@babylonjs/core 6.45.1 → 6.46.1
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/Animations/animation.js +1 -1
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +5 -3
- package/Animations/animationGroup.js +19 -4
- package/Animations/animationGroup.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.d.ts +4 -2
- package/BakedVertexAnimation/vertexAnimationBaker.js +25 -17
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Bones/skeleton.d.ts +1 -1
- package/Bones/skeleton.js +5 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +3 -3
- package/Cameras/arcRotateCamera.js +3 -3
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +3 -3
- package/Cameras/camera.js +2 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Cameras/targetCamera.js +4 -0
- package/Cameras/targetCamera.js.map +1 -1
- package/Compute/computeShader.d.ts +4 -2
- package/Compute/computeShader.js +7 -3
- package/Compute/computeShader.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +6 -6
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +2 -1
- package/Engines/Extensions/engine.computeShader.js +1 -0
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +3 -3
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +4 -4
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Native/nativePipelineContext.js +1 -1
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.js +1 -1
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +7 -3
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -1
- package/Engines/nativeEngine.js +4 -3
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/Gizmos/gizmo.d.ts +1 -1
- package/Gizmos/gizmo.js.map +1 -1
- package/Layers/glowLayer.js +2 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +2 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/light.js +2 -1
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +9 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.d.ts +6 -1
- package/Loading/sceneLoader.js +6 -5
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +2 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -1
- package/Materials/Node/nodeMaterial.js +4 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +2 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js +2 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +2 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/Textures/baseTexture.js +2 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +2 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.js +1 -1
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/texture.js +2 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/colorCurves.d.ts +1 -1
- package/Materials/colorCurves.functions.d.ts +5 -0
- package/Materials/colorCurves.functions.js +8 -0
- package/Materials/colorCurves.functions.js.map +1 -0
- package/Materials/colorCurves.js +8 -8
- package/Materials/colorCurves.js.map +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +3 -48
- package/Materials/imageProcessingConfiguration.defines.d.ts +46 -0
- package/Materials/imageProcessingConfiguration.defines.js +27 -0
- package/Materials/imageProcessingConfiguration.defines.js.map +1 -0
- package/Materials/imageProcessingConfiguration.functions.d.ts +13 -0
- package/Materials/imageProcessingConfiguration.functions.js +41 -0
- package/Materials/imageProcessingConfiguration.functions.js.map +1 -0
- package/Materials/imageProcessingConfiguration.js +18 -69
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/material.js +2 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.d.ts +33 -33
- package/Materials/materialHelper.js +244 -286
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/materialPluginBase.js +2 -1
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialStencilState.js +2 -1
- package/Materials/materialStencilState.js.map +1 -1
- package/Materials/shaderMaterial.js +1 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.d.ts +1 -1
- package/Materials/standardMaterial.js +2 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +2 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.color.d.ts +392 -66
- package/Maths/math.color.js +541 -65
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.like.d.ts +17 -28
- package/Maths/math.like.js.map +1 -1
- package/Maths/math.plane.d.ts +2 -1
- package/Maths/math.plane.js.map +1 -1
- package/Maths/math.polar.d.ts +1 -1
- package/Maths/math.polar.js.map +1 -1
- package/Maths/math.scalar.d.ts +6 -6
- package/Maths/math.scalar.functions.d.ts +51 -0
- package/Maths/math.scalar.functions.js +80 -0
- package/Maths/math.scalar.functions.js.map +1 -0
- package/Maths/math.scalar.js +48 -73
- package/Maths/math.scalar.js.map +1 -1
- package/Maths/math.vector.d.ts +571 -72
- package/Maths/math.vector.js +917 -119
- package/Maths/math.vector.js.map +1 -1
- package/Maths/math.viewport.d.ts +2 -1
- package/Maths/math.viewport.js.map +1 -1
- package/Maths/tensor.d.ts +411 -0
- package/Maths/tensor.js +3 -0
- package/Maths/tensor.js.map +1 -0
- package/Meshes/Compression/dracoCompressionWorker.d.ts +1 -2
- package/Meshes/Compression/dracoCompressionWorker.js +1 -1
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +10 -3
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.js +20 -4
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +2 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +4 -0
- package/Meshes/mesh.vertexData.js +10 -0
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/transformNode.js +2 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/arrayTools.d.ts +2 -19
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/decorators.d.ts +0 -80
- package/Misc/decorators.functions.d.ts +7 -0
- package/Misc/decorators.functions.js +52 -0
- package/Misc/decorators.functions.js.map +1 -0
- package/Misc/decorators.js +2 -318
- package/Misc/decorators.js.map +1 -1
- package/Misc/decorators.serialization.d.ts +81 -0
- package/Misc/decorators.serialization.js +269 -0
- package/Misc/decorators.serialization.js.map +1 -0
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/sceneRecorder.js +1 -1
- package/Misc/sceneRecorder.js.map +1 -1
- package/Misc/sceneSerializer.js +8 -1
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/tools.functions.d.ts +14 -0
- package/Misc/tools.functions.js +23 -0
- package/Misc/tools.functions.js.map +1 -0
- package/Misc/tools.js +5 -6
- package/Misc/tools.js.map +1 -1
- package/Morph/morphTarget.js +2 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Particles/EmitterTypes/boxParticleEmitter.js +8 -8
- package/Particles/EmitterTypes/boxParticleEmitter.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +8 -11
- package/Particles/baseParticleSystem.js +9 -40
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +71 -1
- package/Particles/gpuParticleSystem.js +102 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particle.d.ts +3 -3
- package/Particles/particle.js +3 -3
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.d.ts +81 -455
- package/Particles/particleSystem.functions.d.ts +61 -0
- package/Particles/particleSystem.functions.js +79 -0
- package/Particles/particleSystem.functions.js.map +1 -0
- package/Particles/particleSystem.js +390 -1984
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +485 -0
- package/Particles/thinParticleSystem.js +1768 -0
- package/Particles/thinParticleSystem.js.map +1 -0
- package/Physics/castingResult.d.ts +1 -1
- package/Physics/castingResult.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +2 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +2 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +2 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +2 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +2 -1
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.js +2 -1
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.js +2 -1
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +2 -1
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/convolutionPostProcess.js +2 -1
- package/PostProcesses/convolutionPostProcess.js.map +1 -1
- package/PostProcesses/displayPassPostProcess.js +1 -1
- package/PostProcesses/displayPassPostProcess.js.map +1 -1
- package/PostProcesses/filterPostProcess.js +2 -1
- package/PostProcesses/filterPostProcess.js.map +1 -1
- package/PostProcesses/fxaaPostProcess.js +1 -1
- package/PostProcesses/fxaaPostProcess.js.map +1 -1
- package/PostProcesses/grainPostProcess.js +2 -1
- package/PostProcesses/grainPostProcess.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.js +2 -1
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/passPostProcess.js +1 -1
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.js +2 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/refractionPostProcess.js +2 -1
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js +2 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js +2 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.js +2 -1
- package/PostProcesses/sharpenPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.js +2 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Sprites/spriteManager.d.ts +4 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +13 -0
- package/XR/features/WebXRControllerTeleportation.js +108 -32
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +11 -1
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/node.js +2 -1
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/types.d.ts +105 -0
- package/types.js.map +1 -1
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{"version":3,"file":"nativeInterfaces.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Native/nativeInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { DeviceType } from \"../../DeviceInput/InputDevices/deviceEnums\";\r\nimport type { IDeviceInputSystem } from \"../../DeviceInput/inputInterfaces\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICanvas, IImage } from \"../ICanvas\";\r\nimport type { NativeData, NativeDataStream } from \"./nativeDataStream\";\r\n\r\nexport type NativeTexture = NativeData;\r\nexport type NativeFramebuffer = NativeData;\r\nexport type NativeVertexArrayObject = NativeData;\r\nexport type NativeProgram = NativeData;\r\nexport type NativeUniform = NativeData;\r\n\r\n/** @internal */\r\nexport interface INativeEngine {\r\n dispose(): void;\r\n\r\n requestAnimationFrame(callback: () => void): void;\r\n\r\n createVertexArray(): NativeData;\r\n\r\n createIndexBuffer(bytes: ArrayBuffer, byteOffset: number, byteLength: number, is32Bits: boolean, dynamic: boolean): NativeData;\r\n recordIndexBuffer(vertexArray: NativeData, indexBuffer: NativeData): void;\r\n updateDynamicIndexBuffer(buffer: NativeData, bytes: ArrayBuffer, byteOffset: number, byteLength: number, startIndex: number): void;\r\n\r\n createVertexBuffer(bytes: ArrayBuffer, byteOffset: number, byteLength: number, dynamic: boolean): NativeData;\r\n recordVertexBuffer(\r\n vertexArray: NativeData,\r\n vertexBuffer: NativeData,\r\n location: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n numElements: number,\r\n type: number,\r\n normalized: boolean,\r\n instanceDivisor: number\r\n ): void;\r\n updateDynamicVertexBuffer(vertexBuffer: NativeData, bytes: ArrayBuffer, byteOffset: number, byteLength: number): void;\r\n\r\n createProgram(vertexShader: string, fragmentShader: string): NativeProgram;\r\n createProgramAsync(vertexShader: string, fragmentShader: string, onSuccess: () => void, onError: (error: Error) => void): NativeProgram;\r\n getUniforms(shaderProgram: NativeProgram, uniformsNames: string[]): WebGLUniformLocation[];\r\n getAttributes(shaderProgram: NativeProgram, attributeNames: string[]): number[];\r\n\r\n createTexture(): NativeTexture;\r\n initializeTexture(texture: NativeTexture, width: number, height: number, hasMips: boolean, format: number, renderTarget: boolean, srgb: boolean, samples: number): void;\r\n loadTexture(texture: NativeTexture, data: ArrayBufferView, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadRawTexture(texture: NativeTexture, data: ArrayBufferView, width: number, height: number, format: number, generateMips: boolean, invertY: boolean): void;\r\n loadRawTexture2DArray(\r\n texture: NativeTexture,\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean\r\n ): void;\r\n loadCubeTexture(texture: NativeTexture, data: Array<ArrayBufferView>, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadCubeTextureWithMips(texture: NativeTexture, data: Array<Array<ArrayBufferView>>, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n getTextureWidth(texture: NativeTexture): number;\r\n getTextureHeight(texture: NativeTexture): number;\r\n copyTexture(desination: NativeTexture, source: NativeTexture): void;\r\n deleteTexture(texture: NativeTexture): void;\r\n readTexture(\r\n texture: NativeTexture,\r\n mipLevel: number,\r\n x: number,\r\n y: number,\r\n width: number,\r\n height: number,\r\n buffer: Nullable<ArrayBuffer>,\r\n bufferOffset: number,\r\n bufferLength: number\r\n ): Promise<ArrayBuffer>;\r\n\r\n createImageBitmap(data: ArrayBufferView | IImage): ImageBitmap;\r\n resizeImageBitmap(image: ImageBitmap, bufferWidth: number, bufferHeight: number): Uint8Array;\r\n\r\n createFrameBuffer(\r\n texture: Nullable<NativeTexture>,\r\n width: number,\r\n height: number,\r\n generateStencilBuffer: boolean,\r\n generateDepthBuffer: boolean,\r\n samples: number\r\n ): NativeFramebuffer;\r\n\r\n getRenderWidth(): number;\r\n getRenderHeight(): number;\r\n\r\n setHardwareScalingLevel(level: number): void;\r\n\r\n setViewPort(x: number, y: number, width: number, height: number): void;\r\n\r\n setCommandDataStream(dataStream: NativeDataStream): void;\r\n submitCommands(): void;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeEngineConstructor {\r\n prototype: INativeEngine;\r\n new (): INativeEngine;\r\n\r\n readonly PROTOCOL_VERSION: number;\r\n\r\n readonly CAPS_LIMITS_MAX_TEXTURE_SIZE: number;\r\n readonly CAPS_LIMITS_MAX_TEXTURE_LAYERS: number;\r\n\r\n readonly TEXTURE_NEAREST_NEAREST: number;\r\n readonly TEXTURE_LINEAR_LINEAR: number;\r\n readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;\r\n readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;\r\n readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;\r\n readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;\r\n readonly TEXTURE_NEAREST_LINEAR: number;\r\n readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;\r\n readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;\r\n readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;\r\n readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;\r\n readonly TEXTURE_LINEAR_NEAREST: number;\r\n\r\n readonly DEPTH_TEST_LESS: number;\r\n readonly DEPTH_TEST_LEQUAL: number;\r\n readonly DEPTH_TEST_EQUAL: number;\r\n readonly DEPTH_TEST_GEQUAL: number;\r\n readonly DEPTH_TEST_GREATER: number;\r\n readonly DEPTH_TEST_NOTEQUAL: number;\r\n readonly DEPTH_TEST_NEVER: number;\r\n readonly DEPTH_TEST_ALWAYS: number;\r\n\r\n readonly ADDRESS_MODE_WRAP: number;\r\n readonly ADDRESS_MODE_MIRROR: number;\r\n readonly ADDRESS_MODE_CLAMP: number;\r\n readonly ADDRESS_MODE_BORDER: number;\r\n readonly ADDRESS_MODE_MIRROR_ONCE: number;\r\n\r\n readonly TEXTURE_FORMAT_BC1: number;\r\n readonly TEXTURE_FORMAT_BC2: number;\r\n readonly TEXTURE_FORMAT_BC3: number;\r\n readonly TEXTURE_FORMAT_BC4: number;\r\n readonly TEXTURE_FORMAT_BC5: number;\r\n readonly TEXTURE_FORMAT_BC6H: number;\r\n readonly TEXTURE_FORMAT_BC7: number;\r\n readonly TEXTURE_FORMAT_ETC1: number;\r\n readonly TEXTURE_FORMAT_ETC2: number;\r\n readonly TEXTURE_FORMAT_ETC2A: number;\r\n readonly TEXTURE_FORMAT_ETC2A1: number;\r\n readonly TEXTURE_FORMAT_PTC12: number;\r\n readonly TEXTURE_FORMAT_PTC14: number;\r\n readonly TEXTURE_FORMAT_PTC12A: number;\r\n readonly TEXTURE_FORMAT_PTC14A: number;\r\n readonly TEXTURE_FORMAT_PTC22: number;\r\n readonly TEXTURE_FORMAT_PTC24: number;\r\n readonly TEXTURE_FORMAT_ATC: number;\r\n readonly TEXTURE_FORMAT_ATCE: number;\r\n readonly TEXTURE_FORMAT_ATCI: number;\r\n readonly TEXTURE_FORMAT_ASTC4x4: number;\r\n readonly TEXTURE_FORMAT_ASTC5x4: number;\r\n readonly TEXTURE_FORMAT_ASTC5x5: number;\r\n readonly TEXTURE_FORMAT_ASTC6x5: number;\r\n readonly TEXTURE_FORMAT_ASTC6x6: number;\r\n readonly TEXTURE_FORMAT_ASTC8x5: number;\r\n readonly TEXTURE_FORMAT_ASTC8x6: number;\r\n readonly TEXTURE_FORMAT_ASTC8x8: number;\r\n readonly TEXTURE_FORMAT_ASTC10x5: number;\r\n readonly TEXTURE_FORMAT_ASTC10x6: number;\r\n readonly TEXTURE_FORMAT_ASTC10x8: number;\r\n readonly TEXTURE_FORMAT_ASTC10x10: number;\r\n readonly TEXTURE_FORMAT_ASTC12x10: number;\r\n readonly TEXTURE_FORMAT_ASTC12x12: number;\r\n\r\n readonly TEXTURE_FORMAT_R1: number;\r\n readonly TEXTURE_FORMAT_A8: number;\r\n readonly TEXTURE_FORMAT_R8: number;\r\n readonly TEXTURE_FORMAT_R8I: number;\r\n readonly TEXTURE_FORMAT_R8U: number;\r\n readonly TEXTURE_FORMAT_R8S: number;\r\n readonly TEXTURE_FORMAT_R16: number;\r\n readonly TEXTURE_FORMAT_R16I: number;\r\n readonly TEXTURE_FORMAT_R16U: number;\r\n readonly TEXTURE_FORMAT_R16F: number;\r\n readonly TEXTURE_FORMAT_R16S: number;\r\n readonly TEXTURE_FORMAT_R32I: number;\r\n readonly TEXTURE_FORMAT_R32U: number;\r\n readonly TEXTURE_FORMAT_R32F: number;\r\n readonly TEXTURE_FORMAT_RG8: number;\r\n readonly TEXTURE_FORMAT_RG8I: number;\r\n readonly TEXTURE_FORMAT_RG8U: number;\r\n readonly TEXTURE_FORMAT_RG8S: number;\r\n readonly TEXTURE_FORMAT_RG16: number;\r\n readonly TEXTURE_FORMAT_RG16I: number;\r\n readonly TEXTURE_FORMAT_RG16U: number;\r\n readonly TEXTURE_FORMAT_RG16F: number;\r\n readonly TEXTURE_FORMAT_RG16S: number;\r\n readonly TEXTURE_FORMAT_RG32I: number;\r\n readonly TEXTURE_FORMAT_RG32U: number;\r\n readonly TEXTURE_FORMAT_RG32F: number;\r\n readonly TEXTURE_FORMAT_RGB8: number;\r\n readonly TEXTURE_FORMAT_RGB8I: number;\r\n readonly TEXTURE_FORMAT_RGB8U: number;\r\n readonly TEXTURE_FORMAT_RGB8S: number;\r\n readonly TEXTURE_FORMAT_RGB9E5F: number;\r\n readonly TEXTURE_FORMAT_BGRA8: number;\r\n readonly TEXTURE_FORMAT_RGBA8: number;\r\n readonly TEXTURE_FORMAT_RGBA8I: number;\r\n readonly TEXTURE_FORMAT_RGBA8U: number;\r\n readonly TEXTURE_FORMAT_RGBA8S: number;\r\n readonly TEXTURE_FORMAT_RGBA16: number;\r\n readonly TEXTURE_FORMAT_RGBA16I: number;\r\n readonly TEXTURE_FORMAT_RGBA16U: number;\r\n readonly TEXTURE_FORMAT_RGBA16F: number;\r\n readonly TEXTURE_FORMAT_RGBA16S: number;\r\n readonly TEXTURE_FORMAT_RGBA32I: number;\r\n readonly TEXTURE_FORMAT_RGBA32U: number;\r\n readonly TEXTURE_FORMAT_RGBA32F: number;\r\n readonly TEXTURE_FORMAT_B5G6R5: number;\r\n readonly TEXTURE_FORMAT_R5G6B5: number;\r\n readonly TEXTURE_FORMAT_BGRA4: number;\r\n readonly TEXTURE_FORMAT_RGBA4: number;\r\n readonly TEXTURE_FORMAT_BGR5A1: number;\r\n readonly TEXTURE_FORMAT_RGB5A1: number;\r\n readonly TEXTURE_FORMAT_RGB10A2: number;\r\n readonly TEXTURE_FORMAT_RG11B10F: number;\r\n\r\n readonly TEXTURE_FORMAT_D16: number;\r\n readonly TEXTURE_FORMAT_D24: number;\r\n readonly TEXTURE_FORMAT_D24S8: number;\r\n readonly TEXTURE_FORMAT_D32: number;\r\n readonly TEXTURE_FORMAT_D16F: number;\r\n readonly TEXTURE_FORMAT_D24F: number;\r\n readonly TEXTURE_FORMAT_D32F: number;\r\n readonly TEXTURE_FORMAT_D0S8: number;\r\n\r\n readonly ATTRIB_TYPE_INT8: number;\r\n readonly ATTRIB_TYPE_UINT8: number;\r\n readonly ATTRIB_TYPE_INT16: number;\r\n readonly ATTRIB_TYPE_UINT16: number;\r\n readonly ATTRIB_TYPE_FLOAT: number;\r\n\r\n readonly ALPHA_DISABLE: number;\r\n readonly ALPHA_ADD: number;\r\n readonly ALPHA_COMBINE: number;\r\n readonly ALPHA_SUBTRACT: number;\r\n readonly ALPHA_MULTIPLY: number;\r\n readonly ALPHA_MAXIMIZED: number;\r\n readonly ALPHA_ONEONE: number;\r\n readonly ALPHA_PREMULTIPLIED: number;\r\n readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;\r\n readonly ALPHA_INTERPOLATE: number;\r\n readonly ALPHA_SCREENMODE: number;\r\n\r\n readonly STENCIL_TEST_LESS: number;\r\n readonly STENCIL_TEST_LEQUAL: number;\r\n readonly STENCIL_TEST_EQUAL: number;\r\n readonly STENCIL_TEST_GEQUAL: number;\r\n readonly STENCIL_TEST_GREATER: number;\r\n readonly STENCIL_TEST_NOTEQUAL: number;\r\n readonly STENCIL_TEST_NEVER: number;\r\n readonly STENCIL_TEST_ALWAYS: number;\r\n\r\n readonly STENCIL_OP_FAIL_S_ZERO: number;\r\n readonly STENCIL_OP_FAIL_S_KEEP: number;\r\n readonly STENCIL_OP_FAIL_S_REPLACE: number;\r\n readonly STENCIL_OP_FAIL_S_INCR: number;\r\n readonly STENCIL_OP_FAIL_S_INCRSAT: number;\r\n readonly STENCIL_OP_FAIL_S_DECR: number;\r\n readonly STENCIL_OP_FAIL_S_DECRSAT: number;\r\n readonly STENCIL_OP_FAIL_S_INVERT: number;\r\n\r\n readonly STENCIL_OP_FAIL_Z_ZERO: number;\r\n readonly STENCIL_OP_FAIL_Z_KEEP: number;\r\n readonly STENCIL_OP_FAIL_Z_REPLACE: number;\r\n readonly STENCIL_OP_FAIL_Z_INCR: number;\r\n readonly STENCIL_OP_FAIL_Z_INCRSAT: number;\r\n readonly STENCIL_OP_FAIL_Z_DECR: number;\r\n readonly STENCIL_OP_FAIL_Z_DECRSAT: number;\r\n readonly STENCIL_OP_FAIL_Z_INVERT: number;\r\n\r\n readonly STENCIL_OP_PASS_Z_ZERO: number;\r\n readonly STENCIL_OP_PASS_Z_KEEP: number;\r\n readonly STENCIL_OP_PASS_Z_REPLACE: number;\r\n readonly STENCIL_OP_PASS_Z_INCR: number;\r\n readonly STENCIL_OP_PASS_Z_INCRSAT: number;\r\n readonly STENCIL_OP_PASS_Z_DECR: number;\r\n readonly STENCIL_OP_PASS_Z_DECRSAT: number;\r\n readonly STENCIL_OP_PASS_Z_INVERT: number;\r\n\r\n readonly COMMAND_DELETEVERTEXARRAY: NativeData;\r\n readonly COMMAND_DELETEINDEXBUFFER: NativeData;\r\n readonly COMMAND_DELETEVERTEXBUFFER: NativeData;\r\n readonly COMMAND_SETPROGRAM: NativeData;\r\n readonly COMMAND_SETMATRIX: NativeData;\r\n readonly COMMAND_SETMATRIX3X3: NativeData;\r\n readonly COMMAND_SETMATRIX2X2: NativeData;\r\n readonly COMMAND_SETMATRICES: NativeData;\r\n readonly COMMAND_SETINT: NativeData;\r\n readonly COMMAND_SETINTARRAY: NativeData;\r\n readonly COMMAND_SETINTARRAY2: NativeData;\r\n readonly COMMAND_SETINTARRAY3: NativeData;\r\n readonly COMMAND_SETINTARRAY4: NativeData;\r\n readonly COMMAND_SETFLOATARRAY: NativeData;\r\n readonly COMMAND_SETFLOATARRAY2: NativeData;\r\n readonly COMMAND_SETFLOATARRAY3: NativeData;\r\n readonly COMMAND_SETFLOATARRAY4: NativeData;\r\n readonly COMMAND_SETTEXTURESAMPLING: NativeData;\r\n readonly COMMAND_SETTEXTUREWRAPMODE: NativeData;\r\n readonly COMMAND_SETTEXTUREANISOTROPICLEVEL: NativeData;\r\n readonly COMMAND_SETTEXTURE: NativeData;\r\n readonly COMMAND_BINDVERTEXARRAY: NativeData;\r\n readonly COMMAND_SETSTATE: NativeData;\r\n readonly COMMAND_DELETEPROGRAM: NativeData;\r\n readonly COMMAND_SETZOFFSET: NativeData;\r\n readonly COMMAND_SETZOFFSETUNITS: NativeData;\r\n readonly COMMAND_SETDEPTHTEST: NativeData;\r\n readonly COMMAND_SETDEPTHWRITE: NativeData;\r\n readonly COMMAND_SETCOLORWRITE: NativeData;\r\n readonly COMMAND_SETBLENDMODE: NativeData;\r\n readonly COMMAND_SETFLOAT: NativeData;\r\n readonly COMMAND_SETFLOAT2: NativeData;\r\n readonly COMMAND_SETFLOAT3: NativeData;\r\n readonly COMMAND_SETFLOAT4: NativeData;\r\n readonly COMMAND_BINDFRAMEBUFFER: NativeData;\r\n readonly COMMAND_UNBINDFRAMEBUFFER: NativeData;\r\n readonly COMMAND_DELETEFRAMEBUFFER: NativeData;\r\n readonly COMMAND_DRAWINDEXED: NativeData;\r\n readonly COMMAND_DRAWINDEXEDINSTANCED?: NativeData;\r\n readonly COMMAND_DRAW: NativeData;\r\n readonly COMMAND_DRAWINSTANCED?: NativeData;\r\n readonly COMMAND_CLEAR: NativeData;\r\n readonly COMMAND_SETSTENCIL: NativeData;\r\n readonly COMMAND_SETVIEWPORT: NativeData;\r\n readonly COMMAND_SETSCISSOR: NativeData;\r\n}\r\n\r\n/** @internal */\r\nexport interface INativeCamera {\r\n createVideo(constraints: MediaTrackConstraints): any;\r\n updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeCameraConstructor {\r\n prototype: INativeCamera;\r\n new (): INativeCamera;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeCanvasConstructor {\r\n prototype: ICanvas;\r\n new (): ICanvas;\r\n\r\n loadTTFAsync(fontName: string, buffer: ArrayBuffer): void;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeImageConstructor {\r\n prototype: IImage;\r\n new (): IImage;\r\n}\r\n\r\n/** @internal */\r\ninterface IDeviceInputSystemConstructor {\r\n prototype: IDeviceInputSystem;\r\n new (\r\n onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onInputChanged: (deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: number) => void\r\n ): IDeviceInputSystem;\r\n}\r\n\r\n/** @internal */\r\nexport interface INativeDataStream {\r\n writeBuffer(buffer: ArrayBuffer, length: number): void;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeDataStreamConstructor {\r\n prototype: INativeDataStream;\r\n new (requestFlushCallback: () => void): INativeDataStream;\r\n\r\n readonly VALIDATION_ENABLED: boolean;\r\n readonly VALIDATION_UINT_32: number;\r\n readonly VALIDATION_INT_32: number;\r\n readonly VALIDATION_FLOAT_32: number;\r\n readonly VALIDATION_UINT_32_ARRAY: number;\r\n readonly VALIDATION_INT_32_ARRAY: number;\r\n readonly VALIDATION_FLOAT_32_ARRAY: number;\r\n readonly VALIDATION_NATIVE_DATA: number;\r\n readonly VALIDATION_BOOLEAN: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface INative {\r\n Engine: INativeEngineConstructor;\r\n Camera: INativeCameraConstructor;\r\n Canvas: INativeCanvasConstructor;\r\n Image: INativeImageConstructor;\r\n XMLHttpRequest: any; // TODO: how to do this?\r\n DeviceInputSystem: IDeviceInputSystemConstructor;\r\n NativeDataStream: INativeDataStreamConstructor;\r\n}\r\n"]}
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{"version":3,"file":"nativeInterfaces.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Native/nativeInterfaces.ts"],"names":[],"mappings":"","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { DeviceType } from \"../../DeviceInput/InputDevices/deviceEnums\";\r\nimport type { IDeviceInputSystem } from \"../../DeviceInput/inputInterfaces\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ICanvas, IImage } from \"../ICanvas\";\r\nimport type { NativeData, NativeDataStream } from \"./nativeDataStream\";\r\n\r\nexport type NativeTexture = NativeData;\r\nexport type NativeFramebuffer = NativeData;\r\nexport type NativeVertexArrayObject = NativeData;\r\nexport type NativeProgram = NativeData;\r\nexport type NativeUniform = NativeData;\r\n\r\n/** @internal */\r\nexport interface INativeEngine {\r\n dispose(): void;\r\n\r\n requestAnimationFrame(callback: () => void): void;\r\n\r\n createVertexArray(): NativeData;\r\n\r\n createIndexBuffer(dataBuffer: ArrayBuffer, dataByteOffset: number, dataByteLength: number, is32Bits: boolean, dynamic: boolean): NativeData;\r\n recordIndexBuffer(vertexArray: NativeData, indexBuffer: NativeData): void;\r\n updateDynamicIndexBuffer(indexBuffer: NativeData, data: ArrayBuffer, dataByteOffset: number, dataByteLength: number, startIndex: number): void;\r\n\r\n createVertexBuffer(dataBuffer: ArrayBuffer, dataByteOffset: number, dataByteLength: number, dynamic: boolean): NativeData;\r\n recordVertexBuffer(\r\n vertexArray: NativeData,\r\n vertexBuffer: NativeData,\r\n location: number,\r\n byteOffset: number,\r\n byteStride: number,\r\n numElements: number,\r\n type: number,\r\n normalized: boolean,\r\n instanceDivisor: number\r\n ): void;\r\n updateDynamicVertexBuffer(vertexBuffer: NativeData, dataBuffer: ArrayBuffer, dataByteOffset: number, dataByteLength: number, vertexByteOffset?: number): void;\r\n\r\n createProgram(vertexShader: string, fragmentShader: string): NativeProgram;\r\n createProgramAsync(vertexShader: string, fragmentShader: string, onSuccess: () => void, onError: (error: Error) => void): NativeProgram;\r\n getUniforms(shaderProgram: NativeProgram, uniformsNames: string[]): WebGLUniformLocation[];\r\n getAttributes(shaderProgram: NativeProgram, attributeNames: string[]): number[];\r\n\r\n createTexture(): NativeTexture;\r\n initializeTexture(texture: NativeTexture, width: number, height: number, hasMips: boolean, format: number, renderTarget: boolean, srgb: boolean, samples: number): void;\r\n loadTexture(texture: NativeTexture, data: ArrayBufferView, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadRawTexture(texture: NativeTexture, data: ArrayBufferView, width: number, height: number, format: number, generateMips: boolean, invertY: boolean): void;\r\n loadRawTexture2DArray(\r\n texture: NativeTexture,\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean\r\n ): void;\r\n loadCubeTexture(texture: NativeTexture, data: Array<ArrayBufferView>, generateMips: boolean, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n loadCubeTextureWithMips(texture: NativeTexture, data: Array<Array<ArrayBufferView>>, invertY: boolean, srgb: boolean, onSuccess: () => void, onError: () => void): void;\r\n getTextureWidth(texture: NativeTexture): number;\r\n getTextureHeight(texture: NativeTexture): number;\r\n copyTexture(desination: NativeTexture, source: NativeTexture): void;\r\n deleteTexture(texture: NativeTexture): void;\r\n readTexture(\r\n texture: NativeTexture,\r\n mipLevel: number,\r\n x: number,\r\n y: number,\r\n width: number,\r\n height: number,\r\n buffer: Nullable<ArrayBuffer>,\r\n bufferOffset: number,\r\n bufferLength: number\r\n ): Promise<ArrayBuffer>;\r\n\r\n createImageBitmap(data: ArrayBufferView | IImage): ImageBitmap;\r\n resizeImageBitmap(image: ImageBitmap, bufferWidth: number, bufferHeight: number): Uint8Array;\r\n\r\n createFrameBuffer(\r\n texture: Nullable<NativeTexture>,\r\n width: number,\r\n height: number,\r\n generateStencilBuffer: boolean,\r\n generateDepthBuffer: boolean,\r\n samples: number\r\n ): NativeFramebuffer;\r\n\r\n getRenderWidth(): number;\r\n getRenderHeight(): number;\r\n\r\n setHardwareScalingLevel(level: number): void;\r\n\r\n setViewPort(x: number, y: number, width: number, height: number): void;\r\n\r\n setCommandDataStream(dataStream: NativeDataStream): void;\r\n submitCommands(): void;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeEngineConstructor {\r\n prototype: INativeEngine;\r\n new (): INativeEngine;\r\n\r\n readonly PROTOCOL_VERSION: number;\r\n\r\n readonly CAPS_LIMITS_MAX_TEXTURE_SIZE: number;\r\n readonly CAPS_LIMITS_MAX_TEXTURE_LAYERS: number;\r\n\r\n readonly TEXTURE_NEAREST_NEAREST: number;\r\n readonly TEXTURE_LINEAR_LINEAR: number;\r\n readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;\r\n readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;\r\n readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;\r\n readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;\r\n readonly TEXTURE_NEAREST_LINEAR: number;\r\n readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;\r\n readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;\r\n readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;\r\n readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;\r\n readonly TEXTURE_LINEAR_NEAREST: number;\r\n\r\n readonly DEPTH_TEST_LESS: number;\r\n readonly DEPTH_TEST_LEQUAL: number;\r\n readonly DEPTH_TEST_EQUAL: number;\r\n readonly DEPTH_TEST_GEQUAL: number;\r\n readonly DEPTH_TEST_GREATER: number;\r\n readonly DEPTH_TEST_NOTEQUAL: number;\r\n readonly DEPTH_TEST_NEVER: number;\r\n readonly DEPTH_TEST_ALWAYS: number;\r\n\r\n readonly ADDRESS_MODE_WRAP: number;\r\n readonly ADDRESS_MODE_MIRROR: number;\r\n readonly ADDRESS_MODE_CLAMP: number;\r\n readonly ADDRESS_MODE_BORDER: number;\r\n readonly ADDRESS_MODE_MIRROR_ONCE: number;\r\n\r\n readonly TEXTURE_FORMAT_BC1: number;\r\n readonly TEXTURE_FORMAT_BC2: number;\r\n readonly TEXTURE_FORMAT_BC3: number;\r\n readonly TEXTURE_FORMAT_BC4: number;\r\n readonly TEXTURE_FORMAT_BC5: number;\r\n readonly TEXTURE_FORMAT_BC6H: number;\r\n readonly TEXTURE_FORMAT_BC7: number;\r\n readonly TEXTURE_FORMAT_ETC1: number;\r\n readonly TEXTURE_FORMAT_ETC2: number;\r\n readonly TEXTURE_FORMAT_ETC2A: number;\r\n readonly TEXTURE_FORMAT_ETC2A1: number;\r\n readonly TEXTURE_FORMAT_PTC12: number;\r\n readonly TEXTURE_FORMAT_PTC14: number;\r\n readonly TEXTURE_FORMAT_PTC12A: number;\r\n readonly TEXTURE_FORMAT_PTC14A: number;\r\n readonly TEXTURE_FORMAT_PTC22: number;\r\n readonly TEXTURE_FORMAT_PTC24: number;\r\n readonly TEXTURE_FORMAT_ATC: number;\r\n readonly TEXTURE_FORMAT_ATCE: number;\r\n readonly TEXTURE_FORMAT_ATCI: number;\r\n readonly TEXTURE_FORMAT_ASTC4x4: number;\r\n readonly TEXTURE_FORMAT_ASTC5x4: number;\r\n readonly TEXTURE_FORMAT_ASTC5x5: number;\r\n readonly TEXTURE_FORMAT_ASTC6x5: number;\r\n readonly TEXTURE_FORMAT_ASTC6x6: number;\r\n readonly TEXTURE_FORMAT_ASTC8x5: number;\r\n readonly TEXTURE_FORMAT_ASTC8x6: number;\r\n readonly TEXTURE_FORMAT_ASTC8x8: number;\r\n readonly TEXTURE_FORMAT_ASTC10x5: number;\r\n readonly TEXTURE_FORMAT_ASTC10x6: number;\r\n readonly TEXTURE_FORMAT_ASTC10x8: number;\r\n readonly TEXTURE_FORMAT_ASTC10x10: number;\r\n readonly TEXTURE_FORMAT_ASTC12x10: number;\r\n readonly TEXTURE_FORMAT_ASTC12x12: number;\r\n\r\n readonly TEXTURE_FORMAT_R1: number;\r\n readonly TEXTURE_FORMAT_A8: number;\r\n readonly TEXTURE_FORMAT_R8: number;\r\n readonly TEXTURE_FORMAT_R8I: number;\r\n readonly TEXTURE_FORMAT_R8U: number;\r\n readonly TEXTURE_FORMAT_R8S: number;\r\n readonly TEXTURE_FORMAT_R16: number;\r\n readonly TEXTURE_FORMAT_R16I: number;\r\n readonly TEXTURE_FORMAT_R16U: number;\r\n readonly TEXTURE_FORMAT_R16F: number;\r\n readonly TEXTURE_FORMAT_R16S: number;\r\n readonly TEXTURE_FORMAT_R32I: number;\r\n readonly TEXTURE_FORMAT_R32U: number;\r\n readonly TEXTURE_FORMAT_R32F: number;\r\n readonly TEXTURE_FORMAT_RG8: number;\r\n readonly TEXTURE_FORMAT_RG8I: number;\r\n readonly TEXTURE_FORMAT_RG8U: number;\r\n readonly TEXTURE_FORMAT_RG8S: number;\r\n readonly TEXTURE_FORMAT_RG16: number;\r\n readonly TEXTURE_FORMAT_RG16I: number;\r\n readonly TEXTURE_FORMAT_RG16U: number;\r\n readonly TEXTURE_FORMAT_RG16F: number;\r\n readonly TEXTURE_FORMAT_RG16S: number;\r\n readonly TEXTURE_FORMAT_RG32I: number;\r\n readonly TEXTURE_FORMAT_RG32U: number;\r\n readonly TEXTURE_FORMAT_RG32F: number;\r\n readonly TEXTURE_FORMAT_RGB8: number;\r\n readonly TEXTURE_FORMAT_RGB8I: number;\r\n readonly TEXTURE_FORMAT_RGB8U: number;\r\n readonly TEXTURE_FORMAT_RGB8S: number;\r\n readonly TEXTURE_FORMAT_RGB9E5F: number;\r\n readonly TEXTURE_FORMAT_BGRA8: number;\r\n readonly TEXTURE_FORMAT_RGBA8: number;\r\n readonly TEXTURE_FORMAT_RGBA8I: number;\r\n readonly TEXTURE_FORMAT_RGBA8U: number;\r\n readonly TEXTURE_FORMAT_RGBA8S: number;\r\n readonly TEXTURE_FORMAT_RGBA16: number;\r\n readonly TEXTURE_FORMAT_RGBA16I: number;\r\n readonly TEXTURE_FORMAT_RGBA16U: number;\r\n readonly TEXTURE_FORMAT_RGBA16F: number;\r\n readonly TEXTURE_FORMAT_RGBA16S: number;\r\n readonly TEXTURE_FORMAT_RGBA32I: number;\r\n readonly TEXTURE_FORMAT_RGBA32U: number;\r\n readonly TEXTURE_FORMAT_RGBA32F: number;\r\n readonly TEXTURE_FORMAT_B5G6R5: number;\r\n readonly TEXTURE_FORMAT_R5G6B5: number;\r\n readonly TEXTURE_FORMAT_BGRA4: number;\r\n readonly TEXTURE_FORMAT_RGBA4: number;\r\n readonly TEXTURE_FORMAT_BGR5A1: number;\r\n readonly TEXTURE_FORMAT_RGB5A1: number;\r\n readonly TEXTURE_FORMAT_RGB10A2: number;\r\n readonly TEXTURE_FORMAT_RG11B10F: number;\r\n\r\n readonly TEXTURE_FORMAT_D16: number;\r\n readonly TEXTURE_FORMAT_D24: number;\r\n readonly TEXTURE_FORMAT_D24S8: number;\r\n readonly TEXTURE_FORMAT_D32: number;\r\n readonly TEXTURE_FORMAT_D16F: number;\r\n readonly TEXTURE_FORMAT_D24F: number;\r\n readonly TEXTURE_FORMAT_D32F: number;\r\n readonly TEXTURE_FORMAT_D0S8: number;\r\n\r\n readonly ATTRIB_TYPE_INT8: number;\r\n readonly ATTRIB_TYPE_UINT8: number;\r\n readonly ATTRIB_TYPE_INT16: number;\r\n readonly ATTRIB_TYPE_UINT16: number;\r\n readonly ATTRIB_TYPE_FLOAT: number;\r\n\r\n readonly ALPHA_DISABLE: number;\r\n readonly ALPHA_ADD: number;\r\n readonly ALPHA_COMBINE: number;\r\n readonly ALPHA_SUBTRACT: number;\r\n readonly ALPHA_MULTIPLY: number;\r\n readonly ALPHA_MAXIMIZED: number;\r\n readonly ALPHA_ONEONE: number;\r\n readonly ALPHA_PREMULTIPLIED: number;\r\n readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;\r\n readonly ALPHA_INTERPOLATE: number;\r\n readonly ALPHA_SCREENMODE: number;\r\n\r\n readonly STENCIL_TEST_LESS: number;\r\n readonly STENCIL_TEST_LEQUAL: number;\r\n readonly STENCIL_TEST_EQUAL: number;\r\n readonly STENCIL_TEST_GEQUAL: number;\r\n readonly STENCIL_TEST_GREATER: number;\r\n readonly STENCIL_TEST_NOTEQUAL: number;\r\n readonly STENCIL_TEST_NEVER: number;\r\n readonly STENCIL_TEST_ALWAYS: number;\r\n\r\n readonly STENCIL_OP_FAIL_S_ZERO: number;\r\n readonly STENCIL_OP_FAIL_S_KEEP: number;\r\n readonly STENCIL_OP_FAIL_S_REPLACE: number;\r\n readonly STENCIL_OP_FAIL_S_INCR: number;\r\n readonly STENCIL_OP_FAIL_S_INCRSAT: number;\r\n readonly STENCIL_OP_FAIL_S_DECR: number;\r\n readonly STENCIL_OP_FAIL_S_DECRSAT: number;\r\n readonly STENCIL_OP_FAIL_S_INVERT: number;\r\n\r\n readonly STENCIL_OP_FAIL_Z_ZERO: number;\r\n readonly STENCIL_OP_FAIL_Z_KEEP: number;\r\n readonly STENCIL_OP_FAIL_Z_REPLACE: number;\r\n readonly STENCIL_OP_FAIL_Z_INCR: number;\r\n readonly STENCIL_OP_FAIL_Z_INCRSAT: number;\r\n readonly STENCIL_OP_FAIL_Z_DECR: number;\r\n readonly STENCIL_OP_FAIL_Z_DECRSAT: number;\r\n readonly STENCIL_OP_FAIL_Z_INVERT: number;\r\n\r\n readonly STENCIL_OP_PASS_Z_ZERO: number;\r\n readonly STENCIL_OP_PASS_Z_KEEP: number;\r\n readonly STENCIL_OP_PASS_Z_REPLACE: number;\r\n readonly STENCIL_OP_PASS_Z_INCR: number;\r\n readonly STENCIL_OP_PASS_Z_INCRSAT: number;\r\n readonly STENCIL_OP_PASS_Z_DECR: number;\r\n readonly STENCIL_OP_PASS_Z_DECRSAT: number;\r\n readonly STENCIL_OP_PASS_Z_INVERT: number;\r\n\r\n readonly COMMAND_DELETEVERTEXARRAY: NativeData;\r\n readonly COMMAND_DELETEINDEXBUFFER: NativeData;\r\n readonly COMMAND_DELETEVERTEXBUFFER: NativeData;\r\n readonly COMMAND_SETPROGRAM: NativeData;\r\n readonly COMMAND_SETMATRIX: NativeData;\r\n readonly COMMAND_SETMATRIX3X3: NativeData;\r\n readonly COMMAND_SETMATRIX2X2: NativeData;\r\n readonly COMMAND_SETMATRICES: NativeData;\r\n readonly COMMAND_SETINT: NativeData;\r\n readonly COMMAND_SETINTARRAY: NativeData;\r\n readonly COMMAND_SETINTARRAY2: NativeData;\r\n readonly COMMAND_SETINTARRAY3: NativeData;\r\n readonly COMMAND_SETINTARRAY4: NativeData;\r\n readonly COMMAND_SETFLOATARRAY: NativeData;\r\n readonly COMMAND_SETFLOATARRAY2: NativeData;\r\n readonly COMMAND_SETFLOATARRAY3: NativeData;\r\n readonly COMMAND_SETFLOATARRAY4: NativeData;\r\n readonly COMMAND_SETTEXTURESAMPLING: NativeData;\r\n readonly COMMAND_SETTEXTUREWRAPMODE: NativeData;\r\n readonly COMMAND_SETTEXTUREANISOTROPICLEVEL: NativeData;\r\n readonly COMMAND_SETTEXTURE: NativeData;\r\n readonly COMMAND_BINDVERTEXARRAY: NativeData;\r\n readonly COMMAND_SETSTATE: NativeData;\r\n readonly COMMAND_DELETEPROGRAM: NativeData;\r\n readonly COMMAND_SETZOFFSET: NativeData;\r\n readonly COMMAND_SETZOFFSETUNITS: NativeData;\r\n readonly COMMAND_SETDEPTHTEST: NativeData;\r\n readonly COMMAND_SETDEPTHWRITE: NativeData;\r\n readonly COMMAND_SETCOLORWRITE: NativeData;\r\n readonly COMMAND_SETBLENDMODE: NativeData;\r\n readonly COMMAND_SETFLOAT: NativeData;\r\n readonly COMMAND_SETFLOAT2: NativeData;\r\n readonly COMMAND_SETFLOAT3: NativeData;\r\n readonly COMMAND_SETFLOAT4: NativeData;\r\n readonly COMMAND_BINDFRAMEBUFFER: NativeData;\r\n readonly COMMAND_UNBINDFRAMEBUFFER: NativeData;\r\n readonly COMMAND_DELETEFRAMEBUFFER: NativeData;\r\n readonly COMMAND_DRAWINDEXED: NativeData;\r\n readonly COMMAND_DRAWINDEXEDINSTANCED?: NativeData;\r\n readonly COMMAND_DRAW: NativeData;\r\n readonly COMMAND_DRAWINSTANCED?: NativeData;\r\n readonly COMMAND_CLEAR: NativeData;\r\n readonly COMMAND_SETSTENCIL: NativeData;\r\n readonly COMMAND_SETVIEWPORT: NativeData;\r\n readonly COMMAND_SETSCISSOR: NativeData;\r\n}\r\n\r\n/** @internal */\r\nexport interface INativeCamera {\r\n createVideo(constraints: MediaTrackConstraints): any;\r\n updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeCameraConstructor {\r\n prototype: INativeCamera;\r\n new (): INativeCamera;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeCanvasConstructor {\r\n prototype: ICanvas;\r\n new (): ICanvas;\r\n\r\n loadTTFAsync(fontName: string, buffer: ArrayBuffer): void;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeImageConstructor {\r\n prototype: IImage;\r\n new (): IImage;\r\n}\r\n\r\n/** @internal */\r\ninterface IDeviceInputSystemConstructor {\r\n prototype: IDeviceInputSystem;\r\n new (\r\n onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onInputChanged: (deviceType: DeviceType, deviceSlot: number, inputIndex: number, currentState: number) => void\r\n ): IDeviceInputSystem;\r\n}\r\n\r\n/** @internal */\r\nexport interface INativeDataStream {\r\n writeBuffer(buffer: ArrayBuffer, length: number): void;\r\n}\r\n\r\n/** @internal */\r\ninterface INativeDataStreamConstructor {\r\n prototype: INativeDataStream;\r\n new (requestFlushCallback: () => void): INativeDataStream;\r\n\r\n readonly VALIDATION_ENABLED: boolean;\r\n readonly VALIDATION_UINT_32: number;\r\n readonly VALIDATION_INT_32: number;\r\n readonly VALIDATION_FLOAT_32: number;\r\n readonly VALIDATION_UINT_32_ARRAY: number;\r\n readonly VALIDATION_INT_32_ARRAY: number;\r\n readonly VALIDATION_FLOAT_32_ARRAY: number;\r\n readonly VALIDATION_NATIVE_DATA: number;\r\n readonly VALIDATION_BOOLEAN: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface INative {\r\n Engine: INativeEngineConstructor;\r\n Camera: INativeCameraConstructor;\r\n Canvas: INativeCanvasConstructor;\r\n Image: INativeImageConstructor;\r\n XMLHttpRequest: any; // TODO: how to do this?\r\n DeviceInputSystem: IDeviceInputSystemConstructor;\r\n NativeDataStream: INativeDataStreamConstructor;\r\n}\r\n"]}
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@@ -411,7 +411,7 @@ export class NativePipelineContext {
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*/
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412
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setMatrix(uniformName, matrix) {
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413
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if (this._cacheMatrix(uniformName, matrix)) {
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414
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-
if (!this._engine.setMatrices(this._uniforms[uniformName], matrix.
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414
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+
if (!this._engine.setMatrices(this._uniforms[uniformName], matrix.asArray())) {
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this._valueCache[uniformName] = null;
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}
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}
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@@ -1 +1 @@
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1
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-
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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 */\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 */\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 */\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 */\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.asArray() 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 */\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 */\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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@@ -386,7 +386,7 @@ export class WebGLPipelineContext {
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386
386
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*/
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387
387
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setMatrix(uniformName, matrix) {
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388
388
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if (this._cacheMatrix(uniformName, matrix)) {
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389
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-
if (!this.engine.setMatrices(this._uniforms[uniformName], matrix.
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389
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+
if (!this.engine.setMatrices(this._uniforms[uniformName], matrix.asArray())) {
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390
390
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this._valueCache[uniformName] = null;
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391
391
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}
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392
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}
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@@ -1 +1 @@
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1
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-
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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport 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 { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLPipelineContext implements IPipelineContext {\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n public engine: ThinEngine;\r\n public program: Nullable<WebGLProgram>;\r\n public context?: WebGLRenderingContext;\r\n public vertexShader?: WebGLShader;\r\n public fragmentShader?: WebGLShader;\r\n public isParallelCompiled: boolean;\r\n public onCompiled?: () => void;\r\n public transformFeedback?: WebGLTransformFeedback | null;\r\n\r\n public vertexCompilationError: Nullable<string> = null;\r\n public fragmentCompilationError: Nullable<string> = null;\r\n public programLinkError: Nullable<string> = null;\r\n public programValidationError: Nullable<string> = null;\r\n\r\n /** @internal */\r\n public _isDisposed = false;\r\n\r\n public get isAsync() {\r\n return this.isParallelCompiled;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\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 for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n this._isDisposed = true;\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 || cache.length !== 2) {\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 || cache.length !== 3) {\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 || cache.length !== 4) {\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 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._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 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._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 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._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 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 */\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 */\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 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 */\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 public _getVertexShaderCode(): string | null {\r\n return this.vertexShader ? this.engine._getShaderSource(this.vertexShader) : null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.fragmentShader ? this.engine._getShaderSource(this.fragmentShader) : null;\r\n }\r\n}\r\n"]}
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+
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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport 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 { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLPipelineContext implements IPipelineContext {\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n public engine: ThinEngine;\r\n public program: Nullable<WebGLProgram>;\r\n public context?: WebGLRenderingContext;\r\n public vertexShader?: WebGLShader;\r\n public fragmentShader?: WebGLShader;\r\n public isParallelCompiled: boolean;\r\n public onCompiled?: () => void;\r\n public transformFeedback?: WebGLTransformFeedback | null;\r\n\r\n public vertexCompilationError: Nullable<string> = null;\r\n public fragmentCompilationError: Nullable<string> = null;\r\n public programLinkError: Nullable<string> = null;\r\n public programValidationError: Nullable<string> = null;\r\n\r\n /** @internal */\r\n public _isDisposed = false;\r\n\r\n public get isAsync() {\r\n return this.isParallelCompiled;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\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 for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n this._isDisposed = true;\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 || cache.length !== 2) {\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 || cache.length !== 3) {\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 || cache.length !== 4) {\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 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._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 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._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 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._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 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 */\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.asArray() 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 */\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 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 */\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 public _getVertexShaderCode(): string | null {\r\n return this.vertexShader ? this.engine._getShaderSource(this.vertexShader) : null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.fragmentShader ? this.engine._getShaderSource(this.fragmentShader) : null;\r\n }\r\n}\r\n"]}
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@@ -90,9 +90,13 @@ export class WebGPUComputeContext {
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90
90
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break;
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91
91
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}
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92
92
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case ComputeBindingType.UniformBuffer:
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93
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-
case ComputeBindingType.StorageBuffer:
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94
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-
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95
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-
const dataBuffer =
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93
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+
case ComputeBindingType.StorageBuffer:
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94
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+
case ComputeBindingType.DataBuffer: {
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95
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+
const dataBuffer = type === ComputeBindingType.DataBuffer
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96
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+
? object
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97
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+
: type === ComputeBindingType.UniformBuffer
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98
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+
? object.getBuffer()
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99
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+
: object.getBuffer();
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96
100
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const webgpuBuffer = dataBuffer.underlyingResource;
|
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97
101
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if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {
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98
102
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entries[indexInGroupEntries].resource.buffer = webgpuBuffer;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgpuComputeContext.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuComputeContext.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C,OAAO,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AAExE,OAAO,KAAK,eAAe,MAAM,mBAAmB,CAAC;AAIrD,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;IAUtB,aAAa,CAAC,QAA4B,EAAE,eAAmC,EAAE,eAAuC;QAC3H,IAAI,CAAC,eAAe,EAAE;YAClB,MAAM,IAAI,KAAK,CAAC,qHAAqH,CAAC,CAAC;SAC1I;QACD,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,KAAK,CAAC,EAAE;YAC/B,MAAM,qBAAqB,GAAG,IAAI,CAAC,iBAAiB,CAAC,MAAM,GAAG,CAAC,CAAC;YAChE,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE;gBACxB,MAAM,OAAO,GAAG,QAAQ,CAAC,GAAG,CAAC,EACzB,QAAQ,GAAG,eAAe,CAAC,GAAG,CAAC,EAC/B,KAAK,GAAG,QAAQ,CAAC,KAAK,EACtB,KAAK,GAAG,QAAQ,CAAC,OAAO,EACxB,IAAI,GAAG,OAAO,CAAC,IAAI,EACnB,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;gBAC5B,IAAI,mBAAmB,GAAG,OAAO,CAAC,mBAAmB,CAAC;gBAEtD,IAAI,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;gBAC5C,IAAI,CAAC,OAAO,EAAE;oBACV,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC;iBAChD;gBAED,QAAQ,IAAI,EAAE;oBACV,KAAK,kBAAkB,CAAC,OAAO,CAAC,CAAC;wBAC7B,MAAM,OAAO,GAAG,MAAwB,CAAC;wBACzC,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC5D,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;yBAClF;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC;6BACnD,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;oBAED,KAAK,kBAAkB,CAAC,OAAO,CAAC;oBAChC,KAAK,kBAAkB,CAAC,qBAAqB,CAAC,CAAC;wBAC3C,MAAM,OAAO,GAAG,MAAqB,CAAC;wBACtC,MAAM,eAAe,GAAG,OAAO,CAAC,QAAS,CAAC,gBAAyC,CAAC;wBACpF,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC5D,IAAI,IAAI,KAAK,kBAAkB,CAAC,OAAO,EAAE;gCACrC,OAAO,CAAC,mBAAmB,EAAE,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,QAAS,CAAC,CAAC;6BAC9F;4BACD,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAAQ,GAAG,eAAe,CAAC,IAAK,CAAC;yBACjE;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,IAAI,IAAI,KAAK,kBAAkB,CAAC,OAAO,EAAE;gCACrC,OAAO,CAAC,IAAI,CAAC;oCACT,OAAO,EAAE,KAAK,GAAG,CAAC;oCAClB,QAAQ,EAAE,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,QAAS,CAAC;iCAC7D,CAAC,CAAC;6BACN;4BACD,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE,eAAe,CAAC,IAAK;6BAClC,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;oBAED,KAAK,kBAAkB,CAAC,cAAc,CAAC,CAAC;wBACpC,MAAM,OAAO,GAAG,MAAqB,CAAC;wBACtC,MAAM,eAAe,GAAG,OAAO,CAAC,QAAS,CAAC,gBAAyC,CAAC;wBACpF,IAAI,CAAC,eAAe,CAAC,uBAAuB,GAAG,eAAe,CAAC,YAAY,CAAC,cAAc,CAAC,KAAK,CAAC,EAAE;4BAC/F,MAAM,CAAC,KAAK,CAAC,sCAAsC,OAAO,CAAC,IAAI,cAAc,OAAO,CAAC,QAAQ,6BAA6B,EAAE,EAAE,CAAC,CAAC;yBACnI;wBACD,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC5D,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAAQ,GAAG,eAAe,CAAC,cAAe,CAAC;yBAC3E;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE,eAAe,CAAC,cAAe;6BAC5C,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;oBAED,KAAK,kBAAkB,CAAC,eAAe,CAAC,CAAC;wBACrC,MAAM,OAAO,GAAG,MAAyB,CAAC;wBAC1C,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,CAAC;wBACnD,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC5D,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,EAAE,MAAM,EAAE,eAAe,EAAE,CAAC,CAAC;yBAC3G;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,EAAE,MAAM,EAAE,eAAe,EAAE,CAAC;6BAC5E,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;oBAED,KAAK,kBAAkB,CAAC,aAAa,CAAC;oBACtC,KAAK,kBAAkB,CAAC,aAAa,CAAC,CAAC;wBACnC,MAAM,MAAM,GAAG,IAAI,KAAK,kBAAkB,CAAC,aAAa,CAAC,CAAC,CAAE,MAAwB,CAAC,CAAC,CAAE,MAAwB,CAAC;wBACjH,MAAM,UAAU,GAAG,MAAM,CAAC,SAAS,EAAG,CAAC;wBACvC,MAAM,YAAY,GAAG,UAAU,CAAC,kBAA+B,CAAC;wBAChE,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC3D,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAA6B,CAAC,MAAM,GAAG,YAAY,CAAC;4BACjF,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAA6B,CAAC,IAAI,GAAG,UAAU,CAAC,QAAQ,CAAC;yBAC1F;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE;oCACN,MAAM,EAAE,YAAY;oCACpB,MAAM,EAAE,CAAC;oCACT,IAAI,EAAE,UAAU,CAAC,QAAQ;iCAC5B;6BACJ,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;iBACJ;aACJ;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,iBAAiB,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACpD,MAAM,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;gBAC1C,IAAI,CAAC,OAAO,EAAE;oBACV,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,SAAgB,CAAC;oBACvC,SAAS;iBACZ;gBACD,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;oBAC/C,MAAM,EAAE,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC;oBAC7C,OAAO;iBACV,CAAC,CAAC;aACN;YAED,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC;SAC3D;QAED,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,YAAY,MAAiB,EAAE,YAAgC;QAC3D,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,IAAI,CAAC,QAAQ,GAAG,oBAAoB,CAAC,QAAQ,EAAE,CAAC;QAChD,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;QACtB,uLAAuL;IAC3L,CAAC;;AA3Jc,6BAAQ,GAAG,CAAC,CAAC","sourcesContent":["import type { StorageBuffer } from \"../../Buffers/storageBuffer\";\r\nimport type { IComputeContext } from \"../../Compute/IComputeContext\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../Extensions/engine.computeShader\";\r\nimport { ComputeBindingType } from \"../Extensions/engine.computeShader\";\r\nimport type { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { ExternalTexture } from \"core/Materials/Textures/externalTexture\";\r\n\r\n/** @internal */\r\nexport class WebGPUComputeContext implements IComputeContext {\r\n private static _Counter = 0;\r\n\r\n public readonly uniqueId: number;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _bindGroups: GPUBindGroup[];\r\n private _bindGroupEntries: GPUBindGroupEntry[][];\r\n\r\n public getBindGroups(bindings: ComputeBindingList, computePipeline: GPUComputePipeline, bindingsMapping?: ComputeBindingMapping): GPUBindGroup[] {\r\n if (!bindingsMapping) {\r\n throw new Error(\"WebGPUComputeContext.getBindGroups: bindingsMapping is required until browsers support reflection for wgsl shaders!\");\r\n }\r\n if (this._bindGroups.length === 0) {\r\n const bindGroupEntriesExist = this._bindGroupEntries.length > 0;\r\n for (const key in bindings) {\r\n const binding = bindings[key],\r\n location = bindingsMapping[key],\r\n group = location.group,\r\n index = location.binding,\r\n type = binding.type,\r\n object = binding.object;\r\n let indexInGroupEntries = binding.indexInGroupEntries;\r\n\r\n let entries = this._bindGroupEntries[group];\r\n if (!entries) {\r\n entries = this._bindGroupEntries[group] = [];\r\n }\r\n\r\n switch (type) {\r\n case ComputeBindingType.Sampler: {\r\n const sampler = object as TextureSampler;\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n entries[indexInGroupEntries].resource = this._cacheSampler.getSampler(sampler);\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n entries.push({\r\n binding: index,\r\n resource: this._cacheSampler.getSampler(sampler),\r\n });\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler: {\r\n const texture = object as BaseTexture;\r\n const hardwareTexture = texture._texture!._hardwareTexture as WebGPUHardwareTexture;\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n if (type === ComputeBindingType.Texture) {\r\n entries[indexInGroupEntries++].resource = this._cacheSampler.getSampler(texture._texture!);\r\n }\r\n entries[indexInGroupEntries].resource = hardwareTexture.view!;\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n if (type === ComputeBindingType.Texture) {\r\n entries.push({\r\n binding: index - 1,\r\n resource: this._cacheSampler.getSampler(texture._texture!),\r\n });\r\n }\r\n entries.push({\r\n binding: index,\r\n resource: hardwareTexture.view!,\r\n });\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.StorageTexture: {\r\n const texture = object as BaseTexture;\r\n const hardwareTexture = texture._texture!._hardwareTexture as WebGPUHardwareTexture;\r\n if ((hardwareTexture.textureAdditionalUsages & WebGPUConstants.TextureUsage.StorageBinding) === 0) {\r\n Logger.Error(`computeDispatch: The texture (name=${texture.name}, uniqueId=${texture.uniqueId}) is not a storage texture!`, 50);\r\n }\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n entries[indexInGroupEntries].resource = hardwareTexture.viewForWriting!;\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n entries.push({\r\n binding: index,\r\n resource: hardwareTexture.viewForWriting!,\r\n });\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.ExternalTexture: {\r\n const texture = object as ExternalTexture;\r\n const externalTexture = texture.underlyingResource;\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n entries[indexInGroupEntries].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n entries.push({\r\n binding: index,\r\n resource: this._device.importExternalTexture({ source: externalTexture }),\r\n });\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.UniformBuffer:\r\n case ComputeBindingType.StorageBuffer: {\r\n const buffer = type === ComputeBindingType.UniformBuffer ? (object as UniformBuffer) : (object as StorageBuffer);\r\n const dataBuffer = buffer.getBuffer()!;\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n (entries[indexInGroupEntries].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[indexInGroupEntries].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n entries.push({\r\n binding: index,\r\n resource: {\r\n buffer: webgpuBuffer,\r\n offset: 0,\r\n size: dataBuffer.capacity,\r\n },\r\n });\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._bindGroupEntries.length; ++i) {\r\n const entries = this._bindGroupEntries[i];\r\n if (!entries) {\r\n this._bindGroups[i] = undefined as any;\r\n continue;\r\n }\r\n this._bindGroups[i] = this._device.createBindGroup({\r\n layout: computePipeline.getBindGroupLayout(i),\r\n entries,\r\n });\r\n }\r\n\r\n this._bindGroups.length = this._bindGroupEntries.length;\r\n }\r\n\r\n return this._bindGroups;\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this.uniqueId = WebGPUComputeContext._Counter++;\r\n this._bindGroupEntries = [];\r\n this.clear();\r\n }\r\n\r\n public clear(): void {\r\n this._bindGroups = [];\r\n // Don't reset _bindGroupEntries if they have already been created, they are still ok even if we have to clear _bindGroups (the layout of the compute shader can't change once created)\r\n }\r\n}\r\n"]}
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+
{"version":3,"file":"webgpuComputeContext.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuComputeContext.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C,OAAO,EAAE,kBAAkB,EAAE,MAAM,oCAAoC,CAAC;AAExE,OAAO,KAAK,eAAe,MAAM,mBAAmB,CAAC;AAIrD,gBAAgB;AAChB,MAAM,OAAO,oBAAoB;IAUtB,aAAa,CAAC,QAA4B,EAAE,eAAmC,EAAE,eAAuC;QAC3H,IAAI,CAAC,eAAe,EAAE;YAClB,MAAM,IAAI,KAAK,CAAC,qHAAqH,CAAC,CAAC;SAC1I;QACD,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,KAAK,CAAC,EAAE;YAC/B,MAAM,qBAAqB,GAAG,IAAI,CAAC,iBAAiB,CAAC,MAAM,GAAG,CAAC,CAAC;YAChE,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE;gBACxB,MAAM,OAAO,GAAG,QAAQ,CAAC,GAAG,CAAC,EACzB,QAAQ,GAAG,eAAe,CAAC,GAAG,CAAC,EAC/B,KAAK,GAAG,QAAQ,CAAC,KAAK,EACtB,KAAK,GAAG,QAAQ,CAAC,OAAO,EACxB,IAAI,GAAG,OAAO,CAAC,IAAI,EACnB,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;gBAC5B,IAAI,mBAAmB,GAAG,OAAO,CAAC,mBAAmB,CAAC;gBAEtD,IAAI,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;gBAC5C,IAAI,CAAC,OAAO,EAAE;oBACV,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC;iBAChD;gBAED,QAAQ,IAAI,EAAE;oBACV,KAAK,kBAAkB,CAAC,OAAO,CAAC,CAAC;wBAC7B,MAAM,OAAO,GAAG,MAAwB,CAAC;wBACzC,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC5D,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;yBAClF;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC;6BACnD,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;oBAED,KAAK,kBAAkB,CAAC,OAAO,CAAC;oBAChC,KAAK,kBAAkB,CAAC,qBAAqB,CAAC,CAAC;wBAC3C,MAAM,OAAO,GAAG,MAAqB,CAAC;wBACtC,MAAM,eAAe,GAAG,OAAO,CAAC,QAAS,CAAC,gBAAyC,CAAC;wBACpF,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC5D,IAAI,IAAI,KAAK,kBAAkB,CAAC,OAAO,EAAE;gCACrC,OAAO,CAAC,mBAAmB,EAAE,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,QAAS,CAAC,CAAC;6BAC9F;4BACD,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAAQ,GAAG,eAAe,CAAC,IAAK,CAAC;yBACjE;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,IAAI,IAAI,KAAK,kBAAkB,CAAC,OAAO,EAAE;gCACrC,OAAO,CAAC,IAAI,CAAC;oCACT,OAAO,EAAE,KAAK,GAAG,CAAC;oCAClB,QAAQ,EAAE,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,QAAS,CAAC;iCAC7D,CAAC,CAAC;6BACN;4BACD,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE,eAAe,CAAC,IAAK;6BAClC,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;oBAED,KAAK,kBAAkB,CAAC,cAAc,CAAC,CAAC;wBACpC,MAAM,OAAO,GAAG,MAAqB,CAAC;wBACtC,MAAM,eAAe,GAAG,OAAO,CAAC,QAAS,CAAC,gBAAyC,CAAC;wBACpF,IAAI,CAAC,eAAe,CAAC,uBAAuB,GAAG,eAAe,CAAC,YAAY,CAAC,cAAc,CAAC,KAAK,CAAC,EAAE;4BAC/F,MAAM,CAAC,KAAK,CAAC,sCAAsC,OAAO,CAAC,IAAI,cAAc,OAAO,CAAC,QAAQ,6BAA6B,EAAE,EAAE,CAAC,CAAC;yBACnI;wBACD,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC5D,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAAQ,GAAG,eAAe,CAAC,cAAe,CAAC;yBAC3E;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE,eAAe,CAAC,cAAe;6BAC5C,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;oBAED,KAAK,kBAAkB,CAAC,eAAe,CAAC,CAAC;wBACrC,MAAM,OAAO,GAAG,MAAyB,CAAC;wBAC1C,MAAM,eAAe,GAAG,OAAO,CAAC,kBAAkB,CAAC;wBACnD,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC5D,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,EAAE,MAAM,EAAE,eAAe,EAAE,CAAC,CAAC;yBAC3G;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,EAAE,MAAM,EAAE,eAAe,EAAE,CAAC;6BAC5E,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;oBAED,KAAK,kBAAkB,CAAC,aAAa,CAAC;oBACtC,KAAK,kBAAkB,CAAC,aAAa,CAAC;oBACtC,KAAK,kBAAkB,CAAC,UAAU,CAAC,CAAC;wBAChC,MAAM,UAAU,GACZ,IAAI,KAAK,kBAAkB,CAAC,UAAU;4BAClC,CAAC,CAAE,MAAqB;4BACxB,CAAC,CAAC,IAAI,KAAK,kBAAkB,CAAC,aAAa;gCACzC,CAAC,CAAE,MAAwB,CAAC,SAAS,EAAG;gCACxC,CAAC,CAAE,MAAwB,CAAC,SAAS,EAAG,CAAC;wBACnD,MAAM,YAAY,GAAG,UAAU,CAAC,kBAA+B,CAAC;wBAChE,IAAI,mBAAmB,KAAK,SAAS,IAAI,qBAAqB,EAAE;4BAC3D,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAA6B,CAAC,MAAM,GAAG,YAAY,CAAC;4BACjF,OAAO,CAAC,mBAAmB,CAAC,CAAC,QAA6B,CAAC,IAAI,GAAG,UAAU,CAAC,QAAQ,CAAC;yBAC1F;6BAAM;4BACH,OAAO,CAAC,mBAAmB,GAAG,OAAO,CAAC,MAAM,CAAC;4BAC7C,OAAO,CAAC,IAAI,CAAC;gCACT,OAAO,EAAE,KAAK;gCACd,QAAQ,EAAE;oCACN,MAAM,EAAE,YAAY;oCACpB,MAAM,EAAE,CAAC;oCACT,IAAI,EAAE,UAAU,CAAC,QAAQ;iCAC5B;6BACJ,CAAC,CAAC;yBACN;wBACD,MAAM;qBACT;iBACJ;aACJ;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,iBAAiB,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;gBACpD,MAAM,OAAO,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;gBAC1C,IAAI,CAAC,OAAO,EAAE;oBACV,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,SAAgB,CAAC;oBACvC,SAAS;iBACZ;gBACD,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;oBAC/C,MAAM,EAAE,eAAe,CAAC,kBAAkB,CAAC,CAAC,CAAC;oBAC7C,OAAO;iBACV,CAAC,CAAC;aACN;YAED,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC;SAC3D;QAED,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,YAAY,MAAiB,EAAE,YAAgC;QAC3D,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,IAAI,CAAC,QAAQ,GAAG,oBAAoB,CAAC,QAAQ,EAAE,CAAC;QAChD,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;QACtB,uLAAuL;IAC3L,CAAC;;AAhKc,6BAAQ,GAAG,CAAC,CAAC","sourcesContent":["import type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { StorageBuffer } from \"../../Buffers/storageBuffer\";\r\nimport type { IComputeContext } from \"../../Compute/IComputeContext\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../Extensions/engine.computeShader\";\r\nimport { ComputeBindingType } from \"../Extensions/engine.computeShader\";\r\nimport type { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { ExternalTexture } from \"core/Materials/Textures/externalTexture\";\r\n\r\n/** @internal */\r\nexport class WebGPUComputeContext implements IComputeContext {\r\n private static _Counter = 0;\r\n\r\n public readonly uniqueId: number;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _bindGroups: GPUBindGroup[];\r\n private _bindGroupEntries: GPUBindGroupEntry[][];\r\n\r\n public getBindGroups(bindings: ComputeBindingList, computePipeline: GPUComputePipeline, bindingsMapping?: ComputeBindingMapping): GPUBindGroup[] {\r\n if (!bindingsMapping) {\r\n throw new Error(\"WebGPUComputeContext.getBindGroups: bindingsMapping is required until browsers support reflection for wgsl shaders!\");\r\n }\r\n if (this._bindGroups.length === 0) {\r\n const bindGroupEntriesExist = this._bindGroupEntries.length > 0;\r\n for (const key in bindings) {\r\n const binding = bindings[key],\r\n location = bindingsMapping[key],\r\n group = location.group,\r\n index = location.binding,\r\n type = binding.type,\r\n object = binding.object;\r\n let indexInGroupEntries = binding.indexInGroupEntries;\r\n\r\n let entries = this._bindGroupEntries[group];\r\n if (!entries) {\r\n entries = this._bindGroupEntries[group] = [];\r\n }\r\n\r\n switch (type) {\r\n case ComputeBindingType.Sampler: {\r\n const sampler = object as TextureSampler;\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n entries[indexInGroupEntries].resource = this._cacheSampler.getSampler(sampler);\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n entries.push({\r\n binding: index,\r\n resource: this._cacheSampler.getSampler(sampler),\r\n });\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler: {\r\n const texture = object as BaseTexture;\r\n const hardwareTexture = texture._texture!._hardwareTexture as WebGPUHardwareTexture;\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n if (type === ComputeBindingType.Texture) {\r\n entries[indexInGroupEntries++].resource = this._cacheSampler.getSampler(texture._texture!);\r\n }\r\n entries[indexInGroupEntries].resource = hardwareTexture.view!;\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n if (type === ComputeBindingType.Texture) {\r\n entries.push({\r\n binding: index - 1,\r\n resource: this._cacheSampler.getSampler(texture._texture!),\r\n });\r\n }\r\n entries.push({\r\n binding: index,\r\n resource: hardwareTexture.view!,\r\n });\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.StorageTexture: {\r\n const texture = object as BaseTexture;\r\n const hardwareTexture = texture._texture!._hardwareTexture as WebGPUHardwareTexture;\r\n if ((hardwareTexture.textureAdditionalUsages & WebGPUConstants.TextureUsage.StorageBinding) === 0) {\r\n Logger.Error(`computeDispatch: The texture (name=${texture.name}, uniqueId=${texture.uniqueId}) is not a storage texture!`, 50);\r\n }\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n entries[indexInGroupEntries].resource = hardwareTexture.viewForWriting!;\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n entries.push({\r\n binding: index,\r\n resource: hardwareTexture.viewForWriting!,\r\n });\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.ExternalTexture: {\r\n const texture = object as ExternalTexture;\r\n const externalTexture = texture.underlyingResource;\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n entries[indexInGroupEntries].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n entries.push({\r\n binding: index,\r\n resource: this._device.importExternalTexture({ source: externalTexture }),\r\n });\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.UniformBuffer:\r\n case ComputeBindingType.StorageBuffer:\r\n case ComputeBindingType.DataBuffer: {\r\n const dataBuffer =\r\n type === ComputeBindingType.DataBuffer\r\n ? (object as DataBuffer)\r\n : type === ComputeBindingType.UniformBuffer\r\n ? (object as UniformBuffer).getBuffer()!\r\n : (object as StorageBuffer).getBuffer()!;\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n if (indexInGroupEntries !== undefined && bindGroupEntriesExist) {\r\n (entries[indexInGroupEntries].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[indexInGroupEntries].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n binding.indexInGroupEntries = entries.length;\r\n entries.push({\r\n binding: index,\r\n resource: {\r\n buffer: webgpuBuffer,\r\n offset: 0,\r\n size: dataBuffer.capacity,\r\n },\r\n });\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._bindGroupEntries.length; ++i) {\r\n const entries = this._bindGroupEntries[i];\r\n if (!entries) {\r\n this._bindGroups[i] = undefined as any;\r\n continue;\r\n }\r\n this._bindGroups[i] = this._device.createBindGroup({\r\n layout: computePipeline.getBindGroupLayout(i),\r\n entries,\r\n });\r\n }\r\n\r\n this._bindGroups.length = this._bindGroupEntries.length;\r\n }\r\n\r\n return this._bindGroups;\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this.uniqueId = WebGPUComputeContext._Counter++;\r\n this._bindGroupEntries = [];\r\n this.clear();\r\n }\r\n\r\n public clear(): void {\r\n this._bindGroups = [];\r\n // Don't reset _bindGroupEntries if they have already been created, they are still ok even if we have to clear _bindGroups (the layout of the compute shader can't change once created)\r\n }\r\n}\r\n"]}
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@@ -450,7 +450,7 @@ export declare class NativeEngine extends Engine {
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450
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unBindFramebuffer(texture: RenderTargetWrapper, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
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createDynamicVertexBuffer(data: DataArray): DataBuffer;
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452
452
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updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
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453
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-
updateDynamicVertexBuffer(vertexBuffer: DataBuffer,
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453
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+
updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
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454
454
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protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
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455
455
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private _setTextureSampling;
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456
456
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private _setTextureWrapMode;
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