@babylonjs/core 6.49.0 → 7.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -2,6 +2,28 @@ import type { Nullable } from "../types";
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  import { Observable } from "../Misc/observable";
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  import type { IComputePipelineContext } from "./IComputePipelineContext";
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  import type { Engine } from "../Engines/engine";
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+ /**
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+ * Defines the route to the shader code. The priority is as follows:
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+ * * object: `{ computeSource: "compute shader code string"}` for directly passing the shader code
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+ * * object: `{ computeElement: "vertexShaderCode" }`, used with shader code in script tags
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+ * * object: `{ compute: "custom" }`, used with `Effect.ShadersStore["customVertexShader"]` and `Effect.ShadersStore["customFragmentShader"]`
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+ * * string: `"./COMMON_NAME"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
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+ */
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+ export type IComputeShaderPath = {
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+ /**
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+ * Directly pass the shader code
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+ */
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+ computeSource?: string;
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+ /**
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+ * Used with Effect.ShadersStore. If the `vertex` is set to `"custom`, then
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+ * Babylon.js will read from Effect.ShadersStore["customVertexShader"]
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+ */
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+ compute?: string;
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+ /**
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+ * Used with shader code in script tags
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+ */
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+ computeElement?: string;
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+ } | string;
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  /**
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  * Options to be used when creating a compute effect.
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  */
@@ -39,7 +61,7 @@ export declare class ComputeEffect {
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  /**
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  * Name of the effect.
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  */
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- name: any;
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+ name: IComputeShaderPath;
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  /**
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  * String container all the define statements that should be set on the shader.
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  */
@@ -97,7 +119,7 @@ export declare class ComputeEffect {
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  * @param engine The engine the effect is created for
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  * @param key Effect Key identifying uniquely compiled shader variants
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  */
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- constructor(baseName: any, options: IComputeEffectCreationOptions, engine: Engine, key?: string);
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+ constructor(baseName: IComputeShaderPath, options: IComputeEffectCreationOptions, engine: Engine, key?: string);
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  private _useFinalCode;
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  /**
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  * Unique key for this effect
@@ -16,10 +16,6 @@ export class ComputeEffect {
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  * @param key Effect Key identifying uniquely compiled shader variants
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  */
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  constructor(baseName, options, engine, key = "") {
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- /**
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- * Name of the effect.
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- */
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- this.name = null;
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  /**
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  * String container all the define statements that should be set on the shader.
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  */
@@ -78,14 +74,14 @@ export class ComputeEffect {
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  this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);
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  let computeSource;
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  const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;
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- if (baseName.computeSource) {
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+ if (typeof baseName === "string") {
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+ computeSource = baseName;
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+ }
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+ else if (baseName.computeSource) {
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  computeSource = "source:" + baseName.computeSource;
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  }
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  else if (baseName.computeElement) {
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- computeSource = hostDocument ? hostDocument.getElementById(baseName.computeElement) : null;
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- if (!computeSource) {
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- computeSource = baseName.computeElement;
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- }
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+ computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;
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  }
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  else {
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  computeSource = baseName.compute || baseName;
@@ -1 +1 @@
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- 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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: any = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: Engine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: any, options: IComputeEffectCreationOptions, engine: Engine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: any;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument ? hostDocument.getElementById(baseName.computeElement) : null;\r\n\r\n if (!computeSource) {\r\n computeSource = baseName.computeElement;\r\n }\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedCommputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedCommputeCode = options.processFinalCode(migratedCommputeCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedCommputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, () => {\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>): [Nullable<string>, Nullable<string>] {\r\n const regexp = /COMPUTE SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in compute code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = e.message;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null,\r\n code = null;\r\n if (this._pipelineContext?._getComputeShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getComputeShaderCode(), this._compilationError);\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\nexport type IComputeShaderPath =\r\n | {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n }\r\n | string;\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: Engine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath, options: IComputeEffectCreationOptions, engine: Engine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n ShaderProcessor.Initialize(processorOptions);\r\n ShaderProcessor.PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedCommputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedCommputeCode = options.processFinalCode(migratedCommputeCode);\r\n }\r\n const finalShaders = ShaderProcessor.Finalize(migratedCommputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, () => {\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _getShaderCodeAndErrorLine(code: Nullable<string>, error: Nullable<string>): [Nullable<string>, Nullable<string>] {\r\n const regexp = /COMPUTE SHADER ERROR: 0:(\\d+?):/;\r\n\r\n let errorLine = null;\r\n\r\n if (error && code) {\r\n const res = error.match(regexp);\r\n if (res && res.length === 2) {\r\n const lineNumber = parseInt(res[1]);\r\n const lines = code.split(\"\\n\", -1);\r\n if (lines.length >= lineNumber) {\r\n errorLine = `Offending line [${lineNumber}] in compute code: ${lines[lineNumber - 1]}`;\r\n }\r\n }\r\n }\r\n\r\n return [code, errorLine];\r\n }\r\n\r\n private _processCompilationErrors(e: any, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = e.message;\r\n\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n let lineErrorVertex = null,\r\n code = null;\r\n if (this._pipelineContext?._getComputeShaderCode()) {\r\n [code, lineErrorVertex] = this._getShaderCodeAndErrorLine(this._pipelineContext._getComputeShaderCode(), this._compilationError);\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n if (lineErrorVertex) {\r\n Logger.Error(lineErrorVertex);\r\n }\r\n }\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { UniformBuffer } from "../Materials/uniformBuffer";
2
2
  import type { Scene } from "../scene";
3
3
  import type { Nullable } from "../types";
4
- import type { ComputeEffect } from "./computeEffect";
4
+ import type { ComputeEffect, IComputeShaderPath } from "./computeEffect";
5
5
  import type { ComputeBindingMapping } from "../Engines/Extensions/engine.computeShader";
6
6
  import type { BaseTexture } from "../Materials/Textures/baseTexture";
7
7
  import type { StorageBuffer } from "../Buffers/storageBuffer";
@@ -62,7 +62,7 @@ export declare class ComputeShader {
62
62
  /**
63
63
  * The shaderPath used to create the shader
64
64
  */
65
- get shaderPath(): any;
65
+ get shaderPath(): IComputeShaderPath;
66
66
  /**
67
67
  * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)
68
68
  * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance
@@ -85,14 +85,14 @@ export declare class ComputeShader {
85
85
  * Instantiates a new compute shader.
86
86
  * @param name Defines the name of the compute shader in the scene
87
87
  * @param engine Defines the engine the compute shader belongs to
88
- * @param shaderPath Defines the route to the shader code in one of three ways:
88
+ * @param shaderPath Defines the route to the shader code in one of three ways:
89
89
  * * object: \{ compute: "custom" \}, used with ShaderStore.ShadersStoreWGSL["customComputeShader"]
90
90
  * * object: \{ computeElement: "HTMLElementId" \}, used with shader code in script tags
91
91
  * * object: \{ computeSource: "compute shader code string" \}, where the string contains the shader code
92
92
  * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + "ComputeShader"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.
93
93
  * @param options Define the options used to create the shader
94
94
  */
95
- constructor(name: string, engine: ThinEngine, shaderPath: any, options?: Partial<IComputeShaderOptions>);
95
+ constructor(name: string, engine: ThinEngine, shaderPath: IComputeShaderPath, options?: Partial<IComputeShaderOptions>);
96
96
  /**
97
97
  * Gets the current class name of the material e.g. "ComputeShader"
98
98
  * Mainly use in serialization.
@@ -28,7 +28,7 @@ export class ComputeShader {
28
28
  * Instantiates a new compute shader.
29
29
  * @param name Defines the name of the compute shader in the scene
30
30
  * @param engine Defines the engine the compute shader belongs to
31
- * @param shaderPath Defines the route to the shader code in one of three ways:
31
+ * @param shaderPath Defines the route to the shader code in one of three ways:
32
32
  * * object: \{ compute: "custom" \}, used with ShaderStore.ShadersStoreWGSL["customComputeShader"]
33
33
  * * object: \{ computeElement: "HTMLElementId" \}, used with shader code in script tags
34
34
  * * object: \{ computeSource: "compute shader code string" \}, where the string contains the shader code
@@ -1 +1 @@
1
- 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type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { WebGPUEngine } from \"../Engines/webgpuEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { ComputeEffect, IComputeEffectCreationOptions } from \"./computeEffect\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { ComputeBindingType } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { UniqueIdGenerator } from \"../Misc/uniqueIdGenerator\";\r\nimport type { IComputeContext } from \"./IComputeContext\";\r\nimport type { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TextureSampler } from \"../Materials/Textures/textureSampler\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ExternalTexture } from \"core/Materials/Textures/externalTexture\";\r\nimport type { VideoTexture } from \"core/Materials/Textures/videoTexture\";\r\nimport { WebGPUPerfCounter } from \"core/Engines/WebGPU/webgpuPerfCounter\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\n\r\n/**\r\n * Defines the options associated with the creation of a compute shader.\r\n */\r\nexport interface IComputeShaderOptions {\r\n /**\r\n * list of bindings mapping (key is property name, value is binding location)\r\n * Must be provided because browsers don't support reflection for wgsl shaders yet (so there's no way to query the binding/group from a variable name)\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\n bindingsMapping: ComputeBindingMapping;\r\n\r\n /**\r\n * The list of defines used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\ntype ComputeBindingListInternal = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number; buffer?: Nullable<DataBuffer> } };\r\n\r\n/**\r\n * The ComputeShader object lets you execute a compute shader on your GPU (if supported by the engine)\r\n */\r\nexport class ComputeShader {\r\n private _engine: ThinEngine;\r\n private _shaderPath: any;\r\n private _options: IComputeShaderOptions;\r\n private _effect: ComputeEffect;\r\n private _cachedDefines: string;\r\n private _bindings: ComputeBindingListInternal = {};\r\n private _samplers: { [key: string]: TextureSampler } = {};\r\n private _context: IComputeContext;\r\n private _contextIsDirty = false;\r\n\r\n /**\r\n * Gets the unique id of the compute shader\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * The name of the shader\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The options used to create the shader\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * The shaderPath used to create the shader\r\n */\r\n public get shaderPath() {\r\n return this._shaderPath;\r\n }\r\n\r\n /**\r\n * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)\r\n * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance\r\n */\r\n @serialize()\r\n public fastMode = false;\r\n\r\n /**\r\n * Callback triggered when the shader is compiled\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n\r\n /**\r\n * Gets the GPU time spent running the compute shader for the last frame rendered (in nanoseconds).\r\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\r\n */\r\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\r\n\r\n /**\r\n * Instantiates a new compute shader.\r\n * @param name Defines the name of the compute shader in the scene\r\n * @param engine Defines the engine the compute shader belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: \\{ compute: \"custom\" \\}, used with ShaderStore.ShadersStoreWGSL[\"customComputeShader\"]\r\n * * object: \\{ computeElement: \"HTMLElementId\" \\}, used with shader code in script tags\r\n * * object: \\{ computeSource: \"compute shader code string\" \\}, where the string contains the shader code\r\n * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + \"ComputeShader\"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n constructor(name: string, engine: ThinEngine, shaderPath: any, options: Partial<IComputeShaderOptions> = {}) {\r\n this.name = name;\r\n this._engine = engine;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n if ((engine as WebGPUEngine).enableGPUTimingMeasurements) {\r\n this.gpuTimeInFrame = new WebGPUPerfCounter();\r\n }\r\n\r\n if (!this._engine.getCaps().supportComputeShaders) {\r\n Logger.Error(\"This engine does not support compute shaders!\");\r\n return;\r\n }\r\n if (!options.bindingsMapping) {\r\n Logger.Error(\"You must provide the binding mappings as browsers don't support reflection for wgsl shaders yet!\");\r\n return;\r\n }\r\n\r\n this._context = engine.createComputeContext()!;\r\n this._shaderPath = shaderPath;\r\n this._options = {\r\n bindingsMapping: {},\r\n defines: [],\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"ComputeShader\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ComputeShader\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @param bindSampler Bind the sampler corresponding to the texture (default: true). The sampler will be bound just before the binding index of the texture\r\n */\r\n public setTexture(name: string, texture: BaseTexture, bindSampler = true): void {\r\n const current = this._bindings[name];\r\n\r\n this._bindings[name] = {\r\n type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\r\n }\r\n\r\n /**\r\n * Binds a storage texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setStorageTexture(name: string, texture: BaseTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.StorageTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds an external texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setExternalTexture(name: string, texture: ExternalTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.ExternalTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a video texture to the shader (by binding the external texture attached to this video)\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @returns true if the video texture was successfully bound, else false. false will be returned if the current engine does not support external textures\r\n */\r\n public setVideoTexture(name: string, texture: VideoTexture) {\r\n if (texture.externalTexture) {\r\n this.setExternalTexture(name, texture.externalTexture);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds a uniform buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setUniformBuffer(name: string, buffer: UniformBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.UniformBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a storage buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setStorageBuffer(name: string, buffer: StorageBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a texture sampler to the shader\r\n * @param name Binding name of the sampler\r\n * @param sampler Sampler to bind\r\n */\r\n public setTextureSampler(name: string, sampler: TextureSampler): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || !sampler.compareSampler(current.object);\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.Sampler,\r\n object: sampler,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Specifies that the compute shader is ready to be executed (the compute effect and all the resources are ready)\r\n * @returns true if the compute shader is ready to be executed\r\n */\r\n public isReady(): boolean {\r\n let effect = this._effect;\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key],\r\n type = binding.type,\r\n object = binding.object;\r\n\r\n switch (type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const texture = object as BaseTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n const texture = object as ExternalTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n const defines = [];\r\n\r\n const shaderName = this._shaderPath;\r\n\r\n if (this._options.defines) {\r\n for (let index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n\r\n effect = this._engine.createComputeEffect(shaderName, <IComputeEffectCreationOptions>{\r\n defines: join,\r\n entryPoint: this._options.entryPoint,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n });\r\n\r\n this._effect = effect;\r\n }\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatch(x: number, y?: number, z?: number): boolean {\r\n if (!this.fastMode) {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n // If the sampling parameters of a texture bound to the shader have changed, we must clear the compute context so that it is recreated with the updated values\r\n // Also, if the actual (gpu) buffer used by a uniform buffer has changed, we must clear the compute context so that it is recreated with the updated value\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n\r\n if (!this._options.bindingsMapping[key]) {\r\n throw new Error(\"ComputeShader ('\" + this.name + \"'): No binding mapping has been provided for the property '\" + key + \"'\");\r\n }\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture: {\r\n const sampler = this._samplers[key];\r\n const texture = binding.object as BaseTexture;\r\n\r\n if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {\r\n this._samplers[key] = new TextureSampler().setParameters(\r\n texture.wrapU,\r\n texture.wrapV,\r\n texture.wrapR,\r\n texture.anisotropicFilteringLevel,\r\n texture._texture!.samplingMode,\r\n texture._texture?._comparisonFunction\r\n );\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame\r\n this._contextIsDirty = true;\r\n break;\r\n }\r\n case ComputeBindingType.UniformBuffer: {\r\n const ubo = binding.object as UniformBuffer;\r\n if (ubo.getBuffer() !== binding.buffer) {\r\n binding.buffer = ubo.getBuffer();\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (this._contextIsDirty) {\r\n this._contextIsDirty = false;\r\n this._context.clear();\r\n }\r\n }\r\n\r\n this._engine.computeDispatch(this._effect, this._context, this._bindings, x, y, z, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Waits for the compute shader to be ready and executes it\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @param delay Delay between the retries while the shader is not ready (in milliseconds - 10 by default)\r\n * @returns A promise that is resolved once the shader has been sent to the GPU. Note that it does not mean that the shader execution itself is finished!\r\n */\r\n public dispatchWhenReady(x: number, y?: number, z?: number, delay = 10): Promise<void> {\r\n return new Promise((resolve) => {\r\n const check = () => {\r\n if (!this.dispatch(x, y, z)) {\r\n setTimeout(check, delay);\r\n } else {\r\n resolve();\r\n }\r\n };\r\n\r\n check();\r\n });\r\n }\r\n\r\n /**\r\n * Serializes this compute shader in a JSON representation\r\n * @returns the serialized compute shader object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n serializationObject.bindings = {};\r\n serializationObject.textures = {};\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n const object = binding.object;\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const serializedData = (object as BaseTexture).serialize();\r\n if (serializedData) {\r\n serializationObject.textures[key] = serializedData;\r\n serializationObject.bindings[key] = {\r\n type: binding.type,\r\n };\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.UniformBuffer: {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a compute shader from parsed compute shader data\r\n * @param source defines the JSON representation of the compute shader\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new compute shader\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ComputeShader {\r\n const compute = SerializationHelper.Parse(\r\n () => new ComputeShader(source.name, scene.getEngine() as WebGPUEngine, source.shaderPath, source.options),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n for (const key in source.textures) {\r\n const binding = source.bindings[key];\r\n const texture = <Texture>Texture.Parse(source.textures[key], scene, rootUrl);\r\n\r\n if (binding.type === ComputeBindingType.Texture) {\r\n compute.setTexture(key, texture);\r\n } else if (binding.type === ComputeBindingType.TextureWithoutSampler) {\r\n compute.setTexture(key, texture, false);\r\n } else {\r\n compute.setStorageTexture(key, texture);\r\n }\r\n }\r\n\r\n return compute;\r\n }\r\n\r\n protected static _BufferIsDataBuffer(buffer: UniformBuffer | StorageBuffer | DataBuffer): buffer is DataBuffer {\r\n return (buffer as DataBuffer).underlyingResource !== undefined;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShader\", ComputeShader);\r\n"]}
1
+ 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type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { WebGPUEngine } from \"../Engines/webgpuEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { ComputeEffect, IComputeEffectCreationOptions, IComputeShaderPath } from \"./computeEffect\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { ComputeBindingType } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { UniqueIdGenerator } from \"../Misc/uniqueIdGenerator\";\r\nimport type { IComputeContext } from \"./IComputeContext\";\r\nimport type { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TextureSampler } from \"../Materials/Textures/textureSampler\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ExternalTexture } from \"core/Materials/Textures/externalTexture\";\r\nimport type { VideoTexture } from \"core/Materials/Textures/videoTexture\";\r\nimport { WebGPUPerfCounter } from \"core/Engines/WebGPU/webgpuPerfCounter\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\n\r\n/**\r\n * Defines the options associated with the creation of a compute shader.\r\n */\r\nexport interface IComputeShaderOptions {\r\n /**\r\n * list of bindings mapping (key is property name, value is binding location)\r\n * Must be provided because browsers don't support reflection for wgsl shaders yet (so there's no way to query the binding/group from a variable name)\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\n bindingsMapping: ComputeBindingMapping;\r\n\r\n /**\r\n * The list of defines used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\ntype ComputeBindingListInternal = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number; buffer?: Nullable<DataBuffer> } };\r\n\r\n/**\r\n * The ComputeShader object lets you execute a compute shader on your GPU (if supported by the engine)\r\n */\r\nexport class ComputeShader {\r\n private _engine: ThinEngine;\r\n private _shaderPath: IComputeShaderPath;\r\n private _options: IComputeShaderOptions;\r\n private _effect: ComputeEffect;\r\n private _cachedDefines: string;\r\n private _bindings: ComputeBindingListInternal = {};\r\n private _samplers: { [key: string]: TextureSampler } = {};\r\n private _context: IComputeContext;\r\n private _contextIsDirty = false;\r\n\r\n /**\r\n * Gets the unique id of the compute shader\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * The name of the shader\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The options used to create the shader\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * The shaderPath used to create the shader\r\n */\r\n public get shaderPath() {\r\n return this._shaderPath;\r\n }\r\n\r\n /**\r\n * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)\r\n * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance\r\n */\r\n @serialize()\r\n public fastMode = false;\r\n\r\n /**\r\n * Callback triggered when the shader is compiled\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n\r\n /**\r\n * Gets the GPU time spent running the compute shader for the last frame rendered (in nanoseconds).\r\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\r\n */\r\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\r\n\r\n /**\r\n * Instantiates a new compute shader.\r\n * @param name Defines the name of the compute shader in the scene\r\n * @param engine Defines the engine the compute shader belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: \\{ compute: \"custom\" \\}, used with ShaderStore.ShadersStoreWGSL[\"customComputeShader\"]\r\n * * object: \\{ computeElement: \"HTMLElementId\" \\}, used with shader code in script tags\r\n * * object: \\{ computeSource: \"compute shader code string\" \\}, where the string contains the shader code\r\n * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + \"ComputeShader\"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n constructor(name: string, engine: ThinEngine, shaderPath: IComputeShaderPath, options: Partial<IComputeShaderOptions> = {}) {\r\n this.name = name;\r\n this._engine = engine;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n if ((engine as WebGPUEngine).enableGPUTimingMeasurements) {\r\n this.gpuTimeInFrame = new WebGPUPerfCounter();\r\n }\r\n\r\n if (!this._engine.getCaps().supportComputeShaders) {\r\n Logger.Error(\"This engine does not support compute shaders!\");\r\n return;\r\n }\r\n if (!options.bindingsMapping) {\r\n Logger.Error(\"You must provide the binding mappings as browsers don't support reflection for wgsl shaders yet!\");\r\n return;\r\n }\r\n\r\n this._context = engine.createComputeContext()!;\r\n this._shaderPath = shaderPath;\r\n this._options = {\r\n bindingsMapping: {},\r\n defines: [],\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"ComputeShader\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ComputeShader\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @param bindSampler Bind the sampler corresponding to the texture (default: true). The sampler will be bound just before the binding index of the texture\r\n */\r\n public setTexture(name: string, texture: BaseTexture, bindSampler = true): void {\r\n const current = this._bindings[name];\r\n\r\n this._bindings[name] = {\r\n type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\r\n }\r\n\r\n /**\r\n * Binds a storage texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setStorageTexture(name: string, texture: BaseTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.StorageTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds an external texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setExternalTexture(name: string, texture: ExternalTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.ExternalTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a video texture to the shader (by binding the external texture attached to this video)\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @returns true if the video texture was successfully bound, else false. false will be returned if the current engine does not support external textures\r\n */\r\n public setVideoTexture(name: string, texture: VideoTexture) {\r\n if (texture.externalTexture) {\r\n this.setExternalTexture(name, texture.externalTexture);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds a uniform buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setUniformBuffer(name: string, buffer: UniformBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.UniformBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a storage buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setStorageBuffer(name: string, buffer: StorageBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a texture sampler to the shader\r\n * @param name Binding name of the sampler\r\n * @param sampler Sampler to bind\r\n */\r\n public setTextureSampler(name: string, sampler: TextureSampler): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || !sampler.compareSampler(current.object);\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.Sampler,\r\n object: sampler,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Specifies that the compute shader is ready to be executed (the compute effect and all the resources are ready)\r\n * @returns true if the compute shader is ready to be executed\r\n */\r\n public isReady(): boolean {\r\n let effect = this._effect;\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key],\r\n type = binding.type,\r\n object = binding.object;\r\n\r\n switch (type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const texture = object as BaseTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n const texture = object as ExternalTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n const defines = [];\r\n\r\n const shaderName = this._shaderPath;\r\n\r\n if (this._options.defines) {\r\n for (let index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n\r\n effect = this._engine.createComputeEffect(shaderName, <IComputeEffectCreationOptions>{\r\n defines: join,\r\n entryPoint: this._options.entryPoint,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n });\r\n\r\n this._effect = effect;\r\n }\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatch(x: number, y?: number, z?: number): boolean {\r\n if (!this.fastMode) {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n // If the sampling parameters of a texture bound to the shader have changed, we must clear the compute context so that it is recreated with the updated values\r\n // Also, if the actual (gpu) buffer used by a uniform buffer has changed, we must clear the compute context so that it is recreated with the updated value\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n\r\n if (!this._options.bindingsMapping[key]) {\r\n throw new Error(\"ComputeShader ('\" + this.name + \"'): No binding mapping has been provided for the property '\" + key + \"'\");\r\n }\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture: {\r\n const sampler = this._samplers[key];\r\n const texture = binding.object as BaseTexture;\r\n\r\n if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {\r\n this._samplers[key] = new TextureSampler().setParameters(\r\n texture.wrapU,\r\n texture.wrapV,\r\n texture.wrapR,\r\n texture.anisotropicFilteringLevel,\r\n texture._texture!.samplingMode,\r\n texture._texture?._comparisonFunction\r\n );\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame\r\n this._contextIsDirty = true;\r\n break;\r\n }\r\n case ComputeBindingType.UniformBuffer: {\r\n const ubo = binding.object as UniformBuffer;\r\n if (ubo.getBuffer() !== binding.buffer) {\r\n binding.buffer = ubo.getBuffer();\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (this._contextIsDirty) {\r\n this._contextIsDirty = false;\r\n this._context.clear();\r\n }\r\n }\r\n\r\n this._engine.computeDispatch(this._effect, this._context, this._bindings, x, y, z, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Waits for the compute shader to be ready and executes it\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @param delay Delay between the retries while the shader is not ready (in milliseconds - 10 by default)\r\n * @returns A promise that is resolved once the shader has been sent to the GPU. Note that it does not mean that the shader execution itself is finished!\r\n */\r\n public dispatchWhenReady(x: number, y?: number, z?: number, delay = 10): Promise<void> {\r\n return new Promise((resolve) => {\r\n const check = () => {\r\n if (!this.dispatch(x, y, z)) {\r\n setTimeout(check, delay);\r\n } else {\r\n resolve();\r\n }\r\n };\r\n\r\n check();\r\n });\r\n }\r\n\r\n /**\r\n * Serializes this compute shader in a JSON representation\r\n * @returns the serialized compute shader object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n serializationObject.bindings = {};\r\n serializationObject.textures = {};\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n const object = binding.object;\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const serializedData = (object as BaseTexture).serialize();\r\n if (serializedData) {\r\n serializationObject.textures[key] = serializedData;\r\n serializationObject.bindings[key] = {\r\n type: binding.type,\r\n };\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.UniformBuffer: {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a compute shader from parsed compute shader data\r\n * @param source defines the JSON representation of the compute shader\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new compute shader\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ComputeShader {\r\n const compute = SerializationHelper.Parse(\r\n () => new ComputeShader(source.name, scene.getEngine() as WebGPUEngine, source.shaderPath, source.options),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n for (const key in source.textures) {\r\n const binding = source.bindings[key];\r\n const texture = <Texture>Texture.Parse(source.textures[key], scene, rootUrl);\r\n\r\n if (binding.type === ComputeBindingType.Texture) {\r\n compute.setTexture(key, texture);\r\n } else if (binding.type === ComputeBindingType.TextureWithoutSampler) {\r\n compute.setTexture(key, texture, false);\r\n } else {\r\n compute.setStorageTexture(key, texture);\r\n }\r\n }\r\n\r\n return compute;\r\n }\r\n\r\n protected static _BufferIsDataBuffer(buffer: UniformBuffer | StorageBuffer | DataBuffer): buffer is DataBuffer {\r\n return (buffer as DataBuffer).underlyingResource !== undefined;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShader\", ComputeShader);\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { ComputeEffect, IComputeEffectCreationOptions } from "../../Compute/computeEffect";
1
+ import type { ComputeEffect, IComputeEffectCreationOptions, IComputeShaderPath } from "../../Compute/computeEffect";
2
2
  import type { IComputeContext } from "../../Compute/IComputeContext";
3
3
  import type { IComputePipelineContext } from "../../Compute/IComputePipelineContext";
4
4
  import type { Nullable } from "../../types";
@@ -45,7 +45,12 @@ declare module "../../Engines/thinEngine" {
45
45
  * @param options Options used to create the effect
46
46
  * @returns The new compute effect
47
47
  */
48
- createComputeEffect(baseName: any, options: IComputeEffectCreationOptions): ComputeEffect;
48
+ createComputeEffect(baseName: IComputeShaderPath & {
49
+ /**
50
+ * @internal
51
+ */
52
+ computeToken?: string;
53
+ }, options: IComputeEffectCreationOptions): ComputeEffect;
49
54
  /**
50
55
  * Creates a new compute pipeline context
51
56
  * @returns the new pipeline
@@ -1 +1 @@
1
- {"version":3,"file":"engine.computeShader.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/engine.computeShader.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAgBtD,gBAAgB;AAChB,MAAM,CAAN,IAAY,kBASX;AATD,WAAY,kBAAkB;IAC1B,iEAAW,CAAA;IACX,+EAAkB,CAAA;IAClB,6EAAiB,CAAA;IACjB,6EAAiB,CAAA;IACjB,6FAAyB,CAAA;IACzB,iEAAW,CAAA;IACX,iFAAmB,CAAA;IACnB,uEAAc,CAAA;AAClB,CAAC,EATW,kBAAkB,KAAlB,kBAAkB,QAS7B;AAmFD,UAAU,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,QAAa,EAAE,OAAsC;IACtG,MAAM,IAAI,KAAK,CAAC,oEAAoE,CAAC,CAAC;AAC1F,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,4BAA4B,GAAG;IAChD,MAAM,IAAI,KAAK,CAAC,6EAA6E,CAAC,CAAC;AACnG,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,oBAAoB,GAAG;IACxC,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,UACnC,MAAqB,EACrB,OAAwB,EACxB,QAA4B,EAC5B,CAAS,EACT,CAAU,EACV,CAAU,EACV,eAAuC;IAEvC,MAAM,IAAI,KAAK,CAAC,gEAAgE,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,yBAAyB,GAAG;IAC7C,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,qBAAqB,GAAG,cAAmB,CAAC,CAAC;AAElE,UAAU,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAClD,eAAwC,EACxC,iBAAyB,EACzB,oBAA4B,EAC5B,OAAyB,EACzB,UAAkB,IACb,CAAC,CAAC;AAEX,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,cAAmB,CAAC,CAAC;AAEnE,UAAU,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,eAAwC,EAAE,MAAkB;IAC5H,MAAM,EAAE,CAAC;AACb,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,MAAqB,IAAS,CAAC,CAAC;AAEvF,UAAU,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,eAAwC,IAAS,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { ComputeEffect, IComputeEffectCreationOptions } from \"../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../Compute/IComputePipelineContext\";\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUPerfCounter } from \"../WebGPU/webgpuPerfCounter\";\r\n\r\n/**\r\n * Type used to locate a resource in a compute shader.\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingLocation = { group: number; binding: number };\r\n\r\n/**\r\n * Type used to lookup a resource and retrieve its binding location\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingMapping = { [key: string]: ComputeBindingLocation };\r\n\r\n/** @internal */\r\nexport enum ComputeBindingType {\r\n Texture = 0,\r\n StorageTexture = 1,\r\n UniformBuffer = 2,\r\n StorageBuffer = 3,\r\n TextureWithoutSampler = 4,\r\n Sampler = 5,\r\n ExternalTexture = 6,\r\n DataBuffer = 7,\r\n}\r\n\r\n/** @internal */\r\nexport type ComputeBindingList = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number } };\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new compute effect\r\n * @param baseName Name of the effect\r\n * @param options Options used to create the effect\r\n * @returns The new compute effect\r\n */\r\n createComputeEffect(baseName: any, options: IComputeEffectCreationOptions): ComputeEffect;\r\n\r\n /**\r\n * Creates a new compute pipeline context\r\n * @returns the new pipeline\r\n */\r\n createComputePipelineContext(): IComputePipelineContext;\r\n\r\n /**\r\n * Creates a new compute context\r\n * @returns the new context\r\n */\r\n createComputeContext(): IComputeContext | undefined;\r\n\r\n /**\r\n * Dispatches a compute shader\r\n * @param effect The compute effect\r\n * @param context The compute context\r\n * @param bindings The list of resources to bind to the shader\r\n * @param x The number of workgroups to execute on the X dimension\r\n * @param y The number of workgroups to execute on the Y dimension\r\n * @param z The number of workgroups to execute on the Z dimension\r\n * @param bindingsMapping list of bindings mapping (key is property name, value is binding location)\r\n * @param gpuPerfCounter GPU time computed for the compute shader will be assigned to this object\r\n */\r\n computeDispatch(\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping,\r\n gpuPerfCounter?: WebGPUPerfCounter\r\n ): void;\r\n\r\n /**\r\n * Gets a boolean indicating if all created compute effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n areAllComputeEffectsReady(): boolean;\r\n\r\n /**\r\n * Forces the engine to release all cached compute effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n releaseComputeEffects(): void;\r\n\r\n /** @internal */\r\n _prepareComputePipelineContext(\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n ): void;\r\n\r\n /** @internal */\r\n _rebuildComputeEffects(): void;\r\n\r\n /** @internal */\r\n _executeWhenComputeStateIsCompiled(pipelineContext: IComputePipelineContext, action: () => void): void;\r\n\r\n /** @internal */\r\n _releaseComputeEffect(effect: ComputeEffect): void;\r\n\r\n /** @internal */\r\n _deleteComputePipelineContext(pipelineContext: IComputePipelineContext): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n throw new Error(\"createComputeEffect: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n throw new Error(\"createComputePipelineContext: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return undefined;\r\n};\r\n\r\nThinEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n throw new Error(\"computeDispatch: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n return true;\r\n};\r\n\r\nThinEngine.prototype.releaseComputeEffects = function (): void {};\r\n\r\nThinEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {};\r\n\r\nThinEngine.prototype._rebuildComputeEffects = function (): void {};\r\n\r\nThinEngine.prototype._executeWhenComputeStateIsCompiled = function (pipelineContext: IComputePipelineContext, action: () => void): void {\r\n action();\r\n};\r\n\r\nThinEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {};\r\n\r\nThinEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {};\r\n"]}
1
+ {"version":3,"file":"engine.computeShader.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/engine.computeShader.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAgBtD,gBAAgB;AAChB,MAAM,CAAN,IAAY,kBASX;AATD,WAAY,kBAAkB;IAC1B,iEAAW,CAAA;IACX,+EAAkB,CAAA;IAClB,6EAAiB,CAAA;IACjB,6EAAiB,CAAA;IACjB,6FAAyB,CAAA;IACzB,iEAAW,CAAA;IACX,iFAAmB,CAAA;IACnB,uEAAc,CAAA;AAClB,CAAC,EATW,kBAAkB,KAAlB,kBAAkB,QAS7B;AA2FD,UAAU,CAAC,SAAS,CAAC,mBAAmB,GAAG,UAAU,QAAwD,EAAE,OAAsC;IACjJ,MAAM,IAAI,KAAK,CAAC,oEAAoE,CAAC,CAAC;AAC1F,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,4BAA4B,GAAG;IAChD,MAAM,IAAI,KAAK,CAAC,6EAA6E,CAAC,CAAC;AACnG,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,oBAAoB,GAAG;IACxC,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,UACnC,MAAqB,EACrB,OAAwB,EACxB,QAA4B,EAC5B,CAAS,EACT,CAAU,EACV,CAAU,EACV,eAAuC;IAEvC,MAAM,IAAI,KAAK,CAAC,gEAAgE,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,yBAAyB,GAAG;IAC7C,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,qBAAqB,GAAG,cAAmB,CAAC,CAAC;AAElE,UAAU,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAClD,eAAwC,EACxC,iBAAyB,EACzB,oBAA4B,EAC5B,OAAyB,EACzB,UAAkB,IACb,CAAC,CAAC;AAEX,UAAU,CAAC,SAAS,CAAC,sBAAsB,GAAG,cAAmB,CAAC,CAAC;AAEnE,UAAU,CAAC,SAAS,CAAC,kCAAkC,GAAG,UAAU,eAAwC,EAAE,MAAkB;IAC5H,MAAM,EAAE,CAAC;AACb,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,MAAqB,IAAS,CAAC,CAAC;AAEvF,UAAU,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,eAAwC,IAAS,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { ComputeEffect, IComputeEffectCreationOptions, IComputeShaderPath } from \"../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../Compute/IComputePipelineContext\";\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUPerfCounter } from \"../WebGPU/webgpuPerfCounter\";\r\n\r\n/**\r\n * Type used to locate a resource in a compute shader.\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingLocation = { group: number; binding: number };\r\n\r\n/**\r\n * Type used to lookup a resource and retrieve its binding location\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\nexport type ComputeBindingMapping = { [key: string]: ComputeBindingLocation };\r\n\r\n/** @internal */\r\nexport enum ComputeBindingType {\r\n Texture = 0,\r\n StorageTexture = 1,\r\n UniformBuffer = 2,\r\n StorageBuffer = 3,\r\n TextureWithoutSampler = 4,\r\n Sampler = 5,\r\n ExternalTexture = 6,\r\n DataBuffer = 7,\r\n}\r\n\r\n/** @internal */\r\nexport type ComputeBindingList = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number } };\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new compute effect\r\n * @param baseName Name of the effect\r\n * @param options Options used to create the effect\r\n * @returns The new compute effect\r\n */\r\n createComputeEffect(\r\n baseName: IComputeShaderPath & {\r\n /**\r\n * @internal\r\n */\r\n computeToken?: string;\r\n },\r\n options: IComputeEffectCreationOptions\r\n ): ComputeEffect;\r\n\r\n /**\r\n * Creates a new compute pipeline context\r\n * @returns the new pipeline\r\n */\r\n createComputePipelineContext(): IComputePipelineContext;\r\n\r\n /**\r\n * Creates a new compute context\r\n * @returns the new context\r\n */\r\n createComputeContext(): IComputeContext | undefined;\r\n\r\n /**\r\n * Dispatches a compute shader\r\n * @param effect The compute effect\r\n * @param context The compute context\r\n * @param bindings The list of resources to bind to the shader\r\n * @param x The number of workgroups to execute on the X dimension\r\n * @param y The number of workgroups to execute on the Y dimension\r\n * @param z The number of workgroups to execute on the Z dimension\r\n * @param bindingsMapping list of bindings mapping (key is property name, value is binding location)\r\n * @param gpuPerfCounter GPU time computed for the compute shader will be assigned to this object\r\n */\r\n computeDispatch(\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping,\r\n gpuPerfCounter?: WebGPUPerfCounter\r\n ): void;\r\n\r\n /**\r\n * Gets a boolean indicating if all created compute effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n areAllComputeEffectsReady(): boolean;\r\n\r\n /**\r\n * Forces the engine to release all cached compute effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n releaseComputeEffects(): void;\r\n\r\n /** @internal */\r\n _prepareComputePipelineContext(\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n ): void;\r\n\r\n /** @internal */\r\n _rebuildComputeEffects(): void;\r\n\r\n /** @internal */\r\n _executeWhenComputeStateIsCompiled(pipelineContext: IComputePipelineContext, action: () => void): void;\r\n\r\n /** @internal */\r\n _releaseComputeEffect(effect: ComputeEffect): void;\r\n\r\n /** @internal */\r\n _deleteComputePipelineContext(pipelineContext: IComputePipelineContext): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createComputeEffect = function (baseName: IComputeShaderPath & { computeToken?: string }, options: IComputeEffectCreationOptions): ComputeEffect {\r\n throw new Error(\"createComputeEffect: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n throw new Error(\"createComputePipelineContext: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return undefined;\r\n};\r\n\r\nThinEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y?: number,\r\n z?: number,\r\n bindingsMapping?: ComputeBindingMapping\r\n): void {\r\n throw new Error(\"computeDispatch: This engine does not support compute shaders!\");\r\n};\r\n\r\nThinEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n return true;\r\n};\r\n\r\nThinEngine.prototype.releaseComputeEffects = function (): void {};\r\n\r\nThinEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {};\r\n\r\nThinEngine.prototype._rebuildComputeEffects = function (): void {};\r\n\r\nThinEngine.prototype._executeWhenComputeStateIsCompiled = function (pipelineContext: IComputePipelineContext, action: () => void): void {\r\n action();\r\n};\r\n\r\nThinEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {};\r\n\r\nThinEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {};\r\n"]}
@@ -9,7 +9,7 @@ WebGPUEngine.prototype.createComputeContext = function () {
9
9
  return new WebGPUComputeContext(this._device, this._cacheSampler);
10
10
  };
11
11
  WebGPUEngine.prototype.createComputeEffect = function (baseName, options) {
12
- const compute = baseName.computeElement || baseName.compute || baseName.computeToken || baseName.computeSource || baseName;
12
+ const compute = typeof baseName === "string" ? baseName : baseName.computeToken || baseName.computeSource || baseName.computeElement || baseName.compute;
13
13
  const name = compute + "@" + options.defines;
14
14
  if (this._compiledComputeEffects[name]) {
15
15
  const compiledEffect = this._compiledComputeEffects[name];
@@ -1 +1 @@
1
- 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{ Logger } from \"core/Misc/logger\";\r\nimport type { IComputeEffectCreationOptions } from \"../../../Compute/computeEffect\";\r\nimport { ComputeEffect } from \"../../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../../Compute/IComputePipelineContext\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../../Extensions/engine.computeShader\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPUComputeContext } from \"../webgpuComputeContext\";\r\nimport { WebGPUComputePipelineContext } from \"../webgpuComputePipelineContext\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\nimport type { WebGPUPerfCounter } from \"../webgpuPerfCounter\";\r\n\r\ndeclare module \"../../webgpuEngine\" {\r\n export interface WebGPUEngine {\r\n /** @internal */\r\n _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;\r\n }\r\n}\r\n\r\nconst computePassDescriptor: GPUComputePassDescriptor = {};\r\n\r\nWebGPUEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return new WebGPUComputeContext(this._device, this._cacheSampler);\r\n};\r\n\r\nWebGPUEngine.prototype.createComputeEffect = function (baseName: any, options: IComputeEffectCreationOptions): ComputeEffect {\r\n const compute = baseName.computeElement || baseName.compute || baseName.computeToken || baseName.computeSource || baseName;\r\n\r\n const name = compute + \"@\" + options.defines;\r\n if (this._compiledComputeEffects[name]) {\r\n const compiledEffect = <ComputeEffect>this._compiledComputeEffects[name];\r\n if (options.onCompiled && compiledEffect.isReady()) {\r\n options.onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n const effect = new ComputeEffect(baseName, options, this, name);\r\n this._compiledComputeEffects[name] = effect;\r\n\r\n return effect;\r\n};\r\n\r\nWebGPUEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n return new WebGPUComputePipelineContext(this);\r\n};\r\n\r\nWebGPUEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nWebGPUEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y = 1,\r\n z = 1,\r\n bindingsMapping?: ComputeBindingMapping,\r\n gpuPerfCounter?: WebGPUPerfCounter\r\n): void {\r\n this._endCurrentRenderPass();\r\n\r\n const contextPipeline = effect._pipelineContext as WebGPUComputePipelineContext;\r\n const computeContext = context as WebGPUComputeContext;\r\n\r\n if (!contextPipeline.computePipeline) {\r\n contextPipeline.computePipeline = this._device.createComputePipeline({\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n compute: contextPipeline.stage!,\r\n });\r\n }\r\n\r\n if (gpuPerfCounter) {\r\n this._timestampQuery.startPass(computePassDescriptor, this._timestampIndex);\r\n }\r\n\r\n const computePass = this._renderEncoder.beginComputePass(computePassDescriptor);\r\n\r\n computePass.setPipeline(contextPipeline.computePipeline);\r\n\r\n const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n const bindGroup = bindGroups[i];\r\n if (!bindGroup) {\r\n continue;\r\n }\r\n computePass.setBindGroup(i, bindGroup);\r\n }\r\n\r\n if (x + y + z > 0) {\r\n computePass.dispatchWorkgroups(x, y, z);\r\n }\r\n computePass.end();\r\n\r\n if (gpuPerfCounter) {\r\n this._timestampQuery.endPass(this._timestampIndex, gpuPerfCounter);\r\n this._timestampIndex += 2;\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.releaseComputeEffects = function () {\r\n for (const name in this._compiledComputeEffects) {\r\n const webGPUPipelineContextCompute = this._compiledComputeEffects[name].getPipelineContext() as WebGPUComputePipelineContext;\r\n this._deleteComputePipelineContext(webGPUPipelineContextCompute);\r\n }\r\n\r\n this._compiledComputeEffects = {};\r\n};\r\n\r\nWebGPUEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {\r\n const webGpuContext = pipelineContext as WebGPUComputePipelineContext;\r\n\r\n if (this.dbgShowShaderCode) {\r\n Logger.Log(defines!);\r\n Logger.Log(computeSourceCode);\r\n }\r\n\r\n webGpuContext.sources = {\r\n compute: computeSourceCode,\r\n rawCompute: rawComputeSourceCode,\r\n };\r\n\r\n webGpuContext.stage = this._createComputePipelineStageDescriptor(computeSourceCode, defines, entryPoint);\r\n};\r\n\r\nWebGPUEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {\r\n if (this._compiledComputeEffects[effect._key]) {\r\n delete this._compiledComputeEffects[effect._key];\r\n\r\n this._deleteComputePipelineContext(effect.getPipelineContext() as WebGPUComputePipelineContext);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._rebuildComputeEffects = function (): void {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n effect._pipelineContext = null;\r\n effect._wasPreviouslyReady = false;\r\n effect._prepareEffect();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {\r\n const webgpuPipelineContext = pipelineContext as WebGPUComputePipelineContext;\r\n if (webgpuPipelineContext) {\r\n pipelineContext.dispose();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._createComputePipelineStageDescriptor = function (computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage {\r\n if (defines) {\r\n defines = \"//\" + defines.split(\"\\n\").join(\"\\n//\") + \"\\n\";\r\n } else {\r\n defines = \"\";\r\n }\r\n return {\r\n module: this._device.createShaderModule({\r\n code: defines + computeShader,\r\n }),\r\n entryPoint,\r\n };\r\n};\r\n"]}
1
+ 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{ Logger } from \"core/Misc/logger\";\r\nimport type { IComputeEffectCreationOptions, IComputeShaderPath } from \"../../../Compute/computeEffect\";\r\nimport { ComputeEffect } from \"../../../Compute/computeEffect\";\r\nimport type { IComputeContext } from \"../../../Compute/IComputeContext\";\r\nimport type { IComputePipelineContext } from \"../../../Compute/IComputePipelineContext\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { ComputeBindingList, ComputeBindingMapping } from \"../../Extensions/engine.computeShader\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport { WebGPUComputeContext } from \"../webgpuComputeContext\";\r\nimport { WebGPUComputePipelineContext } from \"../webgpuComputePipelineContext\";\r\nimport * as WebGPUConstants from \"../webgpuConstants\";\r\nimport type { WebGPUPerfCounter } from \"../webgpuPerfCounter\";\r\n\r\ndeclare module \"../../webgpuEngine\" {\r\n export interface WebGPUEngine {\r\n /** @internal */\r\n _createComputePipelineStageDescriptor(computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage;\r\n }\r\n}\r\n\r\nconst computePassDescriptor: GPUComputePassDescriptor = {};\r\n\r\nWebGPUEngine.prototype.createComputeContext = function (): IComputeContext | undefined {\r\n return new WebGPUComputeContext(this._device, this._cacheSampler);\r\n};\r\n\r\nWebGPUEngine.prototype.createComputeEffect = function (baseName: IComputeShaderPath & { computeToken?: string }, options: IComputeEffectCreationOptions): ComputeEffect {\r\n const compute = typeof baseName === \"string\" ? baseName : baseName.computeToken || baseName.computeSource || baseName.computeElement || baseName.compute;\r\n\r\n const name = compute + \"@\" + options.defines;\r\n if (this._compiledComputeEffects[name]) {\r\n const compiledEffect = <ComputeEffect>this._compiledComputeEffects[name];\r\n if (options.onCompiled && compiledEffect.isReady()) {\r\n options.onCompiled(compiledEffect);\r\n }\r\n\r\n return compiledEffect;\r\n }\r\n const effect = new ComputeEffect(baseName, options, this, name);\r\n this._compiledComputeEffects[name] = effect;\r\n\r\n return effect;\r\n};\r\n\r\nWebGPUEngine.prototype.createComputePipelineContext = function (): IComputePipelineContext {\r\n return new WebGPUComputePipelineContext(this);\r\n};\r\n\r\nWebGPUEngine.prototype.areAllComputeEffectsReady = function (): boolean {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n};\r\n\r\nWebGPUEngine.prototype.computeDispatch = function (\r\n effect: ComputeEffect,\r\n context: IComputeContext,\r\n bindings: ComputeBindingList,\r\n x: number,\r\n y = 1,\r\n z = 1,\r\n bindingsMapping?: ComputeBindingMapping,\r\n gpuPerfCounter?: WebGPUPerfCounter\r\n): void {\r\n this._endCurrentRenderPass();\r\n\r\n const contextPipeline = effect._pipelineContext as WebGPUComputePipelineContext;\r\n const computeContext = context as WebGPUComputeContext;\r\n\r\n if (!contextPipeline.computePipeline) {\r\n contextPipeline.computePipeline = this._device.createComputePipeline({\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n compute: contextPipeline.stage!,\r\n });\r\n }\r\n\r\n if (gpuPerfCounter) {\r\n this._timestampQuery.startPass(computePassDescriptor, this._timestampIndex);\r\n }\r\n\r\n const computePass = this._renderEncoder.beginComputePass(computePassDescriptor);\r\n\r\n computePass.setPipeline(contextPipeline.computePipeline);\r\n\r\n const bindGroups = computeContext.getBindGroups(bindings, contextPipeline.computePipeline, bindingsMapping);\r\n for (let i = 0; i < bindGroups.length; ++i) {\r\n const bindGroup = bindGroups[i];\r\n if (!bindGroup) {\r\n continue;\r\n }\r\n computePass.setBindGroup(i, bindGroup);\r\n }\r\n\r\n if (x + y + z > 0) {\r\n computePass.dispatchWorkgroups(x, y, z);\r\n }\r\n computePass.end();\r\n\r\n if (gpuPerfCounter) {\r\n this._timestampQuery.endPass(this._timestampIndex, gpuPerfCounter);\r\n this._timestampIndex += 2;\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.releaseComputeEffects = function () {\r\n for (const name in this._compiledComputeEffects) {\r\n const webGPUPipelineContextCompute = this._compiledComputeEffects[name].getPipelineContext() as WebGPUComputePipelineContext;\r\n this._deleteComputePipelineContext(webGPUPipelineContextCompute);\r\n }\r\n\r\n this._compiledComputeEffects = {};\r\n};\r\n\r\nWebGPUEngine.prototype._prepareComputePipelineContext = function (\r\n pipelineContext: IComputePipelineContext,\r\n computeSourceCode: string,\r\n rawComputeSourceCode: string,\r\n defines: Nullable<string>,\r\n entryPoint: string\r\n): void {\r\n const webGpuContext = pipelineContext as WebGPUComputePipelineContext;\r\n\r\n if (this.dbgShowShaderCode) {\r\n Logger.Log(defines!);\r\n Logger.Log(computeSourceCode);\r\n }\r\n\r\n webGpuContext.sources = {\r\n compute: computeSourceCode,\r\n rawCompute: rawComputeSourceCode,\r\n };\r\n\r\n webGpuContext.stage = this._createComputePipelineStageDescriptor(computeSourceCode, defines, entryPoint);\r\n};\r\n\r\nWebGPUEngine.prototype._releaseComputeEffect = function (effect: ComputeEffect): void {\r\n if (this._compiledComputeEffects[effect._key]) {\r\n delete this._compiledComputeEffects[effect._key];\r\n\r\n this._deleteComputePipelineContext(effect.getPipelineContext() as WebGPUComputePipelineContext);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._rebuildComputeEffects = function (): void {\r\n for (const key in this._compiledComputeEffects) {\r\n const effect = this._compiledComputeEffects[key];\r\n\r\n effect._pipelineContext = null;\r\n effect._wasPreviouslyReady = false;\r\n effect._prepareEffect();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._deleteComputePipelineContext = function (pipelineContext: IComputePipelineContext): void {\r\n const webgpuPipelineContext = pipelineContext as WebGPUComputePipelineContext;\r\n if (webgpuPipelineContext) {\r\n pipelineContext.dispose();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._createComputePipelineStageDescriptor = function (computeShader: string, defines: Nullable<string>, entryPoint: string): GPUProgrammableStage {\r\n if (defines) {\r\n defines = \"//\" + defines.split(\"\\n\").join(\"\\n//\") + \"\\n\";\r\n } else {\r\n defines = \"\";\r\n }\r\n return {\r\n module: this._device.createShaderModule({\r\n code: defines + computeShader,\r\n }),\r\n entryPoint,\r\n };\r\n};\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import type { IInternalTextureLoader } from "../Materials/Textures/internalTextureLoader";
2
- import type { IEffectCreationOptions } from "../Materials/effect";
2
+ import type { IEffectCreationOptions, IShaderPath } from "../Materials/effect";
3
3
  import { Effect } from "../Materials/effect";
4
4
  import type { IShaderProcessor } from "./Processors/iShaderProcessor";
5
5
  import type { ShaderProcessingContext } from "./Processors/shaderProcessingOptions";
@@ -991,7 +991,10 @@ export declare class ThinEngine {
991
991
  * @param shaderLanguage the language the shader is written in (default: GLSL)
992
992
  * @returns the new Effect
993
993
  */
994
- createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any, shaderLanguage?: ShaderLanguage): Effect;
994
+ createEffect(baseName: IShaderPath & {
995
+ vertexToken?: string;
996
+ fragmentToken?: string;
997
+ }, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any, shaderLanguage?: ShaderLanguage): Effect;
995
998
  protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
996
999
  private _compileShader;
997
1000
  private _compileRawShader;
@@ -34,13 +34,13 @@ export class ThinEngine {
34
34
  */
35
35
  // Not mixed with Version for tooling purpose.
36
36
  static get NpmPackage() {
37
- return "babylonjs@6.49.0";
37
+ return "babylonjs@7.0.0";
38
38
  }
39
39
  /**
40
40
  * Returns the current version of the framework
41
41
  */
42
42
  static get Version() {
43
- return "6.49.0";
43
+ return "7.0.0";
44
44
  }
45
45
  /**
46
46
  * Returns a string describing the current engine
@@ -2263,8 +2263,8 @@ export class ThinEngine {
2263
2263
  * @returns the new Effect
2264
2264
  */
2265
2265
  createEffect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters, shaderLanguage = ShaderLanguage.GLSL) {
2266
- const vertex = baseName.vertexElement || baseName.vertex || baseName.vertexToken || baseName.vertexSource || baseName;
2267
- const fragment = baseName.fragmentElement || baseName.fragment || baseName.fragmentToken || baseName.fragmentSource || baseName;
2266
+ const vertex = typeof baseName === "string" ? baseName : baseName.vertexToken || baseName.vertexSource || baseName.vertexElement || baseName.vertex;
2267
+ const fragment = typeof baseName === "string" ? baseName : baseName.fragmentToken || baseName.fragmentSource || baseName.fragmentElement || baseName.fragment;
2268
2268
  const globalDefines = this._getGlobalDefines();
2269
2269
  let fullDefines = defines ?? attributesNamesOrOptions.defines ?? "";
2270
2270
  if (globalDefines) {