@babylonjs/core 5.23.0 → 5.25.0

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 (1828) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +12 -21
  5. package/Actions/action.js +8 -17
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +7 -10
  8. package/Actions/actionManager.js +7 -10
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/condition.d.ts +9 -50
  11. package/Actions/condition.js +3 -26
  12. package/Actions/condition.js.map +1 -1
  13. package/Actions/directActions.d.ts +7 -7
  14. package/Actions/directActions.js +7 -7
  15. package/Actions/directActions.js.map +1 -1
  16. package/Actions/directAudioActions.d.ts +2 -2
  17. package/Actions/directAudioActions.js +2 -2
  18. package/Actions/directAudioActions.js.map +1 -1
  19. package/Actions/interpolateValueAction.d.ts +1 -1
  20. package/Actions/interpolateValueAction.js +1 -1
  21. package/Actions/interpolateValueAction.js.map +1 -1
  22. package/Animations/animatable.d.ts +5 -6
  23. package/Animations/animatable.js +1 -2
  24. package/Animations/animatable.js.map +1 -1
  25. package/Animations/animation.d.ts +6 -20
  26. package/Animations/animation.js +6 -20
  27. package/Animations/animation.js.map +1 -1
  28. package/Animations/animationEvent.d.ts +1 -1
  29. package/Animations/animationEvent.js +1 -1
  30. package/Animations/animationEvent.js.map +1 -1
  31. package/Animations/animationGroup.d.ts +4 -4
  32. package/Animations/animationGroup.js +4 -4
  33. package/Animations/animationGroup.js.map +1 -1
  34. package/Animations/easing.d.ts +13 -26
  35. package/Animations/easing.js +13 -26
  36. package/Animations/easing.js.map +1 -1
  37. package/Animations/runtimeAnimation.d.ts +3 -4
  38. package/Animations/runtimeAnimation.js +1 -2
  39. package/Animations/runtimeAnimation.js.map +1 -1
  40. package/Audio/audioSceneComponent.d.ts +2 -2
  41. package/Audio/audioSceneComponent.js.map +1 -1
  42. package/Audio/sound.d.ts +3 -4
  43. package/Audio/sound.js +2 -3
  44. package/Audio/sound.js.map +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  49. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  50. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  53. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  54. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  55. package/Behaviors/Cameras/framingBehavior.js +1 -1
  56. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  58. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  60. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  62. package/Behaviors/Meshes/followBehavior.js +1 -1
  63. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  65. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  66. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  67. package/Bones/bone.d.ts +8 -10
  68. package/Bones/bone.js +8 -10
  69. package/Bones/bone.js.map +1 -1
  70. package/Bones/skeleton.d.ts +8 -10
  71. package/Bones/skeleton.js +8 -10
  72. package/Bones/skeleton.js.map +1 -1
  73. package/Buffers/buffer.d.ts +6 -6
  74. package/Buffers/buffer.js +14 -16
  75. package/Buffers/buffer.js.map +1 -1
  76. package/Buffers/storageBuffer.d.ts +1 -1
  77. package/Buffers/storageBuffer.js +1 -1
  78. package/Buffers/storageBuffer.js.map +1 -1
  79. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  80. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  81. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  82. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  83. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  84. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  85. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  86. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  87. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  88. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  89. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  90. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  91. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  92. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  93. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  94. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  95. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  96. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  97. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  98. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  99. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  100. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  101. package/Cameras/RigModes/vrRigMode.js +1 -3
  102. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  103. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  104. package/Cameras/RigModes/webVRRigMode.js +1 -3
  105. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  106. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  107. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  108. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  109. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  110. package/Cameras/VR/vrCameraMetrics.js +4 -4
  111. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  112. package/Cameras/VR/vrExperienceHelper.js +19 -24
  113. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  114. package/Cameras/VR/webVRCamera.d.ts +9 -9
  115. package/Cameras/VR/webVRCamera.js +9 -9
  116. package/Cameras/VR/webVRCamera.js.map +1 -1
  117. package/Cameras/arcRotateCamera.d.ts +12 -13
  118. package/Cameras/arcRotateCamera.js +9 -10
  119. package/Cameras/arcRotateCamera.js.map +1 -1
  120. package/Cameras/camera.d.ts +31 -40
  121. package/Cameras/camera.js +29 -38
  122. package/Cameras/camera.js.map +1 -1
  123. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  124. package/Cameras/deviceOrientationCamera.js +1 -1
  125. package/Cameras/deviceOrientationCamera.js.map +1 -1
  126. package/Cameras/flyCamera.d.ts +8 -12
  127. package/Cameras/flyCamera.js +6 -10
  128. package/Cameras/flyCamera.js.map +1 -1
  129. package/Cameras/followCamera.d.ts +2 -2
  130. package/Cameras/followCamera.js +2 -2
  131. package/Cameras/followCamera.js.map +1 -1
  132. package/Cameras/freeCamera.d.ts +7 -8
  133. package/Cameras/freeCamera.js +5 -6
  134. package/Cameras/freeCamera.js.map +1 -1
  135. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  136. package/Cameras/freeCameraInputsManager.js +2 -2
  137. package/Cameras/freeCameraInputsManager.js.map +1 -1
  138. package/Cameras/gamepadCamera.d.ts +1 -1
  139. package/Cameras/gamepadCamera.js +1 -1
  140. package/Cameras/gamepadCamera.js.map +1 -1
  141. package/Cameras/targetCamera.d.ts +22 -25
  142. package/Cameras/targetCamera.js +21 -24
  143. package/Cameras/targetCamera.js.map +1 -1
  144. package/Cameras/touchCamera.d.ts +2 -2
  145. package/Cameras/touchCamera.js +2 -2
  146. package/Cameras/touchCamera.js.map +1 -1
  147. package/Cameras/universalCamera.d.ts +1 -1
  148. package/Cameras/universalCamera.js +1 -1
  149. package/Cameras/universalCamera.js.map +1 -1
  150. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  151. package/Cameras/virtualJoysticksCamera.js +1 -1
  152. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  153. package/Collisions/collider.d.ts +13 -44
  154. package/Collisions/collider.js +10 -41
  155. package/Collisions/collider.js.map +1 -1
  156. package/Collisions/collisionCoordinator.d.ts +2 -2
  157. package/Collisions/collisionCoordinator.js +1 -1
  158. package/Collisions/collisionCoordinator.js.map +1 -1
  159. package/Collisions/intersectionInfo.d.ts +1 -1
  160. package/Collisions/intersectionInfo.js +1 -1
  161. package/Collisions/intersectionInfo.js.map +1 -1
  162. package/Collisions/meshCollisionData.d.ts +1 -1
  163. package/Collisions/meshCollisionData.js +1 -1
  164. package/Collisions/meshCollisionData.js.map +1 -1
  165. package/Collisions/pickingInfo.d.ts +1 -1
  166. package/Collisions/pickingInfo.js +1 -1
  167. package/Collisions/pickingInfo.js.map +1 -1
  168. package/Compute/IComputeContext.d.ts +1 -1
  169. package/Compute/IComputeContext.js.map +1 -1
  170. package/Compute/IComputePipelineContext.d.ts +2 -2
  171. package/Compute/IComputePipelineContext.js.map +1 -1
  172. package/Compute/computeEffect.d.ts +5 -5
  173. package/Compute/computeEffect.js +5 -5
  174. package/Compute/computeEffect.js.map +1 -1
  175. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  176. package/Culling/Octrees/octreeBlock.js +1 -9
  177. package/Culling/Octrees/octreeBlock.js.map +1 -1
  178. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  179. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  180. package/Culling/boundingBox.d.ts +6 -7
  181. package/Culling/boundingBox.js +5 -6
  182. package/Culling/boundingBox.js.map +1 -1
  183. package/Culling/boundingInfo.d.ts +1 -2
  184. package/Culling/boundingInfo.js +1 -2
  185. package/Culling/boundingInfo.js.map +1 -1
  186. package/Culling/boundingSphere.d.ts +1 -2
  187. package/Culling/boundingSphere.js +1 -2
  188. package/Culling/boundingSphere.js.map +1 -1
  189. package/Culling/ray.d.ts +7 -7
  190. package/Culling/ray.js +1 -1
  191. package/Culling/ray.js.map +1 -1
  192. package/Debug/debugLayer.d.ts +2 -2
  193. package/Debug/debugLayer.js +1 -1
  194. package/Debug/debugLayer.js.map +1 -1
  195. package/Debug/physicsViewer.d.ts +6 -6
  196. package/Debug/physicsViewer.js +4 -4
  197. package/Debug/physicsViewer.js.map +1 -1
  198. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  199. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  200. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  201. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  202. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  203. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  204. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  205. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  206. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  207. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  208. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  209. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  210. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  211. package/DeviceInput/webDeviceInputSystem.js +1 -1
  212. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  213. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  214. package/Engines/Extensions/engine.computeShader.js +1 -1
  215. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  216. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  217. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  218. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  219. package/Engines/Extensions/engine.debugging.js.map +1 -1
  220. package/Engines/Extensions/engine.multiRender.js +8 -10
  221. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  222. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  223. package/Engines/Extensions/engine.multiview.js.map +1 -1
  224. package/Engines/Extensions/engine.query.d.ts +24 -24
  225. package/Engines/Extensions/engine.query.js +8 -8
  226. package/Engines/Extensions/engine.query.js.map +1 -1
  227. package/Engines/Extensions/engine.rawTexture.js +3 -7
  228. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  229. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  230. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  231. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  232. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  233. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  234. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  235. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  236. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  237. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  238. package/Engines/Extensions/engine.views.d.ts +2 -2
  239. package/Engines/Extensions/engine.views.js.map +1 -1
  240. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  241. package/Engines/Extensions/engine.webVR.js.map +1 -1
  242. package/Engines/ICanvas.d.ts +11 -0
  243. package/Engines/ICanvas.js.map +1 -1
  244. package/Engines/IDrawContext.d.ts +1 -1
  245. package/Engines/IDrawContext.js.map +1 -1
  246. package/Engines/IMaterialContext.d.ts +1 -1
  247. package/Engines/IMaterialContext.js.map +1 -1
  248. package/Engines/IPipelineContext.d.ts +5 -5
  249. package/Engines/IPipelineContext.js.map +1 -1
  250. package/Engines/Native/nativeDataStream.d.ts +2 -2
  251. package/Engines/Native/nativeDataStream.js +1 -1
  252. package/Engines/Native/nativeDataStream.js.map +1 -1
  253. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  254. package/Engines/Native/nativeInterfaces.js.map +1 -1
  255. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  256. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  257. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  258. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  259. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  260. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  261. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  262. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  263. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  264. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  265. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  266. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  267. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  268. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  269. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  270. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  271. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  272. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  273. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  274. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  275. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  276. package/Engines/Processors/shaderCodeCursor.js +1 -1
  277. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  278. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  279. package/Engines/Processors/shaderCodeNode.js +1 -1
  280. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  281. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  282. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  283. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  284. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  285. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  286. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  287. package/Engines/Processors/shaderProcessor.js +2 -2
  288. package/Engines/Processors/shaderProcessor.js.map +1 -1
  289. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  290. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  291. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  292. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  293. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  294. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  295. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -38
  296. package/Engines/WebGL/webGLPipelineContext.js +95 -326
  297. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  298. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  299. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -3
  300. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  301. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  302. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  303. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  304. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  305. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  306. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  307. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  308. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  309. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  310. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  311. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  312. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  313. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  314. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  316. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  317. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  319. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  320. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  322. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  323. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  324. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  325. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  326. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  327. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  328. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  329. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  331. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  332. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  333. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  334. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  336. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  337. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  338. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  339. package/Engines/WebGPU/webgpuConstants.js +38 -38
  340. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  341. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  342. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  343. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  344. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  345. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  346. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  348. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  349. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  350. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
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  1714. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
  1715. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  1716. package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
  1717. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
  1718. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  1719. package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
  1720. package/ShadersWGSL/ShadersInclude/instancesVertex.js +1 -1
  1721. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  1722. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
  1723. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
  1724. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  1725. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
  1726. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
  1727. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  1728. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
  1729. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
  1730. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  1731. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
  1732. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
  1733. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  1734. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
  1735. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
  1736. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  1737. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.d.ts +1 -1
  1738. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
  1739. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  1740. package/ShadersWGSL/gpuUpdateParticles.compute.d.ts +1 -1
  1741. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  1742. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1743. package/Sprites/spriteSceneComponent.d.ts +6 -6
  1744. package/Sprites/spriteSceneComponent.js.map +1 -1
  1745. package/Sprites/thinSprite.d.ts +5 -6
  1746. package/Sprites/thinSprite.js +1 -2
  1747. package/Sprites/thinSprite.js.map +1 -1
  1748. package/States/IStencilState.d.ts +1 -1
  1749. package/States/IStencilState.js.map +1 -1
  1750. package/States/alphaCullingState.d.ts +1 -1
  1751. package/States/alphaCullingState.js +1 -1
  1752. package/States/alphaCullingState.js.map +1 -1
  1753. package/States/depthCullingState.d.ts +1 -1
  1754. package/States/depthCullingState.js +1 -1
  1755. package/States/depthCullingState.js.map +1 -1
  1756. package/States/stencilState.d.ts +1 -1
  1757. package/States/stencilState.js +1 -1
  1758. package/States/stencilState.js.map +1 -1
  1759. package/States/stencilStateComposer.d.ts +1 -1
  1760. package/States/stencilStateComposer.js +1 -1
  1761. package/States/stencilStateComposer.js.map +1 -1
  1762. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  1763. package/XR/features/WebXRControllerPhysics.js +1 -1
  1764. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  1765. package/XR/features/WebXRControllerPointerSelection.d.ts +3 -6
  1766. package/XR/features/WebXRControllerPointerSelection.js +3 -6
  1767. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  1768. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  1769. package/XR/features/WebXRControllerTeleportation.js +24 -19
  1770. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  1771. package/XR/features/WebXRLayers.d.ts +2 -2
  1772. package/XR/features/WebXRLayers.js +4 -4
  1773. package/XR/features/WebXRLayers.js.map +1 -1
  1774. package/XR/features/WebXRNearInteraction.js +2 -2
  1775. package/XR/features/WebXRNearInteraction.js.map +1 -1
  1776. package/XR/motionController/webXRAbstractMotionController.d.ts +5 -6
  1777. package/XR/motionController/webXRAbstractMotionController.js +4 -5
  1778. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  1779. package/XR/motionController/webXRControllerComponent.d.ts +1 -1
  1780. package/XR/motionController/webXRControllerComponent.js +1 -1
  1781. package/XR/motionController/webXRControllerComponent.js.map +1 -1
  1782. package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
  1783. package/XR/motionController/webXRMotionControllerManager.js +3 -3
  1784. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  1785. package/XR/native/nativeXRFrame.d.ts +2 -2
  1786. package/XR/native/nativeXRFrame.js +1 -1
  1787. package/XR/native/nativeXRFrame.js.map +1 -1
  1788. package/XR/native/nativeXRRenderTarget.d.ts +3 -3
  1789. package/XR/native/nativeXRRenderTarget.js +3 -3
  1790. package/XR/native/nativeXRRenderTarget.js.map +1 -1
  1791. package/XR/webXRCamera.d.ts +2 -2
  1792. package/XR/webXRCamera.js +1 -1
  1793. package/XR/webXRCamera.js.map +1 -1
  1794. package/XR/webXRDefaultExperience.d.ts +6 -6
  1795. package/XR/webXRDefaultExperience.js.map +1 -1
  1796. package/XR/webXRExperienceHelper.d.ts +21 -1
  1797. package/XR/webXRExperienceHelper.js +37 -7
  1798. package/XR/webXRExperienceHelper.js.map +1 -1
  1799. package/XR/webXRInputSource.d.ts +1 -1
  1800. package/XR/webXRInputSource.js.map +1 -1
  1801. package/XR/webXRLayerWrapper.d.ts +1 -1
  1802. package/XR/webXRLayerWrapper.js +1 -1
  1803. package/XR/webXRLayerWrapper.js.map +1 -1
  1804. package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
  1805. package/XR/webXRRenderTargetTextureProvider.js +1 -1
  1806. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  1807. package/XR/webXRSessionManager.d.ts +1 -2
  1808. package/XR/webXRSessionManager.js +1 -2
  1809. package/XR/webXRSessionManager.js.map +1 -1
  1810. package/XR/webXRWebGLLayer.d.ts +2 -2
  1811. package/XR/webXRWebGLLayer.js +2 -2
  1812. package/XR/webXRWebGLLayer.js.map +1 -1
  1813. package/abstractScene.d.ts +1 -1
  1814. package/abstractScene.js +1 -1
  1815. package/abstractScene.js.map +1 -1
  1816. package/node.d.ts +44 -56
  1817. package/node.js +43 -58
  1818. package/node.js.map +1 -1
  1819. package/package.json +1 -1
  1820. package/scene.d.ts +130 -168
  1821. package/scene.js +115 -142
  1822. package/scene.js.map +1 -1
  1823. package/sceneComponent.d.ts +2 -2
  1824. package/sceneComponent.js +2 -2
  1825. package/sceneComponent.js.map +1 -1
  1826. package/types.d.ts +2 -2
  1827. package/types.js +1 -1
  1828. package/types.js.map +1 -1
@@ -1,5 +1,5 @@
1
1
  import { RenderTargetWrapper } from "../renderTargetWrapper.js";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
4
4
  constructor(isMulti, isCube, size, engine, context) {
5
5
  super(isMulti, isCube, size, engine);
@@ -34,14 +34,14 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
34
34
  }
35
35
  /**
36
36
  * Shares the depth buffer of this render target with another render target.
37
- * @hidden
37
+ * @internal
38
38
  * @param renderTarget Destination renderTarget
39
39
  */
40
40
  _shareDepth(renderTarget) {
41
41
  super._shareDepth(renderTarget);
42
42
  const gl = this._context;
43
43
  const depthbuffer = this._depthStencilBuffer;
44
- const framebuffer = renderTarget._framebuffer;
44
+ const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;
45
45
  if (renderTarget._depthStencilBuffer) {
46
46
  gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);
47
47
  }
@@ -1 +1 @@
1
- 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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @hidden */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @hidden\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = this._depthStencilBuffer;\r\n\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndex: number = -1, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const gl = this._context;\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n const attachment = (<any>gl)[this._engine.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + attachmentIndex : \"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndex !== -1 ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
1
+ 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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = this._depthStencilBuffer;\r\n\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndex: number = -1, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const gl = this._context;\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n const attachment = (<any>gl)[this._engine.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + attachmentIndex : \"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndex !== -1 ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import type { Nullable } from "../../types";
3
3
  import type { IShaderProcessor } from "../Processors/iShaderProcessor";
4
4
  import type { ShaderProcessingContext } from "../Processors/shaderProcessingOptions";
5
5
  declare type ThinEngine = import("../thinEngine").ThinEngine;
6
- /** @hidden */
6
+ /** @internal */
7
7
  export declare class WebGLShaderProcessor implements IShaderProcessor {
8
8
  shaderLanguage: ShaderLanguage;
9
9
  postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine): string;
@@ -1,5 +1,5 @@
1
1
  import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export class WebGLShaderProcessor {
4
4
  constructor() {
5
5
  this.shaderLanguage = ShaderLanguage.GLSL;
@@ -1 +1 @@
1
- {"version":3,"file":"webGLShaderProcessors.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGL/webGLShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAOhE,cAAc;AACd,MAAM,OAAO,oBAAoB;IAAjC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;IAYhD,CAAC;IAVU,aAAa,CAAC,IAAY,EAAE,OAAiB,EAAE,UAAmB,EAAE,iBAAoD,EAAE,MAAkB;QAC/I,oBAAoB;QACpB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC,oBAAoB,EAAE;YACxC,iHAAiH;YACjH,MAAM,KAAK,GAAG,oDAAoD,CAAC;YACnE,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;SAClC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\n/** @hidden */\r\nexport class WebGLShaderProcessor implements IShaderProcessor {\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n // Remove extensions\r\n if (!engine.getCaps().drawBuffersExtension) {\r\n // even if enclosed in #if/#endif, IE11 does parse the #extension declaration, so we need to remove it altogether\r\n const regex = /#extension.+GL_EXT_draw_buffers.+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"webGLShaderProcessors.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGL/webGLShaderProcessors.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAOhE,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;IAAjC;QACW,mBAAc,GAAG,cAAc,CAAC,IAAI,CAAC;IAYhD,CAAC;IAVU,aAAa,CAAC,IAAY,EAAE,OAAiB,EAAE,UAAmB,EAAE,iBAAoD,EAAE,MAAkB;QAC/I,oBAAoB;QACpB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC,oBAAoB,EAAE;YACxC,iHAAiH;YACjH,MAAM,KAAK,GAAG,oDAAoD,CAAC;YACnE,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;SAClC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\ndeclare type ThinEngine = import(\"../thinEngine\").ThinEngine;\r\n\r\n/** @internal */\r\nexport class WebGLShaderProcessor implements IShaderProcessor {\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n // Remove extensions\r\n if (!engine.getCaps().drawBuffersExtension) {\r\n // even if enclosed in #if/#endif, IE11 does parse the #extension declaration, so we need to remove it altogether\r\n const regex = /#extension.+GL_EXT_draw_buffers.+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { Nullable } from "../../../types";
2
2
  declare module "../../webgpuEngine" {
3
3
  interface WebGPUEngine {
4
- /** @hidden */
4
+ /** @internal */
5
5
  _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;
6
6
  }
7
7
  }
@@ -1 +1 @@
1
- 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type { IComputeEffectCreationOptions } from \"../../../Compute/computeEffect\";\r\nimport { ComputeEffect } from \"../../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../../Compute/IComputePipelineContext\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../../Extensions/engine.computeShader\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPUComputeContext } from \"../webgpuComputeContext\";\r\nimport { WebGPUComputePipelineContext } from \"../webgpuComputePipelineContext\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\n\r\ndeclare module \"../../webgpuEngine\" {\r\n export interface WebGPUEngine {\r\n /** @hidden */\r\n _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return new WebGPUComputeContext(this._device, this._cacheSampler);\r\n};\r\n\r\nWebGPUEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n const compute = baseName.computeElement || baseName.compute || baseName.computeToken || baseName.computeSource || baseName;\r\n\r\n const name = compute + \"@\" + options.defines;\r\n if (this._compiledComputeEffects[name]) {\r\n const compiledEffect = <ComputeEffect>this._compiledComputeEffects[name];\r\n if (options.onCompiled && compiledEffect.isReady()) {\r\n options.onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n const effect = new ComputeEffect(baseName, options, this, name);\r\n this._compiledComputeEffects[name] = effect;\r\n\r\n return effect;\r\n};\r\n\r\nWebGPUEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n return new WebGPUComputePipelineContext(this);\r\n};\r\n\r\nWebGPUEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nWebGPUEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n if (this._currentRenderTarget) {\r\n // A render target pass is currently in effect (meaning beingRenderPass has been called on the command encoder this._renderTargetEncoder): we are not allowed to open\r\n // another pass on this command encoder (even if it's a compute pass) until endPass has been called, so we need to defer the compute pass for after the current render target pass is closed\r\n this._onAfterUnbindFrameBufferObservable.addOnce(() => {\r\n this.computeDispatch(effect, context, bindings, x, y, z, bindingsMapping);\r\n });\r\n return;\r\n }\r\n\r\n const contextPipeline = effect._pipelineContext as WebGPUComputePipelineContext;\r\n const computeContext = context as WebGPUComputeContext;\r\n\r\n if (!contextPipeline.computePipeline) {\r\n contextPipeline.computePipeline = this._device.createComputePipeline({\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n compute: contextPipeline.stage!,\r\n });\r\n }\r\n\r\n const commandEncoder = this._renderTargetEncoder;\r\n const computePass = commandEncoder.beginComputePass();\r\n\r\n computePass.setPipeline(contextPipeline.computePipeline);\r\n\r\n const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n const bindGroup = bindGroups[i];\r\n if (!bindGroup) {\r\n continue;\r\n }\r\n computePass.setBindGroup(i, bindGroup);\r\n }\r\n\r\n computePass.dispatchWorkgroups(x, y, z);\r\n computePass.end();\r\n};\r\n\r\nWebGPUEngine.prototype.releaseComputeEffects = function () {\r\n for (const name in this._compiledComputeEffects) {\r\n const webGPUPipelineContextCompute = this._compiledComputeEffects[name].getPipelineContext() as WebGPUComputePipelineContext;\r\n this._deleteComputePipelineContext(webGPUPipelineContextCompute);\r\n }\r\n\r\n this._compiledComputeEffects = {};\r\n};\r\n\r\nWebGPUEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {\r\n const webGpuContext = pipelineContext as WebGPUComputePipelineContext;\r\n\r\n if (this.dbgShowShaderCode) {\r\n console.log(defines);\r\n console.log(computeSourceCode);\r\n }\r\n\r\n webGpuContext.sources = {\r\n compute: computeSourceCode,\r\n rawCompute: rawComputeSourceCode,\r\n };\r\n\r\n webGpuContext.stage = this._createComputePipelineStageDescriptor(computeSourceCode, defines, entryPoint);\r\n};\r\n\r\nWebGPUEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {\r\n if (this._compiledComputeEffects[effect._key]) {\r\n delete this._compiledComputeEffects[effect._key];\r\n\r\n this._deleteComputePipelineContext(effect.getPipelineContext() as WebGPUComputePipelineContext);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._rebuildComputeEffects = function (): void {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n effect._pipelineContext = null;\r\n effect._wasPreviouslyReady = false;\r\n effect._prepareEffect();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {\r\n const webgpuPipelineContext = pipelineContext as WebGPUComputePipelineContext;\r\n if (webgpuPipelineContext) {\r\n pipelineContext.dispose();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._createComputePipelineStageDescriptor = function (computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage {\r\n if (defines) {\r\n defines = \"//\" + defines.split(\"\\n\").join(\"\\n//\") + \"\\n\";\r\n } else {\r\n defines = \"\";\r\n }\r\n return {\r\n module: this._device.createShaderModule({\r\n code: defines + computeShader,\r\n }),\r\n entryPoint,\r\n };\r\n};\r\n"]}
1
+ 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type { IComputeEffectCreationOptions } from \"../../../Compute/computeEffect\";\r\nimport { ComputeEffect } from \"../../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../../Compute/IComputePipelineContext\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../../Extensions/engine.computeShader\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPUComputeContext } from \"../webgpuComputeContext\";\r\nimport { WebGPUComputePipelineContext } from \"../webgpuComputePipelineContext\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\n\r\ndeclare module \"../../webgpuEngine\" {\r\n export interface WebGPUEngine {\r\n /** @internal */\r\n _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return new WebGPUComputeContext(this._device, this._cacheSampler);\r\n};\r\n\r\nWebGPUEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n const compute = baseName.computeElement || baseName.compute || baseName.computeToken || baseName.computeSource || baseName;\r\n\r\n const name = compute + \"@\" + options.defines;\r\n if (this._compiledComputeEffects[name]) {\r\n const compiledEffect = <ComputeEffect>this._compiledComputeEffects[name];\r\n if (options.onCompiled && compiledEffect.isReady()) {\r\n options.onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n const effect = new ComputeEffect(baseName, options, this, name);\r\n this._compiledComputeEffects[name] = effect;\r\n\r\n return effect;\r\n};\r\n\r\nWebGPUEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n return new WebGPUComputePipelineContext(this);\r\n};\r\n\r\nWebGPUEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nWebGPUEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n if (this._currentRenderTarget) {\r\n // A render target pass is currently in effect (meaning beingRenderPass has been called on the command encoder this._renderTargetEncoder): we are not allowed to open\r\n // another pass on this command encoder (even if it's a compute pass) until endPass has been called, so we need to defer the compute pass for after the current render target pass is closed\r\n this._onAfterUnbindFrameBufferObservable.addOnce(() => {\r\n this.computeDispatch(effect, context, bindings, x, y, z, bindingsMapping);\r\n });\r\n return;\r\n }\r\n\r\n const contextPipeline = effect._pipelineContext as WebGPUComputePipelineContext;\r\n const computeContext = context as WebGPUComputeContext;\r\n\r\n if (!contextPipeline.computePipeline) {\r\n contextPipeline.computePipeline = this._device.createComputePipeline({\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n compute: contextPipeline.stage!,\r\n });\r\n }\r\n\r\n const commandEncoder = this._renderTargetEncoder;\r\n const computePass = commandEncoder.beginComputePass();\r\n\r\n computePass.setPipeline(contextPipeline.computePipeline);\r\n\r\n const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n const bindGroup = bindGroups[i];\r\n if (!bindGroup) {\r\n continue;\r\n }\r\n computePass.setBindGroup(i, bindGroup);\r\n }\r\n\r\n computePass.dispatchWorkgroups(x, y, z);\r\n computePass.end();\r\n};\r\n\r\nWebGPUEngine.prototype.releaseComputeEffects = function () {\r\n for (const name in this._compiledComputeEffects) {\r\n const webGPUPipelineContextCompute = this._compiledComputeEffects[name].getPipelineContext() as WebGPUComputePipelineContext;\r\n this._deleteComputePipelineContext(webGPUPipelineContextCompute);\r\n }\r\n\r\n this._compiledComputeEffects = {};\r\n};\r\n\r\nWebGPUEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {\r\n const webGpuContext = pipelineContext as WebGPUComputePipelineContext;\r\n\r\n if (this.dbgShowShaderCode) {\r\n console.log(defines);\r\n console.log(computeSourceCode);\r\n }\r\n\r\n webGpuContext.sources = {\r\n compute: computeSourceCode,\r\n rawCompute: rawComputeSourceCode,\r\n };\r\n\r\n webGpuContext.stage = this._createComputePipelineStageDescriptor(computeSourceCode, defines, entryPoint);\r\n};\r\n\r\nWebGPUEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {\r\n if (this._compiledComputeEffects[effect._key]) {\r\n delete this._compiledComputeEffects[effect._key];\r\n\r\n this._deleteComputePipelineContext(effect.getPipelineContext() as WebGPUComputePipelineContext);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._rebuildComputeEffects = function (): void {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n effect._pipelineContext = null;\r\n effect._wasPreviouslyReady = false;\r\n effect._prepareEffect();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {\r\n const webgpuPipelineContext = pipelineContext as WebGPUComputePipelineContext;\r\n if (webgpuPipelineContext) {\r\n pipelineContext.dispose();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._createComputePipelineStageDescriptor = function (computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage {\r\n if (defines) {\r\n defines = \"//\" + defines.split(\"\\n\").join(\"\\n//\") + \"\\n\";\r\n } else {\r\n defines = \"\";\r\n }\r\n return {\r\n module: this._device.createShaderModule({\r\n code: defines + computeShader,\r\n }),\r\n entryPoint,\r\n };\r\n};\r\n"]}
@@ -246,11 +246,7 @@ WebGPUEngine.prototype.updateRawTexture2DArray = function (texture, bufferView,
246
246
  texture.isReady = true;
247
247
  };
248
248
  /**
249
- * @param rgbData
250
- * @param width
251
- * @param height
252
- * @param textureType
253
- * @hidden
249
+ * @internal
254
250
  */
255
251
  // eslint-disable-next-line @typescript-eslint/naming-convention
256
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  function _convertRGBtoRGBATextureData(rgbData, width, height, textureType) {
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\ndeclare type Scene = import(\"../../../scene\").Scene;\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[i];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n allFaces.push(faceDataArrays[faces[faceIndex]]);\r\n }\r\n this.updateRawCubeTexture(texture, allFaces, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @param rgbData\r\n * @param width\r\n * @param height\r\n * @param textureType\r\n * @hidden\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
1
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\ndeclare type Scene = import(\"../../../scene\").Scene;\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[i];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n allFaces.push(faceDataArrays[faces[faceIndex]]);\r\n }\r\n this.updateRawCubeTexture(texture, allFaces, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { DataBuffer } from "../../Buffers/dataBuffer";
2
2
  import { WebGPUDataBuffer } from "../../Meshes/WebGPU/webgpuDataBuffer";
3
3
  import type { Nullable } from "../../types";
4
- /** @hidden */
4
+ /** @internal */
5
5
  export declare class WebGPUBufferManager {
6
6
  private _device;
7
7
  private _deferredReleaseBuffers;
@@ -3,7 +3,7 @@ import { FromHalfFloat } from "../../Misc/textureTools.js";
3
3
 
4
4
  import { allocateAndCopyTypedBuffer } from "../Extensions/engine.readTexture.js";
5
5
  import * as WebGPUConstants from "./webgpuConstants.js";
6
- /** @hidden */
6
+ /** @internal */
7
7
  export class WebGPUBufferManager {
8
8
  constructor(device) {
9
9
  this._deferredReleaseBuffers = [];
@@ -1 +1 @@
1
- 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as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while (chunkEnd - (chunkStart + offset) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => reject(reason)\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
1
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type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { allocateAndCopyTypedBuffer } from \"../Extensions/engine.readTexture\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n constructor(device: GPUDevice) {\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while (chunkEnd - (chunkStart + offset) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => reject(reason)\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
@@ -1,10 +1,10 @@
1
1
  import type { Nullable } from "../../types";
2
- /** @hidden */
2
+ /** @internal */
3
3
  interface IWebGPURenderItem {
4
4
  run(renderPass: GPURenderPassEncoder): void;
5
5
  clone(): IWebGPURenderItem;
6
6
  }
7
- /** @hidden */
7
+ /** @internal */
8
8
  export declare class WebGPURenderItemViewport implements IWebGPURenderItem {
9
9
  x: number;
10
10
  y: number;
@@ -14,7 +14,7 @@ export declare class WebGPURenderItemViewport implements IWebGPURenderItem {
14
14
  run(renderPass: GPURenderPassEncoder): void;
15
15
  clone(): WebGPURenderItemViewport;
16
16
  }
17
- /** @hidden */
17
+ /** @internal */
18
18
  export declare class WebGPURenderItemScissor implements IWebGPURenderItem {
19
19
  x: number;
20
20
  y: number;
@@ -24,34 +24,34 @@ export declare class WebGPURenderItemScissor implements IWebGPURenderItem {
24
24
  run(renderPass: GPURenderPassEncoder): void;
25
25
  clone(): WebGPURenderItemScissor;
26
26
  }
27
- /** @hidden */
27
+ /** @internal */
28
28
  export declare class WebGPURenderItemStencilRef implements IWebGPURenderItem {
29
29
  ref: number;
30
30
  constructor(ref: number);
31
31
  run(renderPass: GPURenderPassEncoder): void;
32
32
  clone(): WebGPURenderItemStencilRef;
33
33
  }
34
- /** @hidden */
34
+ /** @internal */
35
35
  export declare class WebGPURenderItemBlendColor implements IWebGPURenderItem {
36
36
  color: Nullable<number>[];
37
37
  constructor(color: Nullable<number>[]);
38
38
  run(renderPass: GPURenderPassEncoder): void;
39
39
  clone(): WebGPURenderItemBlendColor;
40
40
  }
41
- /** @hidden */
41
+ /** @internal */
42
42
  export declare class WebGPURenderItemBeginOcclusionQuery implements IWebGPURenderItem {
43
43
  query: number;
44
44
  constructor(query: number);
45
45
  run(renderPass: GPURenderPassEncoder): void;
46
46
  clone(): WebGPURenderItemBeginOcclusionQuery;
47
47
  }
48
- /** @hidden */
48
+ /** @internal */
49
49
  export declare class WebGPURenderItemEndOcclusionQuery implements IWebGPURenderItem {
50
50
  constructor();
51
51
  run(renderPass: GPURenderPassEncoder): void;
52
52
  clone(): WebGPURenderItemEndOcclusionQuery;
53
53
  }
54
- /** @hidden */
54
+ /** @internal */
55
55
  export declare class WebGPUBundleList {
56
56
  private _device;
57
57
  private _bundleEncoder;
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export class WebGPURenderItemViewport {
3
3
  constructor(x, y, w, h) {
4
4
  this.x = Math.floor(x);
@@ -13,7 +13,7 @@ export class WebGPURenderItemViewport {
13
13
  return new WebGPURenderItemViewport(this.x, this.y, this.w, this.h);
14
14
  }
15
15
  }
16
- /** @hidden */
16
+ /** @internal */
17
17
  export class WebGPURenderItemScissor {
18
18
  constructor(x, y, w, h) {
19
19
  this.x = x;
@@ -28,7 +28,7 @@ export class WebGPURenderItemScissor {
28
28
  return new WebGPURenderItemScissor(this.x, this.y, this.w, this.h);
29
29
  }
30
30
  }
31
- /** @hidden */
31
+ /** @internal */
32
32
  export class WebGPURenderItemStencilRef {
33
33
  constructor(ref) {
34
34
  this.ref = ref;
@@ -40,7 +40,7 @@ export class WebGPURenderItemStencilRef {
40
40
  return new WebGPURenderItemStencilRef(this.ref);
41
41
  }
42
42
  }
43
- /** @hidden */
43
+ /** @internal */
44
44
  export class WebGPURenderItemBlendColor {
45
45
  constructor(color) {
46
46
  this.color = color;
@@ -52,7 +52,7 @@ export class WebGPURenderItemBlendColor {
52
52
  return new WebGPURenderItemBlendColor(this.color);
53
53
  }
54
54
  }
55
- /** @hidden */
55
+ /** @internal */
56
56
  export class WebGPURenderItemBeginOcclusionQuery {
57
57
  constructor(query) {
58
58
  this.query = query;
@@ -64,7 +64,7 @@ export class WebGPURenderItemBeginOcclusionQuery {
64
64
  return new WebGPURenderItemBeginOcclusionQuery(this.query);
65
65
  }
66
66
  }
67
- /** @hidden */
67
+ /** @internal */
68
68
  export class WebGPURenderItemEndOcclusionQuery {
69
69
  constructor() { }
70
70
  run(renderPass) {
@@ -87,7 +87,7 @@ class WebGPURenderItemBundles {
87
87
  return cloned;
88
88
  }
89
89
  }
90
- /** @hidden */
90
+ /** @internal */
91
91
  export class WebGPUBundleList {
92
92
  constructor(device) {
93
93
  this.numDrawCalls = 0;
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\n\r\n/** @hidden */\r\ninterface IWebGPURenderItem {\r\n run(renderPass: GPURenderPassEncoder): void;\r\n clone(): IWebGPURenderItem;\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPURenderItemViewport implements IWebGPURenderItem {\r\n public x: number;\r\n public y: number;\r\n public w: number;\r\n public h: number;\r\n\r\n public constructor(x: number, y: number, w: number, h: number) {\r\n this.x = Math.floor(x);\r\n this.y = Math.floor(y);\r\n this.w = Math.floor(w);\r\n this.h = Math.floor(h);\r\n }\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.setViewport(this.x, this.y, this.w, this.h, 0, 1);\r\n }\r\n\r\n public clone(): WebGPURenderItemViewport {\r\n return new WebGPURenderItemViewport(this.x, this.y, this.w, this.h);\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPURenderItemScissor implements IWebGPURenderItem {\r\n public constructor(public x: number, public y: number, public w: number, public h: number) {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.setScissorRect(this.x, this.y, this.w, this.h);\r\n }\r\n\r\n public clone(): WebGPURenderItemScissor {\r\n return new WebGPURenderItemScissor(this.x, this.y, this.w, this.h);\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPURenderItemStencilRef implements IWebGPURenderItem {\r\n public constructor(public ref: number) {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.setStencilReference(this.ref);\r\n }\r\n\r\n public clone(): WebGPURenderItemStencilRef {\r\n return new WebGPURenderItemStencilRef(this.ref);\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPURenderItemBlendColor implements IWebGPURenderItem {\r\n public constructor(public color: Nullable<number>[]) {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.setBlendConstant(this.color as GPUColor);\r\n }\r\n\r\n public clone(): WebGPURenderItemBlendColor {\r\n return new WebGPURenderItemBlendColor(this.color);\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPURenderItemBeginOcclusionQuery implements IWebGPURenderItem {\r\n public constructor(public query: number) {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.beginOcclusionQuery(this.query);\r\n }\r\n\r\n public clone(): WebGPURenderItemBeginOcclusionQuery {\r\n return new WebGPURenderItemBeginOcclusionQuery(this.query);\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPURenderItemEndOcclusionQuery implements IWebGPURenderItem {\r\n public constructor() {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.endOcclusionQuery();\r\n }\r\n\r\n public clone(): WebGPURenderItemEndOcclusionQuery {\r\n return new WebGPURenderItemEndOcclusionQuery();\r\n }\r\n}\r\n\r\nclass WebGPURenderItemBundles implements IWebGPURenderItem {\r\n public bundles: GPURenderBundle[];\r\n\r\n public constructor() {\r\n this.bundles = [];\r\n }\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.executeBundles(this.bundles);\r\n }\r\n\r\n public clone(): WebGPURenderItemBundles {\r\n const cloned = new WebGPURenderItemBundles();\r\n cloned.bundles = this.bundles;\r\n return cloned;\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPUBundleList {\r\n private _device: GPUDevice;\r\n private _bundleEncoder: GPURenderBundleEncoder | undefined;\r\n\r\n private _list: IWebGPURenderItem[];\r\n private _listLength: number;\r\n\r\n private _currentItemIsBundle: boolean;\r\n private _currentBundleList: GPURenderBundle[];\r\n\r\n public numDrawCalls = 0;\r\n\r\n public constructor(device: GPUDevice) {\r\n this._device = device;\r\n this._list = new Array(10);\r\n this._listLength = 0;\r\n }\r\n\r\n public addBundle(bundle?: GPURenderBundle): void {\r\n if (!this._currentItemIsBundle) {\r\n const item = new WebGPURenderItemBundles();\r\n\r\n this._list[this._listLength++] = item;\r\n this._currentBundleList = item.bundles;\r\n this._currentItemIsBundle = true;\r\n }\r\n if (bundle) {\r\n this._currentBundleList.push(bundle);\r\n }\r\n }\r\n\r\n private _finishBundle(): void {\r\n if (this._currentItemIsBundle && this._bundleEncoder) {\r\n this._currentBundleList.push(this._bundleEncoder.finish());\r\n this._bundleEncoder = undefined;\r\n this._currentItemIsBundle = false;\r\n }\r\n }\r\n\r\n public addItem(item: IWebGPURenderItem) {\r\n this._finishBundle();\r\n this._list[this._listLength++] = item;\r\n this._currentItemIsBundle = false;\r\n }\r\n\r\n public getBundleEncoder(colorFormats: (GPUTextureFormat | null)[], depthStencilFormat: GPUTextureFormat | undefined, sampleCount: number): GPURenderBundleEncoder {\r\n if (!this._currentItemIsBundle) {\r\n this.addBundle();\r\n this._bundleEncoder = this._device.createRenderBundleEncoder({\r\n colorFormats,\r\n depthStencilFormat,\r\n sampleCount,\r\n });\r\n }\r\n return this._bundleEncoder!;\r\n }\r\n\r\n public close(): void {\r\n this._finishBundle();\r\n }\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n this.close();\r\n for (let i = 0; i < this._listLength; ++i) {\r\n this._list[i].run(renderPass);\r\n }\r\n }\r\n\r\n public reset() {\r\n this._listLength = 0;\r\n this._currentItemIsBundle = false;\r\n this.numDrawCalls = 0;\r\n }\r\n\r\n public clone(): WebGPUBundleList {\r\n this.close();\r\n\r\n const cloned = new WebGPUBundleList(this._device);\r\n\r\n cloned._list = new Array(this._listLength);\r\n cloned._listLength = this._listLength;\r\n cloned.numDrawCalls = this.numDrawCalls;\r\n\r\n for (let i = 0; i < this._listLength; ++i) {\r\n cloned._list[i] = this._list[i].clone();\r\n }\r\n\r\n return cloned;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\n\r\n/** @internal */\r\ninterface IWebGPURenderItem {\r\n run(renderPass: GPURenderPassEncoder): void;\r\n clone(): IWebGPURenderItem;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPURenderItemViewport implements IWebGPURenderItem {\r\n public x: number;\r\n public y: number;\r\n public w: number;\r\n public h: number;\r\n\r\n public constructor(x: number, y: number, w: number, h: number) {\r\n this.x = Math.floor(x);\r\n this.y = Math.floor(y);\r\n this.w = Math.floor(w);\r\n this.h = Math.floor(h);\r\n }\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.setViewport(this.x, this.y, this.w, this.h, 0, 1);\r\n }\r\n\r\n public clone(): WebGPURenderItemViewport {\r\n return new WebGPURenderItemViewport(this.x, this.y, this.w, this.h);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPURenderItemScissor implements IWebGPURenderItem {\r\n public constructor(public x: number, public y: number, public w: number, public h: number) {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.setScissorRect(this.x, this.y, this.w, this.h);\r\n }\r\n\r\n public clone(): WebGPURenderItemScissor {\r\n return new WebGPURenderItemScissor(this.x, this.y, this.w, this.h);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPURenderItemStencilRef implements IWebGPURenderItem {\r\n public constructor(public ref: number) {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.setStencilReference(this.ref);\r\n }\r\n\r\n public clone(): WebGPURenderItemStencilRef {\r\n return new WebGPURenderItemStencilRef(this.ref);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPURenderItemBlendColor implements IWebGPURenderItem {\r\n public constructor(public color: Nullable<number>[]) {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.setBlendConstant(this.color as GPUColor);\r\n }\r\n\r\n public clone(): WebGPURenderItemBlendColor {\r\n return new WebGPURenderItemBlendColor(this.color);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPURenderItemBeginOcclusionQuery implements IWebGPURenderItem {\r\n public constructor(public query: number) {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.beginOcclusionQuery(this.query);\r\n }\r\n\r\n public clone(): WebGPURenderItemBeginOcclusionQuery {\r\n return new WebGPURenderItemBeginOcclusionQuery(this.query);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPURenderItemEndOcclusionQuery implements IWebGPURenderItem {\r\n public constructor() {}\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.endOcclusionQuery();\r\n }\r\n\r\n public clone(): WebGPURenderItemEndOcclusionQuery {\r\n return new WebGPURenderItemEndOcclusionQuery();\r\n }\r\n}\r\n\r\nclass WebGPURenderItemBundles implements IWebGPURenderItem {\r\n public bundles: GPURenderBundle[];\r\n\r\n public constructor() {\r\n this.bundles = [];\r\n }\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n renderPass.executeBundles(this.bundles);\r\n }\r\n\r\n public clone(): WebGPURenderItemBundles {\r\n const cloned = new WebGPURenderItemBundles();\r\n cloned.bundles = this.bundles;\r\n return cloned;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUBundleList {\r\n private _device: GPUDevice;\r\n private _bundleEncoder: GPURenderBundleEncoder | undefined;\r\n\r\n private _list: IWebGPURenderItem[];\r\n private _listLength: number;\r\n\r\n private _currentItemIsBundle: boolean;\r\n private _currentBundleList: GPURenderBundle[];\r\n\r\n public numDrawCalls = 0;\r\n\r\n public constructor(device: GPUDevice) {\r\n this._device = device;\r\n this._list = new Array(10);\r\n this._listLength = 0;\r\n }\r\n\r\n public addBundle(bundle?: GPURenderBundle): void {\r\n if (!this._currentItemIsBundle) {\r\n const item = new WebGPURenderItemBundles();\r\n\r\n this._list[this._listLength++] = item;\r\n this._currentBundleList = item.bundles;\r\n this._currentItemIsBundle = true;\r\n }\r\n if (bundle) {\r\n this._currentBundleList.push(bundle);\r\n }\r\n }\r\n\r\n private _finishBundle(): void {\r\n if (this._currentItemIsBundle && this._bundleEncoder) {\r\n this._currentBundleList.push(this._bundleEncoder.finish());\r\n this._bundleEncoder = undefined;\r\n this._currentItemIsBundle = false;\r\n }\r\n }\r\n\r\n public addItem(item: IWebGPURenderItem) {\r\n this._finishBundle();\r\n this._list[this._listLength++] = item;\r\n this._currentItemIsBundle = false;\r\n }\r\n\r\n public getBundleEncoder(colorFormats: (GPUTextureFormat | null)[], depthStencilFormat: GPUTextureFormat | undefined, sampleCount: number): GPURenderBundleEncoder {\r\n if (!this._currentItemIsBundle) {\r\n this.addBundle();\r\n this._bundleEncoder = this._device.createRenderBundleEncoder({\r\n colorFormats,\r\n depthStencilFormat,\r\n sampleCount,\r\n });\r\n }\r\n return this._bundleEncoder!;\r\n }\r\n\r\n public close(): void {\r\n this._finishBundle();\r\n }\r\n\r\n public run(renderPass: GPURenderPassEncoder) {\r\n this.close();\r\n for (let i = 0; i < this._listLength; ++i) {\r\n this._list[i].run(renderPass);\r\n }\r\n }\r\n\r\n public reset() {\r\n this._listLength = 0;\r\n this._currentItemIsBundle = false;\r\n this.numDrawCalls = 0;\r\n }\r\n\r\n public clone(): WebGPUBundleList {\r\n this.close();\r\n\r\n const cloned = new WebGPUBundleList(this._device);\r\n\r\n cloned._list = new Array(this._listLength);\r\n cloned._listLength = this._listLength;\r\n cloned.numDrawCalls = this.numDrawCalls;\r\n\r\n for (let i = 0; i < this._listLength; ++i) {\r\n cloned._list[i] = this._list[i].clone();\r\n }\r\n\r\n return cloned;\r\n }\r\n}\r\n"]}