@babylonjs/core 8.22.0 → 8.22.2
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/Engines/WebGPU/webgpuConstants.d.ts +20 -6
- package/Engines/WebGPU/webgpuConstants.js +18 -4
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +4 -4
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +55 -36
- package/Engines/webgpuEngine.js +5 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -7
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +11 -7
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +51 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +268 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -0
- package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
- package/Materials/Node/Blocks/Fragment/index.js +1 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +15 -3
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +8 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Enums/nodeMaterialSystemValues.d.ts +3 -1
- package/Materials/Node/Enums/nodeMaterialSystemValues.js +2 -0
- package/Materials/Node/Enums/nodeMaterialSystemValues.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +6 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +8 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Textures/texture.js +2 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Meshes/instancedMesh.js +0 -2
- package/Meshes/instancedMesh.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateAgeBlock.d.ts +35 -0
- package/Particles/Node/Blocks/Update/updateAgeBlock.js +73 -0
- package/Particles/Node/Blocks/Update/updateAgeBlock.js.map +1 -0
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/package.json +1 -1
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@@ -5,6 +5,7 @@ export declare enum PowerPreference {
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}
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/** @internal */
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export declare enum FeatureName {
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CoreFeaturesAndLimits = "core-features-and-limits",
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DepthClipControl = "depth-clip-control",
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Depth32FloatStencil8 = "depth32float-stencil8",
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TextureCompressionBC = "texture-compression-bc",
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@@ -20,7 +21,10 @@ export declare enum FeatureName {
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Float32Filterable = "float32-filterable",
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Float32Blendable = "float32-blendable",
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ClipDistances = "clip-distances",
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DualSourceBlending = "dual-source-blending"
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DualSourceBlending = "dual-source-blending",
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Subgroups = "subgroups",
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TextureFormatsTier1 = "texture-formats-tier1",
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TextureFormatsTier2 = "texture-formats-tier2"
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}
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/** @internal */
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export declare enum BufferMapState {
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@@ -93,10 +97,6 @@ export declare enum TextureFormat {
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RG8Sint = "rg8sint",// Red and green channels. 8 bit integer per channel. Signed in shader.
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R16Unorm = "r16unorm",// Red channel only. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.
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R16Snorm = "r16snorm",// Red channel only. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.
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RG16Unorm = "rg16unorm",// Red and green channels. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.
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RG16Snorm = "rg16snorm",// Red and green channels. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.
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RGBA16Unorm = "rgba16unorm",// Red, green, blue, and alpha channels. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.
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RGBA16Snorm = "rgba16snorm",// Red, green, blue, and alpha channels. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.
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R32Uint = "r32uint",// Red channel only. 32 bit integer per channel. Unsigned in shader.
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R32Sint = "r32sint",// Red channel only. 32 bit integer per channel. Signed in shader.
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R32Float = "r32float",// Red channel only. 32 bit float per channel. Float in shader.
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@@ -110,6 +110,8 @@ export declare enum TextureFormat {
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RGBA8Sint = "rgba8sint",// Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.
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BGRA8Unorm = "bgra8unorm",// Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.
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BGRA8UnormSRGB = "bgra8unorm-srgb",// Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.
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RG16Unorm = "rg16unorm",// Red and green channels. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.
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RG16Snorm = "rg16snorm",// Red and green channels. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.
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RGB9E5UFloat = "rgb9e5ufloat",// Packed unsigned float with 9 bits mantisa for each RGB component, then a common 5 bits exponent
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RGB10A2UINT = "rgb10a2uint",// Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha).
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RGB10A2Unorm = "rgb10a2unorm",// Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha) converted to/from float [0, 1] in shader.
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@@ -120,6 +122,8 @@ export declare enum TextureFormat {
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RGBA16Uint = "rgba16uint",// Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.
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RGBA16Sint = "rgba16sint",// Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.
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RGBA16Float = "rgba16float",// Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.
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RGBA16Unorm = "rgba16unorm",// Red, green, blue, and alpha channels. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.
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RGBA16Snorm = "rgba16snorm",// Red, green, blue, and alpha channels. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.
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RGBA32Uint = "rgba32uint",// Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.
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RGBA32Sint = "rgba32sint",// Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.
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RGBA32Float = "rgba32float",// Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.
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@@ -329,22 +333,31 @@ export declare enum IndexFormat {
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}
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/** @internal */
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export declare enum VertexFormat {
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Uint8 = "uint8",
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Uint8x2 = "uint8x2",
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Uint8x4 = "uint8x4",
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Sint8 = "sint8",
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Sint8x2 = "sint8x2",
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Sint8x4 = "sint8x4",
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Unorm8 = "unorm8",
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Unorm8x2 = "unorm8x2",
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Unorm8x4 = "unorm8x4",
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Snorm8 = "snorm8",
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Snorm8x2 = "snorm8x2",
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Snorm8x4 = "snorm8x4",
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Uint16 = "uint16",
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Uint16x2 = "uint16x2",
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Uint16x4 = "uint16x4",
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Sint16 = "sint16",
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Sint16x2 = "sint16x2",
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Sint16x4 = "sint16x4",
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Unorm16 = "unorm16",
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Unorm16x2 = "unorm16x2",
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Unorm16x4 = "unorm16x4",
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Snorm16 = "snorm16",
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Snorm16x2 = "snorm16x2",
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Snorm16x4 = "snorm16x4",
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Float16 = "float16",
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Float16x2 = "float16x2",
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Float16x4 = "float16x4",
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Float32 = "float32",
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Sint32x2 = "sint32x2",
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Sint32x3 = "sint32x3",
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Sint32x4 = "sint32x4",
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UNORM10x10x10x2 = "unorm10-10-10-2"
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UNORM10x10x10x2 = "unorm10-10-10-2",
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UNORM8x4BGRA = "unorm8x4-bgra"
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}
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/** @internal */
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export declare enum VertexStepMode {
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/** @internal */
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export var FeatureName;
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(function (FeatureName) {
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FeatureName["CoreFeaturesAndLimits"] = "core-features-and-limits";
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FeatureName["DepthClipControl"] = "depth-clip-control";
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FeatureName["Depth32FloatStencil8"] = "depth32float-stencil8";
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FeatureName["TextureCompressionBC"] = "texture-compression-bc";
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FeatureName["Float32Blendable"] = "float32-blendable";
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FeatureName["ClipDistances"] = "clip-distances";
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FeatureName["DualSourceBlending"] = "dual-source-blending";
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FeatureName["Subgroups"] = "subgroups";
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FeatureName["TextureFormatsTier1"] = "texture-formats-tier1";
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FeatureName["TextureFormatsTier2"] = "texture-formats-tier2";
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})(FeatureName || (FeatureName = {}));
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/** @internal */
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export var BufferMapState;
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TextureFormat["RG8Sint"] = "rg8sint";
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TextureFormat["R16Unorm"] = "r16unorm";
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TextureFormat["R16Snorm"] = "r16snorm";
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TextureFormat["RG16Unorm"] = "rg16unorm";
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TextureFormat["RG16Snorm"] = "rg16snorm";
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TextureFormat["RGBA16Unorm"] = "rgba16unorm";
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TextureFormat["RGBA16Snorm"] = "rgba16snorm";
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// 32-bit formats
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TextureFormat["R32Uint"] = "r32uint";
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TextureFormat["R32Sint"] = "r32sint";
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TextureFormat["RGBA8Sint"] = "rgba8sint";
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TextureFormat["BGRA8Unorm"] = "bgra8unorm";
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TextureFormat["BGRA8UnormSRGB"] = "bgra8unorm-srgb";
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TextureFormat["RG16Unorm"] = "rg16unorm";
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TextureFormat["RG16Snorm"] = "rg16snorm";
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// Packed 32-bit formats
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TextureFormat["RGB9E5UFloat"] = "rgb9e5ufloat";
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TextureFormat["RGB10A2UINT"] = "rgb10a2uint";
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TextureFormat["RGBA16Uint"] = "rgba16uint";
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TextureFormat["RGBA16Sint"] = "rgba16sint";
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TextureFormat["RGBA16Float"] = "rgba16float";
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TextureFormat["RGBA16Unorm"] = "rgba16unorm";
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TextureFormat["RGBA16Snorm"] = "rgba16snorm";
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// 128-bit formats
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TextureFormat["RGBA32Uint"] = "rgba32uint";
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TextureFormat["RGBA32Sint"] = "rgba32sint";
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/** @internal */
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export var VertexFormat;
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(function (VertexFormat) {
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VertexFormat["Uint8"] = "uint8";
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VertexFormat["Uint8x2"] = "uint8x2";
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VertexFormat["Uint8x4"] = "uint8x4";
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VertexFormat["Sint8"] = "sint8";
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VertexFormat["Sint8x2"] = "sint8x2";
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VertexFormat["Sint8x4"] = "sint8x4";
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VertexFormat["Unorm8"] = "unorm8";
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VertexFormat["Unorm8x2"] = "unorm8x2";
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VertexFormat["Unorm8x4"] = "unorm8x4";
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VertexFormat["Snorm8"] = "snorm8";
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VertexFormat["Snorm8x2"] = "snorm8x2";
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VertexFormat["Snorm8x4"] = "snorm8x4";
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VertexFormat["Uint16"] = "uint16";
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VertexFormat["Uint16x2"] = "uint16x2";
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VertexFormat["Uint16x4"] = "uint16x4";
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VertexFormat["Sint16"] = "sint16";
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VertexFormat["Sint16x2"] = "sint16x2";
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VertexFormat["Sint16x4"] = "sint16x4";
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VertexFormat["Unorm16"] = "unorm16";
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VertexFormat["Unorm16x2"] = "unorm16x2";
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VertexFormat["Unorm16x4"] = "unorm16x4";
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VertexFormat["Snorm16"] = "snorm16";
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VertexFormat["Snorm16x2"] = "snorm16x2";
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VertexFormat["Snorm16x4"] = "snorm16x4";
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VertexFormat["Float16"] = "float16";
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VertexFormat["Float16x2"] = "float16x2";
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VertexFormat["Float16x4"] = "float16x4";
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VertexFormat["Float32"] = "float32";
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VertexFormat["Sint32x3"] = "sint32x3";
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VertexFormat["Sint32x4"] = "sint32x4";
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VertexFormat["UNORM10x10x10x2"] = "unorm10-10-10-2";
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VertexFormat["UNORM8x4BGRA"] = "unorm8x4-bgra";
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})(VertexFormat || (VertexFormat = {}));
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/** @internal */
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export var VertexStepMode;
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eslint-disable @typescript-eslint/naming-convention */\r\n/** @internal */\r\n// eslint-disable-next-line import/export\r\nexport const enum PowerPreference {\r\n LowPower = \"low-power\",\r\n HighPerformance = \"high-performance\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum FeatureName {\r\n DepthClipControl = \"depth-clip-control\",\r\n Depth32FloatStencil8 = \"depth32float-stencil8\",\r\n TextureCompressionBC = \"texture-compression-bc\",\r\n TextureCompressionBCSliced3D = \"texture-compression-bc-sliced-3d\",\r\n TextureCompressionETC2 = \"texture-compression-etc2\",\r\n TextureCompressionASTC = \"texture-compression-astc\",\r\n TextureCompressionASTCSliced3D = \"texture-compression-astc-sliced-3d\",\r\n TimestampQuery = \"timestamp-query\",\r\n IndirectFirstInstance = \"indirect-first-instance\",\r\n ShaderF16 = \"shader-f16\",\r\n RG11B10UFloatRenderable = \"rg11b10ufloat-renderable\",\r\n BGRA8UnormStorage = \"bgra8unorm-storage\",\r\n Float32Filterable = \"float32-filterable\",\r\n Float32Blendable = \"float32-blendable\",\r\n ClipDistances = \"clip-distances\",\r\n DualSourceBlending = \"dual-source-blending\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum BufferMapState {\r\n Unmapped = \"unmapped\",\r\n Pending = \"pending\",\r\n Mapped = \"mapped\",\r\n}\r\n\r\n/** @internal */\r\nexport enum BufferUsage {\r\n MapRead = 1,\r\n MapWrite = 2,\r\n CopySrc = 4,\r\n CopyDst = 8,\r\n Index = 16,\r\n Vertex = 32,\r\n Uniform = 64,\r\n Storage = 128,\r\n Indirect = 256,\r\n QueryResolve = 512,\r\n}\r\n\r\n/** @internal */\r\nexport const enum MapMode {\r\n Read = 1,\r\n Write = 2,\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureDimension {\r\n E1d = \"1d\",\r\n E2d = \"2d\",\r\n E3d = \"3d\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureUsage {\r\n CopySrc = 1,\r\n CopyDst = 2,\r\n TextureBinding = 4,\r\n StorageBinding = 8,\r\n RenderAttachment = 16,\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureViewDimension {\r\n E1d = \"1d\",\r\n E2d = \"2d\",\r\n E2dArray = \"2d-array\",\r\n Cube = \"cube\",\r\n CubeArray = \"cube-array\",\r\n E3d = \"3d\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureAspect {\r\n All = \"all\",\r\n StencilOnly = \"stencil-only\",\r\n DepthOnly = \"depth-only\",\r\n}\r\n\r\n/**\r\n * Comments taken from https://github.com/gfx-rs/wgpu/blob/master/wgpu-types/src/lib.rs\r\n * @internal\r\n */\r\nexport const enum TextureFormat {\r\n // 8-bit formats\r\n R8Unorm = \"r8unorm\", // Red channel only. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n R8Snorm = \"r8snorm\", // Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n R8Uint = \"r8uint\", // Red channel only. 8 bit integer per channel. Unsigned in shader.\r\n R8Sint = \"r8sint\", // Red channel only. 8 bit integer per channel. Signed in shader.\r\n\r\n // 16-bit formats\r\n R16Uint = \"r16uint\", // Red channel only. 16 bit integer per channel. Unsigned in shader.\r\n R16Sint = \"r16sint\", // Red channel only. 16 bit integer per channel. Signed in shader.\r\n R16Float = \"r16float\", // Red channel only. 16 bit float per channel. Float in shader.\r\n RG8Unorm = \"rg8unorm\", // Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n RG8Snorm = \"rg8snorm\", // Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n RG8Uint = \"rg8uint\", // Red and green channels. 8 bit integer per channel. Unsigned in shader.\r\n RG8Sint = \"rg8sint\", // Red and green channels. 8 bit integer per channel. Signed in shader.\r\n R16Unorm = \"r16unorm\", // Red channel only. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.\r\n R16Snorm = \"r16snorm\", // Red channel only. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.\r\n RG16Unorm = \"rg16unorm\", // Red and green channels. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.\r\n RG16Snorm = \"rg16snorm\", // Red and green channels. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.\r\n RGBA16Unorm = \"rgba16unorm\", // Red, green, blue, and alpha channels. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.\r\n RGBA16Snorm = \"rgba16snorm\", // Red, green, blue, and alpha channels. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.\r\n\r\n // 32-bit formats\r\n R32Uint = \"r32uint\", // Red channel only. 32 bit integer per channel. Unsigned in shader.\r\n R32Sint = \"r32sint\", // Red channel only. 32 bit integer per channel. Signed in shader.\r\n R32Float = \"r32float\", // Red channel only. 32 bit float per channel. Float in shader.\r\n RG16Uint = \"rg16uint\", // Red and green channels. 16 bit integer per channel. Unsigned in shader.\r\n RG16Sint = \"rg16sint\", // Red and green channels. 16 bit integer per channel. Signed in shader.\r\n RG16Float = \"rg16float\", // Red and green channels. 16 bit float per channel. Float in shader.\r\n RGBA8Unorm = \"rgba8unorm\", // Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n RGBA8UnormSRGB = \"rgba8unorm-srgb\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.\r\n RGBA8Snorm = \"rgba8snorm\", // Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n RGBA8Uint = \"rgba8uint\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.\r\n RGBA8Sint = \"rgba8sint\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.\r\n BGRA8Unorm = \"bgra8unorm\", // Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n BGRA8UnormSRGB = \"bgra8unorm-srgb\", // Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.\r\n // Packed 32-bit formats\r\n RGB9E5UFloat = \"rgb9e5ufloat\", // Packed unsigned float with 9 bits mantisa for each RGB component, then a common 5 bits exponent\r\n RGB10A2UINT = \"rgb10a2uint\", // Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha).\r\n RGB10A2Unorm = \"rgb10a2unorm\", // Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha) converted to/from float [0, 1] in shader.\r\n RG11B10UFloat = \"rg11b10ufloat\", // Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bit for blue channel. Float in shader.\r\n\r\n // 64-bit formats\r\n RG32Uint = \"rg32uint\", // Red and green channels. 32 bit integer per channel. Unsigned in shader.\r\n RG32Sint = \"rg32sint\", // Red and green channels. 32 bit integer per channel. Signed in shader.\r\n RG32Float = \"rg32float\", // Red and green channels. 32 bit float per channel. Float in shader.\r\n RGBA16Uint = \"rgba16uint\", // Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.\r\n RGBA16Sint = \"rgba16sint\", // Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.\r\n RGBA16Float = \"rgba16float\", // Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.\r\n\r\n // 128-bit formats\r\n RGBA32Uint = \"rgba32uint\", // Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.\r\n RGBA32Sint = \"rgba32sint\", // Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.\r\n RGBA32Float = \"rgba32float\", // Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.\r\n\r\n // Depth and stencil formats\r\n Stencil8 = \"stencil8\",\r\n Depth16Unorm = \"depth16unorm\",\r\n Depth24Plus = \"depth24plus\", // Special depth format with at least 24 bit integer depth.\r\n Depth24PlusStencil8 = \"depth24plus-stencil8\", // Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.\r\n Depth32Float = \"depth32float\", // Special depth format with 32 bit floating point depth.\r\n\r\n // BC compressed formats usable if \"texture-compression-bc\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n BC1RGBAUnorm = \"bc1-rgba-unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Also known as DXT1.\r\n BC1RGBAUnormSRGB = \"bc1-rgba-unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Also known as DXT1.\r\n BC2RGBAUnorm = \"bc2-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Also known as DXT3.\r\n BC2RGBAUnormSRGB = \"bc2-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Also known as DXT3.\r\n BC3RGBAUnorm = \"bc3-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Also known as DXT5.\r\n BC3RGBAUnormSRGB = \"bc3-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Also known as DXT5.\r\n BC4RUnorm = \"bc4-r-unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. Also known as RGTC1.\r\n BC4RSnorm = \"bc4-r-snorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. Also known as RGTC1.\r\n BC5RGUnorm = \"bc5-rg-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. Also known as RGTC2.\r\n BC5RGSnorm = \"bc5-rg-snorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. Also known as RGTC2.\r\n BC6HRGBUFloat = \"bc6h-rgb-ufloat\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit unsigned float RGB. Float in shader. Also known as BPTC (float).\r\n BC6HRGBFloat = \"bc6h-rgb-float\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit signed float RGB. Float in shader. Also known as BPTC (float).\r\n BC7RGBAUnorm = \"bc7-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Also known as BPTC (unorm).\r\n BC7RGBAUnormSRGB = \"bc7-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Also known as BPTC (unorm).\r\n\r\n // ETC2 compressed formats usable if \"texture-compression-etc2\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n ETC2RGB8Unorm = \"etc2-rgb8unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.\r\n ETC2RGB8UnormSRGB = \"etc2-rgb8unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.\r\n ETC2RGB8A1Unorm = \"etc2-rgb8a1unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.\r\n ETC2RGB8A1UnormSRGB = \"etc2-rgb8a1unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.\r\n ETC2RGBA8Unorm = \"etc2-rgba8unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.\r\n ETC2RGBA8UnormSRGB = \"etc2-rgba8unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.\r\n EACR11Unorm = \"eac-r11unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.\r\n EACR11Snorm = \"eac-r11snorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.\r\n EACRG11Unorm = \"eac-rg11unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.\r\n EACRG11Snorm = \"eac-rg11snorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.\r\n\r\n // ASTC compressed formats usable if \"texture-compression-astc\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n ASTC4x4Unorm = \"astc-4x4-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC4x4UnormSRGB = \"astc-4x4-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x4Unorm = \"astc-5x4-unorm\", // 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x4UnormSRGB = \"astc-5x4-unorm-srgb\", // 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x5Unorm = \"astc-5x5-unorm\", // 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x5UnormSRGB = \"astc-5x5-unorm-srgb\", // 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x5Unorm = \"astc-6x5-unorm\", // 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x5UnormSRGB = \"astc-6x5-unorm-srgb\", // 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x6Unorm = \"astc-6x6-unorm\", // 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x6UnormSRGB = \"astc-6x6-unorm-srgb\", // 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x5Unorm = \"astc-8x5-unorm\", // 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x5UnormSRGB = \"astc-8x5-unorm-srgb\", // 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x6Unorm = \"astc-8x6-unorm\", // 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x6UnormSRGB = \"astc-8x6-unorm-srgb\", // 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x8Unorm = \"astc-8x8-unorm\", // 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x8UnormSRGB = \"astc-8x8-unorm-srgb\", // 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x5Unorm = \"astc-10x5-unorm\", // 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x5UnormSRGB = \"astc-10x5-unorm-srgb\", // 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x6Unorm = \"astc-10x6-unorm\", // 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x6UnormSRGB = \"astc-10x6-unorm-srgb\", // 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x8Unorm = \"astc-10x8-unorm\", // 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x8UnormSRGB = \"astc-10x8-unorm-srgb\", // 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x10Unorm = \"astc-10x10-unorm\", // 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x10UnormSRGB = \"astc-10x10-unorm-srgb\", // 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x10Unorm = \"astc-12x10-unorm\", // 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x10UnormSRGB = \"astc-12x10-unorm-srgb\", // 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x12Unorm = \"astc-12x12-unorm\", // 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x12UnormSRGB = \"astc-12x12-unorm-srgb\", // 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA.\r\n\r\n // \"depth32float-stencil8\" feature\r\n Depth32FloatStencil8 = \"depth32float-stencil8\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum AddressMode {\r\n ClampToEdge = \"clamp-to-edge\",\r\n Repeat = \"repeat\",\r\n MirrorRepeat = \"mirror-repeat\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum FilterMode {\r\n Nearest = \"nearest\",\r\n Linear = \"linear\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum MipmapFilterMode {\r\n Nearest = \"nearest\",\r\n Linear = \"linear\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CompareFunction {\r\n Never = \"never\",\r\n Less = \"less\",\r\n Equal = \"equal\",\r\n LessEqual = \"less-equal\",\r\n Greater = \"greater\",\r\n NotEqual = \"not-equal\",\r\n GreaterEqual = \"greater-equal\",\r\n Always = \"always\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum ShaderStage {\r\n Vertex = 1,\r\n Fragment = 2,\r\n Compute = 4,\r\n}\r\n\r\n/** @internal */\r\nexport const enum BufferBindingType {\r\n Uniform = \"uniform\",\r\n Storage = \"storage\",\r\n ReadOnlyStorage = \"read-only-storage\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum SamplerBindingType {\r\n Filtering = \"filtering\",\r\n NonFiltering = \"non-filtering\",\r\n Comparison = \"comparison\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureSampleType {\r\n Float = \"float\",\r\n UnfilterableFloat = \"unfilterable-float\",\r\n Depth = \"depth\",\r\n Sint = \"sint\",\r\n Uint = \"uint\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum StorageTextureAccess {\r\n WriteOnly = \"write-only\",\r\n ReadOnly = \"read-only\",\r\n ReadWrite = \"read-write\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CompilationMessageType {\r\n Error = \"error\",\r\n Warning = \"warning\",\r\n Info = \"info\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum PipelineErrorReason {\r\n Validation = \"validation\",\r\n Internal = \"internal\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum AutoLayoutMode {\r\n Auto = \"auto\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum PrimitiveTopology {\r\n PointList = \"point-list\",\r\n LineList = \"line-list\",\r\n LineStrip = \"line-strip\",\r\n TriangleList = \"triangle-list\",\r\n TriangleStrip = \"triangle-strip\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum FrontFace {\r\n CCW = \"ccw\",\r\n CW = \"cw\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CullMode {\r\n None = \"none\",\r\n Front = \"front\",\r\n Back = \"back\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum ColorWrite {\r\n Red = 1,\r\n Green = 2,\r\n Blue = 4,\r\n Alpha = 8,\r\n All = 15,\r\n}\r\n\r\n/** @internal */\r\nexport const enum BlendFactor {\r\n Zero = \"zero\",\r\n One = \"one\",\r\n Src = \"src\",\r\n OneMinusSrc = \"one-minus-src\",\r\n SrcAlpha = \"src-alpha\",\r\n OneMinusSrcAlpha = \"one-minus-src-alpha\",\r\n Dst = \"dst\",\r\n OneMinusDst = \"one-minus-dst\",\r\n DstAlpha = \"dst-alpha\",\r\n OneMinusDstAlpha = \"one-minus-dst-alpha\",\r\n SrcAlphaSaturated = \"src-alpha-saturated\",\r\n Constant = \"constant\",\r\n OneMinusConstant = \"one-minus-constant\",\r\n Src1 = \"src1\",\r\n OneMinusSrc1 = \"one-minus-src1\",\r\n Src1Alpha = \"src1-alpha\",\r\n OneMinusSrc1Alpha = \"one-minus-src1-alpha\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum BlendOperation {\r\n Add = \"add\",\r\n Subtract = \"subtract\",\r\n ReverseSubtract = \"reverse-subtract\",\r\n Min = \"min\",\r\n Max = \"max\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum StencilOperation {\r\n Keep = \"keep\",\r\n Zero = \"zero\",\r\n Replace = \"replace\",\r\n Invert = \"invert\",\r\n IncrementClamp = \"increment-clamp\",\r\n DecrementClamp = \"decrement-clamp\",\r\n IncrementWrap = \"increment-wrap\",\r\n DecrementWrap = \"decrement-wrap\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum IndexFormat {\r\n Uint16 = \"uint16\",\r\n Uint32 = \"uint32\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum VertexFormat {\r\n Uint8x2 = \"uint8x2\",\r\n Uint8x4 = \"uint8x4\",\r\n Sint8x2 = \"sint8x2\",\r\n Sint8x4 = \"sint8x4\",\r\n Unorm8x2 = \"unorm8x2\",\r\n Unorm8x4 = \"unorm8x4\",\r\n Snorm8x2 = \"snorm8x2\",\r\n Snorm8x4 = \"snorm8x4\",\r\n Uint16x2 = \"uint16x2\",\r\n Uint16x4 = \"uint16x4\",\r\n Sint16x2 = \"sint16x2\",\r\n Sint16x4 = \"sint16x4\",\r\n Unorm16x2 = \"unorm16x2\",\r\n Unorm16x4 = \"unorm16x4\",\r\n Snorm16x2 = \"snorm16x2\",\r\n Snorm16x4 = \"snorm16x4\",\r\n Float16x2 = \"float16x2\",\r\n Float16x4 = \"float16x4\",\r\n Float32 = \"float32\",\r\n Float32x2 = \"float32x2\",\r\n Float32x3 = \"float32x3\",\r\n Float32x4 = \"float32x4\",\r\n Uint32 = \"uint32\",\r\n Uint32x2 = \"uint32x2\",\r\n Uint32x3 = \"uint32x3\",\r\n Uint32x4 = \"uint32x4\",\r\n Sint32 = \"sint32\",\r\n Sint32x2 = \"sint32x2\",\r\n Sint32x3 = \"sint32x3\",\r\n Sint32x4 = \"sint32x4\",\r\n UNORM10x10x10x2 = \"unorm10-10-10-2\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum VertexStepMode {\r\n Vertex = \"vertex\",\r\n Instance = \"instance\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum ComputePassTimestampLocation {\r\n Beginning = \"beginning\",\r\n End = \"end\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum RenderPassTimestampLocation {\r\n Beginning = \"beginning\",\r\n End = \"end\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum LoadOp {\r\n Load = \"load\",\r\n Clear = \"clear\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum StoreOp {\r\n Store = \"store\",\r\n Discard = \"discard\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum QueryType {\r\n Occlusion = \"occlusion\",\r\n Timestamp = \"timestamp\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CanvasAlphaMode {\r\n Opaque = \"opaque\",\r\n Premultiplied = \"premultiplied\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CanvasToneMappingMode {\r\n Standard = \"standard\",\r\n Extended = \"extended\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum DeviceLostReason {\r\n Unknown = \"unknown\",\r\n Destroyed = \"destroyed\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum ErrorFilter {\r\n Validation = \"validation\",\r\n OutOfMemory = \"out-of-memory\",\r\n Internal = \"internal\",\r\n}\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\n/** @internal */\r\n// eslint-disable-next-line import/export\r\nexport const enum PowerPreference {\r\n LowPower = \"low-power\",\r\n HighPerformance = \"high-performance\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum FeatureName {\r\n CoreFeaturesAndLimits = \"core-features-and-limits\",\r\n DepthClipControl = \"depth-clip-control\",\r\n Depth32FloatStencil8 = \"depth32float-stencil8\",\r\n TextureCompressionBC = \"texture-compression-bc\",\r\n TextureCompressionBCSliced3D = \"texture-compression-bc-sliced-3d\",\r\n TextureCompressionETC2 = \"texture-compression-etc2\",\r\n TextureCompressionASTC = \"texture-compression-astc\",\r\n TextureCompressionASTCSliced3D = \"texture-compression-astc-sliced-3d\",\r\n TimestampQuery = \"timestamp-query\",\r\n IndirectFirstInstance = \"indirect-first-instance\",\r\n ShaderF16 = \"shader-f16\",\r\n RG11B10UFloatRenderable = \"rg11b10ufloat-renderable\",\r\n BGRA8UnormStorage = \"bgra8unorm-storage\",\r\n Float32Filterable = \"float32-filterable\",\r\n Float32Blendable = \"float32-blendable\",\r\n ClipDistances = \"clip-distances\",\r\n DualSourceBlending = \"dual-source-blending\",\r\n Subgroups = \"subgroups\",\r\n TextureFormatsTier1 = \"texture-formats-tier1\",\r\n TextureFormatsTier2 = \"texture-formats-tier2\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum BufferMapState {\r\n Unmapped = \"unmapped\",\r\n Pending = \"pending\",\r\n Mapped = \"mapped\",\r\n}\r\n\r\n/** @internal */\r\nexport enum BufferUsage {\r\n MapRead = 1,\r\n MapWrite = 2,\r\n CopySrc = 4,\r\n CopyDst = 8,\r\n Index = 16,\r\n Vertex = 32,\r\n Uniform = 64,\r\n Storage = 128,\r\n Indirect = 256,\r\n QueryResolve = 512,\r\n}\r\n\r\n/** @internal */\r\nexport const enum MapMode {\r\n Read = 1,\r\n Write = 2,\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureDimension {\r\n E1d = \"1d\",\r\n E2d = \"2d\",\r\n E3d = \"3d\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureUsage {\r\n CopySrc = 1,\r\n CopyDst = 2,\r\n TextureBinding = 4,\r\n StorageBinding = 8,\r\n RenderAttachment = 16,\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureViewDimension {\r\n E1d = \"1d\",\r\n E2d = \"2d\",\r\n E2dArray = \"2d-array\",\r\n Cube = \"cube\",\r\n CubeArray = \"cube-array\",\r\n E3d = \"3d\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureAspect {\r\n All = \"all\",\r\n StencilOnly = \"stencil-only\",\r\n DepthOnly = \"depth-only\",\r\n}\r\n\r\n/**\r\n * Comments taken from https://github.com/gfx-rs/wgpu/blob/master/wgpu-types/src/lib.rs\r\n * @internal\r\n */\r\nexport const enum TextureFormat {\r\n // 8-bit formats\r\n R8Unorm = \"r8unorm\", // Red channel only. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n R8Snorm = \"r8snorm\", // Red channel only. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n R8Uint = \"r8uint\", // Red channel only. 8 bit integer per channel. Unsigned in shader.\r\n R8Sint = \"r8sint\", // Red channel only. 8 bit integer per channel. Signed in shader.\r\n\r\n // 16-bit formats\r\n R16Uint = \"r16uint\", // Red channel only. 16 bit integer per channel. Unsigned in shader.\r\n R16Sint = \"r16sint\", // Red channel only. 16 bit integer per channel. Signed in shader.\r\n R16Float = \"r16float\", // Red channel only. 16 bit float per channel. Float in shader.\r\n RG8Unorm = \"rg8unorm\", // Red and green channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n RG8Snorm = \"rg8snorm\", // Red and green channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n RG8Uint = \"rg8uint\", // Red and green channels. 8 bit integer per channel. Unsigned in shader.\r\n RG8Sint = \"rg8sint\", // Red and green channels. 8 bit integer per channel. Signed in shader.\r\n R16Unorm = \"r16unorm\", // Red channel only. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.\r\n R16Snorm = \"r16snorm\", // Red channel only. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.\r\n\r\n // 32-bit formats\r\n R32Uint = \"r32uint\", // Red channel only. 32 bit integer per channel. Unsigned in shader.\r\n R32Sint = \"r32sint\", // Red channel only. 32 bit integer per channel. Signed in shader.\r\n R32Float = \"r32float\", // Red channel only. 32 bit float per channel. Float in shader.\r\n RG16Uint = \"rg16uint\", // Red and green channels. 16 bit integer per channel. Unsigned in shader.\r\n RG16Sint = \"rg16sint\", // Red and green channels. 16 bit integer per channel. Signed in shader.\r\n RG16Float = \"rg16float\", // Red and green channels. 16 bit float per channel. Float in shader.\r\n RGBA8Unorm = \"rgba8unorm\", // Red, green, blue, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n RGBA8UnormSRGB = \"rgba8unorm-srgb\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.\r\n RGBA8Snorm = \"rgba8snorm\", // Red, green, blue, and alpha channels. 8 bit integer per channel. [-127, 127] converted to/from float [-1, 1] in shader.\r\n RGBA8Uint = \"rgba8uint\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Unsigned in shader.\r\n RGBA8Sint = \"rgba8sint\", // Red, green, blue, and alpha channels. 8 bit integer per channel. Signed in shader.\r\n BGRA8Unorm = \"bgra8unorm\", // Blue, green, red, and alpha channels. 8 bit integer per channel. [0, 255] converted to/from float [0, 1] in shader.\r\n BGRA8UnormSRGB = \"bgra8unorm-srgb\", // Blue, green, red, and alpha channels. 8 bit integer per channel. Srgb-color [0, 255] converted to/from linear-color float [0, 1] in shader.\r\n RG16Unorm = \"rg16unorm\", // Red and green channels. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.\r\n RG16Snorm = \"rg16snorm\", // Red and green channels. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.\r\n // Packed 32-bit formats\r\n RGB9E5UFloat = \"rgb9e5ufloat\", // Packed unsigned float with 9 bits mantisa for each RGB component, then a common 5 bits exponent\r\n RGB10A2UINT = \"rgb10a2uint\", // Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha).\r\n RGB10A2Unorm = \"rgb10a2unorm\", // Red, green, blue, and alpha channels. 10 bit integer for RGB channels, 2 bit integer for alpha channel. [0, 1023] ([0, 3] for alpha) converted to/from float [0, 1] in shader.\r\n RG11B10UFloat = \"rg11b10ufloat\", // Red, green, and blue channels. 11 bit float with no sign bit for RG channels. 10 bit float with no sign bit for blue channel. Float in shader.\r\n\r\n // 64-bit formats\r\n RG32Uint = \"rg32uint\", // Red and green channels. 32 bit integer per channel. Unsigned in shader.\r\n RG32Sint = \"rg32sint\", // Red and green channels. 32 bit integer per channel. Signed in shader.\r\n RG32Float = \"rg32float\", // Red and green channels. 32 bit float per channel. Float in shader.\r\n RGBA16Uint = \"rgba16uint\", // Red, green, blue, and alpha channels. 16 bit integer per channel. Unsigned in shader.\r\n RGBA16Sint = \"rgba16sint\", // Red, green, blue, and alpha channels. 16 bit integer per channel. Signed in shader.\r\n RGBA16Float = \"rgba16float\", // Red, green, blue, and alpha channels. 16 bit float per channel. Float in shader.\r\n RGBA16Unorm = \"rgba16unorm\", // Red, green, blue, and alpha channels. 16 bit integer per channel. [0, 65535] converted to float [0, 1] in shader.\r\n RGBA16Snorm = \"rgba16snorm\", // Red, green, blue, and alpha channels. 16 bit integer per channel. [-32768, 32767] converted to float [-1, 1] in shader.\r\n\r\n // 128-bit formats\r\n RGBA32Uint = \"rgba32uint\", // Red, green, blue, and alpha channels. 32 bit integer per channel. Unsigned in shader.\r\n RGBA32Sint = \"rgba32sint\", // Red, green, blue, and alpha channels. 32 bit integer per channel. Signed in shader.\r\n RGBA32Float = \"rgba32float\", // Red, green, blue, and alpha channels. 32 bit float per channel. Float in shader.\r\n\r\n // Depth and stencil formats\r\n Stencil8 = \"stencil8\",\r\n Depth16Unorm = \"depth16unorm\",\r\n Depth24Plus = \"depth24plus\", // Special depth format with at least 24 bit integer depth.\r\n Depth24PlusStencil8 = \"depth24plus-stencil8\", // Special depth/stencil format with at least 24 bit integer depth and 8 bits integer stencil.\r\n Depth32Float = \"depth32float\", // Special depth format with 32 bit floating point depth.\r\n\r\n // BC compressed formats usable if \"texture-compression-bc\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n BC1RGBAUnorm = \"bc1-rgba-unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Also known as DXT1.\r\n BC1RGBAUnormSRGB = \"bc1-rgba-unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 4 color + alpha pallet. 5 bit R + 6 bit G + 5 bit B + 1 bit alpha. Also known as DXT1.\r\n BC2RGBAUnorm = \"bc2-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Also known as DXT3.\r\n BC2RGBAUnormSRGB = \"bc2-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet. 5 bit R + 6 bit G + 5 bit B + 4 bit alpha. Also known as DXT3.\r\n BC3RGBAUnorm = \"bc3-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Also known as DXT5.\r\n BC3RGBAUnormSRGB = \"bc3-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 4 color pallet + 8 alpha pallet. 5 bit R + 6 bit G + 5 bit B + 8 bit alpha. Also known as DXT5.\r\n BC4RUnorm = \"bc4-r-unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. Also known as RGTC1.\r\n BC4RSnorm = \"bc4-r-snorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). 8 color pallet. 8 bit R. Also known as RGTC1.\r\n BC5RGUnorm = \"bc5-rg-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. Also known as RGTC2.\r\n BC5RGSnorm = \"bc5-rg-snorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). 8 color red pallet + 8 color green pallet. 8 bit RG. Also known as RGTC2.\r\n BC6HRGBUFloat = \"bc6h-rgb-ufloat\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit unsigned float RGB. Float in shader. Also known as BPTC (float).\r\n BC6HRGBFloat = \"bc6h-rgb-float\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 16 bit signed float RGB. Float in shader. Also known as BPTC (float).\r\n BC7RGBAUnorm = \"bc7-rgba-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Also known as BPTC (unorm).\r\n BC7RGBAUnormSRGB = \"bc7-rgba-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Variable sized pallet. 8 bit integer RGBA. Also known as BPTC (unorm).\r\n\r\n // ETC2 compressed formats usable if \"texture-compression-etc2\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n ETC2RGB8Unorm = \"etc2-rgb8unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.\r\n ETC2RGB8UnormSRGB = \"etc2-rgb8unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB.\r\n ETC2RGB8A1Unorm = \"etc2-rgb8a1unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.\r\n ETC2RGB8A1UnormSRGB = \"etc2-rgb8a1unorm-srgb\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 8 bit integer RGB + 1 bit alpha.\r\n ETC2RGBA8Unorm = \"etc2-rgba8unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.\r\n ETC2RGBA8UnormSRGB = \"etc2-rgba8unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGB + 8 bit alpha.\r\n EACR11Unorm = \"eac-r11unorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.\r\n EACR11Snorm = \"eac-r11snorm\", // 4x4 block compressed texture. 8 bytes per block (4 bit/px). Complex pallet. 11 bit integer R.\r\n EACRG11Unorm = \"eac-rg11unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.\r\n EACRG11Snorm = \"eac-rg11snorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 11 bit integer R + 11 bit integer G.\r\n\r\n // ASTC compressed formats usable if \"texture-compression-astc\" is both\r\n // supported by the device/user agent and enabled in requestDevice.\r\n ASTC4x4Unorm = \"astc-4x4-unorm\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC4x4UnormSRGB = \"astc-4x4-unorm-srgb\", // 4x4 block compressed texture. 16 bytes per block (8 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x4Unorm = \"astc-5x4-unorm\", // 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x4UnormSRGB = \"astc-5x4-unorm-srgb\", // 5x4 block compressed texture. 16 bytes per block (6.4 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x5Unorm = \"astc-5x5-unorm\", // 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC5x5UnormSRGB = \"astc-5x5-unorm-srgb\", // 5x5 block compressed texture. 16 bytes per block (5.12 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x5Unorm = \"astc-6x5-unorm\", // 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x5UnormSRGB = \"astc-6x5-unorm-srgb\", // 6x5 block compressed texture. 16 bytes per block (4.27 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x6Unorm = \"astc-6x6-unorm\", // 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC6x6UnormSRGB = \"astc-6x6-unorm-srgb\", // 6x6 block compressed texture. 16 bytes per block (3.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x5Unorm = \"astc-8x5-unorm\", // 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x5UnormSRGB = \"astc-8x5-unorm-srgb\", // 8x5 block compressed texture. 16 bytes per block (3.2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x6Unorm = \"astc-8x6-unorm\", // 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x6UnormSRGB = \"astc-8x6-unorm-srgb\", // 8x6 block compressed texture. 16 bytes per block (2.67 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x8Unorm = \"astc-8x8-unorm\", // 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC8x8UnormSRGB = \"astc-8x8-unorm-srgb\", // 8x8 block compressed texture. 16 bytes per block (2 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x5Unorm = \"astc-10x5-unorm\", // 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x5UnormSRGB = \"astc-10x5-unorm-srgb\", // 10x5 block compressed texture. 16 bytes per block (2.56 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x6Unorm = \"astc-10x6-unorm\", // 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x6UnormSRGB = \"astc-10x6-unorm-srgb\", // 10x6 block compressed texture. 16 bytes per block (2.13 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x8Unorm = \"astc-10x8-unorm\", // 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x8UnormSRGB = \"astc-10x8-unorm-srgb\", // 10x8 block compressed texture. 16 bytes per block (1.6 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x10Unorm = \"astc-10x10-unorm\", // 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC10x10UnormSRGB = \"astc-10x10-unorm-srgb\", // 10x10 block compressed texture. 16 bytes per block (1.28 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x10Unorm = \"astc-12x10-unorm\", // 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x10UnormSRGB = \"astc-12x10-unorm-srgb\", // 12x10 block compressed texture. 16 bytes per block (1.07 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x12Unorm = \"astc-12x12-unorm\", // 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA.\r\n ASTC12x12UnormSRGB = \"astc-12x12-unorm-srgb\", // 12x12 block compressed texture. 16 bytes per block (0.89 bit/px). Complex pallet. 8 bit integer RGBA.\r\n\r\n // \"depth32float-stencil8\" feature\r\n Depth32FloatStencil8 = \"depth32float-stencil8\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum AddressMode {\r\n ClampToEdge = \"clamp-to-edge\",\r\n Repeat = \"repeat\",\r\n MirrorRepeat = \"mirror-repeat\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum FilterMode {\r\n Nearest = \"nearest\",\r\n Linear = \"linear\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum MipmapFilterMode {\r\n Nearest = \"nearest\",\r\n Linear = \"linear\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CompareFunction {\r\n Never = \"never\",\r\n Less = \"less\",\r\n Equal = \"equal\",\r\n LessEqual = \"less-equal\",\r\n Greater = \"greater\",\r\n NotEqual = \"not-equal\",\r\n GreaterEqual = \"greater-equal\",\r\n Always = \"always\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum ShaderStage {\r\n Vertex = 1,\r\n Fragment = 2,\r\n Compute = 4,\r\n}\r\n\r\n/** @internal */\r\nexport const enum BufferBindingType {\r\n Uniform = \"uniform\",\r\n Storage = \"storage\",\r\n ReadOnlyStorage = \"read-only-storage\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum SamplerBindingType {\r\n Filtering = \"filtering\",\r\n NonFiltering = \"non-filtering\",\r\n Comparison = \"comparison\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum TextureSampleType {\r\n Float = \"float\",\r\n UnfilterableFloat = \"unfilterable-float\",\r\n Depth = \"depth\",\r\n Sint = \"sint\",\r\n Uint = \"uint\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum StorageTextureAccess {\r\n WriteOnly = \"write-only\",\r\n ReadOnly = \"read-only\",\r\n ReadWrite = \"read-write\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CompilationMessageType {\r\n Error = \"error\",\r\n Warning = \"warning\",\r\n Info = \"info\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum PipelineErrorReason {\r\n Validation = \"validation\",\r\n Internal = \"internal\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum AutoLayoutMode {\r\n Auto = \"auto\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum PrimitiveTopology {\r\n PointList = \"point-list\",\r\n LineList = \"line-list\",\r\n LineStrip = \"line-strip\",\r\n TriangleList = \"triangle-list\",\r\n TriangleStrip = \"triangle-strip\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum FrontFace {\r\n CCW = \"ccw\",\r\n CW = \"cw\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CullMode {\r\n None = \"none\",\r\n Front = \"front\",\r\n Back = \"back\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum ColorWrite {\r\n Red = 1,\r\n Green = 2,\r\n Blue = 4,\r\n Alpha = 8,\r\n All = 15,\r\n}\r\n\r\n/** @internal */\r\nexport const enum BlendFactor {\r\n Zero = \"zero\",\r\n One = \"one\",\r\n Src = \"src\",\r\n OneMinusSrc = \"one-minus-src\",\r\n SrcAlpha = \"src-alpha\",\r\n OneMinusSrcAlpha = \"one-minus-src-alpha\",\r\n Dst = \"dst\",\r\n OneMinusDst = \"one-minus-dst\",\r\n DstAlpha = \"dst-alpha\",\r\n OneMinusDstAlpha = \"one-minus-dst-alpha\",\r\n SrcAlphaSaturated = \"src-alpha-saturated\",\r\n Constant = \"constant\",\r\n OneMinusConstant = \"one-minus-constant\",\r\n Src1 = \"src1\",\r\n OneMinusSrc1 = \"one-minus-src1\",\r\n Src1Alpha = \"src1-alpha\",\r\n OneMinusSrc1Alpha = \"one-minus-src1-alpha\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum BlendOperation {\r\n Add = \"add\",\r\n Subtract = \"subtract\",\r\n ReverseSubtract = \"reverse-subtract\",\r\n Min = \"min\",\r\n Max = \"max\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum StencilOperation {\r\n Keep = \"keep\",\r\n Zero = \"zero\",\r\n Replace = \"replace\",\r\n Invert = \"invert\",\r\n IncrementClamp = \"increment-clamp\",\r\n DecrementClamp = \"decrement-clamp\",\r\n IncrementWrap = \"increment-wrap\",\r\n DecrementWrap = \"decrement-wrap\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum IndexFormat {\r\n Uint16 = \"uint16\",\r\n Uint32 = \"uint32\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum VertexFormat {\r\n Uint8 = \"uint8\",\r\n Uint8x2 = \"uint8x2\",\r\n Uint8x4 = \"uint8x4\",\r\n Sint8 = \"sint8\",\r\n Sint8x2 = \"sint8x2\",\r\n Sint8x4 = \"sint8x4\",\r\n Unorm8 = \"unorm8\",\r\n Unorm8x2 = \"unorm8x2\",\r\n Unorm8x4 = \"unorm8x4\",\r\n Snorm8 = \"snorm8\",\r\n Snorm8x2 = \"snorm8x2\",\r\n Snorm8x4 = \"snorm8x4\",\r\n Uint16 = \"uint16\",\r\n Uint16x2 = \"uint16x2\",\r\n Uint16x4 = \"uint16x4\",\r\n Sint16 = \"sint16\",\r\n Sint16x2 = \"sint16x2\",\r\n Sint16x4 = \"sint16x4\",\r\n Unorm16 = \"unorm16\",\r\n Unorm16x2 = \"unorm16x2\",\r\n Unorm16x4 = \"unorm16x4\",\r\n Snorm16 = \"snorm16\",\r\n Snorm16x2 = \"snorm16x2\",\r\n Snorm16x4 = \"snorm16x4\",\r\n Float16 = \"float16\",\r\n Float16x2 = \"float16x2\",\r\n Float16x4 = \"float16x4\",\r\n Float32 = \"float32\",\r\n Float32x2 = \"float32x2\",\r\n Float32x3 = \"float32x3\",\r\n Float32x4 = \"float32x4\",\r\n Uint32 = \"uint32\",\r\n Uint32x2 = \"uint32x2\",\r\n Uint32x3 = \"uint32x3\",\r\n Uint32x4 = \"uint32x4\",\r\n Sint32 = \"sint32\",\r\n Sint32x2 = \"sint32x2\",\r\n Sint32x3 = \"sint32x3\",\r\n Sint32x4 = \"sint32x4\",\r\n UNORM10x10x10x2 = \"unorm10-10-10-2\",\r\n UNORM8x4BGRA = \"unorm8x4-bgra\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum VertexStepMode {\r\n Vertex = \"vertex\",\r\n Instance = \"instance\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum ComputePassTimestampLocation {\r\n Beginning = \"beginning\",\r\n End = \"end\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum RenderPassTimestampLocation {\r\n Beginning = \"beginning\",\r\n End = \"end\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum LoadOp {\r\n Load = \"load\",\r\n Clear = \"clear\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum StoreOp {\r\n Store = \"store\",\r\n Discard = \"discard\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum QueryType {\r\n Occlusion = \"occlusion\",\r\n Timestamp = \"timestamp\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CanvasAlphaMode {\r\n Opaque = \"opaque\",\r\n Premultiplied = \"premultiplied\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum CanvasToneMappingMode {\r\n Standard = \"standard\",\r\n Extended = \"extended\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum DeviceLostReason {\r\n Unknown = \"unknown\",\r\n Destroyed = \"destroyed\",\r\n}\r\n\r\n/** @internal */\r\nexport const enum ErrorFilter {\r\n Validation = \"validation\",\r\n OutOfMemory = \"out-of-memory\",\r\n Internal = \"internal\",\r\n}\r\n"]}
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@@ -137,11 +137,7 @@ export class WebGPUTextureHelper {
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case "r16uint" /* WebGPUConstants.TextureFormat.R16Uint */:
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case "r16sint" /* WebGPUConstants.TextureFormat.R16Sint */:
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case "r16unorm" /* WebGPUConstants.TextureFormat.R16Unorm */:
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case "rg16unorm" /* WebGPUConstants.TextureFormat.RG16Unorm */:
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case "rgba16unorm" /* WebGPUConstants.TextureFormat.RGBA16Unorm */:
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case "r16snorm" /* WebGPUConstants.TextureFormat.R16Snorm */:
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case "rg16snorm" /* WebGPUConstants.TextureFormat.RG16Snorm */:
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case "rgba16snorm" /* WebGPUConstants.TextureFormat.RGBA16Snorm */:
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case "r16float" /* WebGPUConstants.TextureFormat.R16Float */:
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case "rg8unorm" /* WebGPUConstants.TextureFormat.RG8Unorm */:
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case "rg8snorm" /* WebGPUConstants.TextureFormat.RG8Snorm */:
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@@ -155,6 +151,8 @@ export class WebGPUTextureHelper {
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case "rg16uint" /* WebGPUConstants.TextureFormat.RG16Uint */:
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case "rg16sint" /* WebGPUConstants.TextureFormat.RG16Sint */:
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case "rg16float" /* WebGPUConstants.TextureFormat.RG16Float */:
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case "rg16unorm" /* WebGPUConstants.TextureFormat.RG16Unorm */:
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case "rg16snorm" /* WebGPUConstants.TextureFormat.RG16Snorm */:
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case "rgba8unorm" /* WebGPUConstants.TextureFormat.RGBA8Unorm */:
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case "rgba8unorm-srgb" /* WebGPUConstants.TextureFormat.RGBA8UnormSRGB */:
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case "rgba8snorm" /* WebGPUConstants.TextureFormat.RGBA8Snorm */:
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@@ -174,6 +172,8 @@ export class WebGPUTextureHelper {
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case "rgba16uint" /* WebGPUConstants.TextureFormat.RGBA16Uint */:
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case "rgba16sint" /* WebGPUConstants.TextureFormat.RGBA16Sint */:
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case "rgba16float" /* WebGPUConstants.TextureFormat.RGBA16Float */:
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case "rgba16unorm" /* WebGPUConstants.TextureFormat.RGBA16Unorm */:
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case "rgba16snorm" /* WebGPUConstants.TextureFormat.RGBA16Snorm */:
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return { width: 1, height: 1, length: 8 };
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// 128 bits formats
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case "rgba32uint" /* WebGPUConstants.TextureFormat.RGBA32Uint */:
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