@babylonjs/core 6.49.0 → 7.1.0

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.
Files changed (121) hide show
  1. package/Animations/runtimeAnimation.js +10 -3
  2. package/Animations/runtimeAnimation.js.map +1 -1
  3. package/Compute/computeEffect.d.ts +24 -2
  4. package/Compute/computeEffect.js +5 -9
  5. package/Compute/computeEffect.js.map +1 -1
  6. package/Compute/computeShader.d.ts +4 -4
  7. package/Compute/computeShader.js +1 -1
  8. package/Compute/computeShader.js.map +1 -1
  9. package/Engines/Extensions/engine.computeShader.d.ts +7 -2
  10. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  11. package/Engines/Extensions/engine.multiRender.js +1 -1
  12. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  13. package/Engines/Extensions/engine.renderTarget.js +12 -2
  14. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
  16. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.multiRender.js +1 -1
  18. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js +5 -2
  20. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  21. package/Engines/WebGPU/webgpuClearQuad.d.ts +2 -2
  22. package/Engines/WebGPU/webgpuClearQuad.js +8 -3
  23. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  24. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -0
  25. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  26. package/Engines/WebGPU/webgpuShaderProcessor.js +15 -0
  27. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  28. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
  29. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  30. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
  31. package/Engines/WebGPU/webgpuTextureManager.js +6 -6
  32. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  33. package/Engines/nativeEngine.d.ts +1 -0
  34. package/Engines/nativeEngine.js.map +1 -1
  35. package/Engines/nullEngine.d.ts +1 -0
  36. package/Engines/nullEngine.js.map +1 -1
  37. package/Engines/renderTargetWrapper.d.ts +8 -0
  38. package/Engines/renderTargetWrapper.js +14 -1
  39. package/Engines/renderTargetWrapper.js.map +1 -1
  40. package/Engines/thinEngine.d.ts +6 -7
  41. package/Engines/thinEngine.js +25 -11
  42. package/Engines/thinEngine.js.map +1 -1
  43. package/Engines/webgpuEngine.d.ts +5 -2
  44. package/Engines/webgpuEngine.js +19 -8
  45. package/Engines/webgpuEngine.js.map +1 -1
  46. package/Materials/Node/Blocks/Dual/textureBlock.js +5 -0
  47. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  48. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -0
  49. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  50. package/Materials/Node/Blocks/addBlock.d.ts +2 -15
  51. package/Materials/Node/Blocks/addBlock.js +4 -32
  52. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/baseMathBlock.d.ts +26 -0
  54. package/Materials/Node/Blocks/baseMathBlock.js +84 -0
  55. package/Materials/Node/Blocks/baseMathBlock.js.map +1 -0
  56. package/Materials/Node/Blocks/divideBlock.d.ts +2 -15
  57. package/Materials/Node/Blocks/divideBlock.js +4 -32
  58. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/multiplyBlock.d.ts +2 -15
  60. package/Materials/Node/Blocks/multiplyBlock.js +4 -32
  61. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  62. package/Materials/Node/Blocks/subtractBlock.d.ts +2 -15
  63. package/Materials/Node/Blocks/subtractBlock.js +4 -32
  64. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  65. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +4 -0
  66. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +7 -0
  67. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  68. package/Materials/Node/nodeMaterialBuildState.js +1 -1
  69. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  70. package/Materials/Textures/renderTargetTexture.d.ts +6 -23
  71. package/Materials/Textures/renderTargetTexture.js +10 -6
  72. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  73. package/Materials/Textures/texture.d.ts +5 -2
  74. package/Materials/Textures/texture.js +10 -5
  75. package/Materials/Textures/texture.js.map +1 -1
  76. package/Materials/Textures/textureCreationOptions.d.ts +1 -0
  77. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  78. package/Materials/effect.d.ts +37 -2
  79. package/Materials/effect.js +10 -14
  80. package/Materials/effect.js.map +1 -1
  81. package/Materials/shaderMaterial.d.ts +5 -9
  82. package/Materials/shaderMaterial.js +2 -6
  83. package/Materials/shaderMaterial.js.map +1 -1
  84. package/Meshes/Builders/ribbonBuilder.js +32 -28
  85. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  86. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +4 -3
  87. package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
  88. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  89. package/Meshes/GreasedLine/greasedLineMesh.d.ts +0 -2
  90. package/Meshes/GreasedLine/greasedLineMesh.js +85 -77
  91. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  92. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +9 -3
  93. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  94. package/Meshes/Node/Blocks/mathBlock.d.ts +6 -0
  95. package/Meshes/Node/Blocks/mathBlock.js +95 -23
  96. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  97. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +4 -0
  98. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +7 -0
  99. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  100. package/Misc/greasedLineTools.d.ts +6 -0
  101. package/Misc/greasedLineTools.js +21 -0
  102. package/Misc/greasedLineTools.js.map +1 -1
  103. package/Rendering/reflectiveShadowMap.js +1 -1
  104. package/Rendering/reflectiveShadowMap.js.map +1 -1
  105. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +1 -1
  106. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  107. package/Shaders/ShadersInclude/pbrDebug.js +2 -0
  108. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  109. package/ShadersWGSL/clearQuad.fragment.js +11 -0
  110. package/ShadersWGSL/clearQuad.fragment.js.map +1 -0
  111. package/ShadersWGSL/clearQuad.vertex.js +22 -0
  112. package/ShadersWGSL/clearQuad.vertex.js.map +1 -0
  113. package/node.js +1 -6
  114. package/node.js.map +1 -1
  115. package/package.json +1 -1
  116. package/Shaders/clearQuad.fragment.js +0 -10
  117. package/Shaders/clearQuad.fragment.js.map +0 -1
  118. package/Shaders/clearQuad.vertex.js +0 -19
  119. package/Shaders/clearQuad.vertex.js.map +0 -1
  120. /package/{Shaders → ShadersWGSL}/clearQuad.fragment.d.ts +0 -0
  121. /package/{Shaders → ShadersWGSL}/clearQuad.vertex.d.ts +0 -0
@@ -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 | string;\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 | string, 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: string | (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;AA6FD,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:\r\n | string\r\n | (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"]}
@@ -53,7 +53,7 @@ ThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (rtWrapper
53
53
  }
54
54
  for (let i = 0; i < count; i++) {
55
55
  const texture = rtWrapper.textures[i];
56
- if (texture?.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
56
+ if (texture?.generateMipMaps && !disableGenerateMipMaps && !texture?.isCube && !texture?.is3D) {
57
57
  this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
58
58
  gl.generateMipmap(gl.TEXTURE_2D);
59
59
  this._bindTextureDirectly(gl.TEXTURE_2D, null);
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (options.formats) {\r\n formats = options.formats;\r\n }\r\n if (options.targetTypes) {\r\n targets = options.targetTypes;\r\n }\r\n if (options.faceIndex) {\r\n faceIndex = options.faceIndex;\r\n }\r\n if (options.layerIndex) {\r\n layerIndex = options.layerIndex;\r\n }\r\n if (options.layerCounts) {\r\n layers = options.layerCounts;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n const useDepthStencil = !!rtWrapper._depthStencilBuffer;\r\n if (useDepthStencil) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n if (useDepthStencil) {\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !disableGenerateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (options.formats) {\r\n formats = options.formats;\r\n }\r\n if (options.targetTypes) {\r\n targets = options.targetTypes;\r\n }\r\n if (options.faceIndex) {\r\n faceIndex = options.faceIndex;\r\n }\r\n if (options.layerIndex) {\r\n layerIndex = options.layerIndex;\r\n }\r\n if (options.layerCounts) {\r\n layers = options.layerCounts;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n const useDepthStencil = !!rtWrapper._depthStencilBuffer;\r\n if (useDepthStencil) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n if (useDepthStencil) {\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
@@ -34,7 +34,7 @@ ThinEngine.prototype.createRenderTargetTexture = function (size, options) {
34
34
  this._bindUnboundFramebuffer(framebuffer);
35
35
  rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
36
36
  // No need to rebind on every frame
37
- if (texture && !texture.is2DArray) {
37
+ if (texture && !texture.is2DArray && !texture.is3D) {
38
38
  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, 0);
39
39
  }
40
40
  this._bindUnboundFramebuffer(currentFrameBuffer);
@@ -58,7 +58,14 @@ ThinEngine.prototype.createDepthStencilTexture = function (size, options, rtWrap
58
58
  ThinEngine.prototype._createDepthStencilTexture = function (size, options) {
59
59
  const gl = this._gl;
60
60
  const layers = size.layers || 0;
61
- const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;
61
+ const depth = size.depth || 0;
62
+ let target = gl.TEXTURE_2D;
63
+ if (layers !== 0) {
64
+ target = gl.TEXTURE_2D_ARRAY;
65
+ }
66
+ else if (depth !== 0) {
67
+ target = gl.TEXTURE_3D;
68
+ }
62
69
  const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);
63
70
  internalTexture.label = options.label;
64
71
  if (!this._caps.depthTextureExtension) {
@@ -126,6 +133,9 @@ ThinEngine.prototype._createDepthStencilTexture = function (size, options) {
126
133
  if (internalTexture.is2DArray) {
127
134
  gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);
128
135
  }
136
+ else if (internalTexture.is3D) {
137
+ gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, depth, 0, format, type, null);
138
+ }
129
139
  else {
130
140
  gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);
131
141
  }
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n let label: string | undefined = undefined;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n label = options.label;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper.label = label ?? \"RenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.label = options.label;\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n let type: GLenum = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format: GLenum = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(rtWrapper.texture.type, rtWrapper.texture.format, rtWrapper.texture._useSRGBBuffer),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n let label: string | undefined = undefined;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n label = options.label;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray && !texture.is3D) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper.label = label ?? \"RenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n let target: number = gl.TEXTURE_2D;\r\n if (layers !== 0) {\r\n target = gl.TEXTURE_2D_ARRAY;\r\n } else if (depth !== 0) {\r\n target = gl.TEXTURE_3D;\r\n }\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.label = options.label;\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n let type: GLenum = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format: GLenum = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else if (internalTexture.is3D) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, depth, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(rtWrapper.texture.type, rtWrapper.texture.format, rtWrapper.texture._useSRGBBuffer),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\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];