@babylonjs/core 6.37.1 → 6.38.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +26 -6
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Bones/skeleton.js +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.align.js +4 -1
- package/Buffers/buffer.align.js.map +1 -1
- package/Buffers/buffer.d.ts +10 -3
- package/Buffers/buffer.js +34 -5
- package/Buffers/buffer.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +1 -3
- package/Engines/Extensions/engine.cubeTexture.js +1 -3
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +6 -17
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/ICanvas.d.ts +60 -0
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +3 -3
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Native/nativePipelineContext.d.ts +4 -5
- package/Engines/Native/nativePipelineContext.js +2 -9
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/validatedNativeDataStream.d.ts +3 -0
- package/Engines/Native/validatedNativeDataStream.js +3 -0
- package/Engines/Native/validatedNativeDataStream.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +11 -0
- package/Engines/WebGL/webGLRenderTargetWrapper.js +27 -0
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +8 -4
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +3 -1
- package/Engines/WebGPU/webgpuConstants.js +2 -0
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +3 -0
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/engine.d.ts +10 -45
- package/Engines/nativeEngine.d.ts +3 -1
- package/Engines/nativeEngine.js +29 -30
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +7 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +3 -3
- package/Engines/thinEngine.js +16 -8
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +2 -2
- package/Engines/webgpuEngine.js +7 -13
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Logic/index.d.ts +0 -1
- package/FlowGraph/Blocks/Data/Logic/index.js +0 -1
- package/FlowGraph/Blocks/Data/Logic/index.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +327 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +465 -74
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +3 -0
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +2 -2
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +7 -3
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +7 -6
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.d.ts +14 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js +4 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +3 -0
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +16 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +14 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphInteger.d.ts +62 -0
- package/FlowGraph/flowGraphInteger.js +76 -0
- package/FlowGraph/flowGraphInteger.js.map +1 -0
- package/FlowGraph/flowGraphPathConverterComponent.d.ts +2 -1
- package/FlowGraph/flowGraphPathConverterComponent.js +3 -3
- package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
- package/FlowGraph/flowGraphRichTypes.d.ts +2 -0
- package/FlowGraph/flowGraphRichTypes.js +5 -0
- package/FlowGraph/flowGraphRichTypes.js.map +1 -1
- package/FlowGraph/serialization.js +8 -1
- package/FlowGraph/serialization.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +1 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +9 -2
- package/Gizmos/cameraGizmo.js +29 -10
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +1 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Lights/shadowLight.d.ts +2 -2
- package/Lights/shadowLight.js +1 -1
- package/Lights/shadowLight.js.map +1 -1
- package/Lights/spotLight.js +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js +1 -1
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +1 -0
- package/Materials/PBR/pbrMaterial.js +1 -0
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +1 -1
- package/Materials/Textures/baseTexture.js +1 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +5 -0
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +1 -1
- package/Materials/Textures/multiRenderTarget.js +4 -4
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/videoTexture.js +2 -0
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.js +2 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/materialPluginManager.d.ts +1 -1
- package/Materials/materialPluginManager.js.map +1 -1
- package/Meshes/Node/Blocks/geometryArcTan2Block.d.ts +30 -0
- package/Meshes/Node/Blocks/geometryArcTan2Block.js +81 -0
- package/Meshes/Node/Blocks/geometryArcTan2Block.js.map +1 -0
- package/Meshes/Node/Blocks/geometryClampBlock.d.ts +33 -0
- package/Meshes/Node/Blocks/geometryClampBlock.js +101 -0
- package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometryCrossBlock.d.ts +30 -0
- package/Meshes/Node/Blocks/geometryCrossBlock.js +76 -0
- package/Meshes/Node/Blocks/geometryCrossBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometryLerpBlock.d.ts +34 -0
- package/Meshes/Node/Blocks/geometryLerpBlock.js +90 -0
- package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometryModBlock.d.ts +30 -0
- package/Meshes/Node/Blocks/geometryModBlock.js +82 -0
- package/Meshes/Node/Blocks/geometryModBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometryNLerpBlock.d.ts +34 -0
- package/Meshes/Node/Blocks/geometryNLerpBlock.js +96 -0
- package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometryPowBlock.d.ts +30 -0
- package/Meshes/Node/Blocks/geometryPowBlock.js +82 -0
- package/Meshes/Node/Blocks/geometryPowBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometrySmoothStepBlock.d.ts +34 -0
- package/Meshes/Node/Blocks/geometrySmoothStepBlock.js +91 -0
- package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometryStepBlock.d.ts +30 -0
- package/Meshes/Node/Blocks/geometryStepBlock.js +84 -0
- package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -0
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.d.ts +19 -15
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +37 -17
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
- package/Meshes/Node/index.d.ts +9 -0
- package/Meshes/Node/index.js +9 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/geometry.js +8 -5
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/thinInstanceMesh.d.ts +1 -1
- package/Meshes/thinInstanceMesh.js +2 -2
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Navigation/INavigationEngine.d.ts +10 -1
- package/Navigation/INavigationEngine.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.d.ts +20 -0
- package/Navigation/Plugins/recastJSPlugin.js +43 -8
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/ObjectModel/objectModelInterfaces.d.ts +5 -0
- package/ObjectModel/objectModelInterfaces.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -0
- package/Particles/gpuParticleSystem.js +10 -3
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Physics/v2/ragdoll.js +4 -0
- package/Physics/v2/ragdoll.js.map +1 -1
- package/Rendering/GaussianSplatting/gaussianSplatting.d.ts +6 -0
- package/Rendering/GaussianSplatting/gaussianSplatting.js +124 -39
- package/Rendering/GaussianSplatting/gaussianSplatting.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSM.d.ts +54 -0
- package/Rendering/GlobalIllumination/giRSM.js +54 -0
- package/Rendering/GlobalIllumination/giRSM.js.map +1 -0
- package/Rendering/GlobalIllumination/giRSMManager.d.ts +256 -0
- package/Rendering/GlobalIllumination/giRSMManager.js +715 -0
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -0
- package/Rendering/GlobalIllumination/index.d.ts +2 -0
- package/Rendering/GlobalIllumination/index.js +3 -0
- package/Rendering/GlobalIllumination/index.js.map +1 -0
- package/Rendering/fluidRenderer/fluidRenderer.js +20 -1
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/index.d.ts +2 -0
- package/Rendering/index.js +2 -0
- package/Rendering/index.js.map +1 -1
- package/Rendering/prePassRendererSceneComponent.js +1 -4
- package/Rendering/prePassRendererSceneComponent.js.map +1 -1
- package/Rendering/reflectiveShadowMap.d.ts +152 -0
- package/Rendering/reflectiveShadowMap.js +389 -0
- package/Rendering/reflectiveShadowMap.js.map +1 -0
- package/Shaders/bilateralBlur.fragment.d.ts +5 -0
- package/Shaders/bilateralBlur.fragment.js +20 -0
- package/Shaders/bilateralBlur.fragment.js.map +1 -0
- package/Shaders/bilateralBlurQuality.fragment.d.ts +5 -0
- package/Shaders/bilateralBlurQuality.fragment.js +20 -0
- package/Shaders/bilateralBlurQuality.fragment.js.map +1 -0
- package/Shaders/rsmFullGlobalIllumination.fragment.d.ts +5 -0
- package/Shaders/rsmFullGlobalIllumination.fragment.js +28 -0
- package/Shaders/rsmFullGlobalIllumination.fragment.js.map +1 -0
- package/Shaders/rsmGlobalIllumination.fragment.d.ts +5 -0
- package/Shaders/rsmGlobalIllumination.fragment.js +33 -0
- package/Shaders/rsmGlobalIllumination.fragment.js.map +1 -0
- package/XR/features/WebXRControllerPointerSelection.js +1 -0
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +9 -1
- package/XR/features/WebXRControllerTeleportation.js +3 -0
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/webXRCamera.d.ts +2 -0
- package/XR/webXRCamera.js +2 -0
- package/XR/webXRCamera.js.map +1 -1
- package/node.d.ts +3 -0
- package/node.js +3 -0
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +1 -1
- package/scene.js.map +1 -1
- package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.d.ts +0 -60
- package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.js +0 -104
- package/FlowGraph/Blocks/Data/Logic/flowGraphBitwiseBlocks.js.map +0 -1
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type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { NativeEngine } from \"../nativeEngine\";\r\n\r\nexport class NativePipelineContext implements IPipelineContext {\r\n public isParallelCompiled: boolean = true;\r\n public isCompiled: boolean = false;\r\n public compilationError?: Error;\r\n\r\n public get isAsync(): boolean {\r\n return this.isParallelCompiled;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.compilationError) {\r\n const message = this.compilationError.message;\r\n throw new Error(\"SHADER ERROR\" + (typeof message === \"string\" ? \"\\n\" + message : \"\"));\r\n }\r\n return this.isCompiled;\r\n }\r\n\r\n public onCompiled?: () => void;\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n // TODO: what should this do?\r\n public _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void {\r\n throw new Error(\"Not implemented\");\r\n }\r\n\r\n public nativeProgram: any;\r\n\r\n private _engine: NativeEngine;\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n constructor(engine: NativeEngine) {\r\n this._engine = engine;\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this._engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this._engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n attributes.push(...engine.getAttributes(this, attributesNames));\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setUInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setUInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setUInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setUInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray2(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray3(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray4(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!matrices) {\r\n return;\r\n }\r\n\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName]!, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this._engine.setMatrices(this._uniforms[uniformName]!, matrix.toArray() as Float32Array)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setFloat(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n */\r\n public setBool(uniformName: string, bool: boolean): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, bool ? 1 : 0)) {\r\n this._valueCache[uniformName] = bool ? 1 : 0;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, vector2.x, vector2.y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, vector3.x, vector3.y, vector3.z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n if (this._cacheFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, color3.r, color3.g, color3.b)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color3.r, color3.g, color3.b, alpha)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color4.r, color4.g, color4.b, color4.a)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
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1
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type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { NativeEngine } from \"../nativeEngine\";\r\nimport type { NativeProgram } from \"./nativeInterfaces\";\r\n\r\nexport class NativePipelineContext implements IPipelineContext {\r\n public isCompiled: boolean = false;\r\n public compilationError?: Error;\r\n\r\n public readonly isAsync: boolean;\r\n\r\n public program: NativeProgram;\r\n\r\n public get isReady(): boolean {\r\n if (this.compilationError) {\r\n const message = this.compilationError.message;\r\n throw new Error(\"SHADER ERROR\" + (typeof message === \"string\" ? \"\\n\" + message : \"\"));\r\n }\r\n return this.isCompiled;\r\n }\r\n\r\n public onCompiled?: () => void;\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return null;\r\n }\r\n\r\n private _engine: NativeEngine;\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n constructor(engine: NativeEngine, isAsync: boolean) {\r\n this._engine = engine;\r\n this.isAsync = isAsync;\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this._engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this._engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n attributes.push(...engine.getAttributes(this, attributesNames));\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setUInt(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setUInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setUInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a unsigned int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setUInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setUIntArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray2(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray3(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setFloatArray4(uniformName: string, array: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName]!, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!matrices) {\r\n return;\r\n }\r\n\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName]!, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this._engine.setMatrices(this._uniforms[uniformName]!, matrix.toArray() as Float32Array)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName]!, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this._engine.setFloat(this._uniforms[uniformName]!, value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n */\r\n public setBool(uniformName: string, bool: boolean): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return;\r\n }\r\n\r\n if (this._engine.setInt(this._uniforms[uniformName]!, bool ? 1 : 0)) {\r\n this._valueCache[uniformName] = bool ? 1 : 0;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, vector2.x, vector2.y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this._engine.setFloat2(this._uniforms[uniformName]!, x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, vector3.x, vector3.y, vector3.z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n if (this._cacheFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n if (!this._engine.setFloat3(this._uniforms[uniformName]!, color3.r, color3.g, color3.b)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color3.r, color3.g, color3.b, alpha)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n if (!this._engine.setFloat4(this._uniforms[uniformName]!, color4.r, color4.g, color4.b, color4.a)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,5 +1,8 @@
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1
1
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import type { NativeData } from "./nativeDataStream";
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2
2
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import { NativeDataStream } from "./nativeDataStream";
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3
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+
/**
|
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4
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+
* Validated Native Data Stream
|
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5
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+
*/
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3
6
|
export declare class ValidatedNativeDataStream extends NativeDataStream {
|
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constructor();
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5
8
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writeUint32(value: number): void;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"validatedNativeDataStream.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Native/validatedNativeDataStream.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAKtD,YAAY,CAAC,uBAAuB,GAAG;IACnC,IAAI,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE;QAC7C,OAAO,IAAI,yBAAyB,EAAE,CAAC;KAC1C;SAAM;QACH,OAAO,IAAI,gBAAgB,EAAE,CAAC;KACjC;AACL,CAAC,CAAC;AAEF,MAAM,OAAO,yBAA0B,SAAQ,gBAAgB;IAC3D;QACI,KAAK,EAAE,CAAC;IACZ,CAAC;IAEe,WAAW,CAAC,KAAa;QACrC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,CAAC;QAC/D,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAC7B,CAAC;IAEe,UAAU,CAAC,KAAa;QACpC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,CAAC;QAC9D,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IAC5B,CAAC;IAEe,YAAY,CAAC,KAAa;QACtC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,CAAC;QAChE,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;IAC9B,CAAC;IAEe,gBAAgB,CAAC,MAAmB;QAChD,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC;QACrE,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACnC,CAAC;IAEe,eAAe,CAAC,MAAkB;QAC9C,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,uBAAuB,CAAC,CAAC;QACpE,KAAK,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC;IAEe,iBAAiB,CAAC,MAAoB;QAClD,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,CAAC;QACtE,KAAK,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACpC,CAAC;IAEe,eAAe,CAAC,MAAkB;QAC9C,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,sBAAsB,CAAC,CAAC;QACnE,KAAK,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC;IAEe,YAAY,CAAC,KAAc;QACvC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,CAAC;QAC/D,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;IAC9B,CAAC;CACJ","sourcesContent":["import { NativeEngine } from \"../nativeEngine\";\r\nimport type { NativeData } from \"./nativeDataStream\";\r\nimport { NativeDataStream } from \"./nativeDataStream\";\r\nimport type { INative } from \"./nativeInterfaces\";\r\n\r\ndeclare const _native: INative;\r\n\r\nNativeEngine._createNativeDataStream = function () {\r\n if (_native.NativeDataStream.VALIDATION_ENABLED) {\r\n return new ValidatedNativeDataStream();\r\n } else {\r\n return new NativeDataStream();\r\n }\r\n};\r\n\r\nexport class ValidatedNativeDataStream extends NativeDataStream {\r\n constructor() {\r\n super();\r\n }\r\n\r\n public override writeUint32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_UINT_32);\r\n super.writeUint32(value);\r\n }\r\n\r\n public override writeInt32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_INT_32);\r\n super.writeInt32(value);\r\n }\r\n\r\n public override writeFloat32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_FLOAT_32);\r\n super.writeFloat32(value);\r\n }\r\n\r\n public override writeUint32Array(values: Uint32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_UINT_32_ARRAY);\r\n super.writeUint32Array(values);\r\n }\r\n\r\n public override writeInt32Array(values: Int32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_INT_32_ARRAY);\r\n super.writeInt32Array(values);\r\n }\r\n\r\n public override writeFloat32Array(values: Float32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_FLOAT_32_ARRAY);\r\n super.writeFloat32Array(values);\r\n }\r\n\r\n public override writeNativeData(handle: NativeData) {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_NATIVE_DATA);\r\n super.writeNativeData(handle);\r\n }\r\n\r\n public override writeBoolean(value: boolean) {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_BOOLEAN);\r\n super.writeBoolean(value);\r\n }\r\n}\r\n"]}
|
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1
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+
{"version":3,"file":"validatedNativeDataStream.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Native/validatedNativeDataStream.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAKtD,YAAY,CAAC,uBAAuB,GAAG;IACnC,IAAI,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE;QAC7C,OAAO,IAAI,yBAAyB,EAAE,CAAC;KAC1C;SAAM;QACH,OAAO,IAAI,gBAAgB,EAAE,CAAC;KACjC;AACL,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,gBAAgB;IAC3D;QACI,KAAK,EAAE,CAAC;IACZ,CAAC;IAEe,WAAW,CAAC,KAAa;QACrC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,CAAC;QAC/D,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAC7B,CAAC;IAEe,UAAU,CAAC,KAAa;QACpC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,CAAC;QAC9D,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IAC5B,CAAC;IAEe,YAAY,CAAC,KAAa;QACtC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,CAAC;QAChE,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;IAC9B,CAAC;IAEe,gBAAgB,CAAC,MAAmB;QAChD,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC;QACrE,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACnC,CAAC;IAEe,eAAe,CAAC,MAAkB;QAC9C,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,uBAAuB,CAAC,CAAC;QACpE,KAAK,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC;IAEe,iBAAiB,CAAC,MAAoB;QAClD,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,yBAAyB,CAAC,CAAC;QACtE,KAAK,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACpC,CAAC;IAEe,eAAe,CAAC,MAAkB;QAC9C,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,sBAAsB,CAAC,CAAC;QACnE,KAAK,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;IAClC,CAAC;IAEe,YAAY,CAAC,KAAc;QACvC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,CAAC;QAC/D,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;IAC9B,CAAC;CACJ","sourcesContent":["import { NativeEngine } from \"../nativeEngine\";\r\nimport type { NativeData } from \"./nativeDataStream\";\r\nimport { NativeDataStream } from \"./nativeDataStream\";\r\nimport type { INative } from \"./nativeInterfaces\";\r\n\r\ndeclare const _native: INative;\r\n\r\nNativeEngine._createNativeDataStream = function () {\r\n if (_native.NativeDataStream.VALIDATION_ENABLED) {\r\n return new ValidatedNativeDataStream();\r\n } else {\r\n return new NativeDataStream();\r\n }\r\n};\r\n\r\n/**\r\n * Validated Native Data Stream\r\n */\r\nexport class ValidatedNativeDataStream extends NativeDataStream {\r\n constructor() {\r\n super();\r\n }\r\n\r\n public override writeUint32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_UINT_32);\r\n super.writeUint32(value);\r\n }\r\n\r\n public override writeInt32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_INT_32);\r\n super.writeInt32(value);\r\n }\r\n\r\n public override writeFloat32(value: number): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_FLOAT_32);\r\n super.writeFloat32(value);\r\n }\r\n\r\n public override writeUint32Array(values: Uint32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_UINT_32_ARRAY);\r\n super.writeUint32Array(values);\r\n }\r\n\r\n public override writeInt32Array(values: Int32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_INT_32_ARRAY);\r\n super.writeInt32Array(values);\r\n }\r\n\r\n public override writeFloat32Array(values: Float32Array): void {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_FLOAT_32_ARRAY);\r\n super.writeFloat32Array(values);\r\n }\r\n\r\n public override writeNativeData(handle: NativeData) {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_NATIVE_DATA);\r\n super.writeNativeData(handle);\r\n }\r\n\r\n public override writeBoolean(value: boolean) {\r\n super.writeUint32(_native.NativeDataStream.VALIDATION_BOOLEAN);\r\n super.writeBoolean(value);\r\n }\r\n}\r\n"]}
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@@ -37,6 +37,17 @@ export declare class WebGLRenderTargetWrapper extends RenderTargetWrapper {
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constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext);
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protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper>;
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protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void;
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/**
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* Creates the depth/stencil texture
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* @param comparisonFunction Comparison function to use for the texture
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* @param bilinearFiltering true if bilinear filtering should be used when sampling the texture
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* @param generateStencil true if the stencil aspect should also be created
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* @param samples sample count to use when creating the texture
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* @param format format of the depth texture
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* @param label defines the label to use for the texture (for debugging purpose only)
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* @returns the depth/stencil created texture
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*/
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createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean, samples?: number, format?: number, label?: string): InternalTexture;
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/**
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* Shares the depth buffer of this render target with another render target.
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* @internal
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@@ -1,3 +1,4 @@
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+
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import { RenderTargetWrapper } from "../renderTargetWrapper.js";
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/** @internal */
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export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
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@@ -55,6 +56,32 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
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target._depthStencilTextureArray = this._depthStencilTextureArray;
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this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;
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}
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+
/**
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* Creates the depth/stencil texture
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* @param comparisonFunction Comparison function to use for the texture
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* @param bilinearFiltering true if bilinear filtering should be used when sampling the texture
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* @param generateStencil true if the stencil aspect should also be created
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* @param samples sample count to use when creating the texture
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* @param format format of the depth texture
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* @param label defines the label to use for the texture (for debugging purpose only)
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* @returns the depth/stencil created texture
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*/
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createDepthStencilTexture(comparisonFunction = 0, bilinearFiltering = true, generateStencil = false, samples = 1, format = 14, label) {
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if (this._depthStencilBuffer) {
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// Dispose previous depth/stencil render buffers and clear the corresponding attachment.
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// Next time this framebuffer is bound, the new depth/stencil texture will be attached.
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const currentFrameBuffer = this._engine._currentFramebuffer;
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const gl = this._context;
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+
this._engine._bindUnboundFramebuffer(this._framebuffer);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);
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this._engine._bindUnboundFramebuffer(currentFrameBuffer);
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gl.deleteRenderbuffer(this._depthStencilBuffer);
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this._depthStencilBuffer = null;
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}
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return super.createDepthStencilTexture(comparisonFunction, bilinearFiltering, generateStencil, samples, format, label);
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}
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/**
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* Shares the depth buffer of this render target with another render target.
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* @internal
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"webGLRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAG7D,gBAAgB;AAChB,MAAM,OAAO,wBAAyB,SAAQ,mBAAmB;IAmC7D,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,MAAkB,EAAE,OAA8B;QAChH,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAjCzC;;WAEG;QACI,iBAAY,GAA+B,IAAI,CAAC;QACvD;;WAEG;QACI,wBAAmB,GAAgC,IAAI,CAAC;QAC/D,gEAAgE;QAChE;;WAEG;QACI,qBAAgB,GAA+B,IAAI,CAAC;QAE3D,YAAY;QACZ;;WAEG;QACI,uBAAkB,GAA2B,IAAI,CAAC;QACzD;;WAEG;QACI,8BAAyB,GAA2B,IAAI,CAAC;QAChE;;WAEG;QACI,6BAAwB,GAAG,KAAK,CAAC;QACxC;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAKnB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAES,yBAAyB;QAC/B,IAAI,GAAG,GAAkC,IAAI,CAAC;QAE9C,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,yBAAyB,EAAE;YAC3D,GAAG,GAAI,IAAI,CAAC,OAAkB,CAAC,kCAAkC,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YAC3F,GAAG,CAAC,OAAQ,CAAC,OAAO,GAAG,IAAI,CAAC;SAC/B;aAAM;YACH,GAAG,GAAG,KAAK,CAAC,yBAAyB,EAAE,CAAC;SAC3C;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAES,wBAAwB,CAAC,MAAgC;QAC/D,KAAK,CAAC,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAEvC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;QACxC,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QACtD,MAAM,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAChD,MAAM,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QACpD,MAAM,CAAC,yBAAyB,GAAG,IAAI,CAAC,yBAAyB,CAAC;QAElE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;IAC3I,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,YAAsC;QACrD,KAAK,CAAC,WAAW,CAAC,YAAY,CAAC,CAAC;QAEhC,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QACzB,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC7C,MAAM,WAAW,GAAG,YAAY,CAAC,gBAAgB,IAAI,YAAY,CAAC,YAAY,CAAC;QAE/E,IAAI,YAAY,CAAC,mBAAmB,IAAI,YAAY,CAAC,mBAAmB,KAAK,WAAW,EAAE;YACtF,EAAE,CAAC,kBAAkB,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;SAC3D;QACD,YAAY,CAAC,mBAAmB,GAAG,WAAW,CAAC;QAC/C,MAAM,UAAU,GAAG,YAAY,CAAC,sBAAsB,CAAC,CAAC,CAAC,EAAE,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,CAAC,gBAAgB,CAAC;QAC3G,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,WAAW,CAAC,CAAC;QAClD,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,YAAY,EAAE,WAAW,CAAC,CAAC;QACrF,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;;OAMG;IACK,wBAAwB,CAAC,OAAwB,EAAE,kBAA0B,CAAC,EAAE,gBAAyB,EAAE,WAAmB,CAAC;;QACnI,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE;YAC3B,OAAO;SACV;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QAEtC,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,WAAW,CAAC,CAAC;QAElD,IAAI,IAAI,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,EAAE;YAC/B,MAAM,EAAE,GAAG,IAAI,CAAC,QAAkC,CAAC;YAEnD,MAAM,UAAU,GAAS,EAAG,CAAC,kBAAkB,GAAG,eAAe,CAAC,CAAC;YACnE,IAAI,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,IAAI,EAAE;gBACnC,gBAAgB,GAAG,MAAA,gBAAgB,aAAhB,gBAAgB,cAAhB,gBAAgB,GAAI,MAAA,IAAI,CAAC,YAAY,0CAAG,eAAe,CAAC,mCAAI,CAAC,CAAC;gBACjF,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,EAAE,gBAAgB,CAAC,CAAC;aACnI;iBAAM,IAAI,OAAO,CAAC,MAAM,EAAE;gBACvB,mEAAmE;gBACnE,oBAAoB;gBACpB,gBAAgB,GAAG,MAAA,gBAAgB,aAAhB,gBAAgB,cAAhB,gBAAgB,GAAI,MAAA,IAAI,CAAC,WAAW,0CAAG,eAAe,CAAC,mCAAI,CAAC,CAAC;gBAChF,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,2BAA2B,GAAG,gBAAgB,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;aACjK;iBAAM;gBACH,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,UAAU,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;aAC7H;SACJ;aAAM;YACH,2BAA2B;YAC3B,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;YAEzB,MAAM,UAAU,GAAS,EAAG,CAAC,kBAAkB,GAAG,eAAe,GAAG,QAAQ,CAAC,CAAC;YAC9E,MAAM,MAAM,GAAG,gBAAgB,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,2BAA2B,GAAG,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,UAAU,CAAC;YAElH,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,MAAM,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;SACtH;QAED,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,SAAS,CAAC,CAAC;IACpD,CAAC;IAED;;;;;OAKG;IACI,UAAU,CAAC,OAAwB,EAAE,QAAgB,CAAC,EAAE,kBAA2B,IAAI;QAC1F,KAAK,CAAC,UAAU,CAAC,OAAO,EAAE,KAAK,EAAE,eAAe,CAAC,CAAC;QAClD,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAClD,CAAC;IAED;;;;OAIG;IACI,sBAAsB,CAAC,MAAgB,EAAE,KAAe;;QAC3D,KAAK,CAAC,sBAAsB,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;QAE5C,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;YAC3D,OAAO;SACV;QAED,mHAAmH;QACnH,MAAM,YAAY,GAAG,MAAA,MAAA,IAAI,CAAC,YAAY,0CAAE,MAAM,mCAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;QACvE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,YAAY,EAAE,KAAK,EAAE,EAAE;YAC/C,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;YACrC,IAAI,CAAC,OAAO,EAAE;gBACV,yGAAyG;gBACzG,SAAS;aACZ;YACD,IAAI,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,IAAI,EAAE;gBACnC,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC;aAC3E;iBAAM,IAAI,OAAO,CAAC,MAAM,EAAE;gBACvB,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC;aAC1E;iBAAM;gBACH,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;aACjD;SACJ;IACL,CAAC;IAED;;;;;OAKG;IACI,oBAAoB,CAAC,QAAgB,CAAC,EAAE,KAAc,EAAE,IAAa;QACxE,KAAK,CAAC,oBAAoB,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAE/C,IAAI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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n /**\r\n * @internal\r\n */\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n /**\r\n * @internal\r\n */\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _disposeOnlyFramebuffers = false;\r\n /**\r\n * @internal\r\n */\r\n public _currentLOD = 0;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer && renderTarget._depthStencilBuffer !== depthbuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = depthbuffer;\r\n const attachment = renderTarget._generateStencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (this._engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = this._disposeOnlyFramebuffers): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
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1
|
+
{"version":3,"file":"webGLRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAEzC,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAG7D,gBAAgB;AAChB,MAAM,OAAO,wBAAyB,SAAQ,mBAAmB;IAmC7D,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,MAAkB,EAAE,OAA8B;QAChH,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAjCzC;;WAEG;QACI,iBAAY,GAA+B,IAAI,CAAC;QACvD;;WAEG;QACI,wBAAmB,GAAgC,IAAI,CAAC;QAC/D,gEAAgE;QAChE;;WAEG;QACI,qBAAgB,GAA+B,IAAI,CAAC;QAE3D,YAAY;QACZ;;WAEG;QACI,uBAAkB,GAA2B,IAAI,CAAC;QACzD;;WAEG;QACI,8BAAyB,GAA2B,IAAI,CAAC;QAChE;;WAEG;QACI,6BAAwB,GAAG,KAAK,CAAC;QACxC;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAKnB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAES,yBAAyB;QAC/B,IAAI,GAAG,GAAkC,IAAI,CAAC;QAE9C,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,yBAAyB,EAAE;YAC3D,GAAG,GAAI,IAAI,CAAC,OAAkB,CAAC,kCAAkC,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YAC3F,GAAG,CAAC,OAAQ,CAAC,OAAO,GAAG,IAAI,CAAC;SAC/B;aAAM;YACH,GAAG,GAAG,KAAK,CAAC,yBAAyB,EAAE,CAAC;SAC3C;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAES,wBAAwB,CAAC,MAAgC;QAC/D,KAAK,CAAC,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAEvC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;QACxC,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QACtD,MAAM,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAChD,MAAM,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QACpD,MAAM,CAAC,yBAAyB,GAAG,IAAI,CAAC,yBAAyB,CAAC;QAElE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;IAC3I,CAAC;IAED;;;;;;;;;OASG;IACI,yBAAyB,CAC5B,qBAA6B,CAAC,EAC9B,oBAA6B,IAAI,EACjC,kBAA2B,KAAK,EAChC,UAAkB,CAAC,EACnB,SAAiB,SAAS,CAAC,2BAA2B,EACtD,KAAc;QAEd,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,wFAAwF;YACxF,uFAAuF;YACvF,MAAM,kBAAkB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;YAC5D,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;YAEzB,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACxD,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,EAAE,CAAC,wBAAwB,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YAC/F,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,EAAE,CAAC,gBAAgB,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YACvF,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,EAAE,CAAC,kBAAkB,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YACzF,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,kBAAkB,CAAC,CAAC;YACzD,EAAE,CAAC,kBAAkB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAEhD,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;SACnC;QAED,OAAO,KAAK,CAAC,yBAAyB,CAAC,kBAAkB,EAAE,iBAAiB,EAAE,eAAe,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;IAC3H,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,YAAsC;QACrD,KAAK,CAAC,WAAW,CAAC,YAAY,CAAC,CAAC;QAEhC,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QACzB,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC7C,MAAM,WAAW,GAAG,YAAY,CAAC,gBAAgB,IAAI,YAAY,CAAC,YAAY,CAAC;QAE/E,IAAI,YAAY,CAAC,mBAAmB,IAAI,YAAY,CAAC,mBAAmB,KAAK,WAAW,EAAE;YACtF,EAAE,CAAC,kBAAkB,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;SAC3D;QACD,YAAY,CAAC,mBAAmB,GAAG,WAAW,CAAC;QAC/C,MAAM,UAAU,GAAG,YAAY,CAAC,sBAAsB,CAAC,CAAC,CAAC,EAAE,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,CAAC,gBAAgB,CAAC;QAC3G,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,WAAW,CAAC,CAAC;QAClD,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,YAAY,EAAE,WAAW,CAAC,CAAC;QACrF,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;;OAMG;IACK,wBAAwB,CAAC,OAAwB,EAAE,kBAA0B,CAAC,EAAE,gBAAyB,EAAE,WAAmB,CAAC;;QACnI,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE;YAC3B,OAAO;SACV;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QAEtC,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,WAAW,CAAC,CAAC;QAElD,IAAI,IAAI,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,EAAE;YAC/B,MAAM,EAAE,GAAG,IAAI,CAAC,QAAkC,CAAC;YAEnD,MAAM,UAAU,GAAS,EAAG,CAAC,kBAAkB,GAAG,eAAe,CAAC,CAAC;YACnE,IAAI,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,IAAI,EAAE;gBACnC,gBAAgB,GAAG,MAAA,gBAAgB,aAAhB,gBAAgB,cAAhB,gBAAgB,GAAI,MAAA,IAAI,CAAC,YAAY,0CAAG,eAAe,CAAC,mCAAI,CAAC,CAAC;gBACjF,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,EAAE,gBAAgB,CAAC,CAAC;aACnI;iBAAM,IAAI,OAAO,CAAC,MAAM,EAAE;gBACvB,mEAAmE;gBACnE,oBAAoB;gBACpB,gBAAgB,GAAG,MAAA,gBAAgB,aAAhB,gBAAgB,cAAhB,gBAAgB,GAAI,MAAA,IAAI,CAAC,WAAW,0CAAG,eAAe,CAAC,mCAAI,CAAC,CAAC;gBAChF,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,2BAA2B,GAAG,gBAAgB,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;aACjK;iBAAM;gBACH,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,UAAU,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;aAC7H;SACJ;aAAM;YACH,2BAA2B;YAC3B,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;YAEzB,MAAM,UAAU,GAAS,EAAG,CAAC,kBAAkB,GAAG,eAAe,GAAG,QAAQ,CAAC,CAAC;YAC9E,MAAM,MAAM,GAAG,gBAAgB,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,2BAA2B,GAAG,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,UAAU,CAAC;YAElH,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,MAAM,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;SACtH;QAED,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,SAAS,CAAC,CAAC;IACpD,CAAC;IAED;;;;;OAKG;IACI,UAAU,CAAC,OAAwB,EAAE,QAAgB,CAAC,EAAE,kBAA2B,IAAI;QAC1F,KAAK,CAAC,UAAU,CAAC,OAAO,EAAE,KAAK,EAAE,eAAe,CAAC,CAAC;QAClD,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAClD,C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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n /**\r\n * @internal\r\n */\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n /**\r\n * @internal\r\n */\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _disposeOnlyFramebuffers = false;\r\n /**\r\n * @internal\r\n */\r\n public _currentLOD = 0;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @param label defines the label to use for the texture (for debugging purpose only)\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(\r\n comparisonFunction: number = 0,\r\n bilinearFiltering: boolean = true,\r\n generateStencil: boolean = false,\r\n samples: number = 1,\r\n format: number = Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n label?: string\r\n ): InternalTexture {\r\n if (this._depthStencilBuffer) {\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const currentFrameBuffer = this._engine._currentFramebuffer;\r\n const gl = this._context;\r\n\r\n this._engine._bindUnboundFramebuffer(this._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._engine._bindUnboundFramebuffer(currentFrameBuffer);\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n return super.createDepthStencilTexture(comparisonFunction, bilinearFiltering, generateStencil, samples, format, label);\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @internal\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public _shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super._shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer && renderTarget._depthStencilBuffer !== depthbuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = depthbuffer;\r\n const attachment = renderTarget._generateStencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (this._engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = this._disposeOnlyFramebuffers): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
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@@ -1,14 +1,18 @@
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1
1
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import { InternalTexture, InternalTextureSource } from "../../../Materials/Textures/internalTexture.js";
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2
2
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3
3
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import { WebGPUEngine } from "../../webgpuEngine.js";
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4
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+
import { WebGPUTextureHelper } from "../webgpuTextureHelper.js";
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4
5
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WebGPUEngine.prototype._createDepthStencilCubeTexture = function (size, options) {
|
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5
|
-
const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);
|
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6
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+
const internalTexture = new InternalTexture(this, options.generateStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);
|
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7
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internalTexture.isCube = true;
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7
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-
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8
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-
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-
internalTexture.format = internalOptions.
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internalTexture.label = options.label;
|
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9
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const internalOptions = Object.assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false, samples: 1, depthTextureFormat: options.generateStencil ? 13 : 14 }, options);
|
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internalTexture.format = internalOptions.depthTextureFormat;
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this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);
|
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12
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this._textureHelper.createGPUTextureForInternalTexture(internalTexture);
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13
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// Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture
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14
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+
const gpuTextureWrapper = internalTexture._hardwareTexture;
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internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);
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this._internalTexturesCache.push(internalTexture);
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return internalTexture;
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};
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@@ -1 +1 @@
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-
{"version":3,"file":"engine.cubeTexture.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.cubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;
|
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1
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+
{"version":3,"file":"engine.cubeTexture.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.cubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAElD,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAI7D,YAAY,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAAU,IAAY,EAAE,OAAoC;IAChH,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,qBAAqB,CAAC,YAAY,CAAC,CAAC,CAAC,qBAAqB,CAAC,KAAK,CAAC,CAAC;IAE9I,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC;IAC9B,eAAe,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAEtC,MAAM,eAAe,mBACjB,iBAAiB,EAAE,KAAK,EACxB,kBAAkB,EAAE,CAAC,EACrB,eAAe,EAAE,KAAK,EACtB,OAAO,EAAE,CAAC,EACV,kBAAkB,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,IAC3H,OAAO,CACb,CAAC;IAEF,eAAe,CAAC,MAAM,GAAG,eAAe,CAAC,kBAAkB,CAAC;IAE5D,IAAI,CAAC,yBAAyB,CAC1B,eAAe,EACf,IAAI,EACJ,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,iBAAiB,EACjC,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,OAAO,CAC1B,CAAC;IAEF,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,eAAe,CAAC,CAAC;IAExE,0HAA0H;IAC1H,MAAM,iBAAiB,GAAG,eAAe,CAAC,gBAAyC,CAAC;IAEpF,eAAe,CAAC,IAAI,GAAG,mBAAmB,CAAC,wBAAwB,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;IAE9F,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAElD,OAAO,eAAe,CAAC;AAC3B,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,iBAAiB,GAAG,UACvC,OAAe,EACf,KAAsB,EACtB,KAAyB,EACzB,QAAkB,EAClB,SAAyC,IAAI,EAC7C,UAAiE,IAAI,EACrE,MAAe,EACf,kBAAuB,IAAI,EAC3B,oBAA6B,KAAK,EAClC,WAAmB,CAAC,EACpB,YAAoB,CAAC,EACrB,WAAsC,IAAI,EAC1C,aAAa,GAAG,KAAK;IAErB,OAAO,IAAI,CAAC,qBAAqB,CAC7B,OAAO,EACP,KAAK,EACL,KAAK,EACL,CAAC,CAAC,QAAQ,EACV,MAAM,EACN,OAAO,EACP,MAAM,EACN,eAAe,EACf,iBAAiB,EACjB,QAAQ,EACR,SAAS,EACT,QAAQ,EACR,IAAI,EACJ,CAAC,OAAwB,EAAE,IAAwC,EAAE,EAAE;QACnE,MAAM,YAAY,GAAG,IAAqB,CAAC,CAAC,oDAAoD;QAChG,MAAM,KAAK,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QACpC,MAAM,MAAM,GAAG,KAAK,CAAC;QAErB,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC,QAAQ,CAAC,CAAC;QAClD,OAAO,CAAC,MAAM,GAAG,MAAM,aAAN,MAAM,cAAN,MAAM,GAAI,CAAC,CAAC,CAAC;QAE9B,MAAM,iBAAiB,GAAG,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;QAEzG,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,YAAY,EAAE,iBAAiB,CAAC,kBAAmB,EAAE,KAAK,EAAE,MAAM,EAAE,iBAAiB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEzJ,IAAI,CAAC,QAAQ,EAAE;YACX,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;SACvD;QAED,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QAEvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;QACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;QAEnC,IAAI,MAAM,EAAE;YACR,MAAM,EAAE,CAAC;SACZ;IACL,CAAC,EACD,CAAC,CAAC,aAAa,CAClB,CAAC;AACN,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,wBAAwB,GAAG,UAAU,OAAwB,EAAE,UAAmB,EAAE,QAAiB;IACxH,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC;IACvH,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IAC3D,OAAO,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IAC3D,IAAI,QAAQ,EAAE;QACV,OAAO,CAAC,YAAY,GAAG,QAAQ,CAAC;KACnC;AACL,CAAC,CAAC","sourcesContent":["import { InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { WebGPUTextureHelper } from \"../webgpuTextureHelper\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\n\r\nWebGPUEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, options.generateStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.isCube = true;\r\n internalTexture.label = options.label;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture\r\n const gpuTextureWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n null,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU\r\n const width = imageBitmaps[0].width;\r\n const height = width;\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n texture.format = format ?? -1;\r\n\r\n const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n\r\n this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0);\r\n\r\n if (!noMipmap) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n\r\nWebGPUEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number) {\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (maxLevel) {\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n};\r\n"]}
|
|
@@ -52,7 +52,7 @@ WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
|
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|
52
52
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return rtWrapper;
|
|
53
53
|
};
|
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54
54
|
WebGPUEngine.prototype._createDepthStencilTexture = function (size, options) {
|
|
55
|
-
const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);
|
|
55
|
+
const internalTexture = new InternalTexture(this, options.generateStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);
|
|
56
56
|
internalTexture.label = options.label;
|
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57
57
|
const internalOptions = Object.assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false, samples: 1, depthTextureFormat: options.generateStencil ? 13 : 14 }, options);
|
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58
58
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internalTexture.format = internalOptions.depthTextureFormat;
|
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"engine.renderTarget.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.renderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAGrG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAElD,OAAO,EAAE,yBAAyB,EAAE,MAAM,8BAA8B,CAAC;AACzE,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAE7D,YAAY,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,OAAgB,EAAE,MAAe,EAAE,IAAiB;IACtH,MAAM,SAAS,GAAG,IAAI,yBAAyB,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAC7E,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAC/C,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,IAAiB,EAAE,OAA8C;;IAC1H,MAAM,SAAS,GAAG,IAAI,CAAC,kCAAkC,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAA8B,CAAC;IAE3G,MAAM,WAAW,GAAgC,EAAE,CAAC;IAEpD,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,EAAE;QACtD,WAAW,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;QACtD,WAAW,CAAC,mBAAmB,GAAG,OAAO,CAAC,mBAAmB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACjH,WAAW,CAAC,qBAAqB,GAAG,WAAW,CAAC,mBAAmB,IAAI,OAAO,CAAC,qBAAqB,CAAC;QACrG,WAAW,CAAC,YAAY,GAAG,OAAO,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC;QAChI,WAAW,CAAC,aAAa,GAAG,MAAA,OAAO,CAAC,aAAa,mCAAI,CAAC,CAAC;QACvD,WAAW,CAAC,iBAAiB,GAAG,CAAC,CAAC,OAAO,CAAC,iBAAiB,CAAC;QAC5D,WAAW,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;QACtC,WAAW,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;KACrC;SAAM;QACH,WAAW,CAAC,eAAe,GAAY,OAAO,CAAC;QAC/C,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAC1C,WAAW,CAAC,YAAY,GAAG,SAAS,CAAC,8BAA8B,CAAC;QACpE,WAAW,CAAC,aAAa,GAAG,CAAC,CAAC;QAC9B,WAAW,CAAC,iBAAiB,GAAG,KAAK,CAAC;KACzC;IAED,MAAM,OAAO,GAAG,WAAW,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAE5I,SAAS,CAAC,KAAK,GAAG,MAAA,WAAW,CAAC,KAAK,mCAAI,qBAAqB,CAAC;IAC7D,SAAS,CAAC,QAAQ,GAAG,MAAA,WAAW,CAAC,OAAO,mCAAI,CAAC,CAAC;IAC9C,SAAS,CAAC,oBAAoB,GAAG,WAAW,CAAC,mBAAmB,CAAC;IACjE,SAAS,CAAC,sBAAsB,GAAG,WAAW,CAAC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAEpF,SAAS,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC;IAE/B,IAAI,SAAS,CAAC,oBAAoB,IAAI,SAAS,CAAC,sBAAsB,EAAE;QACpE,SAAS,CAAC,yBAAyB,CAC/B,CAAC,EACD,KAAK,EAAE,+DAA+D;QACtE,SAAS,CAAC,sBAAsB,EAChC,SAAS,CAAC,OAAO,EACjB,WAAW,CAAC,qBAAqB,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,EACpH,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC,WAAW,CAAC,KAAK,GAAG,eAAe,CAAC,CAAC,CAAC,SAAS,CACtE,CAAC;KACL;IAED,IAAI,OAAO,EAAE;QACT,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;YAC/G,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC;SAClC;QAED,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,WAAW,CAAC,aAAa,CAAC,CAAC;QAE5H,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;YAC/G,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;SACnC;KACJ;IAED,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,0BAA0B,GAAG,UAAU,IAAiB,EAAE,OAAoC;IACjH,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAEtF,eAAe,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAEtC,MAAM,eAAe,mBACjB,iBAAiB,EAAE,KAAK,EACxB,kBAAkB,EAAE,CAAC,EACrB,eAAe,EAAE,KAAK,EACtB,OAAO,EAAE,CAAC,EACV,kBAAkB,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,IAC3H,OAAO,CACb,CAAC;IAEF,eAAe,CAAC,MAAM,GAAG,eAAe,CAAC,kBAAkB,CAAC;IAE5D,IAAI,CAAC,yBAAyB,CAC1B,eAAe,EACf,IAAI,EACJ,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,iBAAiB,EACjC,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,OAAO,CAC1B,CAAC;IAEF,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,eAAe,CAAC,CAAC;IAExE,0HAA0H;IAC1H,MAAM,iBAAiB,GAAG,eAAe,CAAC,gBAAyC,CAAC;IAEpF,eAAe,CAAC,IAAI,GAAG,mBAAmB,CAAC,wBAAwB,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;IAE9F,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAElD,OAAO,eAAe,CAAC;AAC3B,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAC/C,eAAgC,EAChC,IAAiB,EACjB,eAAwB,EACxB,iBAA0B,EAC1B,kBAA0B,EAC1B,OAAO,GAAG,CAAC;IAEX,MAAM,KAAK,GAAwD,IAAK,CAAC,KAAK,IAAY,IAAI,CAAC;IAC/F,MAAM,MAAM,GAAwD,IAAK,CAAC,MAAM,IAAY,IAAI,CAAC;IACjG,MAAM,MAAM,GAAwD,IAAK,CAAC,MAAM,IAAI,CAAC,CAAC;IAEtF,eAAe,CAAC,SAAS,GAAG,KAAK,CAAC;IAClC,eAAe,CAAC,UAAU,GAAG,MAAM,CAAC;IACpC,eAAe,CAAC,KAAK,GAAG,KAAK,CAAC;IAC9B,eAAe,CAAC,MAAM,GAAG,MAAM,CAAC;IAChC,eAAe,CAAC,SAAS,GAAG,MAAM,GAAG,CAAC,CAAC;IACvC,eAAe,CAAC,KAAK,GAAG,MAAM,CAAC;IAC/B,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC;IAC/B,eAAe,CAAC,OAAO,GAAG,OAAO,CAAC;IAClC,eAAe,CAAC,eAAe,GAAG,KAAK,CAAC;IACxC,eAAe,CAAC,YAAY,GAAG,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,4BAA4B,CAAC;IACpI,eAAe,CAAC,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;IACnD,eAAe,CAAC,mBAAmB,GAAG,kBAAkB,CAAC;IACzD,eAAe,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IACnE,eAAe,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;AACvE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,oCAAoC,GAAG,UAAU,SAAwC,EAAE,OAAe;IAC7H,IAAI,CAAC,SAAS,IAAI,CAAC,SAAS,CAAC,OAAO,IAAI,SAAS,CAAC,OAAO,KAAK,OAAO,EAAE;QACnE,OAAO,OAAO,CAAC;KAClB;IAED,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC,cAAc,CAAC,CAAC;IAE3D,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport { WebGPUTextureHelper } from \"../webgpuTextureHelper\";\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture = fullOptions.noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n internalTexture.label = options.label;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture\r\n const gpuTextureWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n generateStencil: boolean,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
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+
{"version":3,"file":"engine.renderTarget.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.renderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,6CAA6C,CAAC;AAGrG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAElD,OAAO,EAAE,yBAAyB,EAAE,MAAM,8BAA8B,CAAC;AACzE,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAE7D,YAAY,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,OAAgB,EAAE,MAAe,EAAE,IAAiB;IACtH,MAAM,SAAS,GAAG,IAAI,yBAAyB,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAC7E,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAC/C,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,IAAiB,EAAE,OAA8C;;IAC1H,MAAM,SAAS,GAAG,IAAI,CAAC,kCAAkC,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAA8B,CAAC;IAE3G,MAAM,WAAW,GAAgC,EAAE,CAAC;IAEpD,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,EAAE;QACtD,WAAW,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;QACtD,WAAW,CAAC,mBAAmB,GAAG,OAAO,CAAC,mBAAmB,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACjH,WAAW,CAAC,qBAAqB,GAAG,WAAW,CAAC,mBAAmB,IAAI,OAAO,CAAC,qBAAqB,CAAC;QACrG,WAAW,CAAC,YAAY,GAAG,OAAO,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,OAAO,CAAC,YAAY,CAAC;QAChI,WAAW,CAAC,aAAa,GAAG,MAAA,OAAO,CAAC,aAAa,mCAAI,CAAC,CAAC;QACvD,WAAW,CAAC,iBAAiB,GAAG,CAAC,CAAC,OAAO,CAAC,iBAAiB,CAAC;QAC5D,WAAW,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;QACtC,WAAW,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;KACrC;SAAM;QACH,WAAW,CAAC,eAAe,GAAY,OAAO,CAAC;QAC/C,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,qBAAqB,GAAG,KAAK,CAAC;QAC1C,WAAW,CAAC,YAAY,GAAG,SAAS,CAAC,8BAA8B,CAAC;QACpE,WAAW,CAAC,aAAa,GAAG,CAAC,CAAC;QAC9B,WAAW,CAAC,iBAAiB,GAAG,KAAK,CAAC;KACzC;IAED,MAAM,OAAO,GAAG,WAAW,CAAC,iBAAiB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,qBAAqB,CAAC,YAAY,CAAC,CAAC;IAE5I,SAAS,CAAC,KAAK,GAAG,MAAA,WAAW,CAAC,KAAK,mCAAI,qBAAqB,CAAC;IAC7D,SAAS,CAAC,QAAQ,GAAG,MAAA,WAAW,CAAC,OAAO,mCAAI,CAAC,CAAC;IAC9C,SAAS,CAAC,oBAAoB,GAAG,WAAW,CAAC,mBAAmB,CAAC;IACjE,SAAS,CAAC,sBAAsB,GAAG,WAAW,CAAC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAEpF,SAAS,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC;IAE/B,IAAI,SAAS,CAAC,oBAAoB,IAAI,SAAS,CAAC,sBAAsB,EAAE;QACpE,SAAS,CAAC,yBAAyB,CAC/B,CAAC,EACD,KAAK,EAAE,+DAA+D;QACtE,SAAS,CAAC,sBAAsB,EAChC,SAAS,CAAC,OAAO,EACjB,WAAW,CAAC,qBAAqB,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,EACpH,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC,WAAW,CAAC,KAAK,GAAG,eAAe,CAAC,CAAC,CAAC,SAAS,CACtE,CAAC;KACL;IAED,IAAI,OAAO,EAAE;QACT,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;YAC/G,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC;SAClC;QAED,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,WAAW,CAAC,aAAa,CAAC,CAAC;QAE5H,IAAI,OAAO,KAAK,SAAS,IAAI,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;YAC/G,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;SACnC;KACJ;IAED,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,0BAA0B,GAAG,UAAU,IAAiB,EAAE,OAAoC;IACjH,MAAM,eAAe,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,qBAAqB,CAAC,YAAY,CAAC,CAAC,CAAC,qBAAqB,CAAC,KAAK,CAAC,CAAC;IAE9I,eAAe,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;IAEtC,MAAM,eAAe,mBACjB,iBAAiB,EAAE,KAAK,EACxB,kBAAkB,EAAE,CAAC,EACrB,eAAe,EAAE,KAAK,EACtB,OAAO,EAAE,CAAC,EACV,kBAAkB,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,2BAA2B,IAC3H,OAAO,CACb,CAAC;IAEF,eAAe,CAAC,MAAM,GAAG,eAAe,CAAC,kBAAkB,CAAC;IAE5D,IAAI,CAAC,yBAAyB,CAC1B,eAAe,EACf,IAAI,EACJ,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,iBAAiB,EACjC,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,OAAO,CAC1B,CAAC;IAEF,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,eAAe,CAAC,CAAC;IAExE,0HAA0H;IAC1H,MAAM,iBAAiB,GAAG,eAAe,CAAC,gBAAyC,CAAC;IAEpF,eAAe,CAAC,IAAI,GAAG,mBAAmB,CAAC,wBAAwB,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;IAE9F,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAElD,OAAO,eAAe,CAAC;AAC3B,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAC/C,eAAgC,EAChC,IAAiB,EACjB,eAAwB,EACxB,iBAA0B,EAC1B,kBAA0B,EAC1B,OAAO,GAAG,CAAC;IAEX,MAAM,KAAK,GAAwD,IAAK,CAAC,KAAK,IAAY,IAAI,CAAC;IAC/F,MAAM,MAAM,GAAwD,IAAK,CAAC,MAAM,IAAY,IAAI,CAAC;IACjG,MAAM,MAAM,GAAwD,IAAK,CAAC,MAAM,IAAI,CAAC,CAAC;IAEtF,eAAe,CAAC,SAAS,GAAG,KAAK,CAAC;IAClC,eAAe,CAAC,UAAU,GAAG,MAAM,CAAC;IACpC,eAAe,CAAC,KAAK,GAAG,KAAK,CAAC;IAC9B,eAAe,CAAC,MAAM,GAAG,MAAM,CAAC;IAChC,eAAe,CAAC,SAAS,GAAG,MAAM,GAAG,CAAC,CAAC;IACvC,eAAe,CAAC,KAAK,GAAG,MAAM,CAAC;IAC/B,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC;IAC/B,eAAe,CAAC,OAAO,GAAG,OAAO,CAAC;IAClC,eAAe,CAAC,eAAe,GAAG,KAAK,CAAC;IACxC,eAAe,CAAC,YAAY,GAAG,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC,CAAC,SAAS,CAAC,4BAA4B,CAAC;IACpI,eAAe,CAAC,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;IACnD,eAAe,CAAC,mBAAmB,GAAG,kBAAkB,CAAC;IACzD,eAAe,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;IACnE,eAAe,CAAC,YAAY,GAAG,SAAS,CAAC,yBAAyB,CAAC;AACvE,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,oCAAoC,GAAG,UAAU,SAAwC,EAAE,OAAe;IAC7H,IAAI,CAAC,SAAS,IAAI,CAAC,SAAS,CAAC,OAAO,IAAI,SAAS,CAAC,OAAO,KAAK,OAAO,EAAE;QACnE,OAAO,OAAO,CAAC;KAClB;IAED,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport { WebGPUTextureHelper } from \"../webgpuTextureHelper\";\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture = fullOptions.noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, options.generateStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture\r\n const gpuTextureWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n generateStencil: boolean,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
|