@babylonjs/core 7.49.0 → 7.51.0

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 (189) hide show
  1. package/Behaviors/Cameras/framingBehavior.js +3 -0
  2. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  3. package/Behaviors/Meshes/baseSixDofDragBehavior.js +10 -9
  4. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  5. package/Behaviors/Meshes/pointerDragBehavior.js +4 -1
  6. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  7. package/Buffers/bufferUtils.d.ts +9 -10
  8. package/Buffers/bufferUtils.js +16 -0
  9. package/Buffers/bufferUtils.js.map +1 -1
  10. package/Culling/Helper/transformFeedbackBoundingHelper.js +2 -1
  11. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  12. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +2 -3
  13. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  14. package/Engines/WebGPU/webgpuBufferManager.js +23 -22
  15. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  16. package/Engines/abstractEngine.js +2 -2
  17. package/Engines/abstractEngine.js.map +1 -1
  18. package/Engines/thinEngine.functions.js +5 -3
  19. package/Engines/thinEngine.functions.js.map +1 -1
  20. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.d.ts +43 -0
  21. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +83 -0
  22. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -0
  23. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  24. package/FrameGraph/Node/Blocks/index.js +1 -0
  25. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  26. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +35 -0
  27. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +40 -0
  28. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -0
  29. package/FrameGraph/frameGraph.d.ts +4 -0
  30. package/FrameGraph/frameGraph.js +6 -0
  31. package/FrameGraph/frameGraph.js.map +1 -1
  32. package/FrameGraph/frameGraphRenderContext.d.ts +2 -2
  33. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  34. package/FrameGraph/index.d.ts +1 -0
  35. package/FrameGraph/index.js +1 -0
  36. package/FrameGraph/index.js.map +1 -1
  37. package/Layers/thinEffectLayer.js +3 -1
  38. package/Layers/thinEffectLayer.js.map +1 -1
  39. package/Lights/Shadows/shadowGenerator.js +3 -1
  40. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  41. package/Loading/loadingScreen.js +4 -1
  42. package/Loading/loadingScreen.js.map +1 -1
  43. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +9 -20
  44. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  45. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +8 -19
  46. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  47. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +8 -0
  48. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +36 -0
  49. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  50. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +6 -3
  51. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  52. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +8 -0
  53. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +48 -0
  54. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  55. package/Materials/Node/nodeMaterial.d.ts +2 -0
  56. package/Materials/Node/nodeMaterial.js +14 -0
  57. package/Materials/Node/nodeMaterial.js.map +1 -1
  58. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
  59. package/Materials/PBR/pbrBaseMaterial.js +2 -0
  60. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  61. package/Materials/materialHelper.functions.d.ts +2 -1
  62. package/Materials/materialHelper.functions.js +17 -1
  63. package/Materials/materialHelper.functions.js.map +1 -1
  64. package/Materials/shaderMaterial.js +3 -1
  65. package/Materials/shaderMaterial.js.map +1 -1
  66. package/Materials/standardMaterial.d.ts +2 -0
  67. package/Materials/standardMaterial.js +2 -0
  68. package/Materials/standardMaterial.js.map +1 -1
  69. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  70. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +4 -0
  71. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +11 -2
  72. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  73. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +4 -0
  74. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +11 -2
  75. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  76. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +4 -0
  77. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +11 -2
  78. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  79. package/Meshes/Node/Blocks/Sources/boxBlock.js +4 -4
  80. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  81. package/Meshes/Node/Blocks/Sources/gridBlock.js +3 -3
  82. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  83. package/Meshes/Node/Blocks/Sources/planeBlock.js +3 -3
  84. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  85. package/Meshes/Node/Blocks/subdivideBlock.d.ts +45 -0
  86. package/Meshes/Node/Blocks/subdivideBlock.js +98 -0
  87. package/Meshes/Node/Blocks/subdivideBlock.js.map +1 -0
  88. package/Meshes/Node/index.d.ts +1 -0
  89. package/Meshes/Node/index.js +1 -0
  90. package/Meshes/Node/index.js.map +1 -1
  91. package/Meshes/abstractMesh.js +6 -0
  92. package/Meshes/abstractMesh.js.map +1 -1
  93. package/Meshes/csg2.js +18 -1
  94. package/Meshes/csg2.js.map +1 -1
  95. package/Meshes/geometry.js +1 -0
  96. package/Meshes/geometry.js.map +1 -1
  97. package/Meshes/index.d.ts +1 -0
  98. package/Meshes/index.js +1 -0
  99. package/Meshes/index.js.map +1 -1
  100. package/Meshes/mesh.d.ts +47 -1
  101. package/Meshes/mesh.js +28 -1
  102. package/Meshes/mesh.js.map +1 -1
  103. package/Meshes/mesh.vertexData.js +1 -1
  104. package/Meshes/mesh.vertexData.js.map +1 -1
  105. package/Meshes/mesh.vertexData.subdivide.d.ts +28 -0
  106. package/Meshes/mesh.vertexData.subdivide.js +400 -0
  107. package/Meshes/mesh.vertexData.subdivide.js.map +1 -0
  108. package/Misc/index.d.ts +1 -0
  109. package/Misc/index.js +1 -0
  110. package/Misc/index.js.map +1 -1
  111. package/Misc/screenshotTools.js +3 -0
  112. package/Misc/screenshotTools.js.map +1 -1
  113. package/Misc/urlTools.d.ts +6 -0
  114. package/Misc/urlTools.js +12 -0
  115. package/Misc/urlTools.js.map +1 -0
  116. package/Morph/morphTarget.d.ts +12 -0
  117. package/Morph/morphTarget.js +35 -1
  118. package/Morph/morphTarget.js.map +1 -1
  119. package/Morph/morphTargetManager.d.ts +13 -0
  120. package/Morph/morphTargetManager.js +30 -1
  121. package/Morph/morphTargetManager.js.map +1 -1
  122. package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -1
  123. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  124. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +5 -3
  125. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  126. package/Rendering/depthRenderer.js +3 -1
  127. package/Rendering/depthRenderer.js.map +1 -1
  128. package/Rendering/geometryBufferRenderer.js +3 -1
  129. package/Rendering/geometryBufferRenderer.js.map +1 -1
  130. package/Rendering/outlineRenderer.js +3 -1
  131. package/Rendering/outlineRenderer.js.map +1 -1
  132. package/Rendering/utilityLayerRenderer.d.ts +3 -1
  133. package/Rendering/utilityLayerRenderer.js +16 -7
  134. package/Rendering/utilityLayerRenderer.js.map +1 -1
  135. package/Shaders/ShadersInclude/lightFragment.js +1 -1
  136. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  137. package/Shaders/ShadersInclude/morphTargetsVertex.js +9 -0
  138. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  139. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
  140. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  141. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +5 -1
  142. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  143. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +2 -1
  144. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  145. package/Shaders/ShadersInclude/vertexColorMixing.js +2 -2
  146. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
  147. package/Shaders/background.vertex.js +1 -1
  148. package/Shaders/background.vertex.js.map +1 -1
  149. package/Shaders/color.vertex.js +3 -0
  150. package/Shaders/color.vertex.js.map +1 -1
  151. package/Shaders/default.vertex.js +3 -0
  152. package/Shaders/default.vertex.js.map +1 -1
  153. package/Shaders/greasedLine.vertex.js +1 -2
  154. package/Shaders/greasedLine.vertex.js.map +1 -1
  155. package/Shaders/pbr.vertex.js +3 -0
  156. package/Shaders/pbr.vertex.js.map +1 -1
  157. package/ShadersWGSL/ShadersInclude/lightFragment.js +1 -1
  158. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  159. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -0
  160. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  161. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
  162. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  163. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +5 -1
  164. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  165. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +2 -1
  166. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  167. package/ShadersWGSL/boundingInfo.compute.js +3 -0
  168. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  169. package/ShadersWGSL/color.vertex.js +3 -0
  170. package/ShadersWGSL/color.vertex.js.map +1 -1
  171. package/ShadersWGSL/default.vertex.js +3 -0
  172. package/ShadersWGSL/default.vertex.js.map +1 -1
  173. package/ShadersWGSL/greasedLine.vertex.js +2 -3
  174. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  175. package/ShadersWGSL/pbr.fragment.js +1 -1
  176. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  177. package/ShadersWGSL/pbr.vertex.js +3 -0
  178. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  179. package/XR/features/WebXRAnchorSystem.d.ts +4 -0
  180. package/XR/features/WebXRAnchorSystem.js +8 -5
  181. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  182. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  183. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  184. package/package.json +1 -1
  185. package/scene.d.ts +2 -0
  186. package/scene.js +13 -9
  187. package/scene.js.map +1 -1
  188. package/types.d.ts +22 -0
  189. package/types.js.map +1 -1
@@ -1 +1 @@
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\nimport { _GetCompatibleTextureLoader } from \"core/Materials/Textures/Loaders/textureLoaderManager\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean,\r\n buffer: Nullable<ArrayBufferView>\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n _partialLoadFile(\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>\r\n ): void;\r\n\r\n /** @internal */\r\n _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @internal */\r\n _cascadeLoadImgs(\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /** @internal */\r\n _partialLoadImg(\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype._partialLoadFile = function (\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const onload = (data: ArrayBuffer) => {\r\n loadedFiles[index] = data;\r\n (<any>loadedFiles)._internalCount++;\r\n\r\n if ((<any>loadedFiles)._internalCount === 6) {\r\n onfinish(loadedFiles);\r\n }\r\n };\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n if (onErrorCallBack && request) {\r\n onErrorCallBack(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(url, onload as (data: string | ArrayBuffer) => void, undefined, undefined, true, onerror);\r\n};\r\n\r\nAbstractEngine.prototype._cascadeLoadFiles = function (\r\n scene: Nullable<Scene>,\r\n onfinish: (images: ArrayBuffer[]) => void,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const loadedFiles: ArrayBuffer[] = [];\r\n (<any>loadedFiles)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadFile(files[index], index, loadedFiles, onfinish, onError);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype._cascadeLoadImgs = function (\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const loadedImages: HTMLImageElement[] | ImageBitmap[] = [];\r\n (<any>loadedImages)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadImg(files[index], index, loadedImages, scene, texture, onfinish, onError, mimeType);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype._partialLoadImg = function (\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const tokenPendingData = RandomGUID();\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n loadedImages[index] = img;\r\n (<any>loadedImages)._internalCount++;\r\n\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if ((<any>loadedImages)._internalCount === 6 && onfinish) {\r\n onfinish(texture, loadedImages);\r\n }\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if (onErrorCallBack) {\r\n onErrorCallBack(message, exception);\r\n }\r\n };\r\n\r\n LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null, mimeType);\r\n if (scene) {\r\n scene.addPendingData(tokenPendingData);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype.createCubeTextureBase = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void> = null,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void> = null,\r\n useSRGBBuffer = false,\r\n buffer: Nullable<ArrayBufferView> = null\r\n): InternalTexture {\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n texture._useSRGBBuffer = !!useSRGBBuffer && this._caps.supportSRGBBuffers && (this.version > 1 || this.isWebGPU || !!noMipmap);\r\n if (texture !== fallback) {\r\n texture.label = rootUrl.substring(0, 60); // default label, can be overriden by the caller\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n texture._buffer = buffer;\r\n }\r\n\r\n const originalRootUrl = rootUrl;\r\n if (this._transformTextureUrl && !fallback) {\r\n rootUrl = this._transformTextureUrl(rootUrl);\r\n }\r\n\r\n const rootUrlWithoutUriParams = rootUrl.split(\"?\")[0];\r\n const lastDot = rootUrlWithoutUriParams.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrlWithoutUriParams.substring(lastDot).toLowerCase() : \"\";\r\n\r\n const loaderPromise = _GetCompatibleTextureLoader(extension);\r\n\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (rootUrl === originalRootUrl) {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n } else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${rootUrl}, falling back to the ${originalRootUrl}`);\r\n this.createCubeTextureBase(\r\n originalRootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n texture,\r\n beforeLoadCubeDataCallback,\r\n imageHandler,\r\n useSRGBBuffer,\r\n buffer\r\n );\r\n }\r\n };\r\n\r\n if (loaderPromise) {\r\n loaderPromise.then((loader) => {\r\n const onloaddata = (data: ArrayBufferView | ArrayBufferView[]) => {\r\n if (beforeLoadCubeDataCallback) {\r\n beforeLoadCubeDataCallback(texture, data);\r\n }\r\n loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);\r\n };\r\n if (buffer) {\r\n onloaddata(buffer);\r\n } else if (files && files.length === 6) {\r\n if (loader.supportCascades) {\r\n this._cascadeLoadFiles(scene, (images) => onloaddata(images.map((image) => new Uint8Array(image))), files, onError);\r\n } else {\r\n if (onError) {\r\n onError(\"Textures type does not support cascades.\");\r\n } else {\r\n Logger.Warn(\"Texture loader does not support cascades.\");\r\n }\r\n }\r\n } else {\r\n this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, onInternalError);\r\n }\r\n });\r\n } else {\r\n if (!files || files.length === 0) {\r\n throw new Error(\"Cannot load cubemap because files were not defined, or the correct loader was not found.\");\r\n }\r\n\r\n this._cascadeLoadImgs(\r\n scene,\r\n texture,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n if (imageHandler) {\r\n imageHandler(texture, imgs);\r\n }\r\n },\r\n files,\r\n onError\r\n );\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\nimport { _GetCompatibleTextureLoader } from \"core/Materials/Textures/Loaders/textureLoaderManager\";\r\nimport { GetExtensionFromUrl } from \"core/Misc/urlTools\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean,\r\n buffer: Nullable<ArrayBufferView>\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n _partialLoadFile(\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>\r\n ): void;\r\n\r\n /** @internal */\r\n _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;\r\n\r\n /** @internal */\r\n _cascadeLoadImgs(\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n\r\n /** @internal */\r\n _partialLoadImg(\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void>,\r\n mimeType?: string\r\n ): void;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype._partialLoadFile = function (\r\n url: string,\r\n index: number,\r\n loadedFiles: ArrayBuffer[],\r\n onfinish: (files: ArrayBuffer[]) => void,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const onload = (data: ArrayBuffer) => {\r\n loadedFiles[index] = data;\r\n (<any>loadedFiles)._internalCount++;\r\n\r\n if ((<any>loadedFiles)._internalCount === 6) {\r\n onfinish(loadedFiles);\r\n }\r\n };\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n if (onErrorCallBack && request) {\r\n onErrorCallBack(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(url, onload as (data: string | ArrayBuffer) => void, undefined, undefined, true, onerror);\r\n};\r\n\r\nAbstractEngine.prototype._cascadeLoadFiles = function (\r\n scene: Nullable<Scene>,\r\n onfinish: (images: ArrayBuffer[]) => void,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null\r\n): void {\r\n const loadedFiles: ArrayBuffer[] = [];\r\n (<any>loadedFiles)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadFile(files[index], index, loadedFiles, onfinish, onError);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype._cascadeLoadImgs = function (\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n files: string[],\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const loadedImages: HTMLImageElement[] | ImageBitmap[] = [];\r\n (<any>loadedImages)._internalCount = 0;\r\n\r\n for (let index = 0; index < 6; index++) {\r\n this._partialLoadImg(files[index], index, loadedImages, scene, texture, onfinish, onError, mimeType);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype._partialLoadImg = function (\r\n url: string,\r\n index: number,\r\n loadedImages: HTMLImageElement[] | ImageBitmap[],\r\n scene: Nullable<Scene>,\r\n texture: InternalTexture,\r\n onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null,\r\n mimeType?: string\r\n) {\r\n const tokenPendingData = RandomGUID();\r\n\r\n const onload = (img: HTMLImageElement | ImageBitmap) => {\r\n loadedImages[index] = img;\r\n (<any>loadedImages)._internalCount++;\r\n\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if ((<any>loadedImages)._internalCount === 6 && onfinish) {\r\n onfinish(texture, loadedImages);\r\n }\r\n };\r\n\r\n const onerror = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene.removePendingData(tokenPendingData);\r\n }\r\n\r\n if (onErrorCallBack) {\r\n onErrorCallBack(message, exception);\r\n }\r\n };\r\n\r\n LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null, mimeType);\r\n if (scene) {\r\n scene.addPendingData(tokenPendingData);\r\n }\r\n};\r\n\r\nAbstractEngine.prototype.createCubeTextureBase = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void> = null,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void> = null,\r\n useSRGBBuffer = false,\r\n buffer: Nullable<ArrayBufferView> = null\r\n): InternalTexture {\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n texture._useSRGBBuffer = !!useSRGBBuffer && this._caps.supportSRGBBuffers && (this.version > 1 || this.isWebGPU || !!noMipmap);\r\n if (texture !== fallback) {\r\n texture.label = rootUrl.substring(0, 60); // default label, can be overriden by the caller\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n texture._buffer = buffer;\r\n }\r\n\r\n const originalRootUrl = rootUrl;\r\n if (this._transformTextureUrl && !fallback) {\r\n rootUrl = this._transformTextureUrl(rootUrl);\r\n }\r\n\r\n const extension = forcedExtension ?? GetExtensionFromUrl(rootUrl);\r\n\r\n const loaderPromise = _GetCompatibleTextureLoader(extension);\r\n\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (rootUrl === originalRootUrl) {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n } else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${rootUrl}, falling back to the ${originalRootUrl}`);\r\n this.createCubeTextureBase(\r\n originalRootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n texture,\r\n beforeLoadCubeDataCallback,\r\n imageHandler,\r\n useSRGBBuffer,\r\n buffer\r\n );\r\n }\r\n };\r\n\r\n if (loaderPromise) {\r\n loaderPromise.then((loader) => {\r\n const onloaddata = (data: ArrayBufferView | ArrayBufferView[]) => {\r\n if (beforeLoadCubeDataCallback) {\r\n beforeLoadCubeDataCallback(texture, data);\r\n }\r\n loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);\r\n };\r\n if (buffer) {\r\n onloaddata(buffer);\r\n } else if (files && files.length === 6) {\r\n if (loader.supportCascades) {\r\n this._cascadeLoadFiles(scene, (images) => onloaddata(images.map((image) => new Uint8Array(image))), files, onError);\r\n } else {\r\n if (onError) {\r\n onError(\"Textures type does not support cascades.\");\r\n } else {\r\n Logger.Warn(\"Texture loader does not support cascades.\");\r\n }\r\n }\r\n } else {\r\n this._loadFile(rootUrl, (data) => onloaddata(new Uint8Array(data as ArrayBuffer)), undefined, undefined, true, onInternalError);\r\n }\r\n });\r\n } else {\r\n if (!files || files.length === 0) {\r\n throw new Error(\"Cannot load cubemap because files were not defined, or the correct loader was not found.\");\r\n }\r\n\r\n this._cascadeLoadImgs(\r\n scene,\r\n texture,\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n if (imageHandler) {\r\n imageHandler(texture, imgs);\r\n }\r\n },\r\n files,\r\n onError\r\n );\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n"]}
@@ -49,35 +49,36 @@ export class WebGPUBufferManager {
49
49
  }
50
50
  return dataBuffer;
51
51
  }
52
+ // This calls GPUBuffer.writeBuffer() with no alignment corrections
53
+ // dstByteOffset and byteLength must both be aligned to 4 bytes and bytes moved must be within src and dst arrays
52
54
  setRawData(buffer, dstByteOffset, src, srcByteOffset, byteLength) {
55
+ srcByteOffset += src.byteOffset;
53
56
  this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);
54
57
  }
58
+ // This calls GPUBuffer.writeBuffer() with alignment corrections (dstByteOffset and byteLength will be aligned to 4 byte boundaries)
59
+ // If alignment is needed, src must be a full copy of dataBuffer, or at least should be large enough to cope with the additional bytes copied because of alignment!
55
60
  setSubData(dataBuffer, dstByteOffset, src, srcByteOffset = 0, byteLength = 0) {
56
61
  const buffer = dataBuffer.underlyingResource;
57
- byteLength = byteLength || src.byteLength;
58
- byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);
59
- // After Migration to Canary
60
- let chunkStart = src.byteOffset + srcByteOffset;
61
- let chunkEnd = chunkStart + byteLength;
62
- // 4 bytes alignments for upload
63
- const alignedLength = (byteLength + 3) & ~3;
64
- if (alignedLength !== byteLength) {
65
- const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));
66
- src = new Uint8Array(alignedLength);
67
- src.set(tempView);
62
+ byteLength = byteLength || src.byteLength - srcByteOffset;
63
+ // Make sure the dst offset is aligned to 4 bytes
64
+ const startPre = dstByteOffset & 3;
65
+ srcByteOffset -= startPre;
66
+ dstByteOffset -= startPre;
67
+ // Make sure the byte length is aligned to 4 bytes
68
+ const originalByteLength = byteLength;
69
+ byteLength = (byteLength + startPre + 3) & ~3;
70
+ // Check if the backing buffer of src is large enough to cope with the additional bytes copied because of alignment
71
+ const backingBufferSize = src.buffer.byteLength - src.byteOffset;
72
+ if (backingBufferSize < byteLength) {
73
+ // Not enough place in the backing buffer for the aligned copy.
74
+ // Creates a new buffer and copy the source data to it.
75
+ // The buffer will have byteLength - originalByteLength zeros at the end.
76
+ const tmpBuffer = new Uint8Array(byteLength);
77
+ tmpBuffer.set(new Uint8Array(src.buffer, src.byteOffset + srcByteOffset, originalByteLength));
78
+ src = tmpBuffer;
68
79
  srcByteOffset = 0;
69
- chunkStart = 0;
70
- chunkEnd = alignedLength;
71
- byteLength = alignedLength;
72
80
  }
73
- // Chunk
74
- const maxChunk = 1024 * 1024 * 15;
75
- let offset = 0;
76
- while (chunkEnd - (chunkStart + offset) > maxChunk) {
77
- this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);
78
- offset += maxChunk;
79
- }
80
- this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);
81
+ this.setRawData(buffer, dstByteOffset, src, srcByteOffset, byteLength);
81
82
  }
82
83
  _getHalfFloatAsFloatRGBAArrayBuffer(dataLength, arrayBuffer, destArray) {
83
84
  if (!destArray) {
@@ -1 +1 @@
1
- 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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { allocateAndCopyTypedBuffer } from \"../abstractEngine.functions\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const dataBuffer = new WebGPUDataBuffer();\r\n const labelId = \"DataBufferUniqueId=\" + dataBuffer.uniqueId;\r\n dataBuffer.buffer = this.createRawBuffer(viewOrSize, flags, undefined, label ? labelId + \"-\" + label : labelId);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength;\r\n byteLength = Math.min(byteLength, dataBuffer.capacity - dstByteOffset);\r\n\r\n // After Migration to Canary\r\n let chunkStart = src.byteOffset + srcByteOffset;\r\n let chunkEnd = chunkStart + byteLength;\r\n\r\n // 4 bytes alignments for upload\r\n const alignedLength = (byteLength + 3) & ~3;\r\n if (alignedLength !== byteLength) {\r\n const tempView = new Uint8Array(src.buffer.slice(chunkStart, chunkEnd));\r\n src = new Uint8Array(alignedLength);\r\n (src as Uint8Array).set(tempView);\r\n srcByteOffset = 0;\r\n chunkStart = 0;\r\n chunkEnd = alignedLength;\r\n byteLength = alignedLength;\r\n }\r\n\r\n // Chunk\r\n const maxChunk = 1024 * 1024 * 15;\r\n let offset = 0;\r\n while (chunkEnd - (chunkStart + offset) > maxChunk) {\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, maxChunk);\r\n offset += maxChunk;\r\n }\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset + offset, src.buffer, chunkStart + offset, byteLength - offset);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { allocateAndCopyTypedBuffer } from \"../abstractEngine.functions\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const dataBuffer = new WebGPUDataBuffer();\r\n const labelId = \"DataBufferUniqueId=\" + dataBuffer.uniqueId;\r\n dataBuffer.buffer = this.createRawBuffer(viewOrSize, flags, undefined, label ? labelId + \"-\" + label : labelId);\r\n dataBuffer.references = 1;\r\n dataBuffer.capacity = isView ? (viewOrSize as ArrayBufferView).byteLength : (viewOrSize as number);\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with no alignment corrections\r\n // dstByteOffset and byteLength must both be aligned to 4 bytes and bytes moved must be within src and dst arrays\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n srcByteOffset += src.byteOffset;\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with alignment corrections (dstByteOffset and byteLength will be aligned to 4 byte boundaries)\r\n // If alignment is needed, src must be a full copy of dataBuffer, or at least should be large enough to cope with the additional bytes copied because of alignment!\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength - srcByteOffset;\r\n\r\n // Make sure the dst offset is aligned to 4 bytes\r\n const startPre = dstByteOffset & 3;\r\n\r\n srcByteOffset -= startPre;\r\n dstByteOffset -= startPre;\r\n\r\n // Make sure the byte length is aligned to 4 bytes\r\n const originalByteLength = byteLength;\r\n\r\n byteLength = (byteLength + startPre + 3) & ~3;\r\n\r\n // Check if the backing buffer of src is large enough to cope with the additional bytes copied because of alignment\r\n const backingBufferSize = src.buffer.byteLength - src.byteOffset;\r\n\r\n if (backingBufferSize < byteLength) {\r\n // Not enough place in the backing buffer for the aligned copy.\r\n // Creates a new buffer and copy the source data to it.\r\n // The buffer will have byteLength - originalByteLength zeros at the end.\r\n const tmpBuffer = new Uint8Array(byteLength);\r\n tmpBuffer.set(new Uint8Array(src.buffer, src.byteOffset + srcByteOffset, originalByteLength));\r\n src = tmpBuffer;\r\n srcByteOffset = 0;\r\n }\r\n\r\n this.setRawData(buffer, dstByteOffset, src, srcByteOffset, byteLength);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data!.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data!);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
@@ -769,13 +769,13 @@ export class AbstractEngine {
769
769
  */
770
770
  // Not mixed with Version for tooling purpose.
771
771
  static get NpmPackage() {
772
- return "babylonjs@7.49.0";
772
+ return "babylonjs@7.51.0";
773
773
  }
774
774
  /**
775
775
  * Returns the current version of the framework
776
776
  */
777
777
  static get Version() {
778
- return "7.49.0";
778
+ return "7.51.0";
779
779
  }
780
780
  /**
781
781
  * Gets the HTML canvas attached with the current webGL context