@babylonjs/core 5.52.0 → 5.53.1
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/Animations/animatable.js +1 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.js +8 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +2 -1
- package/Collisions/pickingInfo.js +4 -3
- package/Collisions/pickingInfo.js.map +1 -1
- package/DeviceInput/eventFactory.js +4 -0
- package/DeviceInput/eventFactory.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +17 -9
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +3 -0
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +74 -19
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +2 -5
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.d.ts +3 -1
- package/Engines/WebGL/webGLHardwareTexture.js +19 -7
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +14 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +76 -6
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +20 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +22 -7
- package/Engines/WebGPU/webgpuConstants.js +24 -8
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +0 -3
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +20 -53
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +3 -2
- package/Engines/WebGPU/webgpuTextureHelper.js +33 -14
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.d.ts +3 -2
- package/Engines/WebGPU/webgpuTintWASM.js +10 -8
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/constants.d.ts +12 -0
- package/Engines/constants.js +12 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +130 -72
- package/Engines/engine.js +5 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -0
- package/Engines/nativeEngine.js +16 -5
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +28 -4
- package/Engines/renderTargetWrapper.js +107 -10
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +6 -6
- package/Engines/thinEngine.js +29 -21
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +25 -8
- package/Engines/webgpuEngine.js +112 -48
- package/Engines/webgpuEngine.js.map +1 -1
- package/Inputs/scene.inputManager.js +5 -12
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +0 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +3 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +4 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +4 -0
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +40 -0
- package/Materials/Textures/multiRenderTarget.js +143 -4
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +4 -0
- package/Materials/Textures/renderTargetTexture.js +10 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +4 -2
- package/Materials/Textures/texture.js +1 -0
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +4 -0
- package/Materials/Textures/textureCreationOptions.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +3 -2
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginManager.js +13 -3
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +2 -0
- package/Materials/uniformBuffer.js +4 -0
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.frustum.d.ts +8 -1
- package/Maths/math.frustum.js +14 -0
- package/Maths/math.frustum.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +2 -1
- package/Meshes/instancedMesh.js +3 -2
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +10 -5
- package/Meshes/mesh.js +40 -16
- package/Meshes/mesh.js.map +1 -1
- package/Misc/filesInput.d.ts +5 -2
- package/Misc/filesInput.js +39 -20
- package/Misc/filesInput.js.map +1 -1
- package/Misc/interfaces/screenshotSize.d.ts +17 -3
- package/Misc/interfaces/screenshotSize.js.map +1 -1
- package/Misc/sceneOptimizer.js +3 -0
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/screenshotTools.d.ts +2 -2
- package/Misc/screenshotTools.js +49 -9
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/textureTools.d.ts +1 -1
- package/Misc/textureTools.js +4 -2
- package/Misc/textureTools.js.map +1 -1
- package/Physics/v2/physicsAggregate.js +3 -3
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +27 -16
- package/Physics/v2/physicsBody.js +31 -16
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +6 -6
- package/Physics/v2/physicsConstraint.js +6 -6
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/Physics/v2/physicsShape.d.ts +7 -7
- package/Physics/v2/physicsShape.js +7 -7
- package/Physics/v2/physicsShape.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.d.ts +5 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +7 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.d.ts +0 -23
- package/PostProcesses/depthOfFieldMergePostProcess.js +0 -5
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/postProcess.js +1 -0
- package/PostProcesses/postProcess.js.map +1 -1
- package/Probes/reflectionProbe.js +1 -0
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/depthPeelingRenderer.js +3 -1
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTextures.js +2 -0
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
- package/Shaders/default.fragment.js +1 -1
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/depthOfFieldMerge.fragment.js +10 -5
- package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
- package/Shaders/fluidRenderingRender.fragment.js +3 -3
- package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
- package/Shaders/motionBlur.fragment.js +8 -2
- package/Shaders/motionBlur.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +11 -4
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js +6 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/Shaders/ssao2.fragment.js +1 -0
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +9 -9
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +16 -16
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +6 -6
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +6 -6
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +8 -8
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +9 -0
- package/XR/features/WebXRControllerTeleportation.js +28 -4
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/package.json +1 -1
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@@ -54,20 +54,41 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
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* Binds a texture to this render target on a specific attachment
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* @param texture The texture to bind to the framebuffer
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* @param attachmentIndex Index of the attachment
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-
* @param
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* @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture
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* @param lodLevel defines the lod level to bind to the frame buffer
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*/
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_bindTextureRenderTarget(texture, attachmentIndex = 0,
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_bindTextureRenderTarget(texture, attachmentIndex = 0, faceIndexOrLayer, lodLevel = 0) {
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var _a, _b, _c, _d;
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if (!texture._hardwareTexture) {
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return;
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}
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const gl = this._context;
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const framebuffer = this._framebuffer;
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const currentFB = this._engine._currentFramebuffer;
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this._engine._bindUnboundFramebuffer(framebuffer);
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if (this._engine.webGLVersion > 1) {
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const gl = this._context;
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const attachment = gl["COLOR_ATTACHMENT" + attachmentIndex];
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if (texture.is2DArray || texture.is3D) {
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faceIndexOrLayer = (_b = faceIndexOrLayer !== null && faceIndexOrLayer !== void 0 ? faceIndexOrLayer : (_a = this.layerIndices) === null || _a === void 0 ? void 0 : _a[attachmentIndex]) !== null && _b !== void 0 ? _b : 0;
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gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);
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}
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else if (texture.isCube) {
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// if face index is not specified, try to query it from faceIndices
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// default is face 0
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faceIndexOrLayer = (_d = faceIndexOrLayer !== null && faceIndexOrLayer !== void 0 ? faceIndexOrLayer : (_c = this.faceIndices) === null || _c === void 0 ? void 0 : _c[attachmentIndex]) !== null && _d !== void 0 ? _d : 0;
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gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);
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}
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else {
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gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);
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}
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}
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else {
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// Default behavior (WebGL)
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const gl = this._context;
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const attachment = gl["COLOR_ATTACHMENT" + attachmentIndex + "_WEBGL"];
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const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;
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gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);
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}
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this._engine._bindUnboundFramebuffer(currentFB);
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}
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/**
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super.setTexture(texture, index, disposePrevious);
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this._bindTextureRenderTarget(texture, index);
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}
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/**
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* Sets the layer and face indices of every render target texture
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* @param layers The layer of the texture to be set (make negative to not modify)
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* @param faces The face of the texture to be set (make negative to not modify)
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*/
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setLayerAndFaceIndices(layers, faces) {
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var _a, _b;
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super.setLayerAndFaceIndices(layers, faces);
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if (!this.textures || !this.layerIndices || !this.faceIndices) {
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return;
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}
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// the length of this._attachments is the right one as it does not count the depth texture, in case we generated it
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const textureCount = (_b = (_a = this._attachments) === null || _a === void 0 ? void 0 : _a.length) !== null && _b !== void 0 ? _b : this.textures.length;
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for (let index = 0; index < textureCount; index++) {
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const texture = this.textures[index];
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if (!texture) {
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// The target type was probably -1 at creation time and setTexture has not been called yet for this index
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continue;
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}
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if (texture.is2DArray || texture.is3D) {
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this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);
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}
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else if (texture.isCube) {
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this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);
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}
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else {
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this._bindTextureRenderTarget(texture, index);
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}
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}
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}
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/**
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* Set the face and layer indices of a texture in the textures array
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* @param index The index of the texture in the textures array to modify
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* @param layer The layer of the texture to be set
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* @param face The face of the texture to be set
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*/
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setLayerAndFaceIndex(index = 0, layer, face) {
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super.setLayerAndFaceIndex(index, layer, face);
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if (!this.textures || !this.layerIndices || !this.faceIndices) {
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return;
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}
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const texture = this.textures[index];
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if (texture.is2DArray || texture.is3D) {
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this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);
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}
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else if (texture.isCube) {
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this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);
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}
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}
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dispose(disposeOnlyFramebuffers = false) {
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const gl = this._context;
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if (!disposeOnlyFramebuffers) {
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@@ -1 +1 @@
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-
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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = this._depthStencilBuffer;\r\n\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndex: number = -1, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const gl = this._context;\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n const attachment = (<any>gl)[this._engine.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + attachmentIndex : \"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndex !== -1 ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
|
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1
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AC,KAAK,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC;SACxF;aAAM,IAAI,OAAO,CAAC,MAAM,EAAE;YACvB,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC;SACvF;IACL,CAAC;IAEM,OAAO,CAAC,uBAAuB,GAAG,KAAK;QAC1C,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QAEzB,IAAI,CAAC,uBAAuB,EAAE;YAC1B,IAAI,IAAI,CAAC,kBAAkB,EAAE;gBACzB,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;gBACrD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;aAClC;YACD,IAAI,IAAI,CAAC,yBAAyB,EAAE;gBAChC,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;gBAC5D,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;aACzC;SACJ;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,EAAE,CAAC,iBAAiB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACxC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;SAC5B;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,EAAE,CAAC,kBAAkB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAChD,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;SACnC;QAED,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,EAAE,CAAC,iBAAiB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC5C,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;SAChC;QAED,KAAK,CAAC,OAAO,CAAC,uBAAuB,CAAC,CAAC;IAC3C,CAAC;CACJ","sourcesContent":["import type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = this._depthStencilBuffer;\r\n\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (this._engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = false): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
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@@ -36,9 +36,11 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
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const defaultType = 0;
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const defaultSamplingMode = 3;
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const defaultUseSRGBBuffer = false;
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+
const defaultFormat = 5;
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let types = new Array();
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let samplingModes = new Array();
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let useSRGBBuffers = new Array();
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+
let formats = new Array();
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const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size);
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if (options !== undefined) {
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46
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generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
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@@ -56,11 +58,27 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
|
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if (options.useSRGBBuffers) {
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useSRGBBuffers = options.useSRGBBuffers;
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}
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if (options.formats) {
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formats = options.formats;
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}
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}
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const width = size.width || size;
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const height = size.height || size;
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let depthStencilTexture = null;
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if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {
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+
if (!generateDepthTexture) {
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// The caller doesn't want a depth texture, so we are free to use the depth texture format we want.
|
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71
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+
// So, we will align with what the WebGL engine does
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+
if (generateDepthBuffer && generateStencilBuffer) {
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depthTextureFormat = 13;
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+
}
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75
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+
else if (generateDepthBuffer) {
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+
depthTextureFormat = 14;
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+
}
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+
else {
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depthTextureFormat = 19;
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+
}
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+
}
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depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat);
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}
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const textures = [];
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@@ -74,6 +92,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
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74
92
|
let samplingMode = samplingModes[i] || defaultSamplingMode;
|
|
75
93
|
let type = types[i] || defaultType;
|
|
76
94
|
const useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;
|
|
95
|
+
const format = formats[i] || defaultFormat;
|
|
77
96
|
if (type === 1 && !this._caps.textureFloatLinearFiltering) {
|
|
78
97
|
// if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
|
|
79
98
|
samplingMode = 1;
|
|
@@ -102,6 +121,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
|
|
|
102
121
|
texture._cachedWrapU = 0;
|
|
103
122
|
texture._cachedWrapV = 0;
|
|
104
123
|
texture._useSRGBBuffer = useSRGBBuffer;
|
|
124
|
+
texture.format = format;
|
|
105
125
|
this._internalTexturesCache.push(texture);
|
|
106
126
|
this._textureHelper.createGPUTextureForInternalTexture(texture);
|
|
107
127
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"engine.multiRender.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.multiRender.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAE9C,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAG5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAGlD,YAAY,CAAC,SAAS,CAAC,qCAAqC,GAAG,UAC3D,SAA8B,EAC9B,yBAAkC,KAAK,EACvC,cAA2B;IAE3B,IAAI,cAAc,EAAE;QAChB,cAAc,EAAE,CAAC;KACpB;IAED,MAAM,WAAW,GAAG,SAAS,CAAC,YAAa,CAAC;IAC5C,MAAM,KAAK,GAAG,WAAW,CAAC,MAAM,CAAC;IAEjC,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,KAAK,IAAI,CAAC,sBAAsB,CAAC,UAAU,EAAE;QAC/F,IAAI,CAAC,0BAA0B,EAAE,CAAC;KACrC;IAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE;QAC5B,MAAM,OAAO,GAAG,SAAS,CAAC,QAAS,CAAC,CAAC,CAAC,CAAC;QACvC,IAAI,OAAO,CAAC,eAAe,IAAI,CAAC,sBAAsB,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;YACvE,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,CAAC;SAClC;KACJ;IAED,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;IAEjC,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;IAC1B,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;IACrC,IAAI,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAClE,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,sBAAsB,CAAC,UAAU,CAAC;IACjE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;IACzD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;AACtD,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,0BAA0B,GAAG,UAAU,IAAiB,EAAE,OAAkC,EAAE,iBAA2B;;IAC5I,IAAI,eAAe,GAAG,KAAK,CAAC;IAC5B,IAAI,mBAAmB,GAAG,IAAI,CAAC;IAC/B,IAAI,qBAAqB,GAAG,KAAK,CAAC;IAClC,IAAI,oBAAoB,GAAG,KAAK,CAAC;IACjC,IAAI,kBAAkB,GAAG,SAAS,CAAC,qBAAqB,CAAC;IACzD,IAAI,YAAY,GAAG,CAAC,CAAC;IAErB,MAAM,WAAW,GAAG,SAAS,CAAC,wBAAwB,CAAC;IACvD,MAAM,mBAAmB,GAAG,SAAS,CAAC,8BAA8B,CAAC;IACrE,MAAM,oBAAoB,GAAG,KAAK,CAAC;IAEnC,IAAI,KAAK,GAAG,IAAI,KAAK,EAAU,CAAC;IAChC,IAAI,aAAa,GAAG,IAAI,KAAK,EAAU,CAAC;IACxC,IAAI,cAAc,GAAG,IAAI,KAAK,EAAW,CAAC;IAE1C,MAAM,SAAS,GAAG,IAAI,CAAC,kCAAkC,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAA8B,CAAC;IAE1G,IAAI,OAAO,KAAK,SAAS,EAAE;QACvB,eAAe,GAAG,OAAO,CAAC,eAAe,KAAK,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,eAAe,CAAC;QAC1F,mBAAmB,GAAG,OAAO,CAAC,mBAAmB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACrG,qBAAqB,GAAG,OAAO,CAAC,qBAAqB,KAAK,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,qBAAqB,CAAC;QAC5G,oBAAoB,GAAG,OAAO,CAAC,oBAAoB,KAAK,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,oBAAoB,CAAC;QACzG,YAAY,GAAG,OAAO,CAAC,YAAY,IAAI,CAAC,CAAC;QACzC,kBAAkB,GAAG,MAAA,OAAO,CAAC,kBAAkB,mCAAI,SAAS,CAAC,qBAAqB,CAAC;QAEnF,IAAI,OAAO,CAAC,KAAK,EAAE;YACf,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;SACzB;QACD,IAAI,OAAO,CAAC,aAAa,EAAE;YACvB,aAAa,GAAG,OAAO,CAAC,aAAa,CAAC;SACzC;QACD,IAAI,OAAO,CAAC,cAAc,EAAE;YACxB,cAAc,GAAG,OAAO,CAAC,cAAc,CAAC;SAC3C;KACJ;IAED,MAAM,KAAK,GAAuC,IAAK,CAAC,KAAK,IAAY,IAAI,CAAC;IAC9E,MAAM,MAAM,GAAuC,IAAK,CAAC,MAAM,IAAY,IAAI,CAAC;IAEhF,IAAI,mBAAmB,GAAG,IAAI,CAAC;IAC/B,IAAI,mBAAmB,IAAI,qBAAqB,IAAI,oBAAoB,EAAE;QACtE,mBAAmB,GAAG,SAAS,CAAC,yBAAyB,CAAC,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,CAAC,EAAE,kBAAkB,CAAC,CAAC;KACrH;IAED,MAAM,QAAQ,GAAsB,EAAE,CAAC;IACvC,MAAM,WAAW,GAAa,EAAE,CAAC;IACjC,MAAM,kBAAkB,GAAa,EAAE,CAAC;IAExC,SAAS,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;IACrD,SAAS,CAAC,sBAAsB,GAAG,qBAAqB,CAAC;IACzD,SAAS,CAAC,YAAY,GAAG,WAAW,CAAC;IACrC,SAAS,CAAC,mBAAmB,GAAG,kBAAkB,CAAC;IAEnD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE;QACnC,IAAI,YAAY,GAAG,aAAa,CAAC,CAAC,CAAC,IAAI,mBAAmB,CAAC;QAC3D,IAAI,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC;QACnC,MAAM,aAAa,GAAG,cAAc,CAAC,CAAC,CAAC,IAAI,oBAAoB,CAAC;QAEhE,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,2BAA2B,EAAE;YACjF,yEAAyE;YACzE,YAAY,GAAG,SAAS,CAAC,4BAA4B,CAAC;SACzD;aAAM,IAAI,IAAI,KAAK,SAAS,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,+BAA+B,EAAE;YACjG,2EAA2E;YAC3E,YAAY,GAAG,SAAS,CAAC,4BAA4B,CAAC;SACzD;QAED,IAAI,IAAI,KAAK,SAAS,CAAC,iBAAiB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE;YAClE,IAAI,GAAG,SAAS,CAAC,wBAAwB,CAAC;YAC1C,MAAM,CAAC,IAAI,CAAC,0FAA0F,CAAC,CAAC;SAC3G;QAED,MAAM,OAAO,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,iBAAiB,CAAC,CAAC;QAEnF,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACvB,WAAW,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QACxB,kBAAkB,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAErE,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;QAC1B,OAAO,CAAC,UAAU,GAAG,MAAM,CAAC;QAC5B,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;QACtB,OAAO,CAAC,MAAM,GAAG,MAAM,CAAC;QACxB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QACvB,OAAO,CAAC,OAAO,GAAG,CAAC,CAAC;QACpB,OAAO,CAAC,eAAe,GAAG,eAAe,CAAC;QAC1C,OAAO,CAAC,YAAY,GAAG,YAAY,CAAC;QACpC,OAAO,CAAC,IAAI,GAAG,IAAI,CAAC;QACpB,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;QAC3D,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;QAC3D,OAAO,CAAC,cAAc,GAAG,aAAa,CAAC;QAEvC,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAE1C,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,CAAC,CAAC;KACnE;IAED,IAAI,mBAAmB,EAAE;QACrB,mBAAmB,CAAC,mBAAmB,EAAE,CAAC;QAC1C,QAAQ,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACnC,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;KACzD;IAED,SAAS,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;IAEh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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPassWrapper.renderPass) {\r\n this._endRenderTargetRenderPass();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n this._currentRenderPass = this._mainRenderPassWrapper.renderPass;\r\n this._setDepthTextureFormat(this._mainRenderPassWrapper);\r\n this._setColorFormat(this._mainRenderPassWrapper);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n let useSRGBBuffers = new Array<boolean>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n let depthStencilTexture = null;\r\n if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat);\r\n }\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n const useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n\r\n textures.push(texture);\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures.push(depthStencilTexture);\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples);\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && rtWrapper._depthStencilTexture !== rtWrapper.textures[rtWrapper.textures.length - 1]) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
|
|
1
|
+
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPassWrapper.renderPass) {\r\n this._endRenderTargetRenderPass();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n this._currentRenderPass = this._mainRenderPassWrapper.renderPass;\r\n this._setDepthTextureFormat(this._mainRenderPassWrapper);\r\n this._setColorFormat(this._mainRenderPassWrapper);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n let types = new Array<number>();\r\n let samplingModes = new Array<number>();\r\n let useSRGBBuffers = new Array<boolean>();\r\n let formats = new Array<number>();\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (options.formats) {\r\n formats = options.formats;\r\n }\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n let depthStencilTexture = null;\r\n if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat);\r\n }\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n const useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n\r\n textures.push(texture);\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures.push(depthStencilTexture);\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples);\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && rtWrapper._depthStencilTexture !== rtWrapper.textures[rtWrapper.textures.length - 1]) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
|
|
@@ -19,6 +19,7 @@ WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
|
|
|
19
19
|
fullOptions.creationFlags = (_a = options.creationFlags) !== null && _a !== void 0 ? _a : 0;
|
|
20
20
|
fullOptions.noColorAttachment = !!options.noColorAttachment;
|
|
21
21
|
fullOptions.samples = options.samples;
|
|
22
|
+
fullOptions.label = options.label;
|
|
22
23
|
}
|
|
23
24
|
else {
|
|
24
25
|
fullOptions.generateMipMaps = options;
|
|
@@ -43,7 +44,7 @@ WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
|
|
|
43
44
|
fullOptions.samplingMode === 5 ||
|
|
44
45
|
fullOptions.samplingMode === 6 ||
|
|
45
46
|
fullOptions.samplingMode === 7 ||
|
|
46
|
-
fullOptions.samplingMode === 11), rtWrapper._generateStencilBuffer, rtWrapper.samples, fullOptions.generateStencilBuffer ? 13 : 14);
|
|
47
|
+
fullOptions.samplingMode === 11), rtWrapper._generateStencilBuffer, rtWrapper.samples, fullOptions.generateStencilBuffer ? 13 : 14, fullOptions.label ? fullOptions.label + "-DepthStencil" : undefined);
|
|
47
48
|
}
|
|
48
49
|
if (texture) {
|
|
49
50
|
if (options !== undefined && typeof options === "object" && options.createMipMaps && !fullOptions.generateMipMaps) {
|
|
@@ -58,6 +59,7 @@ WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
|
|
|
58
59
|
};
|
|
59
60
|
WebGPUEngine.prototype._createDepthStencilTexture = function (size, options) {
|
|
60
61
|
const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);
|
|
62
|
+
internalTexture.label = options.label;
|
|
61
63
|
const internalOptions = {
|
|
62
64
|
bilinearFiltering: false,
|
|
63
65
|
comparisonFunction: 0,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"engine.renderTarget.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.renderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAGrG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,yBAAyB,EAAE,MAAM,8BAA8B,CAAC;AAEzE,YAAY,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,OAAgB,EAAE,MAAe,EAAE,IAAiB;IACtH,MAAM,SAAS,GAAG,IAAI,yBAAyB,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAC7E,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAC/C,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,IAAiB,EAAE,OAA8C;;IAC1H,MAAM,SAAS,GAAG,IAAI,CAAC,kCAAkC,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAA8B,CAAC;IAE3G,MAAM,WAAW,GAAgC,EAAE,CAAC;IAEpD,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,EAAE;QACtD,WAAW,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;QACtD,WAAW,CAAC,mBAAmB,GAAG,OAAO,CAAC,mBAAmB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACjH,WAAW,CAAC,qBAAqB,GAAG,WAAW,CAAC,mBAAmB,IAAI,OAAO,CAAC,qBAAqB,CAAC;QACrG,WAAW,CAAC,YAAY,GAAG,OAAO,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC;QAChI,WAAW,CAAC,aAAa,GAAG,MAAA,OAAO,CAAC,aAAa,mCAAI,CAAC,CAAC;QACvD,WAAW,CAAC,iBAAiB,GAAG,CAAC,CAAC,OAAO,CAAC,iBAAiB,CAAC;QAC5D,WAAW,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;KACzC;SAAM;QACH,WAAW,CAAC,eAAe,GAAY,OAAO,CAAC;QAC/C,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAC1C,WAAW,CAAC,YAAY,GAAG,SAAS,CAAC,8BAA8B,CAAC;QACpE,WAAW,CAAC,aAAa,GAAG,CAAC,CAAC;QAC9B,WAAW,CAAC,iBAAiB,GAAG,KAAK,CAAC;KACzC;IAED,MAAM,OAAO,GAAG,WAAW,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAE5I,SAAS,CAAC,QAAQ,GAAG,MAAA,WAAW,CAAC,OAAO,mCAAI,CAAC,CAAC;IAC9C,SAAS,CAAC,oBAAoB,GAAG,WAAW,CAAC,mBAAmB,CAAC;IACjE,SAAS,CAAC,sBAAsB,GAAG,WAAW,CAAC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAEpF,SAAS,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC;IAE/B,IAAI,SAAS,CAAC,oBAAoB,IAAI,SAAS,CAAC,sBAAsB,EAAE;QACpE,SAAS,CAAC,yBAAyB,CAC/B,CAAC,EACD,IAAI,CAAC,KAAK,CAAC,2BAA2B;YAClC,CAAC,WAAW,CAAC,YAAY,KAAK,SAAS;gBACnC,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,6BAA6B;gBACpE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,qBAAqB;gBAC5D,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,8BAA8B;gBACrE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,+BAA+B;gBACtE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,iCAAiC;gBACxE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,gCAAgC;gBACvE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,sBAAsB;gBAC7D,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,gCAAgC,CAAC,EAChF,SAAS,CAAC,sBAAsB,EAChC,SAAS,CAAC,OAAO,EACjB,WAAW,CAAC,qBAAqB,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,CACvH,CAAC;KACL;IAED,IAAI,OAAO,EAAE;QACT,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;YAC/G,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC;SAClC;QAED,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,WAAW,CAAC,aAAa,CAAC,CAAC;QAE5H,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;YAC/G,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;SACnC;KACJ;IAED,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,0BAA0B,GAAG,UAAU,IAAiB,EAAE,OAAoC;IACjH,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAEtF,MAAM,eAAe,GAAG;QACpB,iBAAiB,EAAE,KAAK;QACxB,kBAAkB,EAAE,CAAC;QACrB,eAAe,EAAE,KAAK;QACtB,OAAO,EAAE,CAAC;QACV,kBAAkB,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B;QAC9H,GAAG,OAAO;KACb,CAAC;IAEF,eAAe,CAAC,MAAM,GAAG,eAAe,CAAC,kBAAkB,CAAC;IAE5D,IAAI,CAAC,yBAAyB,CAC1B,eAAe,EACf,IAAI,EACJ,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,iBAAiB,EACjC,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,OAAO,CAC1B,CAAC;IAEF,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,eAAe,CAAC,CAAC;IAExE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAElD,OAAO,eAAe,CAAC;AAC3B,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAC/C,eAAgC,EAChC,IAAiB,EACjB,eAAwB,EACxB,iBAA0B,EAC1B,kBAA0B,EAC1B,OAAO,GAAG,CAAC;IAEX,MAAM,KAAK,GAAwD,IAAK,CAAC,KAAK,IAAY,IAAI,CAAC;IAC/F,MAAM,MAAM,GAAwD,IAAK,CAAC,MAAM,IAAY,IAAI,CAAC;IACjG,MAAM,MAAM,GAAwD,IAAK,CAAC,MAAM,IAAI,CAAC,CAAC;IAEtF,eAAe,CAAC,SAAS,GAAG,KAAK,CAAC;IAClC,eAAe,CAAC,UAAU,GAAG,MAAM,CAAC;IACpC,eAAe,CAAC,KAAK,GAAG,KAAK,CAAC;IAC9B,eAAe,CAAC,MAAM,GAAG,MAAM,CAAC;IAChC,eAAe,CAAC,SAAS,GAAG,MAAM,GAAG,CAAC,CAAC;IACvC,eAAe,CAAC,KAAK,GAAG,MAAM,CAAC;IAC/B,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC;IAC/B,eAAe,CAAC,OAAO,GAAG,OAAO,CAAC;IAClC,eAAe,CAAC,eAAe,GAAG,KAAK,CAAC;IACxC,eAAe,CAAC,YAAY,GAAG,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,4BAA4B,CAAC;IACpI,eAAe,CAAC,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;IACnD,eAAe,CAAC,mBAAmB,GAAG,kBAAkB,CAAC;IACzD,eAAe,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IACnE,eAAe,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;AACvE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,oCAAoC,GAAG,UAAU,SAAwC,EAAE,OAAe;IAC7H,IAAI,CAAC,SAAS,IAAI,CAAC,SAAS,CAAC,OAAO,IAAI,SAAS,CAAC,OAAO,KAAK,OAAO,EAAE;QACnE,OAAO,OAAO,CAAC;KAClB;IAED,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC,cAAc,CAAC,CAAC;IAE3D,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAA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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.samples = options.samples;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture = fullOptions.noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n\r\n rtWrapper._samples = fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n this._caps.textureFloatLinearFiltering &&\r\n (fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST),\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT\r\n );\r\n }\r\n\r\n if (texture) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n generateStencil: boolean,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
|
|
1
|
+
{"version":3,"file":"engine.renderTarget.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/WebGPU/Extensions/engine.renderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAGrG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,EAAE,yBAAyB,EAAE,MAAM,8BAA8B,CAAC;AAEzE,YAAY,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,OAAgB,EAAE,MAAe,EAAE,IAAiB;IACtH,MAAM,SAAS,GAAG,IAAI,yBAAyB,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAC7E,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAC/C,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,IAAiB,EAAE,OAA8C;;IAC1H,MAAM,SAAS,GAAG,IAAI,CAAC,kCAAkC,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAA8B,CAAC;IAE3G,MAAM,WAAW,GAAgC,EAAE,CAAC;IAEpD,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,EAAE;QACtD,WAAW,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;QACtD,WAAW,CAAC,mBAAmB,GAAG,OAAO,CAAC,mBAAmB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACjH,WAAW,CAAC,qBAAqB,GAAG,WAAW,CAAC,mBAAmB,IAAI,OAAO,CAAC,qBAAqB,CAAC;QACrG,WAAW,CAAC,YAAY,GAAG,OAAO,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC;QAChI,WAAW,CAAC,aAAa,GAAG,MAAA,OAAO,CAAC,aAAa,mCAAI,CAAC,CAAC;QACvD,WAAW,CAAC,iBAAiB,GAAG,CAAC,CAAC,OAAO,CAAC,iBAAiB,CAAC;QAC5D,WAAW,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;QACtC,WAAW,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;KACrC;SAAM;QACH,WAAW,CAAC,eAAe,GAAY,OAAO,CAAC;QAC/C,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAC1C,WAAW,CAAC,YAAY,GAAG,SAAS,CAAC,8BAA8B,CAAC;QACpE,WAAW,CAAC,aAAa,GAAG,CAAC,CAAC;QAC9B,WAAW,CAAC,iBAAiB,GAAG,KAAK,CAAC;KACzC;IAED,MAAM,OAAO,GAAG,WAAW,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAE5I,SAAS,CAAC,QAAQ,GAAG,MAAA,WAAW,CAAC,OAAO,mCAAI,CAAC,CAAC;IAC9C,SAAS,CAAC,oBAAoB,GAAG,WAAW,CAAC,mBAAmB,CAAC;IACjE,SAAS,CAAC,sBAAsB,GAAG,WAAW,CAAC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAEpF,SAAS,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC;IAE/B,IAAI,SAAS,CAAC,oBAAoB,IAAI,SAAS,CAAC,sBAAsB,EAAE;QACpE,SAAS,CAAC,yBAAyB,CAC/B,CAAC,EACD,IAAI,CAAC,KAAK,CAAC,2BAA2B;YAClC,CAAC,WAAW,CAAC,YAAY,KAAK,SAAS;gBACnC,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,6BAA6B;gBACpE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,qBAAqB;gBAC5D,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,8BAA8B;gBACrE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,+BAA+B;gBACtE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,iCAAiC;gBACxE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,gCAAgC;gBACvE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,sBAAsB;gBAC7D,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,gCAAgC,CAAC,EAChF,SAAS,CAAC,sBAAsB,EAChC,SAAS,CAAC,OAAO,EACjB,WAAW,CAAC,qBAAqB,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,EACpH,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC,WAAW,CAAC,KAAK,GAAG,eAAe,CAAC,CAAC,CAAC,SAAS,CACtE,CAAC;KACL;IAED,IAAI,OAAO,EAAE;QACT,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;YAC/G,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC;SAClC;QAED,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,WAAW,CAAC,aAAa,CAAC,CAAC;QAE5H,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;YAC/G,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;SACnC;KACJ;IAED,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,0BAA0B,GAAG,UAAU,IAAiB,EAAE,OAAoC;IACjH,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAEtF,eAAe,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAEtC,MAAM,eAAe,GAAG;QACpB,iBAAiB,EAAE,KAAK;QACxB,kBAAkB,EAAE,CAAC;QACrB,eAAe,EAAE,KAAK;QACtB,OAAO,EAAE,CAAC;QACV,kBAAkB,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B;QAC9H,GAAG,OAAO;KACb,CAAC;IAEF,eAAe,CAAC,MAAM,GAAG,eAAe,CAAC,kBAAkB,CAAC;IAE5D,IAAI,CAAC,yBAAyB,CAC1B,eAAe,EACf,IAAI,EACJ,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,iBAAiB,EACjC,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,OAAO,CAC1B,CAAC;IAEF,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,eAAe,CAAC,CAAC;IAExE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAElD,OAAO,eAAe,CAAC;AAC3B,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAC/C,eAAgC,EAChC,IAAiB,EACjB,eAAwB,EACxB,iBAA0B,EAC1B,kBAA0B,EAC1B,OAAO,GAAG,CAAC;IAEX,MAAM,KAAK,GAAwD,IAAK,CAAC,KAAK,IAAY,IAAI,CAAC;IAC/F,MAAM,MAAM,GAAwD,IAAK,CAAC,MAAM,IAAY,IAAI,CAAC;IACjG,MAAM,MAAM,GAAwD,IAAK,CAAC,MAAM,IAAI,CAAC,CAAC;IAEtF,eAAe,CAAC,SAAS,GAAG,KAAK,CAAC;IAClC,eAAe,CAAC,UAAU,GAAG,MAAM,CAAC;IACpC,eAAe,CAAC,KAAK,GAAG,KAAK,CAAC;IAC9B,eAAe,CAAC,MAAM,GAAG,MAAM,CAAC;IAChC,eAAe,CAAC,SAAS,GAAG,MAAM,GAAG,CAAC,CAAC;IACvC,eAAe,CAAC,KAAK,GAAG,MAAM,CAAC;IAC/B,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC;IAC/B,eAAe,CAAC,OAAO,GAAG,OAAO,CAAC;IAClC,eAAe,CAAC,eAAe,GAAG,KAAK,CAAC;IACxC,eAAe,CAAC,YAAY,GAAG,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,4BAA4B,CAAC;IACpI,eAAe,CAAC,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;IACnD,eAAe,CAAC,mBAAmB,GAAG,kBAAkB,CAAC;IACzD,eAAe,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IACnE,eAAe,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;AACvE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,oCAAoC,GAAG,UAAU,SAAwC,EAAE,OAAe;IAC7H,IAAI,CAAC,SAAS,IAAI,CAAC,SAAS,CAAC,OAAO,IAAI,SAAS,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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture = fullOptions.noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n\r\n rtWrapper._samples = fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n this._caps.textureFloatLinearFiltering &&\r\n (fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST),\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n internalTexture.label = options.label;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n generateStencil: boolean,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
|
|
@@ -1,8 +1,4 @@
|
|
|
1
1
|
/** @internal */
|
|
2
|
-
export declare enum PredefinedColorSpace {
|
|
3
|
-
SRGB = "srgb"
|
|
4
|
-
}
|
|
5
|
-
/** @internal */
|
|
6
2
|
export declare enum PowerPreference {
|
|
7
3
|
LowPower = "low-power",
|
|
8
4
|
HighPerformance = "high-performance"
|
|
@@ -10,7 +6,6 @@ export declare enum PowerPreference {
|
|
|
10
6
|
/** @internal */
|
|
11
7
|
export declare enum FeatureName {
|
|
12
8
|
DepthClipControl = "depth-clip-control",
|
|
13
|
-
Depth24UnormStencil8 = "depth24unorm-stencil8",
|
|
14
9
|
Depth32FloatStencil8 = "depth32float-stencil8",
|
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TextureCompressionBC = "texture-compression-bc",
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TextureCompressionETC2 = "texture-compression-etc2",
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TimestampQuery = "timestamp-query",
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IndirectFirstInstance = "indirect-first-instance",
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ShaderF16 = "shader-f16",
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RG11B10UFloatRenderable = "rg11b10ufloat-renderable",
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BGRA8UnormStorage = "bgra8unorm-storage",
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Float32Filterable = "float32-filterable"
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export declare enum BufferMapState {
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Unmapped = "unmapped",
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Pending = "pending",
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Mapped = "mapped"
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/** @internal */
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export declare enum BufferUsage {
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@@ -180,6 +183,11 @@ export declare enum FilterMode {
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Linear = "linear"
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export declare enum MipmapFilterMode {
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Linear = "linear"
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/** @internal */
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Never = "never",
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Less = "less",
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export declare enum PipelineErrorReason {
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Validation = "validation",
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Internal = "internal"
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}
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export declare enum AutoLayoutMode {
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@@ -367,10 +380,12 @@ export declare enum CanvasAlphaMode {
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/** @internal */
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export declare enum DeviceLostReason {
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Unknown = "unknown",
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Destroyed = "destroyed"
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}
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/** @internal */
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export declare enum ErrorFilter {
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Validation = "validation",
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OutOfMemory = "out-of-memory",
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|
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+
Internal = "internal"
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}
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@@ -1,11 +1,5 @@
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1
1
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/** @internal */
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2
2
|
// eslint-disable-next-line import/export
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3
|
-
export var PredefinedColorSpace;
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|
4
|
-
(function (PredefinedColorSpace) {
|
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5
|
-
PredefinedColorSpace["SRGB"] = "srgb";
|
|
6
|
-
})(PredefinedColorSpace || (PredefinedColorSpace = {}));
|
|
7
|
-
/** @internal */
|
|
8
|
-
// eslint-disable-next-line import/export
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|
9
3
|
export var PowerPreference;
|
|
10
4
|
(function (PowerPreference) {
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|
11
5
|
PowerPreference["LowPower"] = "low-power";
|
|
@@ -15,7 +9,6 @@ export var PowerPreference;
|
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15
9
|
export var FeatureName;
|
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16
10
|
(function (FeatureName) {
|
|
17
11
|
FeatureName["DepthClipControl"] = "depth-clip-control";
|
|
18
|
-
FeatureName["Depth24UnormStencil8"] = "depth24unorm-stencil8";
|
|
19
12
|
FeatureName["Depth32FloatStencil8"] = "depth32float-stencil8";
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|
20
13
|
FeatureName["TextureCompressionBC"] = "texture-compression-bc";
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|
21
14
|
FeatureName["TextureCompressionETC2"] = "texture-compression-etc2";
|
|
@@ -23,9 +16,18 @@ export var FeatureName;
|
|
|
23
16
|
FeatureName["TimestampQuery"] = "timestamp-query";
|
|
24
17
|
FeatureName["IndirectFirstInstance"] = "indirect-first-instance";
|
|
25
18
|
FeatureName["ShaderF16"] = "shader-f16";
|
|
19
|
+
FeatureName["RG11B10UFloatRenderable"] = "rg11b10ufloat-renderable";
|
|
26
20
|
FeatureName["BGRA8UnormStorage"] = "bgra8unorm-storage";
|
|
21
|
+
FeatureName["Float32Filterable"] = "float32-filterable";
|
|
27
22
|
})(FeatureName || (FeatureName = {}));
|
|
28
23
|
/** @internal */
|
|
24
|
+
export var BufferMapState;
|
|
25
|
+
(function (BufferMapState) {
|
|
26
|
+
BufferMapState["Unmapped"] = "unmapped";
|
|
27
|
+
BufferMapState["Pending"] = "pending";
|
|
28
|
+
BufferMapState["Mapped"] = "mapped";
|
|
29
|
+
})(BufferMapState || (BufferMapState = {}));
|
|
30
|
+
/** @internal */
|
|
29
31
|
export var BufferUsage;
|
|
30
32
|
(function (BufferUsage) {
|
|
31
33
|
BufferUsage[BufferUsage["MapRead"] = 1] = "MapRead";
|
|
@@ -209,6 +211,12 @@ export var FilterMode;
|
|
|
209
211
|
FilterMode["Linear"] = "linear";
|
|
210
212
|
})(FilterMode || (FilterMode = {}));
|
|
211
213
|
/** @internal */
|
|
214
|
+
export var MipmapFilterMode;
|
|
215
|
+
(function (MipmapFilterMode) {
|
|
216
|
+
MipmapFilterMode["Nearest"] = "nearest";
|
|
217
|
+
MipmapFilterMode["Linear"] = "linear";
|
|
218
|
+
})(MipmapFilterMode || (MipmapFilterMode = {}));
|
|
219
|
+
/** @internal */
|
|
212
220
|
export var CompareFunction;
|
|
213
221
|
(function (CompareFunction) {
|
|
214
222
|
CompareFunction["Never"] = "never";
|
|
@@ -263,6 +271,12 @@ export var CompilationMessageType;
|
|
|
263
271
|
CompilationMessageType["Info"] = "info";
|
|
264
272
|
})(CompilationMessageType || (CompilationMessageType = {}));
|
|
265
273
|
/** @internal */
|
|
274
|
+
export var PipelineErrorReason;
|
|
275
|
+
(function (PipelineErrorReason) {
|
|
276
|
+
PipelineErrorReason["Validation"] = "validation";
|
|
277
|
+
PipelineErrorReason["Internal"] = "internal";
|
|
278
|
+
})(PipelineErrorReason || (PipelineErrorReason = {}));
|
|
279
|
+
/** @internal */
|
|
266
280
|
export var AutoLayoutMode;
|
|
267
281
|
(function (AutoLayoutMode) {
|
|
268
282
|
AutoLayoutMode["Auto"] = "auto";
|
|
@@ -421,12 +435,14 @@ export var CanvasAlphaMode;
|
|
|
421
435
|
/** @internal */
|
|
422
436
|
export var DeviceLostReason;
|
|
423
437
|
(function (DeviceLostReason) {
|
|
438
|
+
DeviceLostReason["Unknown"] = "unknown";
|
|
424
439
|
DeviceLostReason["Destroyed"] = "destroyed";
|
|
425
440
|
})(DeviceLostReason || (DeviceLostReason = {}));
|
|
426
441
|
/** @internal */
|
|
427
442
|
export var ErrorFilter;
|
|
428
443
|
(function (ErrorFilter) {
|
|
429
|
-
ErrorFilter["OutOfMemory"] = "out-of-memory";
|
|
430
444
|
ErrorFilter["Validation"] = "validation";
|
|
445
|
+
ErrorFilter["OutOfMemory"] = "out-of-memory";
|
|
446
|
+
ErrorFilter["Internal"] = "internal";
|
|
431
447
|
})(ErrorFilter || (ErrorFilter = {}));
|
|
432
448
|
//# sourceMappingURL=webgpuConstants.js.map
|