@babylonjs/core 7.12.0 → 7.13.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (526) hide show
  1. package/Animations/animation.js +1 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroupMask.d.ts +1 -1
  4. package/Animations/animationGroupMask.js +2 -2
  5. package/Animations/animationGroupMask.js.map +1 -1
  6. package/Animations/animationKey.d.ts +1 -1
  7. package/Animations/animationKey.js.map +1 -1
  8. package/Behaviors/Meshes/handConstraintBehavior.d.ts +3 -3
  9. package/Behaviors/Meshes/handConstraintBehavior.js +16 -17
  10. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  11. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -3
  12. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  13. package/Bones/bone.js +31 -32
  14. package/Bones/bone.js.map +1 -1
  15. package/Bones/boneIKController.js +5 -6
  16. package/Bones/boneIKController.js.map +1 -1
  17. package/Bones/boneLookController.js +13 -13
  18. package/Bones/boneLookController.js.map +1 -1
  19. package/Buffers/bufferUtils.d.ts +13 -0
  20. package/Buffers/bufferUtils.js +42 -0
  21. package/Buffers/bufferUtils.js.map +1 -0
  22. package/Buffers/index.d.ts +1 -0
  23. package/Buffers/index.js +1 -0
  24. package/Buffers/index.js.map +1 -1
  25. package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -6
  26. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +5 -5
  28. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  29. package/Cameras/VR/vrExperienceHelper.js +8 -10
  30. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  31. package/Compute/computeEffect.js +2 -3
  32. package/Compute/computeEffect.js.map +1 -1
  33. package/Compute/computeShader.js +19 -20
  34. package/Compute/computeShader.js.map +1 -1
  35. package/Culling/Helper/IBoundingInfoHelperPlatform.d.ts +4 -0
  36. package/Culling/Helper/IBoundingInfoHelperPlatform.js.map +1 -1
  37. package/Culling/Helper/boundingInfoHelper.d.ts +26 -4
  38. package/Culling/Helper/boundingInfoHelper.js +41 -10
  39. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  40. package/Culling/Helper/computeShaderBoundingHelper.d.ts +12 -3
  41. package/Culling/Helper/computeShaderBoundingHelper.js +164 -76
  42. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  43. package/Culling/Helper/transformFeedbackBoundingHelper.d.ts +11 -0
  44. package/Culling/Helper/transformFeedbackBoundingHelper.js +46 -14
  45. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  46. package/Debug/debugLayer.d.ts +1 -1
  47. package/Debug/debugLayer.js.map +1 -1
  48. package/Decorators/nodeDecorator.d.ts +1 -1
  49. package/Decorators/nodeDecorator.js +1 -1
  50. package/Decorators/nodeDecorator.js.map +1 -1
  51. package/DeviceInput/InputDevices/deviceEnums.d.ts +5 -5
  52. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  53. package/DeviceInput/eventFactory.js +3 -3
  54. package/DeviceInput/eventFactory.js.map +1 -1
  55. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +2 -2
  56. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  57. package/Engines/Extensions/engine.computeShader.d.ts +1 -1
  58. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  59. package/Engines/Extensions/engine.cubeTexture.js +2 -2
  60. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.dynamicTexture.js +2 -2
  62. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  63. package/Engines/Extensions/engine.multiRender.js +3 -3
  64. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  65. package/Engines/Extensions/engine.multiview.js +2 -2
  66. package/Engines/Extensions/engine.multiview.js.map +1 -1
  67. package/Engines/Extensions/engine.prefilteredCubeTexture.js +3 -3
  68. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  69. package/Engines/Extensions/engine.rawTexture.js +4 -4
  70. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  71. package/Engines/Extensions/engine.renderTarget.js +3 -3
  72. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  73. package/Engines/Extensions/engine.renderTargetCube.js +2 -2
  74. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  75. package/Engines/Native/nativeShaderProcessors.js +1 -2
  76. package/Engines/Native/nativeShaderProcessors.js.map +1 -1
  77. package/Engines/Processors/shaderProcessor.js +2 -3
  78. package/Engines/Processors/shaderProcessor.js.map +1 -1
  79. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -2
  80. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  81. package/Engines/WebGL/webGLShaderProcessors.js +1 -2
  82. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  83. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -2
  84. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  85. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  86. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  87. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -2
  88. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  89. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -2
  90. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  91. package/Engines/WebGPU/Extensions/engine.rawTexture.js +5 -5
  92. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  93. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -3
  94. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  95. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  96. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  97. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  98. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  99. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +81 -82
  100. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  101. package/Engines/WebGPU/webgpuCacheSampler.js +60 -64
  102. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  103. package/Engines/WebGPU/webgpuClearQuad.js +1 -2
  104. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  105. package/Engines/WebGPU/webgpuComputeContext.js +13 -15
  106. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuConstants.d.ts +39 -39
  108. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  109. package/Engines/WebGPU/webgpuHardwareTexture.js +6 -8
  110. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  111. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -2
  112. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  113. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  114. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  115. package/Engines/WebGPU/webgpuShaderProcessor.js +15 -19
  116. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  117. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +8 -10
  118. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  119. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +26 -28
  120. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  121. package/Engines/WebGPU/webgpuTextureHelper.js +413 -416
  122. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  123. package/Engines/WebGPU/webgpuTextureManager.js +50 -51
  124. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  125. package/Engines/WebGPU/webgpuTimestampQuery.js +1 -2
  126. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  127. package/Engines/abstractEngine.js +4 -4
  128. package/Engines/abstractEngine.js.map +1 -1
  129. package/Engines/engine.js +2 -2
  130. package/Engines/engine.js.map +1 -1
  131. package/Engines/nativeEngine.js +9 -9
  132. package/Engines/nativeEngine.js.map +1 -1
  133. package/Engines/nullEngine.js +5 -5
  134. package/Engines/nullEngine.js.map +1 -1
  135. package/Engines/renderTargetWrapper.js +1 -2
  136. package/Engines/renderTargetWrapper.js.map +1 -1
  137. package/Engines/shaderStore.js +6 -7
  138. package/Engines/shaderStore.js.map +1 -1
  139. package/Engines/thinEngine.js +4 -5
  140. package/Engines/thinEngine.js.map +1 -1
  141. package/Engines/webgpuEngine.d.ts +11 -0
  142. package/Engines/webgpuEngine.js +91 -72
  143. package/Engines/webgpuEngine.js.map +1 -1
  144. package/Events/deviceInputEvents.d.ts +1 -1
  145. package/Events/deviceInputEvents.js.map +1 -1
  146. package/FlowGraph/flowGraph.d.ts +1 -1
  147. package/FlowGraph/flowGraph.js +5 -5
  148. package/FlowGraph/flowGraph.js.map +1 -1
  149. package/FlowGraph/flowGraphBlock.js +2 -3
  150. package/FlowGraph/flowGraphBlock.js.map +1 -1
  151. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  152. package/FlowGraph/flowGraphConnection.js.map +1 -1
  153. package/FlowGraph/flowGraphDataConnection.js +3 -3
  154. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  155. package/FlowGraph/flowGraphExecutionBlock.js +2 -3
  156. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  157. package/FlowGraph/flowGraphSignalConnection.js +3 -3
  158. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  159. package/Gamepads/dualShockGamepad.d.ts +2 -2
  160. package/Gamepads/dualShockGamepad.js +14 -14
  161. package/Gamepads/dualShockGamepad.js.map +1 -1
  162. package/Gamepads/xboxGamepad.d.ts +2 -2
  163. package/Gamepads/xboxGamepad.js +14 -14
  164. package/Gamepads/xboxGamepad.js.map +1 -1
  165. package/Gizmos/gizmo.d.ts +2 -2
  166. package/Gizmos/gizmo.js +4 -4
  167. package/Gizmos/gizmo.js.map +1 -1
  168. package/Gizmos/gizmoManager.js +2 -2
  169. package/Gizmos/gizmoManager.js.map +1 -1
  170. package/Gizmos/scaleGizmo.js +3 -3
  171. package/Gizmos/scaleGizmo.js.map +1 -1
  172. package/Loading/sceneLoader.d.ts +1 -1
  173. package/Loading/sceneLoader.js +6 -6
  174. package/Loading/sceneLoader.js.map +1 -1
  175. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -3
  176. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  177. package/Materials/GreasedLine/greasedLinePluginMaterial.js +10 -11
  178. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  179. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +8 -9
  180. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  181. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +3 -4
  182. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/Dual/fogBlock.js +2 -3
  184. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  186. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/Dual/lightBlock.js +5 -6
  188. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -5
  190. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -8
  192. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/Dual/textureBlock.js +4 -6
  194. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -4
  196. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +1 -2
  198. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -2
  200. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -2
  202. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +5 -6
  204. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  205. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -2
  206. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  207. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +5 -6
  208. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  209. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +3 -4
  210. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  211. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +7 -9
  212. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  213. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -2
  214. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  215. package/Materials/Node/Blocks/Input/inputBlock.js +19 -21
  216. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  217. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +3 -4
  218. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  219. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -3
  220. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  221. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +4 -5
  222. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  223. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -2
  224. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  225. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -29
  226. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  227. package/Materials/Node/Blocks/PBR/reflectionBlock.js +4 -5
  228. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  229. package/Materials/Node/Blocks/PBR/refractionBlock.js +5 -6
  230. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  231. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -5
  232. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  233. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +2 -3
  234. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -2
  236. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +1 -2
  238. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -2
  240. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -2
  242. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/arcTan2Block.js +1 -2
  244. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  245. package/Materials/Node/Blocks/biPlanarBlock.js +3 -4
  246. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/clampBlock.js +4 -5
  248. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/cloudBlock.js +3 -4
  250. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/curveBlock.js +1 -2
  252. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/customBlock.js +1 -2
  254. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -2
  256. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +1 -1
  258. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +35 -35
  259. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  260. package/Materials/Node/Blocks/modBlock.js +1 -2
  261. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  262. package/Materials/Node/Blocks/remapBlock.js +3 -3
  263. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  264. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +1 -2
  265. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  266. package/Materials/Node/Blocks/transformBlock.js +1 -2
  267. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  268. package/Materials/Node/Blocks/triPlanarBlock.js +10 -12
  269. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  270. package/Materials/Node/Blocks/voronoiNoiseBlock.js +3 -4
  271. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  272. package/Materials/Node/Blocks/waveBlock.d.ts +1 -1
  273. package/Materials/Node/Blocks/waveBlock.js +4 -4
  274. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/worleyNoise3DBlock.js +3 -4
  276. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  277. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.d.ts +1 -1
  278. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode.js.map +1 -1
  279. package/Materials/Node/nodeMaterial.js +3 -4
  280. package/Materials/Node/nodeMaterial.js.map +1 -1
  281. package/Materials/Node/nodeMaterialBlock.js +5 -6
  282. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  283. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -2
  284. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +10 -10
  285. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  286. package/Materials/Node/nodeMaterialBuildState.js +18 -19
  287. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  288. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js +3 -3
  289. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
  290. package/Materials/PBR/pbrBaseMaterial.js +3 -4
  291. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  292. package/Materials/Textures/internalTexture.d.ts +1 -1
  293. package/Materials/Textures/internalTexture.js +13 -13
  294. package/Materials/Textures/internalTexture.js.map +1 -1
  295. package/Materials/Textures/ktx2decoderTypes.d.ts +1 -1
  296. package/Materials/Textures/ktx2decoderTypes.js.map +1 -1
  297. package/Materials/Textures/rawCubeTexture.js +1 -2
  298. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  299. package/Materials/effect.functions.js +2 -3
  300. package/Materials/effect.functions.js.map +1 -1
  301. package/Materials/effect.js +3 -4
  302. package/Materials/effect.js.map +1 -1
  303. package/Materials/effect.webgl.functions.js +1 -2
  304. package/Materials/effect.webgl.functions.js.map +1 -1
  305. package/Materials/material.js +7 -9
  306. package/Materials/material.js.map +1 -1
  307. package/Materials/materialPluginEvent.d.ts +1 -1
  308. package/Materials/materialPluginEvent.js.map +1 -1
  309. package/Materials/materialPluginManager.js +9 -11
  310. package/Materials/materialPluginManager.js.map +1 -1
  311. package/Materials/meshDebugPluginMaterial.d.ts +1 -1
  312. package/Materials/meshDebugPluginMaterial.js +2 -2
  313. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  314. package/Materials/shaderLanguage.d.ts +1 -1
  315. package/Materials/shaderLanguage.js.map +1 -1
  316. package/Materials/shadowDepthWrapper.js +1 -2
  317. package/Materials/shadowDepthWrapper.js.map +1 -1
  318. package/Materials/standardMaterial.js +2 -3
  319. package/Materials/standardMaterial.js.map +1 -1
  320. package/Maths/math.axis.d.ts +2 -2
  321. package/Maths/math.axis.js.map +1 -1
  322. package/Maths/math.path.d.ts +1 -1
  323. package/Maths/math.path.js +3 -3
  324. package/Maths/math.path.js.map +1 -1
  325. package/Maths/math.vector.js +32 -6
  326. package/Maths/math.vector.js.map +1 -1
  327. package/Meshes/Builders/greasedLineBuilder.d.ts +2 -2
  328. package/Meshes/Builders/greasedLineBuilder.js +21 -23
  329. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  330. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +3 -3
  331. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  332. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +14 -14
  333. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  334. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +2 -2
  335. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  336. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +2 -2
  337. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  338. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +3 -3
  339. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  340. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +3 -3
  341. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  342. package/Meshes/Node/Blocks/Set/setColorsBlock.js +2 -2
  343. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  344. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +2 -2
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eslint-disable babylonjs/available */\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { QueryType } from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUQuerySet {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _bufferManager: WebGPUBufferManager;\r\n\r\n private _count: number;\r\n private _canUseMultipleBuffers: boolean;\r\n private _querySet: GPUQuerySet;\r\n private _queryBuffer: GPUBuffer;\r\n private _dstBuffers: GPUBuffer[] = [];\r\n\r\n public get querySet(): GPUQuerySet {\r\n return this._querySet;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, count: number, type: QueryType, device: GPUDevice, bufferManager: WebGPUBufferManager, canUseMultipleBuffers = true, label?: string) {\r\n this._engine = engine;\r\n this._device = device;\r\n this._bufferManager = bufferManager;\r\n this._count = count;\r\n this._canUseMultipleBuffers = canUseMultipleBuffers;\r\n\r\n this._querySet = device.createQuerySet({\r\n label: label ?? \"QuerySet\",\r\n type,\r\n count,\r\n });\r\n\r\n this._queryBuffer = bufferManager.createRawBuffer(8 * count, WebGPUConstants.BufferUsage.QueryResolve | WebGPUConstants.BufferUsage.CopySrc, undefined, \"QueryBuffer\");\r\n\r\n if (!canUseMultipleBuffers) {\r\n this._dstBuffers.push(\r\n this._bufferManager.createRawBuffer(\r\n 8 * this._count,\r\n WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst,\r\n undefined,\r\n \"QueryBufferNoMultipleBuffers\"\r\n )\r\n );\r\n }\r\n }\r\n\r\n private _getBuffer(firstQuery: number, queryCount: number): GPUBuffer | null {\r\n if (!this._canUseMultipleBuffers && this._dstBuffers.length === 0) {\r\n return null;\r\n }\r\n\r\n const encoderResult = this._device.createCommandEncoder();\r\n\r\n let buffer: GPUBuffer;\r\n if (this._dstBuffers.length === 0) {\r\n buffer = this._bufferManager.createRawBuffer(\r\n 8 * this._count,\r\n WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst,\r\n undefined,\r\n \"QueryBufferAdditionalBuffer\"\r\n );\r\n } else {\r\n buffer = this._dstBuffers[this._dstBuffers.length - 1];\r\n this._dstBuffers.length--;\r\n }\r\n\r\n encoderResult.resolveQuerySet(this._querySet, firstQuery, queryCount, this._queryBuffer, 0);\r\n encoderResult.copyBufferToBuffer(this._queryBuffer, 0, buffer, 0, 8 * queryCount);\r\n\r\n this._device.queue.submit([encoderResult.finish()]);\r\n\r\n return buffer;\r\n }\r\n\r\n public async readValues(firstQuery = 0, queryCount = 1): Promise<BigUint64Array | null> {\r\n const buffer = this._getBuffer(firstQuery, queryCount);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n const engineId = this._engine.uniqueId;\r\n\r\n return buffer.mapAsync(WebGPUConstants.MapMode.Read).then(\r\n () => {\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange()).slice();\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return arrayBuf;\r\n },\r\n (err) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // Engine disposed or context loss/restoration\r\n return null;\r\n }\r\n throw err;\r\n }\r\n );\r\n }\r\n\r\n public async readValue(firstQuery = 0): Promise<number | null> {\r\n const buffer = this._getBuffer(firstQuery, 1);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n const engineId = this._engine.uniqueId;\r\n\r\n return buffer.mapAsync(WebGPUConstants.MapMode.Read).then(\r\n () => {\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange());\r\n const value = Number(arrayBuf[0]);\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return value;\r\n },\r\n (err) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // Engine disposed or context loss/restoration\r\n return 0;\r\n }\r\n throw err;\r\n }\r\n );\r\n }\r\n\r\n public async readTwoValuesAndSubtract(firstQuery = 0): Promise<number | null> {\r\n const buffer = this._getBuffer(firstQuery, 2);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n const engineId = this._engine.uniqueId;\r\n\r\n return buffer.mapAsync(WebGPUConstants.MapMode.Read).then(\r\n () => {\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange());\r\n const value = Number(arrayBuf[1] - arrayBuf[0]);\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return value;\r\n },\r\n (err) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // Engine disposed or context loss/restoration\r\n return 0;\r\n }\r\n throw err;\r\n }\r\n );\r\n }\r\n\r\n public dispose() {\r\n this._querySet.destroy();\r\n this._bufferManager.releaseBuffer(this._queryBuffer);\r\n for (let i = 0; i < this._dstBuffers.length; ++i) {\r\n this._bufferManager.releaseBuffer(this._dstBuffers[i]);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { QueryType } from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUQuerySet {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _bufferManager: WebGPUBufferManager;\r\n\r\n private _count: number;\r\n private _canUseMultipleBuffers: boolean;\r\n private _querySet: GPUQuerySet;\r\n private _queryBuffer: GPUBuffer;\r\n private _dstBuffers: GPUBuffer[] = [];\r\n\r\n public get querySet(): GPUQuerySet {\r\n return this._querySet;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, count: number, type: QueryType, device: GPUDevice, bufferManager: WebGPUBufferManager, canUseMultipleBuffers = true, label?: string) {\r\n this._engine = engine;\r\n this._device = device;\r\n this._bufferManager = bufferManager;\r\n this._count = count;\r\n this._canUseMultipleBuffers = canUseMultipleBuffers;\r\n\r\n this._querySet = device.createQuerySet({\r\n label: label ?? \"QuerySet\",\r\n type,\r\n count,\r\n });\r\n\r\n this._queryBuffer = bufferManager.createRawBuffer(8 * count, WebGPUConstants.BufferUsage.QueryResolve | WebGPUConstants.BufferUsage.CopySrc, undefined, \"QueryBuffer\");\r\n\r\n if (!canUseMultipleBuffers) {\r\n this._dstBuffers.push(\r\n this._bufferManager.createRawBuffer(\r\n 8 * this._count,\r\n WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst,\r\n undefined,\r\n \"QueryBufferNoMultipleBuffers\"\r\n )\r\n );\r\n }\r\n }\r\n\r\n private _getBuffer(firstQuery: number, queryCount: number): GPUBuffer | null {\r\n if (!this._canUseMultipleBuffers && this._dstBuffers.length === 0) {\r\n return null;\r\n }\r\n\r\n const encoderResult = this._device.createCommandEncoder();\r\n\r\n let buffer: GPUBuffer;\r\n if (this._dstBuffers.length === 0) {\r\n buffer = this._bufferManager.createRawBuffer(\r\n 8 * this._count,\r\n WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst,\r\n undefined,\r\n \"QueryBufferAdditionalBuffer\"\r\n );\r\n } else {\r\n buffer = this._dstBuffers[this._dstBuffers.length - 1];\r\n this._dstBuffers.length--;\r\n }\r\n\r\n encoderResult.resolveQuerySet(this._querySet, firstQuery, queryCount, this._queryBuffer, 0);\r\n encoderResult.copyBufferToBuffer(this._queryBuffer, 0, buffer, 0, 8 * queryCount);\r\n\r\n this._device.queue.submit([encoderResult.finish()]);\r\n\r\n return buffer;\r\n }\r\n\r\n public async readValues(firstQuery = 0, queryCount = 1): Promise<BigUint64Array | null> {\r\n const buffer = this._getBuffer(firstQuery, queryCount);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n const engineId = this._engine.uniqueId;\r\n\r\n return buffer.mapAsync(WebGPUConstants.MapMode.Read).then(\r\n () => {\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange()).slice();\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return arrayBuf;\r\n },\r\n (err) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // Engine disposed or context loss/restoration\r\n return null;\r\n }\r\n throw err;\r\n }\r\n );\r\n }\r\n\r\n public async readValue(firstQuery = 0): Promise<number | null> {\r\n const buffer = this._getBuffer(firstQuery, 1);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n const engineId = this._engine.uniqueId;\r\n\r\n return buffer.mapAsync(WebGPUConstants.MapMode.Read).then(\r\n () => {\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange());\r\n const value = Number(arrayBuf[0]);\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return value;\r\n },\r\n (err) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // Engine disposed or context loss/restoration\r\n return 0;\r\n }\r\n throw err;\r\n }\r\n );\r\n }\r\n\r\n public async readTwoValuesAndSubtract(firstQuery = 0): Promise<number | null> {\r\n const buffer = this._getBuffer(firstQuery, 2);\r\n if (buffer === null) {\r\n return null;\r\n }\r\n const engineId = this._engine.uniqueId;\r\n\r\n return buffer.mapAsync(WebGPUConstants.MapMode.Read).then(\r\n () => {\r\n const arrayBuf = new BigUint64Array(buffer.getMappedRange());\r\n const value = Number(arrayBuf[1] - arrayBuf[0]);\r\n\r\n buffer.unmap();\r\n\r\n this._dstBuffers[this._dstBuffers.length] = buffer;\r\n\r\n return value;\r\n },\r\n (err) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // Engine disposed or context loss/restoration\r\n return 0;\r\n }\r\n throw err;\r\n }\r\n );\r\n }\r\n\r\n public dispose() {\r\n this._querySet.destroy();\r\n this._bufferManager.releaseBuffer(this._queryBuffer);\r\n for (let i = 0; i < this._dstBuffers.length; ++i) {\r\n this._bufferManager.releaseBuffer(this._dstBuffers[i]);\r\n }\r\n }\r\n}\r\n"]}
@@ -1,11 +1,7 @@
1
- /* eslint-disable babylonjs/available */
2
- /* eslint-disable jsdoc/require-jsdoc */
3
- import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
4
- import * as WebGPUConstants from "./webgpuConstants.js";
5
1
  /** @internal */
6
2
  export class WebGPUShaderProcessor {
7
3
  constructor() {
8
- this.shaderLanguage = ShaderLanguage.GLSL;
4
+ this.shaderLanguage = 0 /* ShaderLanguage.GLSL */;
9
5
  }
10
6
  _addUniformToLeftOverUBO(name, uniformType, preProcessors) {
11
7
  let length = 0;
@@ -32,8 +28,8 @@ export class WebGPUShaderProcessor {
32
28
  binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),
33
29
  };
34
30
  this._webgpuProcessingContext.availableBuffers[name] = availableUBO;
35
- this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, true);
36
- this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, false);
31
+ this._addBufferBindingDescription(name, availableUBO, "uniform" /* WebGPUConstants.BufferBindingType.Uniform */, true);
32
+ this._addBufferBindingDescription(name, availableUBO, "uniform" /* WebGPUConstants.BufferBindingType.Uniform */, false);
37
33
  }
38
34
  return this._generateLeftOverUBOCode(name, availableUBO);
39
35
  }
@@ -111,7 +107,7 @@ export class WebGPUShaderProcessor {
111
107
  binding: bindingIndex,
112
108
  visibility: 0,
113
109
  storageTexture: {
114
- access: WebGPUConstants.StorageTextureAccess.WriteOnly,
110
+ access: "write-only" /* WebGPUConstants.StorageTextureAccess.WriteOnly */,
115
111
  format,
116
112
  viewDimension: dimension,
117
113
  },
@@ -133,10 +129,10 @@ export class WebGPUShaderProcessor {
133
129
  }
134
130
  bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;
135
131
  if (isVertex) {
136
- this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;
132
+ this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= 1 /* WebGPUConstants.ShaderStage.Vertex */;
137
133
  }
138
134
  else {
139
- this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;
135
+ this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= 2 /* WebGPUConstants.ShaderStage.Fragment */;
140
136
  }
141
137
  }
142
138
  _addSamplerBindingDescription(name, samplerInfo, isVertex) {
@@ -158,10 +154,10 @@ export class WebGPUShaderProcessor {
158
154
  }
159
155
  bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;
160
156
  if (isVertex) {
161
- this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;
157
+ this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= 1 /* WebGPUConstants.ShaderStage.Vertex */;
162
158
  }
163
159
  else {
164
- this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;
160
+ this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= 2 /* WebGPUConstants.ShaderStage.Fragment */;
165
161
  }
166
162
  }
167
163
  _addBufferBindingDescription(name, uniformBufferInfo, bufferType, isVertex) {
@@ -183,10 +179,10 @@ export class WebGPUShaderProcessor {
183
179
  }
184
180
  bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;
185
181
  if (isVertex) {
186
- this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;
182
+ this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= 1 /* WebGPUConstants.ShaderStage.Vertex */;
187
183
  }
188
184
  else {
189
- this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;
185
+ this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= 2 /* WebGPUConstants.ShaderStage.Fragment */;
190
186
  }
191
187
  }
192
188
  }
@@ -253,11 +249,11 @@ WebGPUShaderProcessor._TextureTypeByWebGLSamplerType = {
253
249
  };
254
250
  // eslint-disable-next-line @typescript-eslint/naming-convention
255
251
  WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType = {
256
- textureCube: WebGPUConstants.TextureViewDimension.Cube,
257
- textureCubeArray: WebGPUConstants.TextureViewDimension.CubeArray,
258
- texture2D: WebGPUConstants.TextureViewDimension.E2d,
259
- texture2DArray: WebGPUConstants.TextureViewDimension.E2dArray,
260
- texture3D: WebGPUConstants.TextureViewDimension.E3d,
252
+ textureCube: "cube" /* WebGPUConstants.TextureViewDimension.Cube */,
253
+ textureCubeArray: "cube-array" /* WebGPUConstants.TextureViewDimension.CubeArray */,
254
+ texture2D: "2d" /* WebGPUConstants.TextureViewDimension.E2d */,
255
+ texture2DArray: "2d-array" /* WebGPUConstants.TextureViewDimension.E2dArray */,
256
+ texture3D: "3d" /* WebGPUConstants.TextureViewDimension.E3d */,
261
257
  };
262
258
  // if the webgl sampler type is not listed in this array, "sampler" is taken by default
263
259
  // eslint-disable-next-line @typescript-eslint/naming-convention
@@ -1 +1 @@
1
- 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUSamplerDescription, WebGPUShaderProcessingContext, WebGPUTextureDescription, WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\n\r\n/** @internal */\r\nexport abstract class WebGPUShaderProcessor implements IShaderProcessor {\r\n public static readonly LeftOvertUBOName = \"LeftOver\";\r\n public static readonly InternalsUBOName = \"Internals\";\r\n\r\n public static UniformSizes: { [type: string]: number } = {\r\n // GLSL types\r\n bool: 1,\r\n int: 1,\r\n float: 1,\r\n vec2: 2,\r\n ivec2: 2,\r\n uvec2: 2,\r\n vec3: 3,\r\n ivec3: 3,\r\n uvec3: 3,\r\n vec4: 4,\r\n ivec4: 4,\r\n uvec4: 4,\r\n mat2: 4,\r\n mat3: 12,\r\n mat4: 16,\r\n\r\n // WGSL types\r\n i32: 1,\r\n u32: 1,\r\n f32: 1,\r\n mat2x2: 4,\r\n mat3x3: 12,\r\n mat4x4: 16,\r\n mat2x2f: 4,\r\n mat3x3f: 12,\r\n mat4x4f: 16,\r\n vec2i: 2,\r\n vec3i: 3,\r\n vec4i: 4,\r\n vec2u: 2,\r\n vec3u: 3,\r\n vec4u: 4,\r\n vec2f: 2,\r\n vec3f: 3,\r\n vec4f: 4,\r\n vec2h: 1,\r\n vec3h: 2,\r\n vec4h: 2,\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerFunctionByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"sampler2D\",\r\n sampler2DArray: \"sampler2DArray\",\r\n sampler2DShadow: \"sampler2DShadow\",\r\n sampler2DArrayShadow: \"sampler2DArrayShadow\",\r\n samplerCube: \"samplerCube\",\r\n sampler3D: \"sampler3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _TextureTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"texture2D\",\r\n sampler2DArray: \"texture2DArray\",\r\n sampler2DShadow: \"texture2D\",\r\n sampler2DArrayShadow: \"texture2DArray\",\r\n samplerCube: \"textureCube\",\r\n samplerCubeArray: \"textureCubeArray\",\r\n sampler3D: \"texture3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _GpuTextureViewDimensionByWebGPUTextureType: { [key: string]: GPUTextureViewDimension } = {\r\n textureCube: WebGPUConstants.TextureViewDimension.Cube,\r\n textureCubeArray: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture2D: WebGPUConstants.TextureViewDimension.E2d,\r\n texture2DArray: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture3D: WebGPUConstants.TextureViewDimension.E3d,\r\n };\r\n\r\n // if the webgl sampler type is not listed in this array, \"sampler\" is taken by default\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2DShadow: \"samplerShadow\",\r\n sampler2DArrayShadow: \"samplerShadow\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _IsComparisonSamplerByWebGPUSamplerType: { [key: string]: boolean } = {\r\n samplerShadow: true,\r\n samplerArrayShadow: true,\r\n sampler: false,\r\n };\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n protected _webgpuProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected abstract _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number];\r\n protected abstract _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string;\r\n\r\n protected _addUniformToLeftOverUBO(name: string, uniformType: string, preProcessors: { [key: string]: string }): void {\r\n let length = 0;\r\n\r\n [name, uniformType, length] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.leftOverUniforms.length; i++) {\r\n if (this._webgpuProcessingContext.leftOverUniforms[i].name === name) {\r\n return;\r\n }\r\n }\r\n\r\n this._webgpuProcessingContext.leftOverUniforms.push({\r\n name,\r\n type: uniformType,\r\n length,\r\n });\r\n }\r\n\r\n protected _buildLeftOverUBO(): string {\r\n if (!this._webgpuProcessingContext.leftOverUniforms.length) {\r\n return \"\";\r\n }\r\n const name = WebGPUShaderProcessor.LeftOvertUBOName;\r\n let availableUBO = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!availableUBO) {\r\n availableUBO = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n };\r\n this._webgpuProcessingContext.availableBuffers[name] = availableUBO;\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, true);\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, false);\r\n }\r\n\r\n return this._generateLeftOverUBOCode(name, availableUBO);\r\n }\r\n\r\n protected _collectBindingNames(): void {\r\n // collect all the binding names for faster processing in WebGPUCacheBindGroup\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n if (setDefinition === undefined) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[i] = [];\r\n continue;\r\n }\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n const name = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const nameInArrayOfTexture = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].nameInArrayOfTexture;\r\n if (entry) {\r\n if (entry.texture || entry.externalTexture || entry.storageTexture) {\r\n this._webgpuProcessingContext.textureNames.push(nameInArrayOfTexture!);\r\n } else if (entry.sampler) {\r\n this._webgpuProcessingContext.samplerNames.push(name);\r\n } else if (entry.buffer) {\r\n this._webgpuProcessingContext.bufferNames.push(name);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _preCreateBindGroupEntries(): void {\r\n const bindGroupEntries = this._webgpuProcessingContext.bindGroupEntries;\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries: GPUBindGroupEntry[] = [];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.sampler || entry.texture || entry.storageTexture || entry.externalTexture) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: undefined as any,\r\n });\r\n } else if (entry.buffer) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: {\r\n buffer: undefined as any,\r\n offset: 0,\r\n size: 0,\r\n },\r\n });\r\n }\r\n }\r\n\r\n bindGroupEntries[i] = entries;\r\n }\r\n }\r\n\r\n protected _addTextureBindingDescription(\r\n name: string,\r\n textureInfo: WebGPUTextureDescription,\r\n textureIndex: number,\r\n dimension: Nullable<GPUTextureViewDimension>,\r\n format: Nullable<GPUTextureFormat>,\r\n isVertex: boolean\r\n ): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = textureInfo.textures[textureIndex];\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n let len;\r\n if (dimension === null) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n externalTexture: {},\r\n });\r\n } else if (format) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n storageTexture: {\r\n access: WebGPUConstants.StorageTextureAccess.WriteOnly,\r\n format,\r\n viewDimension: dimension,\r\n },\r\n });\r\n } else {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n texture: {\r\n sampleType: textureInfo.sampleType,\r\n viewDimension: dimension,\r\n multisampled: false,\r\n },\r\n });\r\n }\r\n const textureName = textureInfo.isTextureArray ? name + textureIndex : name;\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1, nameInArrayOfTexture: textureName };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addSamplerBindingDescription(name: string, samplerInfo: WebGPUSamplerDescription, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = samplerInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n sampler: {\r\n type: samplerInfo.type,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addBufferBindingDescription(name: string, uniformBufferInfo: WebGPUBufferDescription, bufferType: GPUBufferBindingType, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = uniformBufferInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n buffer: {\r\n type: bufferType,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n}\r\n"]}
1
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUSamplerDescription, WebGPUShaderProcessingContext, WebGPUTextureDescription, WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\n\r\n/** @internal */\r\nexport abstract class WebGPUShaderProcessor implements IShaderProcessor {\r\n public static readonly LeftOvertUBOName = \"LeftOver\";\r\n public static readonly InternalsUBOName = \"Internals\";\r\n\r\n public static UniformSizes: { [type: string]: number } = {\r\n // GLSL types\r\n bool: 1,\r\n int: 1,\r\n float: 1,\r\n vec2: 2,\r\n ivec2: 2,\r\n uvec2: 2,\r\n vec3: 3,\r\n ivec3: 3,\r\n uvec3: 3,\r\n vec4: 4,\r\n ivec4: 4,\r\n uvec4: 4,\r\n mat2: 4,\r\n mat3: 12,\r\n mat4: 16,\r\n\r\n // WGSL types\r\n i32: 1,\r\n u32: 1,\r\n f32: 1,\r\n mat2x2: 4,\r\n mat3x3: 12,\r\n mat4x4: 16,\r\n mat2x2f: 4,\r\n mat3x3f: 12,\r\n mat4x4f: 16,\r\n vec2i: 2,\r\n vec3i: 3,\r\n vec4i: 4,\r\n vec2u: 2,\r\n vec3u: 3,\r\n vec4u: 4,\r\n vec2f: 2,\r\n vec3f: 3,\r\n vec4f: 4,\r\n vec2h: 1,\r\n vec3h: 2,\r\n vec4h: 2,\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerFunctionByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"sampler2D\",\r\n sampler2DArray: \"sampler2DArray\",\r\n sampler2DShadow: \"sampler2DShadow\",\r\n sampler2DArrayShadow: \"sampler2DArrayShadow\",\r\n samplerCube: \"samplerCube\",\r\n sampler3D: \"sampler3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _TextureTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"texture2D\",\r\n sampler2DArray: \"texture2DArray\",\r\n sampler2DShadow: \"texture2D\",\r\n sampler2DArrayShadow: \"texture2DArray\",\r\n samplerCube: \"textureCube\",\r\n samplerCubeArray: \"textureCubeArray\",\r\n sampler3D: \"texture3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _GpuTextureViewDimensionByWebGPUTextureType: { [key: string]: GPUTextureViewDimension } = {\r\n textureCube: WebGPUConstants.TextureViewDimension.Cube,\r\n textureCubeArray: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture2D: WebGPUConstants.TextureViewDimension.E2d,\r\n texture2DArray: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture3D: WebGPUConstants.TextureViewDimension.E3d,\r\n };\r\n\r\n // if the webgl sampler type is not listed in this array, \"sampler\" is taken by default\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2DShadow: \"samplerShadow\",\r\n sampler2DArrayShadow: \"samplerShadow\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _IsComparisonSamplerByWebGPUSamplerType: { [key: string]: boolean } = {\r\n samplerShadow: true,\r\n samplerArrayShadow: true,\r\n sampler: false,\r\n };\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n protected _webgpuProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected abstract _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number];\r\n protected abstract _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string;\r\n\r\n protected _addUniformToLeftOverUBO(name: string, uniformType: string, preProcessors: { [key: string]: string }): void {\r\n let length = 0;\r\n\r\n [name, uniformType, length] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.leftOverUniforms.length; i++) {\r\n if (this._webgpuProcessingContext.leftOverUniforms[i].name === name) {\r\n return;\r\n }\r\n }\r\n\r\n this._webgpuProcessingContext.leftOverUniforms.push({\r\n name,\r\n type: uniformType,\r\n length,\r\n });\r\n }\r\n\r\n protected _buildLeftOverUBO(): string {\r\n if (!this._webgpuProcessingContext.leftOverUniforms.length) {\r\n return \"\";\r\n }\r\n const name = WebGPUShaderProcessor.LeftOvertUBOName;\r\n let availableUBO = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!availableUBO) {\r\n availableUBO = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n };\r\n this._webgpuProcessingContext.availableBuffers[name] = availableUBO;\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, true);\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, false);\r\n }\r\n\r\n return this._generateLeftOverUBOCode(name, availableUBO);\r\n }\r\n\r\n protected _collectBindingNames(): void {\r\n // collect all the binding names for faster processing in WebGPUCacheBindGroup\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n if (setDefinition === undefined) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[i] = [];\r\n continue;\r\n }\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n const name = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const nameInArrayOfTexture = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].nameInArrayOfTexture;\r\n if (entry) {\r\n if (entry.texture || entry.externalTexture || entry.storageTexture) {\r\n this._webgpuProcessingContext.textureNames.push(nameInArrayOfTexture!);\r\n } else if (entry.sampler) {\r\n this._webgpuProcessingContext.samplerNames.push(name);\r\n } else if (entry.buffer) {\r\n this._webgpuProcessingContext.bufferNames.push(name);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _preCreateBindGroupEntries(): void {\r\n const bindGroupEntries = this._webgpuProcessingContext.bindGroupEntries;\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries: GPUBindGroupEntry[] = [];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.sampler || entry.texture || entry.storageTexture || entry.externalTexture) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: undefined as any,\r\n });\r\n } else if (entry.buffer) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: {\r\n buffer: undefined as any,\r\n offset: 0,\r\n size: 0,\r\n },\r\n });\r\n }\r\n }\r\n\r\n bindGroupEntries[i] = entries;\r\n }\r\n }\r\n\r\n protected _addTextureBindingDescription(\r\n name: string,\r\n textureInfo: WebGPUTextureDescription,\r\n textureIndex: number,\r\n dimension: Nullable<GPUTextureViewDimension>,\r\n format: Nullable<GPUTextureFormat>,\r\n isVertex: boolean\r\n ): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = textureInfo.textures[textureIndex];\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n let len;\r\n if (dimension === null) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n externalTexture: {},\r\n });\r\n } else if (format) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n storageTexture: {\r\n access: WebGPUConstants.StorageTextureAccess.WriteOnly,\r\n format,\r\n viewDimension: dimension,\r\n },\r\n });\r\n } else {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n texture: {\r\n sampleType: textureInfo.sampleType,\r\n viewDimension: dimension,\r\n multisampled: false,\r\n },\r\n });\r\n }\r\n const textureName = textureInfo.isTextureArray ? name + textureIndex : name;\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1, nameInArrayOfTexture: textureName };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addSamplerBindingDescription(name: string, samplerInfo: WebGPUSamplerDescription, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = samplerInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n sampler: {\r\n type: samplerInfo.type,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addBufferBindingDescription(name: string, uniformBufferInfo: WebGPUBufferDescription, bufferType: GPUBufferBindingType, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = uniformBufferInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n buffer: {\r\n type: bufferType,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,8 +1,6 @@
1
1
  import { WebGPUShaderProcessingContext } from "./webgpuShaderProcessingContext.js";
2
- import * as WebGPUConstants from "./webgpuConstants.js";
3
2
  import { Logger } from "../../Misc/logger.js";
4
3
  import { WebGPUShaderProcessor } from "./webgpuShaderProcessor.js";
5
- import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
6
4
  import { InjectStartingAndEndingCode } from "../../Misc/codeStringParsingTools.js";
7
5
 
8
6
  /** @internal */
@@ -13,7 +11,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
13
11
  this._textureArrayProcessing = [];
14
12
  this._vertexIsGLES3 = false;
15
13
  this._fragmentIsGLES3 = false;
16
- this.shaderLanguage = ShaderLanguage.GLSL;
14
+ this.shaderLanguage = 0 /* ShaderLanguage.GLSL */;
17
15
  this.parseGLES3 = true;
18
16
  }
19
17
  _getArraySize(name, type, preProcessors) {
@@ -132,7 +130,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
132
130
  isTextureArray: arraySize > 0,
133
131
  isStorageTexture: false,
134
132
  textures: [],
135
- sampleType: WebGPUConstants.TextureSampleType.Float,
133
+ sampleType: "float" /* WebGPUConstants.TextureSampleType.Float */,
136
134
  };
137
135
  for (let i = 0; i < (arraySize || 1); ++i) {
138
136
  textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());
@@ -140,7 +138,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
140
138
  }
141
139
  const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? "sampler";
142
140
  const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];
143
- const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;
141
+ const samplerBindingType = isComparisonSampler ? "comparison" /* WebGPUConstants.SamplerBindingType.Comparison */ : "filtering" /* WebGPUConstants.SamplerBindingType.Filtering */;
144
142
  const samplerName = name + `Sampler`;
145
143
  let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];
146
144
  if (!samplerInfo) {
@@ -154,12 +152,12 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
154
152
  uniformType = uniformType.substr(1);
155
153
  }
156
154
  const sampleType = isComparisonSampler
157
- ? WebGPUConstants.TextureSampleType.Depth
155
+ ? "depth" /* WebGPUConstants.TextureSampleType.Depth */
158
156
  : componentType === "u"
159
- ? WebGPUConstants.TextureSampleType.Uint
157
+ ? "uint" /* WebGPUConstants.TextureSampleType.Uint */
160
158
  : componentType === "i"
161
- ? WebGPUConstants.TextureSampleType.Sint
162
- : WebGPUConstants.TextureSampleType.Float;
159
+ ? "sint" /* WebGPUConstants.TextureSampleType.Sint */
160
+ : "float" /* WebGPUConstants.TextureSampleType.Float */;
163
161
  textureInfo.sampleType = sampleType;
164
162
  const isTextureArray = arraySize > 0;
165
163
  const samplerGroupIndex = samplerInfo.binding.groupIndex;
@@ -219,7 +217,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
219
217
  uniformBufferInfo = { binding };
220
218
  this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;
221
219
  }
222
- this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);
220
+ this._addBufferBindingDescription(name, uniformBufferInfo, "uniform" /* WebGPUConstants.BufferBindingType.Uniform */, !isFragment);
223
221
  uniformBuffer = uniformBuffer.replace("uniform", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);
224
222
  }
225
223
  return uniformBuffer;
@@ -1 +1 @@
1
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport { InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { Constants } from \"../constants\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public override shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substr(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType = numComponents < 0 ? (numComponents === -1 ? \"int\" : \"ivec\" + -numComponents) : numComponents === 1 ? \"uint\" : \"uvec\" + numComponents;\r\n const newName = `_int_${name}_`;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${newType} ${newName}; ${attributeType} ${name} = ${attributeType}(${newName});`);\r\n } else {\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + Constants.AUTOSAMPLERSUFFIX;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substr(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(\r\n code: string,\r\n defines: string[],\r\n isFragment: boolean,\r\n _processingContext: Nullable<ShaderProcessingContext>,\r\n _parameters?: { [key: string]: number | string | boolean | undefined }\r\n ): string {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = InjectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n // isNDCHalfZRange is always true in WebGPU\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport { InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { Constants } from \"../constants\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public override shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substr(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType = numComponents < 0 ? (numComponents === -1 ? \"int\" : \"ivec\" + -numComponents) : numComponents === 1 ? \"uint\" : \"uvec\" + numComponents;\r\n const newName = `_int_${name}_`;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${newType} ${newName}; ${attributeType} ${name} = ${attributeType}(${newName});`);\r\n } else {\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + Constants.AUTOSAMPLERSUFFIX;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substr(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(\r\n code: string,\r\n defines: string[],\r\n isFragment: boolean,\r\n _processingContext: Nullable<ShaderProcessingContext>,\r\n _parameters?: { [key: string]: number | string | boolean | undefined }\r\n ): string {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = InjectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n // isNDCHalfZRange is always true in WebGPU\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
@@ -1,9 +1,7 @@
1
1
  import { WebGPUShaderProcessingContext } from "./webgpuShaderProcessingContext.js";
2
- import * as WebGPUConstants from "./webgpuConstants.js";
3
2
  import { Logger } from "../../Misc/logger.js";
4
3
  import { WebGPUShaderProcessor } from "./webgpuShaderProcessor.js";
5
4
  import { RemoveComments, InjectStartingAndEndingCode } from "../../Misc/codeStringParsingTools.js";
6
- import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
7
5
 
8
6
  import "../../ShadersWGSL/ShadersInclude/bonesDeclaration.js";
9
7
  import "../../ShadersWGSL/ShadersInclude/bonesVertex.js";
@@ -42,29 +40,29 @@ const builtInName_frag_depth = "fragmentOutputs.fragDepth";
42
40
  const leftOverVarName = "uniforms";
43
41
  const internalsVarName = "internals";
44
42
  const gpuTextureViewDimensionByWebGPUTextureFunction = {
45
- texture_1d: WebGPUConstants.TextureViewDimension.E1d,
46
- texture_2d: WebGPUConstants.TextureViewDimension.E2d,
47
- texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,
48
- texture_3d: WebGPUConstants.TextureViewDimension.E3d,
49
- texture_cube: WebGPUConstants.TextureViewDimension.Cube,
50
- texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,
51
- texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,
52
- texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,
53
- texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,
54
- texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,
55
- texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,
56
- texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,
57
- texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,
58
- texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,
59
- texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,
60
- texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,
43
+ texture_1d: "1d" /* WebGPUConstants.TextureViewDimension.E1d */,
44
+ texture_2d: "2d" /* WebGPUConstants.TextureViewDimension.E2d */,
45
+ texture_2d_array: "2d-array" /* WebGPUConstants.TextureViewDimension.E2dArray */,
46
+ texture_3d: "3d" /* WebGPUConstants.TextureViewDimension.E3d */,
47
+ texture_cube: "cube" /* WebGPUConstants.TextureViewDimension.Cube */,
48
+ texture_cube_array: "cube-array" /* WebGPUConstants.TextureViewDimension.CubeArray */,
49
+ texture_multisampled_2d: "2d" /* WebGPUConstants.TextureViewDimension.E2d */,
50
+ texture_depth_2d: "2d" /* WebGPUConstants.TextureViewDimension.E2d */,
51
+ texture_depth_2d_array: "2d-array" /* WebGPUConstants.TextureViewDimension.E2dArray */,
52
+ texture_depth_cube: "cube" /* WebGPUConstants.TextureViewDimension.Cube */,
53
+ texture_depth_cube_array: "cube-array" /* WebGPUConstants.TextureViewDimension.CubeArray */,
54
+ texture_depth_multisampled_2d: "2d" /* WebGPUConstants.TextureViewDimension.E2d */,
55
+ texture_storage_1d: "1d" /* WebGPUConstants.TextureViewDimension.E1d */,
56
+ texture_storage_2d: "2d" /* WebGPUConstants.TextureViewDimension.E2d */,
57
+ texture_storage_2d_array: "2d-array" /* WebGPUConstants.TextureViewDimension.E2dArray */,
58
+ texture_storage_3d: "3d" /* WebGPUConstants.TextureViewDimension.E3d */,
61
59
  texture_external: null,
62
60
  };
63
61
  /** @internal */
64
62
  export class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {
65
63
  constructor() {
66
64
  super(...arguments);
67
- this.shaderLanguage = ShaderLanguage.WGSL;
65
+ this.shaderLanguage = 1 /* ShaderLanguage.WGSL */;
68
66
  this.uniformRegexp = /uniform\s+(\w+)\s*:\s*(.+)\s*;/;
69
67
  this.textureRegexp = /var\s+(\w+)\s*:\s*((array<\s*)?(texture_\w+)\s*(<\s*(.+)\s*>)?\s*(,\s*\w+\s*>\s*)?);/;
70
68
  this.noPrecision = true;
@@ -203,7 +201,7 @@ export class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {
203
201
  isTextureArray: arraySize > 0,
204
202
  isStorageTexture,
205
203
  textures: [],
206
- sampleType: WebGPUConstants.TextureSampleType.Float,
204
+ sampleType: "float" /* WebGPUConstants.TextureSampleType.Float */,
207
205
  };
208
206
  arraySize = arraySize || 1;
209
207
  for (let i = 0; i < arraySize; ++i) {
@@ -217,12 +215,12 @@ export class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {
217
215
  const isDepthTexture = textureFunc.indexOf("depth") > 0;
218
216
  const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];
219
217
  const sampleType = isDepthTexture
220
- ? WebGPUConstants.TextureSampleType.Depth
218
+ ? "depth" /* WebGPUConstants.TextureSampleType.Depth */
221
219
  : componentType === "u32"
222
- ? WebGPUConstants.TextureSampleType.Uint
220
+ ? "uint" /* WebGPUConstants.TextureSampleType.Uint */
223
221
  : componentType === "i32"
224
- ? WebGPUConstants.TextureSampleType.Sint
225
- : WebGPUConstants.TextureSampleType.Float;
222
+ ? "sint" /* WebGPUConstants.TextureSampleType.Sint */
223
+ : "float" /* WebGPUConstants.TextureSampleType.Float */;
226
224
  textureInfo.sampleType = sampleType;
227
225
  if (textureDimension === undefined) {
228
226
  // eslint-disable-next-line no-throw-literal
@@ -383,7 +381,7 @@ export class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {
383
381
  const samplerType = match[2]; // sampler or sampler_comparison
384
382
  const suffixLessLength = name.length - `Sampler`.length;
385
383
  const textureName = name.lastIndexOf(`Sampler`) === suffixLessLength ? name.substring(0, suffixLessLength) : null;
386
- const samplerBindingType = samplerType === "sampler_comparison" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;
384
+ const samplerBindingType = samplerType === "sampler_comparison" ? "comparison" /* WebGPUConstants.SamplerBindingType.Comparison */ : "filtering" /* WebGPUConstants.SamplerBindingType.Filtering */;
387
385
  if (textureName) {
388
386
  const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];
389
387
  if (textureInfo) {
@@ -440,10 +438,10 @@ export class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {
440
438
  this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;
441
439
  }
442
440
  this._addBufferBindingDescription(name, this._webgpuProcessingContext.availableBuffers[name], decoration === "read_write"
443
- ? WebGPUConstants.BufferBindingType.Storage
441
+ ? "storage" /* WebGPUConstants.BufferBindingType.Storage */
444
442
  : type === "storage"
445
- ? WebGPUConstants.BufferBindingType.ReadOnlyStorage
446
- : WebGPUConstants.BufferBindingType.Uniform, isVertex);
443
+ ? "read-only-storage" /* WebGPUConstants.BufferBindingType.ReadOnlyStorage */
444
+ : "uniform" /* WebGPUConstants.BufferBindingType.Uniform */, isVertex);
447
445
  const groupIndex = bufferInfo.binding.groupIndex;
448
446
  const bindingIndex = bufferInfo.binding.bindingIndex;
449
447
  const part1 = code.substring(0, match.index);