@babylonjs/core 7.2.3 → 7.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (258) hide show
  1. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +2 -0
  2. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +2 -0
  3. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  4. package/Engines/abstractEngine.d.ts +7 -0
  5. package/Engines/abstractEngine.js +10 -2
  6. package/Engines/abstractEngine.js.map +1 -1
  7. package/Engines/thinEngine.d.ts +0 -7
  8. package/Engines/thinEngine.js +1 -9
  9. package/Engines/thinEngine.js.map +1 -1
  10. package/Engines/webgpuEngine.d.ts +4 -2
  11. package/Engines/webgpuEngine.js +5 -2
  12. package/Engines/webgpuEngine.js.map +1 -1
  13. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -1
  14. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -6
  15. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  16. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +2 -3
  17. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +5 -5
  18. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  19. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +1 -1
  20. package/Materials/Node/Blocks/Dual/fogBlock.js +4 -4
  21. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/Dual/lightBlock.js +4 -4
  23. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  24. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +1 -1
  25. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +8 -7
  26. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  28. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +9 -5
  29. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  30. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +4 -2
  31. package/Materials/Node/Blocks/Dual/textureBlock.js +43 -21
  32. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  33. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -3
  34. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  35. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +9 -2
  36. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  37. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  38. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  39. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +1 -1
  40. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +16 -8
  41. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  42. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
  43. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -2
  45. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  46. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +3 -3
  47. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  48. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -1
  49. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -4
  50. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +1 -1
  52. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +2 -2
  53. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  54. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +3 -3
  55. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  56. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -1
  57. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +4 -4
  58. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/Fragment/twirlBlock.js +9 -9
  60. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/Input/inputBlock.d.ts +6 -1
  62. package/Materials/Node/Blocks/Input/inputBlock.js +36 -12
  63. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +1 -1
  65. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +1 -1
  66. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -1
  68. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +3 -3
  69. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  71. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +9 -9
  72. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  73. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +1 -1
  74. package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -21
  75. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  76. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +1 -1
  77. package/Materials/Node/Blocks/PBR/refractionBlock.js +6 -6
  78. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  79. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +5 -0
  80. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  81. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +2 -2
  82. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  83. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +3 -3
  84. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +1 -1
  86. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  87. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -1
  88. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  89. package/Materials/Node/Blocks/Vertex/bonesBlock.js +2 -2
  90. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  91. package/Materials/Node/Blocks/Vertex/instancesBlock.js +5 -5
  92. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  93. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +1 -1
  94. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +12 -12
  95. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  96. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +7 -7
  97. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  98. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -1
  99. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +10 -3
  100. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  101. package/Materials/Node/Blocks/addBlock.js +2 -1
  102. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  103. package/Materials/Node/Blocks/arcTan2Block.js +3 -1
  104. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  105. package/Materials/Node/Blocks/clampBlock.js +1 -1
  106. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  107. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  108. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  109. package/Materials/Node/Blocks/colorMergerBlock.js +9 -7
  110. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  111. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  112. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  113. package/Materials/Node/Blocks/conditionalBlock.js +18 -12
  114. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  115. package/Materials/Node/Blocks/crossBlock.js +1 -1
  116. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/curveBlock.js +48 -53
  118. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/customBlock.js +1 -1
  120. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/desaturateBlock.js +5 -4
  122. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  124. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/divideBlock.js +2 -1
  126. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/dotBlock.js +1 -1
  128. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  129. package/Materials/Node/Blocks/elbowBlock.js +1 -1
  130. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/fresnelBlock.js +1 -1
  132. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/gradientBlock.js +8 -7
  134. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  136. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  138. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  140. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
  142. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  144. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/maxBlock.js +1 -1
  146. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +1 -1
  148. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/minBlock.js +1 -1
  150. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/modBlock.js +1 -1
  152. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/multiplyBlock.js +2 -1
  154. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  156. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/negateBlock.js +1 -1
  158. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/normalBlendBlock.js +1 -1
  160. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  162. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  164. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  166. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/powBlock.js +1 -1
  168. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
  170. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
  172. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  174. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/refractBlock.js +1 -1
  176. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/remapBlock.js +1 -1
  178. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/replaceColorBlock.js +1 -1
  180. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  182. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/scaleBlock.js +1 -1
  184. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +1 -1
  186. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/smoothStepBlock.js +3 -2
  188. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/stepBlock.js +1 -1
  190. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/subtractBlock.js +2 -1
  192. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/transformBlock.js +18 -10
  194. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -1
  196. package/Materials/Node/Blocks/triPlanarBlock.js +2 -2
  197. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/trigonometryBlock.js +1 -1
  199. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/vectorMergerBlock.js +30 -27
  201. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/vectorSplitterBlock.js +9 -8
  203. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
  205. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/voronoiNoiseBlock.js +19 -8
  207. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/waveBlock.js +3 -3
  209. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/worleyNoise3DBlock.js +3 -3
  211. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  212. package/Materials/Node/nodeMaterial.d.ts +9 -3
  213. package/Materials/Node/nodeMaterial.js +29 -4
  214. package/Materials/Node/nodeMaterial.js.map +1 -1
  215. package/Materials/Node/nodeMaterialBlock.d.ts +0 -1
  216. package/Materials/Node/nodeMaterialBlock.js +6 -6
  217. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  218. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +4 -0
  219. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +12 -0
  220. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  221. package/Materials/Node/nodeMaterialBuildState.d.ts +35 -3
  222. package/Materials/Node/nodeMaterialBuildState.js +169 -16
  223. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  224. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +18 -4
  225. package/Materials/PBR/pbrSubSurfaceConfiguration.js +60 -9
  226. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  227. package/Materials/materialFlags.d.ts +6 -0
  228. package/Materials/materialFlags.js +15 -1
  229. package/Materials/materialFlags.js.map +1 -1
  230. package/Materials/materialHelper.d.ts +2 -2
  231. package/Materials/materialHelper.js.map +1 -1
  232. package/Meshes/Compression/meshoptCompression.js +4 -3
  233. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  234. package/Misc/filesInput.d.ts +2 -2
  235. package/Misc/filesInput.js.map +1 -1
  236. package/Misc/screenshotTools.d.ts +6 -6
  237. package/Misc/screenshotTools.js.map +1 -1
  238. package/PostProcesses/postProcess.d.ts +0 -1
  239. package/PostProcesses/postProcess.js.map +1 -1
  240. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +19 -3
  241. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  242. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +4 -1
  243. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  244. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -0
  245. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +3 -0
  247. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  248. package/Shaders/pbr.fragment.js +7 -0
  249. package/Shaders/pbr.fragment.js.map +1 -1
  250. package/Shaders/pbr.vertex.js +2 -0
  251. package/Shaders/pbr.vertex.js.map +1 -1
  252. package/ShadersWGSL/ShadersInclude/fresnelFunction.d.ts +5 -0
  253. package/ShadersWGSL/ShadersInclude/fresnelFunction.js +13 -0
  254. package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -0
  255. package/ShadersWGSL/ShadersInclude/helperFunctions.d.ts +5 -0
  256. package/ShadersWGSL/ShadersInclude/helperFunctions.js +68 -0
  257. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -0
  258. package/package.json +1 -1
@@ -12,6 +12,8 @@ import "../../ShadersWGSL/ShadersInclude/clipPlaneVertex";
12
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  import "../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
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  import "../../ShadersWGSL/ShadersInclude/instancesDeclaration";
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  import "../../ShadersWGSL/ShadersInclude/instancesVertex";
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+ import "../../ShadersWGSL/ShadersInclude/helperFunctions";
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+ import "../../ShadersWGSL/ShadersInclude/fresnelFunction";
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  import "../../ShadersWGSL/ShadersInclude/meshUboDeclaration";
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  import "../../ShadersWGSL/ShadersInclude/morphTargetsVertex";
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  import "../../ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration";
@@ -13,6 +13,8 @@ import "../../ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
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  import "../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
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  import "../../ShadersWGSL/ShadersInclude/instancesDeclaration.js";
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  import "../../ShadersWGSL/ShadersInclude/instancesVertex.js";
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+ import "../../ShadersWGSL/ShadersInclude/helperFunctions.js";
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+ import "../../ShadersWGSL/ShadersInclude/fresnelFunction.js";
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  import "../../ShadersWGSL/ShadersInclude/meshUboDeclaration.js";
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  import "../../ShadersWGSL/ShadersInclude/morphTargetsVertex.js";
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  import "../../ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js";
@@ -1 +1 @@
1
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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 } from \"../../Misc/codeStringParsingTools\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\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 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 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} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${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}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[]) {\r\n const defineToValue: { [key: string]: string } = {};\r\n for (const define of defines) {\r\n const parts = define.split(/ +/);\r\n defineToValue[parts[1]] = parts.length > 2 ? parts[2] : \"\";\r\n }\r\n return code.replace(/\\$(\\w+)\\$/g, (_, p1) => {\r\n return defineToValue[p1] ?? p1;\r\n });\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 /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\r\n vertexCode = this._injectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\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 @location(0) color : vec4<f32>,\\n\";\r\n\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\r\n fragmentCode = this._injectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this.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} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const textureName =\r\n name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix) === name.length - WebGPUShaderProcessor.AutoSamplerSuffix.length\r\n ? name.substring(0, name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix))\r\n : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${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"]}
1
+ 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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 } from \"../../Misc/codeStringParsingTools\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bonesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\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/morphTargetsVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal\";\r\nimport \"../../ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\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 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 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} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${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}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n public postProcessor(code: string, defines: string[]) {\r\n const defineToValue: { [key: string]: string } = {};\r\n for (const define of defines) {\r\n const parts = define.split(/ +/);\r\n defineToValue[parts[1]] = parts.length > 2 ? parts[2] : \"\";\r\n }\r\n return code.replace(/\\$(\\w+)\\$/g, (_, p1) => {\r\n return defineToValue[p1] ?? p1;\r\n });\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 /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\r\n vertexCode = this._injectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\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 @location(0) color : vec4<f32>,\\n\";\r\n\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\r\n fragmentCode = this._injectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this.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} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const textureName =\r\n name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix) === name.length - WebGPUShaderProcessor.AutoSamplerSuffix.length\r\n ? name.substring(0, name.indexOf(WebGPUShaderProcessor.AutoSamplerSuffix))\r\n : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${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"]}
@@ -1138,6 +1138,13 @@ export declare abstract class AbstractEngine {
1138
1138
  * Returns true if the stencil buffer has been enabled through the creation option of the context.
1139
1139
  */
1140
1140
  get isStencilEnable(): boolean;
1141
+ /** @internal */
1142
+ protected _creationOptions: AbstractEngineOptions;
1143
+ /**
1144
+ * Gets the options used for engine creation
1145
+ * @returns EngineOptions object
1146
+ */
1147
+ getCreationOptions(): AbstractEngineOptions;
1141
1148
  /**
1142
1149
  * Creates a new engine
1143
1150
  * @param antialias defines enable antialiasing (default: false)
@@ -728,13 +728,13 @@ export class AbstractEngine {
728
728
  */
729
729
  // Not mixed with Version for tooling purpose.
730
730
  static get NpmPackage() {
731
- return "babylonjs@7.2.3";
731
+ return "babylonjs@7.3.1";
732
732
  }
733
733
  /**
734
734
  * Returns the current version of the framework
735
735
  */
736
736
  static get Version() {
737
- return "7.2.3";
737
+ return "7.3.1";
738
738
  }
739
739
  /**
740
740
  * Gets the HTML canvas attached with the current webGL context
@@ -792,6 +792,13 @@ export class AbstractEngine {
792
792
  get isStencilEnable() {
793
793
  return this._isStencilEnable;
794
794
  }
795
+ /**
796
+ * Gets the options used for engine creation
797
+ * @returns EngineOptions object
798
+ */
799
+ getCreationOptions() {
800
+ return this._creationOptions;
801
+ }
795
802
  /**
796
803
  * Creates a new engine
797
804
  * @param antialias defines enable antialiasing (default: false)
@@ -1042,6 +1049,7 @@ export class AbstractEngine {
1042
1049
  adaptToDeviceRatio = adaptToDeviceRatio || options.adaptToDeviceRatio || false;
1043
1050
  this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
1044
1051
  this._lastDevicePixelRatio = devicePixelRatio;
1052
+ this._creationOptions = options;
1045
1053
  }
1046
1054
  /**
1047
1055
  * Resize the view according to the canvas' size