@babylonjs/core 7.23.1 → 7.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (295) hide show
  1. package/Animations/animation.js +3 -3
  2. package/Animations/animation.js.map +1 -1
  3. package/Audio/sound.js +15 -7
  4. package/Audio/sound.js.map +1 -1
  5. package/Behaviors/Meshes/followBehavior.js +3 -3
  6. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  7. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  8. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  9. package/Compute/computeEffect.js +4 -4
  10. package/Compute/computeEffect.js.map +1 -1
  11. package/Engines/Extensions/engine.prefilteredCubeTexture.js +2 -3
  12. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  13. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  14. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  15. package/Engines/WebGPU/webgpuHardwareTexture.js +2 -2
  16. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  17. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -2
  18. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +12 -10
  20. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  22. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  23. package/Engines/abstractEngine.js +2 -2
  24. package/Engines/abstractEngine.js.map +1 -1
  25. package/Engines/engineCapabilities.d.ts +2 -0
  26. package/Engines/engineCapabilities.js.map +1 -1
  27. package/Engines/nativeEngine.js +3 -2
  28. package/Engines/nativeEngine.js.map +1 -1
  29. package/Engines/nullEngine.js +1 -0
  30. package/Engines/nullEngine.js.map +1 -1
  31. package/Engines/thinEngine.js +2 -0
  32. package/Engines/thinEngine.js.map +1 -1
  33. package/Engines/webgpuEngine.js +1 -0
  34. package/Engines/webgpuEngine.js.map +1 -1
  35. package/LensFlares/lensFlareSystem.js +2 -2
  36. package/LensFlares/lensFlareSystem.js.map +1 -1
  37. package/Loading/sceneLoader.js +3 -3
  38. package/Loading/sceneLoader.js.map +1 -1
  39. package/Materials/Node/Blocks/Dual/lightBlock.js +17 -8
  40. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -2
  42. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
  44. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  45. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  46. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/colorMergerBlock.js +1 -1
  48. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/vectorMergerBlock.js +1 -1
  50. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  51. package/Materials/PBR/pbrBaseMaterial.js +1 -2
  52. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  53. package/Materials/PBR/pbrSubSurfaceConfiguration.js +1 -2
  54. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  55. package/Materials/Textures/Filtering/hdrFiltering.d.ts +0 -2
  56. package/Materials/Textures/Filtering/hdrFiltering.js +12 -4
  57. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  58. package/Materials/Textures/Loaders/textureLoaderManager.d.ts +14 -1
  59. package/Materials/Textures/Loaders/textureLoaderManager.js +50 -21
  60. package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
  61. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +15 -1
  62. package/Materials/Textures/Procedurals/proceduralTexture.js +24 -1
  63. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  64. package/Materials/Textures/index.d.ts +6 -0
  65. package/Materials/Textures/index.js +8 -0
  66. package/Materials/Textures/index.js.map +1 -1
  67. package/Materials/Textures/texture.js +2 -2
  68. package/Materials/Textures/texture.js.map +1 -1
  69. package/Materials/effect.functions.js +4 -4
  70. package/Materials/effect.functions.js.map +1 -1
  71. package/Maths/math.color.js +6 -7
  72. package/Maths/math.color.js.map +1 -1
  73. package/Maths/math.path.js +5 -5
  74. package/Maths/math.path.js.map +1 -1
  75. package/Maths/math.scalar.d.ts +33 -191
  76. package/Maths/math.scalar.functions.d.ts +147 -0
  77. package/Maths/math.scalar.functions.js +247 -0
  78. package/Maths/math.scalar.functions.js.map +1 -1
  79. package/Maths/math.scalar.js +15 -303
  80. package/Maths/math.scalar.js.map +1 -1
  81. package/Meshes/Builders/decalBuilder.js +3 -3
  82. package/Meshes/Builders/decalBuilder.js.map +1 -1
  83. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +8 -1
  84. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +30 -13
  85. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  86. package/Meshes/Node/Blocks/conditionBlock.js +2 -2
  87. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  88. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +4 -4
  89. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  90. package/Meshes/Node/Blocks/noiseBlock.js +3 -3
  91. package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
  92. package/Meshes/geodesicMesh.js +3 -3
  93. package/Meshes/geodesicMesh.js.map +1 -1
  94. package/Meshes/trailMesh.js +4 -4
  95. package/Meshes/trailMesh.js.map +1 -1
  96. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +7 -7
  97. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  98. package/Misc/PerformanceViewer/performanceViewerCollector.js +2 -1
  99. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  100. package/Misc/basis.js +2 -3
  101. package/Misc/basis.js.map +1 -1
  102. package/Misc/dds.js +9 -9
  103. package/Misc/dds.js.map +1 -1
  104. package/Misc/dumpTools.js +2 -2
  105. package/Misc/dumpTools.js.map +1 -1
  106. package/Misc/environmentTextureTools.js +4 -4
  107. package/Misc/environmentTextureTools.js.map +1 -1
  108. package/Misc/reflector.js +3 -3
  109. package/Misc/reflector.js.map +1 -1
  110. package/Misc/screenshotTools.d.ts +2 -1
  111. package/Misc/screenshotTools.js +3 -2
  112. package/Misc/screenshotTools.js.map +1 -1
  113. package/Misc/tools.d.ts +6 -3
  114. package/Misc/tools.js +5 -3
  115. package/Misc/tools.js.map +1 -1
  116. package/Particles/EmitterTypes/coneParticleEmitter.js +10 -10
  117. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  118. package/Particles/EmitterTypes/cylinderParticleEmitter.js +9 -9
  119. package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
  120. package/Particles/EmitterTypes/hemisphericParticleEmitter.js +7 -7
  121. package/Particles/EmitterTypes/hemisphericParticleEmitter.js.map +1 -1
  122. package/Particles/EmitterTypes/meshParticleEmitter.js +4 -4
  123. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  124. package/Particles/EmitterTypes/pointParticleEmitter.js +4 -4
  125. package/Particles/EmitterTypes/pointParticleEmitter.js.map +1 -1
  126. package/Particles/EmitterTypes/sphereParticleEmitter.js +10 -10
  127. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  128. package/Particles/gpuParticleSystem.js +2 -2
  129. package/Particles/gpuParticleSystem.js.map +1 -1
  130. package/Particles/pointsCloudSystem.js +8 -8
  131. package/Particles/pointsCloudSystem.js.map +1 -1
  132. package/Physics/v1/Plugins/ammoJSPlugin.js +2 -2
  133. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  134. package/Physics/v2/physicsAggregate.js +2 -2
  135. package/Physics/v2/physicsAggregate.js.map +1 -1
  136. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +2 -2
  137. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  138. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
  139. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  140. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +4 -4
  141. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  142. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +2 -2
  143. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  144. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -0
  145. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +6 -0
  146. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  147. package/PostProcesses/postProcess.d.ts +4 -0
  148. package/PostProcesses/postProcess.js +1 -0
  149. package/PostProcesses/postProcess.js.map +1 -1
  150. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +0 -2
  151. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +46 -3
  152. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  153. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts +0 -5
  154. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +33 -5
  155. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  156. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -3
  157. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +56 -18
  158. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  159. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +0 -2
  160. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +20 -2
  161. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  162. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +2 -14
  163. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +108 -36
  164. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  165. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +0 -2
  166. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +23 -11
  167. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  168. package/Rendering/depthPeelingRenderer.d.ts +7 -3
  169. package/Rendering/depthPeelingRenderer.js +38 -3
  170. package/Rendering/depthPeelingRenderer.js.map +1 -1
  171. package/Rendering/index.d.ts +44 -0
  172. package/Rendering/index.js +46 -0
  173. package/Rendering/index.js.map +1 -1
  174. package/Shaders/iblCombineVoxelGrids.fragment.d.ts +5 -0
  175. package/Shaders/{combineVoxelGrids.fragment.js → iblCombineVoxelGrids.fragment.js} +3 -3
  176. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -0
  177. package/Shaders/iblGenerateVoxelMip.fragment.d.ts +5 -0
  178. package/Shaders/{generateVoxelMip.fragment.js → iblGenerateVoxelMip.fragment.js} +3 -3
  179. package/Shaders/iblGenerateVoxelMip.fragment.js.map +1 -0
  180. package/Shaders/iblShadowVoxelTracing.fragment.js +18 -10
  181. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  182. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js +2 -1
  183. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -1
  184. package/Shaders/{voxelGrid.fragment.d.ts → iblVoxelGrid.fragment.d.ts} +1 -1
  185. package/Shaders/{voxelGrid.fragment.js → iblVoxelGrid.fragment.js} +3 -3
  186. package/Shaders/iblVoxelGrid.fragment.js.map +1 -0
  187. package/Shaders/{voxelSlabDebug.fragment.d.ts → iblVoxelGrid.vertex.d.ts} +1 -1
  188. package/Shaders/{voxelGrid.vertex.js → iblVoxelGrid.vertex.js} +8 -4
  189. package/Shaders/iblVoxelGrid.vertex.js.map +1 -0
  190. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.d.ts +5 -0
  191. package/Shaders/{voxelGrid2dArrayDebug.fragment.js → iblVoxelGrid2dArrayDebug.fragment.js} +3 -3
  192. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -0
  193. package/Shaders/iblVoxelGrid3dDebug.fragment.d.ts +5 -0
  194. package/Shaders/{voxelGrid3dDebug.fragment.js → iblVoxelGrid3dDebug.fragment.js} +3 -3
  195. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +1 -0
  196. package/Shaders/{combineVoxelGrids.fragment.d.ts → iblVoxelSlabDebug.fragment.d.ts} +1 -1
  197. package/Shaders/{voxelSlabDebug.fragment.js → iblVoxelSlabDebug.fragment.js} +3 -3
  198. package/Shaders/iblVoxelSlabDebug.fragment.js.map +1 -0
  199. package/Shaders/iblVoxelSlabDebug.vertex.d.ts +5 -0
  200. package/Shaders/{voxelSlabDebug.vertex.js → iblVoxelSlabDebug.vertex.js} +3 -3
  201. package/Shaders/iblVoxelSlabDebug.vertex.js.map +1 -0
  202. package/ShadersWGSL/ShadersInclude/lightFragment.js +7 -7
  203. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  204. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.d.ts +5 -0
  205. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +10 -0
  206. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -0
  207. package/ShadersWGSL/default.fragment.js +4 -0
  208. package/ShadersWGSL/default.fragment.js.map +1 -1
  209. package/ShadersWGSL/hdrFiltering.fragment.d.ts +9 -0
  210. package/ShadersWGSL/hdrFiltering.fragment.js +18 -0
  211. package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -0
  212. package/ShadersWGSL/hdrFiltering.vertex.d.ts +5 -0
  213. package/ShadersWGSL/hdrFiltering.vertex.js +16 -0
  214. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -0
  215. package/ShadersWGSL/iblCombineVoxelGrids.fragment.d.ts +5 -0
  216. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +10 -0
  217. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -0
  218. package/ShadersWGSL/iblGenerateVoxelMip.fragment.d.ts +5 -0
  219. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +26 -0
  220. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -0
  221. package/ShadersWGSL/iblShadowAccumulation.fragment.d.ts +5 -0
  222. package/ShadersWGSL/iblShadowAccumulation.fragment.js +24 -0
  223. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -0
  224. package/ShadersWGSL/iblShadowDebug.fragment.d.ts +5 -0
  225. package/ShadersWGSL/iblShadowDebug.fragment.js +16 -0
  226. package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -0
  227. package/ShadersWGSL/iblShadowGBufferDebug.fragment.d.ts +5 -0
  228. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +17 -0
  229. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -0
  230. package/ShadersWGSL/iblShadowSpatialBlur.fragment.d.ts +5 -0
  231. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +20 -0
  232. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -0
  233. package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +5 -0
  234. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +163 -0
  235. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -0
  236. package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +5 -0
  237. package/ShadersWGSL/iblShadowsCdfx.fragment.js +12 -0
  238. package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +1 -0
  239. package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +5 -0
  240. package/ShadersWGSL/iblShadowsCdfy.fragment.js +33 -0
  241. package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +1 -0
  242. package/ShadersWGSL/iblShadowsCombine.fragment.d.ts +5 -0
  243. package/ShadersWGSL/iblShadowsCombine.fragment.js +10 -0
  244. package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -0
  245. package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +5 -0
  246. package/ShadersWGSL/iblShadowsIcdfx.fragment.js +18 -0
  247. package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +1 -0
  248. package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +5 -0
  249. package/ShadersWGSL/iblShadowsIcdfy.fragment.js +17 -0
  250. package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +1 -0
  251. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +5 -0
  252. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js +41 -0
  253. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -0
  254. package/{Shaders/voxelGrid3dDebug.fragment.d.ts → ShadersWGSL/iblVoxelGrid.fragment.d.ts} +1 -1
  255. package/ShadersWGSL/iblVoxelGrid.fragment.js +15 -0
  256. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -0
  257. package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +5 -0
  258. package/ShadersWGSL/iblVoxelGrid.vertex.js +14 -0
  259. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -0
  260. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.d.ts +5 -0
  261. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +10 -0
  262. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -0
  263. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +5 -0
  264. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +22 -0
  265. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -0
  266. package/ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts +5 -0
  267. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +12 -0
  268. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -0
  269. package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +5 -0
  270. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +10 -0
  271. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -0
  272. package/{Shaders/generateVoxelMip.fragment.d.ts → ShadersWGSL/oitBackBlend.fragment.d.ts} +1 -1
  273. package/ShadersWGSL/oitBackBlend.fragment.js +11 -0
  274. package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -0
  275. package/{Shaders/voxelGrid.vertex.d.ts → ShadersWGSL/oitFinal.fragment.d.ts} +1 -1
  276. package/ShadersWGSL/oitFinal.fragment.js +14 -0
  277. package/ShadersWGSL/oitFinal.fragment.js.map +1 -0
  278. package/ShadersWGSL/pbr.fragment.js +17 -8
  279. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  280. package/{Shaders/voxelSlabDebug.vertex.d.ts → ShadersWGSL/procedural.vertex.d.ts} +1 -1
  281. package/ShadersWGSL/procedural.vertex.js +16 -0
  282. package/ShadersWGSL/procedural.vertex.js.map +1 -0
  283. package/XR/features/WebXRHandTracking.d.ts +5 -0
  284. package/XR/features/WebXRHandTracking.js +34 -12
  285. package/XR/features/WebXRHandTracking.js.map +1 -1
  286. package/package.json +2 -2
  287. package/Shaders/combineVoxelGrids.fragment.js.map +0 -1
  288. package/Shaders/generateVoxelMip.fragment.js.map +0 -1
  289. package/Shaders/voxelGrid.fragment.js.map +0 -1
  290. package/Shaders/voxelGrid.vertex.js.map +0 -1
  291. package/Shaders/voxelGrid2dArrayDebug.fragment.d.ts +0 -5
  292. package/Shaders/voxelGrid2dArrayDebug.fragment.js.map +0 -1
  293. package/Shaders/voxelGrid3dDebug.fragment.js.map +0 -1
  294. package/Shaders/voxelSlabDebug.fragment.js.map +0 -1
  295. package/Shaders/voxelSlabDebug.vertex.js.map +0 -1
@@ -1,4 +1,4 @@
1
- import { Scalar } from "../../Maths/math.scalar.js";
1
+ import { ILog2 } from "../../Maths/math.scalar.functions.js";
2
2
  import { WebGPUTextureHelper } from "./webgpuTextureHelper.js";
3
3
  /** @internal */
4
4
  export class WebGPUHardwareTexture {
@@ -60,7 +60,7 @@ export class WebGPUHardwareTexture {
60
60
  label: `TextureView${is3D ? "3D" : isCube ? "Cube" : "2D"}${is2DArray ? "_Array" + arrayLayerCount : ""}_${width}x${height}_${generateMipMaps ? "wmips" : "womips"}_${this.format}_${viewDimension}`,
61
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  format,
62
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  dimension: viewDimension,
63
- mipLevelCount: generateMipMaps ? Scalar.ILog2(Math.max(width, height)) + 1 : 1,
63
+ mipLevelCount: generateMipMaps ? ILog2(Math.max(width, height)) + 1 : 1,
64
64
  baseArrayLayer: 0,
65
65
  baseMipLevel: 0,
66
66
  arrayLayerCount,
@@ -1 +1 @@
1
- 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eslint-disable jsdoc/require-jsdoc */\r\n/* eslint-disable babylonjs/available */\r\nimport type { HardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { Nullable } from \"../../types\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\n\r\n/** @internal */\r\nexport class WebGPUHardwareTexture implements HardwareTextureWrapper {\r\n /**\r\n * Cache of RenderPassDescriptor and BindGroup used when generating mipmaps (see WebGPUTextureHelper.generateMipmaps)\r\n * @internal\r\n */\r\n public _mipmapGenRenderPassDescr: GPURenderPassDescriptor[][];\r\n /** @internal */\r\n public _mipmapGenBindGroup: GPUBindGroup[][];\r\n\r\n /**\r\n * Cache for the invertYPreMultiplyAlpha function (see WebGPUTextureHelper)\r\n * @internal\r\n */\r\n public _copyInvertYTempTexture?: GPUTexture;\r\n /** @internal */\r\n public _copyInvertYRenderPassDescr: GPURenderPassDescriptor;\r\n /** @internal */\r\n public _copyInvertYBindGroup: GPUBindGroup;\r\n /** @internal */\r\n public _copyInvertYBindGroupWithOfst: GPUBindGroup;\r\n\r\n /** @internal */\r\n public _originalFormatIsRGB = false;\r\n\r\n private _webgpuTexture: Nullable<GPUTexture>;\r\n // There can be multiple MSAA textures for a single WebGPU texture because different layers of a 2DArrayTexture / 3DTexture\r\n // or different faces of a cube texture can be bound to different render targets at the same time (in a multi RenderTargetWrapper)\r\n private _webgpuMSAATexture: Nullable<GPUTexture[]>;\r\n\r\n public get underlyingResource(): Nullable<GPUTexture> {\r\n return this._webgpuTexture;\r\n }\r\n\r\n public getMSAATexture(index = 0): Nullable<GPUTexture> {\r\n return this._webgpuMSAATexture?.[index] ?? null;\r\n }\r\n\r\n public setMSAATexture(texture: GPUTexture, index = -1) {\r\n if (!this._webgpuMSAATexture) {\r\n this._webgpuMSAATexture = [];\r\n }\r\n\r\n if (index === -1) {\r\n index = this._webgpuMSAATexture.length;\r\n }\r\n\r\n this._webgpuMSAATexture![index] = texture;\r\n }\r\n\r\n public releaseMSAATexture() {\r\n if (this._webgpuMSAATexture) {\r\n for (const texture of this._webgpuMSAATexture) {\r\n texture?.destroy();\r\n }\r\n this._webgpuMSAATexture = null;\r\n }\r\n }\r\n\r\n public view: Nullable<GPUTextureView>;\r\n public viewForWriting: Nullable<GPUTextureView>;\r\n public format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;\r\n public textureUsages = 0;\r\n public textureAdditionalUsages = 0;\r\n\r\n constructor(existingTexture: Nullable<GPUTexture> = null) {\r\n this._webgpuTexture = existingTexture;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public set(hardwareTexture: GPUTexture): void {\r\n this._webgpuTexture = hardwareTexture;\r\n }\r\n\r\n public setUsage(_textureSource: number, generateMipMaps: boolean, is2DArray: boolean, isCube: boolean, is3D: boolean, width: number, height: number, depth: number): void {\r\n let viewDimension: GPUTextureViewDimension = WebGPUConstants.TextureViewDimension.E2d;\r\n let arrayLayerCount = 1;\r\n if (isCube) {\r\n viewDimension = is2DArray ? 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Scalar.ILog2(Math.max(width, height)) + 1 : 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount,\r\n aspect,\r\n });\r\n }\r\n\r\n public createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting = false): void {\r\n this.view = this._webgpuTexture!.createView(descriptor);\r\n if (createViewForWriting && descriptor) {\r\n const saveNumMipMaps = descriptor.mipLevelCount;\r\n descriptor.mipLevelCount = 1;\r\n this.viewForWriting = this._webgpuTexture!.createView(descriptor);\r\n descriptor.mipLevelCount = saveNumMipMaps;\r\n }\r\n }\r\n\r\n public reset(): void {\r\n this._webgpuTexture = null;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public release(): void {\r\n this._webgpuTexture?.destroy();\r\n this.releaseMSAATexture();\r\n this._copyInvertYTempTexture?.destroy();\r\n this.reset();\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable jsdoc/require-jsdoc */\r\n/* eslint-disable babylonjs/available */\r\nimport type { HardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport { ILog2 } from \"../../Maths/math.scalar.functions\";\r\nimport type { Nullable } from \"../../types\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\n\r\n/** @internal */\r\nexport class WebGPUHardwareTexture implements HardwareTextureWrapper {\r\n /**\r\n * Cache of RenderPassDescriptor and BindGroup used when generating mipmaps (see WebGPUTextureHelper.generateMipmaps)\r\n * @internal\r\n */\r\n public _mipmapGenRenderPassDescr: GPURenderPassDescriptor[][];\r\n /** @internal */\r\n public _mipmapGenBindGroup: GPUBindGroup[][];\r\n\r\n /**\r\n * Cache for the invertYPreMultiplyAlpha function (see WebGPUTextureHelper)\r\n * @internal\r\n */\r\n public _copyInvertYTempTexture?: GPUTexture;\r\n /** @internal */\r\n public _copyInvertYRenderPassDescr: GPURenderPassDescriptor;\r\n /** @internal */\r\n public _copyInvertYBindGroup: GPUBindGroup;\r\n /** @internal */\r\n public _copyInvertYBindGroupWithOfst: GPUBindGroup;\r\n\r\n /** @internal */\r\n public _originalFormatIsRGB = false;\r\n\r\n private _webgpuTexture: Nullable<GPUTexture>;\r\n // There can be multiple MSAA textures for a single WebGPU texture because different layers of a 2DArrayTexture / 3DTexture\r\n // or different faces of a cube texture can be bound to different render targets at the same time (in a multi RenderTargetWrapper)\r\n private _webgpuMSAATexture: Nullable<GPUTexture[]>;\r\n\r\n public get underlyingResource(): Nullable<GPUTexture> {\r\n return this._webgpuTexture;\r\n }\r\n\r\n public getMSAATexture(index = 0): Nullable<GPUTexture> {\r\n return this._webgpuMSAATexture?.[index] ?? null;\r\n }\r\n\r\n public setMSAATexture(texture: GPUTexture, index = -1) {\r\n if (!this._webgpuMSAATexture) {\r\n this._webgpuMSAATexture = [];\r\n }\r\n\r\n if (index === -1) {\r\n index = this._webgpuMSAATexture.length;\r\n }\r\n\r\n this._webgpuMSAATexture![index] = texture;\r\n }\r\n\r\n public releaseMSAATexture() {\r\n if (this._webgpuMSAATexture) {\r\n for (const texture of this._webgpuMSAATexture) {\r\n texture?.destroy();\r\n }\r\n this._webgpuMSAATexture = null;\r\n }\r\n }\r\n\r\n public view: Nullable<GPUTextureView>;\r\n public viewForWriting: Nullable<GPUTextureView>;\r\n public format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;\r\n public textureUsages = 0;\r\n public textureAdditionalUsages = 0;\r\n\r\n constructor(existingTexture: Nullable<GPUTexture> = null) {\r\n this._webgpuTexture = existingTexture;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public set(hardwareTexture: GPUTexture): void {\r\n this._webgpuTexture = hardwareTexture;\r\n }\r\n\r\n public setUsage(_textureSource: number, generateMipMaps: boolean, is2DArray: boolean, isCube: boolean, is3D: boolean, width: number, height: number, depth: number): void {\r\n let viewDimension: GPUTextureViewDimension = WebGPUConstants.TextureViewDimension.E2d;\r\n let arrayLayerCount = 1;\r\n if (isCube) {\r\n viewDimension = is2DArray ? WebGPUConstants.TextureViewDimension.CubeArray : WebGPUConstants.TextureViewDimension.Cube;\r\n arrayLayerCount = 6 * (depth || 1);\r\n } else if (is3D) {\r\n viewDimension = WebGPUConstants.TextureViewDimension.E3d;\r\n arrayLayerCount = 1;\r\n } else if (is2DArray) {\r\n viewDimension = WebGPUConstants.TextureViewDimension.E2dArray;\r\n arrayLayerCount = depth;\r\n }\r\n\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(this.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(this.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n\r\n this.createView({\r\n label: `TextureView${is3D ? \"3D\" : isCube ? \"Cube\" : \"2D\"}${is2DArray ? \"_Array\" + arrayLayerCount : \"\"}_${width}x${height}_${generateMipMaps ? \"wmips\" : \"womips\"}_${\r\n this.format\r\n }_${viewDimension}`,\r\n format,\r\n dimension: viewDimension,\r\n mipLevelCount: generateMipMaps ? ILog2(Math.max(width, height)) + 1 : 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount,\r\n aspect,\r\n });\r\n }\r\n\r\n public createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting = false): void {\r\n this.view = this._webgpuTexture!.createView(descriptor);\r\n if (createViewForWriting && descriptor) {\r\n const saveNumMipMaps = descriptor.mipLevelCount;\r\n descriptor.mipLevelCount = 1;\r\n this.viewForWriting = this._webgpuTexture!.createView(descriptor);\r\n descriptor.mipLevelCount = saveNumMipMaps;\r\n }\r\n }\r\n\r\n public reset(): void {\r\n this._webgpuTexture = null;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public release(): void {\r\n this._webgpuTexture?.destroy();\r\n this.releaseMSAATexture();\r\n this._copyInvertYTempTexture?.destroy();\r\n this.reset();\r\n }\r\n}\r\n"]}
@@ -24,7 +24,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
24
24
  if (isNaN(length)) {
25
25
  length = +preProcessors[lengthInString.trim()];
26
26
  }
27
- name = name.substr(0, startArray);
27
+ name = name.substring(0, startArray);
28
28
  }
29
29
  return [name, type, length];
30
30
  }
@@ -149,7 +149,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
149
149
  }
150
150
  const componentType = uniformType.charAt(0) === "u" ? "u" : uniformType.charAt(0) === "i" ? "i" : "";
151
151
  if (componentType) {
152
- uniformType = uniformType.substr(1);
152
+ uniformType = uniformType.substring(1);
153
153
  }
154
154
  const sampleType = isComparisonSampler
155
155
  ? "depth" /* WebGPUConstants.TextureSampleType.Depth */
@@ -1 +1 @@
1
- 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport { InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { Constants } from \"../constants\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public override shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substr(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType = numComponents < 0 ? (numComponents === -1 ? \"int\" : \"ivec\" + -numComponents) : numComponents === 1 ? \"uint\" : \"uvec\" + numComponents;\r\n const newName = `_int_${name}_`;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${newType} ${newName}; ${attributeType} ${name} = ${attributeType}(${newName});`);\r\n } else {\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + Constants.AUTOSAMPLERSUFFIX;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substr(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(\r\n code: string,\r\n defines: string[],\r\n isFragment: boolean,\r\n _processingContext: Nullable<ShaderProcessingContext>,\r\n _parameters?: { [key: string]: number | string | boolean | undefined }\r\n ): string {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = InjectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n // isNDCHalfZRange is always true in WebGPU\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport { InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { Constants } from \"../constants\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public override shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substring(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType = numComponents < 0 ? (numComponents === -1 ? \"int\" : \"ivec\" + -numComponents) : numComponents === 1 ? \"uint\" : \"uvec\" + numComponents;\r\n const newName = `_int_${name}_`;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${newType} ${newName}; ${attributeType} ${name} = ${attributeType}(${newName});`);\r\n } else {\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + Constants.AUTOSAMPLERSUFFIX;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substring(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(\r\n code: string,\r\n defines: string[],\r\n isFragment: boolean,\r\n _processingContext: Nullable<ShaderProcessingContext>,\r\n _parameters?: { [key: string]: number | string | boolean | undefined }\r\n ): string {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = InjectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n // isNDCHalfZRange is always true in WebGPU\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
@@ -289,24 +289,26 @@ export class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {
289
289
  fragmentInputs += "\n};\nvar<private> fragmentInputs : FragmentInputs;\n";
290
290
  let fragmentOutputs = "struct FragmentOutputs {\n";
291
291
  // Adding fragData output locations
292
- let regex = /const SCENE_MRT_COUNT = (\d+);/;
293
- let match = fragmentCode.match(regex);
292
+ const regexRoot = "fragmentOutputs\\.fragData";
293
+ let match = fragmentCode.match(new RegExp(regexRoot + "0", "g"));
294
294
  let indexLocation = 0;
295
295
  if (match) {
296
- const number = parseInt(match[1]);
297
- if (number > 0) {
298
- for (let index = 0; index < number; index++) {
296
+ fragmentOutputs += ` @location(${indexLocation}) fragData0 : vec4<f32>,\n`;
297
+ indexLocation++;
298
+ for (let index = 1; index < 8; index++) {
299
+ match = fragmentCode.match(new RegExp(regexRoot + index, "g"));
300
+ if (match) {
299
301
  fragmentOutputs += ` @location(${indexLocation}) fragData${indexLocation} : vec4<f32>,\n`;
300
302
  indexLocation++;
301
303
  }
302
- if (fragmentCode.indexOf("MRT_AND_COLOR") !== -1) {
303
- fragmentOutputs += ` @location(${indexLocation}) color : vec4<f32>,\n`;
304
- indexLocation++;
305
- }
304
+ }
305
+ if (fragmentCode.indexOf("MRT_AND_COLOR") !== -1) {
306
+ fragmentOutputs += ` @location(${indexLocation}) color : vec4<f32>,\n`;
307
+ indexLocation++;
306
308
  }
307
309
  }
308
310
  // Adding fragData output locations
309
- regex = /oitDepthSampler/;
311
+ const regex = /oitDepthSampler/;
310
312
  match = fragmentCode.match(regex);
311
313
  if (match) {
312
314
  fragmentOutputs += ` @location(${indexLocation++}) depth : vec2<f32>,\n`;
@@ -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, 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\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${indexLocation} : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n if (fragmentCode.indexOf(\"MRT_AND_COLOR\") !== -1) {\r\n fragmentOutputs += ` @location(${indexLocation}) color : 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"]}
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, 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\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 = $2;\");\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n if (!this.pureMode) {\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n }\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n\";\r\n\r\n // Adding fragData output locations\r\n const regexRoot = \"fragmentOutputs\\\\.fragData\";\r\n let match = fragmentCode.match(new RegExp(regexRoot + \"0\", \"g\"));\r\n let indexLocation = 0;\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData0 : vec4<f32>,\\n`;\r\n indexLocation++;\r\n for (let index = 1; index < 8; index++) {\r\n match = fragmentCode.match(new RegExp(regexRoot + index, \"g\"));\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData${indexLocation} : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n if (fragmentCode.indexOf(\"MRT_AND_COLOR\") !== -1) {\r\n fragmentOutputs += ` @location(${indexLocation}) color : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n\r\n // Adding fragData output locations\r\n const regex = /oitDepthSampler/;\r\n match = fragmentCode.match(regex);\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${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"]}
@@ -1,9 +1,9 @@
1
- import { Scalar } from "../../Maths/math.scalar.js";
1
+ import { ILog2 } from "../../Maths/math.scalar.functions.js";
2
2
 
3
3
  /** @internal */
4
4
  export class WebGPUTextureHelper {
5
5
  static ComputeNumMipmapLevels(width, height) {
6
- return Scalar.ILog2(Math.max(width, height)) + 1;
6
+ return ILog2(Math.max(width, height)) + 1;
7
7
  }
8
8
  static GetTextureTypeFromFormat(format) {
9
9
  switch (format) {