@babylonjs/core 7.19.0 → 7.20.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Buffers/buffer.nonFloatVertexBuffers.js +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +8 -2
- package/Collisions/gpuPicker.js +41 -20
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +1 -0
- package/Engines/Processors/shaderProcessor.js +1 -0
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -0
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +2 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +12 -5
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -4
- package/Engines/WebGPU/webgpuTextureManager.js +90 -75
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -2
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -1
- package/Engines/nativeEngine.js +2 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +1 -1
- package/Engines/thinEngine.functions.d.ts +1 -1
- package/Engines/thinEngine.functions.js +2 -1
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +9 -5
- package/Engines/webgpuEngine.js +35 -22
- package/Engines/webgpuEngine.js.map +1 -1
- package/Layers/effectLayer.d.ts +16 -1
- package/Layers/effectLayer.js +32 -2
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -2
- package/Layers/glowLayer.js +16 -3
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +5 -4
- package/Layers/highlightLayer.js +36 -11
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/index.d.ts +10 -0
- package/Layers/index.js +12 -0
- package/Layers/index.js.map +1 -1
- package/Lights/Shadows/index.d.ts +8 -0
- package/Lights/Shadows/index.js +9 -0
- package/Lights/Shadows/index.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +18 -5
- package/Lights/Shadows/shadowGenerator.js +44 -5
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/sceneLoader.d.ts +155 -16
- package/Loading/sceneLoader.js +197 -99
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +15 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +1 -1
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/effect.functions.d.ts +1 -1
- package/Materials/effect.functions.js +6 -3
- package/Materials/effect.functions.js.map +1 -1
- package/Materials/effect.js +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/standardMaterial.d.ts +1 -1
- package/Materials/standardMaterial.js +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.constants.d.ts +1 -2
- package/Maths/math.constants.js +1 -2
- package/Maths/math.constants.js.map +1 -1
- package/Maths/math.like.d.ts +9 -0
- package/Maths/math.like.js.map +1 -1
- package/Maths/math.vector.d.ts +23 -23
- package/Maths/math.vector.js +43 -11
- package/Maths/math.vector.js.map +1 -1
- package/Misc/index.d.ts +4 -0
- package/Misc/index.js +5 -0
- package/Misc/index.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +1 -0
- package/Misc/rgbdTextureTools.js +15 -2
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +6 -0
- package/PostProcesses/blurPostProcess.js +21 -2
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/index.d.ts +8 -0
- package/PostProcesses/index.js +10 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/passPostProcess.d.ts +2 -0
- package/PostProcesses/passPostProcess.js +26 -2
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +11 -2
- package/PostProcesses/postProcess.js +17 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js +17 -0
- package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js +20 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js +19 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js +9 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js +9 -0
- package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +4 -4
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +5 -5
- package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js +26 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +12 -0
- package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js +19 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +4 -4
- package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js +17 -0
- package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -0
- package/ShadersWGSL/default.fragment.js +2 -2
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/depthBoxBlur.fragment.d.ts +5 -0
- package/ShadersWGSL/depthBoxBlur.fragment.js +14 -0
- package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -0
- package/ShadersWGSL/glowBlurPostProcess.fragment.d.ts +5 -0
- package/ShadersWGSL/glowBlurPostProcess.fragment.js +15 -0
- package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -0
- package/ShadersWGSL/glowMapGeneration.fragment.d.ts +8 -0
- package/ShadersWGSL/glowMapGeneration.fragment.js +74 -0
- package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -0
- package/ShadersWGSL/glowMapGeneration.vertex.d.ts +17 -0
- package/ShadersWGSL/glowMapGeneration.vertex.js +92 -0
- package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -0
- package/ShadersWGSL/glowMapMerge.fragment.d.ts +5 -0
- package/ShadersWGSL/glowMapMerge.fragment.js +32 -0
- package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -0
- package/ShadersWGSL/glowMapMerge.vertex.d.ts +5 -0
- package/ShadersWGSL/glowMapMerge.vertex.js +16 -0
- package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -0
- package/ShadersWGSL/kernelBlur.fragment.d.ts +9 -0
- package/ShadersWGSL/kernelBlur.fragment.js +48 -0
- package/ShadersWGSL/kernelBlur.fragment.js.map +1 -0
- package/ShadersWGSL/kernelBlur.vertex.d.ts +7 -0
- package/ShadersWGSL/kernelBlur.vertex.js +21 -0
- package/ShadersWGSL/kernelBlur.vertex.js.map +1 -0
- package/ShadersWGSL/pass.fragment.d.ts +5 -0
- package/ShadersWGSL/pass.fragment.js +12 -0
- package/ShadersWGSL/pass.fragment.js.map +1 -0
- package/ShadersWGSL/passCube.fragment.d.ts +5 -0
- package/ShadersWGSL/passCube.fragment.js +31 -0
- package/ShadersWGSL/passCube.fragment.js.map +1 -0
- package/ShadersWGSL/rgbdDecode.fragment.d.ts +6 -0
- package/ShadersWGSL/rgbdDecode.fragment.js +14 -0
- package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -0
- package/ShadersWGSL/rgbdEncode.fragment.d.ts +6 -0
- package/ShadersWGSL/rgbdEncode.fragment.js +14 -0
- package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -0
- package/ShadersWGSL/shadowMap.fragment.d.ts +9 -0
- package/ShadersWGSL/shadowMap.fragment.js +39 -0
- package/ShadersWGSL/shadowMap.fragment.js.map +1 -0
- package/ShadersWGSL/shadowMap.vertex.d.ts +22 -0
- package/ShadersWGSL/shadowMap.vertex.js +89 -0
- package/ShadersWGSL/shadowMap.vertex.js.map +1 -0
- package/package.json +1 -1
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._creationFlags = creationFlags;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture._originalFormat = format;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (format === Constants.TEXTUREFORMAT_RGB) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n gpuTextureWrapper._originalFormatIsRGB = true;\r\n }\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n _format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = gpuTextureWrapper._originalFormatIsRGB;\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[faces[i]];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
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1
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+
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._creationFlags = creationFlags;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture._originalFormat = format;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (format === Constants.TEXTUREFORMAT_RGB) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n gpuTextureWrapper._originalFormatIsRGB = true;\r\n }\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n _format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = gpuTextureWrapper._originalFormatIsRGB;\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[faces[i]];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n texture.isReady = false;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
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@@ -81,7 +81,7 @@ export declare class WebGPUShaderProcessingContext implements ShaderProcessingCo
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private _attributeNextLocation;
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constructor(shaderLanguage: ShaderLanguage);
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@@ -18,7 +18,7 @@ export class WebGPUShaderProcessingContext {
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static get KnownUBOs() {
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return WebGPUShaderProcessingContext._SimplifiedKnownBindings ? WebGPUShaderProcessingContext._SimplifiedKnownUBOs : WebGPUShaderProcessingContext._KnownUBOs;
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constructor(shaderLanguage) {
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this._attributeNextLocation = 0;
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@@ -38,7 +38,9 @@ export class WebGPUShaderProcessingContext {
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this.textureNames = [];
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this._findStartingGroupBinding();
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}
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_findStartingGroupBinding() {
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const knownUBOs = WebGPUShaderProcessingContext.KnownUBOs;
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@@ -1 +1 @@
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-
{"version":3,"file":"webgpuShaderProcessingContext.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuShaderProcessingContext.ts"],"names":[],"mappings":"AAMA,MAAM,UAAU,GAAG,CAAC,CAAC;AACrB,MAAM,oBAAoB,GAAG,CAAC,IAAI,EAAE,CAAC;AAErC,yDAAyD;AACzD,MAAM,mBAAmB,GAA8B;IACnD,aAAa;IACb,IAAI,EAAE,CAAC;IACP,IAAI,EAAE,CAAC;IACP,IAAI,EAAE,CAAC;IAEP,aAAa;IACb,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,CAAC;CACZ,CAAC;AAmCF;;GAEG;AACH,MAAM,OAAO,6BAA6B;IAqF/B,MAAM,KAAK,SAAS;QACvB,OAAO,6BAA6B,CAAC,wBAAwB,CAAC,CAAC,CAAC,6BAA6B,CAAC,oBAAoB,CAAC,CAAC,CAAC,6BAA6B,CAAC,UAAU,CAAC;IAClK,CAAC;IA+BD,YAAY,cAA8B;QALnC,yCAAoC,GAA+B,EAAE,CAAC;QAMzE,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;QAErC,IAAI,CAAC,sBAAsB,GAAG,CAAC,CAAC;QAChC,IAAI,CAAC,oBAAoB,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,cAAc,GAAG,CAAC,CAAC;QACxB,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAE1B,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;QAC9B,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;QAC3B,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAE5B,IAAI,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,sBAAsB,GAAG,EAAE,CAAC;QACjC,IAAI,CAAC,wBAAwB,GAAG,EAAE,CAAC;QACnC,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;QAC3B,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;QACtB,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;QACvB,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;QAEvB,IAAI,CAAC,gBAAgB,GAAG,EAAE,CAAC;QAE3B,IAAI,CAAC,yBAAyB,EAAE,CAAC;IACrC,CAAC;IAEO,yBAAyB;QAC7B,MAAM,SAAS,GAAG,6BAA6B,CAAC,SAAS,CAAC;QAE1D,MAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,KAAK,MAAM,IAAI,IAAI,SAAS,EAAE;YAC1B,MAAM,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC,OAAO,CAAC;YACxC,IAAI,OAAO,CAAC,UAAU,KAAK,CAAC,CAAC,EAAE;gBAC3B,SAAS;aACZ;YACD,IAAI,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,KAAK,SAAS,EAAE;gBAC1C,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,GAAG,OAAO,CAAC,YAAY,CAAC;aACrD;iBAAM;gBACH,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC,YAAY,CAAC,CAAC;aAC3F;SACJ;QAED,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;QACxC,IAAI,IAAI,CAAC,cAAc,KAAK,CAAC,EAAE;YAC3B,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;SAC7B;aAAM;YACH,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;SACzD;IACL,CAAC;IAEM,wBAAwB,CAAC,QAAgB,EAAE,cAAsB,CAAC;QACrE,MAAM,KAAK,GAAG,IAAI,CAAC,sBAAsB,CAAC;QAE1C,IAAI,CAAC,sBAAsB,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,WAAW,IAAI,CAAC,CAAC,CAAC;QAEzF,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,sBAAsB,CAAC,QAAgB,EAAE,cAAsB,CAAC;QACnE,MAAM,KAAK,GAAG,IAAI,CAAC,oBAAoB,CAAC;QAExC,IAAI,CAAC,oBAAoB,IAAI,CAAC,mBAAmB,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,WAAW,IAAI,CAAC,CAAC,CAAC;QAEvF,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,qBAAqB;QACxB,OAAO,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;IACvC,CAAC;IAEO,mBAAmB,CAAC,YAAoB;QAC5C,IAAI,IAAI,CAAC,gBAAgB,GAAG,oBAAoB,GAAG,YAAY,EAAE;YAC7D,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;SAC7B;QAED,IAAI,IAAI,CAAC,cAAc,KAAK,UAAU,EAAE;YACpC,4CAA4C;YAC5C,MAAM,iFAAiF,CAAC;SAC3F;QAED,MAAM,WAAW,GAAG;YAChB,UAAU,EAAE,IAAI,CAAC,cAAc;YAC/B,YAAY,EAAE,IAAI,CAAC,gBAAgB;SACtC,CAAC;QAEF,IAAI,CAAC,gBAAgB,IAAI,YAAY,CAAC;QAEtC,OAAO,WAAW,CAAC;IACvB,CAAC;;AAhND,gBAAgB;AACF,sDAAwB,GAAG,IAAI,AAAP,CAAQ,CAAC,kIAAkI;AACjL,8DAA8D;AAE7C,kDAAoB,GAA+C;IAChF,KAAK,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,EAAE,EAAE;IACtD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IACzD,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,EAAE,EAAE;IAC1D,OAAO,EAAE,EAAE,OAAO,EAAE,EAAE,UAA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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\nconst _maxGroups = 4;\r\nconst _maxBindingsPerGroup = 1 << 16;\r\n\r\n// all types not listed are assumed to consume 1 location\r\nconst _typeToLocationSize: { [key: string]: number } = {\r\n // GLSL types\r\n mat2: 2,\r\n mat3: 3,\r\n mat4: 4,\r\n\r\n // WGSL types\r\n mat2x2: 2,\r\n mat3x3: 3,\r\n mat4x4: 4,\r\n};\r\n\r\n/** @internal */\r\nexport interface WebGPUBindingInfo {\r\n groupIndex: number;\r\n bindingIndex: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUTextureDescription {\r\n autoBindSampler?: boolean;\r\n isTextureArray: boolean;\r\n isStorageTexture: boolean;\r\n textures: Array<WebGPUBindingInfo>;\r\n sampleType?: GPUTextureSampleType; // not used if the texture is a storage texture\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUSamplerDescription {\r\n binding: WebGPUBindingInfo;\r\n type: GPUSamplerBindingType;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUBufferDescription {\r\n binding: WebGPUBindingInfo;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUBindGroupLayoutEntryInfo {\r\n name: string;\r\n index: number; // index of the entry (GPUBindGroupLayoutEntry) in the bindGroupLayoutEntries[group] array\r\n nameInArrayOfTexture?: string; // something like texture0, texture1, ... if texture is an array, else same thing as \"name\"\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class WebGPUShaderProcessingContext implements ShaderProcessingContext {\r\n /** @internal */\r\n public static _SimplifiedKnownBindings = true; // if true, use only group=0,binding=0 as a known group/binding for the Scene ubo and use group=1,binding=X for all other bindings\r\n // if false, see _KnownUBOs for the known groups/bindings used\r\n\r\n protected static _SimplifiedKnownUBOs: { [key: string]: WebGPUBufferDescription } = {\r\n Scene: { binding: { groupIndex: 0, bindingIndex: 0 } },\r\n Light0: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light1: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light2: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light3: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light4: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light5: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light6: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light7: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light8: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light9: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light10: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light11: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light12: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light13: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light14: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light15: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light16: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light17: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light18: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light19: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light20: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light21: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light22: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light23: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light24: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light25: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light26: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light27: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light28: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light29: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light30: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light31: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Material: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Mesh: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Internals: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n };\r\n\r\n protected static _KnownUBOs: { [key: string]: WebGPUBufferDescription } = {\r\n Scene: { binding: { groupIndex: 0, bindingIndex: 0 } },\r\n\r\n Light0: { binding: { groupIndex: 1, bindingIndex: 0 } },\r\n Light1: { binding: { groupIndex: 1, bindingIndex: 1 } },\r\n Light2: { binding: { groupIndex: 1, bindingIndex: 2 } },\r\n Light3: { binding: { groupIndex: 1, bindingIndex: 3 } },\r\n Light4: { binding: { groupIndex: 1, bindingIndex: 4 } },\r\n Light5: { binding: { groupIndex: 1, bindingIndex: 5 } },\r\n Light6: { binding: { groupIndex: 1, bindingIndex: 6 } },\r\n Light7: { binding: { groupIndex: 1, bindingIndex: 7 } },\r\n Light8: { binding: { groupIndex: 1, bindingIndex: 8 } },\r\n Light9: { binding: { groupIndex: 1, bindingIndex: 9 } },\r\n Light10: { binding: { groupIndex: 1, bindingIndex: 10 } },\r\n Light11: { binding: { groupIndex: 1, bindingIndex: 11 } },\r\n Light12: { binding: { groupIndex: 1, bindingIndex: 12 } },\r\n Light13: { binding: { groupIndex: 1, bindingIndex: 13 } },\r\n Light14: { binding: { groupIndex: 1, bindingIndex: 14 } },\r\n Light15: { binding: { groupIndex: 1, bindingIndex: 15 } },\r\n Light16: { binding: { groupIndex: 1, bindingIndex: 16 } },\r\n Light17: { binding: { groupIndex: 1, bindingIndex: 17 } },\r\n Light18: { binding: { groupIndex: 1, bindingIndex: 18 } },\r\n Light19: { binding: { groupIndex: 1, bindingIndex: 19 } },\r\n Light20: { binding: { groupIndex: 1, bindingIndex: 20 } },\r\n Light21: { binding: { groupIndex: 1, bindingIndex: 21 } },\r\n Light22: { binding: { groupIndex: 1, bindingIndex: 22 } },\r\n Light23: { binding: { groupIndex: 1, bindingIndex: 23 } },\r\n Light24: { binding: { groupIndex: 1, bindingIndex: 24 } },\r\n Light25: { binding: { groupIndex: 1, bindingIndex: 25 } },\r\n Light26: { binding: { groupIndex: 1, bindingIndex: 26 } },\r\n Light27: { binding: { groupIndex: 1, bindingIndex: 27 } },\r\n Light28: { binding: { groupIndex: 1, bindingIndex: 28 } },\r\n Light29: { binding: { groupIndex: 1, bindingIndex: 29 } },\r\n Light30: { binding: { groupIndex: 1, bindingIndex: 30 } },\r\n Light31: { binding: { groupIndex: 1, bindingIndex: 31 } },\r\n\r\n Material: { binding: { groupIndex: 2, bindingIndex: 0 } },\r\n Mesh: { binding: { groupIndex: 2, bindingIndex: 1 } },\r\n Internals: { binding: { groupIndex: 2, bindingIndex: 2 } },\r\n };\r\n\r\n public static get KnownUBOs() {\r\n return WebGPUShaderProcessingContext._SimplifiedKnownBindings ? WebGPUShaderProcessingContext._SimplifiedKnownUBOs : WebGPUShaderProcessingContext._KnownUBOs;\r\n }\r\n\r\n public shaderLanguage: ShaderLanguage;\r\n\r\n public uboNextBindingIndex: number;\r\n public freeGroupIndex: number;\r\n public freeBindingIndex: number;\r\n\r\n public availableVaryings: { [key: string]: number };\r\n public availableAttributes: { [key: string]: number };\r\n public availableBuffers: { [key: string]: WebGPUBufferDescription };\r\n public availableTextures: { [key: string]: WebGPUTextureDescription };\r\n public availableSamplers: { [key: string]: WebGPUSamplerDescription };\r\n\r\n public leftOverUniforms: { name: string; type: string; length: number }[];\r\n\r\n public orderedAttributes: string[];\r\n public bindGroupLayoutEntries: GPUBindGroupLayoutEntry[][];\r\n public bindGroupLayoutEntryInfo: WebGPUBindGroupLayoutEntryInfo[][];\r\n public bindGroupEntries: GPUBindGroupEntry[][];\r\n public bufferNames: string[]; // list of all uniform/storage buffer names used in the shader\r\n public textureNames: string[]; // list of all texture names used in the shader\r\n public samplerNames: string[]; // list of all sampler names used in the shader\r\n public attributeNamesFromEffect: string[];\r\n public attributeLocationsFromEffect: number[];\r\n\r\n public vertexBufferKindToNumberOfComponents: { [kind: string]: number } = {};\r\n\r\n private _attributeNextLocation: number;\r\n private _varyingNextLocation: number;\r\n\r\n constructor(shaderLanguage: ShaderLanguage) {\r\n this.shaderLanguage = shaderLanguage;\r\n\r\n this._attributeNextLocation = 0;\r\n this._varyingNextLocation = 0;\r\n this.freeGroupIndex = 0;\r\n this.freeBindingIndex = 0;\r\n\r\n this.availableVaryings = {};\r\n this.availableAttributes = {};\r\n this.availableBuffers = {};\r\n this.availableTextures = {};\r\n this.availableSamplers = {};\r\n\r\n this.orderedAttributes = [];\r\n this.bindGroupLayoutEntries = [];\r\n this.bindGroupLayoutEntryInfo = [];\r\n this.bindGroupEntries = [];\r\n this.bufferNames = [];\r\n this.textureNames = [];\r\n this.samplerNames = [];\r\n\r\n this.leftOverUniforms = [];\r\n\r\n this._findStartingGroupBinding();\r\n }\r\n\r\n private _findStartingGroupBinding(): void {\r\n const knownUBOs = WebGPUShaderProcessingContext.KnownUBOs;\r\n\r\n const groups: number[] = [];\r\n for (const name in knownUBOs) {\r\n const binding = knownUBOs[name].binding;\r\n if (binding.groupIndex === -1) {\r\n continue;\r\n }\r\n if (groups[binding.groupIndex] === undefined) {\r\n groups[binding.groupIndex] = binding.bindingIndex;\r\n } else {\r\n groups[binding.groupIndex] = Math.max(groups[binding.groupIndex], binding.bindingIndex);\r\n }\r\n }\r\n\r\n this.freeGroupIndex = groups.length - 1;\r\n if (this.freeGroupIndex === 0) {\r\n this.freeGroupIndex++;\r\n this.freeBindingIndex = 0;\r\n } else {\r\n this.freeBindingIndex = groups[groups.length - 1] + 1;\r\n }\r\n }\r\n\r\n public getAttributeNextLocation(dataType: string, arrayLength: number = 0): number {\r\n const index = this._attributeNextLocation;\r\n\r\n this._attributeNextLocation += (_typeToLocationSize[dataType] ?? 1) * (arrayLength || 1);\r\n\r\n return index;\r\n }\r\n\r\n public getVaryingNextLocation(dataType: string, arrayLength: number = 0): number {\r\n const index = this._varyingNextLocation;\r\n\r\n this._varyingNextLocation += (_typeToLocationSize[dataType] ?? 1) * (arrayLength || 1);\r\n\r\n return index;\r\n }\r\n\r\n public getNextFreeUBOBinding() {\r\n return this._getNextFreeBinding(1);\r\n }\r\n\r\n private _getNextFreeBinding(bindingCount: number) {\r\n if (this.freeBindingIndex > _maxBindingsPerGroup - bindingCount) {\r\n this.freeGroupIndex++;\r\n this.freeBindingIndex = 0;\r\n }\r\n\r\n if (this.freeGroupIndex === _maxGroups) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Too many textures or UBOs have been declared and it is not supported in WebGPU.\";\r\n }\r\n\r\n const returnValue = {\r\n groupIndex: this.freeGroupIndex,\r\n bindingIndex: this.freeBindingIndex,\r\n };\r\n\r\n this.freeBindingIndex += bindingCount;\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\n\r\nconst _maxGroups = 4;\r\nconst _maxBindingsPerGroup = 1 << 16;\r\n\r\n// all types not listed are assumed to consume 1 location\r\nconst _typeToLocationSize: { [key: string]: number } = {\r\n // GLSL types\r\n mat2: 2,\r\n mat3: 3,\r\n mat4: 4,\r\n\r\n // WGSL types\r\n mat2x2: 2,\r\n mat3x3: 3,\r\n mat4x4: 4,\r\n};\r\n\r\n/** @internal */\r\nexport interface WebGPUBindingInfo {\r\n groupIndex: number;\r\n bindingIndex: number;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUTextureDescription {\r\n autoBindSampler?: boolean;\r\n isTextureArray: boolean;\r\n isStorageTexture: boolean;\r\n textures: Array<WebGPUBindingInfo>;\r\n sampleType?: GPUTextureSampleType; // not used if the texture is a storage texture\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUSamplerDescription {\r\n binding: WebGPUBindingInfo;\r\n type: GPUSamplerBindingType;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUBufferDescription {\r\n binding: WebGPUBindingInfo;\r\n}\r\n\r\n/** @internal */\r\nexport interface WebGPUBindGroupLayoutEntryInfo {\r\n name: string;\r\n index: number; // index of the entry (GPUBindGroupLayoutEntry) in the bindGroupLayoutEntries[group] array\r\n nameInArrayOfTexture?: string; // something like texture0, texture1, ... if texture is an array, else same thing as \"name\"\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class WebGPUShaderProcessingContext implements ShaderProcessingContext {\r\n /** @internal */\r\n public static _SimplifiedKnownBindings = true; // if true, use only group=0,binding=0 as a known group/binding for the Scene ubo and use group=1,binding=X for all other bindings\r\n // if false, see _KnownUBOs for the known groups/bindings used\r\n\r\n protected static _SimplifiedKnownUBOs: { [key: string]: WebGPUBufferDescription } = {\r\n Scene: { binding: { groupIndex: 0, bindingIndex: 0 } },\r\n Light0: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light1: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light2: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light3: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light4: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light5: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light6: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light7: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light8: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light9: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light10: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light11: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light12: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light13: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light14: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light15: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light16: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light17: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light18: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light19: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light20: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light21: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light22: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light23: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light24: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light25: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light26: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light27: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light28: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light29: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light30: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Light31: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Material: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Mesh: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n Internals: { binding: { groupIndex: -1, bindingIndex: -1 } },\r\n };\r\n\r\n protected static _KnownUBOs: { [key: string]: WebGPUBufferDescription } = {\r\n Scene: { binding: { groupIndex: 0, bindingIndex: 0 } },\r\n\r\n Light0: { binding: { groupIndex: 1, bindingIndex: 0 } },\r\n Light1: { binding: { groupIndex: 1, bindingIndex: 1 } },\r\n Light2: { binding: { groupIndex: 1, bindingIndex: 2 } },\r\n Light3: { binding: { groupIndex: 1, bindingIndex: 3 } },\r\n Light4: { binding: { groupIndex: 1, bindingIndex: 4 } },\r\n Light5: { binding: { groupIndex: 1, bindingIndex: 5 } },\r\n Light6: { binding: { groupIndex: 1, bindingIndex: 6 } },\r\n Light7: { binding: { groupIndex: 1, bindingIndex: 7 } },\r\n Light8: { binding: { groupIndex: 1, bindingIndex: 8 } },\r\n Light9: { binding: { groupIndex: 1, bindingIndex: 9 } },\r\n Light10: { binding: { groupIndex: 1, bindingIndex: 10 } },\r\n Light11: { binding: { groupIndex: 1, bindingIndex: 11 } },\r\n Light12: { binding: { groupIndex: 1, bindingIndex: 12 } },\r\n Light13: { binding: { groupIndex: 1, bindingIndex: 13 } },\r\n Light14: { binding: { groupIndex: 1, bindingIndex: 14 } },\r\n Light15: { binding: { groupIndex: 1, bindingIndex: 15 } },\r\n Light16: { binding: { groupIndex: 1, bindingIndex: 16 } },\r\n Light17: { binding: { groupIndex: 1, bindingIndex: 17 } },\r\n Light18: { binding: { groupIndex: 1, bindingIndex: 18 } },\r\n Light19: { binding: { groupIndex: 1, bindingIndex: 19 } },\r\n Light20: { binding: { groupIndex: 1, bindingIndex: 20 } },\r\n Light21: { binding: { groupIndex: 1, bindingIndex: 21 } },\r\n Light22: { binding: { groupIndex: 1, bindingIndex: 22 } },\r\n Light23: { binding: { groupIndex: 1, bindingIndex: 23 } },\r\n Light24: { binding: { groupIndex: 1, bindingIndex: 24 } },\r\n Light25: { binding: { groupIndex: 1, bindingIndex: 25 } },\r\n Light26: { binding: { groupIndex: 1, bindingIndex: 26 } },\r\n Light27: { binding: { groupIndex: 1, bindingIndex: 27 } },\r\n Light28: { binding: { groupIndex: 1, bindingIndex: 28 } },\r\n Light29: { binding: { groupIndex: 1, bindingIndex: 29 } },\r\n Light30: { binding: { groupIndex: 1, bindingIndex: 30 } },\r\n Light31: { binding: { groupIndex: 1, bindingIndex: 31 } },\r\n\r\n Material: { binding: { groupIndex: 2, bindingIndex: 0 } },\r\n Mesh: { binding: { groupIndex: 2, bindingIndex: 1 } },\r\n Internals: { binding: { groupIndex: 2, bindingIndex: 2 } },\r\n };\r\n\r\n public static get KnownUBOs() {\r\n return WebGPUShaderProcessingContext._SimplifiedKnownBindings ? WebGPUShaderProcessingContext._SimplifiedKnownUBOs : WebGPUShaderProcessingContext._KnownUBOs;\r\n }\r\n\r\n public shaderLanguage: ShaderLanguage;\r\n\r\n public uboNextBindingIndex: number;\r\n public freeGroupIndex: number;\r\n public freeBindingIndex: number;\r\n\r\n public availableVaryings: { [key: string]: number };\r\n public availableAttributes: { [key: string]: number };\r\n public availableBuffers: { [key: string]: WebGPUBufferDescription };\r\n public availableTextures: { [key: string]: WebGPUTextureDescription };\r\n public availableSamplers: { [key: string]: WebGPUSamplerDescription };\r\n\r\n public leftOverUniforms: { name: string; type: string; length: number }[];\r\n\r\n public orderedAttributes: string[];\r\n public bindGroupLayoutEntries: GPUBindGroupLayoutEntry[][];\r\n public bindGroupLayoutEntryInfo: WebGPUBindGroupLayoutEntryInfo[][];\r\n public bindGroupEntries: GPUBindGroupEntry[][];\r\n public bufferNames: string[]; // list of all uniform/storage buffer names used in the shader\r\n public textureNames: string[]; // list of all texture names used in the shader\r\n public samplerNames: string[]; // list of all sampler names used in the shader\r\n public attributeNamesFromEffect: string[];\r\n public attributeLocationsFromEffect: number[];\r\n\r\n public vertexBufferKindToNumberOfComponents: { [kind: string]: number } = {};\r\n\r\n private _attributeNextLocation: number;\r\n private _varyingNextLocation: number;\r\n\r\n constructor(shaderLanguage: ShaderLanguage, pureMode = false) {\r\n this.shaderLanguage = shaderLanguage;\r\n\r\n this._attributeNextLocation = 0;\r\n this._varyingNextLocation = 0;\r\n this.freeGroupIndex = 0;\r\n this.freeBindingIndex = 0;\r\n\r\n this.availableVaryings = {};\r\n this.availableAttributes = {};\r\n this.availableBuffers = {};\r\n this.availableTextures = {};\r\n this.availableSamplers = {};\r\n\r\n this.orderedAttributes = [];\r\n this.bindGroupLayoutEntries = [];\r\n this.bindGroupLayoutEntryInfo = [];\r\n this.bindGroupEntries = [];\r\n this.bufferNames = [];\r\n this.textureNames = [];\r\n this.samplerNames = [];\r\n\r\n this.leftOverUniforms = [];\r\n\r\n if (!pureMode) {\r\n this._findStartingGroupBinding();\r\n }\r\n }\r\n\r\n private _findStartingGroupBinding(): void {\r\n const knownUBOs = WebGPUShaderProcessingContext.KnownUBOs;\r\n\r\n const groups: number[] = [];\r\n for (const name in knownUBOs) {\r\n const binding = knownUBOs[name].binding;\r\n if (binding.groupIndex === -1) {\r\n continue;\r\n }\r\n if (groups[binding.groupIndex] === undefined) {\r\n groups[binding.groupIndex] = binding.bindingIndex;\r\n } else {\r\n groups[binding.groupIndex] = Math.max(groups[binding.groupIndex], binding.bindingIndex);\r\n }\r\n }\r\n\r\n this.freeGroupIndex = groups.length - 1;\r\n if (this.freeGroupIndex === 0) {\r\n this.freeGroupIndex++;\r\n this.freeBindingIndex = 0;\r\n } else {\r\n this.freeBindingIndex = groups[groups.length - 1] + 1;\r\n }\r\n }\r\n\r\n public getAttributeNextLocation(dataType: string, arrayLength: number = 0): number {\r\n const index = this._attributeNextLocation;\r\n\r\n this._attributeNextLocation += (_typeToLocationSize[dataType] ?? 1) * (arrayLength || 1);\r\n\r\n return index;\r\n }\r\n\r\n public getVaryingNextLocation(dataType: string, arrayLength: number = 0): number {\r\n const index = this._varyingNextLocation;\r\n\r\n this._varyingNextLocation += (_typeToLocationSize[dataType] ?? 1) * (arrayLength || 1);\r\n\r\n return index;\r\n }\r\n\r\n public getNextFreeUBOBinding() {\r\n return this._getNextFreeBinding(1);\r\n }\r\n\r\n private _getNextFreeBinding(bindingCount: number) {\r\n if (this.freeBindingIndex > _maxBindingsPerGroup - bindingCount) {\r\n this.freeGroupIndex++;\r\n this.freeBindingIndex = 0;\r\n }\r\n\r\n if (this.freeGroupIndex === _maxGroups) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Too many textures or UBOs have been declared and it is not supported in WebGPU.\";\r\n }\r\n\r\n const returnValue = {\r\n groupIndex: this.freeGroupIndex,\r\n bindingIndex: this.freeBindingIndex,\r\n };\r\n\r\n this.freeBindingIndex += bindingCount;\r\n\r\n return returnValue;\r\n }\r\n}\r\n"]}
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