@babylonjs/core 7.27.3 → 7.29.0

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Files changed (86) hide show
  1. package/Culling/ray.core.d.ts +13 -0
  2. package/Culling/ray.core.js +16 -11
  3. package/Culling/ray.core.js.map +1 -1
  4. package/Engines/WebGPU/Extensions/engine.debugging.js +24 -0
  5. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  6. package/Engines/WebGPU/webgpuBufferManager.js +3 -2
  7. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  8. package/Engines/WebGPU/webgpuPipelineContext.js +1 -0
  9. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Engines/index.d.ts +2 -0
  13. package/Engines/index.js +2 -0
  14. package/Engines/index.js.map +1 -1
  15. package/Engines/webgpuEngine.js +1 -1
  16. package/Engines/webgpuEngine.js.map +1 -1
  17. package/Inputs/scene.inputManager.js +2 -1
  18. package/Inputs/scene.inputManager.js.map +1 -1
  19. package/Lights/Shadows/shadowGenerator.js +1 -1
  20. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  21. package/Loading/Plugins/babylonFileLoader.js +34 -18
  22. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  23. package/Materials/Textures/renderTargetTexture.js +1 -2
  24. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  25. package/Meshes/Builders/greasedLineBuilder.d.ts +0 -16
  26. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  27. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +17 -1
  28. package/Meshes/GreasedLine/greasedLineBaseMesh.js +3 -2
  29. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  30. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +11 -4
  31. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  32. package/Meshes/Node/Blocks/geometryInterceptorBlock.d.ts +36 -0
  33. package/Meshes/Node/Blocks/geometryInterceptorBlock.js +60 -0
  34. package/Meshes/Node/Blocks/geometryInterceptorBlock.js.map +1 -0
  35. package/Meshes/Node/index.d.ts +1 -0
  36. package/Meshes/Node/index.js +1 -0
  37. package/Meshes/Node/index.js.map +1 -1
  38. package/Meshes/WebGPU/webgpuDataBuffer.d.ts +3 -1
  39. package/Meshes/WebGPU/webgpuDataBuffer.js +6 -1
  40. package/Meshes/WebGPU/webgpuDataBuffer.js.map +1 -1
  41. package/Meshes/abstractMesh.d.ts +2 -0
  42. package/Meshes/abstractMesh.hotSpot.d.ts +30 -0
  43. package/Meshes/abstractMesh.hotSpot.js +84 -0
  44. package/Meshes/abstractMesh.hotSpot.js.map +1 -0
  45. package/Meshes/abstractMesh.js +2 -0
  46. package/Meshes/abstractMesh.js.map +1 -1
  47. package/Meshes/index.d.ts +2 -0
  48. package/Meshes/index.js +2 -0
  49. package/Meshes/index.js.map +1 -1
  50. package/Meshes/lattice.d.ts +93 -0
  51. package/Meshes/lattice.js +196 -0
  52. package/Meshes/lattice.js.map +1 -0
  53. package/Meshes/mesh.js +1 -1
  54. package/Meshes/mesh.js.map +1 -1
  55. package/Misc/greasedLineTools.d.ts +1 -2
  56. package/Misc/greasedLineTools.js.map +1 -1
  57. package/Misc/index.d.ts +1 -0
  58. package/Misc/index.js +1 -0
  59. package/Misc/index.js.map +1 -1
  60. package/Misc/snapshotRenderingHelper.d.ts +63 -0
  61. package/Misc/snapshotRenderingHelper.js +182 -0
  62. package/Misc/snapshotRenderingHelper.js.map +1 -0
  63. package/Morph/morphTargetManager.js +0 -1
  64. package/Morph/morphTargetManager.js.map +1 -1
  65. package/Shaders/spriteMap.fragment.d.ts +4 -0
  66. package/Shaders/spriteMap.fragment.js +16 -3
  67. package/Shaders/spriteMap.fragment.js.map +1 -1
  68. package/Shaders/spriteMap.vertex.d.ts +3 -0
  69. package/Shaders/spriteMap.vertex.js +14 -2
  70. package/Shaders/spriteMap.vertex.js.map +1 -1
  71. package/ShadersWGSL/bilateralBlurQuality.fragment.js +1 -1
  72. package/ShadersWGSL/bilateralBlurQuality.fragment.js.map +1 -1
  73. package/ShadersWGSL/geometry.fragment.js +2 -2
  74. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  75. package/ShadersWGSL/geometry.vertex.js +2 -2
  76. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  77. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +1 -1
  78. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
  79. package/Sprites/spriteMap.d.ts +7 -0
  80. package/Sprites/spriteMap.js +29 -1
  81. package/Sprites/spriteMap.js.map +1 -1
  82. package/import.helper.d.ts +5 -0
  83. package/import.helper.js +6 -0
  84. package/import.helper.js.map +1 -0
  85. package/package.json +1 -1
  86. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- 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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { allocateAndCopyTypedBuffer } from \"../abstractEngine.functions\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const buffer = this.createRawBuffer(viewOrSize, flags, undefined, label);\r\n const dataBuffer = new WebGPUDataBuffer(buffer);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while (chunkEnd - (chunkStart + offset) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { allocateAndCopyTypedBuffer } from \"../abstractEngine.functions\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const dataBuffer = new WebGPUDataBuffer();\r\n const labelId = \"DataBufferUniqueId=\" + dataBuffer.uniqueId;\r\n dataBuffer.buffer = this.createRawBuffer(viewOrSize, flags, undefined, label ? labelId + \"-\" + label : labelId);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while (chunkEnd - (chunkStart + offset) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
@@ -67,6 +67,7 @@ export class WebGPUPipelineContext {
67
67
  if (!this.shaderProcessingContext.leftOverUniforms.length) {
68
68
  return;
69
69
  }
70
+ this.uniformBuffer?.dispose();
70
71
  this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, "leftOver-" + this._name);
71
72
  for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {
72
73
  const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, "$1");
@@ -1 +1 @@
1
- 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\n\r\n/** @internal */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n // Property used to handle vertex buffers with int values when the shader code expect float values.\r\n public vertexBufferKindToType: { [kind: string]: number };\r\n\r\n public sources: {\r\n vertex: string;\r\n fragment: string;\r\n rawVertex: string;\r\n rawFragment: string;\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n // The field is indexed by textureState. See @WebGPUMaterialContext.textureState for more information.\r\n public bindGroupLayouts: { [textureState: number]: GPUBindGroupLayout[] } = {};\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n this.vertexBufferKindToType = {};\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n\r\n if (engine._doNotHandleContextLost) {\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n }\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n } else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n const attributeNamesFromEffect: string[] = [];\r\n const attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @internal */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n public setEngine(engine: AbstractEngine): void {\r\n this.engine = engine as WebGPUEngine;\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\n\r\n/** @internal */\r\nexport interface IWebGPURenderPipelineStageDescriptor {\r\n vertexStage: GPUProgrammableStage;\r\n fragmentStage?: GPUProgrammableStage;\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUPipelineContext implements IPipelineContext {\r\n public engine: WebGPUEngine;\r\n\r\n public shaderProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected _leftOverUniformsByName: { [name: string]: string };\r\n\r\n // Property used to handle vertex buffers with int values when the shader code expect float values.\r\n public vertexBufferKindToType: { [kind: string]: number };\r\n\r\n public sources: {\r\n vertex: string;\r\n fragment: string;\r\n rawVertex: string;\r\n rawFragment: string;\r\n };\r\n\r\n public stages: Nullable<IWebGPURenderPipelineStageDescriptor>;\r\n\r\n // The field is indexed by textureState. See @WebGPUMaterialContext.textureState for more information.\r\n public bindGroupLayouts: { [textureState: number]: GPUBindGroupLayout[] } = {};\r\n\r\n /**\r\n * Stores the left-over uniform buffer\r\n */\r\n public uniformBuffer: Nullable<UniformBuffer>;\r\n\r\n // Default implementation.\r\n public onCompiled?: () => void;\r\n\r\n public get isAsync() {\r\n return false;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.stages) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _name: string;\r\n\r\n constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {\r\n this._name = \"unnamed\";\r\n this.shaderProcessingContext = shaderProcessingContext;\r\n this._leftOverUniformsByName = {};\r\n this.engine = engine;\r\n this.vertexBufferKindToType = {};\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(): void {\r\n // Nothing to do yet for spector.\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n\r\n if (engine._doNotHandleContextLost) {\r\n effect._fragmentSourceCode = \"\";\r\n effect._vertexSourceCode = \"\";\r\n }\r\n\r\n const foundSamplers = this.shaderProcessingContext.availableTextures;\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const name = samplerList[index];\r\n const sampler = foundSamplers[samplerList[index]];\r\n\r\n if (sampler == null || sampler == undefined) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n } else {\r\n samplers[name] = index;\r\n }\r\n }\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n\r\n // Build the uniform layout for the left over uniforms.\r\n this.buildUniformLayout();\r\n\r\n const attributeNamesFromEffect: string[] = [];\r\n const attributeLocationsFromEffect: number[] = [];\r\n for (index = 0; index < attributesNames.length; index++) {\r\n const location = attributes[index];\r\n if (location >= 0) {\r\n attributeNamesFromEffect.push(attributesNames[index]);\r\n attributeLocationsFromEffect.push(location);\r\n }\r\n }\r\n this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;\r\n this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;\r\n }\r\n\r\n /** @internal */\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public buildUniformLayout(): void {\r\n if (!this.shaderProcessingContext.leftOverUniforms.length) {\r\n return;\r\n }\r\n\r\n this.uniformBuffer?.dispose();\r\n this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, \"leftOver-\" + this._name);\r\n\r\n for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);\r\n this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;\r\n }\r\n\r\n this.uniformBuffer.create();\r\n }\r\n\r\n public setEngine(engine: AbstractEngine): void {\r\n this.engine = engine as WebGPUEngine;\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n if (this.uniformBuffer) {\r\n this.uniformBuffer.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this.setIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setUInt(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int2 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint2.\r\n * @param y Second unsigned int in uint2.\r\n */\r\n public setUInt2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int3 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint3.\r\n * @param y Second unsigned int in uint3.\r\n * @param z Third unsigned int in uint3.\r\n */\r\n public setUInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int4 value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First unsigned int in uint4.\r\n * @param y Second unsigned int in uint4.\r\n * @param z Third unsigned int in uint4.\r\n * @param w Fourth unsigned int in uint4.\r\n */\r\n public setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUInt4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray(uniformName: string, array: Uint32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray2(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray3(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setUIntArray4(uniformName: string, array: Uint32Array): void {\r\n this.setUIntArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this.setArray(uniformName, array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrices(uniformName, matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix3x3(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateMatrix2x2(uniformName, matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat(uniformName, value);\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat2(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat3(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {\r\n return;\r\n }\r\n this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.sources?.vertex;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.sources?.fragment;\r\n }\r\n}\r\n"]}
@@ -741,13 +741,13 @@ export class AbstractEngine {
741
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  */
742
742
  // Not mixed with Version for tooling purpose.
743
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  static get NpmPackage() {
744
- return "babylonjs@7.27.3";
744
+ return "babylonjs@7.29.0";
745
745
  }
746
746
  /**
747
747
  * Returns the current version of the framework
748
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  */
749
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  static get Version() {
750
- return "7.27.3";
750
+ return "7.29.0";
751
751
  }
752
752
  /**
753
753
  * Gets the HTML canvas attached with the current webGL context