@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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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Finalize, Initialize, PreProcess } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { ComputeCompilationMessages } from \"../Engines/Extensions/engine.computeShader\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\nexport type IComputeShaderPath = {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n};\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath | string;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath | string, options: IComputeEffectCreationOptions, engine: AbstractEngine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement | string;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: (shaderType: string, code: string, defines?: string[]) => {\r\n if (!defines) {\r\n return code;\r\n }\r\n // We need to convert #define key value to a const\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n if (split.length === 2) {\r\n const key = split[0];\r\n const value = split[1];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n }\r\n return code;\r\n },\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n Initialize(processorOptions);\r\n PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedComputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedComputeCode = options.processFinalCode(migratedComputeCode);\r\n }\r\n const finalShaders = Finalize(migratedComputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, (messages: Nullable<ComputeCompilationMessages>) => {\r\n if (messages && messages.numErrors > 0) {\r\n this._processCompilationErrors(messages, previousPipelineContext);\r\n return;\r\n }\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _processCompilationErrors(e: ComputeCompilationMessages | string, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = \"\";\r\n\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n if (this.defines) {\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n }\r\n\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n const code = this._pipelineContext?._getComputeShaderCode();\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n\r\n if (typeof e === \"string\") {\r\n this._compilationError = e;\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n } else {\r\n for (const message of e.messages) {\r\n let msg = \"\";\r\n if (message.line !== undefined) {\r\n msg += \"Line \" + message.line + \", \";\r\n }\r\n if (message.offset !== undefined) {\r\n msg += \"Offset \" + message.offset + \", \";\r\n }\r\n if (message.length !== undefined) {\r\n msg += \"Length \" + message.length + \", \";\r\n }\r\n msg += message.type + \": \" + message.text;\r\n\r\n if (this._compilationError) {\r\n this._compilationError += \"\\n\";\r\n }\r\n this._compilationError += msg;\r\n Logger.Error(msg);\r\n }\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n }\r\n\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IComputePipelineContext } from \"./IComputePipelineContext\";\r\nimport { GetDOMTextContent, IsWindowObjectExist } from \"../Misc/domManagement\";\r\nimport { Finalize, Initialize, PreProcess } from \"../Engines/Processors/shaderProcessor\";\r\nimport type { ProcessingOptions } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { ComputeCompilationMessages } from \"../Engines/Extensions/engine.computeShader\";\r\n\r\n/**\r\n * Defines the route to the shader code. The priority is as follows:\r\n * * object: `{ computeSource: \"compute shader code string\"}` for directly passing the shader code\r\n * * object: `{ computeElement: \"vertexShaderCode\" }`, used with shader code in script tags\r\n * * object: `{ compute: \"custom\" }`, used with `Effect.ShadersStore[\"customVertexShader\"]` and `Effect.ShadersStore[\"customFragmentShader\"]`\r\n * * string: `\"./COMMON_NAME\"`, used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n */\r\nexport type IComputeShaderPath = {\r\n /**\r\n * Directly pass the shader code\r\n */\r\n computeSource?: string;\r\n /**\r\n * Used with Effect.ShadersStore. If the `vertex` is set to `\"custom`, then\r\n * Babylon.js will read from Effect.ShadersStore[\"customVertexShader\"]\r\n */\r\n compute?: string;\r\n /**\r\n * Used with shader code in script tags\r\n */\r\n computeElement?: string;\r\n};\r\n\r\n/**\r\n * Options to be used when creating a compute effect.\r\n */\r\nexport interface IComputeEffectCreationOptions {\r\n /**\r\n * Define statements that will be set in the shader.\r\n */\r\n defines: any;\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n onCompiled: Nullable<(effect: ComputeEffect) => void>;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n onError: Nullable<(effect: ComputeEffect, errors: string) => void>;\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\n/**\r\n * Effect wrapping a compute shader and let execute (dispatch) the shader\r\n */\r\nexport class ComputeEffect {\r\n private static _UniqueIdSeed = 0;\r\n\r\n /**\r\n * Enable logging of the shader code when a compilation error occurs\r\n */\r\n public static LogShaderCodeOnCompilationError = true;\r\n /**\r\n * Name of the effect.\r\n */\r\n public name: IComputeShaderPath | string;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n public defines: string = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n public uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n public onCompileObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n public onErrorObservable = new Observable<ComputeEffect>();\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n public onBindObservable = new Observable<ComputeEffect>();\r\n\r\n /**\r\n * @internal\r\n * Specifies if the effect was previously ready\r\n */\r\n public _wasPreviouslyReady = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _isReady = false;\r\n private _compilationError = \"\";\r\n /** @internal */\r\n public _key: string = \"\";\r\n private _computeSourceCodeOverride: string = \"\";\r\n /** @internal */\r\n public _pipelineContext: Nullable<IComputePipelineContext> = null;\r\n /** @internal */\r\n public _computeSourceCode: string = \"\";\r\n private _rawComputeSourceCode: string = \"\";\r\n private _entryPoint: string;\r\n private _shaderLanguage = ShaderLanguage.WGSL;\r\n private _shaderStore: { [key: string]: string };\r\n private _shaderRepository: string;\r\n private _includeShaderStore: { [key: string]: string };\r\n\r\n /**\r\n * Creates a compute effect that can be used to execute a compute shader\r\n * @param baseName Name of the effect\r\n * @param options Set of all options to create the effect\r\n * @param engine The engine the effect is created for\r\n * @param key Effect Key identifying uniquely compiled shader variants\r\n */\r\n constructor(baseName: IComputeShaderPath | string, options: IComputeEffectCreationOptions, engine: AbstractEngine, key = \"\") {\r\n this.name = baseName;\r\n this._key = key;\r\n\r\n this._engine = engine;\r\n this.uniqueId = ComputeEffect._UniqueIdSeed++;\r\n\r\n this.defines = options.defines ?? \"\";\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._entryPoint = options.entryPoint ?? \"main\";\r\n\r\n this._shaderStore = ShaderStore.GetShadersStore(this._shaderLanguage);\r\n this._shaderRepository = ShaderStore.GetShadersRepository(this._shaderLanguage);\r\n this._includeShaderStore = ShaderStore.GetIncludesShadersStore(this._shaderLanguage);\r\n\r\n let computeSource: IComputeShaderPath | HTMLElement | string;\r\n\r\n const hostDocument = IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n\r\n if (typeof baseName === \"string\") {\r\n computeSource = baseName;\r\n } else if (baseName.computeSource) {\r\n computeSource = \"source:\" + baseName.computeSource;\r\n } else if (baseName.computeElement) {\r\n computeSource = hostDocument?.getElementById(baseName.computeElement) || baseName.computeElement;\r\n } else {\r\n computeSource = baseName.compute || baseName;\r\n }\r\n\r\n const processorOptions: ProcessingOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: false,\r\n processor: null,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: this._shaderRepository,\r\n includesShadersStore: this._includeShaderStore,\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: (shaderType: string, code: string, defines?: string[]) => {\r\n if (!defines) {\r\n return code;\r\n }\r\n // We need to convert #define key value to a const\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n if (split.length === 2) {\r\n const key = split[0];\r\n const value = split[1];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n }\r\n return code;\r\n },\r\n };\r\n\r\n this._loadShader(computeSource, \"Compute\", \"\", (computeCode) => {\r\n Initialize(processorOptions);\r\n PreProcess(\r\n computeCode,\r\n processorOptions,\r\n (migratedComputeCode) => {\r\n this._rawComputeSourceCode = computeCode;\r\n if (options.processFinalCode) {\r\n migratedComputeCode = options.processFinalCode(migratedComputeCode);\r\n }\r\n const finalShaders = Finalize(migratedComputeCode, \"\", processorOptions);\r\n this._useFinalCode(finalShaders.vertexCode, baseName);\r\n },\r\n this._engine\r\n );\r\n });\r\n }\r\n\r\n private _useFinalCode(migratedCommputeCode: string, baseName: any) {\r\n if (baseName) {\r\n const compute = baseName.computeElement || baseName.compute || baseName.spectorName || baseName;\r\n\r\n this._computeSourceCode = \"//#define SHADER_NAME compute:\" + compute + \"\\n\" + migratedCommputeCode;\r\n } else {\r\n this._computeSourceCode = migratedCommputeCode;\r\n }\r\n this._prepareEffect();\r\n }\r\n\r\n /**\r\n * Unique key for this effect\r\n */\r\n public get key(): string {\r\n return this._key;\r\n }\r\n\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n public isReady(): boolean {\r\n try {\r\n return this._isReadyInternal();\r\n } catch {\r\n return false;\r\n }\r\n }\r\n\r\n private _isReadyInternal(): boolean {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n public getPipelineContext(): Nullable<IComputePipelineContext> {\r\n return this._pipelineContext;\r\n }\r\n\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n public getCompilationError(): string {\r\n return this._compilationError;\r\n }\r\n\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenCompiled(func: (effect: ComputeEffect) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n this.onCompileObservable.add((effect) => {\r\n func(effect);\r\n });\r\n\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(() => {\r\n this._checkIsReady(null);\r\n }, 16);\r\n }\r\n }\r\n\r\n private _checkIsReady(previousPipelineContext: Nullable<IComputePipelineContext>) {\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n\r\n setTimeout(() => {\r\n this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n }\r\n\r\n private _loadShader(shader: any, key: string, optionalKey: string, callback: (data: any) => void): void {\r\n if (typeof HTMLElement !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n const shaderCode = GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n const shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n\r\n // Is in local store ?\r\n if (this._shaderStore[shader + key + \"Shader\"]) {\r\n callback(this._shaderStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n\r\n if (optionalKey && this._shaderStore[shader + optionalKey + \"Shader\"]) {\r\n callback(this._shaderStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n\r\n let shaderUrl;\r\n\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n } else {\r\n shaderUrl = this._shaderRepository + shader;\r\n }\r\n\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code of this effect\r\n */\r\n public get computeSourceCode(): string {\r\n return this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._pipelineContext?._getComputeShaderCode() ?? this._computeSourceCode;\r\n }\r\n\r\n /**\r\n * Gets the compute shader source code before it has been processed by the preprocessor\r\n */\r\n public get rawComputeSourceCode(): string {\r\n return this._rawComputeSourceCode;\r\n }\r\n\r\n /**\r\n * Prepares the effect\r\n * @internal\r\n */\r\n public _prepareEffect() {\r\n const defines = this.defines;\r\n\r\n const previousPipelineContext = this._pipelineContext;\r\n\r\n this._isReady = false;\r\n\r\n try {\r\n const engine = this._engine;\r\n\r\n this._pipelineContext = engine.createComputePipelineContext();\r\n this._pipelineContext._name = this._key;\r\n\r\n engine._prepareComputePipelineContext(\r\n this._pipelineContext,\r\n this._computeSourceCodeOverride ? this._computeSourceCodeOverride : this._computeSourceCode,\r\n this._rawComputeSourceCode,\r\n this._computeSourceCodeOverride ? null : defines,\r\n this._entryPoint\r\n );\r\n\r\n engine._executeWhenComputeStateIsCompiled(this._pipelineContext, (messages: Nullable<ComputeCompilationMessages>) => {\r\n if (messages && messages.numErrors > 0) {\r\n this._processCompilationErrors(messages, previousPipelineContext);\r\n return;\r\n }\r\n this._compilationError = \"\";\r\n this._isReady = true;\r\n if (this.onCompiled) {\r\n this.onCompiled(this);\r\n }\r\n this.onCompileObservable.notifyObservers(this);\r\n this.onCompileObservable.clear();\r\n\r\n if (previousPipelineContext) {\r\n this.getEngine()._deleteComputePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n } catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n }\r\n\r\n private _processCompilationErrors(e: ComputeCompilationMessages | string, previousPipelineContext: Nullable<IComputePipelineContext> = null) {\r\n this._compilationError = \"\";\r\n\r\n Logger.Error(\"Unable to compile compute effect:\");\r\n if (this.defines) {\r\n Logger.Error(\"Defines:\\n\" + this.defines);\r\n }\r\n\r\n if (ComputeEffect.LogShaderCodeOnCompilationError) {\r\n const code = this._pipelineContext?._getComputeShaderCode();\r\n if (code) {\r\n Logger.Error(\"Compute code:\");\r\n Logger.Error(code);\r\n }\r\n }\r\n\r\n if (typeof e === \"string\") {\r\n this._compilationError = e;\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n } else {\r\n for (const message of e.messages) {\r\n let msg = \"\";\r\n if (message.line !== undefined) {\r\n msg += \"Line \" + message.line + \", \";\r\n }\r\n if (message.offset !== undefined) {\r\n msg += \"Offset \" + message.offset + \", \";\r\n }\r\n if (message.length !== undefined) {\r\n msg += \"Length \" + message.length + \", \";\r\n }\r\n msg += message.type + \": \" + message.text;\r\n\r\n if (this._compilationError) {\r\n this._compilationError += \"\\n\";\r\n }\r\n this._compilationError += msg;\r\n Logger.Error(msg);\r\n }\r\n }\r\n\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n }\r\n\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this._pipelineContext) {\r\n this._pipelineContext.dispose();\r\n }\r\n this._engine._releaseComputeEffect(this);\r\n }\r\n\r\n /**\r\n * This function will add a new compute shader to the shader store\r\n * @param name the name of the shader\r\n * @param computeShader compute shader content\r\n */\r\n public static RegisterShader(name: string, computeShader: string) {\r\n ShaderStore.GetShadersStore(ShaderLanguage.WGSL)[`${name}ComputeShader`] = computeShader;\r\n }\r\n}\r\n"]}
@@ -2,7 +2,6 @@ import { __decorate } from "../tslib.es6.js";
2
2
  import { serialize } from "../Misc/decorators.js";
3
3
  import { SerializationHelper } from "../Misc/decorators.serialization.js";
4
4
  import { RegisterClass } from "../Misc/typeStore.js";
5
- import { ComputeBindingType } from "../Engines/Extensions/engine.computeShader.js";
6
5
  import { Texture } from "../Materials/Textures/texture.js";
7
6
  import { UniqueIdGenerator } from "../Misc/uniqueIdGenerator.js";
8
7
  import { Logger } from "../Misc/logger.js";
@@ -91,7 +90,7 @@ export class ComputeShader {
91
90
  setTexture(name, texture, bindSampler = true) {
92
91
  const current = this._bindings[name];
93
92
  this._bindings[name] = {
94
- type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,
93
+ type: bindSampler ? 0 /* ComputeBindingType.Texture */ : 4 /* ComputeBindingType.TextureWithoutSampler */,
95
94
  object: texture,
96
95
  indexInGroupEntries: current?.indexInGroupEntries,
97
96
  };
@@ -106,7 +105,7 @@ export class ComputeShader {
106
105
  const current = this._bindings[name];
107
106
  this._contextIsDirty || (this._contextIsDirty = !current || current.object !== texture);
108
107
  this._bindings[name] = {
109
- type: ComputeBindingType.StorageTexture,
108
+ type: 1 /* ComputeBindingType.StorageTexture */,
110
109
  object: texture,
111
110
  indexInGroupEntries: current?.indexInGroupEntries,
112
111
  };
@@ -120,7 +119,7 @@ export class ComputeShader {
120
119
  const current = this._bindings[name];
121
120
  this._contextIsDirty || (this._contextIsDirty = !current || current.object !== texture);
122
121
  this._bindings[name] = {
123
- type: ComputeBindingType.ExternalTexture,
122
+ type: 6 /* ComputeBindingType.ExternalTexture */,
124
123
  object: texture,
125
124
  indexInGroupEntries: current?.indexInGroupEntries,
126
125
  };
@@ -147,7 +146,7 @@ export class ComputeShader {
147
146
  const current = this._bindings[name];
148
147
  this._contextIsDirty || (this._contextIsDirty = !current || current.object !== buffer);
149
148
  this._bindings[name] = {
150
- type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.UniformBuffer,
149
+ type: ComputeShader._BufferIsDataBuffer(buffer) ? 7 /* ComputeBindingType.DataBuffer */ : 2 /* ComputeBindingType.UniformBuffer */,
151
150
  object: buffer,
152
151
  indexInGroupEntries: current?.indexInGroupEntries,
153
152
  };
@@ -161,7 +160,7 @@ export class ComputeShader {
161
160
  const current = this._bindings[name];
162
161
  this._contextIsDirty || (this._contextIsDirty = !current || current.object !== buffer);
163
162
  this._bindings[name] = {
164
- type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,
163
+ type: ComputeShader._BufferIsDataBuffer(buffer) ? 7 /* ComputeBindingType.DataBuffer */ : 3 /* ComputeBindingType.StorageBuffer */,
165
164
  object: buffer,
166
165
  indexInGroupEntries: current?.indexInGroupEntries,
167
166
  };
@@ -175,7 +174,7 @@ export class ComputeShader {
175
174
  const current = this._bindings[name];
176
175
  this._contextIsDirty || (this._contextIsDirty = !current || !sampler.compareSampler(current.object));
177
176
  this._bindings[name] = {
178
- type: ComputeBindingType.Sampler,
177
+ type: 5 /* ComputeBindingType.Sampler */,
179
178
  object: sampler,
180
179
  indexInGroupEntries: current?.indexInGroupEntries,
181
180
  };
@@ -189,16 +188,16 @@ export class ComputeShader {
189
188
  for (const key in this._bindings) {
190
189
  const binding = this._bindings[key], type = binding.type, object = binding.object;
191
190
  switch (type) {
192
- case ComputeBindingType.Texture:
193
- case ComputeBindingType.TextureWithoutSampler:
194
- case ComputeBindingType.StorageTexture: {
191
+ case 0 /* ComputeBindingType.Texture */:
192
+ case 4 /* ComputeBindingType.TextureWithoutSampler */:
193
+ case 1 /* ComputeBindingType.StorageTexture */: {
195
194
  const texture = object;
196
195
  if (!texture.isReady()) {
197
196
  return false;
198
197
  }
199
198
  break;
200
199
  }
201
- case ComputeBindingType.ExternalTexture: {
200
+ case 6 /* ComputeBindingType.ExternalTexture */: {
202
201
  const texture = object;
203
202
  if (!texture.isReady()) {
204
203
  return false;
@@ -270,7 +269,7 @@ export class ComputeShader {
270
269
  throw new Error("ComputeShader ('" + this.name + "'): No binding mapping has been provided for the property '" + key + "'");
271
270
  }
272
271
  switch (binding.type) {
273
- case ComputeBindingType.Texture: {
272
+ case 0 /* ComputeBindingType.Texture */: {
274
273
  const sampler = this._samplers[key];
275
274
  const texture = binding.object;
276
275
  if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {
@@ -279,12 +278,12 @@ export class ComputeShader {
279
278
  }
280
279
  break;
281
280
  }
282
- case ComputeBindingType.ExternalTexture: {
281
+ case 6 /* ComputeBindingType.ExternalTexture */: {
283
282
  // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame
284
283
  this._contextIsDirty = true;
285
284
  break;
286
285
  }
287
- case ComputeBindingType.UniformBuffer: {
286
+ case 2 /* ComputeBindingType.UniformBuffer */: {
288
287
  const ubo = binding.object;
289
288
  if (ubo.getBuffer() !== binding.buffer) {
290
289
  binding.buffer = ubo.getBuffer();
@@ -335,9 +334,9 @@ export class ComputeShader {
335
334
  const binding = this._bindings[key];
336
335
  const object = binding.object;
337
336
  switch (binding.type) {
338
- case ComputeBindingType.Texture:
339
- case ComputeBindingType.TextureWithoutSampler:
340
- case ComputeBindingType.StorageTexture: {
337
+ case 0 /* ComputeBindingType.Texture */:
338
+ case 4 /* ComputeBindingType.TextureWithoutSampler */:
339
+ case 1 /* ComputeBindingType.StorageTexture */: {
341
340
  const serializedData = object.serialize();
342
341
  if (serializedData) {
343
342
  serializationObject.textures[key] = serializedData;
@@ -347,7 +346,7 @@ export class ComputeShader {
347
346
  }
348
347
  break;
349
348
  }
350
- case ComputeBindingType.UniformBuffer: {
349
+ case 2 /* ComputeBindingType.UniformBuffer */: {
351
350
  break;
352
351
  }
353
352
  }
@@ -366,10 +365,10 @@ export class ComputeShader {
366
365
  for (const key in source.textures) {
367
366
  const binding = source.bindings[key];
368
367
  const texture = Texture.Parse(source.textures[key], scene, rootUrl);
369
- if (binding.type === ComputeBindingType.Texture) {
368
+ if (binding.type === 0 /* ComputeBindingType.Texture */) {
370
369
  compute.setTexture(key, texture);
371
370
  }
372
- else if (binding.type === ComputeBindingType.TextureWithoutSampler) {
371
+ else if (binding.type === 4 /* ComputeBindingType.TextureWithoutSampler */) {
373
372
  compute.setTexture(key, texture, false);
374
373
  }
375
374
  else {
@@ -1 +1 @@
1
- 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type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { WebGPUEngine } from \"../Engines/webgpuEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { ComputeEffect, IComputeEffectCreationOptions, IComputeShaderPath } from \"./computeEffect\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { ComputeBindingType } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { UniqueIdGenerator } from \"../Misc/uniqueIdGenerator\";\r\nimport type { IComputeContext } from \"./IComputeContext\";\r\nimport type { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TextureSampler } from \"../Materials/Textures/textureSampler\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ExternalTexture } from \"core/Materials/Textures/externalTexture\";\r\nimport type { VideoTexture } from \"core/Materials/Textures/videoTexture\";\r\nimport { WebGPUPerfCounter } from \"core/Engines/WebGPU/webgpuPerfCounter\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Defines the options associated with the creation of a compute shader.\r\n */\r\nexport interface IComputeShaderOptions {\r\n /**\r\n * list of bindings mapping (key is property name, value is binding location)\r\n * Must be provided because browsers don't support reflection for wgsl shaders yet (so there's no way to query the binding/group from a variable name)\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\n bindingsMapping: ComputeBindingMapping;\r\n\r\n /**\r\n * The list of defines used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\ntype ComputeBindingListInternal = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number; buffer?: Nullable<DataBuffer> } };\r\n\r\n/**\r\n * The ComputeShader object lets you execute a compute shader on your GPU (if supported by the engine)\r\n */\r\nexport class ComputeShader {\r\n private _engine: AbstractEngine;\r\n private _shaderPath: IComputeShaderPath | string;\r\n private _options: IComputeShaderOptions;\r\n private _effect: ComputeEffect;\r\n private _cachedDefines: string;\r\n private _bindings: ComputeBindingListInternal = {};\r\n private _samplers: { [key: string]: TextureSampler } = {};\r\n private _context: IComputeContext;\r\n private _contextIsDirty = false;\r\n\r\n /**\r\n * Gets the unique id of the compute shader\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * The name of the shader\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The options used to create the shader\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * The shaderPath used to create the shader\r\n */\r\n public get shaderPath() {\r\n return this._shaderPath;\r\n }\r\n\r\n /**\r\n * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)\r\n * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance\r\n */\r\n @serialize()\r\n public fastMode = false;\r\n\r\n /**\r\n * Callback triggered when the shader is compiled\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n\r\n /**\r\n * Gets the GPU time spent running the compute shader for the last frame rendered (in nanoseconds).\r\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\r\n */\r\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\r\n\r\n /**\r\n * Instantiates a new compute shader.\r\n * @param name Defines the name of the compute shader in the scene\r\n * @param engine Defines the engine the compute shader belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: \\{ compute: \"custom\" \\}, used with ShaderStore.ShadersStoreWGSL[\"customComputeShader\"]\r\n * * object: \\{ computeElement: \"HTMLElementId\" \\}, used with shader code in script tags\r\n * * object: \\{ computeSource: \"compute shader code string\" \\}, where the string contains the shader code\r\n * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + \"ComputeShader\"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n constructor(name: string, engine: AbstractEngine, shaderPath: IComputeShaderPath | string, options: Partial<IComputeShaderOptions> = {}) {\r\n this.name = name;\r\n this._engine = engine;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n if ((engine as WebGPUEngine).enableGPUTimingMeasurements) {\r\n this.gpuTimeInFrame = new WebGPUPerfCounter();\r\n }\r\n\r\n if (!this._engine.getCaps().supportComputeShaders) {\r\n Logger.Error(\"This engine does not support compute shaders!\");\r\n return;\r\n }\r\n if (!options.bindingsMapping) {\r\n Logger.Error(\"You must provide the binding mappings as browsers don't support reflection for wgsl shaders yet!\");\r\n return;\r\n }\r\n\r\n this._context = engine.createComputeContext()!;\r\n this._shaderPath = shaderPath;\r\n this._options = {\r\n bindingsMapping: {},\r\n defines: [],\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"ComputeShader\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ComputeShader\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @param bindSampler Bind the sampler corresponding to the texture (default: true). The sampler will be bound just before the binding index of the texture\r\n */\r\n public setTexture(name: string, texture: BaseTexture, bindSampler = true): void {\r\n const current = this._bindings[name];\r\n\r\n this._bindings[name] = {\r\n type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\r\n }\r\n\r\n /**\r\n * Binds a storage texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setStorageTexture(name: string, texture: BaseTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.StorageTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds an external texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setExternalTexture(name: string, texture: ExternalTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.ExternalTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a video texture to the shader (by binding the external texture attached to this video)\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @returns true if the video texture was successfully bound, else false. false will be returned if the current engine does not support external textures\r\n */\r\n public setVideoTexture(name: string, texture: VideoTexture) {\r\n if (texture.externalTexture) {\r\n this.setExternalTexture(name, texture.externalTexture);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds a uniform buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setUniformBuffer(name: string, buffer: UniformBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.UniformBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a storage buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setStorageBuffer(name: string, buffer: StorageBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a texture sampler to the shader\r\n * @param name Binding name of the sampler\r\n * @param sampler Sampler to bind\r\n */\r\n public setTextureSampler(name: string, sampler: TextureSampler): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || !sampler.compareSampler(current.object);\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.Sampler,\r\n object: sampler,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Specifies that the compute shader is ready to be executed (the compute effect and all the resources are ready)\r\n * @returns true if the compute shader is ready to be executed\r\n */\r\n public isReady(): boolean {\r\n let effect = this._effect;\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key],\r\n type = binding.type,\r\n object = binding.object;\r\n\r\n switch (type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const texture = object as BaseTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n const texture = object as ExternalTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n const defines = [];\r\n\r\n const shaderName = this._shaderPath;\r\n\r\n if (this._options.defines) {\r\n for (let index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n\r\n effect = this._engine.createComputeEffect(shaderName, <IComputeEffectCreationOptions>{\r\n defines: join,\r\n entryPoint: this._options.entryPoint,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n });\r\n\r\n this._effect = effect;\r\n }\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatch(x: number, y?: number, z?: number): boolean {\r\n if (!this.fastMode && !this._checkContext()) {\r\n return false;\r\n }\r\n this._engine.computeDispatch(this._effect, this._context, this._bindings, x, y, z, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader.\r\n * @param buffer Buffer containing the number of workgroups to execute on the X, Y and Z dimensions\r\n * @param offset Offset in the buffer where the workgroup counts are stored (default: 0)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatchIndirect(buffer: StorageBuffer | DataBuffer, offset: number = 0): boolean {\r\n if (!this.fastMode && !this._checkContext()) {\r\n return false;\r\n }\r\n const dataBuffer = ComputeShader._BufferIsDataBuffer(buffer) ? buffer : buffer.getBuffer();\r\n this._engine.computeDispatchIndirect(this._effect, this._context, this._bindings, dataBuffer, offset, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n return true;\r\n }\r\n\r\n private _checkContext(): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n // If the sampling parameters of a texture bound to the shader have changed, we must clear the compute context so that it is recreated with the updated values\r\n // Also, if the actual (gpu) buffer used by a uniform buffer has changed, we must clear the compute context so that it is recreated with the updated value\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n\r\n if (!this._options.bindingsMapping[key]) {\r\n throw new Error(\"ComputeShader ('\" + this.name + \"'): No binding mapping has been provided for the property '\" + key + \"'\");\r\n }\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture: {\r\n const sampler = this._samplers[key];\r\n const texture = binding.object as BaseTexture;\r\n\r\n if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {\r\n this._samplers[key] = new TextureSampler().setParameters(\r\n texture.wrapU,\r\n texture.wrapV,\r\n texture.wrapR,\r\n texture.anisotropicFilteringLevel,\r\n texture._texture!.samplingMode,\r\n texture._texture?._comparisonFunction\r\n );\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame\r\n this._contextIsDirty = true;\r\n break;\r\n }\r\n case ComputeBindingType.UniformBuffer: {\r\n const ubo = binding.object as UniformBuffer;\r\n if (ubo.getBuffer() !== binding.buffer) {\r\n binding.buffer = ubo.getBuffer();\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (this._contextIsDirty) {\r\n this._contextIsDirty = false;\r\n this._context.clear();\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Waits for the compute shader to be ready and executes it\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @param delay Delay between the retries while the shader is not ready (in milliseconds - 10 by default)\r\n * @returns A promise that is resolved once the shader has been sent to the GPU. Note that it does not mean that the shader execution itself is finished!\r\n */\r\n public dispatchWhenReady(x: number, y?: number, z?: number, delay = 10): Promise<void> {\r\n return new Promise((resolve) => {\r\n const check = () => {\r\n if (!this.dispatch(x, y, z)) {\r\n setTimeout(check, delay);\r\n } else {\r\n resolve();\r\n }\r\n };\r\n\r\n check();\r\n });\r\n }\r\n\r\n /**\r\n * Serializes this compute shader in a JSON representation\r\n * @returns the serialized compute shader object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n serializationObject.bindings = {};\r\n serializationObject.textures = {};\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n const object = binding.object;\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const serializedData = (object as BaseTexture).serialize();\r\n if (serializedData) {\r\n serializationObject.textures[key] = serializedData;\r\n serializationObject.bindings[key] = {\r\n type: binding.type,\r\n };\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.UniformBuffer: {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a compute shader from parsed compute shader data\r\n * @param source defines the JSON representation of the compute shader\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new compute shader\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ComputeShader {\r\n const compute = SerializationHelper.Parse(\r\n () => new ComputeShader(source.name, scene.getEngine() as WebGPUEngine, source.shaderPath, source.options),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n for (const key in source.textures) {\r\n const binding = source.bindings[key];\r\n const texture = <Texture>Texture.Parse(source.textures[key], scene, rootUrl);\r\n\r\n if (binding.type === ComputeBindingType.Texture) {\r\n compute.setTexture(key, texture);\r\n } else if (binding.type === ComputeBindingType.TextureWithoutSampler) {\r\n compute.setTexture(key, texture, false);\r\n } else {\r\n compute.setStorageTexture(key, texture);\r\n }\r\n }\r\n\r\n return compute;\r\n }\r\n\r\n protected static _BufferIsDataBuffer(buffer: UniformBuffer | StorageBuffer | DataBuffer): buffer is DataBuffer {\r\n return (buffer as DataBuffer).underlyingResource !== undefined;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShader\", ComputeShader);\r\n"]}
1
+ 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type { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport type { WebGPUEngine } from \"../Engines/webgpuEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { ComputeEffect, IComputeEffectCreationOptions, IComputeShaderPath } from \"./computeEffect\";\r\nimport type { ComputeBindingMapping } from \"../Engines/Extensions/engine.computeShader\";\r\nimport { ComputeBindingType } from \"../Engines/Extensions/engine.computeShader\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { UniqueIdGenerator } from \"../Misc/uniqueIdGenerator\";\r\nimport type { IComputeContext } from \"./IComputeContext\";\r\nimport type { StorageBuffer } from \"../Buffers/storageBuffer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TextureSampler } from \"../Materials/Textures/textureSampler\";\r\nimport type { DataBuffer } from \"core/Buffers/dataBuffer\";\r\nimport type { ExternalTexture } from \"core/Materials/Textures/externalTexture\";\r\nimport type { VideoTexture } from \"core/Materials/Textures/videoTexture\";\r\nimport { WebGPUPerfCounter } from \"core/Engines/WebGPU/webgpuPerfCounter\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Defines the options associated with the creation of a compute shader.\r\n */\r\nexport interface IComputeShaderOptions {\r\n /**\r\n * list of bindings mapping (key is property name, value is binding location)\r\n * Must be provided because browsers don't support reflection for wgsl shaders yet (so there's no way to query the binding/group from a variable name)\r\n * TODO: remove this when browsers support reflection for wgsl shaders\r\n */\r\n bindingsMapping: ComputeBindingMapping;\r\n\r\n /**\r\n * The list of defines used in the shader\r\n */\r\n defines?: string[];\r\n\r\n /**\r\n * The name of the entry point in the shader source (default: \"main\")\r\n */\r\n entryPoint?: string;\r\n\r\n /**\r\n * If provided, will be called with the shader code so that this code can be updated before it is compiled by the GPU\r\n */\r\n processFinalCode?: Nullable<(code: string) => string>;\r\n}\r\n\r\ntype ComputeBindingListInternal = { [key: string]: { type: ComputeBindingType; object: any; indexInGroupEntries?: number; buffer?: Nullable<DataBuffer> } };\r\n\r\n/**\r\n * The ComputeShader object lets you execute a compute shader on your GPU (if supported by the engine)\r\n */\r\nexport class ComputeShader {\r\n private _engine: AbstractEngine;\r\n private _shaderPath: IComputeShaderPath | string;\r\n private _options: IComputeShaderOptions;\r\n private _effect: ComputeEffect;\r\n private _cachedDefines: string;\r\n private _bindings: ComputeBindingListInternal = {};\r\n private _samplers: { [key: string]: TextureSampler } = {};\r\n private _context: IComputeContext;\r\n private _contextIsDirty = false;\r\n\r\n /**\r\n * Gets the unique id of the compute shader\r\n */\r\n public readonly uniqueId: number;\r\n\r\n /**\r\n * The name of the shader\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The options used to create the shader\r\n */\r\n public get options() {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * The shaderPath used to create the shader\r\n */\r\n public get shaderPath() {\r\n return this._shaderPath;\r\n }\r\n\r\n /**\r\n * When set to true, dispatch won't call isReady anymore and won't check if the underlying GPU resources should be (re)created because of a change in the inputs (texture, uniform buffer, etc.)\r\n * If you know that your inputs did not change since last time dispatch was called and that isReady() returns true, set this flag to true to improve performance\r\n */\r\n @serialize()\r\n public fastMode = false;\r\n\r\n /**\r\n * Callback triggered when the shader is compiled\r\n */\r\n public onCompiled: Nullable<(effect: ComputeEffect) => void> = null;\r\n\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n public onError: Nullable<(effect: ComputeEffect, errors: string) => void> = null;\r\n\r\n /**\r\n * Gets the GPU time spent running the compute shader for the last frame rendered (in nanoseconds).\r\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\r\n */\r\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\r\n\r\n /**\r\n * Instantiates a new compute shader.\r\n * @param name Defines the name of the compute shader in the scene\r\n * @param engine Defines the engine the compute shader belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: \\{ compute: \"custom\" \\}, used with ShaderStore.ShadersStoreWGSL[\"customComputeShader\"]\r\n * * object: \\{ computeElement: \"HTMLElementId\" \\}, used with shader code in script tags\r\n * * object: \\{ computeSource: \"compute shader code string\" \\}, where the string contains the shader code\r\n * * string: try first to find the code in ShaderStore.ShadersStoreWGSL[shaderPath + \"ComputeShader\"]. If not, assumes it is a file with name shaderPath.compute.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n constructor(name: string, engine: AbstractEngine, shaderPath: IComputeShaderPath | string, options: Partial<IComputeShaderOptions> = {}) {\r\n this.name = name;\r\n this._engine = engine;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n if ((engine as WebGPUEngine).enableGPUTimingMeasurements) {\r\n this.gpuTimeInFrame = new WebGPUPerfCounter();\r\n }\r\n\r\n if (!this._engine.getCaps().supportComputeShaders) {\r\n Logger.Error(\"This engine does not support compute shaders!\");\r\n return;\r\n }\r\n if (!options.bindingsMapping) {\r\n Logger.Error(\"You must provide the binding mappings as browsers don't support reflection for wgsl shaders yet!\");\r\n return;\r\n }\r\n\r\n this._context = engine.createComputeContext()!;\r\n this._shaderPath = shaderPath;\r\n this._options = {\r\n bindingsMapping: {},\r\n defines: [],\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"ComputeShader\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ComputeShader\";\r\n }\r\n\r\n /**\r\n * Binds a texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @param bindSampler Bind the sampler corresponding to the texture (default: true). The sampler will be bound just before the binding index of the texture\r\n */\r\n public setTexture(name: string, texture: BaseTexture, bindSampler = true): void {\r\n const current = this._bindings[name];\r\n\r\n this._bindings[name] = {\r\n type: bindSampler ? ComputeBindingType.Texture : ComputeBindingType.TextureWithoutSampler,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture || current.type !== this._bindings[name].type;\r\n }\r\n\r\n /**\r\n * Binds a storage texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setStorageTexture(name: string, texture: BaseTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.StorageTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds an external texture to the shader\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n */\r\n public setExternalTexture(name: string, texture: ExternalTexture): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== texture;\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.ExternalTexture,\r\n object: texture,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a video texture to the shader (by binding the external texture attached to this video)\r\n * @param name Binding name of the texture\r\n * @param texture Texture to bind\r\n * @returns true if the video texture was successfully bound, else false. false will be returned if the current engine does not support external textures\r\n */\r\n public setVideoTexture(name: string, texture: VideoTexture) {\r\n if (texture.externalTexture) {\r\n this.setExternalTexture(name, texture.externalTexture);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds a uniform buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setUniformBuffer(name: string, buffer: UniformBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.UniformBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a storage buffer to the shader\r\n * @param name Binding name of the buffer\r\n * @param buffer Buffer to bind\r\n */\r\n public setStorageBuffer(name: string, buffer: StorageBuffer | DataBuffer): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || current.object !== buffer;\r\n\r\n this._bindings[name] = {\r\n type: ComputeShader._BufferIsDataBuffer(buffer) ? ComputeBindingType.DataBuffer : ComputeBindingType.StorageBuffer,\r\n object: buffer,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Binds a texture sampler to the shader\r\n * @param name Binding name of the sampler\r\n * @param sampler Sampler to bind\r\n */\r\n public setTextureSampler(name: string, sampler: TextureSampler): void {\r\n const current = this._bindings[name];\r\n\r\n this._contextIsDirty ||= !current || !sampler.compareSampler(current.object);\r\n\r\n this._bindings[name] = {\r\n type: ComputeBindingType.Sampler,\r\n object: sampler,\r\n indexInGroupEntries: current?.indexInGroupEntries,\r\n };\r\n }\r\n\r\n /**\r\n * Specifies that the compute shader is ready to be executed (the compute effect and all the resources are ready)\r\n * @returns true if the compute shader is ready to be executed\r\n */\r\n public isReady(): boolean {\r\n let effect = this._effect;\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key],\r\n type = binding.type,\r\n object = binding.object;\r\n\r\n switch (type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const texture = object as BaseTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n const texture = object as ExternalTexture;\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n const defines = [];\r\n\r\n const shaderName = this._shaderPath;\r\n\r\n if (this._options.defines) {\r\n for (let index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n\r\n effect = this._engine.createComputeEffect(shaderName, <IComputeEffectCreationOptions>{\r\n defines: join,\r\n entryPoint: this._options.entryPoint,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n });\r\n\r\n this._effect = effect;\r\n }\r\n\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatch(x: number, y?: number, z?: number): boolean {\r\n if (!this.fastMode && !this._checkContext()) {\r\n return false;\r\n }\r\n this._engine.computeDispatch(this._effect, this._context, this._bindings, x, y, z, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Dispatches (executes) the compute shader.\r\n * @param buffer Buffer containing the number of workgroups to execute on the X, Y and Z dimensions\r\n * @param offset Offset in the buffer where the workgroup counts are stored (default: 0)\r\n * @returns True if the dispatch could be done, else false (meaning either the compute effect or at least one of the bound resources was not ready)\r\n */\r\n public dispatchIndirect(buffer: StorageBuffer | DataBuffer, offset: number = 0): boolean {\r\n if (!this.fastMode && !this._checkContext()) {\r\n return false;\r\n }\r\n const dataBuffer = ComputeShader._BufferIsDataBuffer(buffer) ? buffer : buffer.getBuffer();\r\n this._engine.computeDispatchIndirect(this._effect, this._context, this._bindings, dataBuffer, offset, this._options.bindingsMapping, this.gpuTimeInFrame);\r\n return true;\r\n }\r\n\r\n private _checkContext(): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n // If the sampling parameters of a texture bound to the shader have changed, we must clear the compute context so that it is recreated with the updated values\r\n // Also, if the actual (gpu) buffer used by a uniform buffer has changed, we must clear the compute context so that it is recreated with the updated value\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n\r\n if (!this._options.bindingsMapping[key]) {\r\n throw new Error(\"ComputeShader ('\" + this.name + \"'): No binding mapping has been provided for the property '\" + key + \"'\");\r\n }\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture: {\r\n const sampler = this._samplers[key];\r\n const texture = binding.object as BaseTexture;\r\n\r\n if (!sampler || !texture._texture || !sampler.compareSampler(texture._texture)) {\r\n this._samplers[key] = new TextureSampler().setParameters(\r\n texture.wrapU,\r\n texture.wrapV,\r\n texture.wrapR,\r\n texture.anisotropicFilteringLevel,\r\n texture._texture!.samplingMode,\r\n texture._texture?._comparisonFunction\r\n );\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n case ComputeBindingType.ExternalTexture: {\r\n // we must recreate the bind groups each time if there's an external texture, because device.importExternalTexture must be called each frame\r\n this._contextIsDirty = true;\r\n break;\r\n }\r\n case ComputeBindingType.UniformBuffer: {\r\n const ubo = binding.object as UniformBuffer;\r\n if (ubo.getBuffer() !== binding.buffer) {\r\n binding.buffer = ubo.getBuffer();\r\n this._contextIsDirty = true;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (this._contextIsDirty) {\r\n this._contextIsDirty = false;\r\n this._context.clear();\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Waits for the compute shader to be ready and executes it\r\n * @param x Number of workgroups to execute on the X dimension\r\n * @param y Number of workgroups to execute on the Y dimension (default: 1)\r\n * @param z Number of workgroups to execute on the Z dimension (default: 1)\r\n * @param delay Delay between the retries while the shader is not ready (in milliseconds - 10 by default)\r\n * @returns A promise that is resolved once the shader has been sent to the GPU. Note that it does not mean that the shader execution itself is finished!\r\n */\r\n public dispatchWhenReady(x: number, y?: number, z?: number, delay = 10): Promise<void> {\r\n return new Promise((resolve) => {\r\n const check = () => {\r\n if (!this.dispatch(x, y, z)) {\r\n setTimeout(check, delay);\r\n } else {\r\n resolve();\r\n }\r\n };\r\n\r\n check();\r\n });\r\n }\r\n\r\n /**\r\n * Serializes this compute shader in a JSON representation\r\n * @returns the serialized compute shader object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n serializationObject.bindings = {};\r\n serializationObject.textures = {};\r\n\r\n for (const key in this._bindings) {\r\n const binding = this._bindings[key];\r\n const object = binding.object;\r\n\r\n switch (binding.type) {\r\n case ComputeBindingType.Texture:\r\n case ComputeBindingType.TextureWithoutSampler:\r\n case ComputeBindingType.StorageTexture: {\r\n const serializedData = (object as BaseTexture).serialize();\r\n if (serializedData) {\r\n serializationObject.textures[key] = serializedData;\r\n serializationObject.bindings[key] = {\r\n type: binding.type,\r\n };\r\n }\r\n break;\r\n }\r\n\r\n case ComputeBindingType.UniformBuffer: {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a compute shader from parsed compute shader data\r\n * @param source defines the JSON representation of the compute shader\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new compute shader\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ComputeShader {\r\n const compute = SerializationHelper.Parse(\r\n () => new ComputeShader(source.name, scene.getEngine() as WebGPUEngine, source.shaderPath, source.options),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n\r\n for (const key in source.textures) {\r\n const binding = source.bindings[key];\r\n const texture = <Texture>Texture.Parse(source.textures[key], scene, rootUrl);\r\n\r\n if (binding.type === ComputeBindingType.Texture) {\r\n compute.setTexture(key, texture);\r\n } else if (binding.type === ComputeBindingType.TextureWithoutSampler) {\r\n compute.setTexture(key, texture, false);\r\n } else {\r\n compute.setStorageTexture(key, texture);\r\n }\r\n }\r\n\r\n return compute;\r\n }\r\n\r\n protected static _BufferIsDataBuffer(buffer: UniformBuffer | StorageBuffer | DataBuffer): buffer is DataBuffer {\r\n return (buffer as DataBuffer).underlyingResource !== undefined;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ComputeShader\", ComputeShader);\r\n"]}
@@ -1,8 +1,12 @@
1
1
  import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
2
2
  /**
3
3
  * Interface used to define a platform support for BoundingInfoHelper class
4
+ * @internal
4
5
  */
5
6
  export interface IBoundingInfoHelperPlatform {
6
7
  processAsync(mesh: AbstractMesh | AbstractMesh[]): Promise<void>;
8
+ registerMeshListAsync(mesh: AbstractMesh | AbstractMesh[]): Promise<void>;
9
+ processMeshList(): void;
10
+ fetchResultsForMeshListAsync(): Promise<void>;
7
11
  dispose(): void;
8
12
  }
@@ -1 +1 @@
1
- {"version":3,"file":"IBoundingInfoHelperPlatform.js","sourceRoot":"","sources":["../../../../../dev/core/src/Culling/Helper/IBoundingInfoHelperPlatform.ts"],"names":[],"mappings":"","sourcesContent":["import type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Interface used to define a platform support for BoundingInfoHelper class\r\n */\r\nexport interface IBoundingInfoHelperPlatform {\r\n processAsync(mesh: AbstractMesh | AbstractMesh[]): Promise<void>;\r\n dispose(): void;\r\n}\r\n"]}
1
+ {"version":3,"file":"IBoundingInfoHelperPlatform.js","sourceRoot":"","sources":["../../../../../dev/core/src/Culling/Helper/IBoundingInfoHelperPlatform.ts"],"names":[],"mappings":"","sourcesContent":["import type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Interface used to define a platform support for BoundingInfoHelper class\r\n * @internal\r\n */\r\nexport interface IBoundingInfoHelperPlatform {\r\n processAsync(mesh: AbstractMesh | AbstractMesh[]): Promise<void>;\r\n\r\n registerMeshListAsync(mesh: AbstractMesh | AbstractMesh[]): Promise<void>;\r\n processMeshList(): void;\r\n fetchResultsForMeshListAsync(): Promise<void>;\r\n\r\n dispose(): void;\r\n}\r\n"]}
@@ -2,14 +2,18 @@ import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
2
2
  import type { AbstractEngine } from "../../Engines/abstractEngine.js";
3
3
  /**
4
4
  * Utility class to help with bounding info management
5
- * #BCNJD4#41 =\> does not use the BoundingInfoHelper class, performs calculations on the CPU
6
- * #BCNJD4#37 =\> same as #41 but use the BoundingInfoHelper class
5
+ * Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!
6
+ * This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)
7
+ * The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices
8
+ * #BCNJD4#56 =\> does not use the BoundingInfoHelper class, performs calculations on the CPU
9
+ * #BCNJD4#55 =\> same as #56 but use the BoundingInfoHelper class
7
10
  * #BCNJD4#40 =\> example with bones and morphs (webGL2)
8
11
  * #BCNJD4#42 =\> example with bones and morphs (webGPU)
9
12
  * #HPV2TZ#475 =\> only morph (webGL2)
10
13
  * #HPV2TZ#476 =\> only morph (webGPU)
11
- * #B8B8Z2#8 =\> Large scale test (webGL2)
12
- * #B8B8Z2#9 =\> Large scale test (webGPU)
14
+ * #B8B8Z2#51 =\> Large scale test (CPU) =\> for each mesh, this test calculates a bounding box which is the union of the bounding boxes of all the frames in a given animation
15
+ * #B8B8Z2#49 =\> Large scale test (webGL2)
16
+ * #B8B8Z2#50 =\> Large scale test (webGPU)
13
17
  */
14
18
  export declare class BoundingInfoHelper {
15
19
  private _platform;
@@ -19,12 +23,30 @@ export declare class BoundingInfoHelper {
19
23
  * @param engine defines the engine to use
20
24
  */
21
25
  constructor(engine: AbstractEngine);
26
+ private _initializePlatform;
22
27
  /**
23
28
  * Compute the bounding info of a mesh / array of meshes using shaders
24
29
  * @param target defines the mesh(es) to update
25
30
  * @returns a promise that resolves when the bounding info is/are computed
26
31
  */
27
32
  computeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void>;
33
+ /**
34
+ * Register a mesh / array of meshes to be processed per batch
35
+ * This method must be called before calling batchProcess (which can be called several times) and batchFetchResultsAsync
36
+ * @param target defines the mesh(es) to be processed per batch
37
+ * @returns a promise that resolves when the initialization is done
38
+ */
39
+ batchInitializeAsync(target: AbstractMesh | AbstractMesh[]): Promise<void>;
40
+ /**
41
+ * Processes meshes registered with batchRegisterAsync
42
+ * If called multiple times, the second, third, etc calls will perform a union of the bounding boxes calculated in the previous calls
43
+ */
44
+ batchProcess(): void;
45
+ /**
46
+ * Update the bounding info of the meshes registered with batchRegisterAsync, after batchProcess has been called once or several times
47
+ * @returns a promise that resolves when the bounding info is/are computed
48
+ */
49
+ batchFetchResultsAsync(): Promise<void>;
28
50
  /**
29
51
  * Dispose and release associated resources
30
52
  */
@@ -1,13 +1,17 @@
1
1
  /**
2
2
  * Utility class to help with bounding info management
3
- * #BCNJD4#41 =\> does not use the BoundingInfoHelper class, performs calculations on the CPU
4
- * #BCNJD4#37 =\> same as #41 but use the BoundingInfoHelper class
3
+ * Warning: using the BoundingInfoHelper class may be slower than executing calculations on the CPU!
4
+ * This will happen if there are a lot of meshes / few vertices (like with the BrainStem model)
5
+ * The BoundingInfoHelper will perform better if there are few meshes / a lot of vertices
6
+ * #BCNJD4#56 =\> does not use the BoundingInfoHelper class, performs calculations on the CPU
7
+ * #BCNJD4#55 =\> same as #56 but use the BoundingInfoHelper class
5
8
  * #BCNJD4#40 =\> example with bones and morphs (webGL2)
6
9
  * #BCNJD4#42 =\> example with bones and morphs (webGPU)
7
10
  * #HPV2TZ#475 =\> only morph (webGL2)
8
11
  * #HPV2TZ#476 =\> only morph (webGPU)
9
- * #B8B8Z2#8 =\> Large scale test (webGL2)
10
- * #B8B8Z2#9 =\> Large scale test (webGPU)
12
+ * #B8B8Z2#51 =\> Large scale test (CPU) =\> for each mesh, this test calculates a bounding box which is the union of the bounding boxes of all the frames in a given animation
13
+ * #B8B8Z2#49 =\> Large scale test (webGL2)
14
+ * #B8B8Z2#50 =\> Large scale test (webGPU)
11
15
  */
12
16
  export class BoundingInfoHelper {
13
17
  /**
@@ -17,12 +21,7 @@ export class BoundingInfoHelper {
17
21
  constructor(engine) {
18
22
  this._engine = engine;
19
23
  }
20
- /**
21
- * Compute the bounding info of a mesh / array of meshes using shaders
22
- * @param target defines the mesh(es) to update
23
- * @returns a promise that resolves when the bounding info is/are computed
24
- */
25
- async computeAsync(target) {
24
+ async _initializePlatform() {
26
25
  if (!this._platform) {
27
26
  if (this._engine.getCaps().supportComputeShaders) {
28
27
  const module = await import("./computeShaderBoundingHelper.js");
@@ -36,8 +35,40 @@ export class BoundingInfoHelper {
36
35
  throw new Error("Your engine does not support Compute Shaders or Transform Feedbacks");
37
36
  }
38
37
  }
38
+ }
39
+ /**
40
+ * Compute the bounding info of a mesh / array of meshes using shaders
41
+ * @param target defines the mesh(es) to update
42
+ * @returns a promise that resolves when the bounding info is/are computed
43
+ */
44
+ async computeAsync(target) {
45
+ await this._initializePlatform();
39
46
  return this._platform.processAsync(target);
40
47
  }
48
+ /**
49
+ * Register a mesh / array of meshes to be processed per batch
50
+ * This method must be called before calling batchProcess (which can be called several times) and batchFetchResultsAsync
51
+ * @param target defines the mesh(es) to be processed per batch
52
+ * @returns a promise that resolves when the initialization is done
53
+ */
54
+ async batchInitializeAsync(target) {
55
+ await this._initializePlatform();
56
+ return this._platform.registerMeshListAsync(target);
57
+ }
58
+ /**
59
+ * Processes meshes registered with batchRegisterAsync
60
+ * If called multiple times, the second, third, etc calls will perform a union of the bounding boxes calculated in the previous calls
61
+ */
62
+ batchProcess() {
63
+ this._platform.processMeshList();
64
+ }
65
+ /**
66
+ * Update the bounding info of the meshes registered with batchRegisterAsync, after batchProcess has been called once or several times
67
+ * @returns a promise that resolves when the bounding info is/are computed
68
+ */
69
+ async batchFetchResultsAsync() {
70
+ return this._platform.fetchResultsForMeshListAsync();
71
+ }
41
72
  /**
42
73
  * Dispose and release associated resources
43
74
  */