@babylonjs/core 6.36.1 → 6.37.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +4 -0
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -2
- package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +28 -3
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -0
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +6 -2
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -0
- package/Engines/WebGPU/webgpuCacheBindGroups.js +12 -0
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +3 -0
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +2 -1
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +23 -5
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +4 -5
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +10 -4
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +8 -53
- package/Engines/WebGPU/webgpuTextureHelper.js +4 -996
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +56 -0
- package/Engines/WebGPU/webgpuTextureManager.js +1012 -0
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -0
- package/Engines/engine.d.ts +1 -0
- package/Engines/engine.js +9 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +1 -0
- package/Engines/renderTargetWrapper.js +5 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +1 -0
- package/Engines/thinEngine.js +11 -7
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +9 -2
- package/Engines/webgpuEngine.js +75 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +23 -6
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +14 -3
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +14 -3
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +12 -11
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +2 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +21 -6
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +15 -9
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +2 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +13 -5
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +9 -5
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +24 -6
- package/FlowGraph/flowGraph.js +12 -12
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +31 -2
- package/FlowGraph/flowGraphBlock.js +8 -3
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +5 -1
- package/FlowGraph/flowGraphContext.js +4 -2
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +22 -2
- package/FlowGraph/flowGraphCoordinator.js +7 -11
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/{flowGraphWithOnDoneExecutionBlock.js → flowGraphExecutionBlockWithOutSignal.js} +1 -1
- package/FlowGraph/flowGraphExecutionBlockWithOutSignal.js.map +1 -0
- package/FlowGraph/flowGraphPathConverter.d.ts +13 -0
- package/FlowGraph/flowGraphPathConverter.js +31 -0
- package/FlowGraph/flowGraphPathConverter.js.map +1 -0
- package/FlowGraph/flowGraphPathConverterComponent.d.ts +19 -0
- package/FlowGraph/flowGraphPathConverterComponent.js +31 -0
- package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -0
- package/FlowGraph/index.d.ts +0 -1
- package/FlowGraph/index.js +0 -1
- package/FlowGraph/index.js.map +1 -1
- package/FlowGraph/serialization.d.ts +8 -0
- package/FlowGraph/serialization.js +12 -4
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/typeDefinitions.d.ts +86 -1
- package/FlowGraph/typeDefinitions.js.map +1 -1
- package/Materials/Textures/dynamicTexture.js +2 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/hardwareTextureWrapper.d.ts +1 -1
- package/Materials/Textures/hardwareTextureWrapper.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +6 -2
- package/Materials/Textures/internalTexture.js +6 -4
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +10 -10
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/material.d.ts +1 -1
- package/Materials/material.js +3 -1
- package/Materials/material.js.map +1 -1
- package/Materials/shaderMaterial.js +2 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +2 -0
- package/Materials/uniformBuffer.js +16 -0
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/WebGPU/webgpuDataBuffer.d.ts +1 -0
- package/Meshes/WebGPU/webgpuDataBuffer.js +2 -0
- package/Meshes/WebGPU/webgpuDataBuffer.js.map +1 -1
- package/Meshes/geometry.js +3 -3
- package/Meshes/geometry.js.map +1 -1
- package/Misc/brdfTextureTools.js +9 -7
- package/Misc/brdfTextureTools.js.map +1 -1
- package/Misc/rgbdTextureTools.js +37 -37
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/ObjectModel/index.d.ts +1 -0
- package/ObjectModel/index.js +2 -0
- package/ObjectModel/index.js.map +1 -0
- package/ObjectModel/objectModelInterfaces.d.ts +21 -0
- package/ObjectModel/objectModelInterfaces.js +2 -0
- package/ObjectModel/objectModelInterfaces.js.map +1 -0
- package/Particles/computeShaderParticleSystem.js +2 -2
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +2 -5
- package/Particles/particleSystem.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js +1 -6
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/renderingManager.js +1 -1
- package/Rendering/renderingManager.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +9 -1
- package/XR/features/WebXRControllerTeleportation.js +10 -0
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/package.json +1 -1
- package/types.d.ts +5 -1
- package/types.js +0 -2
- package/types.js.map +1 -1
- package/FlowGraph/flowGraphPath.d.ts +0 -45
- package/FlowGraph/flowGraphPath.js +0 -156
- package/FlowGraph/flowGraphPath.js.map +0 -1
- package/FlowGraph/flowGraphPathComponent.d.ts +0 -42
- package/FlowGraph/flowGraphPathComponent.js +0 -51
- package/FlowGraph/flowGraphPathComponent.js.map +0 -1
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +0 -1
- /package/FlowGraph/{flowGraphWithOnDoneExecutionBlock.d.ts → flowGraphExecutionBlockWithOutSignal.d.ts} +0 -0
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@@ -48,6 +48,10 @@ export class ArcRotateCameraGamepadInput {
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}
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});
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this.gamepad = manager.getGamepadByType(Gamepad.XBOX);
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// if no xbox controller was found, but there are gamepad controllers, take the first one
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if (!this.gamepad && manager.gamepads.length) {
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this.gamepad = manager.gamepads[0];
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}
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}
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/**
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* Detach the current controls from the specified dom element.
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-
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+
{"version":3,"file":"arcRotateCameraGamepadInput.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Inputs/arcRotateCameraGamepadInput.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAIlD,OAAO,EAAE,gBAAgB,EAAE,MAAM,mCAAmC,CAAC;AACrE,OAAO,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;AACjD;;;GAGG;AACH,MAAM,OAAO,2BAA2B;IAAxC;QAWI;;;WAGG;QAEI,+BAA0B,GAAG,EAAE,CAAC;QAEvC;;;WAGG;QAEI,2BAAsB,GAAG,EAAE,CAAC;QAE3B,gBAAW,GAAG,GAAG,CAAC;IAsG9B,CAAC;IApGG;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,WAAW,KAAK,GAAG,CAAC;IACpC,CAAC;IAED,IAAW,WAAW,CAAC,KAAc;QACjC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC;IAC1C,CAAC;IAKD;;OAEG;IACI,aAAa;QAChB,MAAM,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,cAAc,CAAC;QACtD,IAAI,CAAC,2BAA2B,GAAG,OAAO,CAAC,4BAA4B,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE;YACpF,IAAI,OAAO,CAAC,IAAI,KAAK,OAAO,CAAC,YAAY,EAAE;gBACvC,4BAA4B;gBAC5B,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,OAAO,CAAC,IAAI,KAAK,OAAO,CAAC,IAAI,EAAE;oBAChD,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;iBAC1B;aACJ;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,8BAA8B,GAAG,OAAO,CAAC,+BAA+B,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE;YAC1F,IAAI,IAAI,CAAC,OAAO,KAAK,OAAO,EAAE;gBAC1B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;aACvB;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACtD,yFAAyF;QACzF,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,OAAO,CAAC,QAAQ,CAAC,MAAM,EAAE;YAC1C,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;SACtC;IACL,CAAC;IAED;;OAEG;IACI,aAAa;QAChB,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,cAAc,CAAC,4BAA4B,CAAC,MAAM,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;QAC5G,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,cAAc,CAAC,+BAA+B,CAAC,MAAM,CAAC,IAAI,CAAC,8BAA8B,CAAC,CAAC;QAClH,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;IACxB,CAAC;IAED;;;OAGG;IACI,WAAW;QACd,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;YAC3B,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;YAEzC,IAAI,QAAQ,EAAE;gBACV,IAAI,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE;oBACjB,MAAM,YAAY,GAAG,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,0BAA0B,CAAC;oBAClE,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,YAAY,CAAC,GAAG,KAAK,EAAE;wBACrD,MAAM,CAAC,mBAAmB,IAAI,YAAY,CAAC;qBAC9C;iBACJ;gBAED,IAAI,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE;oBACjB,MAAM,YAAY,GAAG,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,0BAA0B,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC;oBACvF,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,YAAY,CAAC,GAAG,KAAK,EAAE;wBACrD,MAAM,CAAC,kBAAkB,IAAI,YAAY,CAAC;qBAC7C;iBACJ;aACJ;YAED,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;YACxC,IAAI,QAAQ,IAAI,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE;gBAC7B,MAAM,YAAY,GAAG,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,sBAAsB,CAAC;gBAC9D,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,YAAY,CAAC,GAAG,KAAK,EAAE;oBACrD,IAAI,CAAC,MAAM,CAAC,oBAAoB,IAAI,YAAY,CAAC;iBACpD;aACJ;SACJ;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,SAAS,CAAC;IACrB,CAAC;CACJ;AA/GU;IADN,SAAS,EAAE;+EAC2B;AAOhC;IADN,SAAS,EAAE;2EACuB;AA0GjC,gBAAiB,CAAC,6BAA6B,CAAC,GAAG,2BAA2B,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n/**\r\n * Manage the gamepad inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Defines the gamepad the input is gathering event from.\r\n */\r\n public gamepad: Nullable<Gamepad>;\r\n\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadRotationSensibility = 80;\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n private _onGamepadConnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _onGamepadDisconnectedObserver: Nullable<Observer<Gamepad>>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n // if no xbox controller was found, but there are gamepad controllers, take the first one\r\n if (!this.gamepad && manager.gamepads.length) {\r\n this.gamepad = manager.gamepads[0];\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad) {\r\n const camera = this.camera;\r\n const rsValues = this.gamepad.rightStick;\r\n\r\n if (rsValues) {\r\n if (rsValues.x != 0) {\r\n const normalizedRX = rsValues.x / this.gamepadRotationSensibility;\r\n if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {\r\n camera.inertialAlphaOffset += normalizedRX;\r\n }\r\n }\r\n\r\n if (rsValues.y != 0) {\r\n const normalizedRY = (rsValues.y / this.gamepadRotationSensibility) * this._yAxisScale;\r\n if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {\r\n camera.inertialBetaOffset += normalizedRY;\r\n }\r\n }\r\n }\r\n\r\n const lsValues = this.gamepad.leftStick;\r\n if (lsValues && lsValues.y != 0) {\r\n const normalizedLY = lsValues.y / this.gamepadMoveSensibility;\r\n if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {\r\n this.camera.inertialRadiusOffset -= normalizedLY;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraGamepadInput\"] = ArcRotateCameraGamepadInput;\r\n"]}
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@@ -1,5 +1,5 @@
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import { InternalTexture } from "../../Materials/Textures/internalTexture";
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-
import type { Nullable } from "../../types";
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+
import type { ImageSource, Nullable } from "../../types";
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3
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import type { ICanvas } from "../ICanvas";
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4
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declare module "../../Engines/thinEngine" {
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interface ThinEngine {
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@@ -22,6 +22,6 @@ declare module "../../Engines/thinEngine" {
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* @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
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* @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature "allowGPUOptimizationsForGUI" being true)
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*/
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-
updateDynamicTexture(texture: Nullable<InternalTexture>, source:
|
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+
updateDynamicTexture(texture: Nullable<InternalTexture>, source: ImageSource | ICanvas, invertY?: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean, allowGPUOptimization?: boolean): void;
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}
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}
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@@ -1 +1 @@
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-
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|
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1
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+
{"version":3,"file":"engine.dynamicTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/engine.dynamicTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AACtD,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,0CAA0C,CAAC;AAsClG,UAAU,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,KAAa,EAAE,MAAc,EAAE,eAAwB,EAAE,YAAoB;IAC/H,MAAM,OAAO,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,OAAO,CAAC,CAAC;IACzE,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;IAC1B,OAAO,CAAC,UAAU,GAAG,MAAM,CAAC;IAE5B,IAAI,eAAe,EAAE;QACjB,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,UAAU,CAAC,gBAAgB,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QACrG,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,UAAU,CAAC,gBAAgB,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;KAC3G;IAED,6BAA6B;IAC7B,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;IACtB,OAAO,CAAC,MAAM,GAAG,MAAM,CAAC;IACxB,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC;IACxB,OAAO,CAAC,eAAe,GAAG,eAAe,CAAC;IAC1C,OAAO,CAAC,YAAY,GAAG,YAAY,CAAC;IAEpC,IAAI,CAAC,yBAAyB,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC;IAEtD,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAE1C,OAAO,OAAO,CAAC;AACnB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,oBAAoB,GAAG,UACxC,OAAkC,EAClC,MAAmB,EACnB,OAAiB,EACjB,cAAuB,KAAK,EAC5B,MAAe,EACf,mBAA4B,KAAK;AACjC,6DAA6D;AAC7D,uBAAgC,KAAK;IAErC,IAAI,CAAC,OAAO,EAAE;QACV,OAAO;KACV;IAED,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC;IACpB,MAAM,MAAM,GAAG,EAAE,CAAC,UAAU,CAAC;IAE7B,MAAM,kBAAkB,GAAG,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,gBAAgB,CAAC,CAAC;IAE9F,IAAI,CAAC,YAAY,CAAC,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;IAErE,IAAI,WAAW,EAAE;QACb,EAAE,CAAC,WAAW,CAAC,EAAE,CAAC,8BAA8B,EAAE,CAAC,CAAC,CAAC;KACxD;IAED,MAAM,WAAW,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC5D,MAAM,QAAQ,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;IAC3E,MAAM,cAAc,GAAG,IAAI,CAAC,iCAAiC,CAAC,OAAO,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAEtF,EAAE,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAwB,CAAC,CAAC;IAE1F,IAAI,OAAO,CAAC,eAAe,EAAE;QACzB,EAAE,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;KAC7B;IAED,IAAI,CAAC,kBAAkB,EAAE;QACrB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;KAC3C;IAED,IAAI,WAAW,EAAE;QACb,EAAE,CAAC,WAAW,CAAC,EAAE,CAAC,8BAA8B,EAAE,CAAC,CAAC,CAAC;KACxD;IAED,IAAI,MAAM,EAAE;QACR,OAAO,CAAC,MAAM,GAAG,MAAM,CAAC;KAC3B;IAED,OAAO,CAAC,qBAAqB,GAAG,MAAM,CAAC;IACvC,OAAO,CAAC,YAAY,GAAG,WAAW,CAAC;IACnC,OAAO,CAAC,OAAO,GAAG,OAAO,IAAI,KAAK,CAAC;IACnC,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;AAC3B,CAAC,CAAC","sourcesContent":["import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { ImageSource, Nullable } from \"../../types\";\r\nimport type { ICanvas } from \"../ICanvas\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a dynamic texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @returns the dynamic texture inside an InternalTexture\r\n */\r\n createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;\r\n\r\n /**\r\n * Update the content of a dynamic texture\r\n * @param texture defines the texture to update\r\n * @param source defines the source containing the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param premulAlpha defines if alpha is stored as premultiplied\r\n * @param format defines the format of the data\r\n * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n updateDynamicTexture(\r\n texture: Nullable<InternalTexture>,\r\n source: ImageSource | ICanvas,\r\n invertY?: boolean,\r\n premulAlpha?: boolean,\r\n format?: number,\r\n forceBindTexture?: boolean,\r\n allowGPUOptimization?: boolean\r\n ): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createDynamicTexture = function (width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Dynamic);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n\r\n if (generateMipMaps) {\r\n width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;\r\n height = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;\r\n }\r\n\r\n // this.resetTextureCache();\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = false;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n\r\n this.updateTextureSamplingMode(samplingMode, texture);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.updateDynamicTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n source: ImageSource,\r\n invertY?: boolean,\r\n premulAlpha: boolean = false,\r\n format?: number,\r\n forceBindTexture: boolean = false,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n allowGPUOptimization: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n const gl = this._gl;\r\n const target = gl.TEXTURE_2D;\r\n\r\n const wasPreviouslyBound = this._bindTextureDirectly(target, texture, true, forceBindTexture);\r\n\r\n this._unpackFlipY(invertY === undefined ? texture.invertY : invertY);\r\n\r\n if (premulAlpha) {\r\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);\r\n }\r\n\r\n const textureType = this._getWebGLTextureType(texture.type);\r\n const glformat = this._getInternalFormat(format ? format : texture.format);\r\n const internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, glformat);\r\n\r\n gl.texImage2D(target, 0, internalFormat, glformat, textureType, source as TexImageSource);\r\n\r\n if (texture.generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n if (!wasPreviouslyBound) {\r\n this._bindTextureDirectly(target, null);\r\n }\r\n\r\n if (premulAlpha) {\r\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n }\r\n\r\n if (format) {\r\n texture.format = format;\r\n }\r\n\r\n texture._dynamicTextureSource = source;\r\n texture._premulAlpha = premulAlpha;\r\n texture.invertY = invertY || false;\r\n texture.isReady = true;\r\n};\r\n"]}
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@@ -1,18 +1,43 @@
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1
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+
import { ThinEngine } from "../../thinEngine.js";
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2
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+
import { InternalTexture, InternalTextureSource } from "../../../Materials/Textures/internalTexture.js";
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1
3
|
import { WebGPUEngine } from "../../webgpuEngine.js";
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2
|
-
WebGPUEngine.prototype.
|
|
4
|
+
WebGPUEngine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
|
|
5
|
+
const texture = new InternalTexture(this, InternalTextureSource.Dynamic);
|
|
6
|
+
texture.baseWidth = width;
|
|
7
|
+
texture.baseHeight = height;
|
|
8
|
+
if (generateMipMaps) {
|
|
9
|
+
width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
|
|
10
|
+
height = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
|
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11
|
+
}
|
|
12
|
+
texture.width = width;
|
|
13
|
+
texture.height = height;
|
|
14
|
+
texture.isReady = false;
|
|
15
|
+
texture.generateMipMaps = generateMipMaps;
|
|
16
|
+
texture.samplingMode = samplingMode;
|
|
17
|
+
this.updateTextureSamplingMode(samplingMode, texture);
|
|
18
|
+
this._internalTexturesCache.push(texture);
|
|
19
|
+
if (width && height) {
|
|
20
|
+
this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
|
|
21
|
+
}
|
|
22
|
+
return texture;
|
|
23
|
+
};
|
|
24
|
+
WebGPUEngine.prototype.updateDynamicTexture = function (texture, source, invertY, premulAlpha = false, format, forceBindTexture, allowGPUOptimization) {
|
|
3
25
|
var _a;
|
|
4
26
|
if (!texture) {
|
|
5
27
|
return;
|
|
6
28
|
}
|
|
7
|
-
const width =
|
|
29
|
+
const width = source.width, height = source.height;
|
|
8
30
|
let gpuTextureWrapper = texture._hardwareTexture;
|
|
9
31
|
if (!((_a = texture._hardwareTexture) === null || _a === void 0 ? void 0 : _a.underlyingResource)) {
|
|
10
32
|
gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
|
|
11
33
|
}
|
|
12
|
-
this._textureHelper.updateTexture(
|
|
34
|
+
this._textureHelper.updateTexture(source, texture, width, height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, premulAlpha, 0, 0, allowGPUOptimization);
|
|
13
35
|
if (texture.generateMipMaps) {
|
|
14
36
|
this._generateMipmaps(texture);
|
|
15
37
|
}
|
|
38
|
+
texture._dynamicTextureSource = source;
|
|
39
|
+
texture._premulAlpha = premulAlpha;
|
|
40
|
+
texture.invertY = invertY || false;
|
|
16
41
|
texture.isReady = true;
|
|
17
42
|
};
|
|
18
43
|
//# sourceMappingURL=engine.dynamicTexture.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"engine.dynamicTexture.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.dynamicTexture.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"engine.dynamicTexture.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.dynamicTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,4BAAgC;AACrD,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAGlD,YAAY,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,KAAa,EAAE,MAAc,EAAE,eAAwB,EAAE,YAAoB;IACjI,MAAM,OAAO,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,OAAO,CAAC,CAAC;IACzE,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;IAC1B,OAAO,CAAC,UAAU,GAAG,MAAM,CAAC;IAE5B,IAAI,eAAe,EAAE;QACjB,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,UAAU,CAAC,gBAAgB,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QACrG,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,UAAU,CAAC,gBAAgB,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;KAC3G;IAED,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;IACtB,OAAO,CAAC,MAAM,GAAG,MAAM,CAAC;IACxB,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC;IACxB,OAAO,CAAC,eAAe,GAAG,eAAe,CAAC;IAC1C,OAAO,CAAC,YAAY,GAAG,YAAY,CAAC;IAEpC,IAAI,CAAC,yBAAyB,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC;IAEtD,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAE1C,IAAI,KAAK,IAAI,MAAM,EAAE;QACjB,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;KAClF;IAED,OAAO,OAAO,CAAC;AACnB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAC1C,OAAkC,EAClC,MAAmB,EACnB,OAAgB,EAChB,cAAuB,KAAK,EAC5B,MAAe,EACf,gBAA0B,EAC1B,oBAA8B;;IAE9B,IAAI,CAAC,OAAO,EAAE;QACV,OAAO;KACV;IAED,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,EACtB,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;IAE3B,IAAI,iBAAiB,GAAG,OAAO,CAAC,gBAAyC,CAAC;IAE1E,IAAI,CAAC,CAAA,MAAA,OAAO,CAAC,gBAAgB,0CAAE,kBAAkB,CAAA,EAAE;QAC/C,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;KACtG;IAED,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,CAAC,KAAK,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,OAAO,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,oBAAoB,CAAC,CAAC;IACnK,IAAI,OAAO,CAAC,eAAe,EAAE;QACzB,IAAI,CAAC,gBAAgB,CAAC,OAAO,CAAC,CAAC;KAClC;IAED,OAAO,CAAC,qBAAqB,GAAG,MAAM,CAAC;IACvC,OAAO,CAAC,YAAY,GAAG,WAAW,CAAC;IACnC,OAAO,CAAC,OAAO,GAAG,OAAO,IAAI,KAAK,CAAC;IACnC,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;AAC3B,CAAC,CAAC","sourcesContent":["import { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { ImageSource, Nullable } from \"../../../types\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\n\r\nWebGPUEngine.prototype.createDynamicTexture = function (width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Dynamic);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n\r\n if (generateMipMaps) {\r\n width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;\r\n height = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;\r\n }\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = false;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n\r\n this.updateTextureSamplingMode(samplingMode, texture);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n if (width && height) {\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n }\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateDynamicTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n source: ImageSource,\r\n invertY: boolean,\r\n premulAlpha: boolean = false,\r\n format?: number,\r\n forceBindTexture?: boolean,\r\n allowGPUOptimization?: boolean\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n const width = source.width,\r\n height = source.height;\r\n\r\n let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (!texture._hardwareTexture?.underlyingResource) {\r\n gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n }\r\n\r\n this._textureHelper.updateTexture(source, texture, width, height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, premulAlpha, 0, 0, allowGPUOptimization);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture);\r\n }\r\n\r\n texture._dynamicTextureSource = source;\r\n texture._premulAlpha = premulAlpha;\r\n texture.invertY = invertY || false;\r\n texture.isReady = true;\r\n};\r\n"]}
|
|
@@ -14,6 +14,7 @@ WebGPUEngine.prototype.createRawTexture = function (data, width, height, format,
|
|
|
14
14
|
texture.invertY = invertY;
|
|
15
15
|
texture._compression = compression;
|
|
16
16
|
texture.type = type;
|
|
17
|
+
texture._creationFlags = creationFlags;
|
|
17
18
|
texture._useSRGBBuffer = useSRGBBuffer;
|
|
18
19
|
if (!this._doNotHandleContextLost) {
|
|
19
20
|
texture._bufferView = data;
|
|
@@ -68,6 +69,7 @@ WebGPUEngine.prototype.createRawCubeTexture = function (data, size, format, type
|
|
|
68
69
|
Logger.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
|
|
69
70
|
}
|
|
70
71
|
texture.isCube = true;
|
|
72
|
+
texture._originalFormat = format;
|
|
71
73
|
texture.format = format === 4 ? 5 : format;
|
|
72
74
|
texture.type = type;
|
|
73
75
|
texture.generateMipMaps = generateMipMaps;
|
|
@@ -176,6 +178,7 @@ WebGPUEngine.prototype.createRawTexture3D = function (data, width, height, depth
|
|
|
176
178
|
texture.generateMipMaps = generateMipMaps;
|
|
177
179
|
texture.samplingMode = samplingMode;
|
|
178
180
|
texture.is3D = true;
|
|
181
|
+
texture._creationFlags = creationFlags;
|
|
179
182
|
if (!this._doNotHandleContextLost) {
|
|
180
183
|
texture._bufferView = data;
|
|
181
184
|
}
|
|
@@ -219,6 +222,7 @@ WebGPUEngine.prototype.createRawTexture2DArray = function (data, width, height,
|
|
|
219
222
|
texture.generateMipMaps = generateMipMaps;
|
|
220
223
|
texture.samplingMode = samplingMode;
|
|
221
224
|
texture.is2DArray = true;
|
|
225
|
+
texture._creationFlags = creationFlags;
|
|
222
226
|
if (!this._doNotHandleContextLost) {
|
|
223
227
|
texture._bufferView = data;
|
|
224
228
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[i];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n allFaces.push(faceDataArrays[faces[faceIndex]]);\r\n }\r\n this.updateRawCubeTexture(texture, allFaces, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
|
|
1
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+
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._creationFlags = creationFlags;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture._originalFormat = format;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[i];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n allFaces.push(faceDataArrays[faces[faceIndex]]);\r\n }\r\n this.updateRawCubeTexture(texture, allFaces, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
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@@ -2,6 +2,7 @@ import { WebGPUDataBuffer } from "../../Meshes/WebGPU/webgpuDataBuffer.js";
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2
2
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import { FromHalfFloat } from "../../Misc/textureTools.js";
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3
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4
4
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import { allocateAndCopyTypedBuffer } from "../Extensions/engine.readTexture.js";
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5
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+
// eslint-disable-next-line @typescript-eslint/naming-convention
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5
6
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import * as WebGPUConstants from "./webgpuConstants.js";
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7
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/** @internal */
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export class WebGPUBufferManager {
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@@ -28,7 +29,7 @@ export class WebGPUBufferManager {
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29
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createRawBuffer(viewOrSize, flags, mappedAtCreation = false, label) {
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const alignedLength = viewOrSize.byteLength !== undefined ? (viewOrSize.byteLength + 3) & ~3 : (viewOrSize + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)
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const verticesBufferDescriptor = {
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-
label: WebGPUBufferManager._FlagsToString(flags, label !== null && label !== void 0 ? label : "Buffer") + "_size" + alignedLength,
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32
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label: "BabylonWebGPUDevice" + this._engine.uniqueId + "_" + WebGPUBufferManager._FlagsToString(flags, label !== null && label !== void 0 ? label : "Buffer") + "_size" + alignedLength,
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mappedAtCreation,
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size: alignedLength,
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34
35
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usage: flags,
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@@ -41,6 +42,7 @@ export class WebGPUBufferManager {
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42
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const dataBuffer = new WebGPUDataBuffer(buffer);
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43
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dataBuffer.references = 1;
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44
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dataBuffer.capacity = isView ? viewOrSize.byteLength : viewOrSize;
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+
dataBuffer.engineId = this._engine.uniqueId;
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44
46
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if (isView) {
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45
47
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this.setSubData(dataBuffer, 0, viewOrSize);
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}
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@@ -88,6 +90,7 @@ export class WebGPUBufferManager {
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88
90
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}
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readDataFromBuffer(gpuBuffer, size, width, height, bytesPerRow, bytesPerRowAligned, type = 0, offset = 0, buffer = null, destroyBuffer = true, noDataConversion = false) {
|
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90
92
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const floatFormat = type === 1 ? 2 : type === 2 ? 1 : 0;
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+
const engineId = this._engine.uniqueId;
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94
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return new Promise((resolve, reject) => {
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95
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gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(() => {
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96
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const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);
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@@ -162,7 +165,8 @@ export class WebGPUBufferManager {
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165
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}
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resolve(data);
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}, (reason) => {
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165
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-
if (this._engine.isDisposed) {
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168
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+
if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {
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169
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+
// The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject
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resolve(new Uint8Array());
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}
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else {
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@@ -1 +1 @@
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1
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-
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type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { allocateAndCopyTypedBuffer } from \"../Extensions/engine.readTexture\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags, undefined, label);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while (chunkEnd - (chunkStart + offset) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => {\r\n if (this._engine.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\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
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1
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+
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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { allocateAndCopyTypedBuffer } from \"../Extensions/engine.readTexture\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags, undefined, label);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while (chunkEnd - (chunkStart + offset) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
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@@ -1,3 +1,5 @@
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1
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+
/* eslint-disable babylonjs/available */
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2
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+
/* eslint-disable jsdoc/require-jsdoc */
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1
3
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import { Logger } from "../../Misc/logger.js";
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2
4
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class WebGPUBindGroupCacheNode {
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3
5
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constructor() {
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@@ -14,6 +16,16 @@ export class WebGPUCacheBindGroups {
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14
16
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noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,
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15
17
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};
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16
18
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}
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19
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+
static ResetCache() {
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20
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+
WebGPUCacheBindGroups._Cache = new WebGPUBindGroupCacheNode();
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21
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+
WebGPUCacheBindGroups.NumBindGroupsCreatedTotal = 0;
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22
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+
WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = 0;
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23
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+
WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = 0;
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24
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+
WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = 0;
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25
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+
WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;
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26
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+
WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;
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27
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+
WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;
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28
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+
}
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17
29
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constructor(device, cacheSampler, engine) {
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18
30
|
this.disabled = false;
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19
31
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this._device = device;
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