@babylonjs/core 5.53.0 → 5.53.1

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Files changed (118) hide show
  1. package/Animations/animationGroup.js +8 -1
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Engines/Extensions/engine.cubeTexture.js +3 -0
  4. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  5. package/Engines/Extensions/engine.multiRender.js +74 -19
  6. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  7. package/Engines/Extensions/engine.renderTarget.js +2 -5
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/WebGL/webGLHardwareTexture.d.ts +3 -1
  10. package/Engines/WebGL/webGLHardwareTexture.js +19 -7
  11. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  12. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +14 -1
  13. package/Engines/WebGL/webGLRenderTargetWrapper.js +76 -6
  14. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.multiRender.js +20 -0
  16. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  19. package/Engines/WebGPU/webgpuConstants.d.ts +22 -7
  20. package/Engines/WebGPU/webgpuConstants.js +24 -8
  21. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  22. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +0 -3
  23. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +20 -53
  24. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  25. package/Engines/WebGPU/webgpuTextureHelper.d.ts +3 -2
  26. package/Engines/WebGPU/webgpuTextureHelper.js +33 -14
  27. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  28. package/Engines/WebGPU/webgpuTintWASM.d.ts +3 -2
  29. package/Engines/WebGPU/webgpuTintWASM.js +10 -8
  30. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  31. package/Engines/constants.d.ts +12 -0
  32. package/Engines/constants.js +12 -0
  33. package/Engines/constants.js.map +1 -1
  34. package/Engines/engine.d.ts +128 -72
  35. package/Engines/nativeEngine.d.ts +1 -0
  36. package/Engines/nativeEngine.js +16 -5
  37. package/Engines/nativeEngine.js.map +1 -1
  38. package/Engines/renderTargetWrapper.d.ts +28 -4
  39. package/Engines/renderTargetWrapper.js +107 -10
  40. package/Engines/renderTargetWrapper.js.map +1 -1
  41. package/Engines/thinEngine.d.ts +6 -6
  42. package/Engines/thinEngine.js +28 -20
  43. package/Engines/thinEngine.js.map +1 -1
  44. package/Engines/webgpuEngine.d.ts +25 -8
  45. package/Engines/webgpuEngine.js +112 -48
  46. package/Engines/webgpuEngine.js.map +1 -1
  47. package/Materials/PBR/pbrAnisotropicConfiguration.js +0 -1
  48. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  49. package/Materials/PBR/pbrBaseMaterial.js +3 -0
  50. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  51. package/Materials/Textures/internalTexture.d.ts +4 -0
  52. package/Materials/Textures/internalTexture.js.map +1 -1
  53. package/Materials/Textures/multiRenderTarget.d.ts +40 -0
  54. package/Materials/Textures/multiRenderTarget.js +143 -4
  55. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  56. package/Materials/Textures/renderTargetTexture.d.ts +4 -0
  57. package/Materials/Textures/renderTargetTexture.js +10 -2
  58. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  59. package/Materials/Textures/texture.d.ts +4 -2
  60. package/Materials/Textures/texture.js +1 -0
  61. package/Materials/Textures/texture.js.map +1 -1
  62. package/Materials/Textures/textureCreationOptions.d.ts +4 -0
  63. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  64. package/Misc/interfaces/screenshotSize.d.ts +17 -3
  65. package/Misc/interfaces/screenshotSize.js.map +1 -1
  66. package/Misc/screenshotTools.d.ts +2 -2
  67. package/Misc/screenshotTools.js +49 -9
  68. package/Misc/screenshotTools.js.map +1 -1
  69. package/Misc/textureTools.d.ts +1 -1
  70. package/Misc/textureTools.js +4 -2
  71. package/Misc/textureTools.js.map +1 -1
  72. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
  73. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  74. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.d.ts +5 -0
  75. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +7 -0
  76. package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
  77. package/PostProcesses/depthOfFieldMergePostProcess.d.ts +0 -23
  78. package/PostProcesses/depthOfFieldMergePostProcess.js +0 -5
  79. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  80. package/PostProcesses/postProcess.js +1 -0
  81. package/PostProcesses/postProcess.js.map +1 -1
  82. package/Probes/reflectionProbe.js +1 -0
  83. package/Probes/reflectionProbe.js.map +1 -1
  84. package/Rendering/depthPeelingRenderer.js +3 -1
  85. package/Rendering/depthPeelingRenderer.js.map +1 -1
  86. package/Rendering/fluidRenderer/fluidRenderer.js +1 -1
  87. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  88. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
  89. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  90. package/Rendering/fluidRenderer/fluidRenderingTextures.js +2 -0
  91. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  92. package/Shaders/default.fragment.js +1 -1
  93. package/Shaders/default.fragment.js.map +1 -1
  94. package/Shaders/depthOfFieldMerge.fragment.js +10 -5
  95. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  96. package/Shaders/fluidRenderingRender.fragment.js +3 -3
  97. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  98. package/Shaders/motionBlur.fragment.js +8 -2
  99. package/Shaders/motionBlur.fragment.js.map +1 -1
  100. package/Shaders/screenSpaceReflection2.fragment.js +11 -4
  101. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  102. package/Shaders/screenSpaceReflection2Blur.fragment.js +6 -1
  103. package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
  104. package/Shaders/ssao2.fragment.js +1 -0
  105. package/Shaders/ssao2.fragment.js.map +1 -1
  106. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +9 -9
  107. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  108. package/ShadersWGSL/ShadersInclude/bonesVertex.js +16 -16
  109. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +6 -6
  111. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  112. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +6 -6
  113. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/instancesVertex.js +1 -1
  115. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +8 -8
  117. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  118. package/package.json +1 -1
@@ -36,9 +36,11 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
36
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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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  generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
@@ -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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+ // 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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+ 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 = [];
@@ -74,6 +92,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
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  let samplingMode = samplingModes[i] || defaultSamplingMode;
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  let type = types[i] || defaultType;
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  const useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;
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+ const format = formats[i] || defaultFormat;
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  if (type === 1 && !this._caps.textureFloatLinearFiltering) {
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  // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
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  samplingMode = 1;
@@ -102,6 +121,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
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  texture._cachedWrapU = 0;
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  texture._cachedWrapV = 0;
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  texture._useSRGBBuffer = useSRGBBuffer;
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+ texture.format = format;
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  this._internalTexturesCache.push(texture);
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  this._textureHelper.createGPUTextureForInternalTexture(texture);
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  }
@@ -1 +1 @@
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\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
- 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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
+ 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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",
15
10
  TextureCompressionBC = "texture-compression-bc",
16
11
  TextureCompressionETC2 = "texture-compression-etc2",
@@ -18,7 +13,15 @@ export declare enum FeatureName {
18
13
  TimestampQuery = "timestamp-query",
19
14
  IndirectFirstInstance = "indirect-first-instance",
20
15
  ShaderF16 = "shader-f16",
21
- BGRA8UnormStorage = "bgra8unorm-storage"
16
+ RG11B10UFloatRenderable = "rg11b10ufloat-renderable",
17
+ BGRA8UnormStorage = "bgra8unorm-storage",
18
+ Float32Filterable = "float32-filterable"
19
+ }
20
+ /** @internal */
21
+ export declare enum BufferMapState {
22
+ Unmapped = "unmapped",
23
+ Pending = "pending",
24
+ Mapped = "mapped"
22
25
  }
23
26
  /** @internal */
24
27
  export declare enum BufferUsage {
@@ -180,6 +183,11 @@ export declare enum FilterMode {
180
183
  Linear = "linear"
181
184
  }
182
185
  /** @internal */
186
+ export declare enum MipmapFilterMode {
187
+ Nearest = "nearest",
188
+ Linear = "linear"
189
+ }
190
+ /** @internal */
183
191
  export declare enum CompareFunction {
184
192
  Never = "never",
185
193
  Less = "less",
@@ -227,6 +235,11 @@ export declare enum CompilationMessageType {
227
235
  Info = "info"
228
236
  }
229
237
  /** @internal */
238
+ export declare enum PipelineErrorReason {
239
+ Validation = "validation",
240
+ Internal = "internal"
241
+ }
242
+ /** @internal */
230
243
  export declare enum AutoLayoutMode {
231
244
  Auto = "auto"
232
245
  }
@@ -367,10 +380,12 @@ export declare enum CanvasAlphaMode {
367
380
  }
368
381
  /** @internal */
369
382
  export declare enum DeviceLostReason {
383
+ Unknown = "unknown",
370
384
  Destroyed = "destroyed"
371
385
  }
372
386
  /** @internal */
373
387
  export declare enum ErrorFilter {
388
+ Validation = "validation",
374
389
  OutOfMemory = "out-of-memory",
375
- Validation = "validation"
390
+ Internal = "internal"
376
391
  }
@@ -1,11 +1,5 @@
1
1
  /** @internal */
2
2
  // eslint-disable-next-line import/export
3
- export var PredefinedColorSpace;
4
- (function (PredefinedColorSpace) {
5
- PredefinedColorSpace["SRGB"] = "srgb";
6
- })(PredefinedColorSpace || (PredefinedColorSpace = {}));
7
- /** @internal */
8
- // eslint-disable-next-line import/export
9
3
  export var PowerPreference;
10
4
  (function (PowerPreference) {
11
5
  PowerPreference["LowPower"] = "low-power";
@@ -15,7 +9,6 @@ export var PowerPreference;
15
9
  export var FeatureName;
16
10
  (function (FeatureName) {
17
11
  FeatureName["DepthClipControl"] = "depth-clip-control";
18
- FeatureName["Depth24UnormStencil8"] = "depth24unorm-stencil8";
19
12
  FeatureName["Depth32FloatStencil8"] = "depth32float-stencil8";
20
13
  FeatureName["TextureCompressionBC"] = "texture-compression-bc";
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
@@ -1 +1 @@
1
- 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@internal */\r\n// eslint-disable-next-line import/export\r\nexport enum PredefinedColorSpace {\r\n SRGB = \"srgb\",\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line import/export\r\nexport enum PowerPreference {\r\n LowPower = \"low-power\",\r\n HighPerformance = \"high-performance\",\r\n}\r\n\r\n/** @internal */\r\nexport enum FeatureName {\r\n DepthClipControl = \"depth-clip-control\",\r\n Depth24UnormStencil8 = \"depth24unorm-stencil8\",\r\n Depth32FloatStencil8 = \"depth32float-stencil8\",\r\n TextureCompressionBC = \"texture-compression-bc\",\r\n TextureCompressionETC2 = \"texture-compression-etc2\",\r\n TextureCompressionASTC = \"texture-compression-astc\",\r\n TimestampQuery = \"timestamp-query\",\r\n IndirectFirstInstance = \"indirect-first-instance\",\r\n ShaderF16 = \"shader-f16\",\r\n BGRA8UnormStorage = \"bgra8unorm-storage\",\r\n}\r\n\r\n/** @internal */\r\nexport enum BufferUsage {\r\n MapRead = 1,\r\n MapWrite = 2,\r\n CopySrc = 4,\r\n CopyDst = 8,\r\n Index = 16,\r\n Vertex = 32,\r\n Uniform = 64,\r\n Storage = 128,\r\n Indirect = 256,\r\n QueryResolve = 512,\r\n}\r\n\r\n/** @internal */\r\nexport enum MapMode {\r\n Read = 1,\r\n Write = 2,\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureDimension {\r\n E1d = \"1d\",\r\n E2d = \"2d\",\r\n E3d = \"3d\",\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureUsage {\r\n CopySrc = 1,\r\n CopyDst = 2,\r\n TextureBinding = 4,\r\n StorageBinding = 8,\r\n RenderAttachment = 16,\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureViewDimension {\r\n E1d = \"1d\",\r\n E2d = \"2d\",\r\n E2dArray = \"2d-array\",\r\n Cube = \"cube\",\r\n CubeArray = \"cube-array\",\r\n E3d = \"3d\",\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureAspect {\r\n All = \"all\",\r\n StencilOnly = \"stencil-only\",\r\n DepthOnly = \"depth-only\",\r\n}\r\n\r\n/**\r\n * Comments taken from https://github.com/gfx-rs/wgpu/blob/master/wgpu-types/src/lib.rs\r\n * @internal\r\n */\r\nexport enum TextureFormat {\r\n // 8-bit formats\r\n R8Unorm = \"r8unorm\", // Red channel only. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n R8Snorm = \"r8snorm\", // Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n R8Uint = \"r8uint\", // Red channel only. 8 bit integer per channel. Unsigned in shader.\r\n R8Sint = \"r8sint\", // Red channel only. 8 bit integer per channel. Signed in shader.\r\n\r\n // 16-bit formats\r\n R16Uint = \"r16uint\", // Red channel only. 16 bit integer per channel. Unsigned in shader.\r\n R16Sint = \"r16sint\", // Red channel only. 16 bit integer per channel. Signed in shader.\r\n R16Float = \"r16float\", // Red channel only. 16 bit float per channel. Float in shader.\r\n RG8Unorm = \"rg8unorm\", // Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n RG8Snorm = \"rg8snorm\", // Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n RG8Uint = \"rg8uint\", // Red and green channels. 8 bit integer per channel. Unsigned in shader.\r\n RG8Sint = \"rg8sint\", // Red and green channels. 8 bit integer per channel. Signed in shader.\r\n\r\n // 32-bit formats\r\n R32Uint = \"r32uint\", // Red channel only. 32 bit integer per channel. Unsigned in shader.\r\n R32Sint = \"r32sint\", // Red channel only. 32 bit integer per channel. Signed in shader.\r\n R32Float = \"r32float\", // Red channel only. 32 bit float per channel. Float in shader.\r\n RG16Uint = \"rg16uint\", // Red and green channels. 16 bit integer per channel. Unsigned in shader.\r\n RG16Sint = \"rg16sint\", // Red and green channels. 16 bit integer per channel. Signed in shader.\r\n RG16Float = \"rg16float\", // Red and green channels. 16 bit float per channel. Float in shader.\r\n RGBA8Unorm = \"rgba8unorm\", // Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n RGBA8UnormSRGB = \"rgba8unorm-srgb\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.\r\n RGBA8Snorm = \"rgba8snorm\", // Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n RGBA8Uint = \"rgba8uint\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.\r\n RGBA8Sint = \"rgba8sint\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.\r\n BGRA8Unorm = \"bgra8unorm\", // Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n BGRA8UnormSRGB = \"bgra8unorm-srgb\", // Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.\r\n // Packed 32-bit formats\r\n RGB9E5UFloat = \"rgb9e5ufloat\", // Packed unsigned float with 9 bits mantisa for each RGB component, then a common 5 bits exponent\r\n RGB10A2Unorm = \"rgb10a2unorm\", // Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha) converted to/from float [0, 1] in shader.\r\n RG11B10UFloat = \"rg11b10ufloat\", // Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bit for blue channel. Float in shader.\r\n\r\n // 64-bit formats\r\n RG32Uint = \"rg32uint\", // Red and green channels. 32 bit integer per channel. Unsigned in shader.\r\n RG32Sint = \"rg32sint\", // Red and green channels. 32 bit integer per channel. Signed in shader.\r\n RG32Float = \"rg32float\", // Red and green channels. 32 bit float per channel. Float in shader.\r\n RGBA16Uint = \"rgba16uint\", // Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.\r\n RGBA16Sint = \"rgba16sint\", // Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.\r\n RGBA16Float = \"rgba16float\", // Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.\r\n\r\n // 128-bit formats\r\n RGBA32Uint = \"rgba32uint\", // Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.\r\n RGBA32Sint = \"rgba32sint\", // Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.\r\n RGBA32Float = \"rgba32float\", // Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.\r\n\r\n // Depth and stencil formats\r\n Stencil8 = \"stencil8\",\r\n Depth16Unorm = \"depth16unorm\",\r\n Depth24Plus = \"depth24plus\", // Special depth format with at least 24 bit integer depth.\r\n Depth24PlusStencil8 = \"depth24plus-stencil8\", // Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.\r\n Depth32Float = \"depth32float\", // Special depth format with 32 bit floating point depth.\r\n\r\n // BC compressed formats usable if \"texture-compression-bc\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n BC1RGBAUnorm = \"bc1-rgba-unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Also known as DXT1.\r\n BC1RGBAUnormSRGB = \"bc1-rgba-unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Also known as DXT1.\r\n BC2RGBAUnorm = \"bc2-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Also known as DXT3.\r\n BC2RGBAUnormSRGB = \"bc2-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Also known as DXT3.\r\n BC3RGBAUnorm = \"bc3-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Also known as DXT5.\r\n BC3RGBAUnormSRGB = \"bc3-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Also known as DXT5.\r\n BC4RUnorm = \"bc4-r-unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. Also known as RGTC1.\r\n BC4RSnorm = \"bc4-r-snorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. Also known as RGTC1.\r\n BC5RGUnorm = \"bc5-rg-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. Also known as RGTC2.\r\n BC5RGSnorm = \"bc5-rg-snorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. Also known as RGTC2.\r\n BC6HRGBUFloat = \"bc6h-rgb-ufloat\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit unsigned float RGB. Float in shader. Also known as BPTC (float).\r\n BC6HRGBFloat = \"bc6h-rgb-float\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit signed float RGB. Float in shader. Also known as BPTC (float).\r\n BC7RGBAUnorm = \"bc7-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Also known as BPTC (unorm).\r\n BC7RGBAUnormSRGB = \"bc7-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Also known as BPTC (unorm).\r\n\r\n // ETC2 compressed formats usable if \"texture-compression-etc2\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n ETC2RGB8Unorm = \"etc2-rgb8unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.\r\n ETC2RGB8UnormSRGB = \"etc2-rgb8unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.\r\n ETC2RGB8A1Unorm = \"etc2-rgb8a1unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.\r\n ETC2RGB8A1UnormSRGB = \"etc2-rgb8a1unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.\r\n ETC2RGBA8Unorm = \"etc2-rgba8unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.\r\n ETC2RGBA8UnormSRGB = \"etc2-rgba8unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.\r\n EACR11Unorm = \"eac-r11unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.\r\n EACR11Snorm = \"eac-r11snorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.\r\n EACRG11Unorm = \"eac-rg11unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.\r\n EACRG11Snorm = \"eac-rg11snorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.\r\n\r\n // ASTC compressed formats usable if \"texture-compression-astc\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n ASTC4x4Unorm = \"astc-4x4-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC4x4UnormSRGB = \"astc-4x4-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x4Unorm = \"astc-5x4-unorm\", // 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x4UnormSRGB = \"astc-5x4-unorm-srgb\", // 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x5Unorm = \"astc-5x5-unorm\", // 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x5UnormSRGB = \"astc-5x5-unorm-srgb\", // 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x5Unorm = \"astc-6x5-unorm\", // 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x5UnormSRGB = \"astc-6x5-unorm-srgb\", // 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x6Unorm = \"astc-6x6-unorm\", // 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x6UnormSRGB = \"astc-6x6-unorm-srgb\", // 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x5Unorm = \"astc-8x5-unorm\", // 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x5UnormSRGB = \"astc-8x5-unorm-srgb\", // 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x6Unorm = \"astc-8x6-unorm\", // 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x6UnormSRGB = \"astc-8x6-unorm-srgb\", // 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x8Unorm = \"astc-8x8-unorm\", // 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x8UnormSRGB = \"astc-8x8-unorm-srgb\", // 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x5Unorm = \"astc-10x5-unorm\", // 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x5UnormSRGB = \"astc-10x5-unorm-srgb\", // 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x6Unorm = \"astc-10x6-unorm\", // 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x6UnormSRGB = \"astc-10x6-unorm-srgb\", // 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x8Unorm = \"astc-10x8-unorm\", // 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x8UnormSRGB = \"astc-10x8-unorm-srgb\", // 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x10Unorm = \"astc-10x10-unorm\", // 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x10UnormSRGB = \"astc-10x10-unorm-srgb\", // 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x10Unorm = \"astc-12x10-unorm\", // 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x10UnormSRGB = \"astc-12x10-unorm-srgb\", // 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x12Unorm = \"astc-12x12-unorm\", // 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x12UnormSRGB = \"astc-12x12-unorm-srgb\", // 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA.\r\n\r\n // \"depth24unorm-stencil8\" feature\r\n Depth24UnormStencil8 = \"depth24unorm-stencil8\",\r\n\r\n // \"depth32float-stencil8\" feature\r\n Depth32FloatStencil8 = \"depth32float-stencil8\",\r\n}\r\n\r\n/** @internal */\r\nexport enum AddressMode {\r\n ClampToEdge = \"clamp-to-edge\",\r\n Repeat = \"repeat\",\r\n MirrorRepeat = \"mirror-repeat\",\r\n}\r\n\r\n/** @internal */\r\nexport enum FilterMode {\r\n Nearest = \"nearest\",\r\n Linear = \"linear\",\r\n}\r\n\r\n/** @internal */\r\nexport enum CompareFunction {\r\n Never = \"never\",\r\n Less = \"less\",\r\n Equal = \"equal\",\r\n LessEqual = \"less-equal\",\r\n Greater = \"greater\",\r\n NotEqual = \"not-equal\",\r\n GreaterEqual = \"greater-equal\",\r\n Always = \"always\",\r\n}\r\n\r\n/** @internal */\r\nexport enum ShaderStage {\r\n Vertex = 1,\r\n Fragment = 2,\r\n Compute = 4,\r\n}\r\n\r\n/** @internal */\r\nexport enum BufferBindingType {\r\n Uniform = \"uniform\",\r\n Storage = \"storage\",\r\n ReadOnlyStorage = \"read-only-storage\",\r\n}\r\n\r\n/** @internal */\r\nexport enum SamplerBindingType {\r\n Filtering = \"filtering\",\r\n NonFiltering = \"non-filtering\",\r\n Comparison = \"comparison\",\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureSampleType {\r\n Float = \"float\",\r\n UnfilterableFloat = \"unfilterable-float\",\r\n Depth = \"depth\",\r\n Sint = \"sint\",\r\n Uint = \"uint\",\r\n}\r\n\r\n/** @internal */\r\nexport enum StorageTextureAccess {\r\n WriteOnly = \"write-only\",\r\n}\r\n\r\n/** @internal */\r\nexport enum CompilationMessageType {\r\n Error = \"error\",\r\n Warning = \"warning\",\r\n Info = \"info\",\r\n}\r\n\r\n/** @internal */\r\nexport enum AutoLayoutMode {\r\n Auto = \"auto\",\r\n}\r\n\r\n/** @internal */\r\nexport enum PrimitiveTopology {\r\n PointList = \"point-list\",\r\n LineList = \"line-list\",\r\n LineStrip = \"line-strip\",\r\n TriangleList = \"triangle-list\",\r\n TriangleStrip = \"triangle-strip\",\r\n}\r\n\r\n/** @internal */\r\nexport enum FrontFace {\r\n CCW = \"ccw\",\r\n CW = \"cw\",\r\n}\r\n\r\n/** @internal */\r\nexport enum CullMode {\r\n None = \"none\",\r\n Front = \"front\",\r\n Back = \"back\",\r\n}\r\n\r\n/** @internal */\r\nexport enum ColorWriteFlags {\r\n Red = 1,\r\n Green = 2,\r\n Blue = 4,\r\n Alpha = 8,\r\n All = 15,\r\n}\r\n\r\n/** @internal */\r\nexport enum BlendFactor {\r\n Zero = \"zero\",\r\n One = \"one\",\r\n Src = \"src\",\r\n OneMinusSrc = \"one-minus-src\",\r\n SrcAlpha = \"src-alpha\",\r\n OneMinusSrcAlpha = \"one-minus-src-alpha\",\r\n Dst = \"dst\",\r\n OneMinusDst = \"one-minus-dst\",\r\n DstAlpha = \"dst-alpha\",\r\n OneMinusDstAlpha = \"one-minus-dst-alpha\",\r\n SrcAlphaSaturated = \"src-alpha-saturated\",\r\n Constant = \"constant\",\r\n OneMinusConstant = \"one-minus-constant\",\r\n}\r\n\r\n/** @internal */\r\nexport enum BlendOperation {\r\n Add = \"add\",\r\n Subtract = \"subtract\",\r\n ReverseSubtract = \"reverse-subtract\",\r\n Min = \"min\",\r\n Max = \"max\",\r\n}\r\n\r\n/** @internal */\r\nexport enum StencilOperation {\r\n Keep = \"keep\",\r\n Zero = \"zero\",\r\n Replace = \"replace\",\r\n Invert = \"invert\",\r\n IncrementClamp = \"increment-clamp\",\r\n DecrementClamp = \"decrement-clamp\",\r\n IncrementWrap = \"increment-wrap\",\r\n DecrementWrap = \"decrement-wrap\",\r\n}\r\n\r\n/** @internal */\r\nexport enum IndexFormat {\r\n Uint16 = \"uint16\",\r\n Uint32 = \"uint32\",\r\n}\r\n\r\n/** @internal */\r\nexport enum VertexFormat {\r\n Uint8x2 = \"uint8x2\",\r\n Uint8x4 = \"uint8x4\",\r\n Sint8x2 = \"sint8x2\",\r\n Sint8x4 = \"sint8x4\",\r\n Unorm8x2 = \"unorm8x2\",\r\n Unorm8x4 = \"unorm8x4\",\r\n Snorm8x2 = \"snorm8x2\",\r\n Snorm8x4 = \"snorm8x4\",\r\n Uint16x2 = \"uint16x2\",\r\n Uint16x4 = \"uint16x4\",\r\n Sint16x2 = \"sint16x2\",\r\n Sint16x4 = \"sint16x4\",\r\n Unorm16x2 = \"unorm16x2\",\r\n Unorm16x4 = \"unorm16x4\",\r\n Snorm16x2 = \"snorm16x2\",\r\n Snorm16x4 = \"snorm16x4\",\r\n Float16x2 = \"float16x2\",\r\n Float16x4 = \"float16x4\",\r\n Float32 = \"float32\",\r\n Float32x2 = \"float32x2\",\r\n Float32x3 = \"float32x3\",\r\n Float32x4 = \"float32x4\",\r\n Uint32 = \"uint32\",\r\n Uint32x2 = \"uint32x2\",\r\n Uint32x3 = \"uint32x3\",\r\n Uint32x4 = \"uint32x4\",\r\n Sint32 = \"sint32\",\r\n Sint32x2 = \"sint32x2\",\r\n Sint32x3 = \"sint32x3\",\r\n Sint32x4 = \"sint32x4\",\r\n}\r\n\r\n/** @internal */\r\nexport enum InputStepMode {\r\n Vertex = \"vertex\",\r\n Instance = \"instance\",\r\n}\r\n\r\n/** @internal */\r\nexport enum ComputePassTimestampLocation {\r\n Beginning = \"beginning\",\r\n End = \"end\",\r\n}\r\n\r\n/** @internal */\r\nexport enum RenderPassTimestampLocation {\r\n Beginning = \"beginning\",\r\n End = \"end\",\r\n}\r\n\r\n/** @internal */\r\nexport enum LoadOp {\r\n Load = \"load\",\r\n Clear = \"clear\",\r\n}\r\n\r\n/** @internal */\r\nexport enum StoreOp {\r\n Store = \"store\",\r\n Discard = \"discard\",\r\n}\r\n\r\n/** @internal */\r\nexport enum QueryType {\r\n Occlusion = \"occlusion\",\r\n Timestamp = \"timestamp\",\r\n}\r\n\r\n/** @internal */\r\nexport enum CanvasAlphaMode {\r\n Opaque = \"opaque\",\r\n Premultiplied = \"premultiplied\",\r\n}\r\n\r\n/** @internal */\r\nexport enum DeviceLostReason {\r\n Destroyed = \"destroyed\",\r\n}\r\n\r\n/** @internal */\r\nexport enum ErrorFilter {\r\n OutOfMemory = \"out-of-memory\",\r\n Validation = \"validation\",\r\n}\r\n"]}
1
+ 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@internal */\r\n// eslint-disable-next-line import/export\r\nexport enum PowerPreference {\r\n LowPower = \"low-power\",\r\n HighPerformance = \"high-performance\",\r\n}\r\n\r\n/** @internal */\r\nexport enum FeatureName {\r\n DepthClipControl = \"depth-clip-control\",\r\n Depth32FloatStencil8 = \"depth32float-stencil8\",\r\n TextureCompressionBC = \"texture-compression-bc\",\r\n TextureCompressionETC2 = \"texture-compression-etc2\",\r\n TextureCompressionASTC = \"texture-compression-astc\",\r\n TimestampQuery = \"timestamp-query\",\r\n IndirectFirstInstance = \"indirect-first-instance\",\r\n ShaderF16 = \"shader-f16\",\r\n RG11B10UFloatRenderable = \"rg11b10ufloat-renderable\",\r\n BGRA8UnormStorage = \"bgra8unorm-storage\",\r\n Float32Filterable = \"float32-filterable\",\r\n}\r\n\r\n/** @internal */\r\nexport enum BufferMapState {\r\n Unmapped = \"unmapped\",\r\n Pending = \"pending\",\r\n Mapped = \"mapped\",\r\n}\r\n\r\n/** @internal */\r\nexport enum BufferUsage {\r\n MapRead = 1,\r\n MapWrite = 2,\r\n CopySrc = 4,\r\n CopyDst = 8,\r\n Index = 16,\r\n Vertex = 32,\r\n Uniform = 64,\r\n Storage = 128,\r\n Indirect = 256,\r\n QueryResolve = 512,\r\n}\r\n\r\n/** @internal */\r\nexport enum MapMode {\r\n Read = 1,\r\n Write = 2,\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureDimension {\r\n E1d = \"1d\",\r\n E2d = \"2d\",\r\n E3d = \"3d\",\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureUsage {\r\n CopySrc = 1,\r\n CopyDst = 2,\r\n TextureBinding = 4,\r\n StorageBinding = 8,\r\n RenderAttachment = 16,\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureViewDimension {\r\n E1d = \"1d\",\r\n E2d = \"2d\",\r\n E2dArray = \"2d-array\",\r\n Cube = \"cube\",\r\n CubeArray = \"cube-array\",\r\n E3d = \"3d\",\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureAspect {\r\n All = \"all\",\r\n StencilOnly = \"stencil-only\",\r\n DepthOnly = \"depth-only\",\r\n}\r\n\r\n/**\r\n * Comments taken from https://github.com/gfx-rs/wgpu/blob/master/wgpu-types/src/lib.rs\r\n * @internal\r\n */\r\nexport enum TextureFormat {\r\n // 8-bit formats\r\n R8Unorm = \"r8unorm\", // Red channel only. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n R8Snorm = \"r8snorm\", // Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n R8Uint = \"r8uint\", // Red channel only. 8 bit integer per channel. Unsigned in shader.\r\n R8Sint = \"r8sint\", // Red channel only. 8 bit integer per channel. Signed in shader.\r\n\r\n // 16-bit formats\r\n R16Uint = \"r16uint\", // Red channel only. 16 bit integer per channel. Unsigned in shader.\r\n R16Sint = \"r16sint\", // Red channel only. 16 bit integer per channel. Signed in shader.\r\n R16Float = \"r16float\", // Red channel only. 16 bit float per channel. Float in shader.\r\n RG8Unorm = \"rg8unorm\", // Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n RG8Snorm = \"rg8snorm\", // Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n RG8Uint = \"rg8uint\", // Red and green channels. 8 bit integer per channel. Unsigned in shader.\r\n RG8Sint = \"rg8sint\", // Red and green channels. 8 bit integer per channel. Signed in shader.\r\n\r\n // 32-bit formats\r\n R32Uint = \"r32uint\", // Red channel only. 32 bit integer per channel. Unsigned in shader.\r\n R32Sint = \"r32sint\", // Red channel only. 32 bit integer per channel. Signed in shader.\r\n R32Float = \"r32float\", // Red channel only. 32 bit float per channel. Float in shader.\r\n RG16Uint = \"rg16uint\", // Red and green channels. 16 bit integer per channel. Unsigned in shader.\r\n RG16Sint = \"rg16sint\", // Red and green channels. 16 bit integer per channel. Signed in shader.\r\n RG16Float = \"rg16float\", // Red and green channels. 16 bit float per channel. Float in shader.\r\n RGBA8Unorm = \"rgba8unorm\", // Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n RGBA8UnormSRGB = \"rgba8unorm-srgb\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.\r\n RGBA8Snorm = \"rgba8snorm\", // Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n RGBA8Uint = \"rgba8uint\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.\r\n RGBA8Sint = \"rgba8sint\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.\r\n BGRA8Unorm = \"bgra8unorm\", // Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n BGRA8UnormSRGB = \"bgra8unorm-srgb\", // Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.\r\n // Packed 32-bit formats\r\n RGB9E5UFloat = \"rgb9e5ufloat\", // Packed unsigned float with 9 bits mantisa for each RGB component, then a common 5 bits exponent\r\n RGB10A2Unorm = \"rgb10a2unorm\", // Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha) converted to/from float [0, 1] in shader.\r\n RG11B10UFloat = \"rg11b10ufloat\", // Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bit for blue channel. Float in shader.\r\n\r\n // 64-bit formats\r\n RG32Uint = \"rg32uint\", // Red and green channels. 32 bit integer per channel. Unsigned in shader.\r\n RG32Sint = \"rg32sint\", // Red and green channels. 32 bit integer per channel. Signed in shader.\r\n RG32Float = \"rg32float\", // Red and green channels. 32 bit float per channel. Float in shader.\r\n RGBA16Uint = \"rgba16uint\", // Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.\r\n RGBA16Sint = \"rgba16sint\", // Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.\r\n RGBA16Float = \"rgba16float\", // Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.\r\n\r\n // 128-bit formats\r\n RGBA32Uint = \"rgba32uint\", // Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.\r\n RGBA32Sint = \"rgba32sint\", // Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.\r\n RGBA32Float = \"rgba32float\", // Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.\r\n\r\n // Depth and stencil formats\r\n Stencil8 = \"stencil8\",\r\n Depth16Unorm = \"depth16unorm\",\r\n Depth24Plus = \"depth24plus\", // Special depth format with at least 24 bit integer depth.\r\n Depth24PlusStencil8 = \"depth24plus-stencil8\", // Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.\r\n Depth32Float = \"depth32float\", // Special depth format with 32 bit floating point depth.\r\n\r\n // BC compressed formats usable if \"texture-compression-bc\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n BC1RGBAUnorm = \"bc1-rgba-unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Also known as DXT1.\r\n BC1RGBAUnormSRGB = \"bc1-rgba-unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Also known as DXT1.\r\n BC2RGBAUnorm = \"bc2-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Also known as DXT3.\r\n BC2RGBAUnormSRGB = \"bc2-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Also known as DXT3.\r\n BC3RGBAUnorm = \"bc3-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Also known as DXT5.\r\n BC3RGBAUnormSRGB = \"bc3-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Also known as DXT5.\r\n BC4RUnorm = \"bc4-r-unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. Also known as RGTC1.\r\n BC4RSnorm = \"bc4-r-snorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. Also known as RGTC1.\r\n BC5RGUnorm = \"bc5-rg-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. Also known as RGTC2.\r\n BC5RGSnorm = \"bc5-rg-snorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. Also known as RGTC2.\r\n BC6HRGBUFloat = \"bc6h-rgb-ufloat\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit unsigned float RGB. Float in shader. Also known as BPTC (float).\r\n BC6HRGBFloat = \"bc6h-rgb-float\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit signed float RGB. Float in shader. Also known as BPTC (float).\r\n BC7RGBAUnorm = \"bc7-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Also known as BPTC (unorm).\r\n BC7RGBAUnormSRGB = \"bc7-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Also known as BPTC (unorm).\r\n\r\n // ETC2 compressed formats usable if \"texture-compression-etc2\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n ETC2RGB8Unorm = \"etc2-rgb8unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.\r\n ETC2RGB8UnormSRGB = \"etc2-rgb8unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.\r\n ETC2RGB8A1Unorm = \"etc2-rgb8a1unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.\r\n ETC2RGB8A1UnormSRGB = \"etc2-rgb8a1unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.\r\n ETC2RGBA8Unorm = \"etc2-rgba8unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.\r\n ETC2RGBA8UnormSRGB = \"etc2-rgba8unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.\r\n EACR11Unorm = \"eac-r11unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.\r\n EACR11Snorm = \"eac-r11snorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.\r\n EACRG11Unorm = \"eac-rg11unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.\r\n EACRG11Snorm = \"eac-rg11snorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.\r\n\r\n // ASTC compressed formats usable if \"texture-compression-astc\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n ASTC4x4Unorm = \"astc-4x4-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC4x4UnormSRGB = \"astc-4x4-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x4Unorm = \"astc-5x4-unorm\", // 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x4UnormSRGB = \"astc-5x4-unorm-srgb\", // 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x5Unorm = \"astc-5x5-unorm\", // 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x5UnormSRGB = \"astc-5x5-unorm-srgb\", // 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x5Unorm = \"astc-6x5-unorm\", // 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x5UnormSRGB = \"astc-6x5-unorm-srgb\", // 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x6Unorm = \"astc-6x6-unorm\", // 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x6UnormSRGB = \"astc-6x6-unorm-srgb\", // 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x5Unorm = \"astc-8x5-unorm\", // 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x5UnormSRGB = \"astc-8x5-unorm-srgb\", // 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x6Unorm = \"astc-8x6-unorm\", // 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x6UnormSRGB = \"astc-8x6-unorm-srgb\", // 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x8Unorm = \"astc-8x8-unorm\", // 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x8UnormSRGB = \"astc-8x8-unorm-srgb\", // 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x5Unorm = \"astc-10x5-unorm\", // 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x5UnormSRGB = \"astc-10x5-unorm-srgb\", // 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x6Unorm = \"astc-10x6-unorm\", // 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x6UnormSRGB = \"astc-10x6-unorm-srgb\", // 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x8Unorm = \"astc-10x8-unorm\", // 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x8UnormSRGB = \"astc-10x8-unorm-srgb\", // 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x10Unorm = \"astc-10x10-unorm\", // 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x10UnormSRGB = \"astc-10x10-unorm-srgb\", // 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x10Unorm = \"astc-12x10-unorm\", // 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x10UnormSRGB = \"astc-12x10-unorm-srgb\", // 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x12Unorm = \"astc-12x12-unorm\", // 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x12UnormSRGB = \"astc-12x12-unorm-srgb\", // 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA.\r\n\r\n // \"depth24unorm-stencil8\" feature\r\n Depth24UnormStencil8 = \"depth24unorm-stencil8\",\r\n\r\n // \"depth32float-stencil8\" feature\r\n Depth32FloatStencil8 = \"depth32float-stencil8\",\r\n}\r\n\r\n/** @internal */\r\nexport enum AddressMode {\r\n ClampToEdge = \"clamp-to-edge\",\r\n Repeat = \"repeat\",\r\n MirrorRepeat = \"mirror-repeat\",\r\n}\r\n\r\n/** @internal */\r\nexport enum FilterMode {\r\n Nearest = \"nearest\",\r\n Linear = \"linear\",\r\n}\r\n\r\n/** @internal */\r\nexport enum MipmapFilterMode {\r\n Nearest = \"nearest\",\r\n Linear = \"linear\",\r\n}\r\n\r\n/** @internal */\r\nexport enum CompareFunction {\r\n Never = \"never\",\r\n Less = \"less\",\r\n Equal = \"equal\",\r\n LessEqual = \"less-equal\",\r\n Greater = \"greater\",\r\n NotEqual = \"not-equal\",\r\n GreaterEqual = \"greater-equal\",\r\n Always = \"always\",\r\n}\r\n\r\n/** @internal */\r\nexport enum ShaderStage {\r\n Vertex = 1,\r\n Fragment = 2,\r\n Compute = 4,\r\n}\r\n\r\n/** @internal */\r\nexport enum BufferBindingType {\r\n Uniform = \"uniform\",\r\n Storage = \"storage\",\r\n ReadOnlyStorage = \"read-only-storage\",\r\n}\r\n\r\n/** @internal */\r\nexport enum SamplerBindingType {\r\n Filtering = \"filtering\",\r\n NonFiltering = \"non-filtering\",\r\n Comparison = \"comparison\",\r\n}\r\n\r\n/** @internal */\r\nexport enum TextureSampleType {\r\n Float = \"float\",\r\n UnfilterableFloat = \"unfilterable-float\",\r\n Depth = \"depth\",\r\n Sint = \"sint\",\r\n Uint = \"uint\",\r\n}\r\n\r\n/** @internal */\r\nexport enum StorageTextureAccess {\r\n WriteOnly = \"write-only\",\r\n}\r\n\r\n/** @internal */\r\nexport enum CompilationMessageType {\r\n Error = \"error\",\r\n Warning = \"warning\",\r\n Info = \"info\",\r\n}\r\n\r\n/** @internal */\r\nexport enum PipelineErrorReason {\r\n Validation = \"validation\",\r\n Internal = \"internal\",\r\n}\r\n\r\n/** @internal */\r\nexport enum AutoLayoutMode {\r\n Auto = \"auto\",\r\n}\r\n\r\n/** @internal */\r\nexport enum PrimitiveTopology {\r\n PointList = \"point-list\",\r\n LineList = \"line-list\",\r\n LineStrip = \"line-strip\",\r\n TriangleList = \"triangle-list\",\r\n TriangleStrip = \"triangle-strip\",\r\n}\r\n\r\n/** @internal */\r\nexport enum FrontFace {\r\n CCW = \"ccw\",\r\n CW = \"cw\",\r\n}\r\n\r\n/** @internal */\r\nexport enum CullMode {\r\n None = \"none\",\r\n Front = \"front\",\r\n Back = \"back\",\r\n}\r\n\r\n/** @internal */\r\nexport enum ColorWriteFlags {\r\n Red = 1,\r\n Green = 2,\r\n Blue = 4,\r\n Alpha = 8,\r\n All = 15,\r\n}\r\n\r\n/** @internal */\r\nexport enum BlendFactor {\r\n Zero = \"zero\",\r\n One = \"one\",\r\n Src = \"src\",\r\n OneMinusSrc = \"one-minus-src\",\r\n SrcAlpha = \"src-alpha\",\r\n OneMinusSrcAlpha = \"one-minus-src-alpha\",\r\n Dst = \"dst\",\r\n OneMinusDst = \"one-minus-dst\",\r\n DstAlpha = \"dst-alpha\",\r\n OneMinusDstAlpha = \"one-minus-dst-alpha\",\r\n SrcAlphaSaturated = \"src-alpha-saturated\",\r\n Constant = \"constant\",\r\n OneMinusConstant = \"one-minus-constant\",\r\n}\r\n\r\n/** @internal */\r\nexport enum BlendOperation {\r\n Add = \"add\",\r\n Subtract = \"subtract\",\r\n ReverseSubtract = \"reverse-subtract\",\r\n Min = \"min\",\r\n Max = \"max\",\r\n}\r\n\r\n/** @internal */\r\nexport enum StencilOperation {\r\n Keep = \"keep\",\r\n Zero = \"zero\",\r\n Replace = \"replace\",\r\n Invert = \"invert\",\r\n IncrementClamp = \"increment-clamp\",\r\n DecrementClamp = \"decrement-clamp\",\r\n IncrementWrap = \"increment-wrap\",\r\n DecrementWrap = \"decrement-wrap\",\r\n}\r\n\r\n/** @internal */\r\nexport enum IndexFormat {\r\n Uint16 = \"uint16\",\r\n Uint32 = \"uint32\",\r\n}\r\n\r\n/** @internal */\r\nexport enum VertexFormat {\r\n Uint8x2 = \"uint8x2\",\r\n Uint8x4 = \"uint8x4\",\r\n Sint8x2 = \"sint8x2\",\r\n Sint8x4 = \"sint8x4\",\r\n Unorm8x2 = \"unorm8x2\",\r\n Unorm8x4 = \"unorm8x4\",\r\n Snorm8x2 = \"snorm8x2\",\r\n Snorm8x4 = \"snorm8x4\",\r\n Uint16x2 = \"uint16x2\",\r\n Uint16x4 = \"uint16x4\",\r\n Sint16x2 = \"sint16x2\",\r\n Sint16x4 = \"sint16x4\",\r\n Unorm16x2 = \"unorm16x2\",\r\n Unorm16x4 = \"unorm16x4\",\r\n Snorm16x2 = \"snorm16x2\",\r\n Snorm16x4 = \"snorm16x4\",\r\n Float16x2 = \"float16x2\",\r\n Float16x4 = \"float16x4\",\r\n Float32 = \"float32\",\r\n Float32x2 = \"float32x2\",\r\n Float32x3 = \"float32x3\",\r\n Float32x4 = \"float32x4\",\r\n Uint32 = \"uint32\",\r\n Uint32x2 = \"uint32x2\",\r\n Uint32x3 = \"uint32x3\",\r\n Uint32x4 = \"uint32x4\",\r\n Sint32 = \"sint32\",\r\n Sint32x2 = \"sint32x2\",\r\n Sint32x3 = \"sint32x3\",\r\n Sint32x4 = \"sint32x4\",\r\n}\r\n\r\n/** @internal */\r\nexport enum InputStepMode {\r\n Vertex = \"vertex\",\r\n Instance = \"instance\",\r\n}\r\n\r\n/** @internal */\r\nexport enum ComputePassTimestampLocation {\r\n Beginning = \"beginning\",\r\n End = \"end\",\r\n}\r\n\r\n/** @internal */\r\nexport enum RenderPassTimestampLocation {\r\n Beginning = \"beginning\",\r\n End = \"end\",\r\n}\r\n\r\n/** @internal */\r\nexport enum LoadOp {\r\n Load = \"load\",\r\n Clear = \"clear\",\r\n}\r\n\r\n/** @internal */\r\nexport enum StoreOp {\r\n Store = \"store\",\r\n Discard = \"discard\",\r\n}\r\n\r\n/** @internal */\r\nexport enum QueryType {\r\n Occlusion = \"occlusion\",\r\n Timestamp = \"timestamp\",\r\n}\r\n\r\n/** @internal */\r\nexport enum CanvasAlphaMode {\r\n Opaque = \"opaque\",\r\n Premultiplied = \"premultiplied\",\r\n}\r\n\r\n/** @internal */\r\nexport enum DeviceLostReason {\r\n Unknown = \"unknown\",\r\n Destroyed = \"destroyed\",\r\n}\r\n\r\n/** @internal */\r\nexport enum ErrorFilter {\r\n Validation = \"validation\",\r\n OutOfMemory = \"out-of-memory\",\r\n Internal = \"internal\",\r\n}\r\n"]}
@@ -22,10 +22,7 @@ import { ShaderLanguage } from "../../Materials/shaderLanguage";
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  /** @internal */
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  export declare class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {
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  protected _attributesWGSL: string[];
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- protected _attributesDeclWGSL: string[];
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- protected _attributeNamesWGSL: string[];
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  protected _varyingsWGSL: string[];
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- protected _varyingsDeclWGSL: string[];
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  protected _varyingNamesWGSL: string[];
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  protected _stridedUniformArrays: string[];
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  shaderLanguage: ShaderLanguage;