@babylonjs/core 8.0.1 → 8.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/audioEngine.js +2 -0
- package/Audio/audioEngine.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +1 -0
- package/Engines/thinEngine.js +7 -1
- package/Engines/thinEngine.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
- package/FlowGraph/flowGraphCoordinator.js +11 -4
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +2 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +4 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +8 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +9 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/thinTexture.js +1 -1
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
- package/Meshes/instancedMesh.js +1 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +2 -2
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/objectRenderer.js +5 -1
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +12 -2
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -0
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -3
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockNormalFinal.js +4 -0
- package/Shaders/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +5 -2
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/iblVoxelGrid.vertex.d.ts +10 -0
- package/Shaders/iblVoxelGrid.vertex.js +23 -1
- package/Shaders/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +13 -3
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -3
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +4 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +5 -2
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +10 -0
- package/ShadersWGSL/iblVoxelGrid.vertex.js +26 -3
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/package.json +1 -1
package/Audio/audioEngine.js
CHANGED
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@@ -265,6 +265,8 @@ export class AudioEngine {
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window.removeEventListener("resize", this._onResize);
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this.onAudioUnlockedObservable.clear();
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this.onAudioLockedObservable.clear();
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+
this._audioContext?.close();
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+
this._audioContext = null;
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}
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/**
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* Gets the global volume sets on the master gain.
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package/Audio/audioEngine.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { Analyser } from \"./analyser\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\n\r\n// Sets the default audio engine to Babylon.js\r\nAbstractEngine.AudioEngineFactory = (\r\n hostElement: Nullable<HTMLElement>,\r\n audioContext: Nullable<AudioContext>,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>\r\n) => {\r\n return new AudioEngine(hostElement, audioContext, audioDestination);\r\n};\r\n\r\n/**\r\n * This represents the default audio engine used in babylon.\r\n * It is responsible to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport class AudioEngine implements IAudioEngine {\r\n private _audioContext: Nullable<AudioContext> = null;\r\n private _audioContextInitialized = false;\r\n private _muteButton: Nullable<HTMLButtonElement> = null;\r\n private _hostElement: Nullable<HTMLElement>;\r\n private _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null;\r\n\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n public canUseWebAudio: boolean = false;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n public masterGain: GainNode;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public WarnedWebAudioUnsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n public isMP3supported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n public isOGGsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether audio has been unlocked on the device.\r\n * Some Browsers have strong restrictions about Audio and won't autoplay unless\r\n * a user interaction has happened.\r\n */\r\n public unlocked: boolean = false;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n public useCustomUnlockedButton: boolean = false;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n public onAudioUnlockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n public onAudioLockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n public get audioContext(): Nullable<AudioContext> {\r\n if (!this._audioContextInitialized) {\r\n this._initializeAudioContext();\r\n }\r\n return this._audioContext;\r\n }\r\n\r\n private _connectedAnalyser: Nullable<Analyser>;\r\n\r\n /**\r\n * Instantiates a new audio engine.\r\n *\r\n * There should be only one per page as some browsers restrict the number\r\n * of audio contexts you can create.\r\n * @param hostElement defines the host element where to display the mute icon if necessary\r\n * @param audioContext defines the audio context to be used by the audio engine\r\n * @param audioDestination defines the audio destination node to be used by audio engine\r\n */\r\n constructor(\r\n hostElement: Nullable<HTMLElement> = null,\r\n audioContext: Nullable<AudioContext> = null,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null\r\n ) {\r\n if (!IsWindowObjectExist()) {\r\n return;\r\n }\r\n if (typeof window.AudioContext !== \"undefined\") {\r\n this.canUseWebAudio = true;\r\n }\r\n\r\n const audioElem = document.createElement(\"audio\");\r\n this._hostElement = hostElement;\r\n this._audioContext = audioContext;\r\n this._audioDestination = audioDestination;\r\n\r\n try {\r\n if (\r\n audioElem &&\r\n !!audioElem.canPlayType &&\r\n (audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, \"\") || audioElem.canPlayType(\"audio/mp3\").replace(/^no$/, \"\"))\r\n ) {\r\n this.isMP3supported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n\r\n try {\r\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, \"\")) {\r\n this.isOGGsupported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n }\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n public lock() {\r\n this._triggerSuspendedState();\r\n }\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n public unlock() {\r\n if (this._audioContext?.state === \"running\") {\r\n this._hideMuteButton();\r\n\r\n if (!this.unlocked) {\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n }\r\n\r\n return;\r\n }\r\n\r\n // On iOS, if the audio context resume request was sent from an event other than a `click` event, then\r\n // the resume promise will never resolve and the only way to get the audio context unstuck is to\r\n // suspend it and make another resume request.\r\n if (this._tryToRun) {\r\n this._audioContext?.suspend().then(() => {\r\n this._tryToRun = false;\r\n this._triggerRunningState();\r\n });\r\n } else {\r\n this._triggerRunningState();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _resumeAudioContextOnStateChange(): void {\r\n this._audioContext?.addEventListener(\r\n \"statechange\",\r\n () => {\r\n if (this.unlocked && this._audioContext?.state !== \"running\") {\r\n this._resumeAudioContext();\r\n }\r\n },\r\n {\r\n once: true,\r\n passive: true,\r\n signal: AbortSignal.timeout(3000),\r\n }\r\n );\r\n }\r\n\r\n private _resumeAudioContext(): Promise<void> {\r\n if (this._audioContext?.resume) {\r\n return this._audioContext.resume();\r\n }\r\n return Promise.resolve();\r\n }\r\n\r\n private _initializeAudioContext() {\r\n try {\r\n if (this.canUseWebAudio) {\r\n if (!this._audioContext) {\r\n this._audioContext = new AudioContext();\r\n }\r\n // create a global volume gain node\r\n this.masterGain = this._audioContext.createGain();\r\n this.masterGain.gain.value = 1;\r\n if (!this._audioDestination) {\r\n this._audioDestination = this._audioContext.destination;\r\n }\r\n this.masterGain.connect(this._audioDestination);\r\n this._audioContextInitialized = true;\r\n if (this._audioContext.state === \"running\") {\r\n // Do not wait for the promise to unlock.\r\n this._triggerRunningState();\r\n }\r\n }\r\n } catch (e) {\r\n this.canUseWebAudio = false;\r\n Logger.Error(\"Web Audio: \" + e.message);\r\n }\r\n }\r\n\r\n private _tryToRun = false;\r\n private _triggerRunningState() {\r\n if (this._tryToRun) {\r\n return;\r\n }\r\n this._tryToRun = true;\r\n\r\n this._resumeAudioContext()\r\n .then(() => {\r\n this._tryToRun = false;\r\n if (this._muteButton) {\r\n this._hideMuteButton();\r\n }\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n })\r\n .catch(() => {\r\n this._tryToRun = false;\r\n this.unlocked = false;\r\n });\r\n }\r\n\r\n private _triggerSuspendedState() {\r\n this.unlocked = false;\r\n this.onAudioLockedObservable.notifyObservers(this);\r\n this._displayMuteButton();\r\n }\r\n\r\n private _displayMuteButton() {\r\n if (this.useCustomUnlockedButton || this._muteButton) {\r\n return;\r\n }\r\n\r\n this._muteButton = <HTMLButtonElement>document.createElement(\"BUTTON\");\r\n this._muteButton.className = \"babylonUnmuteIcon\";\r\n this._muteButton.id = \"babylonUnmuteIconBtn\";\r\n this._muteButton.title = \"Unmute\";\r\n const imageUrl = !window.SVGSVGElement\r\n ? \"https://cdn.babylonjs.com/Assets/audio.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\r\n\r\n const css =\r\n \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n imageUrl +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n\r\n document.body.appendChild(this._muteButton);\r\n\r\n this._moveButtonToTopLeft();\r\n\r\n this._muteButton.addEventListener(\r\n \"touchend\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n this._muteButton.addEventListener(\r\n \"click\",\r\n () => {\r\n this.unlock();\r\n },\r\n true\r\n );\r\n\r\n window.addEventListener(\"resize\", this._onResize);\r\n }\r\n\r\n private _moveButtonToTopLeft() {\r\n if (this._hostElement && this._muteButton) {\r\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\r\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this._moveButtonToTopLeft();\r\n };\r\n\r\n private _hideMuteButton() {\r\n if (this._muteButton) {\r\n document.body.removeChild(this._muteButton);\r\n this._muteButton = null;\r\n }\r\n }\r\n\r\n /**\r\n * Destroy and release the resources associated with the audio context.\r\n */\r\n public dispose(): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n if (this._connectedAnalyser && this._audioContext) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n this._connectedAnalyser.dispose();\r\n this.masterGain.disconnect();\r\n this.masterGain.connect(this._audioContext.destination);\r\n this._connectedAnalyser = null;\r\n }\r\n this.masterGain.gain.value = 1;\r\n }\r\n this.WarnedWebAudioUnsupported = false;\r\n this._hideMuteButton();\r\n window.removeEventListener(\"resize\", this._onResize);\r\n\r\n this.onAudioUnlockedObservable.clear();\r\n this.onAudioLockedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n public getGlobalVolume(): number {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n return this.masterGain.gain.value;\r\n } else {\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n public setGlobalVolume(newVolume: number): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n this.masterGain.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\r\n this._connectedAnalyser = analyser;\r\n this.masterGain.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\r\n }\r\n }\r\n}\r\n"]}
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+
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type { Analyser } from \"./analyser\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\n\r\n// Sets the default audio engine to Babylon.js\r\nAbstractEngine.AudioEngineFactory = (\r\n hostElement: Nullable<HTMLElement>,\r\n audioContext: Nullable<AudioContext>,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>\r\n) => {\r\n return new AudioEngine(hostElement, audioContext, audioDestination);\r\n};\r\n\r\n/**\r\n * This represents the default audio engine used in babylon.\r\n * It is responsible to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport class AudioEngine implements IAudioEngine {\r\n private _audioContext: Nullable<AudioContext> = null;\r\n private _audioContextInitialized = false;\r\n private _muteButton: Nullable<HTMLButtonElement> = null;\r\n private _hostElement: Nullable<HTMLElement>;\r\n private _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null;\r\n\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n public canUseWebAudio: boolean = false;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n public masterGain: GainNode;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public WarnedWebAudioUnsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n public isMP3supported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n public isOGGsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether audio has been unlocked on the device.\r\n * Some Browsers have strong restrictions about Audio and won't autoplay unless\r\n * a user interaction has happened.\r\n */\r\n public unlocked: boolean = false;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n public useCustomUnlockedButton: boolean = false;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n public onAudioUnlockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n public onAudioLockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n public get audioContext(): Nullable<AudioContext> {\r\n if (!this._audioContextInitialized) {\r\n this._initializeAudioContext();\r\n }\r\n return this._audioContext;\r\n }\r\n\r\n private _connectedAnalyser: Nullable<Analyser>;\r\n\r\n /**\r\n * Instantiates a new audio engine.\r\n *\r\n * There should be only one per page as some browsers restrict the number\r\n * of audio contexts you can create.\r\n * @param hostElement defines the host element where to display the mute icon if necessary\r\n * @param audioContext defines the audio context to be used by the audio engine\r\n * @param audioDestination defines the audio destination node to be used by audio engine\r\n */\r\n constructor(\r\n hostElement: Nullable<HTMLElement> = null,\r\n audioContext: Nullable<AudioContext> = null,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null\r\n ) {\r\n if (!IsWindowObjectExist()) {\r\n return;\r\n }\r\n if (typeof window.AudioContext !== \"undefined\") {\r\n this.canUseWebAudio = true;\r\n }\r\n\r\n const audioElem = document.createElement(\"audio\");\r\n this._hostElement = hostElement;\r\n this._audioContext = audioContext;\r\n this._audioDestination = audioDestination;\r\n\r\n try {\r\n if (\r\n audioElem &&\r\n !!audioElem.canPlayType &&\r\n (audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, \"\") || audioElem.canPlayType(\"audio/mp3\").replace(/^no$/, \"\"))\r\n ) {\r\n this.isMP3supported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n\r\n try {\r\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, \"\")) {\r\n this.isOGGsupported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n }\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n public lock() {\r\n this._triggerSuspendedState();\r\n }\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n public unlock() {\r\n if (this._audioContext?.state === \"running\") {\r\n this._hideMuteButton();\r\n\r\n if (!this.unlocked) {\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n }\r\n\r\n return;\r\n }\r\n\r\n // On iOS, if the audio context resume request was sent from an event other than a `click` event, then\r\n // the resume promise will never resolve and the only way to get the audio context unstuck is to\r\n // suspend it and make another resume request.\r\n if (this._tryToRun) {\r\n this._audioContext?.suspend().then(() => {\r\n this._tryToRun = false;\r\n this._triggerRunningState();\r\n });\r\n } else {\r\n this._triggerRunningState();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _resumeAudioContextOnStateChange(): void {\r\n this._audioContext?.addEventListener(\r\n \"statechange\",\r\n () => {\r\n if (this.unlocked && this._audioContext?.state !== \"running\") {\r\n this._resumeAudioContext();\r\n }\r\n },\r\n {\r\n once: true,\r\n passive: true,\r\n signal: AbortSignal.timeout(3000),\r\n }\r\n );\r\n }\r\n\r\n private _resumeAudioContext(): Promise<void> {\r\n if (this._audioContext?.resume) {\r\n return this._audioContext.resume();\r\n }\r\n return Promise.resolve();\r\n }\r\n\r\n private _initializeAudioContext() {\r\n try {\r\n if (this.canUseWebAudio) {\r\n if (!this._audioContext) {\r\n this._audioContext = new AudioContext();\r\n }\r\n // create a global volume gain node\r\n this.masterGain = this._audioContext.createGain();\r\n this.masterGain.gain.value = 1;\r\n if (!this._audioDestination) {\r\n this._audioDestination = this._audioContext.destination;\r\n }\r\n this.masterGain.connect(this._audioDestination);\r\n this._audioContextInitialized = true;\r\n if (this._audioContext.state === \"running\") {\r\n // Do not wait for the promise to unlock.\r\n this._triggerRunningState();\r\n }\r\n }\r\n } catch (e) {\r\n this.canUseWebAudio = false;\r\n Logger.Error(\"Web Audio: \" + e.message);\r\n }\r\n }\r\n\r\n private _tryToRun = false;\r\n private _triggerRunningState() {\r\n if (this._tryToRun) {\r\n return;\r\n }\r\n this._tryToRun = true;\r\n\r\n this._resumeAudioContext()\r\n .then(() => {\r\n this._tryToRun = false;\r\n if (this._muteButton) {\r\n this._hideMuteButton();\r\n }\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n })\r\n .catch(() => {\r\n this._tryToRun = false;\r\n this.unlocked = false;\r\n });\r\n }\r\n\r\n private _triggerSuspendedState() {\r\n this.unlocked = false;\r\n this.onAudioLockedObservable.notifyObservers(this);\r\n this._displayMuteButton();\r\n }\r\n\r\n private _displayMuteButton() {\r\n if (this.useCustomUnlockedButton || this._muteButton) {\r\n return;\r\n }\r\n\r\n this._muteButton = <HTMLButtonElement>document.createElement(\"BUTTON\");\r\n this._muteButton.className = \"babylonUnmuteIcon\";\r\n this._muteButton.id = \"babylonUnmuteIconBtn\";\r\n this._muteButton.title = \"Unmute\";\r\n const imageUrl = !window.SVGSVGElement\r\n ? \"https://cdn.babylonjs.com/Assets/audio.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\r\n\r\n const css =\r\n \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n imageUrl +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n\r\n document.body.appendChild(this._muteButton);\r\n\r\n this._moveButtonToTopLeft();\r\n\r\n this._muteButton.addEventListener(\r\n \"touchend\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n this._muteButton.addEventListener(\r\n \"click\",\r\n () => {\r\n this.unlock();\r\n },\r\n true\r\n );\r\n\r\n window.addEventListener(\"resize\", this._onResize);\r\n }\r\n\r\n private _moveButtonToTopLeft() {\r\n if (this._hostElement && this._muteButton) {\r\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\r\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this._moveButtonToTopLeft();\r\n };\r\n\r\n private _hideMuteButton() {\r\n if (this._muteButton) {\r\n document.body.removeChild(this._muteButton);\r\n this._muteButton = null;\r\n }\r\n }\r\n\r\n /**\r\n * Destroy and release the resources associated with the audio context.\r\n */\r\n public dispose(): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n if (this._connectedAnalyser && this._audioContext) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n this._connectedAnalyser.dispose();\r\n this.masterGain.disconnect();\r\n this.masterGain.connect(this._audioContext.destination);\r\n this._connectedAnalyser = null;\r\n }\r\n this.masterGain.gain.value = 1;\r\n }\r\n this.WarnedWebAudioUnsupported = false;\r\n this._hideMuteButton();\r\n window.removeEventListener(\"resize\", this._onResize);\r\n\r\n this.onAudioUnlockedObservable.clear();\r\n this.onAudioLockedObservable.clear();\r\n\r\n this._audioContext?.close();\r\n this._audioContext = null;\r\n }\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n public getGlobalVolume(): number {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n return this.masterGain.gain.value;\r\n } else {\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n public setGlobalVolume(newVolume: number): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n this.masterGain.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\r\n this._connectedAnalyser = analyser;\r\n this.masterGain.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\r\n }\r\n }\r\n}\r\n"]}
|
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@@ -140,7 +140,7 @@ export class WebGPUCacheBindGroups {
|
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|
140
140
|
const bindingInfo = materialContext.textures[name];
|
|
141
141
|
if (bindingInfo) {
|
|
142
142
|
if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {
|
|
143
|
-
Logger.Error(`Trying to bind a null texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key, value) => key === "texture" ? "<no dump>" : value)}, materialContext.uniqueId=${materialContext.uniqueId}`, 50);
|
|
143
|
+
Logger.Error(`Trying to bind a null texture! name="${name}", entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key, value) => (key === "texture" ? "<no dump>" : value))}, materialContext.uniqueId=${materialContext.uniqueId}`, 50);
|
|
144
144
|
continue;
|
|
145
145
|
}
|
|
146
146
|
const hardwareTexture = bindingInfo.texture._hardwareTexture;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport type { WebGPUMaterialContext } from \"./webgpuMaterialContext\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUDrawContext } from \"./webgpuDrawContext\";\r\n\r\n/**\r\n * Sampler hash codes are 19 bits long, so using a start value of 2^20 for buffer ids will ensure we can't have any collision with the sampler hash codes\r\n */\r\nconst bufferIdStart = 1 << 20;\r\n\r\n/**\r\n * textureIdStart is added to texture ids to ensure we can't have any collision with the buffer ids / sampler hash codes.\r\n * 2^35 for textureIdStart means we can have:\r\n * - 2^(35-20) = 2^15 = 32768 possible buffer ids\r\n * - 2^(53-35) = 2^18 = 524288 possible texture ids\r\n */\r\nconst textureIdStart = 2 ** 35;\r\n\r\nclass WebGPUBindGroupCacheNode {\r\n public values: { [id: number]: WebGPUBindGroupCacheNode };\r\n public bindGroups: GPUBindGroup[];\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUCacheBindGroups {\r\n public static NumBindGroupsCreatedTotal = 0;\r\n public static NumBindGroupsCreatedLastFrame = 0;\r\n public static NumBindGroupsLookupLastFrame = 0;\r\n public static NumBindGroupsNoLookupLastFrame = 0;\r\n\r\n private static _Cache: WebGPUBindGroupCacheNode = new WebGPUBindGroupCacheNode();\r\n\r\n private static _NumBindGroupsCreatedCurrentFrame = 0;\r\n private static _NumBindGroupsLookupCurrentFrame = 0;\r\n private static _NumBindGroupsNoLookupCurrentFrame = 0;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _engine: WebGPUEngine;\r\n\r\n public disabled = false;\r\n\r\n public static get Statistics() {\r\n return {\r\n totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,\r\n lastFrameCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame,\r\n lookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame,\r\n noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,\r\n };\r\n }\r\n\r\n public static ResetCache() {\r\n WebGPUCacheBindGroups._Cache = new WebGPUBindGroupCacheNode();\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler, engine: WebGPUEngine) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this._engine = engine;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n /**\r\n * Cache is currently based on the uniform/storage buffers, samplers and textures used by the binding groups.\r\n * Note that all uniform buffers have an offset of 0 in Babylon and we don't have a use case where we would have the same buffer used with different capacity values:\r\n * that means we don't need to factor in the offset/size of the buffer in the cache, only the id\r\n * @param webgpuPipelineContext\r\n * @param drawContext\r\n * @param materialContext\r\n * @returns a bind group array\r\n */\r\n public getBindGroups(webgpuPipelineContext: WebGPUPipelineContext, drawContext: WebGPUDrawContext, materialContext: WebGPUMaterialContext): GPUBindGroup[] {\r\n let bindGroups: GPUBindGroup[] | undefined = undefined;\r\n let node = WebGPUCacheBindGroups._Cache;\r\n\r\n const cacheIsDisabled = this.disabled || materialContext.forceBindGroupCreation;\r\n if (!cacheIsDisabled) {\r\n if (!drawContext.isDirty(materialContext.updateId) && !materialContext.isDirty) {\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame++;\r\n return drawContext.bindGroups!;\r\n }\r\n\r\n for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {\r\n const uboId = (drawContext.buffers[bufferName]?.uniqueId ?? 0) + bufferIdStart;\r\n let nextNode = node.values[uboId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[uboId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const samplerName of webgpuPipelineContext.shaderProcessingContext.samplerNames) {\r\n const samplerHashCode = materialContext.samplers[samplerName]?.hashCode ?? 0;\r\n let nextNode = node.values[samplerHashCode];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[samplerHashCode] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {\r\n const textureId = (materialContext.textures[textureName]?.texture?.uniqueId ?? 0) + textureIdStart;\r\n let nextNode = node.values[textureId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[textureId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n bindGroups = node.bindGroups;\r\n }\r\n\r\n drawContext.resetIsDirty(materialContext.updateId);\r\n materialContext.isDirty = false;\r\n\r\n if (bindGroups) {\r\n drawContext.bindGroups = bindGroups;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame++;\r\n return bindGroups;\r\n }\r\n\r\n bindGroups = [];\r\n drawContext.bindGroups = bindGroups;\r\n\r\n if (!cacheIsDisabled) {\r\n node.bindGroups = bindGroups;\r\n }\r\n\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal++;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame++;\r\n\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts[materialContext.textureState];\r\n for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries = webgpuPipelineContext.shaderProcessingContext.bindGroupEntries[i];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i][j];\r\n const entryInfo = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding];\r\n const name = entryInfo.nameInArrayOfTexture ?? entryInfo.name;\r\n\r\n if (entry.sampler) {\r\n const bindingInfo = materialContext.samplers[name];\r\n if (bindingInfo) {\r\n const sampler = bindingInfo.sampler;\r\n if (!sampler) {\r\n if (this._engine.dbgSanityChecks) {\r\n Logger.Error(\r\n `Trying to bind a null sampler! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n }\r\n continue;\r\n }\r\n entries[j].resource = this._cacheSampler.getSampler(sampler, false, bindingInfo.hashCode, sampler.label);\r\n } else {\r\n Logger.Error(\r\n `Sampler \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.texture || entry.storageTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null texture! entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) =>\r\n key === \"texture\" ? \"<no dump>\" : value\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const hardwareTexture = (bindingInfo.texture as InternalTexture)._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (\r\n this._engine.dbgSanityChecks &&\r\n (!hardwareTexture || (entry.texture && !hardwareTexture.view) || (entry.storageTexture && !hardwareTexture.viewForWriting))\r\n ) {\r\n Logger.Error(\r\n `Trying to bind a null gpu texture or view! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = entry.storageTexture ? hardwareTexture.viewForWriting! : hardwareTexture.view!;\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.externalTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const externalTexture = (bindingInfo.texture as ExternalTexture).underlyingResource;\r\n\r\n if (this._engine.dbgSanityChecks && !externalTexture) {\r\n Logger.Error(\r\n `Trying to bind a null gpu external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.buffer) {\r\n const dataBuffer = drawContext.buffers[name];\r\n if (dataBuffer) {\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n (entries[j].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[j].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n Logger.Error(\r\n `Can't find buffer \"${name}\". entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(drawContext.buffers)}, drawContext.uniqueId=${\r\n drawContext.uniqueId\r\n }`,\r\n 50\r\n );\r\n }\r\n }\r\n }\r\n\r\n const groupLayout = bindGroupLayouts[i];\r\n bindGroups[i] = this._device.createBindGroup({\r\n layout: groupLayout,\r\n entries,\r\n });\r\n }\r\n\r\n return bindGroups;\r\n }\r\n}\r\n"]}
|
|
1
|
+
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { WebGPUCacheSampler } from \"./webgpuCacheSampler\";\r\nimport type { WebGPUMaterialContext } from \"./webgpuMaterialContext\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport type { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUDrawContext } from \"./webgpuDrawContext\";\r\n\r\n/**\r\n * Sampler hash codes are 19 bits long, so using a start value of 2^20 for buffer ids will ensure we can't have any collision with the sampler hash codes\r\n */\r\nconst bufferIdStart = 1 << 20;\r\n\r\n/**\r\n * textureIdStart is added to texture ids to ensure we can't have any collision with the buffer ids / sampler hash codes.\r\n * 2^35 for textureIdStart means we can have:\r\n * - 2^(35-20) = 2^15 = 32768 possible buffer ids\r\n * - 2^(53-35) = 2^18 = 524288 possible texture ids\r\n */\r\nconst textureIdStart = 2 ** 35;\r\n\r\nclass WebGPUBindGroupCacheNode {\r\n public values: { [id: number]: WebGPUBindGroupCacheNode };\r\n public bindGroups: GPUBindGroup[];\r\n\r\n constructor() {\r\n this.values = {};\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WebGPUCacheBindGroups {\r\n public static NumBindGroupsCreatedTotal = 0;\r\n public static NumBindGroupsCreatedLastFrame = 0;\r\n public static NumBindGroupsLookupLastFrame = 0;\r\n public static NumBindGroupsNoLookupLastFrame = 0;\r\n\r\n private static _Cache: WebGPUBindGroupCacheNode = new WebGPUBindGroupCacheNode();\r\n\r\n private static _NumBindGroupsCreatedCurrentFrame = 0;\r\n private static _NumBindGroupsLookupCurrentFrame = 0;\r\n private static _NumBindGroupsNoLookupCurrentFrame = 0;\r\n\r\n private _device: GPUDevice;\r\n private _cacheSampler: WebGPUCacheSampler;\r\n private _engine: WebGPUEngine;\r\n\r\n public disabled = false;\r\n\r\n public static get Statistics() {\r\n return {\r\n totalCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedTotal,\r\n lastFrameCreated: WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame,\r\n lookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame,\r\n noLookupLastFrame: WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame,\r\n };\r\n }\r\n\r\n public static ResetCache() {\r\n WebGPUCacheBindGroups._Cache = new WebGPUBindGroupCacheNode();\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = 0;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n constructor(device: GPUDevice, cacheSampler: WebGPUCacheSampler, engine: WebGPUEngine) {\r\n this._device = device;\r\n this._cacheSampler = cacheSampler;\r\n this._engine = engine;\r\n }\r\n\r\n public endFrame(): void {\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedLastFrame = WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame;\r\n WebGPUCacheBindGroups.NumBindGroupsNoLookupLastFrame = WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame = 0;\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame = 0;\r\n }\r\n\r\n /**\r\n * Cache is currently based on the uniform/storage buffers, samplers and textures used by the binding groups.\r\n * Note that all uniform buffers have an offset of 0 in Babylon and we don't have a use case where we would have the same buffer used with different capacity values:\r\n * that means we don't need to factor in the offset/size of the buffer in the cache, only the id\r\n * @param webgpuPipelineContext\r\n * @param drawContext\r\n * @param materialContext\r\n * @returns a bind group array\r\n */\r\n public getBindGroups(webgpuPipelineContext: WebGPUPipelineContext, drawContext: WebGPUDrawContext, materialContext: WebGPUMaterialContext): GPUBindGroup[] {\r\n let bindGroups: GPUBindGroup[] | undefined = undefined;\r\n let node = WebGPUCacheBindGroups._Cache;\r\n\r\n const cacheIsDisabled = this.disabled || materialContext.forceBindGroupCreation;\r\n if (!cacheIsDisabled) {\r\n if (!drawContext.isDirty(materialContext.updateId) && !materialContext.isDirty) {\r\n WebGPUCacheBindGroups._NumBindGroupsNoLookupCurrentFrame++;\r\n return drawContext.bindGroups!;\r\n }\r\n\r\n for (const bufferName of webgpuPipelineContext.shaderProcessingContext.bufferNames) {\r\n const uboId = (drawContext.buffers[bufferName]?.uniqueId ?? 0) + bufferIdStart;\r\n let nextNode = node.values[uboId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[uboId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const samplerName of webgpuPipelineContext.shaderProcessingContext.samplerNames) {\r\n const samplerHashCode = materialContext.samplers[samplerName]?.hashCode ?? 0;\r\n let nextNode = node.values[samplerHashCode];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[samplerHashCode] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n for (const textureName of webgpuPipelineContext.shaderProcessingContext.textureNames) {\r\n const textureId = (materialContext.textures[textureName]?.texture?.uniqueId ?? 0) + textureIdStart;\r\n let nextNode = node.values[textureId];\r\n if (!nextNode) {\r\n nextNode = new WebGPUBindGroupCacheNode();\r\n node.values[textureId] = nextNode;\r\n }\r\n node = nextNode;\r\n }\r\n\r\n bindGroups = node.bindGroups;\r\n }\r\n\r\n drawContext.resetIsDirty(materialContext.updateId);\r\n materialContext.isDirty = false;\r\n\r\n if (bindGroups) {\r\n drawContext.bindGroups = bindGroups;\r\n WebGPUCacheBindGroups._NumBindGroupsLookupCurrentFrame++;\r\n return bindGroups;\r\n }\r\n\r\n bindGroups = [];\r\n drawContext.bindGroups = bindGroups;\r\n\r\n if (!cacheIsDisabled) {\r\n node.bindGroups = bindGroups;\r\n }\r\n\r\n WebGPUCacheBindGroups.NumBindGroupsCreatedTotal++;\r\n WebGPUCacheBindGroups._NumBindGroupsCreatedCurrentFrame++;\r\n\r\n const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts[materialContext.textureState];\r\n for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries = webgpuPipelineContext.shaderProcessingContext.bindGroupEntries[i];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntries[i][j];\r\n const entryInfo = webgpuPipelineContext.shaderProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding];\r\n const name = entryInfo.nameInArrayOfTexture ?? entryInfo.name;\r\n\r\n if (entry.sampler) {\r\n const bindingInfo = materialContext.samplers[name];\r\n if (bindingInfo) {\r\n const sampler = bindingInfo.sampler;\r\n if (!sampler) {\r\n if (this._engine.dbgSanityChecks) {\r\n Logger.Error(\r\n `Trying to bind a null sampler! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n }\r\n continue;\r\n }\r\n entries[j].resource = this._cacheSampler.getSampler(sampler, false, bindingInfo.hashCode, sampler.label);\r\n } else {\r\n Logger.Error(\r\n `Sampler \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.texture || entry.storageTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null texture! name=\"${name}\", entry=${JSON.stringify(entry)}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const hardwareTexture = (bindingInfo.texture as InternalTexture)._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n if (\r\n this._engine.dbgSanityChecks &&\r\n (!hardwareTexture || (entry.texture && !hardwareTexture.view) || (entry.storageTexture && !hardwareTexture.viewForWriting))\r\n ) {\r\n Logger.Error(\r\n `Trying to bind a null gpu texture or view! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = entry.storageTexture ? hardwareTexture.viewForWriting! : hardwareTexture.view!;\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.externalTexture) {\r\n const bindingInfo = materialContext.textures[name];\r\n if (bindingInfo) {\r\n if (this._engine.dbgSanityChecks && bindingInfo.texture === null) {\r\n Logger.Error(\r\n `Trying to bind a null external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n const externalTexture = (bindingInfo.texture as ExternalTexture).underlyingResource;\r\n\r\n if (this._engine.dbgSanityChecks && !externalTexture) {\r\n Logger.Error(\r\n `Trying to bind a null gpu external texture! entry=${JSON.stringify(entry)}, name=${name}, bindingInfo=${JSON.stringify(\r\n bindingInfo,\r\n (key: string, value: any) => (key === \"texture\" ? \"<no dump>\" : value)\r\n )}, isReady=${bindingInfo.texture?.isReady}, materialContext.uniqueId=${materialContext.uniqueId}`,\r\n 50\r\n );\r\n continue;\r\n }\r\n\r\n entries[j].resource = this._device.importExternalTexture({ source: externalTexture });\r\n } else {\r\n Logger.Error(\r\n `Texture \"${name}\" could not be bound. entry=${JSON.stringify(entry)}, materialContext=${JSON.stringify(materialContext, (key: string, value: any) =>\r\n key === \"texture\" || key === \"sampler\" ? \"<no dump>\" : value\r\n )}`,\r\n 50\r\n );\r\n }\r\n } else if (entry.buffer) {\r\n const dataBuffer = drawContext.buffers[name];\r\n if (dataBuffer) {\r\n const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;\r\n (entries[j].resource as GPUBufferBinding).buffer = webgpuBuffer;\r\n (entries[j].resource as GPUBufferBinding).size = dataBuffer.capacity;\r\n } else {\r\n Logger.Error(\r\n `Can't find buffer \"${name}\". entry=${JSON.stringify(entry)}, buffers=${JSON.stringify(drawContext.buffers)}, drawContext.uniqueId=${\r\n drawContext.uniqueId\r\n }`,\r\n 50\r\n );\r\n }\r\n }\r\n }\r\n\r\n const groupLayout = bindGroupLayouts[i];\r\n bindGroups[i] = this._device.createBindGroup({\r\n layout: groupLayout,\r\n entries,\r\n });\r\n }\r\n\r\n return bindGroups;\r\n }\r\n}\r\n"]}
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@@ -777,13 +777,13 @@ export class AbstractEngine {
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*/
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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-
return "babylonjs@8.0.
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+
return "babylonjs@8.0.2";
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}
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/**
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* Returns the current version of the framework
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*/
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static get Version() {
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-
return "8.0.
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+
return "8.0.2";
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}
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/**
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* Gets the HTML canvas attached with the current webGL context
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