@babylonjs/core 6.3.1 → 6.4.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/audioSceneComponent.js +2 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +10 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Debug/physicsViewer.d.ts +17 -0
- package/Debug/physicsViewer.js +153 -2
- package/Debug/physicsViewer.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -3
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +1 -0
- package/Engines/WebGPU/webgpuMaterialContext.js +1 -0
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +3 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +2 -0
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +28 -9
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/engine.d.ts +5 -0
- package/Engines/engine.js +0 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +25 -1
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Materials/material.js +0 -5
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginManager.js +7 -0
- package/Materials/materialPluginManager.js.map +1 -1
- package/Maths/math.path.d.ts +33 -0
- package/Maths/math.path.js +116 -0
- package/Maths/math.path.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +146 -114
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/index.d.ts +1 -0
- package/Meshes/Builders/index.js +1 -0
- package/Meshes/Builders/index.js.map +1 -1
- package/Meshes/Builders/textBuilder.d.ts +51 -0
- package/Meshes/Builders/textBuilder.js +210 -0
- package/Meshes/Builders/textBuilder.js.map +1 -0
- package/Meshes/mesh.d.ts +3 -0
- package/Meshes/mesh.js +3 -0
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/meshBuilder.d.ts +2 -0
- package/Meshes/meshBuilder.js +2 -0
- package/Meshes/meshBuilder.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.js +6 -3
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Misc/perfCounter.d.ts +5 -0
- package/Misc/perfCounter.js +7 -0
- package/Misc/perfCounter.js.map +1 -1
- package/Morph/morphTargetManager.js +3 -0
- package/Morph/morphTargetManager.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +12 -2
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.d.ts +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Sprites/spriteManager.js +5 -9
- package/Sprites/spriteManager.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +6 -0
- package/XR/webXRSessionManager.js +9 -0
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +1 -0
- package/scene.js.map +1 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"webgpuPipelineContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGPU/webgpuPipelineContext.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAE9D,OAAO,EAAE,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAQhE,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IA0B9B,IAAW,OAAO;QACd,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,IAAW,OAAO;QACd,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAKD,YAAY,uBAAsD,EAAE,MAAoB;QACpF,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;QACvB,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;QACvD,IAAI,CAAC,uBAAuB,GAAG,EAAE,CAAC;QAClC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACzB,CAAC;IAEM,8BAA8B;QACjC,iCAAiC;IACrC,CAAC;IAEM,sBAAsB,CACzB,MAAc,EACd,mBAA8C,EAC9C,aAAuB,EACvB,QAA2D,EAC3D,WAAqB,EACrB,QAAmC,EACnC,eAAyB,EACzB,UAAoB;QAEpB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAE3B,6FAA6F;QAC7F,MAAM,CAAC,mBAAmB,GAAG,EAAE,CAAC;QAChC,MAAM,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC9B,yCAAyC;QACzC,uCAAuC;QAEvC,MAAM,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,iBAAiB,CAAC;QACrE,IAAI,KAAa,CAAC;QAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,MAAM,IAAI,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;YAChC,MAAM,OAAO,GAAG,aAAa,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC;YAElD,IAAI,OAAO,IAAI,IAAI,IAAI,OAAO,IAAI,SAAS,EAAE;gBACzC,WAAW,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;gBAC7B,KAAK,EAAE,CAAC;aACX;iBAAM;gBACH,QAAQ,CAAC,IAAI,CAAC,GAAG,KAAK,CAAC;aAC1B;SACJ;QAED,KAAK,MAAM,IAAI,IAAI,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,eAAe,CAAC,EAAE;YAC5D,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;SACzB;QAED,uDAAuD;QACvD,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,MAAM,wBAAwB,GAAa,EAAE,CAAC;QAC9C,MAAM,4BAA4B,GAAa,EAAE,CAAC;QAClD,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACrD,MAAM,QAAQ,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;YACnC,IAAI,QAAQ,IAAI,CAAC,EAAE;gBACf,wBAAwB,CAAC,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC,CAAC;gBACtD,4BAA4B,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;aAC/C;SACJ;QACD,IAAI,CAAC,uBAAuB,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACjF,IAAI,CAAC,uBAAuB,CAAC,4BAA4B,GAAG,4BAA4B,CAAC;IAC7F,CAAC;IAED,gBAAgB;IAChB;;OAEG;IACI,kBAAkB;QACrB,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,CAAC,MAAM,EAAE;YACvD,OAAO;SACV;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;QAEpG,KAAK,MAAM,eAAe,IAAI,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,EAAE;YACzE,MAAM,IAAI,GAAG,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;YAClE,MAAM,IAAI,GAAG,qBAAqB,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACtD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,eAAe,CAAC,MAAM,CAAC,CAAC;YAClF,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,eAAe,CAAC,IAAI,CAAC;SAC7E;QAED,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC;IAChC,CAAC;IAED;;QAEI;IACG,OAAO;QACV,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;SAChC;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,WAAmB,EAAE,KAAa;QAC5C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACrD,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS;QACpD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACrD,CAAC;IAED;;;;;;OAMG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC/D,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACxD,CAAC;IAED;;;;;;;OAOG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC1E,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC3D,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,WAAmB,EAAE,KAAiB;QACrD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,cAAc,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,OAAO,CAAC,WAAmB,EAAE,KAAa;QAC7C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtD,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS;QACrD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACtD,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAChE,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACzD,CAAC;IAED;;;;;;;OAOG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC3E,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC5D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAkB;QACvD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC3D,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,WAAmB,EAAE,KAAkB;QACxD,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1C,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,WAAmB,EAAE,KAAkB;QACxD,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1C,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,WAAmB,EAAE,KAAkB;QACxD,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1C,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,WAAmB,EAAE,KAAe;QAChD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,WAAmB,EAAE,KAAe;QACjD,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtC,CAAC;IAED;;;;;OAKG;IACI,SAAS,CAAC,WAAmB,EAAE,KAAe;QACjD,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtC,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,WAAmB,EAAE,KAAe;QACjD,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtC,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,WAAmB,EAAE,QAAsB;QAC1D,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,cAAc,CAAC,WAAW,EAAE,QAAQ,CAAC,CAAC;IAC7D,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,WAAmB,EAAE,MAAmB;QACrD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;IACzD,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,MAAoB;QACzD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;IAC5D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,MAAoB;QACzD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;IAC5D,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,WAAmB,EAAE,KAAa;QAC9C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACI,UAAU,CAAC,WAAmB,EAAE,OAAqB;QACxD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;IACtD,CAAC;IAED;;;;;OAKG;IACI,SAAS,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS;QACtD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACI,UAAU,CAAC,WAAmB,EAAE,OAAqB;QACxD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;IACjE,CAAC;IAED;;;;;;OAMG;IACI,SAAS,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QACjE,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC1D,CAAC;IAED;;;;OAIG;IACI,UAAU,CAAC,WAAmB,EAAE,OAAqB;QACxD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;IAC5E,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,WAAmB,EAAE,UAA2B;QACjE,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;IACxF,CAAC;IAED;;;;;;;;OAQG;IACI,SAAS,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC5E,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,WAAmB,EAAE,MAAmB;QACrD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9D,CAAC;IAED;;;;;OAKG;IACI,SAAS,CAAC,WAAmB,EAAE,MAAmB,EAAE,KAAa;QACpE,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;IACrE,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,WAAmB,EAAE,MAAmB;QAC3D,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;IACxE,CAAC;IAEM,oBAAoB;;QACvB,OAAO,MAAA,IAAI,CAAC,OAAO,0CAAE,MAAM,CAAC;IAChC,CAAC;IAEM,sBAAsB;;QACzB,OAAO,MAAA,IAAI,CAAC,OAAO,0CAAE,QAAQ,CAAC;IAClC,CAAC;CACJ","sourcesContent":["import type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\n/** @internal */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n public sources: {\r\n vertex: string;\r\n fragment: string;\r\n rawVertex: string;\r\n rawFragment: string;\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n public bindGroupLayouts: GPUBindGroupLayout[];\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n\r\n // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n // this._fragmentSourceCodeOverride = \"\";\r\n // this._vertexSourceCodeOverride = \"\";\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n } else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n const attributeNamesFromEffect: string[] = [];\r\n const attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @internal */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"webgpuPipelineContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGPU/webgpuPipelineContext.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAE9D,OAAO,EAAE,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAQhE,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IA2B9B,IAAW,OAAO;QACd,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,IAAW,OAAO;QACd,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAKD,YAAY,uBAAsD,EAAE,MAAoB;QA1BxF,sGAAsG;QAC/F,qBAAgB,GAAqD,EAAE,CAAC;QA0B3E,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;QACvB,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;QACvD,IAAI,CAAC,uBAAuB,GAAG,EAAE,CAAC;QAClC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACzB,CAAC;IAEM,8BAA8B;QACjC,iCAAiC;IACrC,CAAC;IAEM,sBAAsB,CACzB,MAAc,EACd,mBAA8C,EAC9C,aAAuB,EACvB,QAA2D,EAC3D,WAAqB,EACrB,QAAmC,EACnC,eAAyB,EACzB,UAAoB;QAEpB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAE3B,6FAA6F;QAC7F,MAAM,CAAC,mBAAmB,GAAG,EAAE,CAAC;QAChC,MAAM,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC9B,yCAAyC;QACzC,uCAAuC;QAEvC,MAAM,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,iBAAiB,CAAC;QACrE,IAAI,KAAa,CAAC;QAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,MAAM,IAAI,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;YAChC,MAAM,OAAO,GAAG,aAAa,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC;YAElD,IAAI,OAAO,IAAI,IAAI,IAAI,OAAO,IAAI,SAAS,EAAE;gBACzC,WAAW,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;gBAC7B,KAAK,EAAE,CAAC;aACX;iBAAM;gBACH,QAAQ,CAAC,IAAI,CAAC,GAAG,KAAK,CAAC;aAC1B;SACJ;QAED,KAAK,MAAM,IAAI,IAAI,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,eAAe,CAAC,EAAE;YAC5D,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;SACzB;QAED,uDAAuD;QACvD,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,MAAM,wBAAwB,GAAa,EAAE,CAAC;QAC9C,MAAM,4BAA4B,GAAa,EAAE,CAAC;QAClD,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACrD,MAAM,QAAQ,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;YACnC,IAAI,QAAQ,IAAI,CAAC,EAAE;gBACf,wBAAwB,CAAC,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC,CAAC;gBACtD,4BAA4B,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;aAC/C;SACJ;QACD,IAAI,CAAC,uBAAuB,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACjF,IAAI,CAAC,uBAAuB,CAAC,4BAA4B,GAAG,4BAA4B,CAAC;IAC7F,CAAC;IAED,gBAAgB;IAChB;;OAEG;IACI,kBAAkB;QACrB,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,CAAC,MAAM,EAAE;YACvD,OAAO;SACV;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;QAEpG,KAAK,MAAM,eAAe,IAAI,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,EAAE;YACzE,MAAM,IAAI,GAAG,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;YAClE,MAAM,IAAI,GAAG,qBAAqB,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACtD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,eAAe,CAAC,MAAM,CAAC,CAAC;YAClF,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,eAAe,CAAC,IAAI,CAAC;SAC7E;QAED,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC;IAChC,CAAC;IAED;;QAEI;IACG,OAAO;QACV,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;SAChC;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,WAAmB,EAAE,KAAa;QAC5C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACrD,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS;QACpD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACrD,CAAC;IAED;;;;;;OAMG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC/D,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACxD,CAAC;IAED;;;;;;;OAOG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC1E,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC3D,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,WAAmB,EAAE,KAAiB;QACrD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,cAAc,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,OAAO,CAAC,WAAmB,EAAE,KAAa;QAC7C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtD,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS;QACrD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACtD,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAChE,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACzD,CAAC;IAED;;;;;;;OAOG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC3E,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC5D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAkB;QACvD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC3D,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,WAAmB,EAAE,KAAkB;QACxD,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1C,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,WAAmB,EAAE,KAAkB;QACxD,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1C,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,WAAmB,EAAE,KAAkB;QACxD,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1C,CAAC;IAED;;;;OAIG;IACI,QAAQ,CAAC,WAAmB,EAAE,KAAe;QAChD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,WAAmB,EAAE,KAAe;QACjD,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtC,CAAC;IAED;;;;;OAKG;IACI,SAAS,CAAC,WAAmB,EAAE,KAAe;QACjD,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtC,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,WAAmB,EAAE,KAAe;QACjD,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtC,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,WAAmB,EAAE,QAAsB;QAC1D,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,cAAc,CAAC,WAAW,EAAE,QAAQ,CAAC,CAAC;IAC7D,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,WAAmB,EAAE,MAAmB;QACrD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;IACzD,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,MAAoB;QACzD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;IAC5D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,MAAoB;QACzD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,eAAe,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;IAC5D,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,WAAmB,EAAE,KAAa;QAC9C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACI,UAAU,CAAC,WAAmB,EAAE,OAAqB;QACxD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;IACtD,CAAC;IAED;;;;;OAKG;IACI,SAAS,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS;QACtD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACvD,CAAC;IAED;;;;OAIG;IACI,UAAU,CAAC,WAAmB,EAAE,OAAqB;QACxD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;IACjE,CAAC;IAED;;;;;;OAMG;IACI,SAAS,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QACjE,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC1D,CAAC;IAED;;;;OAIG;IACI,UAAU,CAAC,WAAmB,EAAE,OAAqB;QACxD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;IAC5E,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,WAAmB,EAAE,UAA2B;QACjE,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC;IACxF,CAAC;IAED;;;;;;;;OAQG;IACI,SAAS,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC5E,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,YAAY,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,WAAmB,EAAE,MAAmB;QACrD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;IAC9D,CAAC;IAED;;;;;OAKG;IACI,SAAS,CAAC,WAAmB,EAAE,MAAmB,EAAE,KAAa;QACpE,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;IACrE,CAAC;IAED;;;;OAIG;IACI,eAAe,CAAC,WAAmB,EAAE,MAAmB;QAC3D,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;IACxE,CAAC;IAEM,oBAAoB;;QACvB,OAAO,MAAA,IAAI,CAAC,OAAO,0CAAE,MAAM,CAAC;IAChC,CAAC;IAEM,sBAAsB;;QACzB,OAAO,MAAA,IAAI,CAAC,OAAO,0CAAE,QAAQ,CAAC;IAClC,CAAC;CACJ","sourcesContent":["import type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\n/** @internal */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n public sources: {\r\n vertex: string;\r\n fragment: string;\r\n rawVertex: string;\r\n rawFragment: string;\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n // The field is indexed by textureState. See @WebGPUMaterialContext.textureState for more information.\r\n public bindGroupLayouts: { [textureState: number]: GPUBindGroupLayout[] } = {};\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n\r\n // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n // this._fragmentSourceCodeOverride = \"\";\r\n // this._vertexSourceCodeOverride = \"\";\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n } else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n const attributeNamesFromEffect: string[] = [];\r\n const attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @internal */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}\r\n"]}
|
|
@@ -26,7 +26,7 @@ export declare class WebGPUTextureHelper {
|
|
|
26
26
|
private _deferredReleaseTextures;
|
|
27
27
|
private _commandEncoderForCreation;
|
|
28
28
|
static ComputeNumMipmapLevels(width: number, height: number): number;
|
|
29
|
-
constructor(device: GPUDevice, glslang: any, tintWASM: Nullable<WebGPUTintWASM>, bufferManager: WebGPUBufferManager);
|
|
29
|
+
constructor(device: GPUDevice, glslang: any, tintWASM: Nullable<WebGPUTintWASM>, bufferManager: WebGPUBufferManager, enabledExtensions: GPUFeatureName[]);
|
|
30
30
|
private _getPipeline;
|
|
31
31
|
private _getVideoPipeline;
|
|
32
32
|
private static _GetTextureTypeFromFormat;
|
|
@@ -253,8 +253,7 @@ export const renderableTextureFormatToIndex = {
|
|
|
253
253
|
depth24plus: 34,
|
|
254
254
|
"depth24plus-stencil8": 35,
|
|
255
255
|
depth32float: 36,
|
|
256
|
-
"
|
|
257
|
-
"depth32float-stencil8": 38,
|
|
256
|
+
"depth32float-stencil8": 37,
|
|
258
257
|
};
|
|
259
258
|
/** @internal */
|
|
260
259
|
export class WebGPUTextureHelper {
|
|
@@ -264,7 +263,7 @@ export class WebGPUTextureHelper {
|
|
|
264
263
|
//------------------------------------------------------------------------------
|
|
265
264
|
// Initialization / Helpers
|
|
266
265
|
//------------------------------------------------------------------------------
|
|
267
|
-
constructor(device, glslang, tintWASM, bufferManager) {
|
|
266
|
+
constructor(device, glslang, tintWASM, bufferManager, enabledExtensions) {
|
|
268
267
|
this._pipelines = {};
|
|
269
268
|
this._compiledShaders = [];
|
|
270
269
|
this._videoPipelines = {};
|
|
@@ -274,6 +273,10 @@ export class WebGPUTextureHelper {
|
|
|
274
273
|
this._glslang = glslang;
|
|
275
274
|
this._tintWASM = tintWASM;
|
|
276
275
|
this._bufferManager = bufferManager;
|
|
276
|
+
if (enabledExtensions.indexOf(WebGPUConstants.FeatureName.RG11B10UFloatRenderable) !== -1) {
|
|
277
|
+
const keys = Object.keys(renderableTextureFormatToIndex);
|
|
278
|
+
renderableTextureFormatToIndex[WebGPUConstants.TextureFormat.RG11B10UFloat] = renderableTextureFormatToIndex[keys[keys.length - 1]] + 1;
|
|
279
|
+
}
|
|
277
280
|
this._mipmapSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });
|
|
278
281
|
this._videoSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });
|
|
279
282
|
this._ubCopyWithOfst = this._bufferManager.createBuffer(4 * 4, WebGPUConstants.BufferUsage.Uniform | WebGPUConstants.BufferUsage.CopyDst).underlyingResource;
|
|
@@ -879,9 +882,23 @@ export class WebGPUTextureHelper {
|
|
|
879
882
|
case 10:
|
|
880
883
|
throw "TEXTURETYPE_UNSIGNED_SHORT_5_6_5 format not supported in WebGPU";
|
|
881
884
|
case 13:
|
|
882
|
-
|
|
885
|
+
switch (format) {
|
|
886
|
+
case 5:
|
|
887
|
+
return WebGPUConstants.TextureFormat.RG11B10UFloat;
|
|
888
|
+
case 11:
|
|
889
|
+
throw "TEXTUREFORMAT_RGBA_INTEGER format not supported in WebGPU when type is TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV";
|
|
890
|
+
default:
|
|
891
|
+
return WebGPUConstants.TextureFormat.RG11B10UFloat;
|
|
892
|
+
}
|
|
883
893
|
case 14:
|
|
884
|
-
|
|
894
|
+
switch (format) {
|
|
895
|
+
case 5:
|
|
896
|
+
return WebGPUConstants.TextureFormat.RGB9E5UFloat;
|
|
897
|
+
case 11:
|
|
898
|
+
throw "TEXTUREFORMAT_RGBA_INTEGER format not supported in WebGPU when type is TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV";
|
|
899
|
+
default:
|
|
900
|
+
return WebGPUConstants.TextureFormat.RGB9E5UFloat;
|
|
901
|
+
}
|
|
885
902
|
case 8:
|
|
886
903
|
throw "TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 format not supported in WebGPU";
|
|
887
904
|
case 9:
|
|
@@ -1251,13 +1268,14 @@ export class WebGPUTextureHelper {
|
|
|
1251
1268
|
height: imageBitmap.height,
|
|
1252
1269
|
depthOrArrayLayers: layerCount,
|
|
1253
1270
|
};
|
|
1271
|
+
const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;
|
|
1254
1272
|
const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);
|
|
1255
1273
|
const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(imageBitmap.width, imageBitmap.height) : 1;
|
|
1256
1274
|
const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;
|
|
1257
|
-
additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc |
|
|
1275
|
+
additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;
|
|
1258
1276
|
if (!isCompressedFormat && !is3D) {
|
|
1259
1277
|
// we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times
|
|
1260
|
-
additionalUsages |=
|
|
1278
|
+
additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;
|
|
1261
1279
|
}
|
|
1262
1280
|
const gpuTexture = this._device.createTexture({
|
|
1263
1281
|
label: `Texture${is3D ? "3D" : "2D"}_${label ? label + "_" : ""}${textureSize.width}x${textureSize.height}x${textureSize.depthOrArrayLayers}_${hasMipmaps ? "wmips" : "womips"}_${format}_samples${sampleCount}`,
|
|
@@ -1283,13 +1301,14 @@ export class WebGPUTextureHelper {
|
|
|
1283
1301
|
}
|
|
1284
1302
|
const width = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].width : imageBitmaps.width;
|
|
1285
1303
|
const height = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].height : imageBitmaps.height;
|
|
1304
|
+
const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;
|
|
1286
1305
|
const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);
|
|
1287
1306
|
const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;
|
|
1288
1307
|
const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;
|
|
1289
|
-
additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc |
|
|
1308
|
+
additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;
|
|
1290
1309
|
if (!isCompressedFormat) {
|
|
1291
1310
|
// we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times
|
|
1292
|
-
additionalUsages |=
|
|
1311
|
+
additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;
|
|
1293
1312
|
}
|
|
1294
1313
|
const gpuTexture = this._device.createTexture({
|
|
1295
1314
|
label: `TextureCube_${label ? label + "_" : ""}${width}x${height}x6_${hasMipmaps ? "wmips" : "womips"}_${format}_samples${sampleCount}`,
|