@babylonjs/core 6.34.1 → 6.34.3

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Files changed (153) hide show
  1. package/Cameras/Inputs/followCameraMouseWheelInput.js +12 -9
  2. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  3. package/Cameras/Inputs/followCameraPointersInput.js +28 -9
  4. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  5. package/Cameras/followCameraInputsManager.js +2 -1
  6. package/Cameras/followCameraInputsManager.js.map +1 -1
  7. package/Compute/computeShader.d.ts +8 -2
  8. package/Compute/computeShader.js +5 -1
  9. package/Compute/computeShader.js.map +1 -1
  10. package/Debug/skeletonViewer.js +2 -1
  11. package/Debug/skeletonViewer.js.map +1 -1
  12. package/Engines/Extensions/engine.computeShader.d.ts +3 -1
  13. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  14. package/Engines/Extensions/engine.multiRender.js +3 -2
  15. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/Processors/shaderCodeInliner.js +15 -14
  17. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.computeShader.js +13 -4
  19. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.multiRender.js +3 -2
  21. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  22. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +8 -1
  23. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  24. package/Engines/WebGPU/webgpuBufferManager.d.ts +3 -1
  25. package/Engines/WebGPU/webgpuBufferManager.js +10 -2
  26. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  27. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  28. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  29. package/Engines/WebGPU/webgpuPerfCounter.d.ts +15 -0
  30. package/Engines/WebGPU/webgpuPerfCounter.js +31 -0
  31. package/Engines/WebGPU/webgpuPerfCounter.js.map +1 -0
  32. package/Engines/WebGPU/webgpuQuerySet.d.ts +3 -1
  33. package/Engines/WebGPU/webgpuQuerySet.js +37 -18
  34. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  35. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +20 -1
  36. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +18 -1
  37. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  38. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
  39. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  40. package/Engines/WebGPU/webgpuTimestampQuery.d.ts +11 -2
  41. package/Engines/WebGPU/webgpuTimestampQuery.js +45 -7
  42. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  43. package/Engines/WebGPU/webgpuTintWASM.js +3 -2
  44. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  45. package/Engines/engine.d.ts +3 -5
  46. package/Engines/engine.js.map +1 -1
  47. package/Engines/index.d.ts +1 -0
  48. package/Engines/index.js +1 -0
  49. package/Engines/index.js.map +1 -1
  50. package/Engines/nativeEngine.js +4 -2
  51. package/Engines/nativeEngine.js.map +1 -1
  52. package/Engines/thinEngine.js +4 -4
  53. package/Engines/thinEngine.js.map +1 -1
  54. package/Engines/webgpuEngine.d.ts +16 -1
  55. package/Engines/webgpuEngine.js +108 -54
  56. package/Engines/webgpuEngine.js.map +1 -1
  57. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +2 -1
  58. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  59. package/Gizmos/lightGizmo.js +2 -1
  60. package/Gizmos/lightGizmo.js.map +1 -1
  61. package/Gizmos/rotationGizmo.js +1 -1
  62. package/Gizmos/rotationGizmo.js.map +1 -1
  63. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  64. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  65. package/Materials/Node/Blocks/Dual/lightBlock.js +2 -1
  66. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +3 -2
  68. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  69. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +2 -1
  70. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  71. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -1
  72. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  73. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -1
  74. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  75. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -2
  76. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  77. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  78. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  79. package/Materials/Node/nodeMaterial.js +9 -8
  80. package/Materials/Node/nodeMaterial.js.map +1 -1
  81. package/Materials/Node/nodeMaterialBlock.js +2 -1
  82. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  83. package/Materials/Textures/multiRenderTarget.d.ts +4 -0
  84. package/Materials/Textures/multiRenderTarget.js +1 -0
  85. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  86. package/Materials/Textures/renderTargetTexture.js +1 -2
  87. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  88. package/Materials/uniformBuffer.d.ts +1 -4
  89. package/Materials/uniformBuffer.js +2 -5
  90. package/Materials/uniformBuffer.js.map +1 -1
  91. package/Meshes/Builders/groundBuilder.d.ts +7 -1
  92. package/Meshes/Builders/groundBuilder.js +17 -8
  93. package/Meshes/Builders/groundBuilder.js.map +1 -1
  94. package/Meshes/Compression/dracoCompression.js.map +1 -1
  95. package/Meshes/Node/nodeGeometryBlock.js +2 -1
  96. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  97. package/Meshes/mesh.d.ts +2 -1
  98. package/Meshes/mesh.js +3 -2
  99. package/Meshes/mesh.js.map +1 -1
  100. package/Misc/assetsManager.js +2 -2
  101. package/Misc/assetsManager.js.map +1 -1
  102. package/Misc/dds.js +1 -1
  103. package/Misc/dds.js.map +1 -1
  104. package/Misc/fileTools.js +4 -0
  105. package/Misc/fileTools.js.map +1 -1
  106. package/Misc/logger.d.ts +3 -3
  107. package/Misc/logger.js +8 -4
  108. package/Misc/logger.js.map +1 -1
  109. package/Misc/perfCounter.d.ts +2 -1
  110. package/Misc/perfCounter.js +1 -0
  111. package/Misc/perfCounter.js.map +1 -1
  112. package/Misc/sceneSerializer.js +2 -1
  113. package/Misc/sceneSerializer.js.map +1 -1
  114. package/Misc/tools.d.ts +2 -7
  115. package/Misc/tools.js.map +1 -1
  116. package/Navigation/Plugins/recastJSPlugin.js +3 -3
  117. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  118. package/Particles/computeShaderParticleSystem.js.map +1 -1
  119. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  120. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  121. package/Physics/v2/physicsBody.d.ts +5 -0
  122. package/Physics/v2/physicsBody.js +7 -0
  123. package/Physics/v2/physicsBody.js.map +1 -1
  124. package/Physics/v2/ragdoll.d.ts +5 -10
  125. package/Physics/v2/ragdoll.js +29 -36
  126. package/Physics/v2/ragdoll.js.map +1 -1
  127. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
  128. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  129. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +3 -2
  130. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  131. package/PostProcesses/screenSpaceCurvaturePostProcess.js +1 -1
  132. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  133. package/PostProcesses/screenSpaceReflectionPostProcess.js +3 -2
  134. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  135. package/Rendering/GaussianSplatting/gaussianSplatting.js.map +1 -1
  136. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -1
  137. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  138. package/XR/features/WebXRControllerPhysics.js +2 -2
  139. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  140. package/XR/features/WebXRMeshDetector.js +2 -1
  141. package/XR/features/WebXRMeshDetector.js.map +1 -1
  142. package/XR/features/WebXRWalkingLocomotion.js +1 -1
  143. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  144. package/XR/motionController/webXRMotionControllerManager.js +1 -1
  145. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  146. package/XR/webXRExperienceHelper.js +2 -2
  147. package/XR/webXRExperienceHelper.js.map +1 -1
  148. package/assetContainer.js +2 -2
  149. package/assetContainer.js.map +1 -1
  150. package/package.json +1 -1
  151. package/scene.d.ts +2 -4
  152. package/scene.js +2 -1
  153. package/scene.js.map +1 -1
@@ -1,3 +1,4 @@
1
+ import { Logger } from "../../Misc/logger.js";
1
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  import { EscapeRegExp, ExtractBetweenMarkers, FindBackward, IsIdentifierChar, RemoveComments, SkipWhitespaces } from "../../Misc/codeStringParsingTools.js";
2
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  /**
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  * Class used to inline functions in shader code
@@ -25,12 +26,12 @@ export class ShaderCodeInliner {
25
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  */
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  processCode() {
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  if (this.debug) {
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- console.log(`Start inlining process (code size=${this._sourceCode.length})...`);
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+ Logger.Log(`Start inlining process (code size=${this._sourceCode.length})...`);
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  }
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  this._collectFunctions();
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  this._processInlining(this._numMaxIterations);
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  if (this.debug) {
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- console.log("End of inlining process.");
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+ Logger.Log("End of inlining process.");
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  }
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  }
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  _collectFunctions() {
@@ -44,7 +45,7 @@ export class ShaderCodeInliner {
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  const funcParamsStartIndex = this._sourceCode.indexOf("(", inlineTokenIndex + this.inlineToken.length);
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  if (funcParamsStartIndex < 0) {
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  if (this.debug) {
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- console.warn(`Could not find the opening parenthesis after the token. startIndex=${startIndex}`);
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+ Logger.Warn(`Could not find the opening parenthesis after the token. startIndex=${startIndex}`);
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  }
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  startIndex = inlineTokenIndex + this.inlineToken.length;
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  continue;
@@ -52,7 +53,7 @@ export class ShaderCodeInliner {
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  const funcNameMatch = ShaderCodeInliner._RegexpFindFunctionNameAndType.exec(this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex));
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  if (!funcNameMatch) {
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  if (this.debug) {
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- console.warn(`Could not extract the name/type of the function from: ${this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)}`);
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+ Logger.Warn(`Could not extract the name/type of the function from: ${this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)}`);
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  }
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  startIndex = inlineTokenIndex + this.inlineToken.length;
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  continue;
@@ -62,7 +63,7 @@ export class ShaderCodeInliner {
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  const funcParamsEndIndex = ExtractBetweenMarkers("(", ")", this._sourceCode, funcParamsStartIndex);
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  if (funcParamsEndIndex < 0) {
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  if (this.debug) {
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- console.warn(`Could not extract the parameters the function '${funcName}' (type=${funcType}). funcParamsStartIndex=${funcParamsStartIndex}`);
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+ Logger.Warn(`Could not extract the parameters the function '${funcName}' (type=${funcType}). funcParamsStartIndex=${funcParamsStartIndex}`);
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  }
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  startIndex = inlineTokenIndex + this.inlineToken.length;
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  continue;
@@ -72,7 +73,7 @@ export class ShaderCodeInliner {
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  const funcBodyStartIndex = SkipWhitespaces(this._sourceCode, funcParamsEndIndex + 1);
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  if (funcBodyStartIndex === this._sourceCode.length) {
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  if (this.debug) {
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- console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcParamsEndIndex=${funcParamsEndIndex}`);
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+ Logger.Warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcParamsEndIndex=${funcParamsEndIndex}`);
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  }
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  startIndex = inlineTokenIndex + this.inlineToken.length;
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  continue;
@@ -80,7 +81,7 @@ export class ShaderCodeInliner {
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  const funcBodyEndIndex = ExtractBetweenMarkers("{", "}", this._sourceCode, funcBodyStartIndex);
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  if (funcBodyEndIndex < 0) {
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  if (this.debug) {
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- console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcBodyStartIndex=${funcBodyStartIndex}`);
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+ Logger.Warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcBodyStartIndex=${funcBodyStartIndex}`);
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  }
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  startIndex = inlineTokenIndex + this.inlineToken.length;
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  continue;
@@ -116,7 +117,7 @@ export class ShaderCodeInliner {
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  startIndex -= funcBodyEndIndex + 1 - inlineTokenIndex;
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  }
118
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  if (this.debug) {
119
- console.log(`Collect functions: ${this._functionDescr.length} functions found. functionDescr=`, this._functionDescr);
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+ Logger.Log(`Collect functions: ${this._functionDescr.length} functions found. functionDescr=${this._functionDescr}`);
120
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  }
121
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  }
122
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  _processInlining(numMaxIterations = 20) {
@@ -126,7 +127,7 @@ export class ShaderCodeInliner {
126
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  }
127
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  }
128
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  if (this.debug) {
129
- console.log(`numMaxIterations is ${numMaxIterations} after inlining process`);
130
+ Logger.Log(`numMaxIterations is ${numMaxIterations} after inlining process`);
130
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  }
131
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  return numMaxIterations >= 0;
132
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  }
@@ -156,7 +157,7 @@ export class ShaderCodeInliner {
156
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  const callParamsEndIndex = ExtractBetweenMarkers("(", ")", this._sourceCode, callParamsStartIndex);
157
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  if (callParamsEndIndex < 0) {
158
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  if (this.debug) {
159
- console.warn(`Could not extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}`);
160
+ Logger.Warn(`Could not extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}`);
160
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  }
161
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  startIndex = functionCallIndex + name.length;
162
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  continue;
@@ -190,7 +191,7 @@ export class ShaderCodeInliner {
190
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  const params = splitParameterCall(RemoveComments(callParams));
191
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  if (params === null) {
192
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  if (this.debug) {
193
- console.warn(`Invalid function call: can't extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}, callParams=` +
194
+ Logger.Warn(`Invalid function call: can't extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}, callParams=` +
194
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  callParams);
195
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  }
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  startIndex = functionCallIndex + name.length;
@@ -207,7 +208,7 @@ export class ShaderCodeInliner {
207
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  }
208
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  if (paramNames.length !== parameters.length) {
209
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  if (this.debug) {
210
- console.warn(`Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '${name}' (type=${type}). function parameters=${parameters}, call parameters=${paramNames}`);
211
+ Logger.Warn(`Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '${name}' (type=${type}). function parameters=${parameters}, call parameters=${paramNames}`);
211
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  }
212
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  startIndex = functionCallIndex + name.length;
213
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  continue;
@@ -227,7 +228,7 @@ export class ShaderCodeInliner {
227
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  const partBetween = this._sourceCode.substring(injectDeclarationIndex + 1, functionCallIndex);
228
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  this._sourceCode = partBefore + type + " " + retParamName + ";\n" + funcBody + "\n" + partBetween + retParamName + partAfter;
229
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  if (this.debug) {
230
- console.log(`Replace function call by code. Function '${name}' (type=${type}). injectDeclarationIndex=${injectDeclarationIndex}, call parameters=${paramNames}`);
231
+ Logger.Log(`Replace function call by code. Function '${name}' (type=${type}). injectDeclarationIndex=${injectDeclarationIndex}, call parameters=${paramNames}`);
231
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  }
232
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  }
233
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  else {
@@ -235,7 +236,7 @@ export class ShaderCodeInliner {
235
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  this._sourceCode = partBefore + funcBody + partAfter;
236
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  startIndex += funcBody.length - (callParamsEndIndex + 1 - functionCallIndex);
237
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  if (this.debug) {
238
- console.log(`Replace function call by code. Function '${name}' (type=${type}). functionCallIndex=${functionCallIndex}, call parameters=${paramNames}`);
239
+ Logger.Log(`Replace function call by code. Function '${name}' (type=${type}). functionCallIndex=${functionCallIndex}, call parameters=${paramNames}`);
239
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  }
240
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  }
241
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  doAgain = true;
@@ -1 +1 @@
1
- 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{ EscapeRegExp, ExtractBetweenMarkers, FindBackward, IsIdentifierChar, RemoveComments, SkipWhitespaces } from \"../../Misc/codeStringParsingTools\";\r\n\r\ninterface IInlineFunctionDescr {\r\n name: string;\r\n type: string;\r\n parameters: string[];\r\n body: string;\r\n callIndex: number;\r\n}\r\n\r\n/**\r\n * Class used to inline functions in shader code\r\n */\r\nexport class ShaderCodeInliner {\r\n private static readonly _RegexpFindFunctionNameAndType = /((\\s+?)(\\w+)\\s+(\\w+)\\s*?)$/;\r\n\r\n private _sourceCode: string;\r\n private _functionDescr: IInlineFunctionDescr[];\r\n private _numMaxIterations: number;\r\n\r\n /** Gets or sets the token used to mark the functions to inline */\r\n public inlineToken: string;\r\n\r\n /** Gets or sets the debug mode */\r\n public debug: boolean = false;\r\n\r\n /** Gets the code after the inlining process */\r\n public get code(): string {\r\n return this._sourceCode;\r\n }\r\n\r\n /**\r\n * Initializes the inliner\r\n * @param sourceCode shader code source to inline\r\n * @param numMaxIterations maximum number of iterations (used to detect recursive calls)\r\n */\r\n constructor(sourceCode: string, numMaxIterations = 20) {\r\n this._sourceCode = sourceCode;\r\n this._numMaxIterations = numMaxIterations;\r\n this._functionDescr = [];\r\n this.inlineToken = \"#define inline\";\r\n }\r\n\r\n /**\r\n * Start the processing of the shader code\r\n */\r\n public processCode() {\r\n if (this.debug) {\r\n console.log(`Start inlining process (code size=${this._sourceCode.length})...`);\r\n }\r\n this._collectFunctions();\r\n this._processInlining(this._numMaxIterations);\r\n if (this.debug) {\r\n console.log(\"End of inlining process.\");\r\n }\r\n }\r\n\r\n private _collectFunctions() {\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // locate the function to inline and extract its name\r\n const inlineTokenIndex = this._sourceCode.indexOf(this.inlineToken, startIndex);\r\n if (inlineTokenIndex < 0) {\r\n break;\r\n }\r\n\r\n const funcParamsStartIndex = this._sourceCode.indexOf(\"(\", inlineTokenIndex + this.inlineToken.length);\r\n if (funcParamsStartIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not find the opening parenthesis after the token. startIndex=${startIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcNameMatch = ShaderCodeInliner._RegexpFindFunctionNameAndType.exec(\r\n this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)\r\n );\r\n if (!funcNameMatch) {\r\n if (this.debug) {\r\n console.warn(\r\n `Could not extract the name/type of the function from: ${this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)}`\r\n );\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const [funcType, funcName] = [funcNameMatch[3], funcNameMatch[4]];\r\n\r\n // extract the parameters of the function as a whole string (without the leading / trailing parenthesis)\r\n const funcParamsEndIndex = ExtractBetweenMarkers(\"(\", \")\", this._sourceCode, funcParamsStartIndex);\r\n if (funcParamsEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the parameters the function '${funcName}' (type=${funcType}). funcParamsStartIndex=${funcParamsStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcParams = this._sourceCode.substring(funcParamsStartIndex + 1, funcParamsEndIndex);\r\n\r\n // extract the body of the function (with the curly brackets)\r\n const funcBodyStartIndex = SkipWhitespaces(this._sourceCode, funcParamsEndIndex + 1);\r\n if (funcBodyStartIndex === this._sourceCode.length) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcParamsEndIndex=${funcParamsEndIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcBodyEndIndex = ExtractBetweenMarkers(\"{\", \"}\", this._sourceCode, funcBodyStartIndex);\r\n if (funcBodyEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcBodyStartIndex=${funcBodyStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcBody = this._sourceCode.substring(funcBodyStartIndex, funcBodyEndIndex + 1);\r\n\r\n // process the parameters: extract each names\r\n const params = RemoveComments(funcParams).split(\",\");\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n const idx = param.lastIndexOf(\" \");\r\n\r\n if (idx >= 0) {\r\n paramNames.push(param.substring(idx + 1));\r\n }\r\n }\r\n\r\n if (funcType !== \"void\") {\r\n // for functions that return a value, we will replace \"return\" by \"tempvarname = \", tempvarname being a unique generated name\r\n paramNames.push(\"return\");\r\n }\r\n\r\n // collect the function\r\n this._functionDescr.push({\r\n name: funcName,\r\n type: funcType,\r\n parameters: paramNames,\r\n body: funcBody,\r\n callIndex: 0,\r\n });\r\n\r\n startIndex = funcBodyEndIndex + 1;\r\n\r\n // remove the function from the source code\r\n const partBefore = inlineTokenIndex > 0 ? this._sourceCode.substring(0, inlineTokenIndex) : \"\";\r\n const partAfter = funcBodyEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(funcBodyEndIndex + 1) : \"\";\r\n\r\n this._sourceCode = partBefore + partAfter;\r\n\r\n startIndex -= funcBodyEndIndex + 1 - inlineTokenIndex;\r\n }\r\n\r\n if (this.debug) {\r\n console.log(`Collect functions: ${this._functionDescr.length} functions found. functionDescr=`, this._functionDescr);\r\n }\r\n }\r\n\r\n private _processInlining(numMaxIterations: number = 20): boolean {\r\n while (numMaxIterations-- >= 0) {\r\n if (!this._replaceFunctionCallsByCode()) {\r\n break;\r\n }\r\n }\r\n\r\n if (this.debug) {\r\n console.log(`numMaxIterations is ${numMaxIterations} after inlining process`);\r\n }\r\n\r\n return numMaxIterations >= 0;\r\n }\r\n\r\n private _replaceFunctionCallsByCode(): boolean {\r\n let doAgain = false;\r\n\r\n for (const func of this._functionDescr) {\r\n const { name, type, parameters, body } = func;\r\n\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // Look for the function name in the source code\r\n const functionCallIndex = this._sourceCode.indexOf(name, startIndex);\r\n\r\n if (functionCallIndex < 0) {\r\n break;\r\n }\r\n\r\n // Make sure \"name\" is not part of a bigger string\r\n if (functionCallIndex === 0 || IsIdentifierChar(this._sourceCode.charAt(functionCallIndex - 1))) {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // Find the opening parenthesis\r\n const callParamsStartIndex = SkipWhitespaces(this._sourceCode, functionCallIndex + name.length);\r\n if (callParamsStartIndex === this._sourceCode.length || this._sourceCode.charAt(callParamsStartIndex) !== \"(\") {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // extract the parameters of the function call as a whole string (without the leading / trailing parenthesis)\r\n const callParamsEndIndex = ExtractBetweenMarkers(\"(\", \")\", this._sourceCode, callParamsStartIndex);\r\n if (callParamsEndIndex < 0) {\r\n if (this.debug) {\r\n console.warn(`Could not extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}`);\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n const callParams = this._sourceCode.substring(callParamsStartIndex + 1, callParamsEndIndex);\r\n\r\n // process the parameter call: extract each names\r\n\r\n // this function split the parameter list used in the function call at ',' boundaries by taking care of potential parenthesis like in:\r\n // myfunc(a, vec2(1., 0.), 4.)\r\n const splitParameterCall = (s: string) => {\r\n const parameters = [];\r\n let curIdx = 0,\r\n startParamIdx = 0;\r\n while (curIdx < s.length) {\r\n if (s.charAt(curIdx) === \"(\") {\r\n const idx2 = ExtractBetweenMarkers(\"(\", \")\", s, curIdx);\r\n if (idx2 < 0) {\r\n return null;\r\n }\r\n curIdx = idx2;\r\n } else if (s.charAt(curIdx) === \",\") {\r\n parameters.push(s.substring(startParamIdx, curIdx));\r\n startParamIdx = curIdx + 1;\r\n }\r\n curIdx++;\r\n }\r\n if (startParamIdx < curIdx) {\r\n parameters.push(s.substring(startParamIdx, curIdx));\r\n }\r\n return parameters;\r\n };\r\n\r\n const params = splitParameterCall(RemoveComments(callParams));\r\n\r\n if (params === null) {\r\n if (this.debug) {\r\n console.warn(\r\n `Invalid function call: can't extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}, callParams=` +\r\n callParams\r\n );\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n paramNames.push(param);\r\n }\r\n\r\n const retParamName = type !== \"void\" ? name + \"_\" + func.callIndex++ : null;\r\n\r\n if (retParamName) {\r\n paramNames.push(retParamName + \" =\");\r\n }\r\n\r\n if (paramNames.length !== parameters.length) {\r\n if (this.debug) {\r\n console.warn(\r\n `Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '${name}' (type=${type}). function parameters=${parameters}, call parameters=${paramNames}`\r\n );\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n startIndex = callParamsEndIndex + 1;\r\n\r\n // replace the function call by the body function\r\n const funcBody = this._replaceNames(body, parameters, paramNames);\r\n\r\n let partBefore = functionCallIndex > 0 ? this._sourceCode.substring(0, functionCallIndex) : \"\";\r\n const partAfter = callParamsEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(callParamsEndIndex + 1) : \"\";\r\n\r\n if (retParamName) {\r\n // case where the function returns a value. We generate:\r\n // FUNCTYPE retParamName;\r\n // {function body}\r\n // and replace the function call by retParamName\r\n const injectDeclarationIndex = FindBackward(this._sourceCode, functionCallIndex - 1, \"\\n\", \"{\");\r\n\r\n partBefore = this._sourceCode.substring(0, injectDeclarationIndex + 1);\r\n const partBetween = this._sourceCode.substring(injectDeclarationIndex + 1, functionCallIndex);\r\n\r\n this._sourceCode = partBefore + type + \" \" + retParamName + \";\\n\" + funcBody + \"\\n\" + partBetween + retParamName + partAfter;\r\n\r\n if (this.debug) {\r\n console.log(\r\n `Replace function call by code. Function '${name}' (type=${type}). injectDeclarationIndex=${injectDeclarationIndex}, call parameters=${paramNames}`\r\n );\r\n }\r\n } else {\r\n // simple case where the return value of the function is \"void\"\r\n this._sourceCode = partBefore + funcBody + partAfter;\r\n\r\n startIndex += funcBody.length - (callParamsEndIndex + 1 - functionCallIndex);\r\n\r\n if (this.debug) {\r\n console.log(`Replace function call by code. Function '${name}' (type=${type}). functionCallIndex=${functionCallIndex}, call parameters=${paramNames}`);\r\n }\r\n }\r\n\r\n doAgain = true;\r\n }\r\n }\r\n\r\n return doAgain;\r\n }\r\n\r\n private _replaceNames(code: string, sources: string[], destinations: string[]): string {\r\n for (let i = 0; i < sources.length; ++i) {\r\n const source = new RegExp(EscapeRegExp(sources[i]), \"g\"),\r\n sourceLen = sources[i].length,\r\n destination = destinations[i];\r\n\r\n code = code.replace(source, (match, ...args) => {\r\n const offset: number = args[0];\r\n // Make sure \"source\" is not part of a bigger identifier (for eg, if source=view and we matched it with viewDirection)\r\n if (IsIdentifierChar(code.charAt(offset - 1)) || IsIdentifierChar(code.charAt(offset + sourceLen))) {\r\n return sources[i];\r\n }\r\n return destination;\r\n });\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
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{ Logger } from \"core/Misc/logger\";\r\nimport { EscapeRegExp, ExtractBetweenMarkers, FindBackward, IsIdentifierChar, RemoveComments, SkipWhitespaces } from \"../../Misc/codeStringParsingTools\";\r\n\r\ninterface IInlineFunctionDescr {\r\n name: string;\r\n type: string;\r\n parameters: string[];\r\n body: string;\r\n callIndex: number;\r\n}\r\n\r\n/**\r\n * Class used to inline functions in shader code\r\n */\r\nexport class ShaderCodeInliner {\r\n private static readonly _RegexpFindFunctionNameAndType = /((\\s+?)(\\w+)\\s+(\\w+)\\s*?)$/;\r\n\r\n private _sourceCode: string;\r\n private _functionDescr: IInlineFunctionDescr[];\r\n private _numMaxIterations: number;\r\n\r\n /** Gets or sets the token used to mark the functions to inline */\r\n public inlineToken: string;\r\n\r\n /** Gets or sets the debug mode */\r\n public debug: boolean = false;\r\n\r\n /** Gets the code after the inlining process */\r\n public get code(): string {\r\n return this._sourceCode;\r\n }\r\n\r\n /**\r\n * Initializes the inliner\r\n * @param sourceCode shader code source to inline\r\n * @param numMaxIterations maximum number of iterations (used to detect recursive calls)\r\n */\r\n constructor(sourceCode: string, numMaxIterations = 20) {\r\n this._sourceCode = sourceCode;\r\n this._numMaxIterations = numMaxIterations;\r\n this._functionDescr = [];\r\n this.inlineToken = \"#define inline\";\r\n }\r\n\r\n /**\r\n * Start the processing of the shader code\r\n */\r\n public processCode() {\r\n if (this.debug) {\r\n Logger.Log(`Start inlining process (code size=${this._sourceCode.length})...`);\r\n }\r\n this._collectFunctions();\r\n this._processInlining(this._numMaxIterations);\r\n if (this.debug) {\r\n Logger.Log(\"End of inlining process.\");\r\n }\r\n }\r\n\r\n private _collectFunctions() {\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // locate the function to inline and extract its name\r\n const inlineTokenIndex = this._sourceCode.indexOf(this.inlineToken, startIndex);\r\n if (inlineTokenIndex < 0) {\r\n break;\r\n }\r\n\r\n const funcParamsStartIndex = this._sourceCode.indexOf(\"(\", inlineTokenIndex + this.inlineToken.length);\r\n if (funcParamsStartIndex < 0) {\r\n if (this.debug) {\r\n Logger.Warn(`Could not find the opening parenthesis after the token. startIndex=${startIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcNameMatch = ShaderCodeInliner._RegexpFindFunctionNameAndType.exec(\r\n this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)\r\n );\r\n if (!funcNameMatch) {\r\n if (this.debug) {\r\n Logger.Warn(\r\n `Could not extract the name/type of the function from: ${this._sourceCode.substring(inlineTokenIndex + this.inlineToken.length, funcParamsStartIndex)}`\r\n );\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const [funcType, funcName] = [funcNameMatch[3], funcNameMatch[4]];\r\n\r\n // extract the parameters of the function as a whole string (without the leading / trailing parenthesis)\r\n const funcParamsEndIndex = ExtractBetweenMarkers(\"(\", \")\", this._sourceCode, funcParamsStartIndex);\r\n if (funcParamsEndIndex < 0) {\r\n if (this.debug) {\r\n Logger.Warn(`Could not extract the parameters the function '${funcName}' (type=${funcType}). funcParamsStartIndex=${funcParamsStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcParams = this._sourceCode.substring(funcParamsStartIndex + 1, funcParamsEndIndex);\r\n\r\n // extract the body of the function (with the curly brackets)\r\n const funcBodyStartIndex = SkipWhitespaces(this._sourceCode, funcParamsEndIndex + 1);\r\n if (funcBodyStartIndex === this._sourceCode.length) {\r\n if (this.debug) {\r\n Logger.Warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcParamsEndIndex=${funcParamsEndIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n\r\n const funcBodyEndIndex = ExtractBetweenMarkers(\"{\", \"}\", this._sourceCode, funcBodyStartIndex);\r\n if (funcBodyEndIndex < 0) {\r\n if (this.debug) {\r\n Logger.Warn(`Could not extract the body of the function '${funcName}' (type=${funcType}). funcBodyStartIndex=${funcBodyStartIndex}`);\r\n }\r\n startIndex = inlineTokenIndex + this.inlineToken.length;\r\n continue;\r\n }\r\n const funcBody = this._sourceCode.substring(funcBodyStartIndex, funcBodyEndIndex + 1);\r\n\r\n // process the parameters: extract each names\r\n const params = RemoveComments(funcParams).split(\",\");\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n const idx = param.lastIndexOf(\" \");\r\n\r\n if (idx >= 0) {\r\n paramNames.push(param.substring(idx + 1));\r\n }\r\n }\r\n\r\n if (funcType !== \"void\") {\r\n // for functions that return a value, we will replace \"return\" by \"tempvarname = \", tempvarname being a unique generated name\r\n paramNames.push(\"return\");\r\n }\r\n\r\n // collect the function\r\n this._functionDescr.push({\r\n name: funcName,\r\n type: funcType,\r\n parameters: paramNames,\r\n body: funcBody,\r\n callIndex: 0,\r\n });\r\n\r\n startIndex = funcBodyEndIndex + 1;\r\n\r\n // remove the function from the source code\r\n const partBefore = inlineTokenIndex > 0 ? this._sourceCode.substring(0, inlineTokenIndex) : \"\";\r\n const partAfter = funcBodyEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(funcBodyEndIndex + 1) : \"\";\r\n\r\n this._sourceCode = partBefore + partAfter;\r\n\r\n startIndex -= funcBodyEndIndex + 1 - inlineTokenIndex;\r\n }\r\n\r\n if (this.debug) {\r\n Logger.Log(`Collect functions: ${this._functionDescr.length} functions found. functionDescr=${this._functionDescr}`);\r\n }\r\n }\r\n\r\n private _processInlining(numMaxIterations: number = 20): boolean {\r\n while (numMaxIterations-- >= 0) {\r\n if (!this._replaceFunctionCallsByCode()) {\r\n break;\r\n }\r\n }\r\n\r\n if (this.debug) {\r\n Logger.Log(`numMaxIterations is ${numMaxIterations} after inlining process`);\r\n }\r\n\r\n return numMaxIterations >= 0;\r\n }\r\n\r\n private _replaceFunctionCallsByCode(): boolean {\r\n let doAgain = false;\r\n\r\n for (const func of this._functionDescr) {\r\n const { name, type, parameters, body } = func;\r\n\r\n let startIndex = 0;\r\n\r\n while (startIndex < this._sourceCode.length) {\r\n // Look for the function name in the source code\r\n const functionCallIndex = this._sourceCode.indexOf(name, startIndex);\r\n\r\n if (functionCallIndex < 0) {\r\n break;\r\n }\r\n\r\n // Make sure \"name\" is not part of a bigger string\r\n if (functionCallIndex === 0 || IsIdentifierChar(this._sourceCode.charAt(functionCallIndex - 1))) {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // Find the opening parenthesis\r\n const callParamsStartIndex = SkipWhitespaces(this._sourceCode, functionCallIndex + name.length);\r\n if (callParamsStartIndex === this._sourceCode.length || this._sourceCode.charAt(callParamsStartIndex) !== \"(\") {\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n // extract the parameters of the function call as a whole string (without the leading / trailing parenthesis)\r\n const callParamsEndIndex = ExtractBetweenMarkers(\"(\", \")\", this._sourceCode, callParamsStartIndex);\r\n if (callParamsEndIndex < 0) {\r\n if (this.debug) {\r\n Logger.Warn(`Could not extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}`);\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n const callParams = this._sourceCode.substring(callParamsStartIndex + 1, callParamsEndIndex);\r\n\r\n // process the parameter call: extract each names\r\n\r\n // this function split the parameter list used in the function call at ',' boundaries by taking care of potential parenthesis like in:\r\n // myfunc(a, vec2(1., 0.), 4.)\r\n const splitParameterCall = (s: string) => {\r\n const parameters = [];\r\n let curIdx = 0,\r\n startParamIdx = 0;\r\n while (curIdx < s.length) {\r\n if (s.charAt(curIdx) === \"(\") {\r\n const idx2 = ExtractBetweenMarkers(\"(\", \")\", s, curIdx);\r\n if (idx2 < 0) {\r\n return null;\r\n }\r\n curIdx = idx2;\r\n } else if (s.charAt(curIdx) === \",\") {\r\n parameters.push(s.substring(startParamIdx, curIdx));\r\n startParamIdx = curIdx + 1;\r\n }\r\n curIdx++;\r\n }\r\n if (startParamIdx < curIdx) {\r\n parameters.push(s.substring(startParamIdx, curIdx));\r\n }\r\n return parameters;\r\n };\r\n\r\n const params = splitParameterCall(RemoveComments(callParams));\r\n\r\n if (params === null) {\r\n if (this.debug) {\r\n Logger.Warn(\r\n `Invalid function call: can't extract the parameters of the function call. Function '${name}' (type=${type}). callParamsStartIndex=${callParamsStartIndex}, callParams=` +\r\n callParams\r\n );\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n const paramNames = [];\r\n\r\n for (let p = 0; p < params.length; ++p) {\r\n const param = params[p].trim();\r\n paramNames.push(param);\r\n }\r\n\r\n const retParamName = type !== \"void\" ? name + \"_\" + func.callIndex++ : null;\r\n\r\n if (retParamName) {\r\n paramNames.push(retParamName + \" =\");\r\n }\r\n\r\n if (paramNames.length !== parameters.length) {\r\n if (this.debug) {\r\n Logger.Warn(\r\n `Invalid function call: not the same number of parameters for the call than the number expected by the function. Function '${name}' (type=${type}). function parameters=${parameters}, call parameters=${paramNames}`\r\n );\r\n }\r\n startIndex = functionCallIndex + name.length;\r\n continue;\r\n }\r\n\r\n startIndex = callParamsEndIndex + 1;\r\n\r\n // replace the function call by the body function\r\n const funcBody = this._replaceNames(body, parameters, paramNames);\r\n\r\n let partBefore = functionCallIndex > 0 ? this._sourceCode.substring(0, functionCallIndex) : \"\";\r\n const partAfter = callParamsEndIndex + 1 < this._sourceCode.length - 1 ? this._sourceCode.substring(callParamsEndIndex + 1) : \"\";\r\n\r\n if (retParamName) {\r\n // case where the function returns a value. We generate:\r\n // FUNCTYPE retParamName;\r\n // {function body}\r\n // and replace the function call by retParamName\r\n const injectDeclarationIndex = FindBackward(this._sourceCode, functionCallIndex - 1, \"\\n\", \"{\");\r\n\r\n partBefore = this._sourceCode.substring(0, injectDeclarationIndex + 1);\r\n const partBetween = this._sourceCode.substring(injectDeclarationIndex + 1, functionCallIndex);\r\n\r\n this._sourceCode = partBefore + type + \" \" + retParamName + \";\\n\" + funcBody + \"\\n\" + partBetween + retParamName + partAfter;\r\n\r\n if (this.debug) {\r\n Logger.Log(\r\n `Replace function call by code. Function '${name}' (type=${type}). injectDeclarationIndex=${injectDeclarationIndex}, call parameters=${paramNames}`\r\n );\r\n }\r\n } else {\r\n // simple case where the return value of the function is \"void\"\r\n this._sourceCode = partBefore + funcBody + partAfter;\r\n\r\n startIndex += funcBody.length - (callParamsEndIndex + 1 - functionCallIndex);\r\n\r\n if (this.debug) {\r\n Logger.Log(`Replace function call by code. Function '${name}' (type=${type}). functionCallIndex=${functionCallIndex}, call parameters=${paramNames}`);\r\n }\r\n }\r\n\r\n doAgain = true;\r\n }\r\n }\r\n\r\n return doAgain;\r\n }\r\n\r\n private _replaceNames(code: string, sources: string[], destinations: string[]): string {\r\n for (let i = 0; i < sources.length; ++i) {\r\n const source = new RegExp(EscapeRegExp(sources[i]), \"g\"),\r\n sourceLen = sources[i].length,\r\n destination = destinations[i];\r\n\r\n code = code.replace(source, (match, ...args) => {\r\n const offset: number = args[0];\r\n // Make sure \"source\" is not part of a bigger identifier (for eg, if source=view and we matched it with viewDirection)\r\n if (IsIdentifierChar(code.charAt(offset - 1)) || IsIdentifierChar(code.charAt(offset + sourceLen))) {\r\n return sources[i];\r\n }\r\n return destination;\r\n });\r\n }\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -1,8 +1,10 @@
1
+ import { Logger } from "../../../Misc/logger.js";
1
2
  import { ComputeEffect } from "../../../Compute/computeEffect.js";
2
3
  import { WebGPUEngine } from "../../webgpuEngine.js";
3
4
  import { WebGPUComputeContext } from "../webgpuComputeContext.js";
4
5
  import { WebGPUComputePipelineContext } from "../webgpuComputePipelineContext.js";
5
6
  import * as WebGPUConstants from "../webgpuConstants.js";
7
+ const computePassDescriptor = {};
6
8
  WebGPUEngine.prototype.createComputeContext = function () {
7
9
  return new WebGPUComputeContext(this._device, this._cacheSampler);
8
10
  };
@@ -32,7 +34,7 @@ WebGPUEngine.prototype.areAllComputeEffectsReady = function () {
32
34
  }
33
35
  return true;
34
36
  };
35
- WebGPUEngine.prototype.computeDispatch = function (effect, context, bindings, x, y = 1, z = 1, bindingsMapping) {
37
+ WebGPUEngine.prototype.computeDispatch = function (effect, context, bindings, x, y = 1, z = 1, bindingsMapping, gpuPerfCounter) {
36
38
  this._endCurrentRenderPass();
37
39
  const contextPipeline = effect._pipelineContext;
38
40
  const computeContext = context;
@@ -42,7 +44,10 @@ WebGPUEngine.prototype.computeDispatch = function (effect, context, bindings, x,
42
44
  compute: contextPipeline.stage,
43
45
  });
44
46
  }
45
- const computePass = this._renderEncoder.beginComputePass();
47
+ if (gpuPerfCounter) {
48
+ this._timestampQuery.startPass(computePassDescriptor, this._timestampIndex);
49
+ }
50
+ const computePass = this._renderEncoder.beginComputePass(computePassDescriptor);
46
51
  computePass.setPipeline(contextPipeline.computePipeline);
47
52
  const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);
48
53
  for (let i = 0; i < bindGroups.length; ++i) {
@@ -56,6 +61,10 @@ WebGPUEngine.prototype.computeDispatch = function (effect, context, bindings, x,
56
61
  computePass.dispatchWorkgroups(x, y, z);
57
62
  }
58
63
  computePass.end();
64
+ if (gpuPerfCounter) {
65
+ this._timestampQuery.endPass(this._timestampIndex, gpuPerfCounter);
66
+ this._timestampIndex += 2;
67
+ }
59
68
  };
60
69
  WebGPUEngine.prototype.releaseComputeEffects = function () {
61
70
  for (const name in this._compiledComputeEffects) {
@@ -67,8 +76,8 @@ WebGPUEngine.prototype.releaseComputeEffects = function () {
67
76
  WebGPUEngine.prototype._prepareComputePipelineContext = function (pipelineContext, computeSourceCode, rawComputeSourceCode, defines, entryPoint) {
68
77
  const webGpuContext = pipelineContext;
69
78
  if (this.dbgShowShaderCode) {
70
- console.log(defines);
71
- console.log(computeSourceCode);
79
+ Logger.Log(defines);
80
+ Logger.Log(computeSourceCode);
72
81
  }
73
82
  webGpuContext.sources = {
74
83
  compute: computeSourceCode,
@@ -1 +1 @@
1
- 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type { IComputeEffectCreationOptions } from \"../../../Compute/computeEffect\";\r\nimport { ComputeEffect } from \"../../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../../Compute/IComputePipelineContext\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../../Extensions/engine.computeShader\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPUComputeContext } from \"../webgpuComputeContext\";\r\nimport { WebGPUComputePipelineContext } from \"../webgpuComputePipelineContext\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\n\r\ndeclare module \"../../webgpuEngine\" {\r\n export interface WebGPUEngine {\r\n /** @internal */\r\n _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return new WebGPUComputeContext(this._device, this._cacheSampler);\r\n};\r\n\r\nWebGPUEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n const compute = baseName.computeElement || baseName.compute || baseName.computeToken || baseName.computeSource || baseName;\r\n\r\n const name = compute + \"@\" + options.defines;\r\n if (this._compiledComputeEffects[name]) {\r\n const compiledEffect = <ComputeEffect>this._compiledComputeEffects[name];\r\n if (options.onCompiled && compiledEffect.isReady()) {\r\n options.onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n const effect = new ComputeEffect(baseName, options, this, name);\r\n this._compiledComputeEffects[name] = effect;\r\n\r\n return effect;\r\n};\r\n\r\nWebGPUEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n return new WebGPUComputePipelineContext(this);\r\n};\r\n\r\nWebGPUEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nWebGPUEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y = 1,\r\n z = 1,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n this._endCurrentRenderPass();\r\n\r\n const contextPipeline = effect._pipelineContext as WebGPUComputePipelineContext;\r\n const computeContext = context as WebGPUComputeContext;\r\n\r\n if (!contextPipeline.computePipeline) {\r\n contextPipeline.computePipeline = this._device.createComputePipeline({\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n compute: contextPipeline.stage!,\r\n });\r\n }\r\n\r\n const computePass = this._renderEncoder.beginComputePass();\r\n\r\n computePass.setPipeline(contextPipeline.computePipeline);\r\n\r\n const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n const bindGroup = bindGroups[i];\r\n if (!bindGroup) {\r\n continue;\r\n }\r\n computePass.setBindGroup(i, bindGroup);\r\n }\r\n\r\n if (x + y + z > 0) {\r\n computePass.dispatchWorkgroups(x, y, z);\r\n }\r\n computePass.end();\r\n};\r\n\r\nWebGPUEngine.prototype.releaseComputeEffects = function () {\r\n for (const name in this._compiledComputeEffects) {\r\n const webGPUPipelineContextCompute = this._compiledComputeEffects[name].getPipelineContext() as WebGPUComputePipelineContext;\r\n this._deleteComputePipelineContext(webGPUPipelineContextCompute);\r\n }\r\n\r\n this._compiledComputeEffects = {};\r\n};\r\n\r\nWebGPUEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {\r\n const webGpuContext = pipelineContext as WebGPUComputePipelineContext;\r\n\r\n if (this.dbgShowShaderCode) {\r\n console.log(defines);\r\n console.log(computeSourceCode);\r\n }\r\n\r\n webGpuContext.sources = {\r\n compute: computeSourceCode,\r\n rawCompute: rawComputeSourceCode,\r\n };\r\n\r\n webGpuContext.stage = this._createComputePipelineStageDescriptor(computeSourceCode, defines, entryPoint);\r\n};\r\n\r\nWebGPUEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {\r\n if (this._compiledComputeEffects[effect._key]) {\r\n delete this._compiledComputeEffects[effect._key];\r\n\r\n this._deleteComputePipelineContext(effect.getPipelineContext() as WebGPUComputePipelineContext);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._rebuildComputeEffects = function (): void {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n effect._pipelineContext = null;\r\n effect._wasPreviouslyReady = false;\r\n effect._prepareEffect();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {\r\n const webgpuPipelineContext = pipelineContext as WebGPUComputePipelineContext;\r\n if (webgpuPipelineContext) {\r\n pipelineContext.dispose();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._createComputePipelineStageDescriptor = function (computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage {\r\n if (defines) {\r\n defines = \"//\" + defines.split(\"\\n\").join(\"\\n//\") + \"\\n\";\r\n } else {\r\n defines = \"\";\r\n }\r\n return {\r\n module: this._device.createShaderModule({\r\n code: defines + computeShader,\r\n }),\r\n entryPoint,\r\n };\r\n};\r\n"]}
1
+ 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{ Logger } from \"core/Misc/logger\";\r\nimport type { IComputeEffectCreationOptions } from \"../../../Compute/computeEffect\";\r\nimport { ComputeEffect } from \"../../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../../Compute/IComputePipelineContext\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../../Extensions/engine.computeShader\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPUComputeContext } from \"../webgpuComputeContext\";\r\nimport { WebGPUComputePipelineContext } from \"../webgpuComputePipelineContext\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\nimport type { WebGPUPerfCounter } from \"../webgpuPerfCounter\";\r\n\r\ndeclare module \"../../webgpuEngine\" {\r\n export interface WebGPUEngine {\r\n /** @internal */\r\n _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;\r\n }\r\n}\r\n\r\nconst computePassDescriptor: GPUComputePassDescriptor = {};\r\n\r\nWebGPUEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return new WebGPUComputeContext(this._device, this._cacheSampler);\r\n};\r\n\r\nWebGPUEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n const compute = baseName.computeElement || baseName.compute || baseName.computeToken || baseName.computeSource || baseName;\r\n\r\n const name = compute + \"@\" + options.defines;\r\n if (this._compiledComputeEffects[name]) {\r\n const compiledEffect = <ComputeEffect>this._compiledComputeEffects[name];\r\n if (options.onCompiled && compiledEffect.isReady()) {\r\n options.onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n const effect = new ComputeEffect(baseName, options, this, name);\r\n this._compiledComputeEffects[name] = effect;\r\n\r\n return effect;\r\n};\r\n\r\nWebGPUEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n return new WebGPUComputePipelineContext(this);\r\n};\r\n\r\nWebGPUEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nWebGPUEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y = 1,\r\n z = 1,\r\n bindingsMapping?: ComputeBindingMapping,\r\n gpuPerfCounter?: WebGPUPerfCounter\r\n): void {\r\n this._endCurrentRenderPass();\r\n\r\n const contextPipeline = effect._pipelineContext as WebGPUComputePipelineContext;\r\n const computeContext = context as WebGPUComputeContext;\r\n\r\n if (!contextPipeline.computePipeline) {\r\n contextPipeline.computePipeline = this._device.createComputePipeline({\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n compute: contextPipeline.stage!,\r\n });\r\n }\r\n\r\n if (gpuPerfCounter) {\r\n this._timestampQuery.startPass(computePassDescriptor, this._timestampIndex);\r\n }\r\n\r\n const computePass = this._renderEncoder.beginComputePass(computePassDescriptor);\r\n\r\n computePass.setPipeline(contextPipeline.computePipeline);\r\n\r\n const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n const bindGroup = bindGroups[i];\r\n if (!bindGroup) {\r\n continue;\r\n }\r\n computePass.setBindGroup(i, bindGroup);\r\n }\r\n\r\n if (x + y + z > 0) {\r\n computePass.dispatchWorkgroups(x, y, z);\r\n }\r\n computePass.end();\r\n\r\n if (gpuPerfCounter) {\r\n this._timestampQuery.endPass(this._timestampIndex, gpuPerfCounter);\r\n this._timestampIndex += 2;\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.releaseComputeEffects = function () {\r\n for (const name in this._compiledComputeEffects) {\r\n const webGPUPipelineContextCompute = this._compiledComputeEffects[name].getPipelineContext() as WebGPUComputePipelineContext;\r\n this._deleteComputePipelineContext(webGPUPipelineContextCompute);\r\n }\r\n\r\n this._compiledComputeEffects = {};\r\n};\r\n\r\nWebGPUEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {\r\n const webGpuContext = pipelineContext as WebGPUComputePipelineContext;\r\n\r\n if (this.dbgShowShaderCode) {\r\n Logger.Log(defines!);\r\n Logger.Log(computeSourceCode);\r\n }\r\n\r\n webGpuContext.sources = {\r\n compute: computeSourceCode,\r\n rawCompute: rawComputeSourceCode,\r\n };\r\n\r\n webGpuContext.stage = this._createComputePipelineStageDescriptor(computeSourceCode, defines, entryPoint);\r\n};\r\n\r\nWebGPUEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {\r\n if (this._compiledComputeEffects[effect._key]) {\r\n delete this._compiledComputeEffects[effect._key];\r\n\r\n this._deleteComputePipelineContext(effect.getPipelineContext() as WebGPUComputePipelineContext);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._rebuildComputeEffects = function (): void {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n effect._pipelineContext = null;\r\n effect._wasPreviouslyReady = false;\r\n effect._prepareEffect();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {\r\n const webgpuPipelineContext = pipelineContext as WebGPUComputePipelineContext;\r\n if (webgpuPipelineContext) {\r\n pipelineContext.dispose();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._createComputePipelineStageDescriptor = function (computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage {\r\n if (defines) {\r\n defines = \"//\" + defines.split(\"\\n\").join(\"\\n//\") + \"\\n\";\r\n } else {\r\n defines = \"\";\r\n }\r\n return {\r\n module: this._device.createShaderModule({\r\n code: defines + computeShader,\r\n }),\r\n entryPoint,\r\n };\r\n};\r\n"]}
@@ -21,7 +21,7 @@ WebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (rtWrapp
21
21
  this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);
22
22
  };
23
23
  WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, initializeBuffers) {
24
- var _a, _b, _c;
24
+ var _a, _b, _c, _d;
25
25
  let generateMipMaps = false;
26
26
  let generateDepthBuffer = true;
27
27
  let generateStencilBuffer = false;
@@ -76,6 +76,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
76
76
  }
77
77
  labels = (_b = options.labels) !== null && _b !== void 0 ? _b : labels;
78
78
  }
79
+ rtWrapper.label = (_c = options === null || options === void 0 ? void 0 : options.label) !== null && _c !== void 0 ? _c : "MultiRenderTargetWrapper";
79
80
  const width = size.width || size;
80
81
  const height = size.height || size;
81
82
  let depthStencilTexture = null;
@@ -108,7 +109,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
108
109
  const format = formats[i] || defaultFormat;
109
110
  const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;
110
111
  const target = targets[i] || defaultTarget;
111
- const layerCount = (_c = layers[i]) !== null && _c !== void 0 ? _c : 1;
112
+ const layerCount = (_d = layers[i]) !== null && _d !== void 0 ? _d : 1;
112
113
  if (type === 1 && !this._caps.textureFloatLinearFiltering) {
113
114
  // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE
114
115
  samplingMode = 1;
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\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
+ 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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 rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\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"]}
@@ -60,7 +60,14 @@ WebGPUEngine.prototype.readFromStorageBuffer = function (storageBuffer, offset,
60
60
  gpuBuffer.unmap();
61
61
  this._bufferManager.releaseBuffer(gpuBuffer);
62
62
  resolve(data);
63
- }, (reason) => reject(reason));
63
+ }, (reason) => {
64
+ if (this.isDisposed) {
65
+ resolve(new Uint8Array());
66
+ }
67
+ else {
68
+ reject(reason);
69
+ }
70
+ });
64
71
  };
65
72
  if (noDelay) {
66
73
  this.flushFramebuffer();
@@ -1 +1 @@
1
- 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type { DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport type { WebGPUDataBuffer } from \"../../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport type { DataArray, Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\n\r\nimport type { StorageBuffer } from \"../../../Buffers/storageBuffer\";\r\n\r\ndeclare module \"../../../Materials/effect\" {\r\n export interface Effect {\r\n /**\r\n * Sets a storage buffer on the engine to be used in the shader.\r\n * @param name Name of the storage buffer variable.\r\n * @param buffer Storage buffer to set.\r\n * @param label defines the label of the buffer (for debug purpose)\r\n */\r\n setStorageBuffer(name: string, buffer: Nullable<StorageBuffer>, label?: string): void;\r\n }\r\n}\r\n\r\nEffect.prototype.setStorageBuffer = function (name: string, buffer: Nullable<StorageBuffer>): void {\r\n this._engine.setStorageBuffer(name, buffer);\r\n};\r\n\r\nWebGPUEngine.prototype.createStorageBuffer = function (data: DataArray | number, creationFlags: number, label?: string): DataBuffer {\r\n return this._createBuffer(data, creationFlags | Constants.BUFFER_CREATIONFLAG_STORAGE, label);\r\n};\r\n\r\nWebGPUEngine.prototype.updateStorageBuffer = function (buffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n const dataBuffer = buffer as WebGPUDataBuffer;\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n\r\n let view: ArrayBufferView;\r\n if (byteLength === undefined) {\r\n if (data instanceof Array) {\r\n view = new Float32Array(data);\r\n } else if (data instanceof ArrayBuffer) {\r\n view = new Uint8Array(data);\r\n } else {\r\n view = data;\r\n }\r\n byteLength = view.byteLength;\r\n } else {\r\n if (data instanceof Array) {\r\n view = new Float32Array(data);\r\n } else if (data instanceof ArrayBuffer) {\r\n view = new Uint8Array(data);\r\n } else {\r\n view = data;\r\n }\r\n }\r\n\r\n this._bufferManager.setSubData(dataBuffer, byteOffset, view, 0, byteLength);\r\n};\r\n\r\nWebGPUEngine.prototype.readFromStorageBuffer = function (\r\n storageBuffer: DataBuffer,\r\n offset?: number,\r\n size?: number,\r\n buffer?: ArrayBufferView,\r\n noDelay?: boolean\r\n): Promise<ArrayBufferView> {\r\n size = size || storageBuffer.capacity;\r\n\r\n const gpuBuffer = this._bufferManager.createRawBuffer(size, WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst, undefined, \"TempReadFromStorageBuffer\");\r\n\r\n this._renderEncoder.copyBufferToBuffer(storageBuffer.underlyingResource, offset ?? 0, gpuBuffer, 0, size);\r\n\r\n return new Promise((resolve, reject) => {\r\n const readFromBuffer = () => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, 0, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(0, size);\r\n let data: ArrayBufferView | undefined = buffer;\r\n if (data === undefined) {\r\n data = new Uint8Array(size!);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n } else {\r\n const ctor = data.constructor as any; // we want to create result data with the same type as buffer (Uint8Array, Float32Array, ...)\r\n data = new ctor(data.buffer);\r\n (data as any).set(new ctor(copyArrayBuffer));\r\n }\r\n gpuBuffer.unmap();\r\n this._bufferManager.releaseBuffer(gpuBuffer);\r\n resolve(data!);\r\n },\r\n (reason) => reject(reason)\r\n );\r\n };\r\n\r\n if (noDelay) {\r\n this.flushFramebuffer();\r\n readFromBuffer();\r\n } else {\r\n // we are using onEndFrameObservable because we need to map the gpuBuffer AFTER the command buffers\r\n // have been submitted, else we get the error: \"Buffer used in a submit while mapped\"\r\n this.onEndFrameObservable.addOnce(() => {\r\n readFromBuffer();\r\n });\r\n }\r\n });\r\n};\r\n\r\nWebGPUEngine.prototype.setStorageBuffer = function (name: string, buffer: Nullable<StorageBuffer>): void {\r\n this._currentDrawContext?.setBuffer(name, (buffer?.getBuffer() as WebGPUDataBuffer) ?? null);\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.storageBuffer.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.storageBuffer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAC5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,KAAK,eAAe,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,MAAM,EAAE,MAAM,2BAA2B,CAAC;AAgBnD,MAAM,CAAC,SAAS,CAAC,gBAAgB,GAAG,UAAU,IAAY,EAAE,MAA+B;IACvF,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;AAChD,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,IAAwB,EAAE,aAAqB,EAAE,KAAc;IAClH,OAAO,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,GAAG,SAAS,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;AAClG,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,MAAkB,EAAE,IAAe,EAAE,UAAmB,EAAE,UAAmB;IAChI,MAAM,UAAU,GAAG,MAA0B,CAAC;IAC9C,IAAI,UAAU,KAAK,SAAS,EAAE;QAC1B,UAAU,GAAG,CAAC,CAAC;KAClB;IAED,IAAI,IAAqB,CAAC;IAC1B,IAAI,UAAU,KAAK,SAAS,EAAE;QAC1B,IAAI,IAAI,YAAY,KAAK,EAAE;YACvB,IAAI,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;SACjC;aAAM,IAAI,IAAI,YAAY,WAAW,EAAE;YACpC,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;SAC/B;aAAM;YACH,IAAI,GAAG,IAAI,CAAC;SACf;QACD,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;KAChC;SAAM;QACH,IAAI,IAAI,YAAY,KAAK,EAAE;YACvB,IAAI,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;SACjC;aAAM,IAAI,IAAI,YAAY,WAAW,EAAE;YACpC,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;SAC/B;aAAM;YACH,IAAI,GAAG,IAAI,CAAC;SACf;KACJ;IAED,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,UAAU,CAAC,CAAC;AAChF,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAC3C,aAAyB,EACzB,MAAe,EACf,IAAa,EACb,MAAwB,EACxB,OAAiB;IAEjB,IAAI,GAAG,IAAI,IAAI,aAAa,CAAC,QAAQ,CAAC;IAEtC,MAAM,SAAS,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,IAAI,EAAE,eAAe,CAAC,WAAW,CAAC,OAAO,GAAG,eAAe,CAAC,WAAW,CAAC,OAAO,EAAE,SAAS,EAAE,2BAA2B,CAAC,CAAC;IAE/K,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,aAAa,CAAC,kBAAkB,EAAE,MAAM,aAAN,MAAM,cAAN,MAAM,GAAI,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IAE1G,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;QACnC,MAAM,cAAc,GAAG,GAAG,EAAE;YACxB,SAAS,CAAC,QAAQ,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,IAAI,CAC1D,GAAG,EAAE;gBACD,MAAM,eAAe,GAAG,SAAS,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;gBAC1D,IAAI,IAAI,GAAgC,MAAM,CAAC;gBAC/C,IAAI,IAAI,KAAK,SAAS,EAAE;oBACpB,IAAI,GAAG,IAAI,UAAU,CAAC,IAAK,CAAC,CAAC;oBAC5B,IAAmB,CAAC,GAAG,CAAC,IAAI,UAAU,CAAC,eAAe,CAAC,CAAC,CAAC;iBAC7D;qBAAM;oBACH,MAAM,IAAI,GAAG,IAAI,CAAC,WAAkB,CAAC,CAAC,6FAA6F;oBACnI,IAAI,GAAG,IAAI,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;oBAC5B,IAAY,CAAC,GAAG,CAAC,IAAI,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC;iBAChD;gBACD,SAAS,CAAC,KAAK,EAAE,CAAC;gBAClB,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;gBAC7C,OAAO,CAAC,IAAK,CAAC,CAAC;YACnB,CAAC,EACD,CAAC,MAAM,EAAE,EAAE;gBACP,IAAI,IAAI,CAAC,UAAU,EAAE;oBACjB,OAAO,CAAC,IAAI,UAAU,EAAE,CAAC,CAAC;iBAC7B;qBAAM;oBACH,MAAM,CAAC,MAAM,CAAC,CAAC;iBAClB;YACL,CAAC,CACJ,CAAC;QACN,CAAC,CAAC;QAEF,IAAI,OAAO,EAAE;YACT,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,cAAc,EAAE,CAAC;SACpB;aAAM;YACH,mGAAmG;YACnG,qFAAqF;YACrF,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,GAAG,EAAE;gBACnC,cAAc,EAAE,CAAC;YACrB,CAAC,CAAC,CAAC;SACN;IACL,CAAC,CAAC,CAAC;AACP,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,gBAAgB,GAAG,UAAU,IAAY,EAAE,MAA+B;;IAC7F,MAAA,IAAI,CAAC,mBAAmB,0CAAE,SAAS,CAAC,IAAI,EAAE,MAAC,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,SAAS,EAAuB,mCAAI,IAAI,CAAC,CAAC;AACjG,CAAC,CAAC","sourcesContent":["import type { DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport type { WebGPUDataBuffer } from \"../../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport type { DataArray, Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\nimport { Effect } from \"../../../Materials/effect\";\r\n\r\nimport type { StorageBuffer } from \"../../../Buffers/storageBuffer\";\r\n\r\ndeclare module \"../../../Materials/effect\" {\r\n export interface Effect {\r\n /**\r\n * Sets a storage buffer on the engine to be used in the shader.\r\n * @param name Name of the storage buffer variable.\r\n * @param buffer Storage buffer to set.\r\n * @param label defines the label of the buffer (for debug purpose)\r\n */\r\n setStorageBuffer(name: string, buffer: Nullable<StorageBuffer>, label?: string): void;\r\n }\r\n}\r\n\r\nEffect.prototype.setStorageBuffer = function (name: string, buffer: Nullable<StorageBuffer>): void {\r\n this._engine.setStorageBuffer(name, buffer);\r\n};\r\n\r\nWebGPUEngine.prototype.createStorageBuffer = function (data: DataArray | number, creationFlags: number, label?: string): DataBuffer {\r\n return this._createBuffer(data, creationFlags | Constants.BUFFER_CREATIONFLAG_STORAGE, label);\r\n};\r\n\r\nWebGPUEngine.prototype.updateStorageBuffer = function (buffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n const dataBuffer = buffer as WebGPUDataBuffer;\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n\r\n let view: ArrayBufferView;\r\n if (byteLength === undefined) {\r\n if (data instanceof Array) {\r\n view = new Float32Array(data);\r\n } else if (data instanceof ArrayBuffer) {\r\n view = new Uint8Array(data);\r\n } else {\r\n view = data;\r\n }\r\n byteLength = view.byteLength;\r\n } else {\r\n if (data instanceof Array) {\r\n view = new Float32Array(data);\r\n } else if (data instanceof ArrayBuffer) {\r\n view = new Uint8Array(data);\r\n } else {\r\n view = data;\r\n }\r\n }\r\n\r\n this._bufferManager.setSubData(dataBuffer, byteOffset, view, 0, byteLength);\r\n};\r\n\r\nWebGPUEngine.prototype.readFromStorageBuffer = function (\r\n storageBuffer: DataBuffer,\r\n offset?: number,\r\n size?: number,\r\n buffer?: ArrayBufferView,\r\n noDelay?: boolean\r\n): Promise<ArrayBufferView> {\r\n size = size || storageBuffer.capacity;\r\n\r\n const gpuBuffer = this._bufferManager.createRawBuffer(size, WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst, undefined, \"TempReadFromStorageBuffer\");\r\n\r\n this._renderEncoder.copyBufferToBuffer(storageBuffer.underlyingResource, offset ?? 0, gpuBuffer, 0, size);\r\n\r\n return new Promise((resolve, reject) => {\r\n const readFromBuffer = () => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, 0, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(0, size);\r\n let data: ArrayBufferView | undefined = buffer;\r\n if (data === undefined) {\r\n data = new Uint8Array(size!);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n } else {\r\n const ctor = data.constructor as any; // we want to create result data with the same type as buffer (Uint8Array, Float32Array, ...)\r\n data = new ctor(data.buffer);\r\n (data as any).set(new ctor(copyArrayBuffer));\r\n }\r\n gpuBuffer.unmap();\r\n this._bufferManager.releaseBuffer(gpuBuffer);\r\n resolve(data!);\r\n },\r\n (reason) => {\r\n if (this.isDisposed) {\r\n resolve(new Uint8Array());\r\n } else {\r\n reject(reason);\r\n }\r\n }\r\n );\r\n };\r\n\r\n if (noDelay) {\r\n this.flushFramebuffer();\r\n readFromBuffer();\r\n } else {\r\n // we are using onEndFrameObservable because we need to map the gpuBuffer AFTER the command buffers\r\n // have been submitted, else we get the error: \"Buffer used in a submit while mapped\"\r\n this.onEndFrameObservable.addOnce(() => {\r\n readFromBuffer();\r\n });\r\n }\r\n });\r\n};\r\n\r\nWebGPUEngine.prototype.setStorageBuffer = function (name: string, buffer: Nullable<StorageBuffer>): void {\r\n this._currentDrawContext?.setBuffer(name, (buffer?.getBuffer() as WebGPUDataBuffer) ?? null);\r\n};\r\n"]}
@@ -1,13 +1,15 @@
1
1
  import type { DataBuffer } from "../../Buffers/dataBuffer";
2
2
  import { WebGPUDataBuffer } from "../../Meshes/WebGPU/webgpuDataBuffer";
3
3
  import type { Nullable } from "../../types";
4
+ import type { WebGPUEngine } from "../webgpuEngine";
4
5
  /** @internal */
5
6
  export declare class WebGPUBufferManager {
7
+ private _engine;
6
8
  private _device;
7
9
  private _deferredReleaseBuffers;
8
10
  private static _IsGPUBuffer;
9
11
  private static _FlagsToString;
10
- constructor(device: GPUDevice);
12
+ constructor(engine: WebGPUEngine, device: GPUDevice);
11
13
  createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation?: boolean, label?: string): GPUBuffer;
12
14
  createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer;
13
15
  setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void;
@@ -20,8 +20,9 @@ export class WebGPUBufferManager {
20
20
  }
21
21
  return result;
22
22
  }
23
- constructor(device) {
23
+ constructor(engine, device) {
24
24
  this._deferredReleaseBuffers = [];
25
+ this._engine = engine;
25
26
  this._device = device;
26
27
  }
27
28
  createRawBuffer(viewOrSize, flags, mappedAtCreation = false, label) {
@@ -160,7 +161,14 @@ export class WebGPUBufferManager {
160
161
  this.releaseBuffer(gpuBuffer);
161
162
  }
162
163
  resolve(data);
163
- }, (reason) => reject(reason));
164
+ }, (reason) => {
165
+ if (this._engine.isDisposed) {
166
+ resolve(new Uint8Array());
167
+ }
168
+ else {
169
+ reject(reason);
170
+ }
171
+ });
164
172
  });
165
173
  }
166
174
  releaseBuffer(buffer) {