_cube\": WebGPUConstants.TextureViewDimension.Cube,\r\n \"texture_depth_cube_array\": WebGPUConstants.TextureViewDimension.CubeArray,\r\n \"texture_depth_multisampled_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_storage_1d\": WebGPUConstants.TextureViewDimension.E1d,\r\n \"texture_storage_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_storage_2d_array\": WebGPUConstants.TextureViewDimension.E2dArray,\r\n \"texture_storage_3d\": WebGPUConstants.TextureViewDimension.E3d,\r\n \"texture_external\": null\r\n};\r\n\r\n /** @hidden */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n\r\n protected _attributesWGSL: string[];\r\n protected _attributesDeclWGSL: string[];\r\n protected _attributeNamesWGSL: string[];\r\n protected _varyingsWGSL: string[];\r\n protected _varyingsDeclWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n\r\n public shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n\r\n protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== ' ' && uniformType.charAt(startArray) !== ',') {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +(lengthInString);\r\n if (isNaN(length)) {\r\n length = +(preProcessors[lengthInString.trim()]);\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === ' ' || uniformType.charAt(startArray) === ',')) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this.webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesWGSL = [];\r\n this._attributesDeclWGSL = [];\r\n this._attributeNamesWGSL = [];\r\n this._varyingsWGSL = [];\r\n this._varyingsDeclWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n return `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\nyFactor__: f32;\\ntextureOutputHeight__: f32;\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n` + RemoveComments(code);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) {\r\n const varyingRegex = /\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const varyingType = match[2];\r\n const name = match[1];\r\n let location: number;\r\n if (isFragment) {\r\n location = this.webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n }\r\n else {\r\n location = this.webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this.webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(`[[location(${location})]] ${name} : ${varyingType};`);\r\n this._varyingsDeclWGSL.push(`var<private> ${name} : ${varyingType};`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this.webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this.webgpuProcessingContext.availableAttributes[name] = location;\r\n this.webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n this._attributesWGSL.push(`[[location(${location})]] ${name} : ${attributeType};`);\r\n this._attributesDeclWGSL.push(`var<private> ${name} : ${attributeType};`);\r\n this._attributeNamesWGSL.push(name);\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[2];\r\n let name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this.webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this.webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this.webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType =\r\n isDepthTexture ? WebGPUConstants.TextureSampleType.Depth :\r\n componentType === 'u32' ? WebGPUConstants.TextureSampleType.Uint :\r\n componentType === 'i32' ? WebGPUConstants.TextureSampleType.Sint : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `[[group(${groupIndex}), binding(${bindingIndex})]] ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string, processingContext: Nullable<ShaderProcessingContext>): { vertexCode: string, fragmentCode: string } {\r\n const fragCoordCode = fragmentCode.indexOf(\"gl_FragCoord\") >= 0 ? `\r\n if (internals.yFactor__ == 1.) {\r\n gl_FragCoord.y = internals.textureOutputHeight__ - gl_FragCoord.y;\r\n }\r\n ` : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n\r\n let varyingsDecl = this._varyingsDeclWGSL.join(\"\\n\") + \"\\n\";\r\n\r\n let vertexBuiltinDecl = `var<private> ${builtInName_vertex_index} : u32;\\nvar<private> ${builtInName_instance_index} : u32;\\nvar<private> ${builtInName_position} : vec4<f32>;\\n`;\r\n\r\n let vertexAttributesDecl = this._attributesDeclWGSL.join(\"\\n\") + \"\\n\";\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n [[builtin(vertex_index)]] vertexIndex : u32;\\n [[builtin(instance_index)]] instanceIndex : u32;\\n\";\r\n if (this._attributesWGSL.length > 0) {\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\n\";\r\n\r\n let vertexFragmentInputs = \"struct FragmentInputs {\\n [[builtin(position)]] position : vec4<f32>;\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexFragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexFragmentInputs += \"\\n};\\n\";\r\n\r\n vertexCode = vertexBuiltinDecl + vertexInputs + vertexAttributesDecl + vertexFragmentInputs + varyingsDecl + vertexCode;\r\n\r\n let vertexStartingCode = ` var output : FragmentInputs;\\n ${builtInName_vertex_index} = input.vertexIndex;\\n ${builtInName_instance_index} = input.instanceIndex;\\n`;\r\n\r\n for (let i = 0; i < this._attributeNamesWGSL.length; ++i) {\r\n const name = this._attributeNamesWGSL[i];\r\n vertexStartingCode += ` ${name} = input.${name};\\n`;\r\n }\r\n\r\n let vertexEndingCode = ` output.position = ${builtInName_position};\\n output.position.y = output.position.y * internals.yFactor__;\\n`;\r\n\r\n for (let i = 0; i < this._varyingNamesWGSL.length; ++i) {\r\n const name = this._varyingNamesWGSL[i];\r\n vertexEndingCode += ` output.${name} = ${name};\\n`;\r\n }\r\n\r\n vertexEndingCode += \" return output;\";\r\n\r\n vertexCode = this._injectStartingAndEndingCode(vertexCode, \"fn main\", vertexStartingCode, vertexEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor__)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n\r\n let fragmentBuiltinDecl = `var<private> ${builtInName_position_frag} : vec4<f32>;\\nvar<private> ${builtInName_front_facing} : bool;\\nvar<private> ${builtInName_FragColor} : vec4<f32>;\\nvar<private> ${builtInName_frag_depth} : f32;\\n`;\r\n\r\n let fragmentFragmentInputs = \"struct FragmentInputs {\\n [[builtin(position)]] position : vec4<f32>;\\n [[builtin(front_facing)]] frontFacing : bool;\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentFragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentFragmentInputs += \"\\n};\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n [[location(0)]] color : vec4<f32>;\\n\";\r\n\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== '\\n') {\r\n if (fragmentCode.charAt(idx) === '/' && fragmentCode.charAt(idx - 1) === '/') {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" [[builtin(frag_depth)]] fragDepth: f32;\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\n\";\r\n\r\n fragmentCode = fragmentBuiltinDecl + fragmentFragmentInputs + varyingsDecl + fragmentOutputs + fragmentCode;\r\n\r\n let fragmentStartingCode = ` var output : FragmentOutputs;\\n ${builtInName_position_frag} = input.position;\\n ${builtInName_front_facing} = input.frontFacing;\\n` + fragCoordCode;\r\n\r\n for (let i = 0; i < this._varyingNamesWGSL.length; ++i) {\r\n const name = this._varyingNamesWGSL[i];\r\n fragmentStartingCode += ` ${name} = input.${name};\\n`;\r\n }\r\n\r\n let fragmentEndingCode = ` output.color = ${builtInName_FragColor};\\n`;\r\n\r\n if (hasFragDepth) {\r\n fragmentEndingCode += ` output.fragDepth = ${builtInName_frag_depth};\\n`;\r\n }\r\n\r\n fragmentEndingCode += \" return output;\";\r\n\r\n fragmentCode = this._injectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `struct ${name} {\\n`;\r\n for (let leftOverUniform of this.webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n ubo += ` [[align(16)]] ${leftOverUniform.name} : [[stride(16)]] array<${leftOverUniform.type}, ${leftOverUniform.length}>;\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>;\\n`;\r\n }\r\n }\r\n else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n\r\n ubo += `[[group(${uniformBufferDescription.binding.groupIndex}), binding(${uniformBufferDescription.binding.bindingIndex})]] var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const textureName = name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix) === name.length - WebGPUShaderProcessor.AutoSamplerSuffix.length ? name.substring(0, name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix)) : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this.webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this.webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this.webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this.webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `[[group(${samplerInfo.binding.groupIndex}), binding(${samplerInfo.binding.bindingIndex})]] `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n let type = match[1];\r\n let decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this.webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this.webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n } else {\r\n binding = this.webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this.webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, this.webgpuProcessingContext.availableBuffers[name], decoration === \"read_write\" ? WebGPUConstants.BufferBindingType.Storage : type === \"storage\" ? WebGPUConstants.BufferBindingType.ReadOnlyStorage : WebGPUConstants.BufferBindingType.Uniform, isVertex);\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `[[group(${groupIndex}), binding(${bindingIndex})]] `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n}"]}
1
+ 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{ Nullable } from '../../types';\r\nimport { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport { WebGPUShaderProcessingContext, WebGPUBufferDescription } from './webgpuShaderProcessingContext';\r\nimport * as WebGPUConstants from './webgpuConstants';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments } from \"../../Misc/codeStringParsingTools\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nconst builtInName_vertex_index = \"gl_VertexID\";\r\nconst builtInName_instance_index = \"gl_InstanceID\";\r\nconst builtInName_position = \"gl_Position\";\r\n\r\nconst builtInName_position_frag = \"gl_FragCoord\";\r\nconst builtInName_front_facing = \"gl_FrontFacing\";\r\nconst builtInName_frag_depth = \"gl_FragDepth\";\r\nconst builtInName_FragColor = \"gl_FragColor\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n \"texture_1d\": WebGPUConstants.TextureViewDimension.E1d,\r\n \"texture_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_2d_array\": WebGPUConstants.TextureViewDimension.E2dArray,\r\n \"texture_3d\": WebGPUConstants.TextureViewDimension.E3d,\r\n \"texture_cube\": WebGPUConstants.TextureViewDimension.Cube,\r\n \"texture_cube_array\": WebGPUConstants.TextureViewDimension.CubeArray,\r\n \"texture_multisampled_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_depth_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_depth_2d_array\": WebGPUConstants.TextureViewDimension.E2dArray,\r\n \"texture_depth_cube\": WebGPUConstants.TextureViewDimension.Cube,\r\n \"texture_depth_cube_array\": WebGPUConstants.TextureViewDimension.CubeArray,\r\n \"texture_depth_multisampled_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_storage_1d\": WebGPUConstants.TextureViewDimension.E1d,\r\n \"texture_storage_2d\": WebGPUConstants.TextureViewDimension.E2d,\r\n \"texture_storage_2d_array\": WebGPUConstants.TextureViewDimension.E2dArray,\r\n \"texture_storage_3d\": WebGPUConstants.TextureViewDimension.E3d,\r\n \"texture_external\": null\r\n};\r\n\r\n /** @hidden */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n\r\n protected _attributesWGSL: string[];\r\n protected _attributesDeclWGSL: string[];\r\n protected _attributeNamesWGSL: string[];\r\n protected _varyingsWGSL: string[];\r\n protected _varyingsDeclWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n\r\n public shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n\r\n protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== ' ' && uniformType.charAt(startArray) !== ',') {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +(lengthInString);\r\n if (isNaN(length)) {\r\n length = +(preProcessors[lengthInString.trim()]);\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === ' ' || uniformType.charAt(startArray) === ',')) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this.webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesWGSL = [];\r\n this._attributesDeclWGSL = [];\r\n this._attributeNamesWGSL = [];\r\n this._varyingsWGSL = [];\r\n this._varyingsDeclWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n return `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\nyFactor__: f32;\\ntextureOutputHeight__: f32;\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n` + RemoveComments(code);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) {\r\n const varyingRegex = /\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const varyingType = match[2];\r\n const name = match[1];\r\n let location: number;\r\n if (isFragment) {\r\n location = this.webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n }\r\n else {\r\n location = this.webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this.webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(`@location(${location}) ${name} : ${varyingType};`);\r\n this._varyingsDeclWGSL.push(`var<private> ${name} : ${varyingType};`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this.webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this.webgpuProcessingContext.availableAttributes[name] = location;\r\n this.webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n this._attributesWGSL.push(`@location(${location}) ${name} : ${attributeType};`);\r\n this._attributesDeclWGSL.push(`var<private> ${name} : ${attributeType};`);\r\n this._attributeNamesWGSL.push(name);\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[2];\r\n let name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this.webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this.webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this.webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType =\r\n isDepthTexture ? WebGPUConstants.TextureSampleType.Depth :\r\n componentType === 'u32' ? WebGPUConstants.TextureSampleType.Uint :\r\n componentType === 'i32' ? WebGPUConstants.TextureSampleType.Sint : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string, processingContext: Nullable<ShaderProcessingContext>): { vertexCode: string, fragmentCode: string } {\r\n const fragCoordCode = fragmentCode.indexOf(\"gl_FragCoord\") >= 0 ? `\r\n if (internals.yFactor__ == 1.) {\r\n gl_FragCoord.y = internals.textureOutputHeight__ - gl_FragCoord.y;\r\n }\r\n ` : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n\r\n let varyingsDecl = this._varyingsDeclWGSL.join(\"\\n\") + \"\\n\";\r\n\r\n let vertexBuiltinDecl = `var<private> ${builtInName_vertex_index} : u32;\\nvar<private> ${builtInName_instance_index} : u32;\\nvar<private> ${builtInName_position} : vec4<f32>;\\n`;\r\n\r\n let vertexAttributesDecl = this._attributesDeclWGSL.join(\"\\n\") + \"\\n\";\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32;\\n @builtin(instance_index) instanceIndex : u32;\\n\";\r\n if (this._attributesWGSL.length > 0) {\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\n\";\r\n\r\n let vertexFragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>;\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexFragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexFragmentInputs += \"\\n};\\n\";\r\n\r\n vertexCode = vertexBuiltinDecl + vertexInputs + vertexAttributesDecl + vertexFragmentInputs + varyingsDecl + vertexCode;\r\n\r\n let vertexStartingCode = ` var output : FragmentInputs;\\n ${builtInName_vertex_index} = input.vertexIndex;\\n ${builtInName_instance_index} = input.instanceIndex;\\n`;\r\n\r\n for (let i = 0; i < this._attributeNamesWGSL.length; ++i) {\r\n const name = this._attributeNamesWGSL[i];\r\n vertexStartingCode += ` ${name} = input.${name};\\n`;\r\n }\r\n\r\n let vertexEndingCode = ` output.position = ${builtInName_position};\\n output.position.y = output.position.y * internals.yFactor__;\\n`;\r\n\r\n for (let i = 0; i < this._varyingNamesWGSL.length; ++i) {\r\n const name = this._varyingNamesWGSL[i];\r\n vertexEndingCode += ` output.${name} = ${name};\\n`;\r\n }\r\n\r\n vertexEndingCode += \" return output;\";\r\n\r\n vertexCode = this._injectStartingAndEndingCode(vertexCode, \"fn main\", vertexStartingCode, vertexEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor__)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n\r\n let fragmentBuiltinDecl = `var<private> ${builtInName_position_frag} : vec4<f32>;\\nvar<private> ${builtInName_front_facing} : bool;\\nvar<private> ${builtInName_FragColor} : vec4<f32>;\\nvar<private> ${builtInName_frag_depth} : f32;\\n`;\r\n\r\n let fragmentFragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>;\\n @builtin(front_facing) frontFacing : bool;\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentFragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentFragmentInputs += \"\\n};\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n @location(0) color : vec4<f32>;\\n\";\r\n\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== '\\n') {\r\n if (fragmentCode.charAt(idx) === '/' && fragmentCode.charAt(idx - 1) === '/') {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32;\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\n\";\r\n\r\n fragmentCode = fragmentBuiltinDecl + fragmentFragmentInputs + varyingsDecl + fragmentOutputs + fragmentCode;\r\n\r\n let fragmentStartingCode = ` var output : FragmentOutputs;\\n ${builtInName_position_frag} = input.position;\\n ${builtInName_front_facing} = input.frontFacing;\\n` + fragCoordCode;\r\n\r\n for (let i = 0; i < this._varyingNamesWGSL.length; ++i) {\r\n const name = this._varyingNamesWGSL[i];\r\n fragmentStartingCode += ` ${name} = input.${name};\\n`;\r\n }\r\n\r\n let fragmentEndingCode = ` output.color = ${builtInName_FragColor};\\n`;\r\n\r\n if (hasFragDepth) {\r\n fragmentEndingCode += ` output.fragDepth = ${builtInName_frag_depth};\\n`;\r\n }\r\n\r\n fragmentEndingCode += \" return output;\";\r\n\r\n fragmentCode = this._injectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `struct ${name} {\\n`;\r\n for (let leftOverUniform of this.webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n ubo += ` @align(16) ${leftOverUniform.name} : @stride(16) array<${leftOverUniform.type}, ${leftOverUniform.length}>;\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>;\\n`;\r\n }\r\n }\r\n else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const textureName = name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix) === name.length - WebGPUShaderProcessor.AutoSamplerSuffix.length ? name.substring(0, name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix)) : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this.webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this.webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this.webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this.webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n let type = match[1];\r\n let decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this.webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this.webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n } else {\r\n binding = this.webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this.webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, this.webgpuProcessingContext.availableBuffers[name], decoration === \"read_write\" ? WebGPUConstants.BufferBindingType.Storage : type === \"storage\" ? WebGPUConstants.BufferBindingType.ReadOnlyStorage : WebGPUConstants.BufferBindingType.Uniform, isVertex);\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\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
  };
@@ -793,7 +771,7 @@ var WebGPUTextureHelper = /** @class */ (function () {
793
771
  case WebGPUConstants.TextureFormat.ASTC12x12UnormSRGB:
794
772
  return 4;
795
773
  }
796
- throw "Unknown format " + format + "!";
774
+ throw "Unknown format ".concat(format, "!");
797
775
  };
798
776
  WebGPUTextureHelper.HasStencilAspect = function (format) {
799
777
  switch (format) {
@@ -823,7 +801,7 @@ var WebGPUTextureHelper = /** @class */ (function () {
823
801
  if (useOwnCommandEncoder) {
824
802
  commandEncoder = this._device.createCommandEncoder({});
825
803
  }
826
- (_b = (_a = commandEncoder).pushDebugGroup) === null || _b === void 0 ? void 0 : _b.call(_a, "internal process texture - invertY=" + invertY + " premultiplyAlpha=" + premultiplyAlpha);
804
+ (_b = (_a = commandEncoder).pushDebugGroup) === null || _b === void 0 ? void 0 : _b.call(_a, "internal process texture - invertY=".concat(invertY, " premultiplyAlpha=").concat(premultiplyAlpha));
827
805
  var gpuTexture;
828
806
  if (WebGPUTextureHelper._IsHardwareTexture(gpuOrHdwTexture)) {
829
807
  gpuTexture = gpuOrHdwTexture.underlyingResource;
@@ -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({
@@ -1045,7 +1023,7 @@ var WebGPUTextureHelper = /** @class */ (function () {
1045
1023
  if (useOwnCommandEncoder) {
1046
1024
  commandEncoder = this._device.createCommandEncoder({});
1047
1025
  }
1048
- (_b = (_a = commandEncoder).pushDebugGroup) === null || _b === void 0 ? void 0 : _b.call(_a, "create cube mipmaps - " + mipLevelCount + " levels");
1026
+ (_b = (_a = commandEncoder).pushDebugGroup) === null || _b === void 0 ? void 0 : _b.call(_a, "create cube mipmaps - ".concat(mipLevelCount, " levels"));
1049
1027
  for (var f = 0; f < 6; ++f) {
1050
1028
  this.generateMipmaps(gpuTexture, format, mipLevelCount, f, commandEncoder);
1051
1029
  }
@@ -1064,7 +1042,7 @@ var WebGPUTextureHelper = /** @class */ (function () {
1064
1042
  if (useOwnCommandEncoder) {
1065
1043
  commandEncoder = this._device.createCommandEncoder({});
1066
1044
  }
1067
- (_b = (_a = commandEncoder).pushDebugGroup) === null || _b === void 0 ? void 0 : _b.call(_a, "create mipmaps for face #" + faceIndex + " - " + mipLevelCount + " levels");
1045
+ (_b = (_a = commandEncoder).pushDebugGroup) === null || _b === void 0 ? void 0 : _b.call(_a, "create mipmaps for face #".concat(faceIndex, " - ").concat(mipLevelCount, " levels"));
1068
1046
  var gpuTexture;
1069
1047
  if (WebGPUTextureHelper._IsHardwareTexture(gpuOrHdwTexture)) {
1070
1048
  gpuTexture = gpuOrHdwTexture.underlyingResource;
@@ -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
  //------------------------------------------------------------------------------