@babylonjs/core 5.24.0 → 5.26.0
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.
- package/Actions/action.d.ts +12 -21
- package/Actions/action.js +8 -17
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +2 -5
- package/Actions/actionManager.js +2 -5
- package/Actions/actionManager.js.map +1 -1
- package/Actions/condition.d.ts +9 -50
- package/Actions/condition.js +3 -26
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.d.ts +7 -7
- package/Actions/directActions.js +7 -7
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.d.ts +2 -2
- package/Actions/directAudioActions.js +2 -2
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +5 -6
- package/Animations/animatable.js +1 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.d.ts +6 -20
- package/Animations/animation.js +6 -20
- package/Animations/animation.js.map +1 -1
- package/Animations/animationEvent.d.ts +1 -1
- package/Animations/animationEvent.js +1 -1
- package/Animations/animationEvent.js.map +1 -1
- package/Animations/animationGroup.d.ts +1 -1
- package/Animations/animationGroup.js +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +13 -26
- package/Animations/easing.js +13 -26
- package/Animations/easing.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +3 -4
- package/Animations/runtimeAnimation.js +1 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +1 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +3 -4
- package/Audio/sound.js +2 -3
- package/Audio/sound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.d.ts +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +7 -9
- package/Bones/bone.js +7 -9
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +6 -8
- package/Bones/skeleton.js +6 -8
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +6 -6
- package/Buffers/buffer.js +14 -16
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +1 -1
- package/Buffers/storageBuffer.js +1 -1
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.d.ts +1 -3
- package/Cameras/RigModes/vrRigMode.js +1 -3
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
- package/Cameras/RigModes/webVRRigMode.js +1 -3
- package/Cameras/RigModes/webVRRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
- package/Cameras/VR/vrCameraMetrics.js +4 -4
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +20 -48
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +9 -9
- package/Cameras/VR/webVRCamera.js +9 -9
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +11 -12
- package/Cameras/arcRotateCamera.js +8 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +29 -38
- package/Cameras/camera.js +27 -36
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +8 -12
- package/Cameras/flyCamera.js +6 -10
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +2 -2
- package/Cameras/followCamera.js +2 -2
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +6 -7
- package/Cameras/freeCamera.js +4 -5
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +2 -2
- package/Cameras/freeCameraInputsManager.js +2 -2
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/targetCamera.d.ts +21 -24
- package/Cameras/targetCamera.js +20 -23
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Collisions/collider.d.ts +13 -44
- package/Collisions/collider.js +10 -41
- package/Collisions/collider.js.map +1 -1
- package/Collisions/collisionCoordinator.d.ts +2 -2
- package/Collisions/collisionCoordinator.js +1 -1
- package/Collisions/collisionCoordinator.js.map +1 -1
- package/Collisions/intersectionInfo.d.ts +1 -1
- package/Collisions/intersectionInfo.js +1 -1
- package/Collisions/intersectionInfo.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/IComputeContext.d.ts +1 -1
- package/Compute/IComputeContext.js.map +1 -1
- package/Compute/IComputePipelineContext.d.ts +2 -2
- package/Compute/IComputePipelineContext.js.map +1 -1
- package/Compute/computeEffect.d.ts +5 -5
- package/Compute/computeEffect.js +5 -5
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -9
- package/Culling/Octrees/octreeBlock.js +1 -9
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
- package/Culling/Octrees/octreeSceneComponent.js +1 -5
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -5
- package/Culling/boundingBox.js +3 -4
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -2
- package/Culling/boundingInfo.js +1 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -2
- package/Culling/boundingSphere.js +1 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.d.ts +6 -6
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +6 -6
- package/Debug/physicsViewer.js +4 -4
- package/Debug/physicsViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
- package/DeviceInput/internalDeviceSourceManager.js +1 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -19
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +7 -7
- package/Engines/Extensions/engine.computeShader.js +1 -1
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
- package/Engines/Extensions/engine.cubeTexture.js +3 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.debugging.d.ts +4 -4
- package/Engines/Extensions/engine.debugging.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +9 -9
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +22 -22
- package/Engines/Extensions/engine.query.js +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +3 -7
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
- package/Engines/Extensions/engine.textureSelector.js.map +1 -1
- package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
- package/Engines/Extensions/engine.transformFeedback.js +1 -1
- package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +13 -13
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/IDrawContext.d.ts +1 -1
- package/Engines/IDrawContext.js.map +1 -1
- package/Engines/IMaterialContext.d.ts +1 -1
- package/Engines/IMaterialContext.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +5 -5
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +2 -2
- package/Engines/Native/nativeDataStream.js +1 -1
- package/Engines/Native/nativeDataStream.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -10
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +1 -1
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
- package/Engines/Processors/shaderCodeCursor.js +1 -1
- package/Engines/Processors/shaderCodeCursor.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeTestNode.js +1 -1
- package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
- package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
- package/Engines/WebGL/webGLPipelineContext.js +6 -25
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
- package/Engines/WebGPU/webgpuBundleList.js +7 -7
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
- package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
- package/Engines/WebGPU/webgpuConstants.js +38 -38
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
- package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.d.ts +2 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js +2 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/constants.d.ts +1 -1
- package/Engines/constants.js +1 -1
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +16 -35
- package/Engines/engine.js +19 -69
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- package/Sprites/spriteSceneComponent.d.ts +6 -6
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- package/States/alphaCullingState.d.ts +1 -1
- package/States/alphaCullingState.js +1 -1
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- package/XR/features/WebXRControllerPointerSelection.d.ts +3 -6
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- package/XR/features/WebXRLayers.d.ts +2 -2
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- package/XR/features/WebXRNearInteraction.js +2 -2
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- package/XR/native/nativeXRFrame.js +1 -1
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import type { HardwareTextureWrapper } from "../../Materials/Textures/hardwareTextureWrapper";
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{"version":3,"file":"webgpuHardwareTexture.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuHardwareTexture.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,qBAAqB,EAAE,MAAM,0CAA0C,CAAC;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AAEjD,OAAO,KAAK,eAAe,MAAM,mBAAmB,CAAC;AAIrD,
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type { HardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport { InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { Nullable } from \"../../types\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\ndeclare type WebGPUBundleList = import(\"./webgpuBundleList\").WebGPUBundleList;\r\n\r\n/** @internal */\r\nexport class WebGPUHardwareTexture implements HardwareTextureWrapper {\r\n /**\r\n * List of bundles collected in the snapshot rendering mode when the texture is a render target texture\r\n * The index in this array is the current layer we are rendering into\r\n * @internal\r\n */\r\n public _bundleLists: WebGPUBundleList[];\r\n /**\r\n * Current layer we are rendering into when in snapshot rendering mode (if the texture is a render target texture)\r\n * @internal\r\n */\r\n public _currentLayer: number;\r\n\r\n /**\r\n * Cache of RenderPassDescriptor and BindGroup used when generating mipmaps (see WebGPUTextureHelper.generateMipmaps)\r\n * @internal\r\n */\r\n public _mipmapGenRenderPassDescr: GPURenderPassDescriptor[][];\r\n /** @internal */\r\n public _mipmapGenBindGroup: GPUBindGroup[][];\r\n\r\n /**\r\n * Cache for the invertYPreMultiplyAlpha function (see WebGPUTextureHelper)\r\n * @internal\r\n */\r\n public _copyInvertYTempTexture?: GPUTexture;\r\n /** @internal */\r\n public _copyInvertYRenderPassDescr: GPURenderPassDescriptor;\r\n /** @internal */\r\n public _copyInvertYBindGroup: GPUBindGroup;\r\n /** @internal */\r\n public _copyInvertYBindGroupWithOfst: GPUBindGroup;\r\n\r\n private _webgpuTexture: Nullable<GPUTexture>;\r\n private _webgpuMSAATexture: Nullable<GPUTexture>;\r\n\r\n public get underlyingResource(): Nullable<GPUTexture> {\r\n return this._webgpuTexture;\r\n }\r\n\r\n public get msaaTexture(): Nullable<GPUTexture> {\r\n return this._webgpuMSAATexture;\r\n }\r\n\r\n public set msaaTexture(texture: Nullable<GPUTexture>) {\r\n this._webgpuMSAATexture = texture;\r\n }\r\n\r\n public view: Nullable<GPUTextureView>;\r\n public viewForWriting: Nullable<GPUTextureView>;\r\n public format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;\r\n public textureUsages = 0;\r\n public textureAdditionalUsages = 0;\r\n\r\n constructor(existingTexture: Nullable<GPUTexture> = null) {\r\n this._webgpuTexture = existingTexture;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public set(hardwareTexture: GPUTexture): void {\r\n this._webgpuTexture = hardwareTexture;\r\n }\r\n\r\n public setUsage(textureSource: number, generateMipMaps: boolean, isCube: boolean, width: number, height: number): void {\r\n generateMipMaps = textureSource === InternalTextureSource.RenderTarget ? false : generateMipMaps;\r\n\r\n this.createView({\r\n format: this.format,\r\n dimension: isCube ? WebGPUConstants.TextureViewDimension.Cube : WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: generateMipMaps ? Scalar.ILog2(Math.max(width, height)) + 1 : 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: isCube ? 6 : 1,\r\n aspect: WebGPUConstants.TextureAspect.All,\r\n });\r\n }\r\n\r\n public createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting = false): void {\r\n this.view = this._webgpuTexture!.createView(descriptor);\r\n if (createViewForWriting && descriptor) {\r\n const saveNumMipMaps = descriptor.mipLevelCount;\r\n descriptor.mipLevelCount = 1;\r\n this.viewForWriting = this._webgpuTexture!.createView(descriptor);\r\n descriptor.mipLevelCount = saveNumMipMaps;\r\n }\r\n }\r\n\r\n public reset(): void {\r\n this._webgpuTexture = null;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public release(): void {\r\n this._webgpuTexture?.destroy();\r\n this._webgpuMSAATexture?.destroy();\r\n this._copyInvertYTempTexture?.destroy();\r\n this.reset();\r\n }\r\n}\r\n"]}
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@@ -3,18 +3,18 @@ import type { InternalTexture } from "../../Materials/Textures/internalTexture";
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3
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import type { TextureSampler } from "../../Materials/Textures/textureSampler";
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import type { Nullable } from "../../types";
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import type { IMaterialContext } from "../IMaterialContext";
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-
/** @
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+
/** @internal */
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interface IWebGPUMaterialContextSamplerCache {
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sampler: Nullable<TextureSampler>;
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hashCode: number;
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}
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-
/** @
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+
/** @internal */
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12
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interface IWebGPUMaterialContextTextureCache {
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texture: Nullable<InternalTexture | ExternalTexture>;
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isFloatTexture: boolean;
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isExternalTexture: boolean;
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}
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/** @
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+
/** @internal */
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export declare class WebGPUMaterialContext implements IMaterialContext {
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private static _Counter;
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uniqueId: number;
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@@ -1,7 +1,7 @@
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1
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import { ExternalTexture } from "../../Materials/Textures/externalTexture.js";
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2
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import { WebGPUCacheSampler } from "./webgpuCacheSampler.js";
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/** @
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/** @internal */
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export class WebGPUMaterialContext {
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constructor() {
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this.uniqueId = WebGPUMaterialContext._Counter++;
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@@ -1 +1 @@
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-
{"version":3,"file":"webgpuMaterialContext.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuMaterialContext.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,0CAA0C,CAAC;AAI3E,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAEzC,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAe1D,
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1
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+
{"version":3,"file":"webgpuMaterialContext.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuMaterialContext.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,0CAA0C,CAAC;AAI3E,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAEzC,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAe1D,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IAsB9B;QACI,IAAI,CAAC,QAAQ,GAAG,qBAAqB,CAAC,QAAQ,EAAE,CAAC;QACjD,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;QAClB,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAjBD,IAAW,sBAAsB;QAC7B,gGAAgG;QAChG,iGAAiG;QACjG,OAAO,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;IACzC,CAAC;IAED,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;IACtC,CAAC;IAWM,KAAK;QACR,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;QACnB,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;QACnB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;QAC3B,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;IAClC,CAAC;IAEM,UAAU,CAAC,IAAY,EAAE,OAAiC;QAC7D,IAAI,YAAY,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,eAAe,GAAG,CAAC,CAAC,CAAC;QACzB,IAAI,CAAC,YAAY,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,GAAG,YAAY,GAAG,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;SACjE;aAAM;YACH,eAAe,GAAG,YAAY,CAAC,QAAQ,CAAC;SAC3C;QAED,YAAY,CAAC,OAAO,GAAG,OAAO,CAAC;QAC/B,YAAY,CAAC,QAAQ,GAAG,OAAO,CAAC,CAAC,CAAC,kBAAkB,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAErF,MAAM,OAAO,GAAG,eAAe,KAAK,YAAY,CAAC,QAAQ,CAAC;QAC1D,IAAI,OAAO,EAAE;YACT,IAAI,CAAC,QAAQ,EAAE,CAAC;SACnB;QAED,IAAI,CAAC,OAAO,KAAK,OAAO,CAAC;IAC7B,CAAC;IAEM,UAAU,CAAC,IAAY,EAAE,OAAoD;QAChF,IAAI,YAAY,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,gBAAgB,GAAG,CAAC,CAAC,CAAC;QAC1B,IAAI,CAAC,YAAY,EAAE;YACf,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,GAAG,YAAY,GAAG,EAAE,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,iBAAiB,EAAE,KAAK,EAAE,CAAC;SACrG;aAAM;YACH,gBAAgB,GAAG,YAAY,CAAC,OAAO,EAAE,QAAQ,IAAI,CAAC,CAAC,CAAC;SAC3D;QAED,IAAI,YAAY,CAAC,iBAAiB,EAAE;YAChC,IAAI,CAAC,oBAAoB,EAAE,CAAC;SAC/B;QACD,IAAI,YAAY,CAAC,cAAc,EAAE;YAC7B,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;QAED,IAAI,OAAO,EAAE;YACT,YAAY,CAAC,cAAc,GAAG,OAAO,CAAC,IAAI,KAAK,SAAS,CAAC,iBAAiB,CAAC;YAC3E,YAAY,CAAC,iBAAiB,GAAG,eAAe,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;YAC5E,IAAI,YAAY,CAAC,cAAc,EAAE;gBAC7B,IAAI,CAAC,iBAAiB,EAAE,CAAC;aAC5B;YACD,IAAI,YAAY,CAAC,iBAAiB,EAAE;gBAChC,IAAI,CAAC,oBAAoB,EAAE,CAAC;aAC/B;SACJ;aAAM;YACH,YAAY,CAAC,cAAc,GAAG,KAAK,CAAC;YACpC,YAAY,CAAC,iBAAiB,GAAG,KAAK,CAAC;SAC1C;QAED,YAAY,CAAC,OAAO,GAAG,OAAO,CAAC;QAE/B,MAAM,OAAO,GAAG,gBAAgB,KAAK,CAAC,OAAO,EAAE,QAAQ,IAAI,CAAC,CAAC,CAAC,CAAC;QAC/D,IAAI,OAAO,EAAE;YACT,IAAI,CAAC,QAAQ,EAAE,CAAC;SACnB;QAED,IAAI,CAAC,OAAO,KAAK,OAAO,CAAC;IAC7B,CAAC;;AA7Fc,8BAAQ,GAAG,CAAC,CAAC","sourcesContent":["import { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { IMaterialContext } from \"../IMaterialContext\";\r\nimport { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\n\r\n/** @internal */\r\ninterface IWebGPUMaterialContextSamplerCache {\r\n sampler: Nullable<TextureSampler>;\r\n hashCode: number;\r\n}\r\n\r\n/** @internal */\r\ninterface IWebGPUMaterialContextTextureCache {\r\n texture: Nullable<InternalTexture | ExternalTexture>;\r\n isFloatTexture: boolean;\r\n isExternalTexture: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUMaterialContext implements IMaterialContext {\r\n private static _Counter = 0;\r\n\r\n public uniqueId: number;\r\n public updateId: number;\r\n public isDirty: boolean;\r\n public samplers: { [name: string]: Nullable<IWebGPUMaterialContextSamplerCache> };\r\n public textures: { [name: string]: Nullable<IWebGPUMaterialContextTextureCache> };\r\n\r\n public get forceBindGroupCreation() {\r\n // If there is at least one external texture to bind, we must recreate the bind groups each time\r\n // because we need to retrieve a new texture each frame (by calling device.importExternalTexture)\r\n return this._numExternalTextures > 0;\r\n }\r\n\r\n public get hasFloatTextures() {\r\n return this._numFloatTextures > 0;\r\n }\r\n\r\n protected _numFloatTextures: number;\r\n protected _numExternalTextures: number;\r\n\r\n constructor() {\r\n this.uniqueId = WebGPUMaterialContext._Counter++;\r\n this.updateId = 0;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this.samplers = {};\r\n this.textures = {};\r\n this.isDirty = true;\r\n this._numFloatTextures = 0;\r\n this._numExternalTextures = 0;\r\n }\r\n\r\n public setSampler(name: string, sampler: Nullable<TextureSampler>): void {\r\n let samplerCache = this.samplers[name];\r\n let currentHashCode = -1;\r\n if (!samplerCache) {\r\n this.samplers[name] = samplerCache = { sampler, hashCode: 0 };\r\n } else {\r\n currentHashCode = samplerCache.hashCode;\r\n }\r\n\r\n samplerCache.sampler = sampler;\r\n samplerCache.hashCode = sampler ? WebGPUCacheSampler.GetSamplerHashCode(sampler) : 0;\r\n\r\n const isDirty = currentHashCode !== samplerCache.hashCode;\r\n if (isDirty) {\r\n this.updateId++;\r\n }\r\n\r\n this.isDirty ||= isDirty;\r\n }\r\n\r\n public setTexture(name: string, texture: Nullable<InternalTexture | ExternalTexture>): void {\r\n let textureCache = this.textures[name];\r\n let currentTextureId = -1;\r\n if (!textureCache) {\r\n this.textures[name] = textureCache = { texture, isFloatTexture: false, isExternalTexture: false };\r\n } else {\r\n currentTextureId = textureCache.texture?.uniqueId ?? -1;\r\n }\r\n\r\n if (textureCache.isExternalTexture) {\r\n this._numExternalTextures--;\r\n }\r\n if (textureCache.isFloatTexture) {\r\n this._numFloatTextures--;\r\n }\r\n\r\n if (texture) {\r\n textureCache.isFloatTexture = texture.type === Constants.TEXTURETYPE_FLOAT;\r\n textureCache.isExternalTexture = ExternalTexture.IsExternalTexture(texture);\r\n if (textureCache.isFloatTexture) {\r\n this._numFloatTextures++;\r\n }\r\n if (textureCache.isExternalTexture) {\r\n this._numExternalTextures++;\r\n }\r\n } else {\r\n textureCache.isFloatTexture = false;\r\n textureCache.isExternalTexture = false;\r\n }\r\n\r\n textureCache.texture = texture;\r\n\r\n const isDirty = currentTextureId !== (texture?.uniqueId ?? -1);\r\n if (isDirty) {\r\n this.updateId++;\r\n }\r\n\r\n this.isDirty ||= isDirty;\r\n }\r\n}\r\n"]}
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@@ -1,6 +1,6 @@
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1
1
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import * as WebGPUConstants from "./webgpuConstants.js";
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2
2
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import { WebGPUQuerySet } from "./webgpuQuerySet.js";
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3
|
-
/** @
|
|
3
|
+
/** @internal */
|
|
4
4
|
export class WebGPUOcclusionQuery {
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|
5
5
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constructor(engine, device, bufferManager, startCount = 50, incrementCount = 100) {
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6
6
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this._availableIndices = [];
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgpuOcclusionQuery.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuOcclusionQuery.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,eAAe,MAAM,mBAAmB,CAAC;AACrD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,
|
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1
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+
{"version":3,"file":"webgpuOcclusionQuery.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuOcclusionQuery.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,eAAe,MAAM,mBAAmB,CAAC;AACrD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;IAkC7B,YAAY,MAAoB,EAAE,MAAiB,EAAE,aAAkC,EAAE,UAAU,GAAG,EAAE,EAAE,cAAc,GAAG,GAAG;QA1BtH,sBAAiB,GAAa,EAAE,CAAC;QA2BrC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QAEpC,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC;QAC3B,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QAEtC,IAAI,CAAC,mBAAmB,CAAC,UAAU,CAAC,CAAC;IACzC,CAAC;IAhCD,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC;IACnC,CAAC;IAED,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,oBAAoB,KAAK,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC;IACvE,CAAC;IAED,IAAW,aAAa;QACpB,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,0BAA0B,EAAE,CAAC;QAC5D,QAAQ,SAAS,EAAE;YACf,KAAK,CAAC,CAAC,CAAC;gBACJ,OAAO,IAAI,CAAC,OAAO,CAAC,sBAAsB,CAAC,oBAAqB,CAAC,iBAAiB,KAAK,SAAS,CAAC;aACpG;YACD,KAAK,CAAC,CAAC,CAAC;gBACJ,OAAO,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,oBAAqB,CAAC,iBAAiB,KAAK,SAAS,CAAC;aACnG;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAcM,WAAW;QACd,IAAI,IAAI,CAAC,iBAAiB,CAAC,MAAM,KAAK,CAAC,EAAE;YACrC,IAAI,CAAC,mBAAmB,EAAE,CAAC;SAC9B;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,iBAAiB,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACxE,IAAI,CAAC,iBAAiB,CAAC,MAAM,EAAE,CAAC;QAEhC,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,WAAW,CAAC,KAAa;QAC5B,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,iBAAiB,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;IACtE,CAAC;IAEM,sBAAsB,CAAC,KAAa;QACvC,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,OAAO,CAAC,CAAC,IAAI,CAAC,WAAW,IAAI,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;IACjE,CAAC;IAEM,cAAc,CAAC,KAAa;QAC/B,OAAO,MAAM,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IACnD,CAAC;IAEO,oBAAoB;QACxB,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,gBAAgB,KAAK,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE;YACpE,OAAO;SACV;QAED,IAAI,IAAI,CAAC,gBAAgB,KAAK,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE;YAChD,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;YAC7C,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC,IAAI,CAAC,CAAC,WAAW,EAAE,EAAE;gBACzE,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;YACnC,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IAEO,mBAAmB,CAAC,UAAmB;QAC3C,UAAU,GAAG,UAAU,IAAI,IAAI,CAAC,eAAe,CAAC;QAEhD,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,EAAE,EAAE,CAAC,EAAE;YACjC,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC,CAAC;SAC9D;QAED,IAAI,CAAC,oBAAoB,IAAI,UAAU,CAAC;QACxC,IAAI,CAAC,SAAS,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,oBAAoB,EAAE,eAAe,CAAC,SAAS,CAAC,SAAS,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,EAAE,KAAK,CAAC,CAAC;IAClJ,CAAC;IAEO,qBAAqB;QACzB,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;QAChC,IAAI,QAAQ,EAAE;YACV,6FAA6F;YAC7F,UAAU,CAAC,GAAG,EAAE,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;SAC5C;IACL,CAAC;IAEM,OAAO;QACV,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC;QAC1B,IAAI,CAAC,iBAAiB,CAAC,MAAM,GAAG,CAAC,CAAC;IACtC,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { WebGPUQuerySet } from \"./webgpuQuerySet\";\r\n\r\n/** @internal */\r\nexport class WebGPUOcclusionQuery {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _bufferManager: WebGPUBufferManager;\r\n\r\n private _currentTotalIndices: number;\r\n private _countIncrement: number;\r\n private _querySet: WebGPUQuerySet;\r\n private _availableIndices: number[] = [];\r\n private _lastBuffer: Nullable<BigUint64Array>;\r\n private _frameLastBuffer: number;\r\n\r\n public get querySet(): GPUQuerySet {\r\n return this._querySet.querySet;\r\n }\r\n\r\n public get hasQueries(): boolean {\r\n return this._currentTotalIndices !== this._availableIndices.length;\r\n }\r\n\r\n public get canBeginQuery(): boolean {\r\n const passIndex = this._engine._getCurrentRenderPassIndex();\r\n switch (passIndex) {\r\n case 0: {\r\n return this._engine._mainRenderPassWrapper.renderPassDescriptor!.occlusionQuerySet !== undefined;\r\n }\r\n case 1: {\r\n return this._engine._rttRenderPassWrapper.renderPassDescriptor!.occlusionQuerySet !== undefined;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice, bufferManager: WebGPUBufferManager, startCount = 50, incrementCount = 100) {\r\n this._engine = engine;\r\n this._device = device;\r\n this._bufferManager = bufferManager;\r\n\r\n this._frameLastBuffer = -1;\r\n this._currentTotalIndices = 0;\r\n this._countIncrement = incrementCount;\r\n\r\n this._allocateNewIndices(startCount);\r\n }\r\n\r\n public createQuery(): number {\r\n if (this._availableIndices.length === 0) {\r\n this._allocateNewIndices();\r\n }\r\n\r\n const index = this._availableIndices[this._availableIndices.length - 1];\r\n this._availableIndices.length--;\r\n\r\n return index;\r\n }\r\n\r\n public deleteQuery(index: number): void {\r\n this._availableIndices[this._availableIndices.length - 1] = index;\r\n }\r\n\r\n public isQueryResultAvailable(index: number): boolean {\r\n this._retrieveQueryBuffer();\r\n\r\n return !!this._lastBuffer && index < this._lastBuffer.length;\r\n }\r\n\r\n public getQueryResult(index: number): number {\r\n return Number(this._lastBuffer?.[index] ?? -1);\r\n }\r\n\r\n private _retrieveQueryBuffer(): void {\r\n if (this._lastBuffer && this._frameLastBuffer === this._engine.frameId) {\r\n return;\r\n }\r\n\r\n if (this._frameLastBuffer !== this._engine.frameId) {\r\n this._frameLastBuffer = this._engine.frameId;\r\n this._querySet.readValues(0, this._currentTotalIndices).then((arrayBuffer) => {\r\n this._lastBuffer = arrayBuffer;\r\n });\r\n }\r\n }\r\n\r\n private _allocateNewIndices(numIndices?: number): void {\r\n numIndices = numIndices ?? this._countIncrement;\r\n\r\n this._delayQuerySetDispose();\r\n\r\n for (let i = 0; i < numIndices; ++i) {\r\n this._availableIndices.push(this._currentTotalIndices + i);\r\n }\r\n\r\n this._currentTotalIndices += numIndices;\r\n this._querySet = new WebGPUQuerySet(this._currentTotalIndices, WebGPUConstants.QueryType.Occlusion, this._device, this._bufferManager, false);\r\n }\r\n\r\n private _delayQuerySetDispose(): void {\r\n const querySet = this._querySet;\r\n if (querySet) {\r\n // Wait a bit before disposing of the queryset, in case some queries are still running for it\r\n setTimeout(() => querySet.dispose, 1000);\r\n }\r\n }\r\n\r\n public dispose(): void {\r\n this._querySet?.dispose();\r\n this._availableIndices.length = 0;\r\n }\r\n}\r\n"]}
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@@ -5,12 +5,12 @@ import type { Effect } from "../../Materials/effect";
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5
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import type { WebGPUShaderProcessingContext } from "./webgpuShaderProcessingContext";
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6
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import { UniformBuffer } from "../../Materials/uniformBuffer";
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import type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from "../../Maths/math.like";
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/** @
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+
/** @internal */
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export interface IWebGPURenderPipelineStageDescriptor {
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vertexStage: GPUProgrammableStage;
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fragmentStage?: GPUProgrammableStage;
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}
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/** @
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+
/** @internal */
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|
export declare class WebGPUPipelineContext implements IPipelineContext {
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engine: WebGPUEngine;
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shaderProcessingContext: WebGPUShaderProcessingContext;
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@@ -32,7 +32,7 @@ export declare class WebGPUPipelineContext implements IPipelineContext {
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onCompiled?: () => void;
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get isAsync(): boolean;
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get isReady(): boolean;
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-
/** @
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35
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+
/** @internal */
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_name: string;
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37
|
constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine);
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|
_handlesSpectorRebuildCallback(): void;
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@@ -43,7 +43,7 @@ export declare class WebGPUPipelineContext implements IPipelineContext {
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43
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}, samplerList: string[], samplers: {
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44
44
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[key: string]: number;
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}, attributesNames: string[], attributes: number[]): void;
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-
/** @
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+
/** @internal */
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47
|
/**
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48
|
* Build the uniform buffer used in the material.
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*/
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@@ -1,6 +1,6 @@
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1
1
|
import { UniformBuffer } from "../../Materials/uniformBuffer.js";
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2
2
|
import { WebGPUShaderProcessor } from "./webgpuShaderProcessor.js";
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3
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-
/** @
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3
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+
/** @internal */
|
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4
|
export class WebGPUPipelineContext {
|
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5
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constructor(shaderProcessingContext, engine) {
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6
|
this._name = "unnamed";
|
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@@ -57,7 +57,7 @@ export class WebGPUPipelineContext {
|
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57
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this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;
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this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;
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59
|
}
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/** @
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+
/** @internal */
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/**
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* Build the uniform buffer used in the material.
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*/
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@@ -1 +1 @@
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1
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-
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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\n/** @hidden */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @hidden */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n public sources: {\r\n vertex: string;\r\n fragment: string;\r\n rawVertex: string;\r\n rawFragment: string;\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n public bindGroupLayouts: GPUBindGroupLayout[];\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n\r\n // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n // this._fragmentSourceCodeOverride = \"\";\r\n // this._vertexSourceCodeOverride = \"\";\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n } else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n const attributeNamesFromEffect: string[] = [];\r\n const attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @hidden */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}\r\n"]}
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1
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+
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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\n/** @internal */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n public sources: {\r\n vertex: string;\r\n fragment: string;\r\n rawVertex: string;\r\n rawFragment: string;\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n public bindGroupLayouts: GPUBindGroupLayout[];\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n\r\n // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n // this._fragmentSourceCodeOverride = \"\";\r\n // this._vertexSourceCodeOverride = \"\";\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n } else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n const attributeNamesFromEffect: string[] = [];\r\n const attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @internal */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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1
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-
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1
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+
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type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { QueryType } from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUQuerySet {\r\n private _device: GPUDevice;\r\n private _bufferManager: WebGPUBufferManager;\r\n\r\n private _count: number;\r\n private _canUseMultipleBuffers: boolean;\r\n private _querySet: GPUQuerySet;\r\n private _queryBuffer: GPUBuffer;\r\n private _dstBuffers: GPUBuffer[] = [];\r\n\r\n public get querySet(): GPUQuerySet {\r\n return this._querySet;\r\n }\r\n\r\n constructor(count: number, type: QueryType, device: GPUDevice, bufferManager: WebGPUBufferManager, canUseMultipleBuffers = true) {\r\n this._device = device;\r\n this._bufferManager = bufferManager;\r\n this._count = count;\r\n this._canUseMultipleBuffers = canUseMultipleBuffers;\r\n\r\n this._querySet = device.createQuerySet({\r\n type,\r\n count,\r\n });\r\n\r\n this._queryBuffer = bufferManager.createRawBuffer(8 * count, WebGPUConstants.BufferUsage.QueryResolve | WebGPUConstants.BufferUsage.CopySrc);\r\n\r\n if (!canUseMultipleBuffers) {\r\n this._dstBuffers.push(this._bufferManager.createRawBuffer(8 * this._count, WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst));\r\n }\r\n }\r\n\r\n private _getBuffer(firstQuery: number, queryCount: number): GPUBuffer | null {\r\n if (!this._canUseMultipleBuffers && this._dstBuffers.length === 0) {\r\n return null;\r\n }\r\n\r\n const encoderResult = this._device.createCommandEncoder();\r\n\r\n let buffer: GPUBuffer;\r\n if (this._dstBuffers.length === 0) {\r\n buffer = this._bufferManager.createRawBuffer(8 * this._count, WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst);\r\n } else {\r\n buffer = this._dstBuffers[this._dstBuffers.length - 1];\r\n this._dstBuffers.length--;\r\n }\r\n\r\n encoderResult.resolveQuerySet(this._querySet, firstQuery, queryCount, this._queryBuffer, 0);\r\n encoderResult.copyBufferToBuffer(this._queryBuffer, 0, buffer, 0, 8 * queryCount);\r\n\r\n this._device.queue.submit([encoderResult.finish()]);\r\n\r\n return buffer;\r\n }\r\n\r\n public async readValues(firstQuery = 0, queryCount = 1): Promise<BigUint64Array | null> {\r\n const buffer = this._getBuffer(firstQuery, queryCount);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n\r\n await buffer.mapAsync(WebGPUConstants.MapMode.Read);\r\n\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange()).slice();\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return arrayBuf;\r\n }\r\n\r\n public async readValue(firstQuery = 0): Promise<number | null> {\r\n const buffer = this._getBuffer(firstQuery, 1);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n\r\n await buffer.mapAsync(WebGPUConstants.MapMode.Read);\r\n\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange());\r\n const value = Number(arrayBuf[0]);\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return value;\r\n }\r\n\r\n public async readTwoValuesAndSubtract(firstQuery = 0): Promise<number | null> {\r\n const buffer = this._getBuffer(firstQuery, 2);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n\r\n await buffer.mapAsync(WebGPUConstants.MapMode.Read);\r\n\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange());\r\n const value = Number(arrayBuf[1] - arrayBuf[0]);\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return value;\r\n }\r\n\r\n public dispose() {\r\n this._querySet.destroy();\r\n this._bufferManager.releaseBuffer(this._queryBuffer);\r\n for (let i = 0; i < this._dstBuffers.length; ++i) {\r\n this._bufferManager.releaseBuffer(this._dstBuffers[i]);\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,6 +1,6 @@
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1
1
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import type { Nullable } from "../../types";
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2
2
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import type { WebGPUHardwareTexture } from "./webgpuHardwareTexture";
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3
|
-
/** @
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3
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+
/** @internal */
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4
4
|
export declare class WebGPURenderPassWrapper {
|
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5
5
|
renderPassDescriptor: Nullable<GPURenderPassDescriptor>;
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6
6
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renderPass: Nullable<GPURenderPassEncoder>;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgpuRenderPassWrapper.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuRenderPassWrapper.ts"],"names":[],"mappings":"AAGA,
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1
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+
{"version":3,"file":"webgpuRenderPassWrapper.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuRenderPassWrapper.ts"],"names":[],"mappings":"AAGA,gBAAgB;AAChB,MAAM,OAAO,uBAAuB;IAQhC;QAHO,+BAA0B,GAAqC,EAAE,CAAC;QAIrE,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAEM,KAAK,CAAC,SAAS,GAAG,KAAK;QAC1B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QACvB,IAAI,SAAS,EAAE;YACX,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;YACjC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC;YAC1C,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC;YAC1C,IAAI,CAAC,0BAA0B,GAAG,EAAE,CAAC;YACrC,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;SACvC;IACL,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\n\r\n/** @internal */\r\nexport class WebGPURenderPassWrapper {\r\n public renderPassDescriptor: Nullable<GPURenderPassDescriptor>;\r\n public renderPass: Nullable<GPURenderPassEncoder>;\r\n public colorAttachmentViewDescriptor: Nullable<GPUTextureViewDescriptor>;\r\n public depthAttachmentViewDescriptor: Nullable<GPUTextureViewDescriptor>;\r\n public colorAttachmentGPUTextures: (WebGPUHardwareTexture | null)[] = [];\r\n public depthTextureFormat: GPUTextureFormat | undefined;\r\n\r\n constructor() {\r\n this.reset();\r\n }\r\n\r\n public reset(fullReset = false): void {\r\n this.renderPass = null;\r\n if (fullReset) {\r\n this.renderPassDescriptor = null;\r\n this.colorAttachmentViewDescriptor = null;\r\n this.depthAttachmentViewDescriptor = null;\r\n this.colorAttachmentGPUTextures = [];\r\n this.depthTextureFormat = undefined;\r\n }\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgpuRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuRenderTargetWrapper.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAE7D,
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1
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+
{"version":3,"file":"webgpuRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/webgpuRenderTargetWrapper.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAE7D,gBAAgB;AAChB,MAAM,OAAO,yBAA0B,SAAQ,mBAAmB;CAGjE","sourcesContent":["import { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\n\r\n/** @internal */\r\nexport class WebGPURenderTargetWrapper extends RenderTargetWrapper {\r\n /** @internal */\r\n public _defaultAttachments: number[];\r\n}\r\n"]}
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@@ -1,11 +1,11 @@
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1
1
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import type { ShaderLanguage } from "../../Materials/shaderLanguage";
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2
2
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import type { ShaderProcessingContext } from "../Processors/shaderProcessingOptions";
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3
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-
/** @
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3
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+
/** @internal */
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4
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export interface WebGPUBindingInfo {
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groupIndex: number;
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bindingIndex: number;
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}
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8
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-
/** @
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8
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+
/** @internal */
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export interface WebGPUTextureDescription {
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autoBindSampler?: boolean;
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isTextureArray: boolean;
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@@ -13,26 +13,26 @@ export interface WebGPUTextureDescription {
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textures: Array<WebGPUBindingInfo>;
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sampleType?: GPUTextureSampleType;
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}
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16
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-
/** @
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+
/** @internal */
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export interface WebGPUSamplerDescription {
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binding: WebGPUBindingInfo;
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type: GPUSamplerBindingType;
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}
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-
/** @
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21
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+
/** @internal */
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export interface WebGPUBufferDescription {
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binding: WebGPUBindingInfo;
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}
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25
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-
/** @
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25
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+
/** @internal */
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26
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export interface WebGPUBindGroupLayoutEntryInfo {
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name: string;
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index: number;
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nameInArrayOfTexture?: string;
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}
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/**
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-
* @
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32
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+
* @internal
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*/
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export declare class WebGPUShaderProcessingContext implements ShaderProcessingContext {
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35
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-
/** @
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35
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+
/** @internal */
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36
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static _SimplifiedKnownBindings: boolean;
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protected static _SimplifiedKnownUBOs: {
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[key: string]: WebGPUBufferDescription;
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@@ -12,7 +12,7 @@ const _typeToLocationSize = {
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12
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mat4x4: 4,
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13
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};
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14
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/**
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15
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-
* @
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15
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+
* @internal
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16
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*/
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17
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export class WebGPUShaderProcessingContext {
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18
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constructor(shaderLanguage) {
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@@ -92,7 +92,7 @@ export class WebGPUShaderProcessingContext {
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92
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return returnValue;
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93
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}
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}
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95
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-
/** @
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95
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+
/** @internal */
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96
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WebGPUShaderProcessingContext._SimplifiedKnownBindings = true; // if true, use only group=0,binding=0 as a known group/binding for the Scene ubo and use group=1,binding=X for all other bindings
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97
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// if false, see _KnownUBOs for the known groups/bindings used
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98
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WebGPUShaderProcessingContext._SimplifiedKnownUBOs = {
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