@babylonjs/core 6.30.0 → 6.32.0

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 (227) hide show
  1. package/Actions/action.js.map +1 -1
  2. package/Animations/animation.d.ts +8 -2
  3. package/Animations/animation.js +21 -13
  4. package/Animations/animation.js.map +1 -1
  5. package/Animations/runtimeAnimation.js +6 -15
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  8. package/Cameras/camera.js +1 -1
  9. package/Cameras/camera.js.map +1 -1
  10. package/Culling/ray.js +24 -24
  11. package/Culling/ray.js.map +1 -1
  12. package/Debug/skeletonViewer.d.ts +2 -2
  13. package/Debug/skeletonViewer.js +38 -12
  14. package/Debug/skeletonViewer.js.map +1 -1
  15. package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
  16. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  17. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  18. package/Engines/Extensions/engine.views.d.ts +8 -5
  19. package/Engines/Extensions/engine.views.js +14 -8
  20. package/Engines/Extensions/engine.views.js.map +1 -1
  21. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  22. package/Engines/WebGPU/Extensions/engine.multiRender.js +6 -3
  23. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  24. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  25. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  26. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  27. package/Engines/engine.d.ts +16 -1
  28. package/Engines/engine.js +1 -1
  29. package/Engines/engine.js.map +1 -1
  30. package/Engines/thinEngine.js +2 -2
  31. package/Engines/thinEngine.js.map +1 -1
  32. package/Engines/webgpuEngine.js.map +1 -1
  33. package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js +12 -12
  34. package/FlowGraph/Blocks/Data/Math/flowGraphMatrixBlocks.js.map +1 -1
  35. package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js +4 -4
  36. package/FlowGraph/Blocks/Data/Math/flowGraphNumberMathBlocks.js.map +1 -1
  37. package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js +9 -9
  38. package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js.map +1 -1
  39. package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js +11 -11
  40. package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js.map +1 -1
  41. package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js +10 -10
  42. package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js.map +1 -1
  43. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +2 -2
  44. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
  45. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  46. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  47. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +4 -4
  48. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
  49. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +1 -1
  50. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
  51. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +4 -4
  52. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
  53. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +2 -2
  54. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  55. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +1 -1
  56. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  57. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +4 -4
  58. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +16 -6
  59. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  60. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +1 -0
  61. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +5 -1
  62. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  63. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +1 -1
  64. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  65. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +17 -6
  66. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +16 -9
  67. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +1 -1
  69. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +1 -1
  71. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
  72. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +1 -1
  73. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
  74. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +1 -1
  75. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
  76. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -1
  77. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  78. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +2 -2
  79. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  80. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +2 -2
  81. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  82. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +1 -1
  83. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
  84. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +4 -4
  85. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  86. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +1 -0
  87. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +8 -1
  88. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  89. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +1 -0
  90. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +5 -1
  91. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
  92. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +2 -2
  93. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  94. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +1 -1
  95. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
  96. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +1 -0
  97. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +4 -0
  98. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  99. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +1 -0
  100. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +6 -1
  101. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  102. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +1 -1
  103. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -1
  104. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +2 -2
  105. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  106. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +8 -12
  107. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +9 -19
  108. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  109. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +2 -2
  110. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  111. package/FlowGraph/flowGraphBlock.d.ts +2 -2
  112. package/FlowGraph/flowGraphBlock.js +20 -4
  113. package/FlowGraph/flowGraphBlock.js.map +1 -1
  114. package/FlowGraph/flowGraphContext.d.ts +4 -4
  115. package/FlowGraph/flowGraphContext.js +22 -40
  116. package/FlowGraph/flowGraphContext.js.map +1 -1
  117. package/FlowGraph/flowGraphPath.d.ts +27 -0
  118. package/FlowGraph/flowGraphPath.js +136 -0
  119. package/FlowGraph/flowGraphPath.js.map +1 -0
  120. package/FlowGraph/flowGraphPathComponent.d.ts +42 -0
  121. package/FlowGraph/flowGraphPathComponent.js +51 -0
  122. package/FlowGraph/flowGraphPathComponent.js.map +1 -0
  123. package/FlowGraph/index.d.ts +1 -0
  124. package/FlowGraph/index.js +1 -0
  125. package/FlowGraph/index.js.map +1 -1
  126. package/Gizmos/axisDragGizmo.d.ts +4 -2
  127. package/Gizmos/axisDragGizmo.js +18 -6
  128. package/Gizmos/axisDragGizmo.js.map +1 -1
  129. package/Gizmos/axisScaleGizmo.d.ts +2 -2
  130. package/Gizmos/axisScaleGizmo.js +1 -1
  131. package/Gizmos/axisScaleGizmo.js.map +1 -1
  132. package/Gizmos/planeDragGizmo.d.ts +4 -4
  133. package/Gizmos/planeDragGizmo.js +1 -1
  134. package/Gizmos/planeDragGizmo.js.map +1 -1
  135. package/Gizmos/planeRotationGizmo.d.ts +13 -7
  136. package/Gizmos/planeRotationGizmo.js +26 -10
  137. package/Gizmos/planeRotationGizmo.js.map +1 -1
  138. package/Lights/Shadows/shadowGenerator.d.ts +8 -0
  139. package/Lights/Shadows/shadowGenerator.js +12 -0
  140. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  141. package/Loading/sceneLoader.js.map +1 -1
  142. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  143. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  144. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
  145. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +22 -0
  146. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/modBlock.js +1 -0
  148. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  149. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +1 -1
  150. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  151. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  152. package/Materials/Textures/multiRenderTarget.d.ts +14 -10
  153. package/Materials/Textures/multiRenderTarget.js +7 -5
  154. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  155. package/Materials/imageProcessingConfiguration.d.ts +2 -2
  156. package/Materials/imageProcessingConfiguration.js +2 -2
  157. package/Materials/imageProcessingConfiguration.js.map +1 -1
  158. package/Maths/math.size.d.ts +6 -0
  159. package/Maths/math.size.js +8 -0
  160. package/Maths/math.size.js.map +1 -1
  161. package/Maths/math.vector.d.ts +5 -5
  162. package/Maths/math.vector.js +6 -5
  163. package/Maths/math.vector.js.map +1 -1
  164. package/Meshes/Builders/linesBuilder.js +4 -2
  165. package/Meshes/Builders/linesBuilder.js.map +1 -1
  166. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +1 -1
  167. package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
  168. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  169. package/Meshes/geometry.d.ts +8 -0
  170. package/Meshes/geometry.js +20 -1
  171. package/Meshes/geometry.js.map +1 -1
  172. package/Meshes/groundMesh.js +1 -1
  173. package/Meshes/groundMesh.js.map +1 -1
  174. package/Meshes/mesh.d.ts +8 -0
  175. package/Meshes/mesh.js +14 -2
  176. package/Meshes/mesh.js.map +1 -1
  177. package/Meshes/mesh.vertexData.js.map +1 -1
  178. package/Misc/dds.js.map +1 -1
  179. package/Misc/greasedLineTools.js.map +1 -1
  180. package/Misc/tools.js.map +1 -1
  181. package/Physics/physicsHelper.d.ts +1 -1
  182. package/Physics/physicsHelper.js +1 -1
  183. package/Physics/physicsHelper.js.map +1 -1
  184. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +1 -1
  185. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +1 -1
  186. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  187. package/PostProcesses/bloomEffect.d.ts +1 -1
  188. package/PostProcesses/bloomEffect.js +1 -1
  189. package/PostProcesses/bloomEffect.js.map +1 -1
  190. package/PostProcesses/postProcess.d.ts +10 -2
  191. package/PostProcesses/postProcess.js +17 -7
  192. package/PostProcesses/postProcess.js.map +1 -1
  193. package/Rendering/depthPeelingRenderer.d.ts +5 -0
  194. package/Rendering/depthPeelingRenderer.js +33 -9
  195. package/Rendering/depthPeelingRenderer.js.map +1 -1
  196. package/Rendering/depthRenderer.js +9 -0
  197. package/Rendering/depthRenderer.js.map +1 -1
  198. package/Rendering/geometryBufferRenderer.d.ts +6 -3
  199. package/Rendering/geometryBufferRenderer.js +28 -10
  200. package/Rendering/geometryBufferRenderer.js.map +1 -1
  201. package/Rendering/geometryBufferRendererSceneComponent.d.ts +5 -2
  202. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  203. package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
  204. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  205. package/Shaders/depth.vertex.d.ts +2 -0
  206. package/Shaders/depth.vertex.js +4 -0
  207. package/Shaders/depth.vertex.js.map +1 -1
  208. package/XR/features/WebXRAbstractFeature.d.ts +10 -1
  209. package/XR/features/WebXRAbstractFeature.js +13 -0
  210. package/XR/features/WebXRAbstractFeature.js.map +1 -1
  211. package/XR/features/WebXRLightEstimation.d.ts +5 -0
  212. package/XR/features/WebXRLightEstimation.js +14 -2
  213. package/XR/features/WebXRLightEstimation.js.map +1 -1
  214. package/XR/features/WebXRRawCameraAccess.d.ts +81 -0
  215. package/XR/features/WebXRRawCameraAccess.js +169 -0
  216. package/XR/features/WebXRRawCameraAccess.js.map +1 -0
  217. package/XR/features/index.d.ts +1 -0
  218. package/XR/features/index.js +1 -0
  219. package/XR/features/index.js.map +1 -1
  220. package/XR/webXRFeaturesManager.d.ts +13 -0
  221. package/XR/webXRFeaturesManager.js +4 -0
  222. package/XR/webXRFeaturesManager.js.map +1 -1
  223. package/package.json +1 -1
  224. package/scene.d.ts +1 -1
  225. package/scene.js +11 -6
  226. package/scene.js.map +1 -1
  227. package/types.js.map +1 -1
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n this._endCurrentRenderPass();\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (options.formats) {\r\n formats = options.formats;\r\n }\r\n if (options.targetTypes) {\r\n targets = options.targetTypes;\r\n }\r\n if (options.faceIndex) {\r\n faceIndex = options.faceIndex;\r\n }\r\n if (options.layerIndex) {\r\n layerIndex = options.layerIndex;\r\n }\r\n if (options.layerCounts) {\r\n layers = options.layerCounts;\r\n }\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n let depthStencilTexture = null;\r\n if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat);\r\n }\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n const format = formats[i] || defaultFormat;\r\n const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n if (target === -1) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n switch (target) {\r\n case Constants.TEXTURE_CUBE_MAP:\r\n texture.isCube = true;\r\n break;\r\n case Constants.TEXTURE_3D:\r\n texture.is3D = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n case Constants.TEXTURE_2D_ARRAY:\r\n texture.is2DArray = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n }\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures[textureCount] = depthStencilTexture;\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTextureWrapper?.releaseMSAATexture();\r\n }\r\n\r\n // Note that rtWrapper.textures can't have null textures, lastTextureIsDepthTexture can't be true if rtWrapper._depthStencilTexture is null\r\n const lastTextureIsDepthTexture = rtWrapper._depthStencilTexture === rtWrapper.textures[count - 1];\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples, false, i === count - 1 && lastTextureIsDepthTexture ? 0 : i);\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && !lastTextureIsDepthTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n this._endCurrentRenderPass();\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (options.formats) {\r\n formats = options.formats;\r\n }\r\n if (options.targetTypes) {\r\n targets = options.targetTypes;\r\n }\r\n if (options.faceIndex) {\r\n faceIndex = options.faceIndex;\r\n }\r\n if (options.layerIndex) {\r\n layerIndex = options.layerIndex;\r\n }\r\n if (options.layerCounts) {\r\n layers = options.layerCounts;\r\n }\r\n\r\n labels = options.labels ?? labels;\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n let depthStencilTexture = null;\r\n if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat, \"MultipleRenderTargetDepthStencil\");\r\n }\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n const format = formats[i] || defaultFormat;\r\n const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n if (target === -1) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n switch (target) {\r\n case Constants.TEXTURE_CUBE_MAP:\r\n texture.isCube = true;\r\n break;\r\n case Constants.TEXTURE_3D:\r\n texture.is3D = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n case Constants.TEXTURE_2D_ARRAY:\r\n texture.is2DArray = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n }\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i];\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures[textureCount] = depthStencilTexture;\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTextureWrapper?.releaseMSAATexture();\r\n }\r\n\r\n // Note that rtWrapper.textures can't have null textures, lastTextureIsDepthTexture can't be true if rtWrapper._depthStencilTexture is null\r\n const lastTextureIsDepthTexture = rtWrapper._depthStencilTexture === rtWrapper.textures[count - 1];\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples, false, i === count - 1 && lastTextureIsDepthTexture ? 0 : i);\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && !lastTextureIsDepthTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
@@ -1 +1 @@
1
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substr(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType = numComponents < 0 ? (numComponents === -1 ? \"int\" : \"ivec\" + -numComponents) : numComponents === 1 ? \"uint\" : \"uvec\" + numComponents;\r\n const newName = `_int_${name}_`;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${newType} ${newName}; ${attributeType} ${name} = ${attributeType}(${newName});`);\r\n } else {\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + WebGPUShaderProcessor.AutoSamplerSuffix;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substr(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = this._injectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n if (!engine.isNDCHalfZRange) {\r\n code += \"gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;\\n\";\r\n }\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n this.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substr(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType = numComponents < 0 ? (numComponents === -1 ? \"int\" : \"ivec\" + -numComponents) : numComponents === 1 ? \"uint\" : \"uvec\" + numComponents;\r\n const newName = `_int_${name}_`;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${newType} ${newName}; ${attributeType} ${name} = ${attributeType}(${newName});`);\r\n } else {\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + WebGPUShaderProcessor.AutoSamplerSuffix;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substr(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = this._injectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n if (!engine.isNDCHalfZRange) {\r\n code += \"gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;\\n\";\r\n }\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n this.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments } from \"../../Misc/codeStringParsingTools\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nconst builtInName_frag_depth = \"fragmentOutputs.fragDepth\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n texture_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_external: null,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n protected _attributesInputWGSL: string[];\r\n protected _attributesWGSL: string[];\r\n protected _attributesConversionCodeWGSL: string[];\r\n protected _hasNonFloatAttribute: boolean;\r\n protected _varyingsWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n protected _stridedUniformArrays: string[];\r\n\r\n public shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n\r\n protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== \" \" && uniformType.charAt(startArray) !== \",\") {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === \" \" || uniformType.charAt(startArray) === \",\")) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesInputWGSL = [];\r\n this._attributesWGSL = [];\r\n this._attributesConversionCodeWGSL = [];\r\n this._hasNonFloatAttribute = false;\r\n this._varyingsWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n this._stridedUniformArrays = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string): string {\r\n return (\r\n `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\n yFactor_: f32,\\n textureOutputHeight_: f32,\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n` +\r\n RemoveComments(code)\r\n );\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n const varyingRegex = /\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const varyingType = match[2];\r\n const name = match[1];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(` @location(${location}) ${name} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${name}_`;\r\n\r\n this._attributesInputWGSL.push(`@location(${location}) ${newName} : ${newType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = ${attributeType}(vertexInputs_.${newName});`);\r\n this._hasNonFloatAttribute = true;\r\n } else {\r\n this._attributesInputWGSL.push(`@location(${location}) ${name} : ${attributeType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = vertexInputs_.${name};`);\r\n }\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n const uniformType = match[2];\r\n const name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? (componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat) : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType = isDepthTexture\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u32\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i32\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n public postProcessor(code: string) {\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n const fragCoordCode =\r\n fragmentCode.indexOf(\"fragmentInputs.position\") >= 0\r\n ? `\r\n if (internals.yFactor_ == 1.) {\r\n fragmentInputs.position.y = internals.textureOutputHeight_ - fragmentInputs.position.y;\r\n }\r\n `\r\n : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n vertexCode = this._processStridedUniformArrays(vertexCode);\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32,\\n @builtin(instance_index) instanceIndex : u32,\\n\";\r\n if (this._attributesInputWGSL.length > 0) {\r\n vertexInputs += this._attributesInputWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs\" + (this._hasNonFloatAttribute ? \"_\" : \"\") + \" : VertexInputs;\\n\";\r\n if (this._hasNonFloatAttribute) {\r\n vertexInputs += \"struct VertexInputs_ {\\n vertexIndex : u32, instanceIndex : u32,\\n\";\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs : VertexInputs_;\\n\";\r\n }\r\n\r\n let vertexOutputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexOutputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexOutputs += \"\\n};\\nvar<private> vertexOutputs : FragmentInputs;\\n\";\r\n\r\n vertexCode = vertexInputs + vertexOutputs + vertexCode;\r\n\r\n let vertexMainStartingCode = `\\n vertexInputs${this._hasNonFloatAttribute ? \"_\" : \"\"} = input;\\n`;\r\n if (this._hasNonFloatAttribute) {\r\n vertexMainStartingCode += \"vertexInputs.vertexIndex = vertexInputs_.vertexIndex;\\nvertexInputs.instanceIndex = vertexInputs_.instanceIndex;\\n\";\r\n vertexMainStartingCode += this._attributesConversionCodeWGSL.join(\"\\n\");\r\n vertexMainStartingCode += \"\\n\";\r\n }\r\n const vertexMainEndingCode = ` vertexOutputs.position.y = vertexOutputs.position.y * internals.yFactor_;\\n return vertexOutputs;`;\r\n\r\n vertexCode = this._injectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n @location(0) color : vec4<f32>,\\n\";\r\n\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== \"\\n\") {\r\n if (fragmentCode.charAt(idx) === \"/\" && fragmentCode.charAt(idx - 1) === \"/\") {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32,\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\nvar<private> fragmentOutputs : FragmentOutputs;\\n\";\r\n\r\n fragmentCode = fragmentInputs + fragmentOutputs + fragmentCode;\r\n\r\n const fragmentStartingCode = \" fragmentInputs = input;\\n \" + fragCoordCode;\r\n const fragmentEndingCode = \" return fragmentOutputs;\";\r\n\r\n fragmentCode = this._injectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let stridedArrays = \"\";\r\n let ubo = `struct ${name} {\\n`;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n const stridedArrayType = `${name}_${this._stridedUniformArrays.length}_strided_arr`;\r\n stridedArrays += `struct ${stridedArrayType} {\r\n @size(16)\r\n el: ${type},\r\n }`;\r\n this._stridedUniformArrays.push(leftOverUniform.name);\r\n\r\n ubo += ` @align(16) ${leftOverUniform.name} : array<${stridedArrayType}, ${leftOverUniform.length}>,\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>,\\n`;\r\n }\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type},\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n ubo = `${stridedArrays}\\n${ubo}`;\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const textureName =\r\n name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix) === name.length - WebGPUShaderProcessor.AutoSamplerSuffix.length\r\n ? name.substring(0, name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix))\r\n : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const type = match[1];\r\n const decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(\r\n name,\r\n this._webgpuProcessingContext.availableBuffers[name],\r\n decoration === \"read_write\"\r\n ? WebGPUConstants.BufferBindingType.Storage\r\n : type === \"storage\"\r\n ? WebGPUConstants.BufferBindingType.ReadOnlyStorage\r\n : WebGPUConstants.BufferBindingType.Uniform,\r\n isVertex\r\n );\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processStridedUniformArrays(code: string): string {\r\n for (const uniformArrayName of this._stridedUniformArrays) {\r\n code = code.replace(new RegExp(`${uniformArrayName}\\\\s*\\\\[(.*)\\\\]`, \"g\"), `${uniformArrayName}[$1].el`);\r\n }\r\n return code;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments } from \"../../Misc/codeStringParsingTools\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nconst builtInName_frag_depth = \"fragmentOutputs.fragDepth\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n texture_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_external: null,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n protected _attributesInputWGSL: string[];\r\n protected _attributesWGSL: string[];\r\n protected _attributesConversionCodeWGSL: string[];\r\n protected _hasNonFloatAttribute: boolean;\r\n protected _varyingsWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n protected _stridedUniformArrays: string[];\r\n\r\n public shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n\r\n protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== \" \" && uniformType.charAt(startArray) !== \",\") {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === \" \" || uniformType.charAt(startArray) === \",\")) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesInputWGSL = [];\r\n this._attributesWGSL = [];\r\n this._attributesConversionCodeWGSL = [];\r\n this._hasNonFloatAttribute = false;\r\n this._varyingsWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n this._stridedUniformArrays = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string): string {\r\n return (\r\n `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\n yFactor_: f32,\\n textureOutputHeight_: f32,\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n` +\r\n RemoveComments(code)\r\n );\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n const varyingRegex = /\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const varyingType = match[2];\r\n const name = match[1];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(` @location(${location}) ${name} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${name}_`;\r\n\r\n this._attributesInputWGSL.push(`@location(${location}) ${newName} : ${newType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = ${attributeType}(vertexInputs_.${newName});`);\r\n this._hasNonFloatAttribute = true;\r\n } else {\r\n this._attributesInputWGSL.push(`@location(${location}) ${name} : ${attributeType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = vertexInputs_.${name};`);\r\n }\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n const uniformType = match[2];\r\n const name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? (componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat) : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType = isDepthTexture\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u32\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i32\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n public postProcessor(code: string) {\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n const fragCoordCode =\r\n fragmentCode.indexOf(\"fragmentInputs.position\") >= 0\r\n ? `\r\n if (internals.yFactor_ == 1.) {\r\n fragmentInputs.position.y = internals.textureOutputHeight_ - fragmentInputs.position.y;\r\n }\r\n `\r\n : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n vertexCode = this._processStridedUniformArrays(vertexCode);\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32,\\n @builtin(instance_index) instanceIndex : u32,\\n\";\r\n if (this._attributesInputWGSL.length > 0) {\r\n vertexInputs += this._attributesInputWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs\" + (this._hasNonFloatAttribute ? \"_\" : \"\") + \" : VertexInputs;\\n\";\r\n if (this._hasNonFloatAttribute) {\r\n vertexInputs += \"struct VertexInputs_ {\\n vertexIndex : u32, instanceIndex : u32,\\n\";\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs : VertexInputs_;\\n\";\r\n }\r\n\r\n let vertexOutputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexOutputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexOutputs += \"\\n};\\nvar<private> vertexOutputs : FragmentInputs;\\n\";\r\n\r\n vertexCode = vertexInputs + vertexOutputs + vertexCode;\r\n\r\n let vertexMainStartingCode = `\\n vertexInputs${this._hasNonFloatAttribute ? \"_\" : \"\"} = input;\\n`;\r\n if (this._hasNonFloatAttribute) {\r\n vertexMainStartingCode += \"vertexInputs.vertexIndex = vertexInputs_.vertexIndex;\\nvertexInputs.instanceIndex = vertexInputs_.instanceIndex;\\n\";\r\n vertexMainStartingCode += this._attributesConversionCodeWGSL.join(\"\\n\");\r\n vertexMainStartingCode += \"\\n\";\r\n }\r\n const vertexMainEndingCode = ` vertexOutputs.position.y = vertexOutputs.position.y * internals.yFactor_;\\n return vertexOutputs;`;\r\n\r\n vertexCode = this._injectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n @location(0) color : vec4<f32>,\\n\";\r\n\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== \"\\n\") {\r\n if (fragmentCode.charAt(idx) === \"/\" && fragmentCode.charAt(idx - 1) === \"/\") {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32,\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\nvar<private> fragmentOutputs : FragmentOutputs;\\n\";\r\n\r\n fragmentCode = fragmentInputs + fragmentOutputs + fragmentCode;\r\n\r\n const fragmentStartingCode = \" fragmentInputs = input;\\n \" + fragCoordCode;\r\n const fragmentEndingCode = \" return fragmentOutputs;\";\r\n\r\n fragmentCode = this._injectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let stridedArrays = \"\";\r\n let ubo = `struct ${name} {\\n`;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n const stridedArrayType = `${name}_${this._stridedUniformArrays.length}_strided_arr`;\r\n stridedArrays += `struct ${stridedArrayType} {\r\n @size(16)\r\n el: ${type},\r\n }`;\r\n this._stridedUniformArrays.push(leftOverUniform.name);\r\n\r\n ubo += ` @align(16) ${leftOverUniform.name} : array<${stridedArrayType}, ${leftOverUniform.length}>,\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>,\\n`;\r\n }\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type},\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n ubo = `${stridedArrays}\\n${ubo}`;\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const textureName =\r\n name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix) === name.length - WebGPUShaderProcessor.AutoSamplerSuffix.length\r\n ? name.substring(0, name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix))\r\n : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const type = match[1];\r\n const decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(\r\n name,\r\n this._webgpuProcessingContext.availableBuffers[name],\r\n decoration === \"read_write\"\r\n ? WebGPUConstants.BufferBindingType.Storage\r\n : type === \"storage\"\r\n ? WebGPUConstants.BufferBindingType.ReadOnlyStorage\r\n : WebGPUConstants.BufferBindingType.Uniform,\r\n isVertex\r\n );\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processStridedUniformArrays(code: string): string {\r\n for (const uniformArrayName of this._stridedUniformArrays) {\r\n code = code.replace(new RegExp(`${uniformArrayName}\\\\s*\\\\[(.*)\\\\]`, \"g\"), `${uniformArrayName}[$1].el`);\r\n }\r\n return code;\r\n }\r\n}\r\n"]}