@babylonjs/core 7.25.1 → 7.26.0

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Files changed (171) hide show
  1. package/Collisions/gpuPicker.d.ts +5 -0
  2. package/Collisions/gpuPicker.js +34 -11
  3. package/Collisions/gpuPicker.js.map +1 -1
  4. package/Engines/Extensions/engine.prefilteredCubeTexture.d.ts +0 -1
  5. package/Engines/Extensions/engine.prefilteredCubeTexture.js +0 -1
  6. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  7. package/Engines/WebGPU/Extensions/engine.alpha.js +3 -3
  8. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  9. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +5 -5
  10. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  11. package/Engines/WebGPU/Extensions/engine.rawTexture.js +10 -10
  12. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.readTexture.js +3 -3
  14. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -6
  16. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  18. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  19. package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js +2 -2
  20. package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js.map +1 -1
  21. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  22. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  23. package/Engines/abstractEngine.d.ts +2 -0
  24. package/Engines/abstractEngine.js +2 -2
  25. package/Engines/abstractEngine.js.map +1 -1
  26. package/Engines/constants.d.ts +3 -3
  27. package/Engines/constants.js +3 -3
  28. package/Engines/constants.js.map +1 -1
  29. package/Engines/engine.d.ts +5 -5
  30. package/Engines/engine.js +5 -0
  31. package/Engines/engine.js.map +1 -1
  32. package/Engines/thinEngine.js +6 -2
  33. package/Engines/thinEngine.js.map +1 -1
  34. package/Engines/thinWebGPUEngine.d.ts +66 -0
  35. package/Engines/thinWebGPUEngine.js +120 -0
  36. package/Engines/thinWebGPUEngine.js.map +1 -0
  37. package/Engines/webgpuEngine.d.ts +9 -58
  38. package/Engines/webgpuEngine.js +9 -108
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +10 -10
  41. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +22 -20
  42. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +9 -9
  44. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +41 -32
  45. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  46. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +0 -5
  47. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  48. package/Materials/Node/Blocks/colorConverterBlock.d.ts +36 -0
  49. package/Materials/Node/Blocks/colorConverterBlock.js +192 -0
  50. package/Materials/Node/Blocks/colorConverterBlock.js.map +1 -0
  51. package/Materials/Node/Blocks/index.d.ts +1 -0
  52. package/Materials/Node/Blocks/index.js +1 -0
  53. package/Materials/Node/Blocks/index.js.map +1 -1
  54. package/Materials/Node/nodeMaterial.d.ts +2 -2
  55. package/Materials/Node/nodeMaterial.js +7 -4
  56. package/Materials/Node/nodeMaterial.js.map +1 -1
  57. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  58. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
  59. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  60. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  61. package/Materials/Textures/Filtering/hdrFiltering.d.ts +0 -1
  62. package/Materials/Textures/Filtering/hdrFiltering.js +0 -1
  63. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  64. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +0 -1
  65. package/Materials/Textures/Loaders/basisTextureLoader.js +0 -1
  66. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  67. package/Materials/Textures/Loaders/ddsTextureLoader.d.ts +0 -1
  68. package/Materials/Textures/Loaders/ddsTextureLoader.js +0 -1
  69. package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
  70. package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +0 -1
  71. package/Materials/Textures/Loaders/ktxTextureLoader.js +0 -1
  72. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  73. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +0 -2
  74. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -2
  75. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  76. package/Materials/Textures/baseTexture.d.ts +0 -1
  77. package/Materials/Textures/baseTexture.js +0 -1
  78. package/Materials/Textures/baseTexture.js.map +1 -1
  79. package/Materials/Textures/colorGradingTexture.d.ts +0 -1
  80. package/Materials/Textures/colorGradingTexture.js +0 -2
  81. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  82. package/Materials/Textures/cubeTexture.d.ts +0 -1
  83. package/Materials/Textures/cubeTexture.js +0 -1
  84. package/Materials/Textures/cubeTexture.js.map +1 -1
  85. package/Materials/Textures/equiRectangularCubeTexture.d.ts +0 -1
  86. package/Materials/Textures/equiRectangularCubeTexture.js +0 -1
  87. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  88. package/Materials/Textures/hdrCubeTexture.d.ts +0 -1
  89. package/Materials/Textures/hdrCubeTexture.js +0 -1
  90. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  91. package/Materials/Textures/rawCubeTexture.d.ts +0 -1
  92. package/Materials/Textures/rawCubeTexture.js +0 -1
  93. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  94. package/Materials/Textures/rawTexture.d.ts +0 -1
  95. package/Materials/Textures/rawTexture.js +0 -1
  96. package/Materials/Textures/rawTexture.js.map +1 -1
  97. package/Materials/Textures/rawTexture2DArray.d.ts +0 -1
  98. package/Materials/Textures/rawTexture2DArray.js +0 -1
  99. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  100. package/Materials/Textures/rawTexture3D.d.ts +0 -1
  101. package/Materials/Textures/rawTexture3D.js +0 -1
  102. package/Materials/Textures/rawTexture3D.js.map +1 -1
  103. package/Materials/Textures/renderTargetTexture.d.ts +0 -3
  104. package/Materials/Textures/renderTargetTexture.js +0 -3
  105. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  106. package/Materials/material.detailMapConfiguration.d.ts +2 -2
  107. package/Materials/material.detailMapConfiguration.js.map +1 -1
  108. package/Materials/materialHelper.functions.js +2 -2
  109. package/Materials/materialHelper.functions.js.map +1 -1
  110. package/Materials/standardMaterial.d.ts +2 -2
  111. package/Materials/standardMaterial.js +2 -2
  112. package/Materials/standardMaterial.js.map +1 -1
  113. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -0
  114. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +32 -7
  115. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  116. package/Meshes/geometry.d.ts +2 -1
  117. package/Meshes/geometry.js +3 -2
  118. package/Meshes/geometry.js.map +1 -1
  119. package/Meshes/mesh.d.ts +2 -1
  120. package/Meshes/mesh.js +5 -3
  121. package/Meshes/mesh.js.map +1 -1
  122. package/Misc/basis.d.ts +3 -3
  123. package/Misc/basis.js.map +1 -1
  124. package/Misc/dds.d.ts +0 -1
  125. package/Misc/dds.js +0 -1
  126. package/Misc/dds.js.map +1 -1
  127. package/Misc/environmentTextureTools.d.ts +0 -2
  128. package/Misc/environmentTextureTools.js +0 -2
  129. package/Misc/environmentTextureTools.js.map +1 -1
  130. package/Misc/minMaxReducer.d.ts +0 -1
  131. package/Misc/minMaxReducer.js +0 -1
  132. package/Misc/minMaxReducer.js.map +1 -1
  133. package/Misc/rgbdTextureTools.d.ts +0 -2
  134. package/Misc/rgbdTextureTools.js +5 -10
  135. package/Misc/rgbdTextureTools.js.map +1 -1
  136. package/Misc/screenshotTools.d.ts +0 -1
  137. package/Misc/screenshotTools.js +0 -1
  138. package/Misc/screenshotTools.js.map +1 -1
  139. package/Particles/particleSystem.js.map +1 -1
  140. package/Particles/thinParticleSystem.js.map +1 -1
  141. package/PostProcesses/anaglyphPostProcess.d.ts +2 -2
  142. package/PostProcesses/anaglyphPostProcess.js.map +1 -1
  143. package/PostProcesses/highlightsPostProcess.d.ts +2 -2
  144. package/PostProcesses/highlightsPostProcess.js.map +1 -1
  145. package/PostProcesses/postProcess.d.ts +0 -1
  146. package/PostProcesses/postProcess.js +0 -1
  147. package/PostProcesses/postProcess.js.map +1 -1
  148. package/PostProcesses/stereoscopicInterlacePostProcess.d.ts +3 -3
  149. package/PostProcesses/stereoscopicInterlacePostProcess.js.map +1 -1
  150. package/PostProcesses/tonemapPostProcess.d.ts +2 -2
  151. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  152. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +2 -2
  153. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  154. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -2
  155. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  156. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  157. package/Rendering/prePassRenderer.js +5 -4
  158. package/Rendering/prePassRenderer.js.map +1 -1
  159. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +0 -5
  160. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  161. package/Shaders/default.fragment.js +4 -4
  162. package/Shaders/default.fragment.js.map +1 -1
  163. package/Shaders/pbr.fragment.js +5 -9
  164. package/Shaders/pbr.fragment.js.map +1 -1
  165. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +0 -5
  166. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  167. package/ShadersWGSL/default.fragment.js +4 -4
  168. package/ShadersWGSL/default.fragment.js.map +1 -1
  169. package/ShadersWGSL/pbr.fragment.js +5 -9
  170. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  171. package/package.json +1 -1
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { WebGPUTextureHelper } from \"../webgpuTextureHelper\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * @internal\r\n */\r\n _setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;\r\n\r\n /**\r\n * Creates a depth stencil cube texture.\r\n * This is only available in WebGL 2.\r\n * @param size The size of face edge in the cube texture.\r\n * @param options The options defining the cube texture.\r\n * @returns The cube texture\r\n */\r\n _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @param buffer defines the data buffer to load instead of loading the rootUrl\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean | undefined,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n loaderOptions: any,\r\n useSRGBBuffer: boolean,\r\n buffer: Nullable<ArrayBufferView>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean,\r\n buffer: Nullable<ArrayBufferView>\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n _partialLoadFile(\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>\r\n ): void;\r\n\r\n /** @internal */\r\n _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @internal */\r\n _cascadeLoadImgs(\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /** @internal */\r\n _partialLoadImg(\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /**\r\n * Force the mipmap generation for the given render target texture\r\n * @param texture defines the render target texture to use\r\n * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.\r\n */\r\n generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, options.generateStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.isCube = true;\r\n internalTexture.label = options.label;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture\r\n const gpuTextureWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n loaderOptions?: any,\r\n useSRGBBuffer = false,\r\n buffer: Nullable<ArrayBufferView> = null\r\n): InternalTexture {\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n null,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU\r\n const width = imageBitmaps[0].width;\r\n const height = width;\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n texture.format = format ?? -1;\r\n\r\n const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n\r\n this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0);\r\n\r\n if (!noMipmap) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer,\r\n buffer\r\n );\r\n};\r\n\r\nWebGPUEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number) {\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (maxLevel) {\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.generateMipMapsForCubemap = function (texture: InternalTexture) {\r\n if (texture.generateMipMaps) {\r\n const gpuTexture = texture._hardwareTexture?.underlyingResource;\r\n\r\n if (!gpuTexture) {\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n this._generateMipmaps(texture);\r\n }\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { WebGPUTextureHelper } from \"../webgpuTextureHelper\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * @internal\r\n */\r\n _setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;\r\n\r\n /**\r\n * Creates a depth stencil cube texture.\r\n * This is only available in WebGL 2.\r\n * @param size The size of face edge in the cube texture.\r\n * @param options The options defining the cube texture.\r\n * @returns The cube texture\r\n */\r\n _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @param buffer defines the data buffer to load instead of loading the rootUrl\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean | undefined,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n loaderOptions: any,\r\n useSRGBBuffer: boolean,\r\n buffer: Nullable<ArrayBufferView>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean,\r\n buffer: Nullable<ArrayBufferView>\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n _partialLoadFile(\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>\r\n ): void;\r\n\r\n /** @internal */\r\n _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @internal */\r\n _cascadeLoadImgs(\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /** @internal */\r\n _partialLoadImg(\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /**\r\n * Force the mipmap generation for the given render target texture\r\n * @param texture defines the render target texture to use\r\n * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.\r\n */\r\n generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, options.generateStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.isCube = true;\r\n internalTexture.label = options.label;\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture\r\n const gpuTextureWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n loaderOptions?: any,\r\n useSRGBBuffer = false,\r\n buffer: Nullable<ArrayBufferView> = null\r\n): InternalTexture {\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n null,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU\r\n const width = imageBitmaps[0].width;\r\n const height = width;\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n texture.format = format ?? -1;\r\n\r\n const gpuTextureWrapper = this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);\r\n\r\n this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0);\r\n\r\n if (!noMipmap) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer,\r\n buffer\r\n );\r\n};\r\n\r\nThinWebGPUEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number) {\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (maxLevel) {\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n};\r\n\r\nThinWebGPUEngine.prototype.generateMipMapsForCubemap = function (texture: InternalTexture) {\r\n if (texture.generateMipMaps) {\r\n const gpuTexture = texture._hardwareTexture?.underlyingResource;\r\n\r\n if (!gpuTexture) {\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n }\r\n\r\n this._generateMipmaps(texture);\r\n }\r\n};\r\n"]}
@@ -1,8 +1,8 @@
1
1
  import { InternalTexture } from "../../../Materials/Textures/internalTexture.js";
2
2
 
3
- import { WebGPUEngine } from "../../webgpuEngine.js";
4
3
  import { Logger } from "../../../Misc/logger.js";
5
- WebGPUEngine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression = null, type = 0, creationFlags = 0, useSRGBBuffer = false) {
4
+ import { ThinWebGPUEngine } from "../../thinWebGPUEngine.js";
5
+ ThinWebGPUEngine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression = null, type = 0, creationFlags = 0, useSRGBBuffer = false) {
6
6
  const texture = new InternalTexture(this, 3 /* InternalTextureSource.Raw */);
7
7
  texture.baseWidth = width;
8
8
  texture.baseHeight = height;
@@ -24,7 +24,7 @@ WebGPUEngine.prototype.createRawTexture = function (data, width, height, format,
24
24
  this._internalTexturesCache.push(texture);
25
25
  return texture;
26
26
  };
27
- WebGPUEngine.prototype.updateRawTexture = function (texture, bufferView, format, invertY, compression = null, type = 0, useSRGBBuffer = false) {
27
+ ThinWebGPUEngine.prototype.updateRawTexture = function (texture, bufferView, format, invertY, compression = null, type = 0, useSRGBBuffer = false) {
28
28
  if (!texture) {
29
29
  return;
30
30
  }
@@ -48,7 +48,7 @@ WebGPUEngine.prototype.updateRawTexture = function (texture, bufferView, format,
48
48
  }
49
49
  texture.isReady = true;
50
50
  };
51
- WebGPUEngine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression = null) {
51
+ ThinWebGPUEngine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression = null) {
52
52
  const texture = new InternalTexture(this, 8 /* InternalTextureSource.CubeRaw */);
53
53
  if (type === 1 && !this._caps.textureFloatLinearFiltering) {
54
54
  generateMipMaps = false;
@@ -94,7 +94,7 @@ WebGPUEngine.prototype.createRawCubeTexture = function (data, size, format, type
94
94
  texture.isReady = true;
95
95
  return texture;
96
96
  };
97
- WebGPUEngine.prototype.updateRawCubeTexture = function (texture, bufferView, _format, type, invertY, compression = null) {
97
+ ThinWebGPUEngine.prototype.updateRawCubeTexture = function (texture, bufferView, _format, type, invertY, compression = null) {
98
98
  texture._bufferViewArray = bufferView;
99
99
  texture.invertY = invertY;
100
100
  texture._compression = compression;
@@ -115,7 +115,7 @@ WebGPUEngine.prototype.updateRawCubeTexture = function (texture, bufferView, _fo
115
115
  }
116
116
  texture.isReady = true;
117
117
  };
118
- WebGPUEngine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad = null, onError = null, samplingMode = 3, invertY = false) {
118
+ ThinWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad = null, onError = null, samplingMode = 3, invertY = false) {
119
119
  const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);
120
120
  scene?.addPendingData(texture);
121
121
  texture.url = url;
@@ -165,7 +165,7 @@ WebGPUEngine.prototype.createRawCubeTextureFromUrl = function (url, scene, size,
165
165
  }, undefined, scene?.offlineProvider, true, onerror);
166
166
  return texture;
167
167
  };
168
- WebGPUEngine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression = null, textureType = 0, creationFlags = 0) {
168
+ ThinWebGPUEngine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression = null, textureType = 0, creationFlags = 0) {
169
169
  const source = 10 /* InternalTextureSource.Raw3D */;
170
170
  const texture = new InternalTexture(this, source);
171
171
  texture.baseWidth = width;
@@ -188,7 +188,7 @@ WebGPUEngine.prototype.createRawTexture3D = function (data, width, height, depth
188
188
  this._internalTexturesCache.push(texture);
189
189
  return texture;
190
190
  };
191
- WebGPUEngine.prototype.updateRawTexture3D = function (texture, bufferView, format, invertY, compression = null, textureType = 0) {
191
+ ThinWebGPUEngine.prototype.updateRawTexture3D = function (texture, bufferView, format, invertY, compression = null, textureType = 0) {
192
192
  if (!this._doNotHandleContextLost) {
193
193
  texture._bufferView = bufferView;
194
194
  texture.format = format;
@@ -209,7 +209,7 @@ WebGPUEngine.prototype.updateRawTexture3D = function (texture, bufferView, forma
209
209
  }
210
210
  texture.isReady = true;
211
211
  };
212
- WebGPUEngine.prototype.createRawTexture2DArray = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression = null, textureType = 0, creationFlags = 0) {
212
+ ThinWebGPUEngine.prototype.createRawTexture2DArray = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression = null, textureType = 0, creationFlags = 0) {
213
213
  const source = 11 /* InternalTextureSource.Raw2DArray */;
214
214
  const texture = new InternalTexture(this, source);
215
215
  texture.baseWidth = width;
@@ -232,7 +232,7 @@ WebGPUEngine.prototype.createRawTexture2DArray = function (data, width, height,
232
232
  this._internalTexturesCache.push(texture);
233
233
  return texture;
234
234
  };
235
- WebGPUEngine.prototype.updateRawTexture2DArray = function (texture, bufferView, format, invertY, compression = null, textureType = 0) {
235
+ ThinWebGPUEngine.prototype.updateRawTexture2DArray = function (texture, bufferView, format, invertY, compression = null, textureType = 0) {
236
236
  if (!this._doNotHandleContextLost) {
237
237
  texture._bufferView = bufferView;
238
238
  texture.format = format;
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._creationFlags = creationFlags;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture._originalFormat = format;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (format === Constants.TEXTUREFORMAT_RGB) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n gpuTextureWrapper._originalFormatIsRGB = true;\r\n }\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n _format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = gpuTextureWrapper._originalFormatIsRGB;\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[faces[i]];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n texture.isReady = false;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._creationFlags = creationFlags;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture._originalFormat = format;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (format === Constants.TEXTUREFORMAT_RGB) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n gpuTextureWrapper._originalFormatIsRGB = true;\r\n }\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n _format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = gpuTextureWrapper._originalFormatIsRGB;\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[faces[i]];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n texture.isReady = false;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
@@ -1,12 +1,12 @@
1
- import { WebGPUEngine } from "../../webgpuEngine.js";
2
- WebGPUEngine.prototype._readTexturePixels = function (texture, width, height, faceIndex = -1, level = 0, buffer = null, flushRenderer = true, noDataConversion = false, x = 0, y = 0) {
1
+ import { ThinWebGPUEngine } from "../../thinWebGPUEngine.js";
2
+ ThinWebGPUEngine.prototype._readTexturePixels = function (texture, width, height, faceIndex = -1, level = 0, buffer = null, flushRenderer = true, noDataConversion = false, x = 0, y = 0) {
3
3
  const gpuTextureWrapper = texture._hardwareTexture;
4
4
  if (flushRenderer) {
5
5
  this.flushFramebuffer();
6
6
  }
7
7
  return this._textureHelper.readPixels(gpuTextureWrapper.underlyingResource, x, y, width, height, gpuTextureWrapper.format, faceIndex, level, buffer, noDataConversion);
8
8
  };
9
- WebGPUEngine.prototype._readTexturePixelsSync = function () {
9
+ ThinWebGPUEngine.prototype._readTexturePixelsSync = function () {
10
10
  // eslint-disable-next-line no-throw-literal
11
11
  throw "_readTexturePixelsSync is unsupported in WebGPU!";
12
12
  };
@@ -1 +1 @@
1
- {"version":3,"file":"engine.readTexture.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.readTexture.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAmClD,YAAY,CAAC,SAAS,CAAC,kBAAkB,GAAG,UACxC,OAAwB,EACxB,KAAa,EACb,MAAc,EACd,SAAS,GAAG,CAAC,CAAC,EACd,KAAK,GAAG,CAAC,EACT,SAAoC,IAAI,EACxC,aAAa,GAAG,IAAI,EACpB,gBAAgB,GAAG,KAAK,EACxB,CAAC,GAAG,CAAC,EACL,CAAC,GAAG,CAAC;IAEL,MAAM,iBAAiB,GAAG,OAAO,CAAC,gBAAyC,CAAC;IAE5E,IAAI,aAAa,EAAE;QACf,IAAI,CAAC,gBAAgB,EAAE,CAAC;KAC3B;IAED,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,iBAAiB,CAAC,kBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,iBAAiB,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,gBAAgB,CAAC,CAAC;AAC5K,CAAC,CAAC;AAEF,YAAY,CAAC,SAAS,CAAC,sBAAsB,GAAG;IAC5C,4CAA4C;IAC5C,MAAM,kDAAkD,CAAC;AAC7D,CAAC,CAAC","sourcesContent":["import type { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _readTexturePixels(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _readTexturePixelsSync(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): ArrayBufferView;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype._readTexturePixels = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0\r\n): Promise<ArrayBufferView> {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (flushRenderer) {\r\n this.flushFramebuffer();\r\n }\r\n\r\n return this._textureHelper.readPixels(gpuTextureWrapper.underlyingResource!, x, y, width, height, gpuTextureWrapper.format, faceIndex, level, buffer, noDataConversion);\r\n};\r\n\r\nWebGPUEngine.prototype._readTexturePixelsSync = function (): ArrayBufferView {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"_readTexturePixelsSync is unsupported in WebGPU!\";\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.readTexture.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.readTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,kCAAsC;AAqCjE,gBAAgB,CAAC,SAAS,CAAC,kBAAkB,GAAG,UAC5C,OAAwB,EACxB,KAAa,EACb,MAAc,EACd,SAAS,GAAG,CAAC,CAAC,EACd,KAAK,GAAG,CAAC,EACT,SAAoC,IAAI,EACxC,aAAa,GAAG,IAAI,EACpB,gBAAgB,GAAG,KAAK,EACxB,CAAC,GAAG,CAAC,EACL,CAAC,GAAG,CAAC;IAEL,MAAM,iBAAiB,GAAG,OAAO,CAAC,gBAAyC,CAAC;IAE5E,IAAI,aAAa,EAAE;QACf,IAAI,CAAC,gBAAgB,EAAE,CAAC;KAC3B;IAED,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,iBAAiB,CAAC,kBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,iBAAiB,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,gBAAgB,CAAC,CAAC;AAC5K,CAAC,CAAC;AAEF,gBAAgB,CAAC,SAAS,CAAC,sBAAsB,GAAG;IAChD,4CAA4C;IAC5C,MAAM,kDAAkD,CAAC;AAC7D,CAAC,CAAC","sourcesContent":["import { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\nimport type { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _readTexturePixels(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _readTexturePixelsSync(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): ArrayBufferView;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._readTexturePixels = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0\r\n): Promise<ArrayBufferView> {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (flushRenderer) {\r\n this.flushFramebuffer();\r\n }\r\n\r\n return this._textureHelper.readPixels(gpuTextureWrapper.underlyingResource!, x, y, width, height, gpuTextureWrapper.format, faceIndex, level, buffer, noDataConversion);\r\n};\r\n\r\nThinWebGPUEngine.prototype._readTexturePixelsSync = function (): ArrayBufferView {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"_readTexturePixelsSync is unsupported in WebGPU!\";\r\n};\r\n"]}
@@ -1,15 +1,15 @@
1
1
  import { InternalTexture } from "../../../Materials/Textures/internalTexture.js";
2
2
 
3
- import { WebGPUEngine } from "../../webgpuEngine.js";
4
3
  import { WebGPURenderTargetWrapper } from "../webgpuRenderTargetWrapper.js";
5
4
  import { WebGPUTextureHelper } from "../webgpuTextureHelper.js";
6
5
  import "../../AbstractEngine/abstractEngine.texture.js";
7
- WebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti, isCube, size) {
6
+ import { ThinWebGPUEngine } from "../../thinWebGPUEngine.js";
7
+ ThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti, isCube, size) {
8
8
  const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);
9
9
  this._renderTargetWrapperCache.push(rtWrapper);
10
10
  return rtWrapper;
11
11
  };
12
- WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
12
+ ThinWebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
13
13
  const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size);
14
14
  const fullOptions = {};
15
15
  if (options !== undefined && typeof options === "object") {
@@ -52,7 +52,7 @@ WebGPUEngine.prototype.createRenderTargetTexture = function (size, options) {
52
52
  }
53
53
  return rtWrapper;
54
54
  };
55
- WebGPUEngine.prototype._createDepthStencilTexture = function (size, options, wrapper) {
55
+ ThinWebGPUEngine.prototype._createDepthStencilTexture = function (size, options, wrapper) {
56
56
  const internalOptions = {
57
57
  bilinearFiltering: false,
58
58
  comparisonFunction: 0,
@@ -76,7 +76,7 @@ WebGPUEngine.prototype._createDepthStencilTexture = function (size, options, wra
76
76
  this._internalTexturesCache.push(internalTexture);
77
77
  return internalTexture;
78
78
  };
79
- WebGPUEngine.prototype._setupDepthStencilTexture = function (internalTexture, size, bilinearFiltering, comparisonFunction, samples = 1) {
79
+ ThinWebGPUEngine.prototype._setupDepthStencilTexture = function (internalTexture, size, bilinearFiltering, comparisonFunction, samples = 1) {
80
80
  const width = size.width || size;
81
81
  const height = size.height || size;
82
82
  const layers = size.layers || 0;
@@ -97,7 +97,7 @@ WebGPUEngine.prototype._setupDepthStencilTexture = function (internalTexture, si
97
97
  internalTexture._cachedWrapU = 0;
98
98
  internalTexture._cachedWrapV = 0;
99
99
  };
100
- WebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper, samples) {
100
+ ThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper, samples) {
101
101
  if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {
102
102
  return samples;
103
103
  }
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport { WebGPUTextureHelper } from \"../webgpuTextureHelper\";\r\n\r\nimport \"../../AbstractEngine/abstractEngine.texture\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.colorAttachment = options.colorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture = fullOptions.colorAttachment || (fullOptions.noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, wrapper: WebGPURenderTargetWrapper): InternalTexture {\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n const hasStencil =\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n wrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n const internalTexture = new InternalTexture(this, hasStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture\r\n const gpuTextureWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.is3D = depth > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport { WebGPUTextureHelper } from \"../webgpuTextureHelper\";\r\n\r\nimport \"../../AbstractEngine/abstractEngine.texture\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.colorAttachment = options.colorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture = fullOptions.colorAttachment || (fullOptions.noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, wrapper: WebGPURenderTargetWrapper): InternalTexture {\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n const hasStencil =\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n wrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n const internalTexture = new InternalTexture(this, hasStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture\r\n const gpuTextureWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.is3D = depth > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
@@ -1,7 +1,7 @@
1
+ import { ThinWebGPUEngine } from "../../thinWebGPUEngine.js";
1
2
  import { InternalTexture } from "../../../Materials/Textures/internalTexture.js";
2
3
 
3
- import { WebGPUEngine } from "../../webgpuEngine.js";
4
- WebGPUEngine.prototype.createRenderTargetCubeTexture = function (size, options) {
4
+ ThinWebGPUEngine.prototype.createRenderTargetCubeTexture = function (size, options) {
5
5
  const rtWrapper = this._createHardwareRenderTargetWrapper(false, true, size);
6
6
  const fullOptions = {
7
7
  generateMipMaps: true,
@@ -1 +1 @@
1
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\"RenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n\r\n texture.width = size;\r\n texture.height = size;\r\n texture.depth = 0;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = fullOptions.samples;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST,\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples\r\n );\r\n }\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.renderTargetCube.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.renderTargetCube.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,kCAAsC;AACjE,OAAO,EAAE,eAAe,EAAyB,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAe5C,gBAAgB,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,IAAY,EAAE,OAAqC;IACpH,MAAM,SAAS,GAAG,IAAI,CAAC,kCAAkC,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAE7E,MAAM,WAAW,GAAG;QAChB,eAAe,EAAE,IAAI;QACrB,mBAAmB,EAAE,IAAI;QACzB,qBAAqB,EAAE,KAAK;QAC5B,IAAI,EAAE,SAAS,CAAC,wBAAwB;QACxC,YAAY,EAAE,SAAS,CAAC,8BAA8B;QACtD,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,OAAO,EAAE,CAAC;QACV,GAAG,OAAO;KACb,CAAC;IACF,WAAW,CAAC,qBAAqB,GAAG,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,qBAAqB,CAAC;IAEzG,SAAS,CAAC,KAAK,GAAG,WAAW,CAAC,KAAK,IAAI,qBAAqB,CAAC;IAC7D,SAAS,CAAC,oBAAoB,GAAG,WAAW,CAAC,mBAAmB,CAAC;IACjE,SAAS,CAAC,sBAAsB,GAAG,WAAW,CAAC,qBAAqB,CAAC;IAErE,MAAM,OAAO,GAAG,IAAI,eAAe,CAAC,IAAI,6CAAqC,CAAC;IAE9E,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC;IACrB,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC;IACtB,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC;IAClB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;IACvB,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC;IACtB,OAAO,CAAC,OAAO,GAAG,WAAW,CAAC,OAAO,CAAC;IACtC,OAAO,CAAC,eAAe,GAAG,WAAW,CAAC,eAAe,CAAC;IACtD,OAAO,CAAC,YAAY,GAAG,WAAW,CAAC,YAAY,CAAC;IAChD,OAAO,CAAC,IAAI,GAAG,WAAW,CAAC,IAAI,CAAC;IAChC,OAAO,CAAC,MAAM,GAAG,WAAW,CAAC,MAAM,CAAC;IAEpC,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAC1C,SAAS,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC;IAE/B,IAAI,SAAS,CAAC,oBAAoB,IAAI,SAAS,CAAC,sBAAsB,EAAE;QACpE,SAAS,CAAC,yBAAyB,CAC/B,CAAC,EACD,WAAW,CAAC,YAAY,KAAK,SAAS;YAClC,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,6BAA6B;YACpE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,qBAAqB;YAC5D,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,8BAA8B;YACrE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,+BAA+B;YACtE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,iCAAiC;YACxE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,gCAAgC;YACvE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,sBAAsB;YAC7D,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,gCAAgC,EAC3E,SAAS,CAAC,sBAAsB,EAChC,SAAS,CAAC,OAAO,CACpB,CAAC;KACL;IAED,IAAI,OAAO,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;QAClE,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC;KAClC;IAED,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,CAAC,CAAC;IAEhE,IAAI,OAAO,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE;QAClE,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;KACnC;IAED,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC","sourcesContent":["import { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target cube wrapper\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target cube wrapper\r\n */\r\n createRenderTargetCubeTexture(size: number, options?: RenderTargetCreationOptions): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetCubeTexture = function (size: number, options?: RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, true, size);\r\n\r\n const fullOptions = {\r\n generateMipMaps: true,\r\n generateDepthBuffer: true,\r\n generateStencilBuffer: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samples: 1,\r\n ...options,\r\n };\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n\r\n texture.width = size;\r\n texture.height = size;\r\n texture.depth = 0;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = fullOptions.samples;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST,\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples\r\n );\r\n }\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n"]}
@@ -1,5 +1,5 @@
1
- import { WebGPUEngine } from "../../webgpuEngine.js";
2
- WebGPUEngine.prototype.setDepthStencilTexture = function (channel, uniform, texture, name) {
1
+ import { ThinWebGPUEngine } from "../../thinWebGPUEngine.js";
2
+ ThinWebGPUEngine.prototype.setDepthStencilTexture = function (channel, uniform, texture, name) {
3
3
  if (!texture || !texture.depthStencilTexture) {
4
4
  this._setTexture(channel, null, undefined, undefined, name);
5
5
  }
@@ -1 +1 @@
1
- {"version":3,"file":"engine.renderTargetTexture.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.renderTargetTexture.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAgBlD,YAAY,CAAC,SAAS,CAAC,sBAAsB,GAAG,UAAU,OAAe,EAAE,OAAuC,EAAE,OAAsC,EAAE,IAAa;IACrK,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE;QAC1C,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;KAC/D;SAAM;QACH,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;KACzD;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../../types\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Sets a depth stencil texture from a render target to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The render target texture containing the depth stencil texture to apply\r\n * @param name The texture name\r\n */\r\n setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>, name?: string): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.setDepthStencilTexture = function (channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>, name?: string): void {\r\n if (!texture || !texture.depthStencilTexture) {\r\n this._setTexture(channel, null, undefined, undefined, name);\r\n } else {\r\n this._setTexture(channel, texture, false, true, name);\r\n }\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.renderTargetTexture.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.renderTargetTexture.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,gBAAgB,EAAE,kCAAsC;AAejE,gBAAgB,CAAC,SAAS,CAAC,sBAAsB,GAAG,UAChD,OAAe,EACf,OAAuC,EACvC,OAAsC,EACtC,IAAa;IAEb,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,mBAAmB,EAAE;QAC1C,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;KAC/D;SAAM;QACH,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;KACzD;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Sets a depth stencil texture from a render target to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The render target texture containing the depth stencil texture to apply\r\n * @param name The texture name\r\n */\r\n setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>, name?: string): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype.setDepthStencilTexture = function (\r\n channel: number,\r\n uniform: Nullable<WebGLUniformLocation>,\r\n texture: Nullable<RenderTargetTexture>,\r\n name?: string\r\n): void {\r\n if (!texture || !texture.depthStencilTexture) {\r\n this._setTexture(channel, null, undefined, undefined, name);\r\n } else {\r\n this._setTexture(channel, texture, false, true, name);\r\n }\r\n};\r\n"]}