@babylonjs/core 7.35.2 → 7.37.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (272) hide show
  1. package/Collisions/gpuPicker.js.map +1 -1
  2. package/Engines/Extensions/engine.multiRender.d.ts +11 -0
  3. package/Engines/Extensions/engine.multiRender.js +71 -32
  4. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  5. package/Engines/Extensions/engine.rawTexture.d.ts +8 -8
  6. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  7. package/Engines/Extensions/engine.renderTarget.js +1 -13
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  10. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -0
  11. package/Engines/WebGL/webGLRenderTargetWrapper.js +37 -7
  12. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +11 -0
  14. package/Engines/WebGPU/Extensions/engine.multiRender.js +30 -11
  15. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +9 -9
  17. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -5
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  21. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -2
  22. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  23. package/Engines/WebGPU/webgpuConstants.d.ts +6 -0
  24. package/Engines/WebGPU/webgpuConstants.js +6 -0
  25. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  26. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -1
  27. package/Engines/WebGPU/webgpuHardwareTexture.js +5 -4
  28. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  29. package/Engines/WebGPU/webgpuTextureHelper.js +18 -0
  30. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  31. package/Engines/WebGPU/webgpuTextureManager.js +8 -2
  32. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  33. package/Engines/abstractEngine.d.ts +12 -1
  34. package/Engines/abstractEngine.js +4 -4
  35. package/Engines/abstractEngine.js.map +1 -1
  36. package/Engines/constants.d.ts +17 -1
  37. package/Engines/constants.js +17 -1
  38. package/Engines/constants.js.map +1 -1
  39. package/Engines/engine.d.ts +31 -1
  40. package/Engines/engine.js +17 -1
  41. package/Engines/engine.js.map +1 -1
  42. package/Engines/engineCapabilities.d.ts +2 -0
  43. package/Engines/engineCapabilities.js.map +1 -1
  44. package/Engines/nativeEngine.js +1 -0
  45. package/Engines/nativeEngine.js.map +1 -1
  46. package/Engines/nullEngine.d.ts +2 -2
  47. package/Engines/nullEngine.js +3 -2
  48. package/Engines/nullEngine.js.map +1 -1
  49. package/Engines/renderTargetWrapper.d.ts +33 -1
  50. package/Engines/renderTargetWrapper.js +64 -4
  51. package/Engines/renderTargetWrapper.js.map +1 -1
  52. package/Engines/thinEngine.d.ts +13 -1
  53. package/Engines/thinEngine.functions.d.ts +4 -0
  54. package/Engines/thinEngine.functions.js +17 -0
  55. package/Engines/thinEngine.functions.js.map +1 -1
  56. package/Engines/thinEngine.js +151 -32
  57. package/Engines/thinEngine.js.map +1 -1
  58. package/Engines/thinWebGPUEngine.d.ts +2 -0
  59. package/Engines/thinWebGPUEngine.js +7 -0
  60. package/Engines/thinWebGPUEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.d.ts +12 -3
  62. package/Engines/webgpuEngine.js +40 -9
  63. package/Engines/webgpuEngine.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +8 -0
  65. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +22 -1
  66. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/inputBlock.d.ts +4 -9
  68. package/FrameGraph/Node/Blocks/inputBlock.js +15 -25
  69. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  70. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +10 -2
  71. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  72. package/FrameGraph/Passes/renderPass.d.ts +10 -10
  73. package/FrameGraph/Passes/renderPass.js +10 -10
  74. package/FrameGraph/Passes/renderPass.js.map +1 -1
  75. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +10 -5
  76. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +29 -14
  77. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  78. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +4 -0
  79. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  80. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +11 -6
  81. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +30 -13
  82. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  83. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -6
  84. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  85. package/FrameGraph/Tasks/Rendering/cullObjectsTask.d.ts +1 -1
  86. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +1 -1
  87. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +3 -3
  88. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +33 -32
  89. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  90. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -2
  91. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +8 -12
  92. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +13 -18
  94. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  95. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +15 -2
  96. package/FrameGraph/Tasks/Texture/clearTextureTask.js +17 -4
  97. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  98. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +2 -2
  99. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  100. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -3
  101. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  102. package/FrameGraph/frameGraph.d.ts +11 -74
  103. package/FrameGraph/frameGraph.js +12 -126
  104. package/FrameGraph/frameGraph.js.map +1 -1
  105. package/FrameGraph/frameGraphRenderContext.d.ts +17 -8
  106. package/FrameGraph/frameGraphRenderContext.js +55 -43
  107. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  108. package/FrameGraph/frameGraphRenderTarget.d.ts +16 -0
  109. package/FrameGraph/frameGraphRenderTarget.js +67 -0
  110. package/FrameGraph/frameGraphRenderTarget.js.map +1 -0
  111. package/FrameGraph/frameGraphTask.d.ts +4 -3
  112. package/FrameGraph/frameGraphTask.js +41 -8
  113. package/FrameGraph/frameGraphTask.js.map +1 -1
  114. package/FrameGraph/frameGraphTextureManager.d.ts +130 -22
  115. package/FrameGraph/frameGraphTextureManager.js +312 -130
  116. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  117. package/FrameGraph/frameGraphTypes.d.ts +28 -13
  118. package/FrameGraph/frameGraphTypes.js.map +1 -1
  119. package/FrameGraph/index.d.ts +1 -0
  120. package/FrameGraph/index.js +1 -0
  121. package/FrameGraph/index.js.map +1 -1
  122. package/Helpers/environmentHelper.js.map +1 -1
  123. package/Layers/effectLayer.d.ts +1 -1
  124. package/Layers/effectLayer.js.map +1 -1
  125. package/Layers/glowLayer.d.ts +1 -1
  126. package/Layers/glowLayer.js.map +1 -1
  127. package/Layers/highlightLayer.d.ts +1 -1
  128. package/Layers/highlightLayer.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  130. package/Materials/Node/Blocks/conditionalBlock.d.ts +2 -0
  131. package/Materials/Node/Blocks/conditionalBlock.js +13 -0
  132. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  133. package/Materials/Node/nodeMaterial.js.map +1 -1
  134. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +12 -4
  135. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  136. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  137. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  138. package/Materials/Textures/baseTexture.js.map +1 -1
  139. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  140. package/Materials/Textures/internalTexture.d.ts +20 -0
  141. package/Materials/Textures/internalTexture.js +48 -0
  142. package/Materials/Textures/internalTexture.js.map +1 -1
  143. package/Materials/Textures/mirrorTexture.js.map +1 -1
  144. package/Materials/Textures/multiRenderTarget.d.ts +5 -0
  145. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  146. package/Materials/Textures/rawCubeTexture.d.ts +2 -2
  147. package/Materials/Textures/rawCubeTexture.js +2 -2
  148. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  149. package/Materials/Textures/rawTexture.js.map +1 -1
  150. package/Materials/Textures/rawTexture2DArray.d.ts +1 -1
  151. package/Materials/Textures/rawTexture2DArray.js +1 -1
  152. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  153. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  154. package/Materials/Textures/rawTexture3D.js +1 -1
  155. package/Materials/Textures/rawTexture3D.js.map +1 -1
  156. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  157. package/Materials/Textures/textureCreationOptions.d.ts +6 -6
  158. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  159. package/Materials/drawWrapper.d.ts +6 -1
  160. package/Materials/drawWrapper.js +18 -2
  161. package/Materials/drawWrapper.js.map +1 -1
  162. package/Materials/effect.d.ts +6 -1
  163. package/Materials/effect.functions.d.ts +5 -0
  164. package/Materials/effect.functions.js +19 -0
  165. package/Materials/effect.functions.js.map +1 -1
  166. package/Materials/effect.js +22 -20
  167. package/Materials/effect.js.map +1 -1
  168. package/Materials/effect.webgl.functions.js +12 -4
  169. package/Materials/effect.webgl.functions.js.map +1 -1
  170. package/Maths/math.color.d.ts +16 -0
  171. package/Maths/math.color.js +16 -0
  172. package/Maths/math.color.js.map +1 -1
  173. package/Maths/math.vector.d.ts +32 -0
  174. package/Maths/math.vector.js +32 -0
  175. package/Maths/math.vector.js.map +1 -1
  176. package/Meshes/Compression/dracoCompression.d.ts +3 -1
  177. package/Meshes/Compression/dracoCompression.js +5 -2
  178. package/Meshes/Compression/dracoCompression.js.map +1 -1
  179. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -1
  180. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -0
  181. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  182. package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +0 -1
  183. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +1 -9
  184. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
  185. package/Meshes/Node/Blocks/Matrices/rotationYBlock.d.ts +0 -1
  186. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js +1 -9
  187. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
  188. package/Meshes/Node/Blocks/Matrices/rotationZBlock.d.ts +0 -1
  189. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js +1 -9
  190. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
  191. package/Meshes/Node/Blocks/Set/latticeBlock.js +3 -1
  192. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
  193. package/Meshes/Node/Blocks/conditionBlock.d.ts +2 -0
  194. package/Meshes/Node/Blocks/conditionBlock.js +15 -0
  195. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  196. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +4 -4
  197. package/Meshes/Node/Blocks/geometryClampBlock.js +16 -25
  198. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  199. package/Meshes/Node/Blocks/geometryLerpBlock.js +2 -2
  200. package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -1
  201. package/Meshes/Node/Blocks/geometryNLerpBlock.js +2 -2
  202. package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -1
  203. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js +2 -2
  204. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js.map +1 -1
  205. package/Meshes/Node/Blocks/geometryRotate2dBlock.js +2 -2
  206. package/Meshes/Node/Blocks/geometryRotate2dBlock.js.map +1 -1
  207. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js +3 -3
  208. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -1
  209. package/Meshes/Node/Blocks/geometryStepBlock.js +2 -2
  210. package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -1
  211. package/Meshes/Node/nodeGeometry.js +1 -1
  212. package/Meshes/Node/nodeGeometry.js.map +1 -1
  213. package/Meshes/Node/nodeGeometryBlock.d.ts +3 -1
  214. package/Meshes/Node/nodeGeometryBlock.js +2 -1
  215. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  216. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +10 -2
  217. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  218. package/Meshes/abstractMesh.d.ts +5 -3
  219. package/Meshes/abstractMesh.js +9 -7
  220. package/Meshes/abstractMesh.js.map +1 -1
  221. package/Meshes/subMesh.d.ts +5 -3
  222. package/Meshes/subMesh.js +9 -7
  223. package/Meshes/subMesh.js.map +1 -1
  224. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  225. package/Misc/dds.d.ts +1 -1
  226. package/Misc/dds.js.map +1 -1
  227. package/Misc/environmentTextureTools.js.map +1 -1
  228. package/Misc/observable.d.ts +1 -3
  229. package/Misc/observable.js +9 -7
  230. package/Misc/observable.js.map +1 -1
  231. package/Misc/screenshotTools.js.map +1 -1
  232. package/Misc/snapshotRenderingHelper.js +3 -0
  233. package/Misc/snapshotRenderingHelper.js.map +1 -1
  234. package/Misc/textureTools.js.map +1 -1
  235. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  236. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -1
  237. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  238. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  239. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  240. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  241. package/PostProcesses/blurPostProcess.js.map +1 -1
  242. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  243. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  244. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  245. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  246. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  247. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  248. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  249. package/PostProcesses/grainPostProcess.js.map +1 -1
  250. package/PostProcesses/highlightsPostProcess.d.ts +1 -1
  251. package/PostProcesses/highlightsPostProcess.js +1 -1
  252. package/PostProcesses/highlightsPostProcess.js.map +1 -1
  253. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  254. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  255. package/PostProcesses/passPostProcess.js.map +1 -1
  256. package/PostProcesses/postProcess.d.ts +1 -1
  257. package/PostProcesses/postProcess.js.map +1 -1
  258. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  259. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  260. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  261. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  262. package/PostProcesses/tonemapPostProcess.d.ts +1 -1
  263. package/PostProcesses/tonemapPostProcess.js +1 -1
  264. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  265. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  266. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  267. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  268. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  269. package/Rendering/prePassRenderer.js.map +1 -1
  270. package/ShadersWGSL/pbr.fragment.js +4 -3
  271. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  272. package/package.json +1 -1
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._creationFlags = creationFlags;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture._originalFormat = format;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (format === Constants.TEXTUREFORMAT_RGB) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n gpuTextureWrapper._originalFormatIsRGB = true;\r\n }\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n _format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = gpuTextureWrapper._originalFormatIsRGB;\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[faces[i]];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n texture.isReady = false;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IWebRequest } from \"../../../Misc/interfaces/iWebRequest\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_BYTE by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_BYTE)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_BYTE by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_BYTE by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_BYTE by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_BYTE)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_BYTE)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._creationFlags = creationFlags;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, useSRGBBuffer);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n texture.isCube = true;\r\n texture._originalFormat = format;\r\n texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;\r\n texture.type = type;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.samplingMode = samplingMode;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (format === Constants.TEXTUREFORMAT_RGB) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n gpuTextureWrapper._originalFormatIsRGB = true;\r\n }\r\n\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n bufferView: ArrayBufferView[],\r\n _format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null\r\n): void {\r\n texture._bufferViewArray = bufferView;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = gpuTextureWrapper._originalFormatIsRGB;\r\n\r\n const faces = [0, 2, 4, 1, 3, 5];\r\n\r\n const data = [];\r\n for (let i = 0; i < bufferView.length; ++i) {\r\n let faceData = bufferView[faces[i]];\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));\r\n }\r\n\r\n this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n texture.isReady = false;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const faces = [0, 1, 2, 3, 4, 5];\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n const allFaces = [];\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faces[faceIndex]];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));\r\n }\r\n this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0);\r\n }\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n scene?.removePendingData(texture);\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawTexture3D = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw3D;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is3D = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, undefined, creationFlags);\r\n\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture3D = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRawTexture2DArray = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n creationFlags: number = 0\r\n): InternalTexture {\r\n const source = InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n texture._creationFlags = creationFlags;\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags);\r\n\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRawTexture2DArray = function (\r\n texture: InternalTexture,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n): void {\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = bufferView;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (bufferView) {\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const needConversion = format === Constants.TEXTUREFORMAT_RGB;\r\n\r\n if (needConversion) {\r\n bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, textureType);\r\n }\r\n\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n this._textureHelper.updateTexture(data, texture, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0);\r\n if (texture.generateMipMaps) {\r\n this._generateMipmaps(texture, this._uploadEncoder);\r\n }\r\n }\r\n\r\n texture.isReady = true;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n"]}
@@ -1,7 +1,6 @@
1
- import { InternalTexture } from "../../../Materials/Textures/internalTexture.js";
1
+ import { GetTypeForDepthTexture, InternalTexture } from "../../../Materials/Textures/internalTexture.js";
2
2
 
3
3
  import { WebGPURenderTargetWrapper } from "../webgpuRenderTargetWrapper.js";
4
- import { WebGPUTextureHelper } from "../webgpuTextureHelper.js";
5
4
  import "../../AbstractEngine/abstractEngine.texture.js";
6
5
  import { ThinWebGPUEngine } from "../../thinWebGPUEngine.js";
7
6
  ThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti, isCube, size) {
@@ -70,11 +69,9 @@ ThinWebGPUEngine.prototype._createDepthStencilTexture = function (size, options,
70
69
  const internalTexture = new InternalTexture(this, hasStencil ? 12 /* InternalTextureSource.DepthStencil */ : 14 /* InternalTextureSource.Depth */);
71
70
  internalTexture.label = options.label;
72
71
  internalTexture.format = internalOptions.depthTextureFormat;
72
+ internalTexture.type = GetTypeForDepthTexture(internalTexture.format);
73
73
  this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);
74
74
  this._textureHelper.createGPUTextureForInternalTexture(internalTexture);
75
- // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture
76
- const gpuTextureWrapper = internalTexture._hardwareTexture;
77
- internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);
78
75
  this._internalTexturesCache.push(internalTexture);
79
76
  return internalTexture;
80
77
  };
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport { WebGPUTextureHelper } from \"../webgpuTextureHelper\";\r\n\r\nimport \"../../AbstractEngine/abstractEngine.texture\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.colorAttachment = options.colorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n fullOptions.format = options.format;\r\n fullOptions.type = options.type;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture =\r\n fullOptions.colorAttachment || (fullOptions.noColorAttachment ? null : this._createInternalTexture(size, fullOptions, true, InternalTextureSource.RenderTarget));\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.colorAttachment?.samples ?? fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture && !fullOptions.colorAttachment) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, wrapper: WebGPURenderTargetWrapper): InternalTexture {\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n const hasStencil =\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n wrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n const internalTexture = new InternalTexture(this, hasStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n // Now that the hardware texture is created, we can retrieve the GPU format and set the right type to the internal texture\r\n const gpuTextureWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n internalTexture.type = WebGPUTextureHelper.GetTextureTypeFromFormat(gpuTextureWrapper.format);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.is3D = depth > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT; // the right type will be set later\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
1
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{ GetTypeForDepthTexture, InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nimport \"../../AbstractEngine/abstractEngine.texture\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.colorAttachment = options.colorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n fullOptions.format = options.format;\r\n fullOptions.type = options.type;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture =\r\n fullOptions.colorAttachment || (fullOptions.noColorAttachment ? null : this._createInternalTexture(size, fullOptions, true, InternalTextureSource.RenderTarget));\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.colorAttachment?.samples ?? fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture && !fullOptions.colorAttachment) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, wrapper: WebGPURenderTargetWrapper): InternalTexture {\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n const hasStencil =\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n wrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n const internalTexture = new InternalTexture(this, hasStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.is3D = depth > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT; // the right type will be set later\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
@@ -1 +1 @@
1
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\"RenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n\r\n texture.width = size;\r\n texture.height = size;\r\n texture.depth = 0;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = fullOptions.samples;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST,\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples\r\n );\r\n }\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n"]}
1
+ {"version":3,"file":"engine.renderTargetCube.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Engines/WebGPU/Extensions/engine.renderTargetCube.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,kCAAsC;AACjE,OAAO,EAAE,eAAe,EAAyB,MAAM,6CAA6C,CAAC;AAErG,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAe5C,gBAAgB,CAAC,SAAS,CAAC,6BAA6B,GAAG,UAAU,IAAY,EAAE,OAAqC;IACpH,MAAM,SAAS,GAAG,IAAI,CAAC,kCAAkC,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAE7E,MAAM,WAAW,GAAG;QAChB,eAAe,EAAE,IAAI;QACrB,mBAAmB,EAAE,IAAI;QACzB,qBAAqB,EAAE,KAAK;QAC5B,IAAI,EAAE,SAAS,CAAC,yBAAyB;QACzC,YAAY,EAAE,SAAS,CAAC,8BAA8B;QACtD,MAAM,EAAE,SAAS,CAAC,kBAAkB;QACpC,OAAO,EAAE,CAAC;QACV,GAAG,OAAO;KACb,CAAC;IACF,WAAW,CAAC,qBAAqB,GAAG,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,qBAAqB,CAAC;IAEzG,SAAS,CAAC,KAAK,GAAG,WAAW,CAAC,KAAK,IAAI,qBAAqB,CAAC;IAC7D,SAAS,CAAC,oBAAoB,GAAG,WAAW,CAAC,mBAAmB,CAAC;IACjE,SAAS,CAAC,sBAAsB,GAAG,WAAW,CAAC,qBAAqB,CAAC;IAErE,MAAM,OAAO,GAAG,IAAI,eAAe,CAAC,IAAI,6CAAqC,CAAC;IAE9E,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC;IACrB,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC;IACtB,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC;IAClB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;IACvB,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC;IACtB,OAAO,CAAC,OAAO,GAAG,WAAW,CAAC,OAAO,CAAC;IACtC,OAAO,CAAC,eAAe,GAAG,WAAW,CAAC,eAAe,CAAC;IACtD,OAAO,CAAC,YAAY,GAAG,WAAW,CAAC,YAAY,CAAC;IAChD,OAAO,CAAC,IAAI,GAAG,WAAW,CAAC,IAAI,CAAC;IAChC,OAAO,CAAC,MAAM,GAAG,WAAW,CAAC,MAAM,CAAC;IAEpC,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAC1C,SAAS,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC;IAE/B,IAAI,SAAS,CAAC,oBAAoB,IAAI,SAAS,CAAC,sBAAsB,EAAE,CAAC;QACrE,SAAS,CAAC,yBAAyB,CAC/B,CAAC,EACD,WAAW,CAAC,YAAY,KAAK,SAAS;YAClC,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,6BAA6B;YACpE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,qBAAqB;YAC5D,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,8BAA8B;YACrE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,+BAA+B;YACtE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,iCAAiC;YACxE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,gCAAgC;YACvE,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,sBAAsB;YAC7D,WAAW,CAAC,YAAY,KAAK,SAAS,CAAC,gCAAgC,EAC3E,SAAS,CAAC,sBAAsB,EAChC,SAAS,CAAC,OAAO,CACpB,CAAC;IACN,CAAC;IAED,IAAI,OAAO,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,CAAC;QACnE,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC;IACnC,CAAC;IAED,IAAI,CAAC,cAAc,CAAC,kCAAkC,CAAC,OAAO,CAAC,CAAC;IAEhE,IAAI,OAAO,IAAI,OAAO,CAAC,aAAa,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,CAAC;QACnE,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;IACpC,CAAC;IAED,OAAO,SAAS,CAAC;AACrB,CAAC,CAAC","sourcesContent":["import { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target cube wrapper\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target cube wrapper\r\n */\r\n createRenderTargetCubeTexture(size: number, options?: RenderTargetCreationOptions): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetCubeTexture = function (size: number, options?: RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, true, size);\r\n\r\n const fullOptions = {\r\n generateMipMaps: true,\r\n generateDepthBuffer: true,\r\n generateStencilBuffer: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samples: 1,\r\n ...options,\r\n };\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n\r\n texture.width = size;\r\n texture.height = size;\r\n texture.depth = 0;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = fullOptions.samples;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n fullOptions.samplingMode === undefined ||\r\n fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR ||\r\n fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST,\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples\r\n );\r\n }\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture);\r\n\r\n if (options && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n"]}
@@ -798,6 +798,7 @@ export class WebGPUCacheRenderPipeline {
798
798
  failOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontFailOp : 1 /* KEEP */),
799
799
  passOp: WebGPUCacheRenderPipeline._GetStencilOpFunction(this._stencilEnabled ? this._stencilFrontPassOp : 1 /* KEEP */),
800
800
  };
801
+ const topologyIsTriangle = topology === "triangle-list" /* WebGPUConstants.PrimitiveTopology.TriangleList */ || topology === "triangle-strip" /* WebGPUConstants.PrimitiveTopology.TriangleStrip */;
801
802
  let stripIndexFormat = undefined;
802
803
  if (topology === "line-strip" /* WebGPUConstants.PrimitiveTopology.LineStrip */ || topology === "triangle-strip" /* WebGPUConstants.PrimitiveTopology.TriangleStrip */) {
803
804
  stripIndexFormat = !this._indexBuffer || this._indexBuffer.is32Bits ? "uint32" /* WebGPUConstants.IndexFormat.Uint32 */ : "uint16" /* WebGPUConstants.IndexFormat.Uint16 */;
@@ -840,8 +841,8 @@ export class WebGPUCacheRenderPipeline {
840
841
  stencilReadMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilReadMask : undefined,
841
842
  stencilWriteMask: this._stencilEnabled && depthStencilFormatHasStencil ? this._stencilWriteMask : undefined,
842
843
  depthBias: this._depthBias,
843
- depthBiasClamp: this._depthBiasClamp,
844
- depthBiasSlopeScale: this._depthBiasSlopeScale,
844
+ depthBiasClamp: topologyIsTriangle ? this._depthBiasClamp : 0,
845
+ depthBiasSlopeScale: topologyIsTriangle ? this._depthBiasSlopeScale : 0,
845
846
  },
846
847
  });
847
848
  }