@babylonjs/core 7.29.0 → 7.30.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/WebGPU/webgpuCacheBindGroups.js +13 -2
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +2 -3
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +2 -1
- package/Engines/nullEngine.d.ts +1 -0
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -0
- package/Engines/webgpuEngine.js +1 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -11
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +8 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +43 -34
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.d.ts +32 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +64 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.d.ts +48 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +102 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -0
- package/Materials/Node/Blocks/GaussianSplatting/index.d.ts +3 -0
- package/Materials/Node/Blocks/GaussianSplatting/index.js +4 -0
- package/Materials/Node/Blocks/GaussianSplatting/index.js.map +1 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.d.ts +40 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +96 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +6 -0
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Enums/nodeMaterialModes.d.ts +3 -1
- package/Materials/Node/Enums/nodeMaterialModes.js +2 -0
- package/Materials/Node/Enums/nodeMaterialModes.js.map +1 -1
- package/Materials/Node/index.d.ts +1 -0
- package/Materials/Node/index.js +1 -0
- package/Materials/Node/index.js.map +1 -1
- package/Materials/Node/nodeMaterialDefault.d.ts +6 -0
- package/Materials/Node/nodeMaterialDefault.js +53 -0
- package/Materials/Node/nodeMaterialDefault.js.map +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +1 -11
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/rawTexture3D.d.ts +12 -0
- package/Materials/Textures/rawTexture3D.js +18 -0
- package/Materials/Textures/rawTexture3D.js.map +1 -1
- package/Materials/Textures/texture.js +7 -3
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureSampler.d.ts +1 -1
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Materials/effect.d.ts +11 -0
- package/Materials/effect.js +20 -0
- package/Materials/effect.js.map +1 -1
- package/Materials/material.d.ts +5 -1
- package/Materials/material.js +19 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +46 -46
- package/Materials/materialPluginBase.js +46 -60
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginManager.js +2 -2
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/pushMaterial.d.ts +1 -1
- package/Materials/pushMaterial.js +2 -2
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +1 -11
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +11 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +72 -37
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Set/aggregatorBlock.d.ts +76 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js +210 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +91 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.js +194 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -0
- package/Meshes/Node/Blocks/booleanGeometryBlock.d.ts +6 -0
- package/Meshes/Node/Blocks/booleanGeometryBlock.js +16 -4
- package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryClampBlock.d.ts +8 -0
- package/Meshes/Node/Blocks/geometryClampBlock.js +22 -6
- package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.js +2 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInterceptorBlock.d.ts +5 -0
- package/Meshes/Node/Blocks/geometryInterceptorBlock.js +5 -1
- package/Meshes/Node/Blocks/geometryInterceptorBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.d.ts +6 -0
- package/Meshes/Node/Blocks/geometryTransformBlock.js +14 -2
- package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
- package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +5 -1
- package/Meshes/Node/Enums/nodeGeometryContextualSources.js +4 -0
- package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
- package/Meshes/Node/index.d.ts +2 -0
- package/Meshes/Node/index.js +2 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/Node/nodeGeometry.d.ts +1 -1
- package/Meshes/Node/nodeGeometry.js +14 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.d.ts +4 -0
- package/Meshes/Node/nodeGeometryBlock.js +6 -0
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBuildState.js +12 -0
- package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
- package/Meshes/csg.d.ts +1 -0
- package/Meshes/csg.js +1 -0
- package/Meshes/csg.js.map +1 -1
- package/Meshes/csg2.d.ts +126 -0
- package/Meshes/csg2.js +350 -0
- package/Meshes/csg2.js.map +1 -0
- package/Meshes/index.d.ts +2 -0
- package/Meshes/index.js +2 -0
- package/Meshes/index.js.map +1 -1
- package/Meshes/lattice.d.ts +18 -1
- package/Meshes/lattice.js +34 -6
- package/Meshes/lattice.js.map +1 -1
- package/Meshes/lattice.material.d.ts +82 -0
- package/Meshes/lattice.material.js +259 -0
- package/Meshes/lattice.material.js.map +1 -0
- package/Meshes/mesh.js +3 -1
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +66 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/dumpTools.js +1 -0
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/screenshotTools.js +0 -3
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/tools.d.ts +2 -1
- package/Misc/tools.internals.d.ts +13 -0
- package/Misc/tools.internals.js +48 -0
- package/Misc/tools.internals.js.map +1 -0
- package/Misc/tools.js +13 -4
- package/Misc/tools.js.map +1 -1
- package/Morph/morphTarget.js +1 -0
- package/Morph/morphTarget.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.d.ts +5 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js +33 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.d.ts +7 -0
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +19 -0
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -2
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.d.ts +1 -2
- package/Shaders/gaussianSplatting.fragment.js +5 -10
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.d.ts +1 -0
- package/Shaders/gaussianSplatting.vertex.js +4 -21
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +1 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +1 -1
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +10 -1
- package/Sprites/spriteManager.js +3 -2
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spritePackedManager.d.ts +6 -1
- package/Sprites/spritePackedManager.js +6 -2
- package/Sprites/spritePackedManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +16 -3
- package/Sprites/spriteRenderer.js +5 -3
- package/Sprites/spriteRenderer.js.map +1 -1
- package/package.json +1 -1
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/* eslint-disable babylonjs/available */
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/* eslint-disable jsdoc/require-jsdoc */
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import { Logger } from "../../Misc/logger.js";
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/**
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* Sampler hash codes are 19 bits long, so using a start value of 2^20 for buffer ids will ensure we can't have any collision with the sampler hash codes
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*/
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const bufferIdStart = 1 << 20;
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/**
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* textureIdStart is added to texture ids to ensure we can't have any collision with the buffer ids / sampler hash codes.
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* 2^35 for textureIdStart means we can have:
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* - 2^(35-20) = 2^15 = 32768 possible buffer ids
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* - 2^(53-35) = 2^18 = 524288 possible texture ids
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*/
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const textureIdStart = 2 ** 35;
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class WebGPUBindGroupCacheNode {
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constructor() {
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this.values = {};
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return drawContext.bindGroups;
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}
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for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {
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const uboId = drawContext.buffers[bufferName]?.uniqueId ?? 0;
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const uboId = (drawContext.buffers[bufferName]?.uniqueId ?? 0) + bufferIdStart;
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let nextNode = node.values[uboId];
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if (!nextNode) {
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nextNode = new WebGPUBindGroupCacheNode();
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node = nextNode;
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}
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for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {
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const textureId = materialContext.textures[textureName]?.texture?.uniqueId ?? 0;
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const textureId = (materialContext.textures[textureName]?.texture?.uniqueId ?? 0) + textureIdStart;
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let nextNode = node.values[textureId];
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if (!nextNode) {
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nextNode = new WebGPUBindGroupCacheNode();
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-
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport type { WebGPUMaterialContext } from \"./webgpuMaterialContext\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUDrawContext } from \"./webgpuDrawContext\";\r\n\r\nclass WebGPUBindGroupCacheNode {\r\n public values: { [id: number]: WebGPUBindGroupCacheNode };\r\n public bindGroups: GPUBindGroup[];\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUCacheBindGroups {\r\n public static NumBindGroupsCreatedTotal = 0;\r\n public static NumBindGroupsCreatedLastFrame = 0;\r\n public static NumBindGroupsLookupLastFrame = 0;\r\n public static NumBindGroupsNoLookupLastFrame = 0;\r\n\r\n private static _Cache: WebGPUBindGroupCacheNode = new WebGPUBindGroupCacheNode();\r\n\r\n private static _NumBindGroupsCreatedCurrentFrame = 0;\r\n private static _NumBindGroupsLookupCurrentFrame = 0;\r\n private static _NumBindGroupsNoLookupCurrentFrame = 0;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _engine: WebGPUEngine;\r\n\r\n public disabled = false;\r\n\r\n public static get Statistics() {\r\n return {\r\n totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,\r\n lastFrameCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame,\r\n lookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame,\r\n noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,\r\n };\r\n }\r\n\r\n public static ResetCache() {\r\n WebGPUCacheBindGroups._Cache = new WebGPUBindGroupCacheNode();\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler, engine: WebGPUEngine) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this._engine = engine;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n /**\r\n * Cache is currently based on the uniform/storage buffers, samplers and textures used by the binding groups.\r\n * Note that all uniform buffers have an offset of 0 in Babylon and we don't have a use case where we would have the same buffer used with different capacity values:\r\n * that means we don't need to factor in the offset/size of the buffer in the cache, only the id\r\n * @param webgpuPipelineContext\r\n * @param drawContext\r\n * @param materialContext\r\n * @returns a bind group array\r\n */\r\n public getBindGroups(webgpuPipelineContext: WebGPUPipelineContext, drawContext: WebGPUDrawContext, materialContext: WebGPUMaterialContext): GPUBindGroup[] {\r\n let bindGroups: GPUBindGroup[] | undefined = undefined;\r\n let node = WebGPUCacheBindGroups._Cache;\r\n\r\n const cacheIsDisabled = this.disabled || materialContext.forceBindGroupCreation;\r\n if (!cacheIsDisabled) {\r\n if (!drawContext.isDirty(materialContext.updateId) && !materialContext.isDirty) {\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame++;\r\n return drawContext.bindGroups!;\r\n }\r\n\r\n for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {\r\n const uboId = drawContext.buffers[bufferName]?.uniqueId ?? 0;\r\n let nextNode = node.values[uboId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[uboId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const samplerName of webgpuPipelineContext.shaderProcessingContext.samplerNames) {\r\n const samplerHashCode = materialContext.samplers[samplerName]?.hashCode ?? 0;\r\n let nextNode = node.values[samplerHashCode];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[samplerHashCode] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {\r\n const textureId = materialContext.textures[textureName]?.texture?.uniqueId ?? 0;\r\n let nextNode = node.values[textureId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[textureId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n bindGroups = node.bindGroups;\r\n }\r\n\r\n drawContext.resetIsDirty(materialContext.updateId);\r\n materialContext.isDirty = false;\r\n\r\n if (bindGroups) {\r\n drawContext.bindGroups = bindGroups;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame++;\r\n return bindGroups;\r\n }\r\n\r\n bindGroups = [];\r\n drawContext.bindGroups = bindGroups;\r\n\r\n if (!cacheIsDisabled) {\r\n node.bindGroups = bindGroups;\r\n }\r\n\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal++;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame++;\r\n\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts[materialContext.textureState];\r\n for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries = webgpuPipelineContext.shaderProcessingContext.bindGroupEntries[i];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i][j];\r\n const entryInfo = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding];\r\n const name = entryInfo.nameInArrayOfTexture ?? entryInfo.name;\r\n\r\n if (entry.sampler) {\r\n const bindingInfo = materialContext.samplers[name];\r\n if (bindingInfo) {\r\n const sampler = bindingInfo.sampler;\r\n if (!sampler) {\r\n if (this._engine.dbgSanityChecks) {\r\n Logger.Error(\r\n `Trying to bind a null sampler! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n }\r\n continue;\r\n }\r\n entries[j].resource = this._cacheSampler.getSampler(sampler, false, bindingInfo.hashCode, sampler.label);\r\n } else {\r\n Logger.Error(\r\n `Sampler \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.texture || entry.storageTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) =>\r\n key === \"texture\" ? \"<no dump>\" : value\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const hardwareTexture = (bindingInfo.texture as InternalTexture)._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (\r\n this._engine.dbgSanityChecks &&\r\n (!hardwareTexture || (entry.texture && !hardwareTexture.view) || (entry.storageTexture && !hardwareTexture.viewForWriting))\r\n ) {\r\n Logger.Error(\r\n `Trying to bind a null gpu texture or view! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = entry.storageTexture ? hardwareTexture.viewForWriting! : hardwareTexture.view!;\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.externalTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const externalTexture = (bindingInfo.texture as ExternalTexture).underlyingResource;\r\n\r\n if (this._engine.dbgSanityChecks && !externalTexture) {\r\n Logger.Error(\r\n `Trying to bind a null gpu external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.buffer) {\r\n const dataBuffer = drawContext.buffers[name];\r\n if (dataBuffer) {\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n (entries[j].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[j].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n Logger.Error(\r\n `Can't find buffer \"${name}\". entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(drawContext.buffers)}, drawContext.uniqueId=${\r\n drawContext.uniqueId\r\n }`,\r\n 50\r\n );\r\n }\r\n }\r\n }\r\n\r\n const groupLayout = bindGroupLayouts[i];\r\n bindGroups[i] = this._device.createBindGroup({\r\n layout: groupLayout,\r\n entries,\r\n });\r\n }\r\n\r\n return bindGroups;\r\n }\r\n}\r\n"]}
|
|
1
|
+
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport type { WebGPUMaterialContext } from \"./webgpuMaterialContext\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUDrawContext } from \"./webgpuDrawContext\";\r\n\r\n/**\r\n * Sampler hash codes are 19 bits long, so using a start value of 2^20 for buffer ids will ensure we can't have any collision with the sampler hash codes\r\n */\r\nconst bufferIdStart = 1 << 20;\r\n\r\n/**\r\n * textureIdStart is added to texture ids to ensure we can't have any collision with the buffer ids / sampler hash codes.\r\n * 2^35 for textureIdStart means we can have:\r\n * - 2^(35-20) = 2^15 = 32768 possible buffer ids\r\n * - 2^(53-35) = 2^18 = 524288 possible texture ids\r\n */\r\nconst textureIdStart = 2 ** 35;\r\n\r\nclass WebGPUBindGroupCacheNode {\r\n public values: { [id: number]: WebGPUBindGroupCacheNode };\r\n public bindGroups: GPUBindGroup[];\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUCacheBindGroups {\r\n public static NumBindGroupsCreatedTotal = 0;\r\n public static NumBindGroupsCreatedLastFrame = 0;\r\n public static NumBindGroupsLookupLastFrame = 0;\r\n public static NumBindGroupsNoLookupLastFrame = 0;\r\n\r\n private static _Cache: WebGPUBindGroupCacheNode = new WebGPUBindGroupCacheNode();\r\n\r\n private static _NumBindGroupsCreatedCurrentFrame = 0;\r\n private static _NumBindGroupsLookupCurrentFrame = 0;\r\n private static _NumBindGroupsNoLookupCurrentFrame = 0;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _engine: WebGPUEngine;\r\n\r\n public disabled = false;\r\n\r\n public static get Statistics() {\r\n return {\r\n totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,\r\n lastFrameCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame,\r\n lookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame,\r\n noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,\r\n };\r\n }\r\n\r\n public static ResetCache() {\r\n WebGPUCacheBindGroups._Cache = new WebGPUBindGroupCacheNode();\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler, engine: WebGPUEngine) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this._engine = engine;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n /**\r\n * Cache is currently based on the uniform/storage buffers, samplers and textures used by the binding groups.\r\n * Note that all uniform buffers have an offset of 0 in Babylon and we don't have a use case where we would have the same buffer used with different capacity values:\r\n * that means we don't need to factor in the offset/size of the buffer in the cache, only the id\r\n * @param webgpuPipelineContext\r\n * @param drawContext\r\n * @param materialContext\r\n * @returns a bind group array\r\n */\r\n public getBindGroups(webgpuPipelineContext: WebGPUPipelineContext, drawContext: WebGPUDrawContext, materialContext: WebGPUMaterialContext): GPUBindGroup[] {\r\n let bindGroups: GPUBindGroup[] | undefined = undefined;\r\n let node = WebGPUCacheBindGroups._Cache;\r\n\r\n const cacheIsDisabled = this.disabled || materialContext.forceBindGroupCreation;\r\n if (!cacheIsDisabled) {\r\n if (!drawContext.isDirty(materialContext.updateId) && !materialContext.isDirty) {\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame++;\r\n return drawContext.bindGroups!;\r\n }\r\n\r\n for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {\r\n const uboId = (drawContext.buffers[bufferName]?.uniqueId ?? 0) + bufferIdStart;\r\n let nextNode = node.values[uboId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[uboId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const samplerName of webgpuPipelineContext.shaderProcessingContext.samplerNames) {\r\n const samplerHashCode = materialContext.samplers[samplerName]?.hashCode ?? 0;\r\n let nextNode = node.values[samplerHashCode];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[samplerHashCode] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {\r\n const textureId = (materialContext.textures[textureName]?.texture?.uniqueId ?? 0) + textureIdStart;\r\n let nextNode = node.values[textureId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[textureId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n bindGroups = node.bindGroups;\r\n }\r\n\r\n drawContext.resetIsDirty(materialContext.updateId);\r\n materialContext.isDirty = false;\r\n\r\n if (bindGroups) {\r\n drawContext.bindGroups = bindGroups;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame++;\r\n return bindGroups;\r\n }\r\n\r\n bindGroups = [];\r\n drawContext.bindGroups = bindGroups;\r\n\r\n if (!cacheIsDisabled) {\r\n node.bindGroups = bindGroups;\r\n }\r\n\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal++;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame++;\r\n\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts[materialContext.textureState];\r\n for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries = webgpuPipelineContext.shaderProcessingContext.bindGroupEntries[i];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i][j];\r\n const entryInfo = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding];\r\n const name = entryInfo.nameInArrayOfTexture ?? entryInfo.name;\r\n\r\n if (entry.sampler) {\r\n const bindingInfo = materialContext.samplers[name];\r\n if (bindingInfo) {\r\n const sampler = bindingInfo.sampler;\r\n if (!sampler) {\r\n if (this._engine.dbgSanityChecks) {\r\n Logger.Error(\r\n `Trying to bind a null sampler! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n }\r\n continue;\r\n }\r\n entries[j].resource = this._cacheSampler.getSampler(sampler, false, bindingInfo.hashCode, sampler.label);\r\n } else {\r\n Logger.Error(\r\n `Sampler \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.texture || entry.storageTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) =>\r\n key === \"texture\" ? \"<no dump>\" : value\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const hardwareTexture = (bindingInfo.texture as InternalTexture)._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (\r\n this._engine.dbgSanityChecks &&\r\n (!hardwareTexture || (entry.texture && !hardwareTexture.view) || (entry.storageTexture && !hardwareTexture.viewForWriting))\r\n ) {\r\n Logger.Error(\r\n `Trying to bind a null gpu texture or view! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = entry.storageTexture ? hardwareTexture.viewForWriting! : hardwareTexture.view!;\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.externalTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const externalTexture = (bindingInfo.texture as ExternalTexture).underlyingResource;\r\n\r\n if (this._engine.dbgSanityChecks && !externalTexture) {\r\n Logger.Error(\r\n `Trying to bind a null gpu external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.buffer) {\r\n const dataBuffer = drawContext.buffers[name];\r\n if (dataBuffer) {\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n (entries[j].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[j].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n Logger.Error(\r\n `Can't find buffer \"${name}\". entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(drawContext.buffers)}, drawContext.uniqueId=${\r\n drawContext.uniqueId\r\n }`,\r\n 50\r\n );\r\n }\r\n }\r\n }\r\n\r\n const groupLayout = bindGroupLayouts[i];\r\n bindGroups[i] = this._device.createBindGroup({\r\n layout: groupLayout,\r\n entries,\r\n });\r\n }\r\n\r\n return bindGroups;\r\n }\r\n}\r\n"]}
|
|
@@ -50,7 +50,7 @@ export class WebGPUCacheSampler {
|
|
|
50
50
|
}
|
|
51
51
|
static GetSamplerHashCode(sampler) {
|
|
52
52
|
// The WebGPU spec currently only allows values 1 and 4 for anisotropy
|
|
53
|
-
const anisotropy = sampler._cachedAnisotropicFilteringLevel
|
|
53
|
+
const anisotropy = sampler._cachedAnisotropicFilteringLevel ? sampler._cachedAnisotropicFilteringLevel : 1;
|
|
54
54
|
const code = filterToBits[sampler.samplingMode] +
|
|
55
55
|
comparisonFunctionToBits[(sampler._comparisonFunction || 0x0202) - 0x0200 + 1] +
|
|
56
56
|
filterNoMipToBits[sampler.samplingMode] + // handle the lodMinClamp = lodMaxClamp = 0 case when no filter used for mip mapping
|
|
@@ -210,8 +210,7 @@ export class WebGPUCacheSampler {
|
|
|
210
210
|
};
|
|
211
211
|
}
|
|
212
212
|
static _GetSamplerDescriptor(sampler, label) {
|
|
213
|
-
|
|
214
|
-
const anisotropy = sampler.useMipMaps && sampler._cachedAnisotropicFilteringLevel && sampler._cachedAnisotropicFilteringLevel > 1 ? 4 : 1;
|
|
213
|
+
const anisotropy = sampler.useMipMaps && sampler._cachedAnisotropicFilteringLevel ? sampler._cachedAnisotropicFilteringLevel : 1;
|
|
215
214
|
const filterDescriptor = this._GetSamplerFilterDescriptor(sampler, anisotropy);
|
|
216
215
|
return {
|
|
217
216
|
label,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Constants } from \"../constants\";\r\nimport type { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\nconst filterToBits = [\r\n 0 | (0 << 1) | (0 << 2), // not used\r\n 0 | (0 << 1) | (0 << 2), // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n 1 | (1 << 1) | (0 << 2), // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n 1 | (1 << 1) | (1 << 2), // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n 0 | (0 << 1) | (0 << 2), // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n 0 | (1 << 1) | (0 << 2), // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n 0 | (1 << 1) | (1 << 2), // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n 0 | (1 << 1) | (0 << 2), // TEXTURE_NEAREST_LINEAR\r\n 0 | (0 << 1) | (1 << 2), // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n 1 | (0 << 1) | (0 << 2), // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n 1 | (0 << 1) | (1 << 2), // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n 1 | (1 << 1) | (0 << 2), // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n 1 | (0 << 1) | (0 << 2), // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n// subtract 0x01FF from the comparison function value before indexing this array!\r\nconst comparisonFunctionToBits = [\r\n (0 << 3) | (0 << 4) | (0 << 5) | (0 << 6), // undefined\r\n (0 << 3) | (0 << 4) | (0 << 5) | (1 << 6), // NEVER\r\n (0 << 3) | (0 << 4) | (1 << 5) | (0 << 6), // LESS\r\n (0 << 3) | (0 << 4) | (1 << 5) | (1 << 6), // EQUAL\r\n (0 << 3) | (1 << 4) | (0 << 5) | (0 << 6), // LEQUAL\r\n (0 << 3) | (1 << 4) | (0 << 5) | (1 << 6), // GREATER\r\n (0 << 3) | (1 << 4) | (1 << 5) | (0 << 6), // NOTEQUAL\r\n (0 << 3) | (1 << 4) | (1 << 5) | (1 << 6), // GEQUAL\r\n (1 << 3) | (0 << 4) | (0 << 5) | (0 << 6), // ALWAYS\r\n];\r\n\r\nconst filterNoMipToBits = [\r\n 0 << 7, // not used\r\n 1 << 7, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n 1 << 7, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n 0 << 7, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n 0 << 7, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n 0 << 7, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n 0 << 7, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n 1 << 7, // TEXTURE_NEAREST_LINEAR\r\n 0 << 7, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n 0 << 7, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n 0 << 7, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n 0 << 7, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n 1 << 7, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n/** @internal */\r\nexport class WebGPUCacheSampler {\r\n private _samplers: { [hash: number]: GPUSampler } = {};\r\n private _device: GPUDevice;\r\n\r\n public disabled: boolean;\r\n\r\n constructor(device: GPUDevice) {\r\n this._device = device;\r\n this.disabled = false;\r\n }\r\n\r\n public static GetSamplerHashCode(sampler: TextureSampler): number {\r\n // The WebGPU spec currently only allows values 1 and 4 for anisotropy\r\n const anisotropy = sampler._cachedAnisotropicFilteringLevel && sampler._cachedAnisotropicFilteringLevel > 1 ? 4 : 1;\r\n const code =\r\n filterToBits[sampler.samplingMode] +\r\n comparisonFunctionToBits[(sampler._comparisonFunction || 0x0202) - 0x0200 + 1] +\r\n filterNoMipToBits[sampler.samplingMode] + // handle the lodMinClamp = lodMaxClamp = 0 case when no filter used for mip mapping\r\n ((sampler._cachedWrapU ?? 1) << 8) +\r\n ((sampler._cachedWrapV ?? 1) << 10) +\r\n ((sampler._cachedWrapR ?? 1) << 12) +\r\n ((sampler.useMipMaps ? 1 : 0) << 14) + // need to factor this in because _getSamplerFilterDescriptor depends on samplingMode AND useMipMaps!\r\n (anisotropy << 15);\r\n\r\n return code;\r\n }\r\n\r\n private static _GetSamplerFilterDescriptor(\r\n sampler: TextureSampler,\r\n anisotropy: number\r\n ): {\r\n magFilter: GPUFilterMode;\r\n minFilter: GPUFilterMode;\r\n mipmapFilter: GPUFilterMode;\r\n lodMinClamp?: number;\r\n lodMaxClamp?: number;\r\n anisotropyEnabled?: boolean;\r\n } {\r\n let magFilter: GPUFilterMode, minFilter: GPUFilterMode, mipmapFilter: GPUFilterMode, lodMinClamp: number | undefined, lodMaxClamp: number | undefined;\r\n const useMipMaps = sampler.useMipMaps;\r\n switch (sampler.samplingMode) {\r\n case Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR:\r\n case Constants.TEXTURE_TRILINEAR_SAMPLINGMODE:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST:\r\n case Constants.TEXTURE_NEAREST_SAMPLINGMODE:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_LINEAR:\r\n case Constants.TEXTURE_BILINEAR_SAMPLINGMODE:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n default:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n }\r\n\r\n if (anisotropy > 1 && (lodMinClamp !== 0 || lodMaxClamp !== 0) && mipmapFilter !== WebGPUConstants.FilterMode.Nearest) {\r\n return {\r\n magFilter: WebGPUConstants.FilterMode.Linear,\r\n minFilter: WebGPUConstants.FilterMode.Linear,\r\n mipmapFilter: WebGPUConstants.FilterMode.Linear,\r\n anisotropyEnabled: true,\r\n };\r\n }\r\n\r\n return {\r\n magFilter,\r\n minFilter,\r\n mipmapFilter,\r\n lodMinClamp,\r\n lodMaxClamp,\r\n };\r\n }\r\n\r\n private static _GetWrappingMode(mode: number): GPUAddressMode {\r\n switch (mode) {\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n return WebGPUConstants.AddressMode.Repeat;\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return WebGPUConstants.AddressMode.ClampToEdge;\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return WebGPUConstants.AddressMode.MirrorRepeat;\r\n }\r\n return WebGPUConstants.AddressMode.Repeat;\r\n }\r\n\r\n private static _GetSamplerWrappingDescriptor(sampler: TextureSampler): {\r\n addressModeU: GPUAddressMode;\r\n addressModeV: GPUAddressMode;\r\n addressModeW: GPUAddressMode;\r\n } {\r\n return {\r\n addressModeU: this._GetWrappingMode(sampler._cachedWrapU!),\r\n addressModeV: this._GetWrappingMode(sampler._cachedWrapV!),\r\n addressModeW: this._GetWrappingMode(sampler._cachedWrapR!),\r\n };\r\n }\r\n\r\n private static _GetSamplerDescriptor(sampler: TextureSampler, label?: string): GPUSamplerDescriptor {\r\n // The WebGPU spec currently only allows values 1 and 4 for anisotropy\r\n const anisotropy = sampler.useMipMaps && sampler._cachedAnisotropicFilteringLevel && sampler._cachedAnisotropicFilteringLevel > 1 ? 4 : 1;\r\n const filterDescriptor = this._GetSamplerFilterDescriptor(sampler, anisotropy);\r\n return {\r\n label,\r\n ...filterDescriptor,\r\n ...this._GetSamplerWrappingDescriptor(sampler),\r\n compare: sampler._comparisonFunction ? WebGPUCacheSampler.GetCompareFunction(sampler._comparisonFunction) : undefined,\r\n maxAnisotropy: filterDescriptor.anisotropyEnabled ? anisotropy : 1,\r\n };\r\n }\r\n\r\n public static GetCompareFunction(compareFunction: Nullable<number>): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case Constants.ALWAYS:\r\n return WebGPUConstants.CompareFunction.Always;\r\n case Constants.EQUAL:\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case Constants.GREATER:\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case Constants.GEQUAL:\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case Constants.LESS:\r\n return WebGPUConstants.CompareFunction.Less;\r\n case Constants.LEQUAL:\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case Constants.NEVER:\r\n return WebGPUConstants.CompareFunction.Never;\r\n case Constants.NOTEQUAL:\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n default:\r\n return WebGPUConstants.CompareFunction.Less;\r\n }\r\n }\r\n\r\n public getSampler(sampler: TextureSampler, bypassCache = false, hash = 0, label?: string): GPUSampler {\r\n if (this.disabled) {\r\n return this._device.createSampler(WebGPUCacheSampler._GetSamplerDescriptor(sampler, label));\r\n }\r\n\r\n if (bypassCache) {\r\n hash = 0;\r\n } else if (hash === 0) {\r\n hash = WebGPUCacheSampler.GetSamplerHashCode(sampler);\r\n }\r\n\r\n let gpuSampler = bypassCache ? undefined : this._samplers[hash];\r\n if (!gpuSampler) {\r\n gpuSampler = this._device.createSampler(WebGPUCacheSampler._GetSamplerDescriptor(sampler, label));\r\n if (!bypassCache) {\r\n this._samplers[hash] = gpuSampler;\r\n }\r\n }\r\n\r\n return gpuSampler;\r\n }\r\n}\r\n"]}
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1
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+
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Constants } from \"../constants\";\r\nimport type { TextureSampler } from \"../../Materials/Textures/textureSampler\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\nconst filterToBits = [\r\n 0 | (0 << 1) | (0 << 2), // not used\r\n 0 | (0 << 1) | (0 << 2), // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n 1 | (1 << 1) | (0 << 2), // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n 1 | (1 << 1) | (1 << 2), // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n 0 | (0 << 1) | (0 << 2), // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n 0 | (1 << 1) | (0 << 2), // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n 0 | (1 << 1) | (1 << 2), // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n 0 | (1 << 1) | (0 << 2), // TEXTURE_NEAREST_LINEAR\r\n 0 | (0 << 1) | (1 << 2), // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n 1 | (0 << 1) | (0 << 2), // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n 1 | (0 << 1) | (1 << 2), // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n 1 | (1 << 1) | (0 << 2), // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n 1 | (0 << 1) | (0 << 2), // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n// subtract 0x01FF from the comparison function value before indexing this array!\r\nconst comparisonFunctionToBits = [\r\n (0 << 3) | (0 << 4) | (0 << 5) | (0 << 6), // undefined\r\n (0 << 3) | (0 << 4) | (0 << 5) | (1 << 6), // NEVER\r\n (0 << 3) | (0 << 4) | (1 << 5) | (0 << 6), // LESS\r\n (0 << 3) | (0 << 4) | (1 << 5) | (1 << 6), // EQUAL\r\n (0 << 3) | (1 << 4) | (0 << 5) | (0 << 6), // LEQUAL\r\n (0 << 3) | (1 << 4) | (0 << 5) | (1 << 6), // GREATER\r\n (0 << 3) | (1 << 4) | (1 << 5) | (0 << 6), // NOTEQUAL\r\n (0 << 3) | (1 << 4) | (1 << 5) | (1 << 6), // GEQUAL\r\n (1 << 3) | (0 << 4) | (0 << 5) | (0 << 6), // ALWAYS\r\n];\r\n\r\nconst filterNoMipToBits = [\r\n 0 << 7, // not used\r\n 1 << 7, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n 1 << 7, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n 0 << 7, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n 0 << 7, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n 0 << 7, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n 0 << 7, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n 1 << 7, // TEXTURE_NEAREST_LINEAR\r\n 0 << 7, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n 0 << 7, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n 0 << 7, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n 0 << 7, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n 1 << 7, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n/** @internal */\r\nexport class WebGPUCacheSampler {\r\n private _samplers: { [hash: number]: GPUSampler } = {};\r\n private _device: GPUDevice;\r\n\r\n public disabled: boolean;\r\n\r\n constructor(device: GPUDevice) {\r\n this._device = device;\r\n this.disabled = false;\r\n }\r\n\r\n public static GetSamplerHashCode(sampler: TextureSampler): number {\r\n // The WebGPU spec currently only allows values 1 and 4 for anisotropy\r\n const anisotropy = sampler._cachedAnisotropicFilteringLevel ? sampler._cachedAnisotropicFilteringLevel : 1;\r\n const code =\r\n filterToBits[sampler.samplingMode] +\r\n comparisonFunctionToBits[(sampler._comparisonFunction || 0x0202) - 0x0200 + 1] +\r\n filterNoMipToBits[sampler.samplingMode] + // handle the lodMinClamp = lodMaxClamp = 0 case when no filter used for mip mapping\r\n ((sampler._cachedWrapU ?? 1) << 8) +\r\n ((sampler._cachedWrapV ?? 1) << 10) +\r\n ((sampler._cachedWrapR ?? 1) << 12) +\r\n ((sampler.useMipMaps ? 1 : 0) << 14) + // need to factor this in because _getSamplerFilterDescriptor depends on samplingMode AND useMipMaps!\r\n (anisotropy << 15);\r\n\r\n return code;\r\n }\r\n\r\n private static _GetSamplerFilterDescriptor(\r\n sampler: TextureSampler,\r\n anisotropy: number\r\n ): {\r\n magFilter: GPUFilterMode;\r\n minFilter: GPUFilterMode;\r\n mipmapFilter: GPUFilterMode;\r\n lodMinClamp?: number;\r\n lodMaxClamp?: number;\r\n anisotropyEnabled?: boolean;\r\n } {\r\n let magFilter: GPUFilterMode, minFilter: GPUFilterMode, mipmapFilter: GPUFilterMode, lodMinClamp: number | undefined, lodMaxClamp: number | undefined;\r\n const useMipMaps = sampler.useMipMaps;\r\n switch (sampler.samplingMode) {\r\n case Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR:\r\n case Constants.TEXTURE_TRILINEAR_SAMPLINGMODE:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case Constants.TEXTURE_NEAREST_LINEAR:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case Constants.TEXTURE_NEAREST_NEAREST:\r\n case Constants.TEXTURE_NEAREST_SAMPLINGMODE:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n lodMinClamp = lodMaxClamp = 0;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n if (!useMipMaps) {\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n } else {\r\n mipmapFilter = WebGPUConstants.FilterMode.Linear;\r\n }\r\n break;\r\n case Constants.TEXTURE_LINEAR_LINEAR:\r\n case Constants.TEXTURE_BILINEAR_SAMPLINGMODE:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Linear;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n case Constants.TEXTURE_LINEAR_NEAREST:\r\n magFilter = WebGPUConstants.FilterMode.Linear;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n default:\r\n magFilter = WebGPUConstants.FilterMode.Nearest;\r\n minFilter = WebGPUConstants.FilterMode.Nearest;\r\n mipmapFilter = WebGPUConstants.FilterMode.Nearest;\r\n lodMinClamp = lodMaxClamp = 0;\r\n break;\r\n }\r\n\r\n if (anisotropy > 1 && (lodMinClamp !== 0 || lodMaxClamp !== 0) && mipmapFilter !== WebGPUConstants.FilterMode.Nearest) {\r\n return {\r\n magFilter: WebGPUConstants.FilterMode.Linear,\r\n minFilter: WebGPUConstants.FilterMode.Linear,\r\n mipmapFilter: WebGPUConstants.FilterMode.Linear,\r\n anisotropyEnabled: true,\r\n };\r\n }\r\n\r\n return {\r\n magFilter,\r\n minFilter,\r\n mipmapFilter,\r\n lodMinClamp,\r\n lodMaxClamp,\r\n };\r\n }\r\n\r\n private static _GetWrappingMode(mode: number): GPUAddressMode {\r\n switch (mode) {\r\n case Constants.TEXTURE_WRAP_ADDRESSMODE:\r\n return WebGPUConstants.AddressMode.Repeat;\r\n case Constants.TEXTURE_CLAMP_ADDRESSMODE:\r\n return WebGPUConstants.AddressMode.ClampToEdge;\r\n case Constants.TEXTURE_MIRROR_ADDRESSMODE:\r\n return WebGPUConstants.AddressMode.MirrorRepeat;\r\n }\r\n return WebGPUConstants.AddressMode.Repeat;\r\n }\r\n\r\n private static _GetSamplerWrappingDescriptor(sampler: TextureSampler): {\r\n addressModeU: GPUAddressMode;\r\n addressModeV: GPUAddressMode;\r\n addressModeW: GPUAddressMode;\r\n } {\r\n return {\r\n addressModeU: this._GetWrappingMode(sampler._cachedWrapU!),\r\n addressModeV: this._GetWrappingMode(sampler._cachedWrapV!),\r\n addressModeW: this._GetWrappingMode(sampler._cachedWrapR!),\r\n };\r\n }\r\n\r\n private static _GetSamplerDescriptor(sampler: TextureSampler, label?: string): GPUSamplerDescriptor {\r\n const anisotropy = sampler.useMipMaps && sampler._cachedAnisotropicFilteringLevel ? sampler._cachedAnisotropicFilteringLevel : 1;\r\n const filterDescriptor = this._GetSamplerFilterDescriptor(sampler, anisotropy);\r\n return {\r\n label,\r\n ...filterDescriptor,\r\n ...this._GetSamplerWrappingDescriptor(sampler),\r\n compare: sampler._comparisonFunction ? WebGPUCacheSampler.GetCompareFunction(sampler._comparisonFunction) : undefined,\r\n maxAnisotropy: filterDescriptor.anisotropyEnabled ? anisotropy : 1,\r\n };\r\n }\r\n\r\n public static GetCompareFunction(compareFunction: Nullable<number>): GPUCompareFunction {\r\n switch (compareFunction) {\r\n case Constants.ALWAYS:\r\n return WebGPUConstants.CompareFunction.Always;\r\n case Constants.EQUAL:\r\n return WebGPUConstants.CompareFunction.Equal;\r\n case Constants.GREATER:\r\n return WebGPUConstants.CompareFunction.Greater;\r\n case Constants.GEQUAL:\r\n return WebGPUConstants.CompareFunction.GreaterEqual;\r\n case Constants.LESS:\r\n return WebGPUConstants.CompareFunction.Less;\r\n case Constants.LEQUAL:\r\n return WebGPUConstants.CompareFunction.LessEqual;\r\n case Constants.NEVER:\r\n return WebGPUConstants.CompareFunction.Never;\r\n case Constants.NOTEQUAL:\r\n return WebGPUConstants.CompareFunction.NotEqual;\r\n default:\r\n return WebGPUConstants.CompareFunction.Less;\r\n }\r\n }\r\n\r\n public getSampler(sampler: TextureSampler, bypassCache = false, hash = 0, label?: string): GPUSampler {\r\n if (this.disabled) {\r\n return this._device.createSampler(WebGPUCacheSampler._GetSamplerDescriptor(sampler, label));\r\n }\r\n\r\n if (bypassCache) {\r\n hash = 0;\r\n } else if (hash === 0) {\r\n hash = WebGPUCacheSampler.GetSamplerHashCode(sampler);\r\n }\r\n\r\n let gpuSampler = bypassCache ? undefined : this._samplers[hash];\r\n if (!gpuSampler) {\r\n gpuSampler = this._device.createSampler(WebGPUCacheSampler._GetSamplerDescriptor(sampler, label));\r\n if (!bypassCache) {\r\n this._samplers[hash] = gpuSampler;\r\n }\r\n }\r\n\r\n return gpuSampler;\r\n }\r\n}\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments, InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nimport \"../../ShadersWGSL/ShadersInclude/fresnelFunction\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/decalFragment\";\r\n\r\nconst builtInName_frag_depth = \"fragmentOutputs.fragDepth\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n texture_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_external: null,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n protected _attributesInputWGSL: string[];\r\n protected _attributesWGSL: string[];\r\n protected _attributesConversionCodeWGSL: string[];\r\n protected _hasNonFloatAttribute: boolean;\r\n protected _varyingsWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n protected _stridedUniformArrays: string[];\r\n\r\n public override shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n public pureMode = false;\r\n\r\n public preProcessor(code: string, defines: string[], preProcessors: { [key: string]: string }, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) {\r\n // Convert defines into const\r\n for (const key in preProcessors) {\r\n if (key === \"__VERSION__\") {\r\n continue;\r\n }\r\n const value = preProcessors[key];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== \" \" && uniformType.charAt(startArray) !== \",\") {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === \" \" || uniformType.charAt(startArray) === \",\")) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesInputWGSL = [];\r\n this._attributesWGSL = [];\r\n this._attributesConversionCodeWGSL = [];\r\n this._hasNonFloatAttribute = false;\r\n this._varyingsWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n this._stridedUniformArrays = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string): string {\r\n // Same check as in webgpuShaderProcessorsGLSL to avoid same ubDelcaration to be injected twice.\r\n const ubDeclaration = this.pureMode\r\n ? \"\"\r\n : `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\n yFactor_: f32,\\n textureOutputHeight_: f32,\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n`;\r\n const alreadyInjected = code.indexOf(ubDeclaration) !== -1;\r\n return alreadyInjected ? code : ubDeclaration + RemoveComments(code);\r\n }\r\n\r\n public varyingCheck(varying: string): boolean {\r\n const regex = /(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*\\bvarying\\b/;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n const varyingRegex = /\\s*(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const interpolationType = match[1] ?? \"perspective\";\r\n const interpolationSampling = match[2] ?? \"center\";\r\n const varyingType = match[4];\r\n const name = match[3];\r\n const interpolation = interpolationType === \"flat\" ? `@interpolate(${interpolationType})` : `@interpolate(${interpolationType}, ${interpolationSampling})`;\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(` @location(${location}) ${interpolation} ${name} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${name}_`;\r\n\r\n this._attributesInputWGSL.push(`@location(${location}) ${newName} : ${newType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = ${attributeType}(vertexInputs_.${newName});`);\r\n this._hasNonFloatAttribute = true;\r\n } else {\r\n this._attributesInputWGSL.push(`@location(${location}) ${name} : ${attributeType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = vertexInputs_.${name};`);\r\n }\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n const uniformType = match[2];\r\n const name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? (componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat) : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType = isDepthTexture\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u32\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i32\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n // We need to process defines which are directly in the files themselves\r\n public postProcessor(code: string) {\r\n const definePattern = /#define (.+?) (.+?)$/gm;\r\n\r\n let match: RegExpExecArray | null;\r\n\r\n while ((match = definePattern.exec(code)) !== null) {\r\n code = code.replace(new RegExp(match[1], \"g\"), match[2]);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n const fragCoordCode =\r\n fragmentCode.indexOf(\"fragmentInputs.position\") >= 0 && !this.pureMode\r\n ? `\r\n if (internals.yFactor_ == 1.) {\r\n fragmentInputs.position.y = internals.textureOutputHeight_ - fragmentInputs.position.y;\r\n }\r\n `\r\n : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define (\\w+)\\s+(\\d+\\.?\\d*)/g, \"const $1 = $2;\");\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n vertexCode = this._processStridedUniformArrays(vertexCode);\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32,\\n @builtin(instance_index) instanceIndex : u32,\\n\";\r\n if (this._attributesInputWGSL.length > 0) {\r\n vertexInputs += this._attributesInputWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs\" + (this._hasNonFloatAttribute ? \"_\" : \"\") + \" : VertexInputs;\\n\";\r\n if (this._hasNonFloatAttribute) {\r\n vertexInputs += \"struct VertexInputs_ {\\n vertexIndex : u32, instanceIndex : u32,\\n\";\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs : VertexInputs_;\\n\";\r\n }\r\n\r\n let vertexOutputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexOutputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexOutputs += \"\\n};\\nvar<private> vertexOutputs : FragmentInputs;\\n\";\r\n\r\n vertexCode = vertexInputs + vertexOutputs + vertexCode;\r\n\r\n let vertexMainStartingCode = `\\n vertexInputs${this._hasNonFloatAttribute ? \"_\" : \"\"} = input;\\n`;\r\n if (this._hasNonFloatAttribute) {\r\n vertexMainStartingCode += \"vertexInputs.vertexIndex = vertexInputs_.vertexIndex;\\nvertexInputs.instanceIndex = vertexInputs_.instanceIndex;\\n\";\r\n vertexMainStartingCode += this._attributesConversionCodeWGSL.join(\"\\n\");\r\n vertexMainStartingCode += \"\\n\";\r\n }\r\n const vertexMainEndingCode = this.pureMode\r\n ? ` return vertexOutputs;`\r\n : ` vertexOutputs.position.y = vertexOutputs.position.y * internals.yFactor_;\\n return vertexOutputs;`;\r\n let needDiagnosticOff = vertexCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n vertexCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n InjectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define (\\w+)\\s+(\\d+\\.?\\d*)/g, \"const $1 = $2;\");\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n if (!this.pureMode) {\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n }\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n\";\r\n\r\n // Adding fragData output locations\r\n const regexRoot = \"fragmentOutputs\\\\.fragData\";\r\n let match = fragmentCode.match(new RegExp(regexRoot + \"0\", \"g\"));\r\n let indexLocation = 0;\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData0 : vec4<f32>,\\n`;\r\n indexLocation++;\r\n for (let index = 1; index < 8; index++) {\r\n match = fragmentCode.match(new RegExp(regexRoot + index, \"g\"));\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData${indexLocation} : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n if (fragmentCode.indexOf(\"MRT_AND_COLOR\") !== -1) {\r\n fragmentOutputs += ` @location(${indexLocation}) color : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n\r\n // Adding fragData output locations\r\n const regex = /oitDepthSampler/;\r\n match = fragmentCode.match(regex);\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation++}) depth : vec2<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) frontColor : vec4<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) backColor : vec4<f32>,\\n`;\r\n }\r\n\r\n if (indexLocation === 0) {\r\n fragmentOutputs += \" @location(0) color : vec4<f32>,\\n\";\r\n indexLocation++;\r\n }\r\n\r\n // FragDepth\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== \"\\n\") {\r\n if (fragmentCode.charAt(idx) === \"/\" && fragmentCode.charAt(idx - 1) === \"/\") {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32,\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\nvar<private> fragmentOutputs : FragmentOutputs;\\n\";\r\n\r\n fragmentCode = fragmentInputs + fragmentOutputs + fragmentCode;\r\n\r\n const fragmentStartingCode = \" fragmentInputs = input;\\n \" + fragCoordCode;\r\n const fragmentEndingCode = \" return fragmentOutputs;\";\r\n needDiagnosticOff = fragmentCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n fragmentCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") + InjectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let stridedArrays = \"\";\r\n let ubo = `struct ${name} {\\n`;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n const stridedArrayType = `${name}_${this._stridedUniformArrays.length}_strided_arr`;\r\n stridedArrays += `struct ${stridedArrayType} {\r\n @size(16)\r\n el: ${type},\r\n }`;\r\n this._stridedUniformArrays.push(leftOverUniform.name);\r\n\r\n ubo += ` @align(16) ${leftOverUniform.name} : array<${stridedArrayType}, ${leftOverUniform.length}>,\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>,\\n`;\r\n }\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type},\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n ubo = `${stridedArrays}\\n${ubo}`;\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const suffixLessLength = name.length - Constants.AUTOSAMPLERSUFFIX.length;\r\n const textureName = name.lastIndexOf(Constants.AUTOSAMPLERSUFFIX) === suffixLessLength ? name.substring(0, suffixLessLength) : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const type = match[1];\r\n const decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this._webgpuProcessingContext.availableBuffers[name]?.binding;\r\n if (!binding) {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n }\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(\r\n name,\r\n this._webgpuProcessingContext.availableBuffers[name],\r\n decoration === \"read_write\"\r\n ? WebGPUConstants.BufferBindingType.Storage\r\n : type === \"storage\"\r\n ? WebGPUConstants.BufferBindingType.ReadOnlyStorage\r\n : WebGPUConstants.BufferBindingType.Uniform,\r\n isVertex\r\n );\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processStridedUniformArrays(code: string): string {\r\n for (const uniformArrayName of this._stridedUniformArrays) {\r\n code = code.replace(new RegExp(`${uniformArrayName}\\\\s*\\\\[(.*?)\\\\]`, \"g\"), `${uniformArrayName}[$1].el`);\r\n }\r\n return code;\r\n }\r\n}\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments, InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nimport \"../../ShadersWGSL/ShadersInclude/fresnelFunction\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/decalFragment\";\r\n\r\nconst builtInName_frag_depth = \"fragmentOutputs.fragDepth\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n texture_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_external: null,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n protected _attributesInputWGSL: string[];\r\n protected _attributesWGSL: string[];\r\n protected _attributesConversionCodeWGSL: string[];\r\n protected _hasNonFloatAttribute: boolean;\r\n protected _varyingsWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n protected _stridedUniformArrays: string[];\r\n\r\n public override shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n public pureMode = false;\r\n\r\n public preProcessor(code: string, defines: string[], preProcessors: { [key: string]: string }, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) {\r\n // Convert defines into const\r\n for (const key in preProcessors) {\r\n if (key === \"__VERSION__\") {\r\n continue;\r\n }\r\n const value = preProcessors[key];\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code = `const ${key} = ${value};\\n` + code;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== \" \" && uniformType.charAt(startArray) !== \",\") {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === \" \" || uniformType.charAt(startArray) === \",\")) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<ShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesInputWGSL = [];\r\n this._attributesWGSL = [];\r\n this._attributesConversionCodeWGSL = [];\r\n this._hasNonFloatAttribute = false;\r\n this._varyingsWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n this._stridedUniformArrays = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string): string {\r\n // Same check as in webgpuShaderProcessorsGLSL to avoid same ubDelcaration to be injected twice.\r\n const ubDeclaration = this.pureMode\r\n ? \"\"\r\n : `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\n yFactor_: f32,\\n textureOutputHeight_: f32,\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n`;\r\n const alreadyInjected = code.indexOf(ubDeclaration) !== -1;\r\n return alreadyInjected ? code : ubDeclaration + RemoveComments(code);\r\n }\r\n\r\n public varyingCheck(varying: string): boolean {\r\n const regex = /(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*\\bvarying\\b/;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n const varyingRegex = /\\s*(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const interpolationType = match[1] ?? \"perspective\";\r\n const interpolationSampling = match[2] ?? \"center\";\r\n const varyingType = match[4];\r\n const name = match[3];\r\n const interpolation = interpolationType === \"flat\" ? `@interpolate(${interpolationType})` : `@interpolate(${interpolationType}, ${interpolationSampling})`;\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(` @location(${location}) ${interpolation} ${name} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${name}_`;\r\n\r\n this._attributesInputWGSL.push(`@location(${location}) ${newName} : ${newType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = ${attributeType}(vertexInputs_.${newName});`);\r\n this._hasNonFloatAttribute = true;\r\n } else {\r\n this._attributesInputWGSL.push(`@location(${location}) ${name} : ${attributeType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = vertexInputs_.${name};`);\r\n }\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n const uniformType = match[2];\r\n const name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? (componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat) : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType = isDepthTexture\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u32\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i32\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n // We need to process defines which are directly in the files themselves\r\n public postProcessor(code: string) {\r\n const definePattern = /#define (.+?) (.+?)$/gm;\r\n\r\n let match: RegExpExecArray | null;\r\n\r\n while ((match = definePattern.exec(code)) !== null) {\r\n code = code.replace(new RegExp(match[1], \"g\"), match[2]);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n const fragCoordCode =\r\n fragmentCode.indexOf(\"fragmentInputs.position\") >= 0 && !this.pureMode\r\n ? `\r\n if (internals.yFactor_ == 1.) {\r\n fragmentInputs.position.y = internals.textureOutputHeight_ - fragmentInputs.position.y;\r\n }\r\n `\r\n : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define (\\w+)\\s+(\\d+\\.?\\d*)/g, \"const $1 = $2;\");\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n vertexCode = this._processStridedUniformArrays(vertexCode);\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32,\\n @builtin(instance_index) instanceIndex : u32,\\n\";\r\n if (this._attributesInputWGSL.length > 0) {\r\n vertexInputs += this._attributesInputWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs\" + (this._hasNonFloatAttribute ? \"_\" : \"\") + \" : VertexInputs;\\n\";\r\n if (this._hasNonFloatAttribute) {\r\n vertexInputs += \"struct VertexInputs_ {\\n vertexIndex : u32, instanceIndex : u32,\\n\";\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs : VertexInputs_;\\n\";\r\n }\r\n\r\n let vertexOutputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexOutputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexOutputs += \"\\n};\\nvar<private> vertexOutputs : FragmentInputs;\\n\";\r\n\r\n vertexCode = vertexInputs + vertexOutputs + vertexCode;\r\n\r\n let vertexMainStartingCode = `\\n vertexInputs${this._hasNonFloatAttribute ? \"_\" : \"\"} = input;\\n`;\r\n if (this._hasNonFloatAttribute) {\r\n vertexMainStartingCode += \"vertexInputs.vertexIndex = vertexInputs_.vertexIndex;\\nvertexInputs.instanceIndex = vertexInputs_.instanceIndex;\\n\";\r\n vertexMainStartingCode += this._attributesConversionCodeWGSL.join(\"\\n\");\r\n vertexMainStartingCode += \"\\n\";\r\n }\r\n const vertexMainEndingCode = this.pureMode\r\n ? ` return vertexOutputs;`\r\n : ` vertexOutputs.position.y = vertexOutputs.position.y * internals.yFactor_;\\n return vertexOutputs;`;\r\n let needDiagnosticOff = vertexCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n vertexCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n \"diagnostic(off, chromium.unreachable_code);\\n\" +\r\n InjectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define (\\w+)\\s+(\\d+\\.?\\d*)/g, \"const $1 = $2;\");\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n if (!this.pureMode) {\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n }\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n\";\r\n\r\n // Adding fragData output locations\r\n const regexRoot = \"fragmentOutputs\\\\.fragData\";\r\n let match = fragmentCode.match(new RegExp(regexRoot + \"0\", \"g\"));\r\n let indexLocation = 0;\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData0 : vec4<f32>,\\n`;\r\n indexLocation++;\r\n for (let index = 1; index < 8; index++) {\r\n match = fragmentCode.match(new RegExp(regexRoot + index, \"g\"));\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData${indexLocation} : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n if (fragmentCode.indexOf(\"MRT_AND_COLOR\") !== -1) {\r\n fragmentOutputs += ` @location(${indexLocation}) color : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n\r\n // Adding fragData output locations\r\n const regex = /oitDepthSampler/;\r\n match = fragmentCode.match(regex);\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation++}) depth : vec2<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) frontColor : vec4<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) backColor : vec4<f32>,\\n`;\r\n }\r\n\r\n if (indexLocation === 0) {\r\n fragmentOutputs += \" @location(0) color : vec4<f32>,\\n\";\r\n indexLocation++;\r\n }\r\n\r\n // FragDepth\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== \"\\n\") {\r\n if (fragmentCode.charAt(idx) === \"/\" && fragmentCode.charAt(idx - 1) === \"/\") {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32,\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\nvar<private> fragmentOutputs : FragmentOutputs;\\n\";\r\n\r\n fragmentCode = fragmentInputs + fragmentOutputs + fragmentCode;\r\n\r\n const fragmentStartingCode = \" fragmentInputs = input;\\n \" + fragCoordCode;\r\n const fragmentEndingCode = \" return fragmentOutputs;\";\r\n needDiagnosticOff = fragmentCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n fragmentCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n \"diagnostic(off, chromium.unreachable_code);\\n\" +\r\n InjectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let stridedArrays = \"\";\r\n let ubo = `struct ${name} {\\n`;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n const stridedArrayType = `${name}_${this._stridedUniformArrays.length}_strided_arr`;\r\n stridedArrays += `struct ${stridedArrayType} {\r\n @size(16)\r\n el: ${type},\r\n }`;\r\n this._stridedUniformArrays.push(leftOverUniform.name);\r\n\r\n ubo += ` @align(16) ${leftOverUniform.name} : array<${stridedArrayType}, ${leftOverUniform.length}>,\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>,\\n`;\r\n }\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type},\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n ubo = `${stridedArrays}\\n${ubo}`;\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const suffixLessLength = name.length - Constants.AUTOSAMPLERSUFFIX.length;\r\n const textureName = name.lastIndexOf(Constants.AUTOSAMPLERSUFFIX) === suffixLessLength ? name.substring(0, suffixLessLength) : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const type = match[1];\r\n const decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this._webgpuProcessingContext.availableBuffers[name]?.binding;\r\n if (!binding) {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n }\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(\r\n name,\r\n this._webgpuProcessingContext.availableBuffers[name],\r\n decoration === \"read_write\"\r\n ? WebGPUConstants.BufferBindingType.Storage\r\n : type === \"storage\"\r\n ? WebGPUConstants.BufferBindingType.ReadOnlyStorage\r\n : WebGPUConstants.BufferBindingType.Uniform,\r\n isVertex\r\n );\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processStridedUniformArrays(code: string): string {\r\n for (const uniformArrayName of this._stridedUniformArrays) {\r\n code = code.replace(new RegExp(`${uniformArrayName}\\\\s*\\\\[(.*?)\\\\]`, \"g\"), `${uniformArrayName}[$1].el`);\r\n }\r\n return code;\r\n }\r\n}\r\n"]}
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@@ -741,13 +741,13 @@ export class AbstractEngine {
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*/
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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-
return "babylonjs@7.
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+
return "babylonjs@7.30.1";
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}
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/**
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* Returns the current version of the framework
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*/
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static get Version() {
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-
return "7.
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+
return "7.30.1";
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}
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/**
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* Gets the HTML canvas attached with the current webGL context
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