@babylonjs/core 6.22.0 → 6.23.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (98) hide show
  1. package/Animations/animationGroup.d.ts +1 -0
  2. package/Animations/animationGroup.js +5 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Behaviors/Meshes/pointerDragBehavior.d.ts +4 -3
  5. package/Behaviors/Meshes/pointerDragBehavior.js +4 -3
  6. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  7. package/Cameras/arcRotateCamera.js +8 -2
  8. package/Cameras/arcRotateCamera.js.map +1 -1
  9. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -2
  10. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  11. package/Engines/WebGPU/webgpuConstants.d.ts +5 -4
  12. package/Engines/WebGPU/webgpuConstants.js +15 -15
  13. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  14. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
  15. package/Engines/WebGPU/webgpuTextureHelper.js +27 -31
  16. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  17. package/Engines/engine.d.ts +32 -32
  18. package/Engines/thinEngine.js +2 -2
  19. package/Engines/thinEngine.js.map +1 -1
  20. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +2 -2
  21. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  22. package/FlowGraph/Blocks/Execution/ControlFlow/{flowGraphConditionalBlock.js → flowGraphBranchBlock.js} +1 -1
  23. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -0
  24. package/FlowGraph/Blocks/Execution/ControlFlow/index.d.ts +1 -1
  25. package/FlowGraph/Blocks/Execution/ControlFlow/index.js +1 -1
  26. package/FlowGraph/Blocks/Execution/ControlFlow/index.js.map +1 -1
  27. package/FlowGraph/Blocks/Execution/flowGraphCustomFunctionBlock.d.ts +23 -0
  28. package/FlowGraph/Blocks/Execution/flowGraphCustomFunctionBlock.js +18 -0
  29. package/FlowGraph/Blocks/Execution/flowGraphCustomFunctionBlock.js.map +1 -0
  30. package/Gizmos/boundingBoxGizmo.js +13 -11
  31. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  32. package/Gizmos/gizmo.js +3 -1
  33. package/Gizmos/gizmo.js.map +1 -1
  34. package/Gizmos/planeRotationGizmo.js +5 -0
  35. package/Gizmos/planeRotationGizmo.js.map +1 -1
  36. package/Gizmos/positionGizmo.d.ts +4 -0
  37. package/Gizmos/positionGizmo.js +6 -0
  38. package/Gizmos/positionGizmo.js.map +1 -1
  39. package/Gizmos/rotationGizmo.d.ts +4 -0
  40. package/Gizmos/rotationGizmo.js +6 -0
  41. package/Gizmos/rotationGizmo.js.map +1 -1
  42. package/Gizmos/scaleGizmo.d.ts +4 -0
  43. package/Gizmos/scaleGizmo.js +6 -0
  44. package/Gizmos/scaleGizmo.js.map +1 -1
  45. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +4 -1
  46. package/Materials/Textures/Procedurals/proceduralTexture.js +10 -8
  47. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  48. package/Materials/uniformBuffer.js +1 -1
  49. package/Materials/uniformBuffer.js.map +1 -1
  50. package/Maths/math.vector.js +3 -3
  51. package/Maths/math.vector.js.map +1 -1
  52. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +4 -4
  53. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +4 -4
  54. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  55. package/Meshes/Node/Blocks/Sources/meshBlock.d.ts +4 -0
  56. package/Meshes/Node/Blocks/Sources/meshBlock.js +18 -0
  57. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  58. package/Meshes/Node/Blocks/booleanGeometryBlock.d.ts +58 -0
  59. package/Meshes/Node/Blocks/booleanGeometryBlock.js +155 -0
  60. package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -0
  61. package/Meshes/Node/Blocks/mergeGeometryBlock.js +0 -2
  62. package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
  63. package/Meshes/Node/index.d.ts +1 -0
  64. package/Meshes/Node/index.js +1 -0
  65. package/Meshes/Node/index.js.map +1 -1
  66. package/Meshes/csg.d.ts +169 -1
  67. package/Meshes/csg.js +107 -43
  68. package/Meshes/csg.js.map +1 -1
  69. package/Meshes/mesh.d.ts +10 -0
  70. package/Meshes/mesh.js +33 -0
  71. package/Meshes/mesh.js.map +1 -1
  72. package/Misc/tools.d.ts +0 -1
  73. package/Misc/tools.js +1 -5
  74. package/Misc/tools.js.map +1 -1
  75. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +7 -0
  76. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  77. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +6 -0
  78. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  79. package/PostProcesses/screenSpaceCurvaturePostProcess.js +3 -0
  80. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  81. package/PostProcesses/screenSpaceReflectionPostProcess.js +6 -0
  82. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  83. package/Rendering/depthPeelingRenderer.js +6 -0
  84. package/Rendering/depthPeelingRenderer.js.map +1 -1
  85. package/Rendering/geometryBufferRenderer.d.ts +4 -0
  86. package/Rendering/geometryBufferRenderer.js +7 -0
  87. package/Rendering/geometryBufferRenderer.js.map +1 -1
  88. package/Shaders/ShadersInclude/lightFragment.js +4 -4
  89. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  90. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +41 -42
  91. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  92. package/Shaders/geometry.fragment.js +4 -0
  93. package/Shaders/geometry.fragment.js.map +1 -1
  94. package/Shaders/geometry.vertex.js +4 -0
  95. package/Shaders/geometry.vertex.js.map +1 -1
  96. package/package.json +1 -1
  97. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphConditionalBlock.js.map +0 -1
  98. /package/FlowGraph/Blocks/Execution/ControlFlow/{flowGraphConditionalBlock.d.ts → flowGraphBranchBlock.d.ts} +0 -0
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Constants } from \"../constants\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { renderableTextureFormatToIndex, WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\n\r\nenum StatePosition {\r\n StencilReadMask = 0,\r\n StencilWriteMask = 1,\r\n //DepthBiasClamp = 1, // not used, so remove it to improve perf\r\n DepthBias = 2,\r\n DepthBiasSlopeScale = 3,\r\n DepthStencilState = 4,\r\n MRTAttachments1 = 5,\r\n MRTAttachments2 = 6,\r\n RasterizationState = 7,\r\n ColorStates = 8,\r\n ShaderStage = 9,\r\n TextureStage = 10,\r\n VertexState = 11, // vertex state will consume positions 11, 12, ... depending on the number of vertex inputs\r\n\r\n NumStates = 12,\r\n}\r\n\r\nconst alphaBlendFactorToIndex: { [name: number]: number } = {\r\n 0: 1, // Zero\r\n 1: 2, // One\r\n 0x0300: 3, // SrcColor\r\n 0x0301: 4, // OneMinusSrcColor\r\n 0x0302: 5, // SrcAlpha\r\n 0x0303: 6, // OneMinusSrcAlpha\r\n 0x0304: 7, // DstAlpha\r\n 0x0305: 8, // OneMinusDstAlpha\r\n 0x0306: 9, // DstColor\r\n 0x0307: 10, // OneMinusDstColor\r\n 0x0308: 11, // SrcAlphaSaturated\r\n 0x8001: 12, // BlendColor\r\n 0x8002: 13, // OneMinusBlendColor\r\n 0x8003: 12, // BlendColor (alpha)\r\n 0x8004: 13, // OneMinusBlendColor (alpha)\r\n};\r\n\r\nconst stencilOpToIndex: { [name: number]: number } = {\r\n 0x0000: 0, // ZERO\r\n 0x1e00: 1, // KEEP\r\n 0x1e01: 2, // REPLACE\r\n 0x1e02: 3, // INCR\r\n 0x1e03: 4, // DECR\r\n 0x150a: 5, // INVERT\r\n 0x8507: 6, // INCR_WRAP\r\n 0x8508: 7, // DECR_WRAP\r\n};\r\n\r\n/** @internal */\r\nexport abstract class WebGPUCacheRenderPipeline {\r\n public static NumCacheHitWithoutHash = 0;\r\n public static NumCacheHitWithHash = 0;\r\n public static NumCacheMiss = 0;\r\n public static NumPipelineCreationLastFrame = 0;\r\n\r\n public disabled: boolean;\r\n\r\n private static _NumPipelineCreationCurrentFrame = 0;\r\n\r\n protected _states: number[];\r\n protected _statesLength: number;\r\n protected _stateDirtyLowestIndex: number;\r\n public lastStateDirtyLowestIndex: number; // for stats only\r\n\r\n private _device: GPUDevice;\r\n private _isDirty: boolean;\r\n private _emptyVertexBuffer: VertexBuffer;\r\n private _parameter: { token: any; pipeline: Nullable<GPURenderPipeline> };\r\n private _kMaxVertexBufferStride;\r\n\r\n private _shaderId: number;\r\n private _alphaToCoverageEnabled: boolean;\r\n private _frontFace: number;\r\n private _cullEnabled: boolean;\r\n private _cullFace: number;\r\n private _clampDepth: boolean;\r\n private _rasterizationState: number;\r\n private _depthBias: number;\r\n private _depthBiasClamp: number;\r\n private _depthBiasSlopeScale: number;\r\n private _colorFormat: number;\r\n private _webgpuColorFormat: (GPUTextureFormat | null)[];\r\n private _mrtAttachments1: number;\r\n private _mrtAttachments2: number;\r\n private _mrtFormats: (GPUTextureFormat | null)[];\r\n private _mrtEnabledMask: number;\r\n private _alphaBlendEnabled: boolean;\r\n private _alphaBlendFuncParams: Array<Nullable<number>>;\r\n private _alphaBlendEqParams: Array<Nullable<number>>;\r\n private _writeMask: number;\r\n private _colorStates: number;\r\n private _depthStencilFormat: number;\r\n private _webgpuDepthStencilFormat: GPUTextureFormat | undefined;\r\n private _depthTestEnabled: boolean;\r\n private _depthWriteEnabled: boolean;\r\n private _depthCompare: number;\r\n private _stencilEnabled: boolean;\r\n private _stencilFrontCompare: number;\r\n private _stencilFrontDepthFailOp: number;\r\n private _stencilFrontPassOp: number;\r\n private _stencilFrontFailOp: number;\r\n private _stencilReadMask: number;\r\n private _stencilWriteMask: number;\r\n private _depthStencilState: number;\r\n private _vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _textureState: number;\r\n private _useTextureStage: boolean;\r\n\r\n constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean) {\r\n this._device = device;\r\n this._useTextureStage = useTextureStage;\r\n this._states = new Array(30); // pre-allocate enough room so that no new allocation will take place afterwards\r\n this._statesLength = 0;\r\n this._stateDirtyLowestIndex = 0;\r\n this._emptyVertexBuffer = emptyVertexBuffer;\r\n this._mrtFormats = [];\r\n this._parameter = { token: undefined, pipeline: null };\r\n this.disabled = false;\r\n this.vertexBuffers = [];\r\n this._kMaxVertexBufferStride = device.limits.maxVertexBufferArrayStride || 2048;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this._isDirty = true;\r\n this.vertexBuffers.length = 0;\r\n this.setAlphaToCoverage(false);\r\n this.resetDepthCullingState();\r\n this.setClampDepth(false);\r\n this.setDepthBias(0);\r\n //this.setDepthBiasClamp(0);\r\n this._webgpuColorFormat = [WebGPUConstants.TextureFormat.BGRA8Unorm];\r\n this.setColorFormat(WebGPUConstants.TextureFormat.BGRA8Unorm);\r\n this.setMRT([]);\r\n this.setAlphaBlendEnabled(false);\r\n this.setAlphaBlendFactors([null, null, null, null], [null, null]);\r\n this.setWriteMask(0xf);\r\n this.setDepthStencilFormat(WebGPUConstants.TextureFormat.Depth24PlusStencil8);\r\n this.setStencilEnabled(false);\r\n this.resetStencilState();\r\n this.setBuffers(null, null, null);\r\n this._setTextureState(0);\r\n }\r\n\r\n protected abstract _getRenderPipeline(param: { token: any; pipeline: Nullable<GPURenderPipeline> }): void;\r\n protected abstract _setRenderPipeline(param: { token: any; pipeline: Nullable<GPURenderPipeline> }): void;\r\n\r\n public readonly vertexBuffers: VertexBuffer[];\r\n\r\n public get colorFormats(): (GPUTextureFormat | null)[] {\r\n return this._mrtAttachments1 > 0 ? this._mrtFormats : this._webgpuColorFormat;\r\n }\r\n\r\n public readonly mrtAttachments: number[];\r\n public readonly mrtTextureArray: InternalTexture[];\r\n public readonly mrtTextureCount: number = 0;\r\n\r\n public getRenderPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState = 0): GPURenderPipeline {\r\n if (sampleCount > 1) {\r\n // WebGPU only supports 1 or 4\r\n sampleCount = 4;\r\n }\r\n if (this.disabled) {\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._setVertexState(effect); // to fill this.vertexBuffers with correct data\r\n this._setTextureState(textureState);\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._setShaderStage(effect.uniqueId);\r\n this._setRasterizationState(fillMode, sampleCount);\r\n this._setColorStates();\r\n this._setDepthStencilState();\r\n this._setVertexState(effect);\r\n this._setTextureState(textureState);\r\n\r\n this.lastStateDirtyLowestIndex = this._stateDirtyLowestIndex;\r\n\r\n if (!this._isDirty && this._parameter.pipeline) {\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n WebGPUCacheRenderPipeline.NumCacheHitWithoutHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._getRenderPipeline(this._parameter);\r\n\r\n this._isDirty = false;\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n\r\n if (this._parameter.pipeline) {\r\n WebGPUCacheRenderPipeline.NumCacheHitWithHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n this._setRenderPipeline(this._parameter);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheRenderPipeline.NumPipelineCreationLastFrame = WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame = 0;\r\n }\r\n\r\n public setAlphaToCoverage(enabled: boolean): void {\r\n this._alphaToCoverageEnabled = enabled;\r\n }\r\n\r\n public setFrontFace(frontFace: number): void {\r\n this._frontFace = frontFace;\r\n }\r\n\r\n public setCullEnabled(enabled: boolean): void {\r\n this._cullEnabled = enabled;\r\n }\r\n\r\n public setCullFace(cullFace: number): void {\r\n this._cullFace = cullFace;\r\n }\r\n\r\n public setClampDepth(clampDepth: boolean): void {\r\n this._clampDepth = clampDepth;\r\n }\r\n\r\n public resetDepthCullingState(): void {\r\n this.setDepthCullingState(false, 2, 1, 0, 0, true, true, Constants.ALWAYS);\r\n }\r\n\r\n public setDepthCullingState(\r\n cullEnabled: boolean,\r\n frontFace: number,\r\n cullFace: number,\r\n zOffset: number,\r\n zOffsetUnits: number,\r\n depthTestEnabled: boolean,\r\n depthWriteEnabled: boolean,\r\n depthCompare: Nullable<number>\r\n ): void {\r\n this._depthWriteEnabled = depthWriteEnabled;\r\n this._depthTestEnabled = depthTestEnabled;\r\n this._depthCompare = (depthCompare ?? Constants.ALWAYS) - 0x0200;\r\n this._cullFace = cullFace;\r\n this._cullEnabled = cullEnabled;\r\n this._frontFace = frontFace;\r\n this.setDepthBiasSlopeScale(zOffset);\r\n this.setDepthBias(zOffsetUnits);\r\n }\r\n\r\n public setDepthBias(depthBias: number): void {\r\n if (this._depthBias !== depthBias) {\r\n this._depthBias = depthBias;\r\n this._states[StatePosition.DepthBias] = depthBias;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBias);\r\n }\r\n }\r\n\r\n /*public setDepthBiasClamp(depthBiasClamp: number): void {\r\n if (this._depthBiasClamp !== depthBiasClamp) {\r\n this._depthBiasClamp = depthBiasClamp;\r\n this._states[StatePosition.DepthBiasClamp] = depthBiasClamp.toString();\r\n this._isDirty = true;\r\n }\r\n }*/\r\n\r\n public setDepthBiasSlopeScale(depthBiasSlopeScale: number): void {\r\n if (this._depthBiasSlopeScale !== depthBiasSlopeScale) {\r\n this._depthBiasSlopeScale = depthBiasSlopeScale;\r\n this._states[StatePosition.DepthBiasSlopeScale] = depthBiasSlopeScale;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBiasSlopeScale);\r\n }\r\n }\r\n\r\n public setColorFormat(format: GPUTextureFormat | null): void {\r\n this._webgpuColorFormat[0] = format;\r\n this._colorFormat = renderableTextureFormatToIndex[format ?? \"\"];\r\n }\r\n\r\n public setMRTAttachments(attachments: number[]): void {\r\n (this.mrtAttachments as any) = attachments;\r\n let mask = 0;\r\n for (let i = 0; i < attachments.length; ++i) {\r\n if (attachments[i] !== 0) {\r\n mask += 1 << i;\r\n }\r\n }\r\n if (this._mrtEnabledMask !== mask) {\r\n this._mrtEnabledMask = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setMRT(textureArray: InternalTexture[], textureCount?: number): void {\r\n textureCount = textureCount ?? textureArray.length;\r\n if (textureCount > 10) {\r\n // If we want more than 10 attachments we need to change this method (and the StatePosition enum) but 10 seems plenty: note that WebGPU only supports 8 at the time (2021/12/13)!\r\n // As we need 39 different values we are using 6 bits to encode a texture format, meaning we can encode 5 texture formats in 32 bits\r\n // We are using 2x32 bit values to handle 10 textures\r\n throw \"Can't handle more than 10 attachments for a MRT in cache render pipeline!\";\r\n }\r\n (this.mrtTextureArray as any) = textureArray;\r\n (this.mrtTextureCount as any) = textureCount;\r\n\r\n this._mrtEnabledMask = 0xffff; // all textures are enabled at start (meaning we can write to them). Calls to setMRTAttachments may disable some\r\n\r\n const bits: number[] = [0, 0];\r\n let indexBits = 0,\r\n mask = 0,\r\n numRT = 0;\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n const gpuWrapper = texture?._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n this._mrtFormats[numRT] = gpuWrapper?.format ?? this._webgpuColorFormat[0];\r\n\r\n bits[indexBits] += renderableTextureFormatToIndex[this._mrtFormats[numRT] ?? \"\"] << mask;\r\n mask += 6;\r\n numRT++;\r\n\r\n if (mask >= 32) {\r\n mask = 0;\r\n indexBits++;\r\n }\r\n }\r\n this._mrtFormats.length = numRT;\r\n if (this._mrtAttachments1 !== bits[0] || this._mrtAttachments2 !== bits[1]) {\r\n this._mrtAttachments1 = bits[0];\r\n this._mrtAttachments2 = bits[1];\r\n this._states[StatePosition.MRTAttachments1] = bits[0];\r\n this._states[StatePosition.MRTAttachments2] = bits[1];\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setAlphaBlendEnabled(enabled: boolean): void {\r\n this._alphaBlendEnabled = enabled;\r\n }\r\n\r\n public setAlphaBlendFactors(factors: Array<Nullable<number>>, operations: Array<Nullable<number>>): void {\r\n this._alphaBlendFuncParams = factors;\r\n this._alphaBlendEqParams = operations;\r\n }\r\n\r\n public setWriteMask(mask: number): void {\r\n this._writeMask = mask;\r\n }\r\n\r\n public setDepthStencilFormat(format: GPUTextureFormat | undefined): void {\r\n this._webgpuDepthStencilFormat = format;\r\n this._depthStencilFormat = format === undefined ? 0 : renderableTextureFormatToIndex[format];\r\n }\r\n\r\n public setDepthTestEnabled(enabled: boolean): void {\r\n this._depthTestEnabled = enabled;\r\n }\r\n\r\n public setDepthWriteEnabled(enabled: boolean): void {\r\n this._depthWriteEnabled = enabled;\r\n }\r\n\r\n public setDepthCompare(func: Nullable<number>): void {\r\n this._depthCompare = (func ?? Constants.ALWAYS) - 0x0200;\r\n }\r\n\r\n public setStencilEnabled(enabled: boolean): void {\r\n this._stencilEnabled = enabled;\r\n }\r\n\r\n public setStencilCompare(func: Nullable<number>): void {\r\n this._stencilFrontCompare = (func ?? Constants.ALWAYS) - 0x0200;\r\n }\r\n\r\n public setStencilDepthFailOp(op: Nullable<number>): void {\r\n this._stencilFrontDepthFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilPassOp(op: Nullable<number>): void {\r\n this._stencilFrontPassOp = op === null ? 2 /* REPLACE */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilFailOp(op: Nullable<number>): void {\r\n this._stencilFrontFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilReadMask(mask: number): void {\r\n if (this._stencilReadMask !== mask) {\r\n this._stencilReadMask = mask;\r\n this._states[StatePosition.StencilReadMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilReadMask);\r\n }\r\n }\r\n\r\n public setStencilWriteMask(mask: number): void {\r\n if (this._stencilWriteMask !== mask) {\r\n this._stencilWriteMask = mask;\r\n this._states[StatePosition.StencilWriteMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilWriteMask);\r\n }\r\n }\r\n\r\n public resetStencilState(): void {\r\n this.setStencilState(false, Constants.ALWAYS, Constants.KEEP, Constants.REPLACE, Constants.KEEP, 0xff, 0xff);\r\n }\r\n\r\n public setStencilState(\r\n stencilEnabled: boolean,\r\n compare: Nullable<number>,\r\n depthFailOp: Nullable<number>,\r\n passOp: Nullable<number>,\r\n failOp: Nullable<number>,\r\n readMask: number,\r\n writeMask: number\r\n ): void {\r\n this._stencilEnabled = stencilEnabled;\r\n this._stencilFrontCompare = (compare ?? Constants.ALWAYS) - 0x0200;\r\n this._stencilFrontDepthFailOp = depthFailOp === null ? 1 /* KEEP */ : stencilOpToIndex[depthFailOp];\r\n this._stencilFrontPassOp = passOp === null ? 2 /* REPLACE */ : stencilOpToIndex[passOp];\r\n this._stencilFrontFailOp = failOp === null ? 1 /* KEEP */ : stencilOpToIndex[failOp];\r\n this.setStencilReadMask(readMask);\r\n this.setStencilWriteMask(writeMask);\r\n }\r\n\r\n public setBuffers(\r\n vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>,\r\n indexBuffer: Nullable<DataBuffer>,\r\n overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>\r\n ): void {\r\n this._vertexBuffers = vertexBuffers;\r\n this._overrideVertexBuffers = overrideVertexBuffers;\r\n this._indexBuffer = indexBuffer;\r\n }\r\n\r\n private static _GetTopology(fillMode: number): GPUPrimitiveTopology {\r\n switch (fillMode) {\r\n // Triangle views\r\n case Constants.MATERIAL_TriangleFillMode:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n case Constants.MATERIAL_PointFillMode:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case Constants.MATERIAL_WireFrameFillMode:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n // Draw modes\r\n case Constants.MATERIAL_PointListDrawMode:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case Constants.MATERIAL_LineListDrawMode:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n // return this._gl.LINE_LOOP;\r\n // TODO WEBGPU. Line Loop Mode Fallback at buffer load time.\r\n throw \"LineLoop is an unsupported fillmode in WebGPU\";\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n return WebGPUConstants.PrimitiveTopology.LineStrip;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n return WebGPUConstants.PrimitiveTopology.TriangleStrip;\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n // return this._gl.TRIANGLE_FAN;\r\n // TODO WEBGPU. Triangle Fan Mode Fallback at buffer load time.\r\n throw \"TriangleFan is an unsupported fillmode in WebGPU\";\r\n default:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendOperation(operation: Nullable<number>): GPUBlendOperation {\r\n switch (operation) {\r\n case Constants.GL_ALPHA_EQUATION_ADD:\r\n return WebGPUConstants.BlendOperation.Add;\r\n case Constants.GL_ALPHA_EQUATION_SUBTRACT:\r\n return WebGPUConstants.BlendOperation.Subtract;\r\n case Constants.GL_ALPHA_EQUATION_REVERSE_SUBTRACT:\r\n return WebGPUConstants.BlendOperation.ReverseSubtract;\r\n case Constants.GL_ALPHA_EQUATION_MIN:\r\n return WebGPUConstants.BlendOperation.Min;\r\n case Constants.GL_ALPHA_EQUATION_MAX:\r\n return WebGPUConstants.BlendOperation.Max;\r\n default:\r\n return WebGPUConstants.BlendOperation.Add;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendFactor(factor: Nullable<number>): GPUBlendFactor {\r\n switch (factor) {\r\n case 0:\r\n return WebGPUConstants.BlendFactor.Zero;\r\n case 1:\r\n return WebGPUConstants.BlendFactor.One;\r\n case Constants.GL_ALPHA_FUNCTION_SRC:\r\n return WebGPUConstants.BlendFactor.Src;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR:\r\n return WebGPUConstants.BlendFactor.OneMinusSrc;\r\n case Constants.GL_ALPHA_FUNCTION_SRC_ALPHA:\r\n return WebGPUConstants.BlendFactor.SrcAlpha;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA:\r\n return WebGPUConstants.BlendFactor.OneMinusSrcAlpha;\r\n case Constants.GL_ALPHA_FUNCTION_DST_ALPHA:\r\n return WebGPUConstants.BlendFactor.DstAlpha;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA:\r\n return WebGPUConstants.BlendFactor.OneMinusDstAlpha;\r\n case Constants.GL_ALPHA_FUNCTION_DST_COLOR:\r\n return WebGPUConstants.BlendFactor.Dst;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR:\r\n return WebGPUConstants.BlendFactor.OneMinusDst;\r\n case Constants.GL_ALPHA_FUNCTION_SRC_ALPHA_SATURATED:\r\n return WebGPUConstants.BlendFactor.SrcAlphaSaturated;\r\n case Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n case Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n default:\r\n return WebGPUConstants.BlendFactor.One;\r\n }\r\n }\r\n\r\n private static _GetCompareFunction(compareFunction: number): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case 0: // NEVER\r\n return WebGPUConstants.CompareFunction.Never;\r\n case 1: // LESS\r\n return WebGPUConstants.CompareFunction.Less;\r\n case 2: // EQUAL\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case 3: // LEQUAL\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case 4: // GREATER\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case 5: // NOTEQUAL\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n case 6: // GEQUAL\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case 7: // ALWAYS\r\n return WebGPUConstants.CompareFunction.Always;\r\n }\r\n return WebGPUConstants.CompareFunction.Never;\r\n }\r\n\r\n private static _GetStencilOpFunction(operation: number): GPUStencilOperation {\r\n switch (operation) {\r\n case 0:\r\n return WebGPUConstants.StencilOperation.Zero;\r\n case 1:\r\n return WebGPUConstants.StencilOperation.Keep;\r\n case 2:\r\n return WebGPUConstants.StencilOperation.Replace;\r\n case 3:\r\n return WebGPUConstants.StencilOperation.IncrementClamp;\r\n case 4:\r\n return WebGPUConstants.StencilOperation.DecrementClamp;\r\n case 5:\r\n return WebGPUConstants.StencilOperation.Invert;\r\n case 6:\r\n return WebGPUConstants.StencilOperation.IncrementWrap;\r\n case 7:\r\n return WebGPUConstants.StencilOperation.DecrementWrap;\r\n }\r\n return WebGPUConstants.StencilOperation.Keep;\r\n }\r\n\r\n private static _GetVertexInputDescriptorFormat(vertexBuffer: VertexBuffer): GPUVertexFormat {\r\n const type = vertexBuffer.type;\r\n const normalized = vertexBuffer.normalized;\r\n const size = vertexBuffer.getSize();\r\n\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x2 : WebGPUConstants.VertexFormat.Sint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x4 : WebGPUConstants.VertexFormat.Sint8x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x2 : WebGPUConstants.VertexFormat.Uint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x4 : WebGPUConstants.VertexFormat.Uint8x4;\r\n }\r\n break;\r\n case VertexBuffer.SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x2 : WebGPUConstants.VertexFormat.Sint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x4 : WebGPUConstants.VertexFormat.Sint16x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x2 : WebGPUConstants.VertexFormat.Uint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x4 : WebGPUConstants.VertexFormat.Uint16x4;\r\n }\r\n break;\r\n case VertexBuffer.INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Sint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Sint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Sint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Sint32x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Uint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Uint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Uint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Uint32x4;\r\n }\r\n break;\r\n case VertexBuffer.FLOAT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Float32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Float32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Float32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Float32x4;\r\n }\r\n break;\r\n }\r\n\r\n throw new Error(`Invalid Format '${vertexBuffer.getKind()}' - type=${type}, normalized=${normalized}, size=${size}`);\r\n }\r\n\r\n private _getAphaBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[2]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[3]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[1]),\r\n };\r\n }\r\n\r\n private _getColorBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[0]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[1]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[0]),\r\n };\r\n }\r\n\r\n private _setShaderStage(id: number): void {\r\n if (this._shaderId !== id) {\r\n this._shaderId = id;\r\n this._states[StatePosition.ShaderStage] = id;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ShaderStage);\r\n }\r\n }\r\n\r\n private _setRasterizationState(topology: number, sampleCount: number): void {\r\n const frontFace = this._frontFace;\r\n const cullMode = this._cullEnabled ? this._cullFace : 0;\r\n const clampDepth = this._clampDepth ? 1 : 0;\r\n const alphaToCoverage = this._alphaToCoverageEnabled ? 1 : 0;\r\n const rasterizationState = frontFace - 1 + (cullMode << 1) + (clampDepth << 3) + (alphaToCoverage << 4) + (topology << 5) + (sampleCount << 8);\r\n\r\n if (this._rasterizationState !== rasterizationState) {\r\n this._rasterizationState = rasterizationState;\r\n this._states[StatePosition.RasterizationState] = this._rasterizationState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.RasterizationState);\r\n }\r\n }\r\n\r\n private _setColorStates(): void {\r\n let colorStates = ((this._writeMask ? 1 : 0) << 22) + (this._colorFormat << 23) + ((this._depthWriteEnabled ? 1 : 0) << 29); // this state has been moved from depthStencilState here because alpha and depth are related (generally when alpha is on, depth write is off and the other way around)\r\n\r\n if (this._alphaBlendEnabled) {\r\n colorStates +=\r\n ((this._alphaBlendFuncParams[0] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[0]]) << 0) +\r\n ((this._alphaBlendFuncParams[1] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[1]]) << 4) +\r\n ((this._alphaBlendFuncParams[2] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[2]]) << 8) +\r\n ((this._alphaBlendFuncParams[3] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[3]]) << 12) +\r\n ((this._alphaBlendEqParams[0] === null ? 1 : this._alphaBlendEqParams[0] - 0x8005) << 16) +\r\n ((this._alphaBlendEqParams[1] === null ? 1 : this._alphaBlendEqParams[1] - 0x8005) << 19);\r\n }\r\n\r\n if (colorStates !== this._colorStates) {\r\n this._colorStates = colorStates;\r\n this._states[StatePosition.ColorStates] = this._colorStates;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ColorStates);\r\n }\r\n }\r\n\r\n private _setDepthStencilState(): void {\r\n const stencilState = !this._stencilEnabled\r\n ? 7 /* ALWAYS */ + (1 /* KEEP */ << 3) + (1 /* KEEP */ << 6) + (1 /* KEEP */ << 9)\r\n : this._stencilFrontCompare + (this._stencilFrontDepthFailOp << 3) + (this._stencilFrontPassOp << 6) + (this._stencilFrontFailOp << 9);\r\n\r\n const depthStencilState = this._depthStencilFormat + ((this._depthTestEnabled ? this._depthCompare : 7) /* ALWAYS */ << 6) + (stencilState << 10); // stencil front - stencil back is the same\r\n\r\n if (this._depthStencilState !== depthStencilState) {\r\n this._depthStencilState = depthStencilState;\r\n this._states[StatePosition.DepthStencilState] = this._depthStencilState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthStencilState);\r\n }\r\n }\r\n\r\n private _setVertexState(effect: Effect): void {\r\n const currStateLen = this._statesLength;\r\n let newNumStates = StatePosition.VertexState;\r\n\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let numVertexBuffers = 0;\r\n for (let index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n const buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We optimize usage of GPUVertexBufferLayout: we will create a single GPUVertexBufferLayout for all the attributes which follow each other and which use the same GPU buffer\r\n // However, there are some constraints in the attribute.offset value range, so we must check for them before being able to reuse the same GPUVertexBufferLayout\r\n // See _getVertexInputDescriptor() below\r\n if (vertexBuffer._validOffsetRange === undefined) {\r\n const offset = vertexBuffer.byteOffset;\r\n const formatSize = vertexBuffer.getSize(true);\r\n const byteStride = vertexBuffer.byteStride;\r\n vertexBuffer._validOffsetRange = offset <= this._kMaxVertexBufferStride - formatSize && (byteStride === 0 || offset + formatSize <= byteStride);\r\n }\r\n\r\n if (!(currentGPUBuffer && currentGPUBuffer === buffer && vertexBuffer._validOffsetRange)) {\r\n // we can't combine the previous vertexBuffer with the current one\r\n this.vertexBuffers[numVertexBuffers++] = vertexBuffer;\r\n currentGPUBuffer = vertexBuffer._validOffsetRange ? buffer : null;\r\n }\r\n\r\n const vid = vertexBuffer.hashCode + (location << 7);\r\n\r\n this._isDirty = this._isDirty || this._states[newNumStates] !== vid;\r\n this._states[newNumStates++] = vid;\r\n }\r\n\r\n this.vertexBuffers.length = numVertexBuffers;\r\n\r\n this._statesLength = newNumStates;\r\n this._isDirty = this._isDirty || newNumStates !== currStateLen;\r\n if (this._isDirty) {\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.VertexState);\r\n }\r\n }\r\n\r\n private _setTextureState(textureState: number): void {\r\n if (this._textureState !== textureState) {\r\n this._textureState = textureState;\r\n this._states[StatePosition.TextureStage] = this._textureState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.TextureStage);\r\n }\r\n }\r\n\r\n private _createPipelineLayout(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n if (this._useTextureStage) {\r\n return this._createPipelineLayoutWithTextureStage(webgpuPipelineContext);\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n const bindGroupLayoutEntries = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: setDefinition,\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts[0] = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _createPipelineLayoutWithTextureStage(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n const shaderProcessingContext = webgpuPipelineContext.shaderProcessingContext;\r\n const bindGroupLayoutEntries = shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n let bitVal = 1;\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.texture) {\r\n const name = shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const textureInfo = shaderProcessingContext.availableTextures[name];\r\n const samplerInfo = textureInfo.autoBindSampler ? shaderProcessingContext.availableSamplers[name + WebGPUShaderProcessor.AutoSamplerSuffix] : null;\r\n\r\n let sampleType = textureInfo.sampleType;\r\n let samplerType = samplerInfo?.type ?? WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (this._textureState & bitVal && sampleType !== WebGPUConstants.TextureSampleType.Depth) {\r\n // The texture is a 32 bits float texture but the system does not support linear filtering for them:\r\n // we set the sampler to \"non-filtering\" and the texture sample type to \"unfilterable-float\"\r\n if (textureInfo.autoBindSampler) {\r\n samplerType = WebGPUConstants.SamplerBindingType.NonFiltering;\r\n }\r\n sampleType = WebGPUConstants.TextureSampleType.UnfilterableFloat;\r\n }\r\n\r\n entry.texture!.sampleType = sampleType;\r\n\r\n if (samplerInfo) {\r\n const binding = shaderProcessingContext.bindGroupLayoutEntryInfo[samplerInfo.binding.groupIndex][samplerInfo.binding.bindingIndex].index;\r\n bindGroupLayoutEntries[samplerInfo.binding.groupIndex][binding].sampler!.type = samplerType;\r\n }\r\n\r\n bitVal = bitVal << 1;\r\n }\r\n }\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; ++i) {\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: bindGroupLayoutEntries[i],\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts[this._textureState] = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _getVertexInputDescriptor(effect: Effect): GPUVertexBufferLayout[] {\r\n const descriptors: GPUVertexBufferLayout[] = [];\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let currentGPUAttributes: GPUVertexAttribute[] | undefined;\r\n for (let index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n let buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We reuse the same GPUVertexBufferLayout for all attributes that use the same underlying GPU buffer (and for attributes that follow each other in the attributes array)\r\n let offset = vertexBuffer.byteOffset;\r\n const invalidOffsetRange = !vertexBuffer._validOffsetRange;\r\n if (!(currentGPUBuffer && currentGPUAttributes && currentGPUBuffer === buffer) || invalidOffsetRange) {\r\n const vertexBufferDescriptor: GPUVertexBufferLayout = {\r\n arrayStride: vertexBuffer.byteStride,\r\n stepMode: vertexBuffer.getIsInstanced() ? WebGPUConstants.InputStepMode.Instance : WebGPUConstants.InputStepMode.Vertex,\r\n attributes: [],\r\n };\r\n\r\n descriptors.push(vertexBufferDescriptor);\r\n currentGPUAttributes = vertexBufferDescriptor.attributes;\r\n if (invalidOffsetRange) {\r\n offset = 0; // the offset will be set directly in the setVertexBuffer call\r\n buffer = null; // buffer can't be reused\r\n }\r\n }\r\n\r\n currentGPUAttributes.push({\r\n shaderLocation: location,\r\n offset,\r\n format: WebGPUCacheRenderPipeline._GetVertexInputDescriptorFormat(vertexBuffer),\r\n });\r\n\r\n currentGPUBuffer = buffer;\r\n }\r\n\r\n return descriptors;\r\n }\r\n\r\n private _createRenderPipeline(effect: Effect, topology: GPUPrimitiveTopology, sampleCount: number): GPURenderPipeline {\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const inputStateDescriptor = this._getVertexInputDescriptor(effect);\r\n const pipelineLayout = this._createPipelineLayout(webgpuPipelineContext);\r\n\r\n const colorStates: Array<GPUColorTargetState | null> = [];\r\n const alphaBlend = this._getAphaBlendState();\r\n const colorBlend = this._getColorBlendState();\r\n\r\n if (this._mrtAttachments1 > 0) {\r\n for (let i = 0; i < this._mrtFormats.length; ++i) {\r\n const format = this._mrtFormats[i];\r\n if (format) {\r\n const descr: GPUColorTargetState = {\r\n format,\r\n writeMask: (this._mrtEnabledMask & (1 << i)) !== 0 ? this._writeMask : 0,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n } else {\r\n colorStates.push(null);\r\n }\r\n }\r\n } else {\r\n if (this._webgpuColorFormat[0]) {\r\n const descr: GPUColorTargetState = {\r\n format: this._webgpuColorFormat[0],\r\n writeMask: this._writeMask,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n } else {\r\n colorStates.push(null);\r\n }\r\n }\r\n\r\n const stencilFrontBack: GPUStencilStateFace = {\r\n compare: WebGPUCacheRenderPipeline._GetCompareFunction(this._stencilEnabled ? this._stencilFrontCompare : 7 /* ALWAYS */),\r\n depthFailOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontDepthFailOp : 1 /* KEEP */),\r\n failOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontFailOp : 1 /* KEEP */),\r\n passOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontPassOp : 1 /* KEEP */),\r\n };\r\n\r\n let stripIndexFormat: GPUIndexFormat | undefined = undefined;\r\n if (topology === WebGPUConstants.PrimitiveTopology.LineStrip || topology === WebGPUConstants.PrimitiveTopology.TriangleStrip) {\r\n stripIndexFormat = !this._indexBuffer || this._indexBuffer.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16;\r\n }\r\n\r\n const depthStencilFormatHasStencil = this._webgpuDepthStencilFormat ? WebGPUTextureHelper.HasStencilAspect(this._webgpuDepthStencilFormat) : false;\r\n\r\n return this._device.createRenderPipeline({\r\n label: `RenderPipeline_${colorStates[0]?.format ?? \"nooutput\"}_${this._webgpuDepthStencilFormat ?? \"nodepth\"}_samples${sampleCount}_textureState${this._textureState}`,\r\n layout: pipelineLayout,\r\n vertex: {\r\n module: webgpuPipelineContext.stages!.vertexStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.vertexStage.entryPoint,\r\n buffers: inputStateDescriptor,\r\n },\r\n primitive: {\r\n topology,\r\n stripIndexFormat,\r\n frontFace: this._frontFace === 1 ? WebGPUConstants.FrontFace.CCW : WebGPUConstants.FrontFace.CW,\r\n cullMode: !this._cullEnabled ? WebGPUConstants.CullMode.None : this._cullFace === 2 ? WebGPUConstants.CullMode.Front : WebGPUConstants.CullMode.Back,\r\n },\r\n fragment: !webgpuPipelineContext.stages!.fragmentStage\r\n ? undefined\r\n : {\r\n module: webgpuPipelineContext.stages!.fragmentStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.fragmentStage.entryPoint,\r\n targets: colorStates,\r\n },\r\n\r\n multisample: {\r\n count: sampleCount,\r\n /*mask,\r\n alphaToCoverageEnabled,*/\r\n },\r\n depthStencil:\r\n this._webgpuDepthStencilFormat === undefined\r\n ? undefined\r\n : {\r\n depthWriteEnabled: this._depthWriteEnabled,\r\n depthCompare: this._depthTestEnabled ? WebGPUCacheRenderPipeline._GetCompareFunction(this._depthCompare) : WebGPUConstants.CompareFunction.Always,\r\n format: this._webgpuDepthStencilFormat,\r\n stencilFront: this._stencilEnabled && depthStencilFormatHasStencil ? stencilFrontBack : undefined,\r\n stencilBack: this._stencilEnabled && depthStencilFormatHasStencil ? stencilFrontBack : undefined,\r\n stencilReadMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilReadMask : undefined,\r\n stencilWriteMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilWriteMask : undefined,\r\n depthBias: this._depthBias,\r\n depthBiasClamp: this._depthBiasClamp,\r\n depthBiasSlopeScale: this._depthBiasSlopeScale,\r\n },\r\n });\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Constants } from \"../constants\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { renderableTextureFormatToIndex, WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\n\r\nenum StatePosition {\r\n StencilReadMask = 0,\r\n StencilWriteMask = 1,\r\n //DepthBiasClamp = 1, // not used, so remove it to improve perf\r\n DepthBias = 2,\r\n DepthBiasSlopeScale = 3,\r\n DepthStencilState = 4,\r\n MRTAttachments1 = 5,\r\n MRTAttachments2 = 6,\r\n RasterizationState = 7,\r\n ColorStates = 8,\r\n ShaderStage = 9,\r\n TextureStage = 10,\r\n VertexState = 11, // vertex state will consume positions 11, 12, ... depending on the number of vertex inputs\r\n\r\n NumStates = 12,\r\n}\r\n\r\nconst alphaBlendFactorToIndex: { [name: number]: number } = {\r\n 0: 1, // Zero\r\n 1: 2, // One\r\n 0x0300: 3, // SrcColor\r\n 0x0301: 4, // OneMinusSrcColor\r\n 0x0302: 5, // SrcAlpha\r\n 0x0303: 6, // OneMinusSrcAlpha\r\n 0x0304: 7, // DstAlpha\r\n 0x0305: 8, // OneMinusDstAlpha\r\n 0x0306: 9, // DstColor\r\n 0x0307: 10, // OneMinusDstColor\r\n 0x0308: 11, // SrcAlphaSaturated\r\n 0x8001: 12, // BlendColor\r\n 0x8002: 13, // OneMinusBlendColor\r\n 0x8003: 12, // BlendColor (alpha)\r\n 0x8004: 13, // OneMinusBlendColor (alpha)\r\n};\r\n\r\nconst stencilOpToIndex: { [name: number]: number } = {\r\n 0x0000: 0, // ZERO\r\n 0x1e00: 1, // KEEP\r\n 0x1e01: 2, // REPLACE\r\n 0x1e02: 3, // INCR\r\n 0x1e03: 4, // DECR\r\n 0x150a: 5, // INVERT\r\n 0x8507: 6, // INCR_WRAP\r\n 0x8508: 7, // DECR_WRAP\r\n};\r\n\r\n/** @internal */\r\nexport abstract class WebGPUCacheRenderPipeline {\r\n public static NumCacheHitWithoutHash = 0;\r\n public static NumCacheHitWithHash = 0;\r\n public static NumCacheMiss = 0;\r\n public static NumPipelineCreationLastFrame = 0;\r\n\r\n public disabled: boolean;\r\n\r\n private static _NumPipelineCreationCurrentFrame = 0;\r\n\r\n protected _states: number[];\r\n protected _statesLength: number;\r\n protected _stateDirtyLowestIndex: number;\r\n public lastStateDirtyLowestIndex: number; // for stats only\r\n\r\n private _device: GPUDevice;\r\n private _isDirty: boolean;\r\n private _emptyVertexBuffer: VertexBuffer;\r\n private _parameter: { token: any; pipeline: Nullable<GPURenderPipeline> };\r\n private _kMaxVertexBufferStride;\r\n\r\n private _shaderId: number;\r\n private _alphaToCoverageEnabled: boolean;\r\n private _frontFace: number;\r\n private _cullEnabled: boolean;\r\n private _cullFace: number;\r\n private _clampDepth: boolean;\r\n private _rasterizationState: number;\r\n private _depthBias: number;\r\n private _depthBiasClamp: number;\r\n private _depthBiasSlopeScale: number;\r\n private _colorFormat: number;\r\n private _webgpuColorFormat: (GPUTextureFormat | null)[];\r\n private _mrtAttachments1: number;\r\n private _mrtAttachments2: number;\r\n private _mrtFormats: (GPUTextureFormat | null)[];\r\n private _mrtEnabledMask: number;\r\n private _alphaBlendEnabled: boolean;\r\n private _alphaBlendFuncParams: Array<Nullable<number>>;\r\n private _alphaBlendEqParams: Array<Nullable<number>>;\r\n private _writeMask: number;\r\n private _colorStates: number;\r\n private _depthStencilFormat: number;\r\n private _webgpuDepthStencilFormat: GPUTextureFormat | undefined;\r\n private _depthTestEnabled: boolean;\r\n private _depthWriteEnabled: boolean;\r\n private _depthCompare: number;\r\n private _stencilEnabled: boolean;\r\n private _stencilFrontCompare: number;\r\n private _stencilFrontDepthFailOp: number;\r\n private _stencilFrontPassOp: number;\r\n private _stencilFrontFailOp: number;\r\n private _stencilReadMask: number;\r\n private _stencilWriteMask: number;\r\n private _depthStencilState: number;\r\n private _vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _textureState: number;\r\n private _useTextureStage: boolean;\r\n\r\n constructor(device: GPUDevice, emptyVertexBuffer: VertexBuffer, useTextureStage: boolean) {\r\n this._device = device;\r\n this._useTextureStage = useTextureStage;\r\n this._states = new Array(30); // pre-allocate enough room so that no new allocation will take place afterwards\r\n this._statesLength = 0;\r\n this._stateDirtyLowestIndex = 0;\r\n this._emptyVertexBuffer = emptyVertexBuffer;\r\n this._mrtFormats = [];\r\n this._parameter = { token: undefined, pipeline: null };\r\n this.disabled = false;\r\n this.vertexBuffers = [];\r\n this._kMaxVertexBufferStride = device.limits.maxVertexBufferArrayStride || 2048;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this._isDirty = true;\r\n this.vertexBuffers.length = 0;\r\n this.setAlphaToCoverage(false);\r\n this.resetDepthCullingState();\r\n this.setClampDepth(false);\r\n this.setDepthBias(0);\r\n //this.setDepthBiasClamp(0);\r\n this._webgpuColorFormat = [WebGPUConstants.TextureFormat.BGRA8Unorm];\r\n this.setColorFormat(WebGPUConstants.TextureFormat.BGRA8Unorm);\r\n this.setMRT([]);\r\n this.setAlphaBlendEnabled(false);\r\n this.setAlphaBlendFactors([null, null, null, null], [null, null]);\r\n this.setWriteMask(0xf);\r\n this.setDepthStencilFormat(WebGPUConstants.TextureFormat.Depth24PlusStencil8);\r\n this.setStencilEnabled(false);\r\n this.resetStencilState();\r\n this.setBuffers(null, null, null);\r\n this._setTextureState(0);\r\n }\r\n\r\n protected abstract _getRenderPipeline(param: { token: any; pipeline: Nullable<GPURenderPipeline> }): void;\r\n protected abstract _setRenderPipeline(param: { token: any; pipeline: Nullable<GPURenderPipeline> }): void;\r\n\r\n public readonly vertexBuffers: VertexBuffer[];\r\n\r\n public get colorFormats(): (GPUTextureFormat | null)[] {\r\n return this._mrtAttachments1 > 0 ? this._mrtFormats : this._webgpuColorFormat;\r\n }\r\n\r\n public readonly mrtAttachments: number[];\r\n public readonly mrtTextureArray: InternalTexture[];\r\n public readonly mrtTextureCount: number = 0;\r\n\r\n public getRenderPipeline(fillMode: number, effect: Effect, sampleCount: number, textureState = 0): GPURenderPipeline {\r\n if (sampleCount > 1) {\r\n // WebGPU only supports 1 or 4\r\n sampleCount = 4;\r\n }\r\n if (this.disabled) {\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._setVertexState(effect); // to fill this.vertexBuffers with correct data\r\n this._setTextureState(textureState);\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._setShaderStage(effect.uniqueId);\r\n this._setRasterizationState(fillMode, sampleCount);\r\n this._setColorStates();\r\n this._setDepthStencilState();\r\n this._setVertexState(effect);\r\n this._setTextureState(textureState);\r\n\r\n this.lastStateDirtyLowestIndex = this._stateDirtyLowestIndex;\r\n\r\n if (!this._isDirty && this._parameter.pipeline) {\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n WebGPUCacheRenderPipeline.NumCacheHitWithoutHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n this._getRenderPipeline(this._parameter);\r\n\r\n this._isDirty = false;\r\n this._stateDirtyLowestIndex = this._statesLength;\r\n\r\n if (this._parameter.pipeline) {\r\n WebGPUCacheRenderPipeline.NumCacheHitWithHash++;\r\n return this._parameter.pipeline;\r\n }\r\n\r\n const topology = WebGPUCacheRenderPipeline._GetTopology(fillMode);\r\n\r\n this._parameter.pipeline = this._createRenderPipeline(effect, topology, sampleCount);\r\n this._setRenderPipeline(this._parameter);\r\n\r\n WebGPUCacheRenderPipeline.NumCacheMiss++;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame++;\r\n\r\n return this._parameter.pipeline;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheRenderPipeline.NumPipelineCreationLastFrame = WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame;\r\n WebGPUCacheRenderPipeline._NumPipelineCreationCurrentFrame = 0;\r\n }\r\n\r\n public setAlphaToCoverage(enabled: boolean): void {\r\n this._alphaToCoverageEnabled = enabled;\r\n }\r\n\r\n public setFrontFace(frontFace: number): void {\r\n this._frontFace = frontFace;\r\n }\r\n\r\n public setCullEnabled(enabled: boolean): void {\r\n this._cullEnabled = enabled;\r\n }\r\n\r\n public setCullFace(cullFace: number): void {\r\n this._cullFace = cullFace;\r\n }\r\n\r\n public setClampDepth(clampDepth: boolean): void {\r\n this._clampDepth = clampDepth;\r\n }\r\n\r\n public resetDepthCullingState(): void {\r\n this.setDepthCullingState(false, 2, 1, 0, 0, true, true, Constants.ALWAYS);\r\n }\r\n\r\n public setDepthCullingState(\r\n cullEnabled: boolean,\r\n frontFace: number,\r\n cullFace: number,\r\n zOffset: number,\r\n zOffsetUnits: number,\r\n depthTestEnabled: boolean,\r\n depthWriteEnabled: boolean,\r\n depthCompare: Nullable<number>\r\n ): void {\r\n this._depthWriteEnabled = depthWriteEnabled;\r\n this._depthTestEnabled = depthTestEnabled;\r\n this._depthCompare = (depthCompare ?? Constants.ALWAYS) - 0x0200;\r\n this._cullFace = cullFace;\r\n this._cullEnabled = cullEnabled;\r\n this._frontFace = frontFace;\r\n this.setDepthBiasSlopeScale(zOffset);\r\n this.setDepthBias(zOffsetUnits);\r\n }\r\n\r\n public setDepthBias(depthBias: number): void {\r\n if (this._depthBias !== depthBias) {\r\n this._depthBias = depthBias;\r\n this._states[StatePosition.DepthBias] = depthBias;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBias);\r\n }\r\n }\r\n\r\n /*public setDepthBiasClamp(depthBiasClamp: number): void {\r\n if (this._depthBiasClamp !== depthBiasClamp) {\r\n this._depthBiasClamp = depthBiasClamp;\r\n this._states[StatePosition.DepthBiasClamp] = depthBiasClamp.toString();\r\n this._isDirty = true;\r\n }\r\n }*/\r\n\r\n public setDepthBiasSlopeScale(depthBiasSlopeScale: number): void {\r\n if (this._depthBiasSlopeScale !== depthBiasSlopeScale) {\r\n this._depthBiasSlopeScale = depthBiasSlopeScale;\r\n this._states[StatePosition.DepthBiasSlopeScale] = depthBiasSlopeScale;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthBiasSlopeScale);\r\n }\r\n }\r\n\r\n public setColorFormat(format: GPUTextureFormat | null): void {\r\n this._webgpuColorFormat[0] = format;\r\n this._colorFormat = renderableTextureFormatToIndex[format ?? \"\"];\r\n }\r\n\r\n public setMRTAttachments(attachments: number[]): void {\r\n (this.mrtAttachments as any) = attachments;\r\n let mask = 0;\r\n for (let i = 0; i < attachments.length; ++i) {\r\n if (attachments[i] !== 0) {\r\n mask += 1 << i;\r\n }\r\n }\r\n if (this._mrtEnabledMask !== mask) {\r\n this._mrtEnabledMask = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setMRT(textureArray: InternalTexture[], textureCount?: number): void {\r\n textureCount = textureCount ?? textureArray.length;\r\n if (textureCount > 10) {\r\n // If we want more than 10 attachments we need to change this method (and the StatePosition enum) but 10 seems plenty: note that WebGPU only supports 8 at the time (2021/12/13)!\r\n // As we need ~39 different values we are using 6 bits to encode a texture format, meaning we can encode 5 texture formats in 32 bits\r\n // We are using 2x32 bit values to handle 10 textures\r\n throw \"Can't handle more than 10 attachments for a MRT in cache render pipeline!\";\r\n }\r\n (this.mrtTextureArray as any) = textureArray;\r\n (this.mrtTextureCount as any) = textureCount;\r\n\r\n this._mrtEnabledMask = 0xffff; // all textures are enabled at start (meaning we can write to them). Calls to setMRTAttachments may disable some\r\n\r\n const bits: number[] = [0, 0];\r\n let indexBits = 0,\r\n mask = 0,\r\n numRT = 0;\r\n for (let i = 0; i < textureCount; ++i) {\r\n const texture = textureArray[i];\r\n const gpuWrapper = texture?._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n this._mrtFormats[numRT] = gpuWrapper?.format ?? this._webgpuColorFormat[0];\r\n\r\n bits[indexBits] += renderableTextureFormatToIndex[this._mrtFormats[numRT] ?? \"\"] << mask;\r\n mask += 6;\r\n numRT++;\r\n\r\n if (mask >= 32) {\r\n mask = 0;\r\n indexBits++;\r\n }\r\n }\r\n this._mrtFormats.length = numRT;\r\n if (this._mrtAttachments1 !== bits[0] || this._mrtAttachments2 !== bits[1]) {\r\n this._mrtAttachments1 = bits[0];\r\n this._mrtAttachments2 = bits[1];\r\n this._states[StatePosition.MRTAttachments1] = bits[0];\r\n this._states[StatePosition.MRTAttachments2] = bits[1];\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.MRTAttachments1);\r\n }\r\n }\r\n\r\n public setAlphaBlendEnabled(enabled: boolean): void {\r\n this._alphaBlendEnabled = enabled;\r\n }\r\n\r\n public setAlphaBlendFactors(factors: Array<Nullable<number>>, operations: Array<Nullable<number>>): void {\r\n this._alphaBlendFuncParams = factors;\r\n this._alphaBlendEqParams = operations;\r\n }\r\n\r\n public setWriteMask(mask: number): void {\r\n this._writeMask = mask;\r\n }\r\n\r\n public setDepthStencilFormat(format: GPUTextureFormat | undefined): void {\r\n this._webgpuDepthStencilFormat = format;\r\n this._depthStencilFormat = format === undefined ? 0 : renderableTextureFormatToIndex[format];\r\n }\r\n\r\n public setDepthTestEnabled(enabled: boolean): void {\r\n this._depthTestEnabled = enabled;\r\n }\r\n\r\n public setDepthWriteEnabled(enabled: boolean): void {\r\n this._depthWriteEnabled = enabled;\r\n }\r\n\r\n public setDepthCompare(func: Nullable<number>): void {\r\n this._depthCompare = (func ?? Constants.ALWAYS) - 0x0200;\r\n }\r\n\r\n public setStencilEnabled(enabled: boolean): void {\r\n this._stencilEnabled = enabled;\r\n }\r\n\r\n public setStencilCompare(func: Nullable<number>): void {\r\n this._stencilFrontCompare = (func ?? Constants.ALWAYS) - 0x0200;\r\n }\r\n\r\n public setStencilDepthFailOp(op: Nullable<number>): void {\r\n this._stencilFrontDepthFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilPassOp(op: Nullable<number>): void {\r\n this._stencilFrontPassOp = op === null ? 2 /* REPLACE */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilFailOp(op: Nullable<number>): void {\r\n this._stencilFrontFailOp = op === null ? 1 /* KEEP */ : stencilOpToIndex[op];\r\n }\r\n\r\n public setStencilReadMask(mask: number): void {\r\n if (this._stencilReadMask !== mask) {\r\n this._stencilReadMask = mask;\r\n this._states[StatePosition.StencilReadMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilReadMask);\r\n }\r\n }\r\n\r\n public setStencilWriteMask(mask: number): void {\r\n if (this._stencilWriteMask !== mask) {\r\n this._stencilWriteMask = mask;\r\n this._states[StatePosition.StencilWriteMask] = mask;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.StencilWriteMask);\r\n }\r\n }\r\n\r\n public resetStencilState(): void {\r\n this.setStencilState(false, Constants.ALWAYS, Constants.KEEP, Constants.REPLACE, Constants.KEEP, 0xff, 0xff);\r\n }\r\n\r\n public setStencilState(\r\n stencilEnabled: boolean,\r\n compare: Nullable<number>,\r\n depthFailOp: Nullable<number>,\r\n passOp: Nullable<number>,\r\n failOp: Nullable<number>,\r\n readMask: number,\r\n writeMask: number\r\n ): void {\r\n this._stencilEnabled = stencilEnabled;\r\n this._stencilFrontCompare = (compare ?? Constants.ALWAYS) - 0x0200;\r\n this._stencilFrontDepthFailOp = depthFailOp === null ? 1 /* KEEP */ : stencilOpToIndex[depthFailOp];\r\n this._stencilFrontPassOp = passOp === null ? 2 /* REPLACE */ : stencilOpToIndex[passOp];\r\n this._stencilFrontFailOp = failOp === null ? 1 /* KEEP */ : stencilOpToIndex[failOp];\r\n this.setStencilReadMask(readMask);\r\n this.setStencilWriteMask(writeMask);\r\n }\r\n\r\n public setBuffers(\r\n vertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>,\r\n indexBuffer: Nullable<DataBuffer>,\r\n overrideVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }>\r\n ): void {\r\n this._vertexBuffers = vertexBuffers;\r\n this._overrideVertexBuffers = overrideVertexBuffers;\r\n this._indexBuffer = indexBuffer;\r\n }\r\n\r\n private static _GetTopology(fillMode: number): GPUPrimitiveTopology {\r\n switch (fillMode) {\r\n // Triangle views\r\n case Constants.MATERIAL_TriangleFillMode:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n case Constants.MATERIAL_PointFillMode:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case Constants.MATERIAL_WireFrameFillMode:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n // Draw modes\r\n case Constants.MATERIAL_PointListDrawMode:\r\n return WebGPUConstants.PrimitiveTopology.PointList;\r\n case Constants.MATERIAL_LineListDrawMode:\r\n return WebGPUConstants.PrimitiveTopology.LineList;\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n // return this._gl.LINE_LOOP;\r\n // TODO WEBGPU. Line Loop Mode Fallback at buffer load time.\r\n throw \"LineLoop is an unsupported fillmode in WebGPU\";\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n return WebGPUConstants.PrimitiveTopology.LineStrip;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n return WebGPUConstants.PrimitiveTopology.TriangleStrip;\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n // return this._gl.TRIANGLE_FAN;\r\n // TODO WEBGPU. Triangle Fan Mode Fallback at buffer load time.\r\n throw \"TriangleFan is an unsupported fillmode in WebGPU\";\r\n default:\r\n return WebGPUConstants.PrimitiveTopology.TriangleList;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendOperation(operation: Nullable<number>): GPUBlendOperation {\r\n switch (operation) {\r\n case Constants.GL_ALPHA_EQUATION_ADD:\r\n return WebGPUConstants.BlendOperation.Add;\r\n case Constants.GL_ALPHA_EQUATION_SUBTRACT:\r\n return WebGPUConstants.BlendOperation.Subtract;\r\n case Constants.GL_ALPHA_EQUATION_REVERSE_SUBTRACT:\r\n return WebGPUConstants.BlendOperation.ReverseSubtract;\r\n case Constants.GL_ALPHA_EQUATION_MIN:\r\n return WebGPUConstants.BlendOperation.Min;\r\n case Constants.GL_ALPHA_EQUATION_MAX:\r\n return WebGPUConstants.BlendOperation.Max;\r\n default:\r\n return WebGPUConstants.BlendOperation.Add;\r\n }\r\n }\r\n\r\n private static _GetAphaBlendFactor(factor: Nullable<number>): GPUBlendFactor {\r\n switch (factor) {\r\n case 0:\r\n return WebGPUConstants.BlendFactor.Zero;\r\n case 1:\r\n return WebGPUConstants.BlendFactor.One;\r\n case Constants.GL_ALPHA_FUNCTION_SRC:\r\n return WebGPUConstants.BlendFactor.Src;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR:\r\n return WebGPUConstants.BlendFactor.OneMinusSrc;\r\n case Constants.GL_ALPHA_FUNCTION_SRC_ALPHA:\r\n return WebGPUConstants.BlendFactor.SrcAlpha;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA:\r\n return WebGPUConstants.BlendFactor.OneMinusSrcAlpha;\r\n case Constants.GL_ALPHA_FUNCTION_DST_ALPHA:\r\n return WebGPUConstants.BlendFactor.DstAlpha;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA:\r\n return WebGPUConstants.BlendFactor.OneMinusDstAlpha;\r\n case Constants.GL_ALPHA_FUNCTION_DST_COLOR:\r\n return WebGPUConstants.BlendFactor.Dst;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR:\r\n return WebGPUConstants.BlendFactor.OneMinusDst;\r\n case Constants.GL_ALPHA_FUNCTION_SRC_ALPHA_SATURATED:\r\n return WebGPUConstants.BlendFactor.SrcAlphaSaturated;\r\n case Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n case Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA:\r\n return WebGPUConstants.BlendFactor.Constant;\r\n case Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA:\r\n return WebGPUConstants.BlendFactor.OneMinusConstant;\r\n default:\r\n return WebGPUConstants.BlendFactor.One;\r\n }\r\n }\r\n\r\n private static _GetCompareFunction(compareFunction: number): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case 0: // NEVER\r\n return WebGPUConstants.CompareFunction.Never;\r\n case 1: // LESS\r\n return WebGPUConstants.CompareFunction.Less;\r\n case 2: // EQUAL\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case 3: // LEQUAL\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case 4: // GREATER\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case 5: // NOTEQUAL\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n case 6: // GEQUAL\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case 7: // ALWAYS\r\n return WebGPUConstants.CompareFunction.Always;\r\n }\r\n return WebGPUConstants.CompareFunction.Never;\r\n }\r\n\r\n private static _GetStencilOpFunction(operation: number): GPUStencilOperation {\r\n switch (operation) {\r\n case 0:\r\n return WebGPUConstants.StencilOperation.Zero;\r\n case 1:\r\n return WebGPUConstants.StencilOperation.Keep;\r\n case 2:\r\n return WebGPUConstants.StencilOperation.Replace;\r\n case 3:\r\n return WebGPUConstants.StencilOperation.IncrementClamp;\r\n case 4:\r\n return WebGPUConstants.StencilOperation.DecrementClamp;\r\n case 5:\r\n return WebGPUConstants.StencilOperation.Invert;\r\n case 6:\r\n return WebGPUConstants.StencilOperation.IncrementWrap;\r\n case 7:\r\n return WebGPUConstants.StencilOperation.DecrementWrap;\r\n }\r\n return WebGPUConstants.StencilOperation.Keep;\r\n }\r\n\r\n private static _GetVertexInputDescriptorFormat(vertexBuffer: VertexBuffer): GPUVertexFormat {\r\n const type = vertexBuffer.type;\r\n const normalized = vertexBuffer.normalized;\r\n const size = vertexBuffer.getSize();\r\n\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x2 : WebGPUConstants.VertexFormat.Sint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm8x4 : WebGPUConstants.VertexFormat.Sint8x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x2 : WebGPUConstants.VertexFormat.Uint8x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm8x4 : WebGPUConstants.VertexFormat.Uint8x4;\r\n }\r\n break;\r\n case VertexBuffer.SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x2 : WebGPUConstants.VertexFormat.Sint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Snorm16x4 : WebGPUConstants.VertexFormat.Sint16x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n switch (size) {\r\n case 1:\r\n case 2:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x2 : WebGPUConstants.VertexFormat.Uint16x2;\r\n case 3:\r\n case 4:\r\n return normalized ? WebGPUConstants.VertexFormat.Unorm16x4 : WebGPUConstants.VertexFormat.Uint16x4;\r\n }\r\n break;\r\n case VertexBuffer.INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Sint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Sint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Sint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Sint32x4;\r\n }\r\n break;\r\n case VertexBuffer.UNSIGNED_INT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Uint32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Uint32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Uint32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Uint32x4;\r\n }\r\n break;\r\n case VertexBuffer.FLOAT:\r\n switch (size) {\r\n case 1:\r\n return WebGPUConstants.VertexFormat.Float32;\r\n case 2:\r\n return WebGPUConstants.VertexFormat.Float32x2;\r\n case 3:\r\n return WebGPUConstants.VertexFormat.Float32x3;\r\n case 4:\r\n return WebGPUConstants.VertexFormat.Float32x4;\r\n }\r\n break;\r\n }\r\n\r\n throw new Error(`Invalid Format '${vertexBuffer.getKind()}' - type=${type}, normalized=${normalized}, size=${size}`);\r\n }\r\n\r\n private _getAphaBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[2]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[3]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[1]),\r\n };\r\n }\r\n\r\n private _getColorBlendState(): Nullable<GPUBlendComponent> {\r\n if (!this._alphaBlendEnabled) {\r\n return null;\r\n }\r\n\r\n return {\r\n srcFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[0]),\r\n dstFactor: WebGPUCacheRenderPipeline._GetAphaBlendFactor(this._alphaBlendFuncParams[1]),\r\n operation: WebGPUCacheRenderPipeline._GetAphaBlendOperation(this._alphaBlendEqParams[0]),\r\n };\r\n }\r\n\r\n private _setShaderStage(id: number): void {\r\n if (this._shaderId !== id) {\r\n this._shaderId = id;\r\n this._states[StatePosition.ShaderStage] = id;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ShaderStage);\r\n }\r\n }\r\n\r\n private _setRasterizationState(topology: number, sampleCount: number): void {\r\n const frontFace = this._frontFace;\r\n const cullMode = this._cullEnabled ? this._cullFace : 0;\r\n const clampDepth = this._clampDepth ? 1 : 0;\r\n const alphaToCoverage = this._alphaToCoverageEnabled ? 1 : 0;\r\n const rasterizationState = frontFace - 1 + (cullMode << 1) + (clampDepth << 3) + (alphaToCoverage << 4) + (topology << 5) + (sampleCount << 8);\r\n\r\n if (this._rasterizationState !== rasterizationState) {\r\n this._rasterizationState = rasterizationState;\r\n this._states[StatePosition.RasterizationState] = this._rasterizationState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.RasterizationState);\r\n }\r\n }\r\n\r\n private _setColorStates(): void {\r\n let colorStates = ((this._writeMask ? 1 : 0) << 22) + (this._colorFormat << 23) + ((this._depthWriteEnabled ? 1 : 0) << 29); // this state has been moved from depthStencilState here because alpha and depth are related (generally when alpha is on, depth write is off and the other way around)\r\n\r\n if (this._alphaBlendEnabled) {\r\n colorStates +=\r\n ((this._alphaBlendFuncParams[0] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[0]]) << 0) +\r\n ((this._alphaBlendFuncParams[1] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[1]]) << 4) +\r\n ((this._alphaBlendFuncParams[2] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[2]]) << 8) +\r\n ((this._alphaBlendFuncParams[3] === null ? 2 : alphaBlendFactorToIndex[this._alphaBlendFuncParams[3]]) << 12) +\r\n ((this._alphaBlendEqParams[0] === null ? 1 : this._alphaBlendEqParams[0] - 0x8005) << 16) +\r\n ((this._alphaBlendEqParams[1] === null ? 1 : this._alphaBlendEqParams[1] - 0x8005) << 19);\r\n }\r\n\r\n if (colorStates !== this._colorStates) {\r\n this._colorStates = colorStates;\r\n this._states[StatePosition.ColorStates] = this._colorStates;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.ColorStates);\r\n }\r\n }\r\n\r\n private _setDepthStencilState(): void {\r\n const stencilState = !this._stencilEnabled\r\n ? 7 /* ALWAYS */ + (1 /* KEEP */ << 3) + (1 /* KEEP */ << 6) + (1 /* KEEP */ << 9)\r\n : this._stencilFrontCompare + (this._stencilFrontDepthFailOp << 3) + (this._stencilFrontPassOp << 6) + (this._stencilFrontFailOp << 9);\r\n\r\n const depthStencilState = this._depthStencilFormat + ((this._depthTestEnabled ? this._depthCompare : 7) /* ALWAYS */ << 6) + (stencilState << 10); // stencil front - stencil back is the same\r\n\r\n if (this._depthStencilState !== depthStencilState) {\r\n this._depthStencilState = depthStencilState;\r\n this._states[StatePosition.DepthStencilState] = this._depthStencilState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.DepthStencilState);\r\n }\r\n }\r\n\r\n private _setVertexState(effect: Effect): void {\r\n const currStateLen = this._statesLength;\r\n let newNumStates = StatePosition.VertexState;\r\n\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let numVertexBuffers = 0;\r\n for (let index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n const buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We optimize usage of GPUVertexBufferLayout: we will create a single GPUVertexBufferLayout for all the attributes which follow each other and which use the same GPU buffer\r\n // However, there are some constraints in the attribute.offset value range, so we must check for them before being able to reuse the same GPUVertexBufferLayout\r\n // See _getVertexInputDescriptor() below\r\n if (vertexBuffer._validOffsetRange === undefined) {\r\n const offset = vertexBuffer.byteOffset;\r\n const formatSize = vertexBuffer.getSize(true);\r\n const byteStride = vertexBuffer.byteStride;\r\n vertexBuffer._validOffsetRange = offset <= this._kMaxVertexBufferStride - formatSize && (byteStride === 0 || offset + formatSize <= byteStride);\r\n }\r\n\r\n if (!(currentGPUBuffer && currentGPUBuffer === buffer && vertexBuffer._validOffsetRange)) {\r\n // we can't combine the previous vertexBuffer with the current one\r\n this.vertexBuffers[numVertexBuffers++] = vertexBuffer;\r\n currentGPUBuffer = vertexBuffer._validOffsetRange ? buffer : null;\r\n }\r\n\r\n const vid = vertexBuffer.hashCode + (location << 7);\r\n\r\n this._isDirty = this._isDirty || this._states[newNumStates] !== vid;\r\n this._states[newNumStates++] = vid;\r\n }\r\n\r\n this.vertexBuffers.length = numVertexBuffers;\r\n\r\n this._statesLength = newNumStates;\r\n this._isDirty = this._isDirty || newNumStates !== currStateLen;\r\n if (this._isDirty) {\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.VertexState);\r\n }\r\n }\r\n\r\n private _setTextureState(textureState: number): void {\r\n if (this._textureState !== textureState) {\r\n this._textureState = textureState;\r\n this._states[StatePosition.TextureStage] = this._textureState;\r\n this._isDirty = true;\r\n this._stateDirtyLowestIndex = Math.min(this._stateDirtyLowestIndex, StatePosition.TextureStage);\r\n }\r\n }\r\n\r\n private _createPipelineLayout(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n if (this._useTextureStage) {\r\n return this._createPipelineLayoutWithTextureStage(webgpuPipelineContext);\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n const bindGroupLayoutEntries = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: setDefinition,\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts[0] = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _createPipelineLayoutWithTextureStage(webgpuPipelineContext: WebGPUPipelineContext): GPUPipelineLayout {\r\n const shaderProcessingContext = webgpuPipelineContext.shaderProcessingContext;\r\n const bindGroupLayoutEntries = shaderProcessingContext.bindGroupLayoutEntries;\r\n\r\n let bitVal = 1;\r\n for (let i = 0; i < bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = bindGroupLayoutEntries[i];\r\n\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.texture) {\r\n const name = shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const textureInfo = shaderProcessingContext.availableTextures[name];\r\n const samplerInfo = textureInfo.autoBindSampler ? shaderProcessingContext.availableSamplers[name + WebGPUShaderProcessor.AutoSamplerSuffix] : null;\r\n\r\n let sampleType = textureInfo.sampleType;\r\n let samplerType = samplerInfo?.type ?? WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (this._textureState & bitVal && sampleType !== WebGPUConstants.TextureSampleType.Depth) {\r\n // The texture is a 32 bits float texture but the system does not support linear filtering for them:\r\n // we set the sampler to \"non-filtering\" and the texture sample type to \"unfilterable-float\"\r\n if (textureInfo.autoBindSampler) {\r\n samplerType = WebGPUConstants.SamplerBindingType.NonFiltering;\r\n }\r\n sampleType = WebGPUConstants.TextureSampleType.UnfilterableFloat;\r\n }\r\n\r\n entry.texture!.sampleType = sampleType;\r\n\r\n if (samplerInfo) {\r\n const binding = shaderProcessingContext.bindGroupLayoutEntryInfo[samplerInfo.binding.groupIndex][samplerInfo.binding.bindingIndex].index;\r\n bindGroupLayoutEntries[samplerInfo.binding.groupIndex][binding].sampler!.type = samplerType;\r\n }\r\n\r\n bitVal = bitVal << 1;\r\n }\r\n }\r\n }\r\n\r\n const bindGroupLayouts: GPUBindGroupLayout[] = [];\r\n\r\n for (let i = 0; i < bindGroupLayoutEntries.length; ++i) {\r\n bindGroupLayouts[i] = this._device.createBindGroupLayout({\r\n entries: bindGroupLayoutEntries[i],\r\n });\r\n }\r\n\r\n webgpuPipelineContext.bindGroupLayouts[this._textureState] = bindGroupLayouts;\r\n\r\n return this._device.createPipelineLayout({ bindGroupLayouts });\r\n }\r\n\r\n private _getVertexInputDescriptor(effect: Effect): GPUVertexBufferLayout[] {\r\n const descriptors: GPUVertexBufferLayout[] = [];\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const attributes = webgpuPipelineContext.shaderProcessingContext.attributeNamesFromEffect;\r\n const locations = webgpuPipelineContext.shaderProcessingContext.attributeLocationsFromEffect;\r\n\r\n let currentGPUBuffer;\r\n let currentGPUAttributes: GPUVertexAttribute[] | undefined;\r\n for (let index = 0; index < attributes.length; index++) {\r\n const location = locations[index];\r\n let vertexBuffer = (this._overrideVertexBuffers && this._overrideVertexBuffers[attributes[index]]) ?? this._vertexBuffers![attributes[index]];\r\n if (!vertexBuffer) {\r\n // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU\r\n // So we must bind a dummy buffer when we are not given one for a specific attribute\r\n vertexBuffer = this._emptyVertexBuffer;\r\n }\r\n\r\n let buffer = vertexBuffer.getBuffer()?.underlyingResource;\r\n\r\n // We reuse the same GPUVertexBufferLayout for all attributes that use the same underlying GPU buffer (and for attributes that follow each other in the attributes array)\r\n let offset = vertexBuffer.byteOffset;\r\n const invalidOffsetRange = !vertexBuffer._validOffsetRange;\r\n if (!(currentGPUBuffer && currentGPUAttributes && currentGPUBuffer === buffer) || invalidOffsetRange) {\r\n const vertexBufferDescriptor: GPUVertexBufferLayout = {\r\n arrayStride: vertexBuffer.byteStride,\r\n stepMode: vertexBuffer.getIsInstanced() ? WebGPUConstants.VertexStepMode.Instance : WebGPUConstants.VertexStepMode.Vertex,\r\n attributes: [],\r\n };\r\n\r\n descriptors.push(vertexBufferDescriptor);\r\n currentGPUAttributes = vertexBufferDescriptor.attributes;\r\n if (invalidOffsetRange) {\r\n offset = 0; // the offset will be set directly in the setVertexBuffer call\r\n buffer = null; // buffer can't be reused\r\n }\r\n }\r\n\r\n currentGPUAttributes.push({\r\n shaderLocation: location,\r\n offset,\r\n format: WebGPUCacheRenderPipeline._GetVertexInputDescriptorFormat(vertexBuffer),\r\n });\r\n\r\n currentGPUBuffer = buffer;\r\n }\r\n\r\n return descriptors;\r\n }\r\n\r\n private _createRenderPipeline(effect: Effect, topology: GPUPrimitiveTopology, sampleCount: number): GPURenderPipeline {\r\n const webgpuPipelineContext = effect._pipelineContext as WebGPUPipelineContext;\r\n const inputStateDescriptor = this._getVertexInputDescriptor(effect);\r\n const pipelineLayout = this._createPipelineLayout(webgpuPipelineContext);\r\n\r\n const colorStates: Array<GPUColorTargetState | null> = [];\r\n const alphaBlend = this._getAphaBlendState();\r\n const colorBlend = this._getColorBlendState();\r\n\r\n if (this._mrtAttachments1 > 0) {\r\n for (let i = 0; i < this._mrtFormats.length; ++i) {\r\n const format = this._mrtFormats[i];\r\n if (format) {\r\n const descr: GPUColorTargetState = {\r\n format,\r\n writeMask: (this._mrtEnabledMask & (1 << i)) !== 0 ? this._writeMask : 0,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n } else {\r\n colorStates.push(null);\r\n }\r\n }\r\n } else {\r\n if (this._webgpuColorFormat[0]) {\r\n const descr: GPUColorTargetState = {\r\n format: this._webgpuColorFormat[0],\r\n writeMask: this._writeMask,\r\n };\r\n if (alphaBlend && colorBlend) {\r\n descr.blend = {\r\n alpha: alphaBlend,\r\n color: colorBlend,\r\n };\r\n }\r\n colorStates.push(descr);\r\n } else {\r\n colorStates.push(null);\r\n }\r\n }\r\n\r\n const stencilFrontBack: GPUStencilStateFace = {\r\n compare: WebGPUCacheRenderPipeline._GetCompareFunction(this._stencilEnabled ? this._stencilFrontCompare : 7 /* ALWAYS */),\r\n depthFailOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontDepthFailOp : 1 /* KEEP */),\r\n failOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontFailOp : 1 /* KEEP */),\r\n passOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontPassOp : 1 /* KEEP */),\r\n };\r\n\r\n let stripIndexFormat: GPUIndexFormat | undefined = undefined;\r\n if (topology === WebGPUConstants.PrimitiveTopology.LineStrip || topology === WebGPUConstants.PrimitiveTopology.TriangleStrip) {\r\n stripIndexFormat = !this._indexBuffer || this._indexBuffer.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16;\r\n }\r\n\r\n const depthStencilFormatHasStencil = this._webgpuDepthStencilFormat ? WebGPUTextureHelper.HasStencilAspect(this._webgpuDepthStencilFormat) : false;\r\n\r\n return this._device.createRenderPipeline({\r\n label: `RenderPipeline_${colorStates[0]?.format ?? \"nooutput\"}_${this._webgpuDepthStencilFormat ?? \"nodepth\"}_samples${sampleCount}_textureState${this._textureState}`,\r\n layout: pipelineLayout,\r\n vertex: {\r\n module: webgpuPipelineContext.stages!.vertexStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.vertexStage.entryPoint,\r\n buffers: inputStateDescriptor,\r\n },\r\n primitive: {\r\n topology,\r\n stripIndexFormat,\r\n frontFace: this._frontFace === 1 ? WebGPUConstants.FrontFace.CCW : WebGPUConstants.FrontFace.CW,\r\n cullMode: !this._cullEnabled ? WebGPUConstants.CullMode.None : this._cullFace === 2 ? WebGPUConstants.CullMode.Front : WebGPUConstants.CullMode.Back,\r\n },\r\n fragment: !webgpuPipelineContext.stages!.fragmentStage\r\n ? undefined\r\n : {\r\n module: webgpuPipelineContext.stages!.fragmentStage.module,\r\n entryPoint: webgpuPipelineContext.stages!.fragmentStage.entryPoint,\r\n targets: colorStates,\r\n },\r\n\r\n multisample: {\r\n count: sampleCount,\r\n /*mask,\r\n alphaToCoverageEnabled,*/\r\n },\r\n depthStencil:\r\n this._webgpuDepthStencilFormat === undefined\r\n ? undefined\r\n : {\r\n depthWriteEnabled: this._depthWriteEnabled,\r\n depthCompare: this._depthTestEnabled ? WebGPUCacheRenderPipeline._GetCompareFunction(this._depthCompare) : WebGPUConstants.CompareFunction.Always,\r\n format: this._webgpuDepthStencilFormat,\r\n stencilFront: this._stencilEnabled && depthStencilFormatHasStencil ? stencilFrontBack : undefined,\r\n stencilBack: this._stencilEnabled && depthStencilFormatHasStencil ? stencilFrontBack : undefined,\r\n stencilReadMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilReadMask : undefined,\r\n stencilWriteMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilWriteMask : undefined,\r\n depthBias: this._depthBias,\r\n depthBiasClamp: this._depthBiasClamp,\r\n depthBiasSlopeScale: this._depthBiasSlopeScale,\r\n },\r\n });\r\n }\r\n}\r\n"]}
@@ -100,6 +100,7 @@ export declare enum TextureFormat {
100
100
  BGRA8Unorm = "bgra8unorm",
101
101
  BGRA8UnormSRGB = "bgra8unorm-srgb",
102
102
  RGB9E5UFloat = "rgb9e5ufloat",
103
+ RGB10A2UINT = "rgb10a2uint",
103
104
  RGB10A2Unorm = "rgb10a2unorm",
104
105
  RG11B10UFloat = "rg11b10ufloat",
105
106
  RG32Uint = "rg32uint",
@@ -168,7 +169,6 @@ export declare enum TextureFormat {
168
169
  ASTC12x10UnormSRGB = "astc-12x10-unorm-srgb",
169
170
  ASTC12x12Unorm = "astc-12x12-unorm",
170
171
  ASTC12x12UnormSRGB = "astc-12x12-unorm-srgb",
171
- Depth24UnormStencil8 = "depth24unorm-stencil8",
172
172
  Depth32FloatStencil8 = "depth32float-stencil8"
173
173
  }
174
174
  /** @internal */
@@ -263,7 +263,7 @@ export declare enum CullMode {
263
263
  Back = "back"
264
264
  }
265
265
  /** @internal */
266
- export declare enum ColorWriteFlags {
266
+ export declare enum ColorWrite {
267
267
  Red = 1,
268
268
  Green = 2,
269
269
  Blue = 4,
@@ -341,10 +341,11 @@ export declare enum VertexFormat {
341
341
  Sint32 = "sint32",
342
342
  Sint32x2 = "sint32x2",
343
343
  Sint32x3 = "sint32x3",
344
- Sint32x4 = "sint32x4"
344
+ Sint32x4 = "sint32x4",
345
+ UNORM10x10x10x2 = "unorm10-10-10-2"
345
346
  }
346
347
  /** @internal */
347
- export declare enum InputStepMode {
348
+ export declare enum VertexStepMode {
348
349
  Vertex = "vertex",
349
350
  Instance = "instance"
350
351
  }
@@ -115,6 +115,7 @@ export var TextureFormat;
115
115
  TextureFormat["BGRA8UnormSRGB"] = "bgra8unorm-srgb";
116
116
  // Packed 32-bit formats
117
117
  TextureFormat["RGB9E5UFloat"] = "rgb9e5ufloat";
118
+ TextureFormat["RGB10A2UINT"] = "rgb10a2uint";
118
119
  TextureFormat["RGB10A2Unorm"] = "rgb10a2unorm";
119
120
  TextureFormat["RG11B10UFloat"] = "rg11b10ufloat";
120
121
  // 64-bit formats
@@ -192,8 +193,6 @@ export var TextureFormat;
192
193
  TextureFormat["ASTC12x10UnormSRGB"] = "astc-12x10-unorm-srgb";
193
194
  TextureFormat["ASTC12x12Unorm"] = "astc-12x12-unorm";
194
195
  TextureFormat["ASTC12x12UnormSRGB"] = "astc-12x12-unorm-srgb";
195
- // "depth24unorm-stencil8" feature
196
- TextureFormat["Depth24UnormStencil8"] = "depth24unorm-stencil8";
197
196
  // "depth32float-stencil8" feature
198
197
  TextureFormat["Depth32FloatStencil8"] = "depth32float-stencil8";
199
198
  })(TextureFormat || (TextureFormat = {}));
@@ -304,14 +303,14 @@ export var CullMode;
304
303
  CullMode["Back"] = "back";
305
304
  })(CullMode || (CullMode = {}));
306
305
  /** @internal */
307
- export var ColorWriteFlags;
308
- (function (ColorWriteFlags) {
309
- ColorWriteFlags[ColorWriteFlags["Red"] = 1] = "Red";
310
- ColorWriteFlags[ColorWriteFlags["Green"] = 2] = "Green";
311
- ColorWriteFlags[ColorWriteFlags["Blue"] = 4] = "Blue";
312
- ColorWriteFlags[ColorWriteFlags["Alpha"] = 8] = "Alpha";
313
- ColorWriteFlags[ColorWriteFlags["All"] = 15] = "All";
314
- })(ColorWriteFlags || (ColorWriteFlags = {}));
306
+ export var ColorWrite;
307
+ (function (ColorWrite) {
308
+ ColorWrite[ColorWrite["Red"] = 1] = "Red";
309
+ ColorWrite[ColorWrite["Green"] = 2] = "Green";
310
+ ColorWrite[ColorWrite["Blue"] = 4] = "Blue";
311
+ ColorWrite[ColorWrite["Alpha"] = 8] = "Alpha";
312
+ ColorWrite[ColorWrite["All"] = 15] = "All";
313
+ })(ColorWrite || (ColorWrite = {}));
315
314
  /** @internal */
316
315
  export var BlendFactor;
317
316
  (function (BlendFactor) {
@@ -389,13 +388,14 @@ export var VertexFormat;
389
388
  VertexFormat["Sint32x2"] = "sint32x2";
390
389
  VertexFormat["Sint32x3"] = "sint32x3";
391
390
  VertexFormat["Sint32x4"] = "sint32x4";
391
+ VertexFormat["UNORM10x10x10x2"] = "unorm10-10-10-2";
392
392
  })(VertexFormat || (VertexFormat = {}));
393
393
  /** @internal */
394
- export var InputStepMode;
395
- (function (InputStepMode) {
396
- InputStepMode["Vertex"] = "vertex";
397
- InputStepMode["Instance"] = "instance";
398
- })(InputStepMode || (InputStepMode = {}));
394
+ export var VertexStepMode;
395
+ (function (VertexStepMode) {
396
+ VertexStepMode["Vertex"] = "vertex";
397
+ VertexStepMode["Instance"] = "instance";
398
+ })(VertexStepMode || (VertexStepMode = {}));
399
399
  /** @internal */
400
400
  export var ComputePassTimestampLocation;
401
401
  (function (ComputePassTimestampLocation) {