@babylonjs/core 7.19.1 → 7.20.1
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.
- package/Bones/bone.js +3 -3
- package/Bones/bone.js.map +1 -1
- package/Bones/boneLookController.js +3 -3
- package/Bones/boneLookController.js.map +1 -1
- 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/Compat/compatibilityOptions.d.ts +13 -6
- package/Compat/compatibilityOptions.js +20 -4
- package/Compat/compatibilityOptions.js.map +1 -1
- package/Compat/index.d.ts +1 -1
- package/Compat/index.js +1 -1
- package/Compat/index.js.map +1 -1
- package/Culling/boundingBox.js +5 -5
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.js +2 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.js +2 -2
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +3 -0
- package/Debug/debugLayer.js +15 -0
- package/Debug/debugLayer.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/engine.js +11 -2
- package/Engines/engine.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/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.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 +35 -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.js +8 -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/Textures/Loaders/hdrTextureLoader.js +3 -3
- package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +2 -2
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +2 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js +3 -3
- package/Materials/Textures/texture.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.color.js +3 -3
- package/Maths/math.color.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 +56 -25
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.js +5 -5
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +4 -4
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +8 -8
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +3 -3
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.js +3 -3
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.js +2 -2
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +2 -2
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.js +5 -5
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +4 -4
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +3 -3
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.js +4 -4
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.js +2 -2
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +2 -2
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.js +2 -2
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.js +2 -2
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/geometry.js +7 -7
- package/Meshes/geometry.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.d.ts +40 -42
- package/Misc/HighDynamicRange/hdr.js +209 -202
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/index.d.ts +1 -1
- package/Misc/HighDynamicRange/index.js +1 -1
- package/Misc/HighDynamicRange/index.js.map +1 -1
- package/Misc/arrayTools.d.ts +12 -17
- package/Misc/arrayTools.js +18 -23
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/dumpTools.d.ts +50 -47
- package/Misc/dumpTools.js +153 -143
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/environmentTextureTools.js +2 -2
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/equirectangularCapture.js +2 -2
- package/Misc/equirectangularCapture.js.map +1 -1
- package/Misc/index.d.ts +6 -1
- package/Misc/index.js +7 -1
- package/Misc/index.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +1 -0
- package/Misc/rgbdTextureTools.js +16 -2
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/screenshotTools.js +3 -3
- package/Misc/screenshotTools.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +2 -2
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +2 -2
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +6 -0
- package/PostProcesses/blurPostProcess.js +20 -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 +24 -2
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +17 -2
- package/PostProcesses/postProcess.js +38 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +1 -1
- package/Shaders/ShadersInclude/pbrDebug.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/pbrDebug.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.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/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- 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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{"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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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments, InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nimport \"../../ShadersWGSL/ShadersInclude/fresnelFunction\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/decalFragment\";\r\nimport \"../../ShadersWGSL/particles.vertex\";\r\n\r\nconst builtInName_frag_depth = \"fragmentOutputs.fragDepth\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n texture_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_external: null,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n protected _attributesInputWGSL: string[];\r\n protected _attributesWGSL: string[];\r\n protected _attributesConversionCodeWGSL: string[];\r\n protected _hasNonFloatAttribute: boolean;\r\n protected _varyingsWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n protected _stridedUniformArrays: string[];\r\n\r\n public override shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n\r\n public preProcessor(code: string, defines: string[], preProcessors: { [key: string]: string }, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) {\r\n // Convert defines into const\r\n for (const key in preProcessors) {\r\n if (key === \"__VERSION__\") {\r\n continue;\r\n }\r\n const value = preProcessors[key];\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 protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== \" \" && uniformType.charAt(startArray) !== \",\") {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === \" \" || uniformType.charAt(startArray) === \",\")) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesInputWGSL = [];\r\n this._attributesWGSL = [];\r\n this._attributesConversionCodeWGSL = [];\r\n this._hasNonFloatAttribute = false;\r\n this._varyingsWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n this._stridedUniformArrays = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string): string {\r\n // Same check as in webgpuShaderProcessorsGLSL to avoid same ubDelcaration to be injected twice.\r\n const ubDeclaration = `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\n yFactor_: f32,\\n textureOutputHeight_: f32,\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n`;\r\n const alreadyInjected = code.indexOf(ubDeclaration) !== -1;\r\n return alreadyInjected ? code : ubDeclaration + RemoveComments(code);\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean): boolean {\r\n const regex = /(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*\\bvarying\\b/;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n const varyingRegex = /\\s*(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const interpolationType = match[1] ?? \"perspective\";\r\n const interpolationSampling = match[2] ?? \"center\";\r\n const varyingType = match[4];\r\n const name = match[3];\r\n const interpolation = interpolationType === \"flat\" ? `@interpolate(${interpolationType})` : `@interpolate(${interpolationType}, ${interpolationSampling})`;\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(` @location(${location}) ${interpolation} ${name} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${name}_`;\r\n\r\n this._attributesInputWGSL.push(`@location(${location}) ${newName} : ${newType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = ${attributeType}(vertexInputs_.${newName});`);\r\n this._hasNonFloatAttribute = true;\r\n } else {\r\n this._attributesInputWGSL.push(`@location(${location}) ${name} : ${attributeType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = vertexInputs_.${name};`);\r\n }\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n const uniformType = match[2];\r\n const name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? (componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat) : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType = isDepthTexture\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u32\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i32\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n // We need to process defines which are directly in the files themselves\r\n public postProcessor(code: string) {\r\n const definePattern = /#define (.+?) (.+?)$/gm;\r\n\r\n let match: RegExpExecArray | null;\r\n\r\n while ((match = definePattern.exec(code)) !== null) {\r\n code = code.replace(new RegExp(match[1], \"g\"), match[2]);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n const fragCoordCode =\r\n fragmentCode.indexOf(\"fragmentInputs.position\") >= 0\r\n ? `\r\n if (internals.yFactor_ == 1.) {\r\n fragmentInputs.position.y = internals.textureOutputHeight_ - fragmentInputs.position.y;\r\n }\r\n `\r\n : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define (\\w+)\\s+(\\d+\\.?\\d*)/g, \"const $1 = $2;\");\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n vertexCode = this._processStridedUniformArrays(vertexCode);\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32,\\n @builtin(instance_index) instanceIndex : u32,\\n\";\r\n if (this._attributesInputWGSL.length > 0) {\r\n vertexInputs += this._attributesInputWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs\" + (this._hasNonFloatAttribute ? \"_\" : \"\") + \" : VertexInputs;\\n\";\r\n if (this._hasNonFloatAttribute) {\r\n vertexInputs += \"struct VertexInputs_ {\\n vertexIndex : u32, instanceIndex : u32,\\n\";\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs : VertexInputs_;\\n\";\r\n }\r\n\r\n let vertexOutputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexOutputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexOutputs += \"\\n};\\nvar<private> vertexOutputs : FragmentInputs;\\n\";\r\n\r\n vertexCode = vertexInputs + vertexOutputs + vertexCode;\r\n\r\n let vertexMainStartingCode = `\\n vertexInputs${this._hasNonFloatAttribute ? \"_\" : \"\"} = input;\\n`;\r\n if (this._hasNonFloatAttribute) {\r\n vertexMainStartingCode += \"vertexInputs.vertexIndex = vertexInputs_.vertexIndex;\\nvertexInputs.instanceIndex = vertexInputs_.instanceIndex;\\n\";\r\n vertexMainStartingCode += this._attributesConversionCodeWGSL.join(\"\\n\");\r\n vertexMainStartingCode += \"\\n\";\r\n }\r\n const vertexMainEndingCode = ` vertexOutputs.position.y = vertexOutputs.position.y * internals.yFactor_;\\n return vertexOutputs;`;\r\n let needDiagnosticOff = vertexCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n vertexCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n InjectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define (\\w+)\\s+(\\d+\\.?\\d*)/g, \"const $1 = $2;\");\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n\";\r\n\r\n // Adding fragData output locations\r\n let regex = /const SCENE_MRT_COUNT = (\\d+);/;\r\n let match = fragmentCode.match(regex);\r\n let indexLocation = 0;\r\n\r\n if (match) {\r\n const number = parseInt(match[1]);\r\n if (number > 0) {\r\n for (let index = 0; index < number; index++) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData${indexLocation} : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n }\r\n\r\n // Adding fragData output locations\r\n regex = /oitDepthSampler/;\r\n match = fragmentCode.match(regex);\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation++}) depth : vec2<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) frontColor : vec4<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) backColor : vec4<f32>,\\n`;\r\n }\r\n\r\n if (indexLocation === 0) {\r\n fragmentOutputs += \" @location(0) color : vec4<f32>,\\n\";\r\n indexLocation++;\r\n }\r\n\r\n // FragDepth\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== \"\\n\") {\r\n if (fragmentCode.charAt(idx) === \"/\" && fragmentCode.charAt(idx - 1) === \"/\") {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32,\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\nvar<private> fragmentOutputs : FragmentOutputs;\\n\";\r\n\r\n fragmentCode = fragmentInputs + fragmentOutputs + fragmentCode;\r\n\r\n const fragmentStartingCode = \" fragmentInputs = input;\\n \" + fragCoordCode;\r\n const fragmentEndingCode = \" return fragmentOutputs;\";\r\n needDiagnosticOff = fragmentCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n fragmentCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") + InjectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let stridedArrays = \"\";\r\n let ubo = `struct ${name} {\\n`;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n const stridedArrayType = `${name}_${this._stridedUniformArrays.length}_strided_arr`;\r\n stridedArrays += `struct ${stridedArrayType} {\r\n @size(16)\r\n el: ${type},\r\n }`;\r\n this._stridedUniformArrays.push(leftOverUniform.name);\r\n\r\n ubo += ` @align(16) ${leftOverUniform.name} : array<${stridedArrayType}, ${leftOverUniform.length}>,\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>,\\n`;\r\n }\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type},\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n ubo = `${stridedArrays}\\n${ubo}`;\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const suffixLessLength = name.length - Constants.AUTOSAMPLERSUFFIX.length;\r\n const textureName = name.lastIndexOf(Constants.AUTOSAMPLERSUFFIX) === suffixLessLength ? name.substring(0, suffixLessLength) : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const type = match[1];\r\n const decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this._webgpuProcessingContext.availableBuffers[name]?.binding;\r\n if (!binding) {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n }\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(\r\n name,\r\n this._webgpuProcessingContext.availableBuffers[name],\r\n decoration === \"read_write\"\r\n ? WebGPUConstants.BufferBindingType.Storage\r\n : type === \"storage\"\r\n ? WebGPUConstants.BufferBindingType.ReadOnlyStorage\r\n : WebGPUConstants.BufferBindingType.Uniform,\r\n isVertex\r\n );\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processStridedUniformArrays(code: string): string {\r\n for (const uniformArrayName of this._stridedUniformArrays) {\r\n code = code.replace(new RegExp(`${uniformArrayName}\\\\s*\\\\[(.*?)\\\\]`, \"g\"), `${uniformArrayName}[$1].el`);\r\n }\r\n return code;\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 { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments, InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nimport \"../../ShadersWGSL/ShadersInclude/fresnelFunction\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/decalFragment\";\r\nimport \"../../ShadersWGSL/particles.vertex\";\r\n\r\nconst builtInName_frag_depth = \"fragmentOutputs.fragDepth\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n texture_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_external: null,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n protected _attributesInputWGSL: string[];\r\n protected _attributesWGSL: string[];\r\n protected _attributesConversionCodeWGSL: string[];\r\n protected _hasNonFloatAttribute: boolean;\r\n protected _varyingsWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n protected _stridedUniformArrays: string[];\r\n\r\n public override shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n public pureMode = false;\r\n\r\n public preProcessor(code: string, defines: string[], preProcessors: { [key: string]: string }, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) {\r\n // Convert defines into const\r\n for (const key in preProcessors) {\r\n if (key === \"__VERSION__\") {\r\n continue;\r\n }\r\n const value = preProcessors[key];\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 protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== \" \" && uniformType.charAt(startArray) !== \",\") {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === \" \" || uniformType.charAt(startArray) === \",\")) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesInputWGSL = [];\r\n this._attributesWGSL = [];\r\n this._attributesConversionCodeWGSL = [];\r\n this._hasNonFloatAttribute = false;\r\n this._varyingsWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n this._stridedUniformArrays = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string): string {\r\n // Same check as in webgpuShaderProcessorsGLSL to avoid same ubDelcaration to be injected twice.\r\n const ubDeclaration = this.pureMode\r\n ? \"\"\r\n : `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\n yFactor_: f32,\\n textureOutputHeight_: f32,\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n`;\r\n const alreadyInjected = code.indexOf(ubDeclaration) !== -1;\r\n return alreadyInjected ? code : ubDeclaration + RemoveComments(code);\r\n }\r\n\r\n public varyingCheck(varying: string): boolean {\r\n const regex = /(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*\\bvarying\\b/;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n const varyingRegex = /\\s*(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const interpolationType = match[1] ?? \"perspective\";\r\n const interpolationSampling = match[2] ?? \"center\";\r\n const varyingType = match[4];\r\n const name = match[3];\r\n const interpolation = interpolationType === \"flat\" ? `@interpolate(${interpolationType})` : `@interpolate(${interpolationType}, ${interpolationSampling})`;\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(` @location(${location}) ${interpolation} ${name} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${name}_`;\r\n\r\n this._attributesInputWGSL.push(`@location(${location}) ${newName} : ${newType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = ${attributeType}(vertexInputs_.${newName});`);\r\n this._hasNonFloatAttribute = true;\r\n } else {\r\n this._attributesInputWGSL.push(`@location(${location}) ${name} : ${attributeType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = vertexInputs_.${name};`);\r\n }\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n const uniformType = match[2];\r\n const name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? (componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat) : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType = isDepthTexture\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u32\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i32\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n // We need to process defines which are directly in the files themselves\r\n public postProcessor(code: string) {\r\n const definePattern = /#define (.+?) (.+?)$/gm;\r\n\r\n let match: RegExpExecArray | null;\r\n\r\n while ((match = definePattern.exec(code)) !== null) {\r\n code = code.replace(new RegExp(match[1], \"g\"), match[2]);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n const fragCoordCode =\r\n fragmentCode.indexOf(\"fragmentInputs.position\") >= 0 && !this.pureMode\r\n ? `\r\n if (internals.yFactor_ == 1.) {\r\n fragmentInputs.position.y = internals.textureOutputHeight_ - fragmentInputs.position.y;\r\n }\r\n `\r\n : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define (\\w+)\\s+(\\d+\\.?\\d*)/g, \"const $1 = $2;\");\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n vertexCode = this._processStridedUniformArrays(vertexCode);\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32,\\n @builtin(instance_index) instanceIndex : u32,\\n\";\r\n if (this._attributesInputWGSL.length > 0) {\r\n vertexInputs += this._attributesInputWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs\" + (this._hasNonFloatAttribute ? \"_\" : \"\") + \" : VertexInputs;\\n\";\r\n if (this._hasNonFloatAttribute) {\r\n vertexInputs += \"struct VertexInputs_ {\\n vertexIndex : u32, instanceIndex : u32,\\n\";\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs : VertexInputs_;\\n\";\r\n }\r\n\r\n let vertexOutputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexOutputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexOutputs += \"\\n};\\nvar<private> vertexOutputs : FragmentInputs;\\n\";\r\n\r\n vertexCode = vertexInputs + vertexOutputs + vertexCode;\r\n\r\n let vertexMainStartingCode = `\\n vertexInputs${this._hasNonFloatAttribute ? \"_\" : \"\"} = input;\\n`;\r\n if (this._hasNonFloatAttribute) {\r\n vertexMainStartingCode += \"vertexInputs.vertexIndex = vertexInputs_.vertexIndex;\\nvertexInputs.instanceIndex = vertexInputs_.instanceIndex;\\n\";\r\n vertexMainStartingCode += this._attributesConversionCodeWGSL.join(\"\\n\");\r\n vertexMainStartingCode += \"\\n\";\r\n }\r\n const vertexMainEndingCode = this.pureMode\r\n ? ` return vertexOutputs;`\r\n : ` vertexOutputs.position.y = vertexOutputs.position.y * internals.yFactor_;\\n return vertexOutputs;`;\r\n let needDiagnosticOff = vertexCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n vertexCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n InjectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define (\\w+)\\s+(\\d+\\.?\\d*)/g, \"const $1 = $2;\");\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n if (!this.pureMode) {\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n }\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n\";\r\n\r\n // Adding fragData output locations\r\n let regex = /const SCENE_MRT_COUNT = (\\d+);/;\r\n let match = fragmentCode.match(regex);\r\n let indexLocation = 0;\r\n\r\n if (match) {\r\n const number = parseInt(match[1]);\r\n if (number > 0) {\r\n for (let index = 0; index < number; index++) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData${indexLocation} : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n }\r\n\r\n // Adding fragData output locations\r\n regex = /oitDepthSampler/;\r\n match = fragmentCode.match(regex);\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation++}) depth : vec2<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) frontColor : vec4<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) backColor : vec4<f32>,\\n`;\r\n }\r\n\r\n if (indexLocation === 0) {\r\n fragmentOutputs += \" @location(0) color : vec4<f32>,\\n\";\r\n indexLocation++;\r\n }\r\n\r\n // FragDepth\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== \"\\n\") {\r\n if (fragmentCode.charAt(idx) === \"/\" && fragmentCode.charAt(idx - 1) === \"/\") {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32,\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\nvar<private> fragmentOutputs : FragmentOutputs;\\n\";\r\n\r\n fragmentCode = fragmentInputs + fragmentOutputs + fragmentCode;\r\n\r\n const fragmentStartingCode = \" fragmentInputs = input;\\n \" + fragCoordCode;\r\n const fragmentEndingCode = \" return fragmentOutputs;\";\r\n needDiagnosticOff = fragmentCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n fragmentCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") + InjectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let stridedArrays = \"\";\r\n let ubo = `struct ${name} {\\n`;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n const stridedArrayType = `${name}_${this._stridedUniformArrays.length}_strided_arr`;\r\n stridedArrays += `struct ${stridedArrayType} {\r\n @size(16)\r\n el: ${type},\r\n }`;\r\n this._stridedUniformArrays.push(leftOverUniform.name);\r\n\r\n ubo += ` @align(16) ${leftOverUniform.name} : array<${stridedArrayType}, ${leftOverUniform.length}>,\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>,\\n`;\r\n }\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type},\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n ubo = `${stridedArrays}\\n${ubo}`;\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const suffixLessLength = name.length - Constants.AUTOSAMPLERSUFFIX.length;\r\n const textureName = name.lastIndexOf(Constants.AUTOSAMPLERSUFFIX) === suffixLessLength ? name.substring(0, suffixLessLength) : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const type = match[1];\r\n const decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this._webgpuProcessingContext.availableBuffers[name]?.binding;\r\n if (!binding) {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n }\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(\r\n name,\r\n this._webgpuProcessingContext.availableBuffers[name],\r\n decoration === \"read_write\"\r\n ? WebGPUConstants.BufferBindingType.Storage\r\n : type === \"storage\"\r\n ? WebGPUConstants.BufferBindingType.ReadOnlyStorage\r\n : WebGPUConstants.BufferBindingType.Uniform,\r\n isVertex\r\n );\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processStridedUniformArrays(code: string): string {\r\n for (const uniformArrayName of this._stridedUniformArrays) {\r\n code = code.replace(new RegExp(`${uniformArrayName}\\\\s*\\\\[(.*?)\\\\]`, \"g\"), `${uniformArrayName}[$1].el`);\r\n }\r\n return code;\r\n }\r\n}\r\n"]}
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@@ -2,7 +2,6 @@ import type { WebGPUBufferManager } from "./webgpuBufferManager";
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2
2
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import type { Nullable } from "../../types";
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3
3
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import type { InternalTexture } from "../../Materials/Textures/internalTexture";
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4
4
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import { WebGPUHardwareTexture } from "./webgpuHardwareTexture";
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5
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-
import type { WebGPUTintWASM } from "./webgpuTintWASM";
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6
5
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import type { ExternalTexture } from "../../Materials/Textures/externalTexture";
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7
6
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import type { WebGPUEngine } from "../webgpuEngine";
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8
7
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/**
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@@ -16,8 +15,6 @@ export declare const renderableTextureFormatToIndex: {
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15
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export declare class WebGPUTextureManager {
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17
16
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private _engine;
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17
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private _device;
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19
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-
private _glslang;
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20
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-
private _tintWASM;
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21
18
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private _bufferManager;
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19
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private _mipmapSampler;
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20
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private _videoSampler;
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@@ -28,7 +25,7 @@ export declare class WebGPUTextureManager {
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25
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private _videoCompiledShaders;
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29
26
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private _deferredReleaseTextures;
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27
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private _commandEncoderForCreation;
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31
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-
constructor(engine: WebGPUEngine, device: GPUDevice,
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28
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+
constructor(engine: WebGPUEngine, device: GPUDevice, bufferManager: WebGPUBufferManager, enabledExtensions: GPUFeatureName[]);
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29
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private _getPipeline;
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private _getVideoPipeline;
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31
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setCommandEncoder(encoder: GPUCommandEncoder): void;
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