@babylonjs/core 7.25.2 → 7.26.0

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Files changed (116) hide show
  1. package/Engines/Extensions/engine.prefilteredCubeTexture.d.ts +0 -1
  2. package/Engines/Extensions/engine.prefilteredCubeTexture.js +0 -1
  3. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  4. package/Engines/WebGPU/Extensions/engine.alpha.js +3 -3
  5. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  6. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +5 -5
  7. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  8. package/Engines/WebGPU/Extensions/engine.rawTexture.js +10 -10
  9. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.readTexture.js +3 -3
  11. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  12. package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -6
  13. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  14. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  15. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  16. package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js +2 -2
  17. package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js.map +1 -1
  18. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  19. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  20. package/Engines/abstractEngine.d.ts +2 -0
  21. package/Engines/abstractEngine.js +2 -2
  22. package/Engines/abstractEngine.js.map +1 -1
  23. package/Engines/engine.d.ts +5 -5
  24. package/Engines/engine.js +5 -0
  25. package/Engines/engine.js.map +1 -1
  26. package/Engines/thinWebGPUEngine.d.ts +66 -0
  27. package/Engines/thinWebGPUEngine.js +120 -0
  28. package/Engines/thinWebGPUEngine.js.map +1 -0
  29. package/Engines/webgpuEngine.d.ts +9 -58
  30. package/Engines/webgpuEngine.js +9 -108
  31. package/Engines/webgpuEngine.js.map +1 -1
  32. package/Materials/Node/Blocks/colorConverterBlock.d.ts +36 -0
  33. package/Materials/Node/Blocks/colorConverterBlock.js +192 -0
  34. package/Materials/Node/Blocks/colorConverterBlock.js.map +1 -0
  35. package/Materials/Node/Blocks/index.d.ts +1 -0
  36. package/Materials/Node/Blocks/index.js +1 -0
  37. package/Materials/Node/Blocks/index.js.map +1 -1
  38. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  39. package/Materials/Textures/Filtering/hdrFiltering.d.ts +0 -1
  40. package/Materials/Textures/Filtering/hdrFiltering.js +0 -1
  41. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  42. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +0 -1
  43. package/Materials/Textures/Loaders/basisTextureLoader.js +0 -1
  44. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  45. package/Materials/Textures/Loaders/ddsTextureLoader.d.ts +0 -1
  46. package/Materials/Textures/Loaders/ddsTextureLoader.js +0 -1
  47. package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
  48. package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +0 -1
  49. package/Materials/Textures/Loaders/ktxTextureLoader.js +0 -1
  50. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  51. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +0 -2
  52. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -2
  53. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  54. package/Materials/Textures/baseTexture.d.ts +0 -1
  55. package/Materials/Textures/baseTexture.js +0 -1
  56. package/Materials/Textures/baseTexture.js.map +1 -1
  57. package/Materials/Textures/colorGradingTexture.d.ts +0 -1
  58. package/Materials/Textures/colorGradingTexture.js +0 -2
  59. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  60. package/Materials/Textures/cubeTexture.d.ts +0 -1
  61. package/Materials/Textures/cubeTexture.js +0 -1
  62. package/Materials/Textures/cubeTexture.js.map +1 -1
  63. package/Materials/Textures/equiRectangularCubeTexture.d.ts +0 -1
  64. package/Materials/Textures/equiRectangularCubeTexture.js +0 -1
  65. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  66. package/Materials/Textures/hdrCubeTexture.d.ts +0 -1
  67. package/Materials/Textures/hdrCubeTexture.js +0 -1
  68. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  69. package/Materials/Textures/rawCubeTexture.d.ts +0 -1
  70. package/Materials/Textures/rawCubeTexture.js +0 -1
  71. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  72. package/Materials/Textures/rawTexture.d.ts +0 -1
  73. package/Materials/Textures/rawTexture.js +0 -1
  74. package/Materials/Textures/rawTexture.js.map +1 -1
  75. package/Materials/Textures/rawTexture2DArray.d.ts +0 -1
  76. package/Materials/Textures/rawTexture2DArray.js +0 -1
  77. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  78. package/Materials/Textures/rawTexture3D.d.ts +0 -1
  79. package/Materials/Textures/rawTexture3D.js +0 -1
  80. package/Materials/Textures/rawTexture3D.js.map +1 -1
  81. package/Materials/Textures/renderTargetTexture.d.ts +0 -3
  82. package/Materials/Textures/renderTargetTexture.js +0 -3
  83. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  84. package/Materials/material.detailMapConfiguration.d.ts +2 -2
  85. package/Materials/material.detailMapConfiguration.js.map +1 -1
  86. package/Misc/basis.d.ts +3 -3
  87. package/Misc/basis.js.map +1 -1
  88. package/Misc/dds.d.ts +0 -1
  89. package/Misc/dds.js +0 -1
  90. package/Misc/dds.js.map +1 -1
  91. package/Misc/environmentTextureTools.d.ts +0 -2
  92. package/Misc/environmentTextureTools.js +0 -2
  93. package/Misc/environmentTextureTools.js.map +1 -1
  94. package/Misc/minMaxReducer.d.ts +0 -1
  95. package/Misc/minMaxReducer.js +0 -1
  96. package/Misc/minMaxReducer.js.map +1 -1
  97. package/Misc/rgbdTextureTools.d.ts +0 -2
  98. package/Misc/rgbdTextureTools.js +5 -10
  99. package/Misc/rgbdTextureTools.js.map +1 -1
  100. package/Misc/screenshotTools.d.ts +0 -1
  101. package/Misc/screenshotTools.js +0 -1
  102. package/Misc/screenshotTools.js.map +1 -1
  103. package/Particles/particleSystem.js.map +1 -1
  104. package/Particles/thinParticleSystem.js.map +1 -1
  105. package/PostProcesses/anaglyphPostProcess.d.ts +2 -2
  106. package/PostProcesses/anaglyphPostProcess.js.map +1 -1
  107. package/PostProcesses/highlightsPostProcess.d.ts +2 -2
  108. package/PostProcesses/highlightsPostProcess.js.map +1 -1
  109. package/PostProcesses/postProcess.d.ts +0 -1
  110. package/PostProcesses/postProcess.js +0 -1
  111. package/PostProcesses/postProcess.js.map +1 -1
  112. package/PostProcesses/stereoscopicInterlacePostProcess.d.ts +3 -3
  113. package/PostProcesses/stereoscopicInterlacePostProcess.js.map +1 -1
  114. package/PostProcesses/tonemapPostProcess.d.ts +2 -2
  115. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  116. package/package.json +1 -1
@@ -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
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  this._internalTexturesCache.push(internalTexture);
77
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  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
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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"]}
@@ -1,5 +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"]}
@@ -1,7 +1,7 @@
1
1
  import type { TextureSize } from "../../Materials/Textures/textureCreationOptions";
2
- import type { WebGPUEngine } from "../webgpuEngine";
3
2
  import { RenderTargetWrapper } from "../renderTargetWrapper";
4
3
  import { WebGPUPerfCounter } from "./webgpuPerfCounter";
4
+ import type { ThinWebGPUEngine } from "../thinWebGPUEngine";
5
5
  /**
6
6
  * Specialized class used to store a render target of a WebGPU engine
7
7
  */
@@ -21,5 +21,5 @@ export declare class WebGPURenderTargetWrapper extends RenderTargetWrapper {
21
21
  * @param engine engine used to create the render target
22
22
  * @param label defines the label to use for the wrapper (for debugging purpose only)
23
23
  */
24
- constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: WebGPUEngine, label?: string);
24
+ constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinWebGPUEngine, label?: string);
25
25
  }
@@ -1 +1 @@
1
- {"version":3,"file":"webgpuRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuRenderTargetWrapper.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAC7D,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AAExD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,mBAAmB;IAU9D;;;;;;;OAOG;IACH,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,MAAoB,EAAE,KAAc;QAClG,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAE5C,IAAI,MAAM,CAAC,2BAA2B,EAAE;YACpC,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,EAAE,CAAC;SACjD;IACL,CAAC;CACJ","sourcesContent":["import type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGPUPerfCounter } from \"./webgpuPerfCounter\";\r\n\r\n/**\r\n * Specialized class used to store a render target of a WebGPU engine\r\n */\r\nexport class WebGPURenderTargetWrapper extends RenderTargetWrapper {\r\n /** @internal */\r\n public _defaultAttachments: number[];\r\n\r\n /**\r\n * Gets the GPU time spent rendering this render target in the last frame (in nanoseconds).\r\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\r\n */\r\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\r\n\r\n /**\r\n * Initializes the render target wrapper\r\n * @param isMulti true if the wrapper is a multi render target\r\n * @param isCube true if the wrapper should render to a cube texture\r\n * @param size size of the render target (width/height/layers)\r\n * @param engine engine used to create the render target\r\n * @param label defines the label to use for the wrapper (for debugging purpose only)\r\n */\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: WebGPUEngine, label?: string) {\r\n super(isMulti, isCube, size, engine, label);\r\n\r\n if (engine.enableGPUTimingMeasurements) {\r\n this.gpuTimeInFrame = new WebGPUPerfCounter();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"webgpuRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuRenderTargetWrapper.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAC7D,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AAGxD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,mBAAmB;IAU9D;;;;;;;OAOG;IACH,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,MAAwB,EAAE,KAAc;QACtG,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAE5C,IAAI,MAAM,CAAC,2BAA2B,EAAE;YACpC,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,EAAE,CAAC;SACjD;IACL,CAAC;CACJ","sourcesContent":["import type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGPUPerfCounter } from \"./webgpuPerfCounter\";\r\nimport type { ThinWebGPUEngine } from \"../thinWebGPUEngine\";\r\n\r\n/**\r\n * Specialized class used to store a render target of a WebGPU engine\r\n */\r\nexport class WebGPURenderTargetWrapper extends RenderTargetWrapper {\r\n /** @internal */\r\n public _defaultAttachments: number[];\r\n\r\n /**\r\n * Gets the GPU time spent rendering this render target in the last frame (in nanoseconds).\r\n * You have to enable the \"timestamp-query\" extension in the engine constructor options and set engine.enableGPUTimingMeasurements = true.\r\n */\r\n public readonly gpuTimeInFrame?: WebGPUPerfCounter;\r\n\r\n /**\r\n * Initializes the render target wrapper\r\n * @param isMulti true if the wrapper is a multi render target\r\n * @param isCube true if the wrapper should render to a cube texture\r\n * @param size size of the render target (width/height/layers)\r\n * @param engine engine used to create the render target\r\n * @param label defines the label to use for the wrapper (for debugging purpose only)\r\n */\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinWebGPUEngine, label?: string) {\r\n super(isMulti, isCube, size, engine, label);\r\n\r\n if (engine.enableGPUTimingMeasurements) {\r\n this.gpuTimeInFrame = new WebGPUPerfCounter();\r\n }\r\n }\r\n}\r\n"]}
@@ -596,6 +596,8 @@ export declare abstract class AbstractEngine {
596
596
  * @internal
597
597
  */
598
598
  abstract _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
599
+ /** @internal */
600
+ abstract _unpackFlipY(value: boolean): void;
599
601
  /**
600
602
  * Reads pixels from the current frame buffer. Please note that this function can be slow
601
603
  * @param x defines the x coordinate of the rectangle where pixels must be read
@@ -741,13 +741,13 @@ export class AbstractEngine {
741
741
  */
742
742
  // Not mixed with Version for tooling purpose.
743
743
  static get NpmPackage() {
744
- return "babylonjs@7.25.2";
744
+ return "babylonjs@7.26.0";
745
745
  }
746
746
  /**
747
747
  * Returns the current version of the framework
748
748
  */
749
749
  static get Version() {
750
- return "7.25.2";
750
+ return "7.26.0";
751
751
  }
752
752
  /**
753
753
  * Gets the HTML canvas attached with the current webGL context