@babylonjs/core 8.23.1 → 8.24.0

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Files changed (193) hide show
  1. package/Buffers/storageBuffer.d.ts +6 -0
  2. package/Buffers/storageBuffer.js +8 -0
  3. package/Buffers/storageBuffer.js.map +1 -1
  4. package/Engines/Extensions/engine.multiRender.d.ts +2 -1
  5. package/Engines/Extensions/engine.multiRender.js +12 -7
  6. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  7. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
  8. package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
  9. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  10. package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
  11. package/Engines/WebGPU/webgpuDrawContext.js +9 -0
  12. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  13. package/Engines/abstractEngine.js +2 -2
  14. package/Engines/abstractEngine.js.map +1 -1
  15. package/Engines/engineCapabilities.d.ts +4 -0
  16. package/Engines/engineCapabilities.js.map +1 -1
  17. package/Engines/nativeEngine.js +2 -0
  18. package/Engines/nativeEngine.js.map +1 -1
  19. package/Engines/nullEngine.js +2 -0
  20. package/Engines/nullEngine.js.map +1 -1
  21. package/Engines/thinEngine.js +15 -0
  22. package/Engines/thinEngine.js.map +1 -1
  23. package/Engines/webgpuEngine.d.ts +7 -0
  24. package/Engines/webgpuEngine.js +12 -1
  25. package/Engines/webgpuEngine.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
  27. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
  28. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
  30. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  31. package/FrameGraph/Node/nodeRenderGraph.js +7 -2
  32. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  33. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  34. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  35. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
  36. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  37. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
  38. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  39. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
  40. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
  41. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  42. package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
  43. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  44. package/FrameGraph/frameGraph.js +0 -7
  45. package/FrameGraph/frameGraph.js.map +1 -1
  46. package/FrameGraph/frameGraphRenderTarget.js +1 -1
  47. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  48. package/Lights/Clustered/clusteredLightContainer.d.ts +90 -0
  49. package/Lights/Clustered/clusteredLightContainer.js +401 -0
  50. package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
  51. package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
  52. package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
  53. package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
  54. package/Lights/Clustered/index.d.ts +6 -0
  55. package/Lights/Clustered/index.js +7 -0
  56. package/Lights/Clustered/index.js.map +1 -0
  57. package/Lights/Shadows/shadowGenerator.js +9 -8
  58. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  59. package/Lights/index.d.ts +1 -0
  60. package/Lights/index.js +1 -0
  61. package/Lights/index.js.map +1 -1
  62. package/Lights/light.d.ts +2 -1
  63. package/Lights/light.js +2 -1
  64. package/Lights/light.js.map +1 -1
  65. package/Lights/lightConstants.d.ts +4 -0
  66. package/Lights/lightConstants.js +4 -0
  67. package/Lights/lightConstants.js.map +1 -1
  68. package/Lights/spotLight.d.ts +6 -3
  69. package/Lights/spotLight.js.map +1 -1
  70. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  71. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  72. package/Materials/materialHelper.functions.d.ts +2 -1
  73. package/Materials/materialHelper.functions.js +9 -3
  74. package/Materials/materialHelper.functions.js.map +1 -1
  75. package/Materials/standardMaterial.js +2 -2
  76. package/Materials/standardMaterial.js.map +1 -1
  77. package/Materials/uniformBuffer.d.ts +1 -1
  78. package/Materials/uniformBuffer.js +2 -2
  79. package/Materials/uniformBuffer.js.map +1 -1
  80. package/Meshes/abstractMesh.d.ts +4 -0
  81. package/Meshes/abstractMesh.js +4 -0
  82. package/Meshes/abstractMesh.js.map +1 -1
  83. package/Meshes/csg2.js +1 -1
  84. package/Meshes/csg2.js.map +1 -1
  85. package/Meshes/geometry.js +1 -1
  86. package/Meshes/geometry.js.map +1 -1
  87. package/Meshes/mesh.js +2 -7
  88. package/Meshes/mesh.js.map +1 -1
  89. package/Misc/dumpTools.d.ts +1 -1
  90. package/Misc/dumpTools.js +23 -14
  91. package/Misc/dumpTools.js.map +1 -1
  92. package/Misc/fileTools.js +7 -0
  93. package/Misc/fileTools.js.map +1 -1
  94. package/Misc/index.d.ts +1 -0
  95. package/Misc/index.js +1 -0
  96. package/Misc/index.js.map +1 -1
  97. package/Misc/lazy.d.ts +16 -0
  98. package/Misc/lazy.js +25 -0
  99. package/Misc/lazy.js.map +1 -0
  100. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  101. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +13 -3
  102. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  103. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +3 -1
  104. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  105. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
  106. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
  107. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
  108. package/Particles/Node/Blocks/index.d.ts +1 -0
  109. package/Particles/Node/Blocks/index.js +1 -0
  110. package/Particles/Node/Blocks/index.js.map +1 -1
  111. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  112. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  113. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
  114. package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
  115. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  116. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  117. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  118. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  119. package/Particles/Node/nodeParticleBuildState.js +3 -1
  120. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  121. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
  122. package/Particles/Node/nodeParticleSystemSet.helper.js +98 -61
  123. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  124. package/Particles/particle.d.ts +4 -0
  125. package/Particles/particle.js +5 -0
  126. package/Particles/particle.js.map +1 -1
  127. package/Rendering/objectRenderer.d.ts +17 -3
  128. package/Rendering/objectRenderer.js +111 -26
  129. package/Rendering/objectRenderer.js.map +1 -1
  130. package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
  131. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +18 -0
  132. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
  133. package/Shaders/ShadersInclude/helperFunctions.js +5 -1
  134. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  135. package/Shaders/ShadersInclude/lightFragment.js +33 -1
  136. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  137. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
  138. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  139. package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
  140. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  141. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
  142. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  143. package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  144. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
  145. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  146. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
  147. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  148. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
  149. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
  150. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
  151. package/Shaders/default.fragment.js +2 -0
  152. package/Shaders/default.fragment.js.map +1 -1
  153. package/Shaders/lightProxy.fragment.d.ts +5 -0
  154. package/Shaders/lightProxy.fragment.js +13 -0
  155. package/Shaders/lightProxy.fragment.js.map +1 -0
  156. package/Shaders/lightProxy.vertex.d.ts +8 -0
  157. package/Shaders/lightProxy.vertex.js +19 -0
  158. package/Shaders/lightProxy.vertex.js.map +1 -0
  159. package/Shaders/pbr.fragment.d.ts +1 -0
  160. package/Shaders/pbr.fragment.js +4 -0
  161. package/Shaders/pbr.fragment.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
  163. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +23 -0
  164. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
  165. package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
  166. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +5 -0
  168. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  169. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +2 -0
  170. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  171. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  172. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +21 -1
  173. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  174. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
  175. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  176. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
  177. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +114 -0
  178. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  179. package/ShadersWGSL/default.fragment.js +2 -0
  180. package/ShadersWGSL/default.fragment.js.map +1 -1
  181. package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
  182. package/ShadersWGSL/lightProxy.fragment.js +13 -0
  183. package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
  184. package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
  185. package/ShadersWGSL/lightProxy.vertex.js +19 -0
  186. package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
  187. package/package.json +1 -1
  188. package/scene.d.ts +1 -0
  189. package/scene.js +140 -30
  190. package/scene.js.map +1 -1
  191. package/sceneComponent.d.ts +2 -0
  192. package/sceneComponent.js +2 -0
  193. package/sceneComponent.js.map +1 -1
@@ -26,6 +26,12 @@ export declare class StorageBuffer {
26
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  * @returns underlying native buffer
27
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  */
28
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  getBuffer(): DataBuffer;
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+ /**
30
+ * Clears the storage buffer to zeros
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+ * @param byteOffset the byte offset to start clearing (optional)
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+ * @param byteLength the byte length to clear (optional)
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+ */
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+ clear(byteOffset?: number, byteLength?: number): void;
29
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  /**
30
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  * Updates the storage buffer
31
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  * @param data the data used to update the storage buffer
@@ -32,6 +32,14 @@ export class StorageBuffer {
32
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  getBuffer() {
33
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  return this._buffer;
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  }
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+ /**
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+ * Clears the storage buffer to zeros
37
+ * @param byteOffset the byte offset to start clearing (optional)
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+ * @param byteLength the byte length to clear (optional)
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+ */
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+ clear(byteOffset, byteLength) {
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+ this._engine.clearStorageBuffer(this._buffer, byteOffset, byteLength);
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+ }
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  /**
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  * Updates the storage buffer
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  * @param data the data used to update the storage buffer
@@ -1 +1 @@
1
- {"version":3,"file":"storageBuffer.js","sourceRoot":"","sources":["../../../../dev/core/src/Buffers/storageBuffer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD;;GAEG;AACH,MAAM,OAAO,aAAa;IAOtB;;;;;;OAMG;IACH,YAAY,MAAoB,EAAE,IAAY,EAAE,aAAa,GAAG,SAAS,CAAC,6BAA6B,EAAE,KAAc;QACnH,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACxC,IAAI,CAAC,OAAO,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACtC,CAAC;IAEO,OAAO,CAAC,IAAY,EAAE,aAAqB;QAC/C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;QACxB,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,IAAI,EAAE,aAAa,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IACtF,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,IAAe,EAAE,UAAmB,EAAE,UAAmB;QACnE,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IACjF,CAAC;IAED;;;;;;;OAOG;IACH,gEAAgE;IACzD,KAAK,CAAC,IAAI,CAAC,MAAe,EAAE,IAAa,EAAE,MAAwB,EAAE,OAAiB;QACzF,OAAO,MAAM,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,IAAI,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;IACjG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,cAAc,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;QACpD,MAAM,KAAK,GAAG,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAE3C,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,cAAc,CAAC,KAAK,CAAC,GAAG,cAAc,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YAClE,cAAc,CAAC,GAAG,EAAE,CAAC;QACzB,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC1C,IAAI,CAAC,OAAO,GAAG,IAAW,CAAC;IAC/B,CAAC;CACJ","sourcesContent":["import type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport type { DataArray } from \"../types\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * This class is a small wrapper around a native buffer that can be read and/or written\r\n */\r\nexport class StorageBuffer {\r\n private _engine: WebGPUEngine;\r\n private _buffer: DataBuffer;\r\n private _bufferSize: number;\r\n private _creationFlags: number;\r\n private _label?: string;\r\n\r\n /**\r\n * Creates a new storage buffer instance\r\n * @param engine The engine the buffer will be created inside\r\n * @param size The size of the buffer in bytes\r\n * @param creationFlags flags to use when creating the buffer (see Constants.BUFFER_CREATIONFLAG_XXX). The BUFFER_CREATIONFLAG_STORAGE flag will be automatically added.\r\n * @param label defines the label of the buffer (for debug purpose)\r\n */\r\n constructor(engine: WebGPUEngine, size: number, creationFlags = Constants.BUFFER_CREATIONFLAG_READWRITE, label?: string) {\r\n this._engine = engine;\r\n this._label = label;\r\n this._engine._storageBuffers.push(this);\r\n this._create(size, creationFlags);\r\n }\r\n\r\n private _create(size: number, creationFlags: number): void {\r\n this._bufferSize = size;\r\n this._creationFlags = creationFlags;\r\n this._buffer = this._engine.createStorageBuffer(size, creationFlags, this._label);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this._create(this._bufferSize, this._creationFlags);\r\n }\r\n\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n public getBuffer(): DataBuffer {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * Updates the storage buffer\r\n * @param data the data used to update the storage buffer\r\n * @param byteOffset the byte offset of the data (optional)\r\n * @param byteLength the byte length of the data (optional)\r\n */\r\n public update(data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n this._engine.updateStorageBuffer(this._buffer, data, byteOffset, byteLength);\r\n }\r\n\r\n /**\r\n * Reads data from the storage buffer\r\n * @param offset The offset in the storage buffer to start reading from (default: 0)\r\n * @param size The number of bytes to read from the storage buffer (default: capacity of the buffer)\r\n * @param buffer The buffer to write the data we have read from the storage buffer to (optional)\r\n * @param noDelay If true, a call to flushFramebuffer will be issued so that the data can be read back immediately. This can speed up data retrieval, at the cost of a small perf penalty (default: false).\r\n * @returns If not undefined, returns the (promise) buffer (as provided by the 4th parameter) filled with the data, else it returns a (promise) Uint8Array with the data read from the storage buffer\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async read(offset?: number, size?: number, buffer?: ArrayBufferView, noDelay?: boolean): Promise<ArrayBufferView> {\r\n return await this._engine.readFromStorageBuffer(this._buffer, offset, size, buffer, noDelay);\r\n }\r\n\r\n /**\r\n * Disposes the storage buffer\r\n */\r\n public dispose(): void {\r\n const storageBuffers = this._engine._storageBuffers;\r\n const index = storageBuffers.indexOf(this);\r\n\r\n if (index !== -1) {\r\n storageBuffers[index] = storageBuffers[storageBuffers.length - 1];\r\n storageBuffers.pop();\r\n }\r\n\r\n this._engine._releaseBuffer(this._buffer);\r\n this._buffer = null as any;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"storageBuffer.js","sourceRoot":"","sources":["../../../../dev/core/src/Buffers/storageBuffer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD;;GAEG;AACH,MAAM,OAAO,aAAa;IAOtB;;;;;;OAMG;IACH,YAAY,MAAoB,EAAE,IAAY,EAAE,aAAa,GAAG,SAAS,CAAC,6BAA6B,EAAE,KAAc;QACnH,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACxC,IAAI,CAAC,OAAO,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACtC,CAAC;IAEO,OAAO,CAAC,IAAY,EAAE,aAAqB;QAC/C,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;QACxB,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,IAAI,EAAE,aAAa,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IACtF,CAAC;IAED,gBAAgB;IACT,QAAQ;QACX,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,UAAmB,EAAE,UAAmB;QACjD,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IAC1E,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,IAAe,EAAE,UAAmB,EAAE,UAAmB;QACnE,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;IACjF,CAAC;IAED;;;;;;;OAOG;IACH,gEAAgE;IACzD,KAAK,CAAC,IAAI,CAAC,MAAe,EAAE,IAAa,EAAE,MAAwB,EAAE,OAAiB;QACzF,OAAO,MAAM,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,IAAI,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;IACjG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,cAAc,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;QACpD,MAAM,KAAK,GAAG,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAE3C,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,cAAc,CAAC,KAAK,CAAC,GAAG,cAAc,CAAC,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YAClE,cAAc,CAAC,GAAG,EAAE,CAAC;QACzB,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC1C,IAAI,CAAC,OAAO,GAAG,IAAW,CAAC;IAC/B,CAAC;CACJ","sourcesContent":["import type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport type { DataArray } from \"../types\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * This class is a small wrapper around a native buffer that can be read and/or written\r\n */\r\nexport class StorageBuffer {\r\n private _engine: WebGPUEngine;\r\n private _buffer: DataBuffer;\r\n private _bufferSize: number;\r\n private _creationFlags: number;\r\n private _label?: string;\r\n\r\n /**\r\n * Creates a new storage buffer instance\r\n * @param engine The engine the buffer will be created inside\r\n * @param size The size of the buffer in bytes\r\n * @param creationFlags flags to use when creating the buffer (see Constants.BUFFER_CREATIONFLAG_XXX). The BUFFER_CREATIONFLAG_STORAGE flag will be automatically added.\r\n * @param label defines the label of the buffer (for debug purpose)\r\n */\r\n constructor(engine: WebGPUEngine, size: number, creationFlags = Constants.BUFFER_CREATIONFLAG_READWRITE, label?: string) {\r\n this._engine = engine;\r\n this._label = label;\r\n this._engine._storageBuffers.push(this);\r\n this._create(size, creationFlags);\r\n }\r\n\r\n private _create(size: number, creationFlags: number): void {\r\n this._bufferSize = size;\r\n this._creationFlags = creationFlags;\r\n this._buffer = this._engine.createStorageBuffer(size, creationFlags, this._label);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this._create(this._bufferSize, this._creationFlags);\r\n }\r\n\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n public getBuffer(): DataBuffer {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * Clears the storage buffer to zeros\r\n * @param byteOffset the byte offset to start clearing (optional)\r\n * @param byteLength the byte length to clear (optional)\r\n */\r\n public clear(byteOffset?: number, byteLength?: number): void {\r\n this._engine.clearStorageBuffer(this._buffer, byteOffset, byteLength);\r\n }\r\n\r\n /**\r\n * Updates the storage buffer\r\n * @param data the data used to update the storage buffer\r\n * @param byteOffset the byte offset of the data (optional)\r\n * @param byteLength the byte length of the data (optional)\r\n */\r\n public update(data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n\r\n this._engine.updateStorageBuffer(this._buffer, data, byteOffset, byteLength);\r\n }\r\n\r\n /**\r\n * Reads data from the storage buffer\r\n * @param offset The offset in the storage buffer to start reading from (default: 0)\r\n * @param size The number of bytes to read from the storage buffer (default: capacity of the buffer)\r\n * @param buffer The buffer to write the data we have read from the storage buffer to (optional)\r\n * @param noDelay If true, a call to flushFramebuffer will be issued so that the data can be read back immediately. This can speed up data retrieval, at the cost of a small perf penalty (default: false).\r\n * @returns If not undefined, returns the (promise) buffer (as provided by the 4th parameter) filled with the data, else it returns a (promise) Uint8Array with the data read from the storage buffer\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async read(offset?: number, size?: number, buffer?: ArrayBufferView, noDelay?: boolean): Promise<ArrayBufferView> {\r\n return await this._engine.readFromStorageBuffer(this._buffer, offset, size, buffer, noDelay);\r\n }\r\n\r\n /**\r\n * Disposes the storage buffer\r\n */\r\n public dispose(): void {\r\n const storageBuffers = this._engine._storageBuffers;\r\n const index = storageBuffers.indexOf(this);\r\n\r\n if (index !== -1) {\r\n storageBuffers[index] = storageBuffers[storageBuffers.length - 1];\r\n storageBuffers.pop();\r\n }\r\n\r\n this._engine._releaseBuffer(this._buffer);\r\n this._buffer = null as any;\r\n }\r\n}\r\n"]}
@@ -49,9 +49,10 @@ declare module "../../Engines/abstractEngine.js" {
49
49
  /**
50
50
  * Creates a layout object to draw/clear on specific textures in a MRT
51
51
  * @param textureStatus textureStatus[i] indicates if the i-th is active
52
+ * @param backBufferLayout if true, the layout will be built to account for the back buffer only, and textureStatus won't be used
52
53
  * @returns A layout to be fed to the engine, calling `bindAttachments`.
53
54
  */
54
- buildTextureLayout(textureStatus: boolean[]): number[];
55
+ buildTextureLayout(textureStatus: boolean[], backBufferLayout?: boolean): number[];
55
56
  /**
56
57
  * Restores the webgl state to only draw on the main color attachment
57
58
  * when the frame buffer associated is the canvas frame buffer
@@ -10,15 +10,20 @@ ThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function () {
10
10
  const gl = this._gl;
11
11
  this.bindAttachments([gl.COLOR_ATTACHMENT0]);
12
12
  };
13
- ThinEngine.prototype.buildTextureLayout = function (textureStatus) {
13
+ ThinEngine.prototype.buildTextureLayout = function (textureStatus, backBufferLayout = false) {
14
14
  const gl = this._gl;
15
15
  const result = [];
16
- for (let i = 0; i < textureStatus.length; i++) {
17
- if (textureStatus[i]) {
18
- result.push(gl["COLOR_ATTACHMENT" + i]);
19
- }
20
- else {
21
- result.push(gl.NONE);
16
+ if (backBufferLayout) {
17
+ result.push(gl.BACK);
18
+ }
19
+ else {
20
+ for (let i = 0; i < textureStatus.length; i++) {
21
+ if (textureStatus[i]) {
22
+ result.push(gl["COLOR_ATTACHMENT" + i]);
23
+ }
24
+ else {
25
+ result.push(gl.NONE);
26
+ }
22
27
  }
23
28
  }
24
29
  return result;
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n if (!rtWrapper.disableAutomaticMSAAResolve) {\r\n this.resolveMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat: number | undefined = undefined;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount ?? 1;\r\n samples = options.samples ?? samples;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n if (depthTextureFormat === undefined) {\r\n depthTextureFormat = generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n }\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const currentFramebuffer = this._currentFramebuffer;\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthTexture || generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateDepthTexture ? useStencilTexture : generateStencilBuffer;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, width, height, 1, depthTextureFormat);\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension && !dontCreateTextures) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, depthTexture, true);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n rtWrapper._depthStencilTexture = depthTexture;\r\n rtWrapper._depthStencilTextureWithStencil = useStencilTexture;\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n depthTexture.label = rtWrapper.label + \"-DepthStencil\";\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFramebuffer);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples, initializeBuffers);\r\n } else if (samples > 1) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n\r\n if (textureCount > 0 && initializeBuffers) {\r\n this._bindUnboundFramebuffer(framebuffer);\r\n gl.drawBuffers(attachments);\r\n this._bindUnboundFramebuffer(currentFramebuffer);\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length; // We do it this way instead of rtWrapper.textures.length to avoid taking into account the depth/stencil texture, in case it has been created\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as Nullable<WebGLHardwareTexture>;\r\n\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n }\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n const depthFormat = rtWrapper._depthStencilTexture ? rtWrapper._depthStencilTexture.format : undefined;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n samples,\r\n depthFormat\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nThinEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGLRenderTargetWrapper;\r\n const gl = this._gl;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n for (let i = 0; i < rtWrapper._attachments!.length; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n};\r\n\r\nThinEngine.prototype.resolveMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGLRenderTargetWrapper;\r\n const gl = this._gl;\r\n\r\n if (!rtWrapper._MSAAFramebuffer || !rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n let bufferBits = rtWrapper.resolveMSAAColors ? gl.COLOR_BUFFER_BIT : 0;\r\n bufferBits |= rtWrapper._generateDepthBuffer && rtWrapper.resolveMSAADepth ? gl.DEPTH_BUFFER_BIT : 0;\r\n bufferBits |= rtWrapper._generateStencilBuffer && rtWrapper.resolveMSAAStencil ? gl.STENCIL_BUFFER_BIT : 0;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, bufferBits, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n gl.bindFramebuffer(this._gl.FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @param backBufferLayout if true, the layout will be built to account for the back buffer only, and textureStatus won't be used\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[], backBufferLayout?: boolean): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[], backBufferLayout = false): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n if (backBufferLayout) {\r\n result.push(gl.BACK);\r\n } else {\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n if (!rtWrapper.disableAutomaticMSAAResolve) {\r\n this.resolveMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat: number | undefined = undefined;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount ?? 1;\r\n samples = options.samples ?? samples;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n if (depthTextureFormat === undefined) {\r\n depthTextureFormat = generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n }\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const currentFramebuffer = this._currentFramebuffer;\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthTexture || generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateDepthTexture ? useStencilTexture : generateStencilBuffer;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, width, height, 1, depthTextureFormat);\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension && !dontCreateTextures) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, depthTexture, true);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n rtWrapper._depthStencilTexture = depthTexture;\r\n rtWrapper._depthStencilTextureWithStencil = useStencilTexture;\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n depthTexture.label = rtWrapper.label + \"-DepthStencil\";\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFramebuffer);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples, initializeBuffers);\r\n } else if (samples > 1) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n\r\n if (textureCount > 0 && initializeBuffers) {\r\n this._bindUnboundFramebuffer(framebuffer);\r\n gl.drawBuffers(attachments);\r\n this._bindUnboundFramebuffer(currentFramebuffer);\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length; // We do it this way instead of rtWrapper.textures.length to avoid taking into account the depth/stencil texture, in case it has been created\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as Nullable<WebGLHardwareTexture>;\r\n\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n }\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n const depthFormat = rtWrapper._depthStencilTexture ? rtWrapper._depthStencilTexture.format : undefined;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n samples,\r\n depthFormat\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nThinEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGLRenderTargetWrapper;\r\n const gl = this._gl;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n for (let i = 0; i < rtWrapper._attachments!.length; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n};\r\n\r\nThinEngine.prototype.resolveMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGLRenderTargetWrapper;\r\n const gl = this._gl;\r\n\r\n if (!rtWrapper._MSAAFramebuffer || !rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n let bufferBits = rtWrapper.resolveMSAAColors ? gl.COLOR_BUFFER_BIT : 0;\r\n bufferBits |= rtWrapper._generateDepthBuffer && rtWrapper.resolveMSAADepth ? gl.DEPTH_BUFFER_BIT : 0;\r\n bufferBits |= rtWrapper._generateStencilBuffer && rtWrapper.resolveMSAAStencil ? gl.STENCIL_BUFFER_BIT : 0;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, bufferBits, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n gl.bindFramebuffer(this._gl.FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n};\r\n"]}
@@ -49,9 +49,10 @@ declare module "../../abstractEngine.js" {
49
49
  /**
50
50
  * Creates a layout object to draw/clear on specific textures in a MRT
51
51
  * @param textureStatus textureStatus[i] indicates if the i-th is active
52
+ * @param backBufferLayout if true, the layout will be built to account for the back buffer only, and textureStatus won't be used
52
53
  * @returns A layout to be fed to the engine, calling `bindAttachments`.
53
54
  */
54
- buildTextureLayout(textureStatus: boolean[]): number[];
55
+ buildTextureLayout(textureStatus: boolean[], backBufferLayout?: boolean): number[];
55
56
  /**
56
57
  * Restores the webgl state to only draw on the main color attachment
57
58
  * when the frame buffer associated is the canvas frame buffer
@@ -228,14 +228,19 @@ WebGPUEngine.prototype.bindAttachments = function (attachments) {
228
228
  // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)
229
229
  }
230
230
  };
231
- WebGPUEngine.prototype.buildTextureLayout = function (textureStatus) {
231
+ WebGPUEngine.prototype.buildTextureLayout = function (textureStatus, backBufferLayout = false) {
232
232
  const result = [];
233
- for (let i = 0; i < textureStatus.length; i++) {
234
- if (textureStatus[i]) {
235
- result.push(i + 1);
236
- }
237
- else {
238
- result.push(0);
233
+ if (backBufferLayout) {
234
+ result.push(1);
235
+ }
236
+ else {
237
+ for (let i = 0; i < textureStatus.length; i++) {
238
+ if (textureStatus[i]) {
239
+ result.push(i + 1);
240
+ }
241
+ else {
242
+ result.push(0);
243
+ }
239
244
  }
240
245
  }
241
246
  return result;
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\ndeclare module \"../../abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._endCurrentRenderPass();\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let creationFlags: number[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps ?? false;\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = options.generateStencilBuffer ?? false;\r\n generateDepthTexture = options.generateDepthTexture ?? false;\r\n textureCount = options.textureCount ?? 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n creationFlags = options.creationFlags || creationFlags;\r\n samples = options.samples ?? samples;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n let depthStencilTexture: Nullable<InternalTexture> = null;\r\n if ((generateDepthBuffer || generateStencilBuffer || generateDepthTexture) && !dontCreateTextures) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat, rtWrapper.label + \"-DepthStencil\");\r\n }\r\n\r\n const mipmapsCreationOnly = options !== undefined && typeof options === \"object\" && options.createMipMaps && !generateMipMaps;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n const format = formats[i] || defaultFormat;\r\n const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n const creationFlag = creationFlags[i];\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n switch (target) {\r\n case Constants.TEXTURE_CUBE_MAP:\r\n texture.isCube = true;\r\n break;\r\n case Constants.TEXTURE_3D:\r\n texture.is3D = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n case Constants.TEXTURE_2D_ARRAY:\r\n texture.is2DArray = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n }\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n if (mipmapsCreationOnly) {\r\n // createGPUTextureForInternalTexture will only create a texture with mipmaps if generateMipMaps is true, as InternalTexture has no createMipMaps property, separate from generateMipMaps.\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, creationFlag, true);\r\n\r\n if (mipmapsCreationOnly) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures[textureCount] = depthStencilTexture;\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = samples;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures.length === 0 || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTextureWrapper?.releaseMSAATexture(rtWrapper.getBaseArrayLayer(i));\r\n }\r\n\r\n // Note that rtWrapper.textures can't have null textures, lastTextureIsDepthTexture can't be true if rtWrapper._depthStencilTexture is null\r\n const lastTextureIsDepthTexture = rtWrapper._depthStencilTexture === rtWrapper.textures[count - 1];\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples, false, rtWrapper.getBaseArrayLayer(i));\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && !lastTextureIsDepthTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGPURenderTargetWrapper;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !texture.isCube && !texture.is3D) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.resolveMultiFramebuffer = function (_texture: RenderTargetWrapper): void {\r\n throw new Error(\"resolveMultiFramebuffer is not yet implemented in WebGPU!\");\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
1
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\ndeclare module \"../../abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @param backBufferLayout if true, the layout will be built to account for the back buffer only, and textureStatus won't be used\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[], backBufferLayout?: boolean): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._endCurrentRenderPass();\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let creationFlags: number[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps ?? false;\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = options.generateStencilBuffer ?? false;\r\n generateDepthTexture = options.generateDepthTexture ?? false;\r\n textureCount = options.textureCount ?? 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n creationFlags = options.creationFlags || creationFlags;\r\n samples = options.samples ?? samples;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n let depthStencilTexture: Nullable<InternalTexture> = null;\r\n if ((generateDepthBuffer || generateStencilBuffer || generateDepthTexture) && !dontCreateTextures) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat, rtWrapper.label + \"-DepthStencil\");\r\n }\r\n\r\n const mipmapsCreationOnly = options !== undefined && typeof options === \"object\" && options.createMipMaps && !generateMipMaps;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n const format = formats[i] || defaultFormat;\r\n const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n const creationFlag = creationFlags[i];\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n switch (target) {\r\n case Constants.TEXTURE_CUBE_MAP:\r\n texture.isCube = true;\r\n break;\r\n case Constants.TEXTURE_3D:\r\n texture.is3D = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n case Constants.TEXTURE_2D_ARRAY:\r\n texture.is2DArray = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n }\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n if (mipmapsCreationOnly) {\r\n // createGPUTextureForInternalTexture will only create a texture with mipmaps if generateMipMaps is true, as InternalTexture has no createMipMaps property, separate from generateMipMaps.\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, creationFlag, true);\r\n\r\n if (mipmapsCreationOnly) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures[textureCount] = depthStencilTexture;\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = samples;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures.length === 0 || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTextureWrapper?.releaseMSAATexture(rtWrapper.getBaseArrayLayer(i));\r\n }\r\n\r\n // Note that rtWrapper.textures can't have null textures, lastTextureIsDepthTexture can't be true if rtWrapper._depthStencilTexture is null\r\n const lastTextureIsDepthTexture = rtWrapper._depthStencilTexture === rtWrapper.textures[count - 1];\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples, false, rtWrapper.getBaseArrayLayer(i));\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && !lastTextureIsDepthTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGPURenderTargetWrapper;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !texture.isCube && !texture.is3D) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.resolveMultiFramebuffer = function (_texture: RenderTargetWrapper): void {\r\n throw new Error(\"resolveMultiFramebuffer is not yet implemented in WebGPU!\");\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[], backBufferLayout = false): number[] {\r\n const result = [];\r\n\r\n if (backBufferLayout) {\r\n result.push(1);\r\n } else {\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
@@ -21,6 +21,12 @@ export declare class WebGPUDrawContext implements IDrawContext {
21
21
  */
22
22
  bindGroups?: GPUBindGroup[];
23
23
  uniqueId: number;
24
+ /**
25
+ * @internal
26
+ * By default, indirect draws are enabled in NON compatibility mode only
27
+ * To enable indirect draws in compatibility mode (done by the end user), enableIndirectDraw must be set to true
28
+ */
29
+ _enableIndirectDrawInCompatMode: boolean;
24
30
  /**
25
31
  * Buffers (uniform / storage) used for the draw call
26
32
  */
@@ -24,6 +24,7 @@ export class WebGPUDrawContext {
24
24
  return this._enableIndirectDraw;
25
25
  }
26
26
  set enableIndirectDraw(enable) {
27
+ this._enableIndirectDrawInCompatMode = true;
27
28
  if (this._enableIndirectDraw === enable) {
28
29
  return;
29
30
  }
@@ -49,7 +50,9 @@ export class WebGPUDrawContext {
49
50
  }
50
51
  this._useInstancing = use;
51
52
  this._currentInstanceCount = -1;
53
+ const enableIndirectDrawInCompatMode = this._enableIndirectDrawInCompatMode;
52
54
  this.enableIndirectDraw = use;
55
+ this._enableIndirectDrawInCompatMode = enableIndirectDrawInCompatMode;
53
56
  }
54
57
  /**
55
58
  * Creates a new WebGPUDrawContext.
@@ -59,6 +62,12 @@ export class WebGPUDrawContext {
59
62
  */
60
63
  constructor(bufferManager, _dummyIndexBuffer) {
61
64
  this._dummyIndexBuffer = _dummyIndexBuffer;
65
+ /**
66
+ * @internal
67
+ * By default, indirect draws are enabled in NON compatibility mode only
68
+ * To enable indirect draws in compatibility mode (done by the end user), enableIndirectDraw must be set to true
69
+ */
70
+ this._enableIndirectDrawInCompatMode = false;
62
71
  this._bufferManager = bufferManager;
63
72
  this.uniqueId = WebGPUDrawContext._Counter++;
64
73
  this._useInstancing = false;
@@ -1 +1 @@
1
- {"version":3,"file":"webgpuDrawContext.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuDrawContext.ts"],"names":[],"mappings":"AAOA,OAAO,KAAK,eAAe,MAAM,mBAAmB,CAAC;AAErD;;;GAGG;AACH,MAAM,OAAO,iBAAiB;IA8B1B;;;;OAIG;IACI,OAAO,CAAC,uBAA+B;QAC1C,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,KAAK,uBAAuB,CAAC;IACtF,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,uBAA+B;QAC/C,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,wBAAwB,GAAG,uBAAuB,CAAC;IAC5D,CAAC;IAED,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED,IAAW,kBAAkB,CAAC,MAAe;QACzC,IAAI,IAAI,CAAC,mBAAmB,KAAK,MAAM,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC;QAElC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC7D,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAC3D,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;YACpC,IAAI,CAAC,iBAAiB,GAAG,SAAS,CAAC;QACvC,CAAC;aAAM,IAAI,MAAM,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC5C,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,CACzD,EAAE,EACF,eAAe,CAAC,WAAW,CAAC,OAAO,GAAG,eAAe,CAAC,WAAW,CAAC,QAAQ,GAAG,eAAe,CAAC,WAAW,CAAC,OAAO,EAChH,SAAS,EACT,oBAAoB,CACvB,CAAC;YACF,IAAI,CAAC,iBAAiB,GAAG,IAAI,WAAW,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAC9B,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAClC,CAAC;IACL,CAAC;IAED,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,IAAW,aAAa,CAAC,GAAY;QACjC,IAAI,IAAI,CAAC,cAAc,KAAK,GAAG,EAAE,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;QAC1B,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC,CAAC;QAEhC,IAAI,CAAC,kBAAkB,GAAG,GAAG,CAAC;IAClC,CAAC;IAED;;;;;OAKG;IACH,YACI,aAAkC,EAC1B,iBAAmC;QAAnC,sBAAiB,GAAjB,iBAAiB,CAAkB;QAE3C,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,CAAC,QAAQ,GAAG,iBAAiB,CAAC,QAAQ,EAAE,CAAC;QAC7C,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;QAC5B,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC;QAC/B,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC;QACnC,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;QAClB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACrB,IAAI,CAAC,wBAAwB,GAAG,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC;IACvC,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,IAAY,EAAE,MAAkC;QAC7D,IAAI,CAAC,QAAQ,KAAb,IAAI,CAAC,QAAQ,GAAK,MAAM,EAAE,QAAQ,KAAK,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,QAAQ,EAAC;QAEpE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;IAChC,CAAC;IAEM,eAAe,CAAC,kBAA0B,EAAE,aAAqB,EAAE,kBAA0B,EAAE,WAAW,GAAG,KAAK;QACrH,IAAI,CAAC,CAAC,WAAW,IAAI,aAAa,KAAK,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACxH,yDAAyD;YACzD,mHAAmH;YACnH,mEAAmE;YACnE,OAAO;QACX,CAAC;QACD,IAAI,CAAC,qBAAqB,GAAG,aAAa,CAAC;QAE3C,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,kBAAkB,CAAC;QAC/C,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,aAAa,CAAC;QAC1C,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,kBAAkB,CAAC;QAE/C,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC;IAC9F,CAAC;IAEM,gBAAgB,CACnB,gBAAyB,EACzB,qBAA4C,EAC5C,aAAwD,EACxD,WAAiC,EACjC,qBAA2E;QAE3E,IAAI,IAAI,CAAC,qBAAqB,KAAK,gBAAgB,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,qBAAqB,GAAG,gBAAgB,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,MAAM,WAAW,GAAG,qBAAqB,CAAC,uBAAuB,CAAC,WAAW,CAAC;QAE9E,IAAI,qBAAqB,EAAE,CAAC;YACxB,KAAK,MAAM,aAAa,IAAI,qBAAqB,EAAE,CAAC;gBAChD,MAAM,YAAY,GAAG,qBAAqB,CAAC,aAAa,CAAC,CAAC;gBAC1D,IAAI,CAAC,YAAY,IAAI,WAAW,CAAC,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;oBAC7D,SAAS;gBACb,CAAC;gBAED,MAAM,MAAM,GAAG,YAAY,CAAC,eAA6C,CAAC;gBAE1E,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YACpE,CAAC;QACL,CAAC;QAED,KAAK,MAAM,aAAa,IAAI,aAAa,EAAE,CAAC;YACxC,IAAI,qBAAqB,IAAI,aAAa,IAAI,qBAAqB,EAAE,CAAC;gBAClE,SAAS;YACb,CAAC;YAED,MAAM,YAAY,GAAG,aAAa,CAAC,aAAa,CAAC,CAAC;YAClD,IAAI,CAAC,YAAY,IAAI,WAAW,CAAC,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBAC7D,SAAS;YACb,CAAC;YAED,MAAM,MAAM,GAAG,YAAY,CAAC,eAA6C,CAAC;YAE1E,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QACpE,CAAC;QAED,IAAI,WAAW,CAAC,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACxC,IAAI,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAE,WAAgC,IAAI,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;QACxH,CAAC;IACL,CAAC;IAEM,OAAO;QACV,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAC3D,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;YACpC,IAAI,CAAC,iBAAiB,GAAG,SAAS,CAAC;QACvC,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,OAAO,GAAG,SAAgB,CAAC;QAChC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;;AA5Mc,0BAAQ,GAAG,CAAC,CAAC","sourcesContent":["import type { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport type { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IDrawContext } from \"../IDrawContext\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/**\r\n * WebGPU implementation of the IDrawContext interface.\r\n * This class manages the draw context for WebGPU, including buffers and indirect draw data.\r\n */\r\nexport class WebGPUDrawContext implements IDrawContext {\r\n private static _Counter = 0;\r\n\r\n /**\r\n * Bundle used in fast mode (when compatibilityMode==false)\r\n */\r\n public fastBundle?: GPURenderBundle;\r\n /**\r\n * Cache of the bind groups. Will be reused for the next draw if isDirty==false (and materialContext.isDirty==false)\r\n */\r\n public bindGroups?: GPUBindGroup[];\r\n\r\n public uniqueId: number;\r\n\r\n /**\r\n * Buffers (uniform / storage) used for the draw call\r\n */\r\n public buffers: { [name: string]: Nullable<WebGPUDataBuffer> };\r\n\r\n public indirectDrawBuffer?: GPUBuffer;\r\n\r\n private _materialContextUpdateId: number;\r\n private _bufferManager: WebGPUBufferManager;\r\n private _useInstancing: boolean;\r\n private _indirectDrawData?: Uint32Array;\r\n private _currentInstanceCount: number;\r\n private _isDirty: boolean;\r\n private _enableIndirectDraw: boolean;\r\n private _vertexPullingEnabled: boolean;\r\n\r\n /**\r\n * Checks if the draw context is dirty.\r\n * @param materialContextUpdateId The update ID of the material context associated with the draw context.\r\n * @returns True if the draw or material context is dirty, false otherwise.\r\n */\r\n public isDirty(materialContextUpdateId: number): boolean {\r\n return this._isDirty || this._materialContextUpdateId !== materialContextUpdateId;\r\n }\r\n\r\n /**\r\n * Resets the dirty state of the draw context.\r\n * @param materialContextUpdateId The update ID of the material context associated with the draw context.\r\n */\r\n public resetIsDirty(materialContextUpdateId: number): void {\r\n this._isDirty = false;\r\n this._materialContextUpdateId = materialContextUpdateId;\r\n }\r\n\r\n public get enableIndirectDraw() {\r\n return this._enableIndirectDraw;\r\n }\r\n\r\n public set enableIndirectDraw(enable: boolean) {\r\n if (this._enableIndirectDraw === enable) {\r\n return;\r\n }\r\n\r\n this._enableIndirectDraw = enable;\r\n\r\n if (!enable && !this._useInstancing && this.indirectDrawBuffer) {\r\n this._bufferManager.releaseBuffer(this.indirectDrawBuffer);\r\n this.indirectDrawBuffer = undefined;\r\n this._indirectDrawData = undefined;\r\n } else if (enable && !this.indirectDrawBuffer) {\r\n this.indirectDrawBuffer = this._bufferManager.createRawBuffer(\r\n 20,\r\n WebGPUConstants.BufferUsage.CopyDst | WebGPUConstants.BufferUsage.Indirect | WebGPUConstants.BufferUsage.Storage,\r\n undefined,\r\n \"IndirectDrawBuffer\"\r\n );\r\n this._indirectDrawData = new Uint32Array(5);\r\n this._indirectDrawData[3] = 0;\r\n this._indirectDrawData[4] = 0;\r\n }\r\n }\r\n\r\n public get useInstancing() {\r\n return this._useInstancing;\r\n }\r\n\r\n public set useInstancing(use: boolean) {\r\n if (this._useInstancing === use) {\r\n return;\r\n }\r\n\r\n this._useInstancing = use;\r\n this._currentInstanceCount = -1;\r\n\r\n this.enableIndirectDraw = use;\r\n }\r\n\r\n /**\r\n * Creates a new WebGPUDrawContext.\r\n * @param bufferManager The buffer manager used to manage WebGPU buffers.\r\n * @param _dummyIndexBuffer A dummy index buffer to be bound as the \"indices\"\r\n * storage buffer when no index buffer is provided.\r\n */\r\n constructor(\r\n bufferManager: WebGPUBufferManager,\r\n private _dummyIndexBuffer: WebGPUDataBuffer\r\n ) {\r\n this._bufferManager = bufferManager;\r\n this.uniqueId = WebGPUDrawContext._Counter++;\r\n this._useInstancing = false;\r\n this._currentInstanceCount = 0;\r\n this._enableIndirectDraw = false;\r\n this._vertexPullingEnabled = false;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this.buffers = {};\r\n this._isDirty = true;\r\n this._materialContextUpdateId = 0;\r\n this.fastBundle = undefined;\r\n this.bindGroups = undefined;\r\n this._vertexPullingEnabled = false;\r\n }\r\n\r\n /**\r\n * Associates a buffer to the draw context.\r\n * @param name The name of the buffer.\r\n * @param buffer The buffer to set.\r\n */\r\n public setBuffer(name: string, buffer: Nullable<WebGPUDataBuffer>): void {\r\n this._isDirty ||= buffer?.uniqueId !== this.buffers[name]?.uniqueId;\r\n\r\n this.buffers[name] = buffer;\r\n }\r\n\r\n public setIndirectData(indexOrVertexCount: number, instanceCount: number, firstIndexOrVertex: number, forceUpdate = false): void {\r\n if ((!forceUpdate && instanceCount === this._currentInstanceCount) || !this.indirectDrawBuffer || !this._indirectDrawData) {\r\n // The current buffer is already up to date so do nothing\r\n // Note that we only check for instanceCount and not indexOrVertexCount nor firstIndexOrVertex because those values\r\n // are supposed to not change during the lifetime of a draw context\r\n return;\r\n }\r\n this._currentInstanceCount = instanceCount;\r\n\r\n this._indirectDrawData[0] = indexOrVertexCount;\r\n this._indirectDrawData[1] = instanceCount;\r\n this._indirectDrawData[2] = firstIndexOrVertex;\r\n\r\n this._bufferManager.setRawData(this.indirectDrawBuffer, 0, this._indirectDrawData, 0, 20);\r\n }\r\n\r\n public setVertexPulling(\r\n useVertexPulling: boolean,\r\n webgpuPipelineContext: WebGPUPipelineContext,\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> },\r\n indexBuffer: Nullable<DataBuffer>,\r\n overrideVertexBuffers: Nullable<{ [kind: string]: Nullable<VertexBuffer> }>\r\n ): void {\r\n if (this._vertexPullingEnabled === useVertexPulling) {\r\n return;\r\n }\r\n\r\n this._vertexPullingEnabled = useVertexPulling;\r\n this._isDirty = true;\r\n\r\n const bufferNames = webgpuPipelineContext.shaderProcessingContext.bufferNames;\r\n\r\n if (overrideVertexBuffers) {\r\n for (const attributeName in overrideVertexBuffers) {\r\n const vertexBuffer = overrideVertexBuffers[attributeName];\r\n if (!vertexBuffer || bufferNames.indexOf(attributeName) === -1) {\r\n continue;\r\n }\r\n\r\n const buffer = vertexBuffer.effectiveBuffer as Nullable<WebGPUDataBuffer>;\r\n\r\n this.setBuffer(attributeName, useVertexPulling ? buffer : null);\r\n }\r\n }\r\n\r\n for (const attributeName in vertexBuffers) {\r\n if (overrideVertexBuffers && attributeName in overrideVertexBuffers) {\r\n continue;\r\n }\r\n\r\n const vertexBuffer = vertexBuffers[attributeName];\r\n if (!vertexBuffer || bufferNames.indexOf(attributeName) === -1) {\r\n continue;\r\n }\r\n\r\n const buffer = vertexBuffer.effectiveBuffer as Nullable<WebGPUDataBuffer>;\r\n\r\n this.setBuffer(attributeName, useVertexPulling ? buffer : null);\r\n }\r\n\r\n if (bufferNames.indexOf(\"indices\") !== -1) {\r\n this.setBuffer(\"indices\", !useVertexPulling ? null : ((indexBuffer as WebGPUDataBuffer) ?? this._dummyIndexBuffer));\r\n }\r\n }\r\n\r\n public dispose(): void {\r\n if (this.indirectDrawBuffer) {\r\n this._bufferManager.releaseBuffer(this.indirectDrawBuffer);\r\n this.indirectDrawBuffer = undefined;\r\n this._indirectDrawData = undefined;\r\n }\r\n this.fastBundle = undefined;\r\n this.bindGroups = undefined;\r\n this.buffers = undefined as any;\r\n this._enableIndirectDraw = false;\r\n }\r\n}\r\n"]}
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{"version":3,"file":"webgpuDrawContext.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuDrawContext.ts"],"names":[],"mappings":"AAOA,OAAO,KAAK,eAAe,MAAM,mBAAmB,CAAC;AAErD;;;GAGG;AACH,MAAM,OAAO,iBAAiB;IAqC1B;;;;OAIG;IACI,OAAO,CAAC,uBAA+B;QAC1C,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,KAAK,uBAAuB,CAAC;IACtF,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,uBAA+B;QAC/C,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,wBAAwB,GAAG,uBAAuB,CAAC;IAC5D,CAAC;IAED,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED,IAAW,kBAAkB,CAAC,MAAe;QACzC,IAAI,CAAC,+BAA+B,GAAG,IAAI,CAAC;QAE5C,IAAI,IAAI,CAAC,mBAAmB,KAAK,MAAM,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC;QAElC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC7D,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAC3D,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;YACpC,IAAI,CAAC,iBAAiB,GAAG,SAAS,CAAC;QACvC,CAAC;aAAM,IAAI,MAAM,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC5C,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,cAAc,CAAC,eAAe,CACzD,EAAE,EACF,eAAe,CAAC,WAAW,CAAC,OAAO,GAAG,eAAe,CAAC,WAAW,CAAC,QAAQ,GAAG,eAAe,CAAC,WAAW,CAAC,OAAO,EAChH,SAAS,EACT,oBAAoB,CACvB,CAAC;YACF,IAAI,CAAC,iBAAiB,GAAG,IAAI,WAAW,CAAC,CAAC,CAAC,CAAC;YAC5C,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YAC9B,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAClC,CAAC;IACL,CAAC;IAED,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,IAAW,aAAa,CAAC,GAAY;QACjC,IAAI,IAAI,CAAC,cAAc,KAAK,GAAG,EAAE,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;QAC1B,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC,CAAC;QAEhC,MAAM,8BAA8B,GAAG,IAAI,CAAC,+BAA+B,CAAC;QAE5E,IAAI,CAAC,kBAAkB,GAAG,GAAG,CAAC;QAE9B,IAAI,CAAC,+BAA+B,GAAG,8BAA8B,CAAC;IAC1E,CAAC;IAED;;;;;OAKG;IACH,YACI,aAAkC,EAC1B,iBAAmC;QAAnC,sBAAiB,GAAjB,iBAAiB,CAAkB;QAlG/C;;;;WAIG;QACI,oCAA+B,GAAG,KAAK,CAAC;QA+F3C,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,CAAC,QAAQ,GAAG,iBAAiB,CAAC,QAAQ,EAAE,CAAC;QAC7C,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;QAC5B,IAAI,CAAC,qBAAqB,GAAG,CAAC,CAAC;QAC/B,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC;QACnC,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;QAClB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACrB,IAAI,CAAC,wBAAwB,GAAG,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC;IACvC,CAAC;IAED;;;;OAIG;IACI,SAAS,CAAC,IAAY,EAAE,MAAkC;QAC7D,IAAI,CAAC,QAAQ,KAAb,IAAI,CAAC,QAAQ,GAAK,MAAM,EAAE,QAAQ,KAAK,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,QAAQ,EAAC;QAEpE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;IAChC,CAAC;IAEM,eAAe,CAAC,kBAA0B,EAAE,aAAqB,EAAE,kBAA0B,EAAE,WAAW,GAAG,KAAK;QACrH,IAAI,CAAC,CAAC,WAAW,IAAI,aAAa,KAAK,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACxH,yDAAyD;YACzD,mHAAmH;YACnH,mEAAmE;YACnE,OAAO;QACX,CAAC;QACD,IAAI,CAAC,qBAAqB,GAAG,aAAa,CAAC;QAE3C,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,kBAAkB,CAAC;QAC/C,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,aAAa,CAAC;QAC1C,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,GAAG,kBAAkB,CAAC;QAE/C,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC;IAC9F,CAAC;IAEM,gBAAgB,CACnB,gBAAyB,EACzB,qBAA4C,EAC5C,aAAwD,EACxD,WAAiC,EACjC,qBAA2E;QAE3E,IAAI,IAAI,CAAC,qBAAqB,KAAK,gBAAgB,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,qBAAqB,GAAG,gBAAgB,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,MAAM,WAAW,GAAG,qBAAqB,CAAC,uBAAuB,CAAC,WAAW,CAAC;QAE9E,IAAI,qBAAqB,EAAE,CAAC;YACxB,KAAK,MAAM,aAAa,IAAI,qBAAqB,EAAE,CAAC;gBAChD,MAAM,YAAY,GAAG,qBAAqB,CAAC,aAAa,CAAC,CAAC;gBAC1D,IAAI,CAAC,YAAY,IAAI,WAAW,CAAC,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;oBAC7D,SAAS;gBACb,CAAC;gBAED,MAAM,MAAM,GAAG,YAAY,CAAC,eAA6C,CAAC;gBAE1E,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YACpE,CAAC;QACL,CAAC;QAED,KAAK,MAAM,aAAa,IAAI,aAAa,EAAE,CAAC;YACxC,IAAI,qBAAqB,IAAI,aAAa,IAAI,qBAAqB,EAAE,CAAC;gBAClE,SAAS;YACb,CAAC;YAED,MAAM,YAAY,GAAG,aAAa,CAAC,aAAa,CAAC,CAAC;YAClD,IAAI,CAAC,YAAY,IAAI,WAAW,CAAC,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBAC7D,SAAS;YACb,CAAC;YAED,MAAM,MAAM,GAAG,YAAY,CAAC,eAA6C,CAAC;YAE1E,IAAI,CAAC,SAAS,CAAC,aAAa,EAAE,gBAAgB,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QACpE,CAAC;QAED,IAAI,WAAW,CAAC,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACxC,IAAI,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAE,WAAgC,IAAI,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;QACxH,CAAC;IACL,CAAC;IAEM,OAAO;QACV,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAC3D,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;YACpC,IAAI,CAAC,iBAAiB,GAAG,SAAS,CAAC;QACvC,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,OAAO,GAAG,SAAgB,CAAC;QAChC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;;AAzNc,0BAAQ,GAAG,CAAC,AAAJ,CAAK","sourcesContent":["import type { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport type { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IDrawContext } from \"../IDrawContext\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport type { WebGPUPipelineContext } from \"./webgpuPipelineContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/**\r\n * WebGPU implementation of the IDrawContext interface.\r\n * This class manages the draw context for WebGPU, including buffers and indirect draw data.\r\n */\r\nexport class WebGPUDrawContext implements IDrawContext {\r\n private static _Counter = 0;\r\n\r\n /**\r\n * Bundle used in fast mode (when compatibilityMode==false)\r\n */\r\n public fastBundle?: GPURenderBundle;\r\n /**\r\n * Cache of the bind groups. Will be reused for the next draw if isDirty==false (and materialContext.isDirty==false)\r\n */\r\n public bindGroups?: GPUBindGroup[];\r\n\r\n public uniqueId: number;\r\n\r\n /**\r\n * @internal\r\n * By default, indirect draws are enabled in NON compatibility mode only\r\n * To enable indirect draws in compatibility mode (done by the end user), enableIndirectDraw must be set to true\r\n */\r\n public _enableIndirectDrawInCompatMode = false;\r\n\r\n /**\r\n * Buffers (uniform / storage) used for the draw call\r\n */\r\n public buffers: { [name: string]: Nullable<WebGPUDataBuffer> };\r\n\r\n public indirectDrawBuffer?: GPUBuffer;\r\n\r\n private _materialContextUpdateId: number;\r\n private _bufferManager: WebGPUBufferManager;\r\n private _useInstancing: boolean;\r\n private _indirectDrawData?: Uint32Array;\r\n private _currentInstanceCount: number;\r\n private _isDirty: boolean;\r\n private _enableIndirectDraw: boolean;\r\n private _vertexPullingEnabled: boolean;\r\n\r\n /**\r\n * Checks if the draw context is dirty.\r\n * @param materialContextUpdateId The update ID of the material context associated with the draw context.\r\n * @returns True if the draw or material context is dirty, false otherwise.\r\n */\r\n public isDirty(materialContextUpdateId: number): boolean {\r\n return this._isDirty || this._materialContextUpdateId !== materialContextUpdateId;\r\n }\r\n\r\n /**\r\n * Resets the dirty state of the draw context.\r\n * @param materialContextUpdateId The update ID of the material context associated with the draw context.\r\n */\r\n public resetIsDirty(materialContextUpdateId: number): void {\r\n this._isDirty = false;\r\n this._materialContextUpdateId = materialContextUpdateId;\r\n }\r\n\r\n public get enableIndirectDraw() {\r\n return this._enableIndirectDraw;\r\n }\r\n\r\n public set enableIndirectDraw(enable: boolean) {\r\n this._enableIndirectDrawInCompatMode = true;\r\n\r\n if (this._enableIndirectDraw === enable) {\r\n return;\r\n }\r\n\r\n this._enableIndirectDraw = enable;\r\n\r\n if (!enable && !this._useInstancing && this.indirectDrawBuffer) {\r\n this._bufferManager.releaseBuffer(this.indirectDrawBuffer);\r\n this.indirectDrawBuffer = undefined;\r\n this._indirectDrawData = undefined;\r\n } else if (enable && !this.indirectDrawBuffer) {\r\n this.indirectDrawBuffer = this._bufferManager.createRawBuffer(\r\n 20,\r\n WebGPUConstants.BufferUsage.CopyDst | WebGPUConstants.BufferUsage.Indirect | WebGPUConstants.BufferUsage.Storage,\r\n undefined,\r\n \"IndirectDrawBuffer\"\r\n );\r\n this._indirectDrawData = new Uint32Array(5);\r\n this._indirectDrawData[3] = 0;\r\n this._indirectDrawData[4] = 0;\r\n }\r\n }\r\n\r\n public get useInstancing() {\r\n return this._useInstancing;\r\n }\r\n\r\n public set useInstancing(use: boolean) {\r\n if (this._useInstancing === use) {\r\n return;\r\n }\r\n\r\n this._useInstancing = use;\r\n this._currentInstanceCount = -1;\r\n\r\n const enableIndirectDrawInCompatMode = this._enableIndirectDrawInCompatMode;\r\n\r\n this.enableIndirectDraw = use;\r\n\r\n this._enableIndirectDrawInCompatMode = enableIndirectDrawInCompatMode;\r\n }\r\n\r\n /**\r\n * Creates a new WebGPUDrawContext.\r\n * @param bufferManager The buffer manager used to manage WebGPU buffers.\r\n * @param _dummyIndexBuffer A dummy index buffer to be bound as the \"indices\"\r\n * storage buffer when no index buffer is provided.\r\n */\r\n constructor(\r\n bufferManager: WebGPUBufferManager,\r\n private _dummyIndexBuffer: WebGPUDataBuffer\r\n ) {\r\n this._bufferManager = bufferManager;\r\n this.uniqueId = WebGPUDrawContext._Counter++;\r\n this._useInstancing = false;\r\n this._currentInstanceCount = 0;\r\n this._enableIndirectDraw = false;\r\n this._vertexPullingEnabled = false;\r\n this.reset();\r\n }\r\n\r\n public reset(): void {\r\n this.buffers = {};\r\n this._isDirty = true;\r\n this._materialContextUpdateId = 0;\r\n this.fastBundle = undefined;\r\n this.bindGroups = undefined;\r\n this._vertexPullingEnabled = false;\r\n }\r\n\r\n /**\r\n * Associates a buffer to the draw context.\r\n * @param name The name of the buffer.\r\n * @param buffer The buffer to set.\r\n */\r\n public setBuffer(name: string, buffer: Nullable<WebGPUDataBuffer>): void {\r\n this._isDirty ||= buffer?.uniqueId !== this.buffers[name]?.uniqueId;\r\n\r\n this.buffers[name] = buffer;\r\n }\r\n\r\n public setIndirectData(indexOrVertexCount: number, instanceCount: number, firstIndexOrVertex: number, forceUpdate = false): void {\r\n if ((!forceUpdate && instanceCount === this._currentInstanceCount) || !this.indirectDrawBuffer || !this._indirectDrawData) {\r\n // The current buffer is already up to date so do nothing\r\n // Note that we only check for instanceCount and not indexOrVertexCount nor firstIndexOrVertex because those values\r\n // are supposed to not change during the lifetime of a draw context\r\n return;\r\n }\r\n this._currentInstanceCount = instanceCount;\r\n\r\n this._indirectDrawData[0] = indexOrVertexCount;\r\n this._indirectDrawData[1] = instanceCount;\r\n this._indirectDrawData[2] = firstIndexOrVertex;\r\n\r\n this._bufferManager.setRawData(this.indirectDrawBuffer, 0, this._indirectDrawData, 0, 20);\r\n }\r\n\r\n public setVertexPulling(\r\n useVertexPulling: boolean,\r\n webgpuPipelineContext: WebGPUPipelineContext,\r\n vertexBuffers: { [key: string]: Nullable<VertexBuffer> },\r\n indexBuffer: Nullable<DataBuffer>,\r\n overrideVertexBuffers: Nullable<{ [kind: string]: Nullable<VertexBuffer> }>\r\n ): void {\r\n if (this._vertexPullingEnabled === useVertexPulling) {\r\n return;\r\n }\r\n\r\n this._vertexPullingEnabled = useVertexPulling;\r\n this._isDirty = true;\r\n\r\n const bufferNames = webgpuPipelineContext.shaderProcessingContext.bufferNames;\r\n\r\n if (overrideVertexBuffers) {\r\n for (const attributeName in overrideVertexBuffers) {\r\n const vertexBuffer = overrideVertexBuffers[attributeName];\r\n if (!vertexBuffer || bufferNames.indexOf(attributeName) === -1) {\r\n continue;\r\n }\r\n\r\n const buffer = vertexBuffer.effectiveBuffer as Nullable<WebGPUDataBuffer>;\r\n\r\n this.setBuffer(attributeName, useVertexPulling ? buffer : null);\r\n }\r\n }\r\n\r\n for (const attributeName in vertexBuffers) {\r\n if (overrideVertexBuffers && attributeName in overrideVertexBuffers) {\r\n continue;\r\n }\r\n\r\n const vertexBuffer = vertexBuffers[attributeName];\r\n if (!vertexBuffer || bufferNames.indexOf(attributeName) === -1) {\r\n continue;\r\n }\r\n\r\n const buffer = vertexBuffer.effectiveBuffer as Nullable<WebGPUDataBuffer>;\r\n\r\n this.setBuffer(attributeName, useVertexPulling ? buffer : null);\r\n }\r\n\r\n if (bufferNames.indexOf(\"indices\") !== -1) {\r\n this.setBuffer(\"indices\", !useVertexPulling ? null : ((indexBuffer as WebGPUDataBuffer) ?? this._dummyIndexBuffer));\r\n }\r\n }\r\n\r\n public dispose(): void {\r\n if (this.indirectDrawBuffer) {\r\n this._bufferManager.releaseBuffer(this.indirectDrawBuffer);\r\n this.indirectDrawBuffer = undefined;\r\n this._indirectDrawData = undefined;\r\n }\r\n this.fastBundle = undefined;\r\n this.bindGroups = undefined;\r\n this.buffers = undefined as any;\r\n this._enableIndirectDraw = false;\r\n }\r\n}\r\n"]}