@babylonjs/core 6.4.0 → 6.4.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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{"version":3,"file":"webgpuClearQuad.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGPU/webgpuClearQuad.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAGzC,OAAO,EAAE,6BAA6B,EAAE,MAAM,iCAAiC,CAAC;AAEhF,OAAO,EAAE,6BAA6B,EAAE,MAAM,iCAAiC,CAAC;AAChF,OAAO,EAAE,8BAA8B,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAE5F,OAAO,gCAAgC,CAAC;AACxC,OAAO,kCAAkC,CAAC;AAE1C,gBAAgB;AAChB,MAAM,OAAO,eAAe;IAUjB,qBAAqB,CAAC,MAAoC;QAC7D,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC;QAClC,IAAI,CAAC,oBAAoB,CAAC,qBAAqB,CAAC,MAAM,CAAC,CAAC;IAC5D,CAAC;IAEM,cAAc,CAAC,MAA+B;QACjD,IAAI,CAAC,oBAAoB,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;IACrD,CAAC;IAEM,iBAAiB,CAAC,WAAqB,EAAE,YAA+B,EAAE,YAAoB;QACjG,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC,YAAY,EAAE,YAAY,CAAC,CAAC;QAC7D,IAAI,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED,YAAY,MAAiB,EAAE,MAAoB,EAAE,iBAA+B;QAnB5E,gBAAW,GAAqC,EAAE,CAAC;QAEnD,iBAAY,GAAuC,EAAE,CAAC;QACtD,aAAQ,GAAa,EAAE,CAAC;QAiB5B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,CAAC,oBAAoB,GAAG,IAAI,6BAA6B,CAAC,IAAI,CAAC,OAAO,EAAE,iBAAiB,EAAE,CAAC,MAAM,CAAC,KAAK,CAAC,2BAA2B,CAAC,CAAC;QAC1I,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;QACrD,IAAI,CAAC,oBAAoB,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAEnD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,YAAY,CAAC,WAAW,EAAE,EAAE,EAAE,CAAC,OAAO,EAAE,YAAY,CAAC,CAAC,CAAC;IACjF,CAAC;IAEM,KAAK,CACR,UAA0C,EAC1C,UAAkC,EAClC,UAAoB,EACpB,YAAsB,EACtB,WAAW,GAAG,CAAC;;QAEf,IAAI,WAA0D,CAAC;QAC/D,IAAI,MAAM,GAA8B,IAAI,CAAC;QAC7C,IAAI,SAAiB,CAAC;QAEtB,MAAM,SAAS,GAAG,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,oBAAoB,CAAC;QAEtD,IAAI,UAAU,EAAE;YACZ,WAAW,GAAG,UAAU,CAAC;SAC5B;aAAM;YACH,IAAI,GAAG,GAAG,CAAC,CAAC;YACZ,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;YACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACpE,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,CAAC,GAAG,8BAA8B,CAAC,MAAA,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC,CAAC,mCAAI,EAAE,CAAC,CAAC;aAC1G;YAED,MAAM,uBAAuB,GAAG,8BAA8B,CAAC,MAAA,IAAI,CAAC,mBAAmB,mCAAI,CAAC,CAAC,CAAC;YAE9F,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC;gBACd,CAAC,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,GAAG,GAAG,GAAG,UAAU,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,UAAU,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChH,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;oBAC1B,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;oBAC5B,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;oBAClD,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;oBACzB,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;oBAC/B,uBAAuB,GAAG,CAAC,IAAI,EAAE,CAAC;YAEtC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;YACpC,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;YAEtC,IAAI,MAAM,EAAE;gBACR,OAAO,MAAM,CAAC;aACjB;YAED,WAAW,GAAG,IAAI,CAAC,OAAO,CAAC,yBAAyB,CAAC;gBACjD,YAAY,EAAE,IAAI,CAAC,oBAAoB,CAAC,YAAY;gBACpD,kBAAkB,EAAE,IAAI,CAAC,mBAAmB;gBAC5C,WAAW;aACd,CAAC,CAAC;SACN;QAED,IAAI,CAAC,oBAAoB,CAAC,oBAAoB,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC;QAC7D,IAAI,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC,CAAC,YAAY,IAAI,CAAC,CAAC,IAAI,CAAC,mBAAmB,IAAI,mBAAmB,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC;QAC5J,IAAI,CAAC,oBAAoB,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACvE,IAAI,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,YAAY,CAAC,CAAC,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;QAC/F,IAAI,CAAC,oBAAoB,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAC9F,IAAI,CAAC,oBAAoB,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAE7D,MAAM,QAAQ,GAAG,IAAI,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,SAAS,CAAC,8BAA8B,EAAE,IAAI,CAAC,OAAO,EAAE,WAAW,CAAC,CAAC;QAElI,MAAM,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,gBAAyC,CAAC;QAErF,IAAI,UAAU,EAAE;YACZ,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,OAAO,EAAE,UAAU,CAAC,CAAC;SACrD;QAED,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,CAAC;QAE/I,qBAAqB,CAAC,aAAc,CAAC,MAAM,EAAE,CAAC;QAE9C,MAAM,eAAe,GAAG,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC;QAC1F,MAAM,cAAc,GAAG,qBAAqB,CAAC,aAAc,CAAC,SAAS,EAAsB,CAAC;QAE5F,MAAM,GAAG,GAAG,cAAc,CAAC,QAAQ,GAAG,GAAG,GAAG,eAAe,CAAC,QAAQ,CAAC;QAErE,IAAI,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;QAEvC,IAAI,CAAC,UAAU,EAAE;YACb,MAAM,gBAAgB,GAAG,qBAAqB,CAAC,gBAAgB,CAAC;YAChE,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC;YACxC,UAAU,CAAC,IAAI,CACX,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;gBACzB,MAAM,EAAE,gBAAgB,CAAC,CAAC,CAAC;gBAC3B,OAAO,EAAE,EAAE;aACd,CAAC,CACL,CAAC;YACF,IAAI,CAAC,6BAA6B,CAAC,wBAAwB,EAAE;gBACzD,UAAU,CAAC,IAAI,CACX,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;oBACzB,MAAM,EAAE,gBAAgB,CAAC,CAAC,CAAC;oBAC3B,OAAO,EAAE,EAAE;iBACd,CAAC,CACL,CAAC;aACL;YACD,UAAU,CAAC,IAAI,CACX,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;gBACzB,MAAM,EAAE,gBAAgB,CAAC,6BAA6B,CAAC,wBAAwB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxF,OAAO,EAAE;o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type { Effect } from \"../../Materials/effect\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IColor4Like } from \"../../Maths/math.like\";\r\nimport type { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport type { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUCacheRenderPipeline } from \"./webgpuCacheRenderPipeline\";\r\nimport { WebGPUCacheRenderPipelineTree } from \"./webgpuCacheRenderPipelineTree\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { renderableTextureFormatToIndex, WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\n\r\nimport \"../../Shaders/clearQuad.vertex\";\r\nimport \"../../Shaders/clearQuad.fragment\";\r\n\r\n/** @internal */\r\nexport class WebGPUClearQuad {\r\n private _device: GPUDevice;\r\n private _engine: WebGPUEngine;\r\n private _cacheRenderPipeline: WebGPUCacheRenderPipeline;\r\n private _effect: Effect;\r\n private _bindGroups: { [id: string]: GPUBindGroup[] } = {};\r\n private _depthTextureFormat: GPUTextureFormat | undefined;\r\n private _bundleCache: { [key: string]: GPURenderBundle } = {};\r\n private _keyTemp: number[] = [];\r\n\r\n public setDepthStencilFormat(format: GPUTextureFormat | undefined): void {\r\n this._depthTextureFormat = format;\r\n this._cacheRenderPipeline.setDepthStencilFormat(format);\r\n }\r\n\r\n public setColorFormat(format: GPUTextureFormat | null): void {\r\n this._cacheRenderPipeline.setColorFormat(format);\r\n }\r\n\r\n public setMRTAttachments(attachments: number[], textureArray: InternalTexture[], textureCount: number): void {\r\n this._cacheRenderPipeline.setMRT(textureArray, textureCount);\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n }\r\n\r\n constructor(device: GPUDevice, engine: WebGPUEngine, emptyVertexBuffer: VertexBuffer) {\r\n this._device = device;\r\n this._engine = engine;\r\n\r\n this._cacheRenderPipeline = new WebGPUCacheRenderPipelineTree(this._device, emptyVertexBuffer, !engine._caps.textureFloatLinearFiltering);\r\n this._cacheRenderPipeline.setDepthTestEnabled(false);\r\n this._cacheRenderPipeline.setStencilReadMask(0xff);\r\n\r\n this._effect = engine.createEffect(\"clearQuad\", [], [\"color\", \"depthValue\"]);\r\n }\r\n\r\n public clear(\r\n renderPass: Nullable<GPURenderPassEncoder>,\r\n clearColor?: Nullable<IColor4Like>,\r\n clearDepth?: boolean,\r\n clearStencil?: boolean,\r\n sampleCount = 1\r\n ): Nullable<GPURenderBundle> {\r\n let renderPass2: GPURenderPassEncoder | GPURenderBundleEncoder;\r\n let bundle: Nullable<GPURenderBundle> = null;\r\n let bundleKey: string;\r\n\r\n const isRTTPass = !!this._engine._currentRenderTarget;\r\n\r\n if (renderPass) {\r\n renderPass2 = renderPass;\r\n } else {\r\n let idx = 0;\r\n this._keyTemp.length = 0;\r\n for (let i = 0; i < this._cacheRenderPipeline.colorFormats.length; ++i) {\r\n this._keyTemp[idx++] = renderableTextureFormatToIndex[this._cacheRenderPipeline.colorFormats[i] ?? \"\"];\r\n }\r\n\r\n const depthStencilFormatIndex = renderableTextureFormatToIndex[this._depthTextureFormat ?? 0];\r\n\r\n this._keyTemp[idx] =\r\n (clearColor ? clearColor.r + clearColor.g * 256 + clearColor.b * 256 * 256 + clearColor.a * 256 * 256 * 256 : 0) +\r\n (clearDepth ? 2 ** 32 : 0) +\r\n (clearStencil ? 2 ** 33 : 0) +\r\n (this._engine.useReverseDepthBuffer ? 2 ** 34 : 0) +\r\n (isRTTPass ? 2 ** 35 : 0) +\r\n (sampleCount > 1 ? 2 ** 36 : 0) +\r\n depthStencilFormatIndex * 2 ** 37;\r\n\r\n bundleKey = this._keyTemp.join(\"_\");\r\n bundle = this._bundleCache[bundleKey];\r\n\r\n if (bundle) {\r\n return bundle;\r\n }\r\n\r\n renderPass2 = this._device.createRenderBundleEncoder({\r\n colorFormats: this._cacheRenderPipeline.colorFormats,\r\n depthStencilFormat: this._depthTextureFormat,\r\n sampleCount,\r\n });\r\n }\r\n\r\n this._cacheRenderPipeline.setDepthWriteEnabled(!!clearDepth);\r\n this._cacheRenderPipeline.setStencilEnabled(!!clearStencil && !!this._depthTextureFormat && WebGPUTextureHelper.HasStencilAspect(this._depthTextureFormat));\r\n this._cacheRenderPipeline.setStencilWriteMask(clearStencil ? 0xff : 0);\r\n this._cacheRenderPipeline.setStencilCompare(clearStencil ? Constants.ALWAYS : Constants.NEVER);\r\n this._cacheRenderPipeline.setStencilPassOp(clearStencil ? Constants.REPLACE : Constants.KEEP);\r\n this._cacheRenderPipeline.setWriteMask(clearColor ? 0xf : 0);\r\n\r\n const pipeline = this._cacheRenderPipeline.getRenderPipeline(Constants.MATERIAL_TriangleStripDrawMode, this._effect, sampleCount);\r\n\r\n const webgpuPipelineContext = this._effect._pipelineContext as WebGPUPipelineContext;\r\n\r\n if (clearColor) {\r\n this._effect.setDirectColor4(\"color\", clearColor);\r\n }\r\n\r\n this._effect.setFloat(\"depthValue\", this._engine.useReverseDepthBuffer ? this._engine._clearReverseDepthValue : this._engine._clearDepthValue);\r\n\r\n webgpuPipelineContext.uniformBuffer!.update();\r\n\r\n const bufferInternals = isRTTPass ? this._engine._ubInvertY : this._engine._ubDontInvertY;\r\n const bufferLeftOver = webgpuPipelineContext.uniformBuffer!.getBuffer() as WebGPUDataBuffer;\r\n\r\n const key = bufferLeftOver.uniqueId + \"-\" + bufferInternals.uniqueId;\r\n\r\n let bindGroups = this._bindGroups[key];\r\n\r\n if (!bindGroups) {\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts;\r\n bindGroups = this._bindGroups[key] = [];\r\n bindGroups.push(\r\n this._device.createBindGroup({\r\n layout: bindGroupLayouts[0],\r\n entries: [],\r\n })\r\n );\r\n if (!WebGPUShaderProcessingContext._SimplifiedKnownBindings) {\r\n bindGroups.push(\r\n this._device.createBindGroup({\r\n layout: bindGroupLayouts[1],\r\n entries: [],\r\n })\r\n );\r\n }\r\n bindGroups.push(\r\n this._device.createBindGroup({\r\n layout: bindGroupLayouts[WebGPUShaderProcessingContext._SimplifiedKnownBindings ? 1 : 2],\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: {\r\n buffer: bufferInternals.underlyingResource,\r\n size: bufferInternals.capacity,\r\n },\r\n },\r\n {\r\n binding: 1,\r\n resource: {\r\n buffer: bufferLeftOver.underlyingResource,\r\n size: bufferLeftOver.capacity,\r\n },\r\n },\r\n ],\r\n })\r\n );\r\n }\r\n\r\n renderPass2.setPipeline(pipeline);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n renderPass2.setBindGroup(i, bindGroups[i]);\r\n }\r\n renderPass2.draw(4, 1, 0, 0);\r\n\r\n if (!renderPass) {\r\n bundle = (renderPass2 as GPURenderBundleEncoder).finish();\r\n this._bundleCache[bundleKey!] = bundle;\r\n }\r\n\r\n return bundle;\r\n }\r\n}\r\n"]}
1
+ 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type { Effect } from \"../../Materials/effect\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IColor4Like } from \"../../Maths/math.like\";\r\nimport type { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport type { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUCacheRenderPipeline } from \"./webgpuCacheRenderPipeline\";\r\nimport { WebGPUCacheRenderPipelineTree } from \"./webgpuCacheRenderPipelineTree\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { renderableTextureFormatToIndex, WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\n\r\nimport \"../../Shaders/clearQuad.vertex\";\r\nimport \"../../Shaders/clearQuad.fragment\";\r\n\r\n/** @internal */\r\nexport class WebGPUClearQuad {\r\n private _device: GPUDevice;\r\n private _engine: WebGPUEngine;\r\n private _cacheRenderPipeline: WebGPUCacheRenderPipeline;\r\n private _effect: Effect;\r\n private _bindGroups: { [id: string]: GPUBindGroup[] } = {};\r\n private _depthTextureFormat: GPUTextureFormat | undefined;\r\n private _bundleCache: { [key: string]: GPURenderBundle } = {};\r\n private _keyTemp: number[] = [];\r\n\r\n public setDepthStencilFormat(format: GPUTextureFormat | undefined): void {\r\n this._depthTextureFormat = format;\r\n this._cacheRenderPipeline.setDepthStencilFormat(format);\r\n }\r\n\r\n public setColorFormat(format: GPUTextureFormat | null): void {\r\n this._cacheRenderPipeline.setColorFormat(format);\r\n }\r\n\r\n public setMRTAttachments(attachments: number[], textureArray: InternalTexture[], textureCount: number): void {\r\n this._cacheRenderPipeline.setMRT(textureArray, textureCount);\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n }\r\n\r\n constructor(device: GPUDevice, engine: WebGPUEngine, emptyVertexBuffer: VertexBuffer) {\r\n this._device = device;\r\n this._engine = engine;\r\n\r\n this._cacheRenderPipeline = new WebGPUCacheRenderPipelineTree(this._device, emptyVertexBuffer, !engine._caps.textureFloatLinearFiltering);\r\n this._cacheRenderPipeline.setDepthTestEnabled(false);\r\n this._cacheRenderPipeline.setStencilReadMask(0xff);\r\n\r\n this._effect = engine.createEffect(\"clearQuad\", [], [\"color\", \"depthValue\"]);\r\n }\r\n\r\n public clear(\r\n renderPass: Nullable<GPURenderPassEncoder>,\r\n clearColor?: Nullable<IColor4Like>,\r\n clearDepth?: boolean,\r\n clearStencil?: boolean,\r\n sampleCount = 1\r\n ): Nullable<GPURenderBundle> {\r\n let renderPass2: GPURenderPassEncoder | GPURenderBundleEncoder;\r\n let bundle: Nullable<GPURenderBundle> = null;\r\n let bundleKey: string;\r\n\r\n const isRTTPass = !!this._engine._currentRenderTarget;\r\n\r\n if (renderPass) {\r\n renderPass2 = renderPass;\r\n } else {\r\n let idx = 0;\r\n this._keyTemp.length = 0;\r\n for (let i = 0; i < this._cacheRenderPipeline.colorFormats.length; ++i) {\r\n this._keyTemp[idx++] = renderableTextureFormatToIndex[this._cacheRenderPipeline.colorFormats[i] ?? \"\"];\r\n }\r\n\r\n const depthStencilFormatIndex = renderableTextureFormatToIndex[this._depthTextureFormat ?? 0];\r\n\r\n this._keyTemp[idx] =\r\n (clearColor ? clearColor.r + clearColor.g * 256 + clearColor.b * 256 * 256 + clearColor.a * 256 * 256 * 256 : 0) +\r\n (clearDepth ? 2 ** 32 : 0) +\r\n (clearStencil ? 2 ** 33 : 0) +\r\n (this._engine.useReverseDepthBuffer ? 2 ** 34 : 0) +\r\n (isRTTPass ? 2 ** 35 : 0) +\r\n (sampleCount > 1 ? 2 ** 36 : 0) +\r\n depthStencilFormatIndex * 2 ** 37;\r\n\r\n bundleKey = this._keyTemp.join(\"_\");\r\n bundle = this._bundleCache[bundleKey];\r\n\r\n if (bundle) {\r\n return bundle;\r\n }\r\n\r\n renderPass2 = this._device.createRenderBundleEncoder({\r\n colorFormats: this._cacheRenderPipeline.colorFormats,\r\n depthStencilFormat: this._depthTextureFormat,\r\n sampleCount,\r\n });\r\n }\r\n\r\n this._cacheRenderPipeline.setDepthWriteEnabled(!!clearDepth);\r\n this._cacheRenderPipeline.setStencilEnabled(!!clearStencil && !!this._depthTextureFormat && WebGPUTextureHelper.HasStencilAspect(this._depthTextureFormat));\r\n this._cacheRenderPipeline.setStencilWriteMask(clearStencil ? 0xff : 0);\r\n this._cacheRenderPipeline.setStencilCompare(clearStencil ? Constants.ALWAYS : Constants.NEVER);\r\n this._cacheRenderPipeline.setStencilPassOp(clearStencil ? Constants.REPLACE : Constants.KEEP);\r\n this._cacheRenderPipeline.setWriteMask(clearColor ? 0xf : 0);\r\n\r\n const pipeline = this._cacheRenderPipeline.getRenderPipeline(Constants.MATERIAL_TriangleStripDrawMode, this._effect, sampleCount);\r\n\r\n const webgpuPipelineContext = this._effect._pipelineContext as WebGPUPipelineContext;\r\n\r\n if (clearColor) {\r\n this._effect.setDirectColor4(\"color\", clearColor);\r\n }\r\n\r\n this._effect.setFloat(\"depthValue\", this._engine.useReverseDepthBuffer ? this._engine._clearReverseDepthValue : this._engine._clearDepthValue);\r\n\r\n webgpuPipelineContext.uniformBuffer!.update();\r\n\r\n const bufferInternals = isRTTPass ? this._engine._ubInvertY : this._engine._ubDontInvertY;\r\n const bufferLeftOver = webgpuPipelineContext.uniformBuffer!.getBuffer() as WebGPUDataBuffer;\r\n\r\n const key = bufferLeftOver.uniqueId + \"-\" + bufferInternals.uniqueId;\r\n\r\n let bindGroups = this._bindGroups[key];\r\n\r\n if (!bindGroups) {\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts[0];\r\n bindGroups = this._bindGroups[key] = [];\r\n bindGroups.push(\r\n this._device.createBindGroup({\r\n layout: bindGroupLayouts[0],\r\n entries: [],\r\n })\r\n );\r\n if (!WebGPUShaderProcessingContext._SimplifiedKnownBindings) {\r\n bindGroups.push(\r\n this._device.createBindGroup({\r\n layout: bindGroupLayouts[1],\r\n entries: [],\r\n })\r\n );\r\n }\r\n bindGroups.push(\r\n this._device.createBindGroup({\r\n layout: bindGroupLayouts[WebGPUShaderProcessingContext._SimplifiedKnownBindings ? 1 : 2],\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: {\r\n buffer: bufferInternals.underlyingResource,\r\n size: bufferInternals.capacity,\r\n },\r\n },\r\n {\r\n binding: 1,\r\n resource: {\r\n buffer: bufferLeftOver.underlyingResource,\r\n size: bufferLeftOver.capacity,\r\n },\r\n },\r\n ],\r\n })\r\n );\r\n }\r\n\r\n renderPass2.setPipeline(pipeline);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n renderPass2.setBindGroup(i, bindGroups[i]);\r\n }\r\n renderPass2.draw(4, 1, 0, 0);\r\n\r\n if (!renderPass) {\r\n bundle = (renderPass2 as GPURenderBundleEncoder).finish();\r\n this._bundleCache[bundleKey!] = bundle;\r\n }\r\n\r\n return bundle;\r\n }\r\n}\r\n"]}
@@ -26,6 +26,7 @@ export declare class WebGPUMaterialContext implements IMaterialContext {
26
26
  textures: {
27
27
  [name: string]: Nullable<IWebGPUMaterialContextTextureCache>;
28
28
  };
29
+ textureState: number;
29
30
  get forceBindGroupCreation(): boolean;
30
31
  get hasFloatTextures(): boolean;
31
32
  protected _numFloatTextures: number;
@@ -14,6 +14,7 @@ export class WebGPUMaterialContext {
14
14
  constructor() {
15
15
  this.uniqueId = WebGPUMaterialContext._Counter++;
16
16
  this.updateId = 0;
17
+ this.textureState = 0;
17
18
  this.reset();
18
19
  }
19
20
  reset() {
@@ -1 +1 @@
1
- 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{ ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { IMaterialContext } from \"../IMaterialContext\";\r\nimport { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\n\r\n/** @internal */\r\ninterface IWebGPUMaterialContextSamplerCache {\r\n sampler: Nullable<TextureSampler>;\r\n hashCode: number;\r\n}\r\n\r\n/** @internal */\r\ninterface IWebGPUMaterialContextTextureCache {\r\n texture: Nullable<InternalTexture | ExternalTexture>;\r\n isFloatTexture: boolean;\r\n isExternalTexture: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUMaterialContext implements IMaterialContext {\r\n private static _Counter = 0;\r\n\r\n public uniqueId: number;\r\n public updateId: number;\r\n public isDirty: boolean;\r\n public samplers: { [name: string]: Nullable<IWebGPUMaterialContextSamplerCache> };\r\n public textures: { [name: string]: Nullable<IWebGPUMaterialContextTextureCache> };\r\n\r\n public get forceBindGroupCreation() {\r\n // If there is at least one external texture to bind, we must recreate the bind groups each time\r\n // because we need to retrieve a new texture each frame (by calling device.importExternalTexture)\r\n return this._numExternalTextures > 0;\r\n }\r\n\r\n public get hasFloatTextures() {\r\n return this._numFloatTextures > 0;\r\n }\r\n\r\n protected _numFloatTextures: number;\r\n protected _numExternalTextures: number;\r\n\r\n constructor() {\r\n this.uniqueId = WebGPUMaterialContext._Counter++;\r\n this.updateId = 0;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this.samplers = {};\r\n this.textures = {};\r\n this.isDirty = true;\r\n this._numFloatTextures = 0;\r\n this._numExternalTextures = 0;\r\n }\r\n\r\n public setSampler(name: string, sampler: Nullable<TextureSampler>): void {\r\n let samplerCache = this.samplers[name];\r\n let currentHashCode = -1;\r\n if (!samplerCache) {\r\n this.samplers[name] = samplerCache = { sampler, hashCode: 0 };\r\n } else {\r\n currentHashCode = samplerCache.hashCode;\r\n }\r\n\r\n samplerCache.sampler = sampler;\r\n samplerCache.hashCode = sampler ? WebGPUCacheSampler.GetSamplerHashCode(sampler) : 0;\r\n\r\n const isDirty = currentHashCode !== samplerCache.hashCode;\r\n if (isDirty) {\r\n this.updateId++;\r\n }\r\n\r\n this.isDirty ||= isDirty;\r\n }\r\n\r\n public setTexture(name: string, texture: Nullable<InternalTexture | ExternalTexture>): void {\r\n let textureCache = this.textures[name];\r\n let currentTextureId = -1;\r\n if (!textureCache) {\r\n this.textures[name] = textureCache = { texture, isFloatTexture: false, isExternalTexture: false };\r\n } else {\r\n currentTextureId = textureCache.texture?.uniqueId ?? -1;\r\n }\r\n\r\n if (textureCache.isExternalTexture) {\r\n this._numExternalTextures--;\r\n }\r\n if (textureCache.isFloatTexture) {\r\n this._numFloatTextures--;\r\n }\r\n\r\n if (texture) {\r\n textureCache.isFloatTexture = texture.type === Constants.TEXTURETYPE_FLOAT;\r\n textureCache.isExternalTexture = ExternalTexture.IsExternalTexture(texture);\r\n if (textureCache.isFloatTexture) {\r\n this._numFloatTextures++;\r\n }\r\n if (textureCache.isExternalTexture) {\r\n this._numExternalTextures++;\r\n }\r\n } else {\r\n textureCache.isFloatTexture = false;\r\n textureCache.isExternalTexture = false;\r\n }\r\n\r\n textureCache.texture = texture;\r\n\r\n const isDirty = currentTextureId !== (texture?.uniqueId ?? -1);\r\n if (isDirty) {\r\n this.updateId++;\r\n }\r\n\r\n this.isDirty ||= isDirty;\r\n }\r\n}\r\n"]}
1
+ 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{ ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { IMaterialContext } from \"../IMaterialContext\";\r\nimport { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\n\r\n/** @internal */\r\ninterface IWebGPUMaterialContextSamplerCache {\r\n sampler: Nullable<TextureSampler>;\r\n hashCode: number;\r\n}\r\n\r\n/** @internal */\r\ninterface IWebGPUMaterialContextTextureCache {\r\n texture: Nullable<InternalTexture | ExternalTexture>;\r\n isFloatTexture: boolean;\r\n isExternalTexture: boolean;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUMaterialContext implements IMaterialContext {\r\n private static _Counter = 0;\r\n\r\n public uniqueId: number;\r\n public updateId: number;\r\n public isDirty: boolean;\r\n public samplers: { [name: string]: Nullable<IWebGPUMaterialContextSamplerCache> };\r\n public textures: { [name: string]: Nullable<IWebGPUMaterialContextTextureCache> };\r\n\r\n // The texture state is a bitfield where each bit is set if the texture is a float32 texture (calculated in @WebGPUEngine._draw).\r\n // Float32 textures must be handled differently because float filtering may not be supported by the underlying browser implementation.\r\n // In this case, we must configure the sampler as \"non filtering\", as well as set the texture sample type to \"unfilterable-float\" when creating the bind group layout.\r\n // When that happens, we end up with different bind group layouts (depending on which type of textures have been set in the material), that we must all store\r\n // in the WebGPUPipelineContext (see @WebGPUPipelineContext.bindGroupLayouts) for later retrieval in the bind group cache implementation (see @WebGPUCacheBindGroups.getBindGroups), thanks to this property.\r\n public textureState: number;\r\n\r\n public get forceBindGroupCreation() {\r\n // If there is at least one external texture to bind, we must recreate the bind groups each time\r\n // because we need to retrieve a new texture each frame (by calling device.importExternalTexture)\r\n return this._numExternalTextures > 0;\r\n }\r\n\r\n public get hasFloatTextures() {\r\n return this._numFloatTextures > 0;\r\n }\r\n\r\n protected _numFloatTextures: number;\r\n protected _numExternalTextures: number;\r\n\r\n constructor() {\r\n this.uniqueId = WebGPUMaterialContext._Counter++;\r\n this.updateId = 0;\r\n this.textureState = 0;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this.samplers = {};\r\n this.textures = {};\r\n this.isDirty = true;\r\n this._numFloatTextures = 0;\r\n this._numExternalTextures = 0;\r\n }\r\n\r\n public setSampler(name: string, sampler: Nullable<TextureSampler>): void {\r\n let samplerCache = this.samplers[name];\r\n let currentHashCode = -1;\r\n if (!samplerCache) {\r\n this.samplers[name] = samplerCache = { sampler, hashCode: 0 };\r\n } else {\r\n currentHashCode = samplerCache.hashCode;\r\n }\r\n\r\n samplerCache.sampler = sampler;\r\n samplerCache.hashCode = sampler ? WebGPUCacheSampler.GetSamplerHashCode(sampler) : 0;\r\n\r\n const isDirty = currentHashCode !== samplerCache.hashCode;\r\n if (isDirty) {\r\n this.updateId++;\r\n }\r\n\r\n this.isDirty ||= isDirty;\r\n }\r\n\r\n public setTexture(name: string, texture: Nullable<InternalTexture | ExternalTexture>): void {\r\n let textureCache = this.textures[name];\r\n let currentTextureId = -1;\r\n if (!textureCache) {\r\n this.textures[name] = textureCache = { texture, isFloatTexture: false, isExternalTexture: false };\r\n } else {\r\n currentTextureId = textureCache.texture?.uniqueId ?? -1;\r\n }\r\n\r\n if (textureCache.isExternalTexture) {\r\n this._numExternalTextures--;\r\n }\r\n if (textureCache.isFloatTexture) {\r\n this._numFloatTextures--;\r\n }\r\n\r\n if (texture) {\r\n textureCache.isFloatTexture = texture.type === Constants.TEXTURETYPE_FLOAT;\r\n textureCache.isExternalTexture = ExternalTexture.IsExternalTexture(texture);\r\n if (textureCache.isFloatTexture) {\r\n this._numFloatTextures++;\r\n }\r\n if (textureCache.isExternalTexture) {\r\n this._numExternalTextures++;\r\n }\r\n } else {\r\n textureCache.isFloatTexture = false;\r\n textureCache.isExternalTexture = false;\r\n }\r\n\r\n textureCache.texture = texture;\r\n\r\n const isDirty = currentTextureId !== (texture?.uniqueId ?? -1);\r\n if (isDirty) {\r\n this.updateId++;\r\n }\r\n\r\n this.isDirty ||= isDirty;\r\n }\r\n}\r\n"]}
@@ -24,7 +24,9 @@ export declare class WebGPUPipelineContext implements IPipelineContext {
24
24
  rawFragment: string;
25
25
  };
26
26
  stages: Nullable<IWebGPURenderPipelineStageDescriptor>;
27
- bindGroupLayouts: GPUBindGroupLayout[];
27
+ bindGroupLayouts: {
28
+ [textureState: number]: GPUBindGroupLayout[];
29
+ };
28
30
  /**
29
31
  * Stores the left-over uniform buffer
30
32
  */
@@ -12,6 +12,8 @@ export class WebGPUPipelineContext {
12
12
  return false;
13
13
  }
14
14
  constructor(shaderProcessingContext, engine) {
15
+ // The field is indexed by textureState. See @WebGPUMaterialContext.textureState for more information.
16
+ this.bindGroupLayouts = {};
15
17
  this._name = "unnamed";
16
18
  this.shaderProcessingContext = shaderProcessingContext;
17
19
  this._leftOverUniformsByName = {};
@@ -1 +1 @@
1
- {"version":3,"file":"webgpuPipelineContext.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Engines/WebGPU/webgpuPipelineContext.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAE9D,OAAO,EAAE,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAQhE,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IA0B9B,IAAW,OAAO;QACd,OAAO,KAAK,CAAC;IACjB,CAAC;IAED,IAAW,OAAO;QACd,IAAI,IAAI,CAAC,MAAM,EAAE;YACb,OAAO,IAAI,CAAC;SACf;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAKD,YAAY,uBAAsD,EAAE,MAAoB;QACpF,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;QACvB,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,CAAC;QACvD,IAAI,CAAC,uBAAuB,GAAG,EAAE,CAAC;QAClC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACzB,CAAC;IAEM,8BAA8B;QACjC,iCAAiC;IACrC,CAAC;IAEM,sBAAsB,CACzB,MAAc,EACd,mBAA8C,EAC9C,aAAuB,EACvB,QAA2D,EAC3D,WAAqB,EACrB,QAAmC,EACnC,eAAyB,EACzB,UAAoB;QAEpB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAE3B,6FAA6F;QAC7F,MAAM,CAAC,mBAAmB,GAAG,EAAE,CAAC;QAChC,MAAM,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC9B,yCAAyC;QACzC,uCAAuC;QAEvC,MAAM,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,iBAAiB,CAAC;QACrE,IAAI,KAAa,CAAC;QAClB,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACjD,MAAM,IAAI,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;YAChC,MAAM,OAAO,GAAG,aAAa,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC;YAElD,IAAI,OAAO,IAAI,IAAI,IAAI,OAAO,IAAI,SAAS,EAAE;gBACzC,WAAW,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;gBAC7B,KAAK,EAAE,CAAC;aACX;iBAAM;gBACH,QAAQ,CAAC,IAAI,CAAC,GAAG,KAAK,CAAC;aAC1B;SACJ;QAED,KAAK,MAAM,IAAI,IAAI,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,eAAe,CAAC,EAAE;YAC5D,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;SACzB;QAED,uDAAuD;QACvD,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAE1B,MAAM,wBAAwB,GAAa,EAAE,CAAC;QAC9C,MAAM,4BAA4B,GAAa,EAAE,CAAC;QAClD,KAAK,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE;YACrD,MAAM,QAAQ,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;YACnC,IAAI,QAAQ,IAAI,CAAC,EAAE;gBACf,wBAAwB,CAAC,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC,CAAC;gBACtD,4BAA4B,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;aAC/C;SACJ;QACD,IAAI,CAAC,uBAAuB,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACjF,IAAI,CAAC,uBAAuB,CAAC,4BAA4B,GAAG,4BAA4B,CAAC;IAC7F,CAAC;IAED,gBAAgB;IAChB;;OAEG;IACI,kBAAkB;QACrB,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,CAAC,MAAM,EAAE;YACvD,OAAO;SACV;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;QAEpG,KAAK,MAAM,eAAe,IAAI,IAAI,CAAC,uBAAuB,CAAC,gBAAgB,EAAE;YACzE,MAAM,IAAI,GAAG,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,IAAI,CAAC,CAAC;YAClE,MAAM,IAAI,GAAG,qBAAqB,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;YACtD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,eAAe,CAAC,MAAM,CAAC,CAAC;YAClF,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,eAAe,CAAC,IAAI,CAAC;SAC7E;QAED,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC;IAChC,CAAC;IAED;;QAEI;IACG,OAAO;QACV,IAAI,IAAI,CAAC,aAAa,EAAE;YACpB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;SAChC;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,WAAmB,EAAE,KAAa;QAC5C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACrD,CAAC;IAED;;;;;OAKG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS;QACpD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACrD,CAAC;IAED;;;;;;OAMG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC/D,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACxD,CAAC;IAED;;;;;;;OAOG;IACI,OAAO,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAC1E,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IAC3D,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,WAAmB,EAAE,KAAiB;QACrD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,cAAc,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAC1D,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,WAAmB,EAAE,KAAiB;QACtD,IAAI,CAAC,WAAW,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACzC,CAAC;IAED;;;;OAIG;IACI,OAAO,CAAC,WAAmB,EAAE,KAAa;QAC7C,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IACtD,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS;QACrD,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACtD,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS;QAChE,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,CAAC,EAAE;YACnE,OAAO;SACV;QACD,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACzD,CAAC;IAED;;;;;;;OAOG;IACI,QAAQ,CAAC,WAAmB,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,CAAS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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\n/** @internal */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n public sources: {\r\n vertex: string;\r\n fragment: string;\r\n rawVertex: string;\r\n rawFragment: string;\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n public bindGroupLayouts: GPUBindGroupLayout[];\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n\r\n // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n // this._fragmentSourceCodeOverride = \"\";\r\n // this._vertexSourceCodeOverride = \"\";\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n } else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n const attributeNamesFromEffect: string[] = [];\r\n const attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @internal */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}\r\n"]}
1
+ 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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\n\r\n/** @internal */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n public sources: {\r\n vertex: string;\r\n fragment: string;\r\n rawVertex: string;\r\n rawFragment: string;\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n // The field is indexed by textureState. See @WebGPUMaterialContext.textureState for more information.\r\n public bindGroupLayouts: { [textureState: number]: GPUBindGroupLayout[] } = {};\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n\r\n // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n // this._fragmentSourceCodeOverride = \"\";\r\n // this._vertexSourceCodeOverride = \"\";\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n } else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n const attributeNamesFromEffect: string[] = [];\r\n const attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @internal */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}\r\n"]}
@@ -34,13 +34,13 @@ export class ThinEngine {
34
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  */
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  // Not mixed with Version for tooling purpose.
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  static get NpmPackage() {
37
- return "babylonjs@6.4.0";
37
+ return "babylonjs@6.4.1";
38
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  }
39
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  /**
40
40
  * Returns the current version of the framework
41
41
  */
42
42
  static get Version() {
43
- return "6.4.0";
43
+ return "6.4.1";
44
44
  }
45
45
  /**
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46
  * Returns a string describing the current engine