@babylonjs/core 8.48.0 → 8.48.2

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Files changed (85) hide show
  1. package/Audio/analyser.js.map +1 -1
  2. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
  3. package/Buffers/buffer.align.js +3 -3
  4. package/Buffers/buffer.align.js.map +1 -1
  5. package/Buffers/bufferUtils.d.ts +7 -0
  6. package/Buffers/bufferUtils.js +31 -13
  7. package/Buffers/bufferUtils.js.map +1 -1
  8. package/Engines/Extensions/engine.dynamicBuffer.js +3 -3
  9. package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
  10. package/Engines/Native/nativeDataStream.d.ts +1 -1
  11. package/Engines/Native/nativeDataStream.js.map +1 -1
  12. package/Engines/Native/nativeInterfaces.d.ts +4 -4
  13. package/Engines/Native/nativeInterfaces.js.map +1 -1
  14. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +13 -1
  15. package/Engines/WebGPU/Extensions/engine.rawTexture.js +26 -8
  16. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  17. package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -1
  18. package/Engines/WebGPU/webgpuTextureManager.js +19 -6
  19. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  20. package/Engines/abstractEngine.d.ts +4 -2
  21. package/Engines/abstractEngine.functions.d.ts +1 -1
  22. package/Engines/abstractEngine.functions.js +8 -8
  23. package/Engines/abstractEngine.functions.js.map +1 -1
  24. package/Engines/abstractEngine.js +6 -4
  25. package/Engines/abstractEngine.js.map +1 -1
  26. package/Engines/engine.d.ts +12 -0
  27. package/Engines/thinNativeEngine.js +1 -1
  28. package/Engines/thinNativeEngine.js.map +1 -1
  29. package/Engines/thinWebGPUEngine.js +3 -0
  30. package/Engines/thinWebGPUEngine.js.map +1 -1
  31. package/Engines/webgpuEngine.js +18 -18
  32. package/Engines/webgpuEngine.js.map +1 -1
  33. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  34. package/Materials/Background/backgroundMaterial.d.ts +16 -8
  35. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +14 -1
  36. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  37. package/Materials/Node/Blocks/debugBlock.d.ts +2 -0
  38. package/Materials/Node/Blocks/debugBlock.js +6 -2
  39. package/Materials/Node/Blocks/debugBlock.js.map +1 -1
  40. package/Materials/Node/nodeMaterial.d.ts +16 -8
  41. package/Materials/Node/nodeMaterialBlock.js +2 -2
  42. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  43. package/Materials/PBR/openpbrMaterial.d.ts +16 -8
  44. package/Materials/PBR/pbrBaseMaterial.d.ts +16 -8
  45. package/Materials/Textures/Loaders/EXR/exrLoader.compression.rle.d.ts +1 -1
  46. package/Materials/Textures/Loaders/EXR/exrLoader.compression.rle.js.map +1 -1
  47. package/Materials/Textures/Loaders/EXR/exrLoader.core.d.ts +1 -1
  48. package/Materials/Textures/Loaders/EXR/exrLoader.core.js.map +1 -1
  49. package/Materials/Textures/internalTexture.d.ts +6 -0
  50. package/Materials/Textures/internalTexture.js +24 -2
  51. package/Materials/Textures/internalTexture.js.map +1 -1
  52. package/Materials/Textures/rawTexture.d.ts +8 -1
  53. package/Materials/Textures/rawTexture.js +12 -3
  54. package/Materials/Textures/rawTexture.js.map +1 -1
  55. package/Materials/Textures/rawTexture2DArray.d.ts +8 -1
  56. package/Materials/Textures/rawTexture2DArray.js +14 -3
  57. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  58. package/Materials/imageProcessing.d.ts +47 -8
  59. package/Materials/standardMaterial.d.ts +16 -8
  60. package/Meshes/Builders/shapeBuilder.d.ts +4 -0
  61. package/Meshes/Builders/shapeBuilder.js +12 -9
  62. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  63. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +68 -4
  64. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +343 -26
  65. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  66. package/Misc/dds.js.map +1 -1
  67. package/Misc/environmentTextureTools.js +3 -1
  68. package/Misc/environmentTextureTools.js.map +1 -1
  69. package/Misc/fileTools.js +9 -1
  70. package/Misc/fileTools.js.map +1 -1
  71. package/Physics/v1/physicsImpostor.d.ts +2 -2
  72. package/Physics/v1/physicsImpostor.js.map +1 -1
  73. package/Shaders/ShadersInclude/gaussianSplatting.js +16 -3
  74. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  75. package/Shaders/gaussianSplatting.vertex.js +17 -4
  76. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  77. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +11 -1
  78. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  79. package/ShadersWGSL/gaussianSplatting.vertex.js +17 -4
  80. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  81. package/XR/native/nativeXRFrame.d.ts +1 -1
  82. package/XR/native/nativeXRFrame.js.map +1 -1
  83. package/package.json +1 -1
  84. package/types.d.ts +1 -1
  85. package/types.js.map +1 -1
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\n// License for the mipmap generation code:\r\n//\r\n// Copyright 2020 Brandon Jones\r\n//\r\n// Permission is hereby granted, free of charge, to any person obtaining a copy\r\n// of this software and associated documentation files (the \"Software\"), to deal\r\n// in the Software without restriction, including without limitation the rights\r\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r\n// copies of the Software, and to permit persons to whom the Software is\r\n// furnished to do so, subject to the following conditions:\r\n\r\n// The above copyright notice and this permission notice shall be included in\r\n// all copies or substantial portions of the Software.\r\n\r\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\r\n// SOFTWARE.\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport { Constants } from \"../constants\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IHardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\nimport type { _IProcessingOptions } from \"../Processors/shaderProcessingOptions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Finalize, Initialize, Process } from \"../Processors/shaderProcessor\";\r\nimport type { WebGPUShaderProcessorWGSL } from \"./webgpuShaderProcessorsWGSL\";\r\n\r\n// TODO WEBGPU improve mipmap generation by using compute shaders\r\n\r\nconst mipmapVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n const tex = array<vec2<f32>, 4>( vec2f(0.0f, 0.0f), vec2f(1.0f, 0.0f), vec2f(0.0f, 1.0f), vec2f(1.0f, 1.0f));\r\n\r\n varying vTex: vec2f;\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.vTex = tex[input.vertexIndex];\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst mipmapFragmentSource = `\r\n var imgSampler: sampler;\r\n var img: texture_2d<f32>;\r\n\r\n varying vTex: vec2f;\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n fragmentOutputs.color = textureSample(img, imgSampler, input.vTex);\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n const tex = array<vec2<f32>, 4>( vec2f(0.0f, 0.0f), vec2f(1.0f, 0.0f), vec2f(0.0f, 1.0f), vec2f(1.0f, 1.0f));\r\n\r\n var img: texture_2d<f32>;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n #ifdef INVERTY\r\n vertexOutputs.vTextureSize = vec2f(textureDimensions(img, 0));\r\n #endif\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaFragmentSource = `\r\n var img: texture_2d<f32>;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n #ifdef INVERTY\r\n var color: vec4f = textureLoad(img, vec2i(i32(input.position.x), i32(input.vTextureSize.y - input.position.y)), 0);\r\n #else\r\n var color: vec4f = textureLoad(img, vec2i(input.position.xy), 0);\r\n #endif\r\n #ifdef PREMULTIPLYALPHA\r\n color = vec4f(color.rgb * color.a, color.a);\r\n #endif\r\n fragmentOutputs.color = color;\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaWithOfstVertexSource = invertYPreMultiplyAlphaVertexSource;\r\n\r\nconst invertYPreMultiplyAlphaWithOfstFragmentSource = `\r\n var img: texture_2d<f32>;\r\n uniform ofstX: f32;\r\n uniform ofstY: f32;\r\n uniform width: f32;\r\n uniform height: f32;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n if (input.position.x < uniforms.ofstX || input.position.x >= uniforms.ofstX + uniforms.width) {\r\n discard;\r\n }\r\n if (input.position.y < uniforms.ofstY || input.position.y >= uniforms.ofstY + uniforms.height) {\r\n discard;\r\n }\r\n #ifdef INVERTY\r\n var color: vec4f = textureLoad(img, vec2i(i32(input.position.x), i32(uniforms.ofstY + uniforms.height - (input.position.y - uniforms.ofstY))), 0);\r\n #else\r\n var color: vec4f = textureLoad(img, vec2i(input.position.xy), 0);\r\n #endif\r\n #ifdef PREMULTIPLYALPHA\r\n color = vec4f(color.rgb * color.a, color.a);\r\n #endif\r\n fragmentOutputs.color = color;\r\n }\r\n `;\r\n\r\nconst clearVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst clearFragmentSource = `\r\n uniform color: vec4f;\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n fragmentOutputs.color = uniforms.color;\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureVertexSource = `\r\n struct VertexOutput {\r\n @builtin(position) Position : vec4<f32>,\r\n @location(0) fragUV : vec2<f32>\r\n }\r\n\r\n @vertex\r\n fn main(\r\n @builtin(vertex_index) VertexIndex : u32\r\n ) -> VertexOutput {\r\n var pos = array<vec2<f32>, 4>(\r\n vec2(-1.0, 1.0),\r\n vec2( 1.0, 1.0),\r\n vec2(-1.0, -1.0),\r\n vec2( 1.0, -1.0)\r\n );\r\n var tex = array<vec2<f32>, 4>(\r\n vec2(0.0, 0.0),\r\n vec2(1.0, 0.0),\r\n vec2(0.0, 1.0),\r\n vec2(1.0, 1.0)\r\n );\r\n\r\n var output: VertexOutput;\r\n\r\n output.Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);\r\n output.fragUV = tex[VertexIndex];\r\n\r\n return output;\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureFragmentSource = `\r\n @group(0) @binding(0) var videoSampler: sampler;\r\n @group(0) @binding(1) var videoTexture: texture_external;\r\n\r\n @fragment\r\n fn main(\r\n @location(0) fragUV: vec2<f32>\r\n ) -> @location(0) vec4<f32> {\r\n return textureSampleBaseClampToEdge(videoTexture, videoSampler, fragUV);\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureInvertYFragmentSource = `\r\n @group(0) @binding(0) var videoSampler: sampler;\r\n @group(0) @binding(1) var videoTexture: texture_external;\r\n\r\n @fragment\r\n fn main(\r\n @location(0) fragUV: vec2<f32>\r\n ) -> @location(0) vec4<f32> {\r\n return textureSampleBaseClampToEdge(videoTexture, videoSampler, vec2<f32>(fragUV.x, 1.0 - fragUV.y));\r\n }\r\n `;\r\n\r\nconst resolveDepthVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst resolveDepthFragmentSource = `\r\n var msaaDepthTexture: texture_depth_multisampled_2d;\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n #ifdef USE_MIN\r\n let numSamples = textureNumSamples(msaaDepthTexture);\r\n var depth = 1.0;\r\n\r\n for (var i = 0u; i < numSamples; i = i + 1u) {\r\n depth = min(depth, textureLoad(msaaDepthTexture, vec2u(input.position.xy), i));\r\n }\r\n \r\n fragmentOutputs.color = vec4f(depth);\r\n #else\r\n fragmentOutputs.color = vec4f(textureLoad(msaaDepthTexture, vec2u(input.position.xy), 0)); // do like WebGL, take the first sample\r\n #endif\r\n }\r\n `;\r\n\r\nenum PipelineType {\r\n MipMap = 0,\r\n InvertYPremultiplyAlpha = 1,\r\n Clear = 2,\r\n InvertYPremultiplyAlphaWithOfst = 3,\r\n ResolveDepth = 4,\r\n}\r\n\r\nenum VideoPipelineType {\r\n DontInvertY = 0,\r\n InvertY = 1,\r\n}\r\n\r\ninterface IPipelineParameters {\r\n invertY?: boolean;\r\n premultiplyAlpha?: boolean;\r\n}\r\n\r\nconst shadersForPipelineType = [\r\n { vertex: mipmapVertexSource, fragment: mipmapFragmentSource },\r\n { vertex: invertYPreMultiplyAlphaVertexSource, fragment: invertYPreMultiplyAlphaFragmentSource },\r\n { vertex: clearVertexSource, fragment: clearFragmentSource },\r\n { vertex: invertYPreMultiplyAlphaWithOfstVertexSource, fragment: invertYPreMultiplyAlphaWithOfstFragmentSource },\r\n { vertex: resolveDepthVertexSource, fragment: resolveDepthFragmentSource },\r\n];\r\n\r\n/**\r\n * Map a (renderable) texture format (GPUTextureFormat) to an index for fast lookup (in caches for eg)\r\n * The number of entries should not go over 64! Else, the code in WebGPUCacheRenderPipeline.setMRT should be updated\r\n */\r\nexport const renderableTextureFormatToIndex: { [name: string]: number } = {\r\n \"\": 0,\r\n r8unorm: 1,\r\n r8uint: 2,\r\n r8sint: 3,\r\n\r\n r16uint: 4,\r\n r16sint: 5,\r\n r16float: 6,\r\n rg8unorm: 7,\r\n rg8uint: 8,\r\n rg8sint: 9,\r\n\r\n r32uint: 10,\r\n r32sint: 11,\r\n r32float: 12,\r\n rg16uint: 13,\r\n rg16sint: 14,\r\n rg16float: 15,\r\n rgba8unorm: 16,\r\n \"rgba8unorm-srgb\": 17,\r\n rgba8uint: 18,\r\n rgba8sint: 19,\r\n bgra8unorm: 20,\r\n \"bgra8unorm-srgb\": 21,\r\n\r\n rgb10a2uint: 22,\r\n rgb10a2unorm: 23,\r\n /* rg11b10ufloat: this entry is dynamically added if the \"RG11B10UFloatRenderable\" extension is supported */\r\n\r\n rg32uint: 24,\r\n rg32sint: 25,\r\n rg32float: 26,\r\n rgba16uint: 27,\r\n rgba16sint: 28,\r\n rgba16float: 29,\r\n\r\n rgba32uint: 30,\r\n rgba32sint: 31,\r\n rgba32float: 32,\r\n\r\n stencil8: 33,\r\n depth16unorm: 34,\r\n depth24plus: 35,\r\n \"depth24plus-stencil8\": 36,\r\n depth32float: 37,\r\n\r\n \"depth32float-stencil8\": 38,\r\n\r\n r16unorm: 39,\r\n rg16unorm: 40,\r\n rgba16unorm: 41,\r\n r16snorm: 42,\r\n rg16snorm: 43,\r\n rgba16snorm: 44,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUTextureManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _bufferManager: WebGPUBufferManager;\r\n private _mipmapSampler: GPUSampler;\r\n private _videoSampler: GPUSampler;\r\n private _ubCopyWithOfst: GPUBuffer;\r\n private _pipelines: { [format: string]: Array<[GPURenderPipeline, GPUBindGroupLayout]> } = {};\r\n private _compiledShaders: GPUShaderModule[][] = [];\r\n private _videoPipelines: { [format: string]: Array<[GPURenderPipeline, GPUBindGroupLayout]> } = {};\r\n private _videoCompiledShaders: GPUShaderModule[][] = [];\r\n private _deferredReleaseTextures: Array<[Nullable<IHardwareTextureWrapper | GPUTexture>, Nullable<BaseTexture>]> = [];\r\n private _commandEncoderForCreation: GPUCommandEncoder;\r\n\r\n //------------------------------------------------------------------------------\r\n // Initialization / Helpers\r\n //------------------------------------------------------------------------------\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice, bufferManager: WebGPUBufferManager, enabledExtensions: GPUFeatureName[]) {\r\n this._engine = engine;\r\n this._device = device;\r\n this._bufferManager = bufferManager;\r\n\r\n if (enabledExtensions.indexOf(WebGPUConstants.FeatureName.RG11B10UFloatRenderable) !== -1) {\r\n const keys = Object.keys(renderableTextureFormatToIndex);\r\n renderableTextureFormatToIndex[WebGPUConstants.TextureFormat.RG11B10UFloat] = renderableTextureFormatToIndex[keys[keys.length - 1]] + 1;\r\n }\r\n\r\n this._mipmapSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });\r\n this._videoSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });\r\n this._ubCopyWithOfst = this._bufferManager.createBuffer(\r\n 4 * 4,\r\n WebGPUConstants.BufferUsage.Uniform | WebGPUConstants.BufferUsage.CopyDst,\r\n \"UBCopyWithOffset\"\r\n ).underlyingResource;\r\n\r\n this._getPipeline(WebGPUConstants.TextureFormat.RGBA8Unorm);\r\n this._getVideoPipeline(WebGPUConstants.TextureFormat.RGBA8Unorm);\r\n }\r\n\r\n private _getPipeline(format: GPUTextureFormat, type: PipelineType = PipelineType.MipMap, params?: IPipelineParameters): [GPURenderPipeline, GPUBindGroupLayout] {\r\n const index =\r\n type === PipelineType.MipMap\r\n ? 1 << 0\r\n : type === PipelineType.InvertYPremultiplyAlpha\r\n ? ((params!.invertY ? 1 : 0) << 1) + ((params!.premultiplyAlpha ? 1 : 0) << 2)\r\n : type === PipelineType.Clear\r\n ? 1 << 3\r\n : type === PipelineType.InvertYPremultiplyAlphaWithOfst\r\n ? ((params!.invertY ? 1 : 0) << 4) + ((params!.premultiplyAlpha ? 1 : 0) << 5)\r\n : type === PipelineType.ResolveDepth\r\n ? 1 << 6\r\n : 0;\r\n\r\n if (!this._pipelines[format]) {\r\n this._pipelines[format] = [];\r\n }\r\n\r\n let pipelineAndBGL = this._pipelines[format][index];\r\n if (!pipelineAndBGL) {\r\n let defines = \"\";\r\n if (type === PipelineType.InvertYPremultiplyAlpha || type === PipelineType.InvertYPremultiplyAlphaWithOfst) {\r\n if (params!.invertY) {\r\n defines += \"#define INVERTY\\n\";\r\n }\r\n if (params!.premultiplyAlpha) {\r\n defines += \"#define PREMULTIPLYALPHA\\n\";\r\n }\r\n }\r\n\r\n let modules = this._compiledShaders[index];\r\n if (!modules) {\r\n let vertexCode = shadersForPipelineType[type].vertex;\r\n let fragmentCode = shadersForPipelineType[type].fragment;\r\n\r\n const processorOptions: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: null,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: true,\r\n processor: this._engine._getShaderProcessor(ShaderLanguage.WGSL),\r\n supportsUniformBuffers: true,\r\n shadersRepository: \"\",\r\n includesShadersStore: {},\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: this._engine._getShaderProcessingContext(ShaderLanguage.WGSL, true),\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n Initialize(processorOptions);\r\n\r\n // Disable special additions not needed here\r\n (processorOptions.processor as WebGPUShaderProcessorWGSL).pureMode = true;\r\n\r\n Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode) => {\r\n vertexCode = migratedVertexCode;\r\n },\r\n this._engine\r\n );\r\n\r\n processorOptions.isFragment = true;\r\n\r\n Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode) => {\r\n fragmentCode = migratedFragmentCode;\r\n },\r\n this._engine\r\n );\r\n\r\n const final = Finalize(vertexCode, fragmentCode, processorOptions);\r\n\r\n // Restore\r\n (processorOptions.processor as WebGPUShaderProcessorWGSL).pureMode = false;\r\n\r\n const vertexModule = this._device.createShaderModule({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalVertexShader_${index}`,\r\n code: final.vertexCode,\r\n });\r\n const fragmentModule = this._device.createShaderModule({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalFragmentShader_${index}`,\r\n code: final.fragmentCode,\r\n });\r\n modules = this._compiledShaders[index] = [vertexModule, fragmentModule];\r\n }\r\n\r\n const pipeline = this._device.createRenderPipeline({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalPipeline_${format}_${index}`,\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n vertex: {\r\n module: modules[0],\r\n entryPoint: \"main\",\r\n },\r\n fragment: {\r\n module: modules[1],\r\n entryPoint: \"main\",\r\n targets: [\r\n {\r\n format,\r\n },\r\n ],\r\n },\r\n primitive: {\r\n topology: WebGPUConstants.PrimitiveTopology.TriangleStrip,\r\n stripIndexFormat: WebGPUConstants.IndexFormat.Uint16,\r\n },\r\n });\r\n\r\n pipelineAndBGL = this._pipelines[format][index] = [pipeline, pipeline.getBindGroupLayout(0)];\r\n }\r\n\r\n return pipelineAndBGL;\r\n }\r\n\r\n private _getVideoPipeline(format: GPUTextureFormat, type: VideoPipelineType = VideoPipelineType.DontInvertY): [GPURenderPipeline, GPUBindGroupLayout] {\r\n const index = type === VideoPipelineType.InvertY ? 1 << 0 : 0;\r\n\r\n if (!this._videoPipelines[format]) {\r\n this._videoPipelines[format] = [];\r\n }\r\n\r\n let pipelineAndBGL = this._videoPipelines[format][index];\r\n if (!pipelineAndBGL) {\r\n let modules = this._videoCompiledShaders[index];\r\n if (!modules) {\r\n const vertexModule = this._device.createShaderModule({\r\n code: copyVideoToTextureVertexSource,\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_CopyVideoToTexture_VertexShader`,\r\n });\r\n const fragmentModule = this._device.createShaderModule({\r\n code: index === 0 ? copyVideoToTextureFragmentSource : copyVideoToTextureInvertYFragmentSource,\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_CopyVideoToTexture_FragmentShader_${index === 0 ? \"DontInvertY\" : \"InvertY\"}`,\r\n });\r\n modules = this._videoCompiledShaders[index] = [vertexModule, fragmentModule];\r\n }\r\n\r\n const pipeline = this._device.createRenderPipeline({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalVideoPipeline_${format}_${index === 0 ? \"DontInvertY\" : \"InvertY\"}`,\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n vertex: {\r\n module: modules[0],\r\n entryPoint: \"main\",\r\n },\r\n fragment: {\r\n module: modules[1],\r\n entryPoint: \"main\",\r\n targets: [\r\n {\r\n format,\r\n },\r\n ],\r\n },\r\n primitive: {\r\n topology: WebGPUConstants.PrimitiveTopology.TriangleStrip,\r\n stripIndexFormat: WebGPUConstants.IndexFormat.Uint16,\r\n },\r\n });\r\n\r\n pipelineAndBGL = this._videoPipelines[format][index] = [pipeline, pipeline.getBindGroupLayout(0)];\r\n }\r\n\r\n return pipelineAndBGL;\r\n }\r\n\r\n public setCommandEncoder(encoder: GPUCommandEncoder): void {\r\n this._commandEncoderForCreation = encoder;\r\n }\r\n\r\n public copyVideoToTexture(video: ExternalTexture, texture: InternalTexture, format: GPUTextureFormat, invertY = false, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getVideoPipeline(format, invertY ? VideoPipelineType.InvertY : VideoPipelineType.DontInvertY);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`copy video to texture (invertY=${invertY})`);\r\n\r\n const webgpuHardwareTexture = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n const renderPassDescriptor: GPURenderPassDescriptor = {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_copyVideoToTexture_${format}_${invertY ? \"InvertY\" : \"DontInvertY\"}${texture.label ? \"_\" + texture.label : \"\"}`,\r\n colorAttachments: [\r\n {\r\n view: webgpuHardwareTexture.underlyingResource!.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 1,\r\n aspect: WebGPUConstants.TextureAspect.All,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: this._videoSampler,\r\n },\r\n {\r\n binding: 1,\r\n resource: this._device.importExternalTexture({\r\n source: video.underlyingResource,\r\n }),\r\n },\r\n ],\r\n };\r\n\r\n const bindGroup = this._device.createBindGroup(descriptor);\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public invertYPreMultiplyAlpha(\r\n gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n faceIndex = 0,\r\n mipLevel = 0,\r\n layers = 1,\r\n ofstX = 0,\r\n ofstY = 0,\r\n rectWidth = 0,\r\n rectHeight = 0,\r\n commandEncoder?: GPUCommandEncoder,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n allowGPUOptimization?: boolean\r\n ): void {\r\n const useRect = rectWidth !== 0;\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format, useRect ? PipelineType.InvertYPremultiplyAlphaWithOfst : PipelineType.InvertYPremultiplyAlpha, {\r\n invertY,\r\n premultiplyAlpha,\r\n });\r\n\r\n faceIndex = Math.max(faceIndex, 0);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n let gpuTexture: Nullable<GPUTexture>;\r\n if (WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture)) {\r\n gpuTexture = gpuOrHdwTexture.underlyingResource;\r\n if (!(invertY && !premultiplyAlpha && layers === 1 && faceIndex === 0)) {\r\n // we optimize only for the most likely case (invertY=true, premultiplyAlpha=false, layers=1, faceIndex=0) to avoid dealing with big caches\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n } else {\r\n gpuTexture = gpuOrHdwTexture;\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n if (!gpuTexture) {\r\n return;\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`internal process texture \"${gpuTexture.label}\" (invertY=${invertY} premultiplyAlpha=${premultiplyAlpha})`);\r\n\r\n if (useRect) {\r\n this._bufferManager.setRawData(this._ubCopyWithOfst, 0, new Float32Array([ofstX, ofstY, rectWidth, rectHeight]), 0, 4 * 4);\r\n }\r\n\r\n const webgpuHardwareTexture = gpuOrHdwTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n const outputTexture =\r\n webgpuHardwareTexture?._copyInvertYTempTexture ??\r\n this.createTexture(\r\n { width, height, layers: 1 },\r\n false,\r\n false,\r\n false,\r\n false,\r\n false,\r\n format,\r\n 1,\r\n commandEncoder,\r\n WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment | WebGPUConstants.TextureUsage.TextureBinding,\r\n undefined,\r\n \"TempTextureForCopyWithInvertY\"\r\n );\r\n\r\n const renderPassDescriptor = webgpuHardwareTexture?._copyInvertYRenderPassDescr ?? {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_invertYPreMultiplyAlpha_${format}_${invertY ? \"InvertY\" : \"DontInvertY\"}_${\r\n premultiplyAlpha ? \"PremultiplyAlpha\" : \"DontPremultiplyAlpha\"\r\n }`,\r\n colorAttachments: [\r\n {\r\n view: outputTexture.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: 0,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: 0,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n let bindGroup = useRect ? webgpuHardwareTexture?._copyInvertYBindGroupWithOfst : webgpuHardwareTexture?._copyInvertYBindGroup;\r\n if (!bindGroup) {\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: gpuTexture.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: mipLevel,\r\n mipLevelCount: 1,\r\n arrayLayerCount: layers,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n },\r\n ],\r\n };\r\n if (useRect) {\r\n descriptor.entries.push({\r\n binding: 1,\r\n resource: {\r\n buffer: this._ubCopyWithOfst,\r\n },\r\n });\r\n }\r\n bindGroup = this._device.createBindGroup(descriptor);\r\n }\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.copyTextureToTexture(\r\n {\r\n texture: outputTexture,\r\n },\r\n {\r\n texture: gpuTexture,\r\n mipLevel,\r\n origin: {\r\n x: 0,\r\n y: 0,\r\n z: faceIndex,\r\n },\r\n },\r\n {\r\n width: rectWidth || width,\r\n height: rectHeight || height,\r\n depthOrArrayLayers: 1,\r\n }\r\n );\r\n\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._copyInvertYTempTexture = outputTexture;\r\n webgpuHardwareTexture._copyInvertYRenderPassDescr = renderPassDescriptor;\r\n if (useRect) {\r\n webgpuHardwareTexture._copyInvertYBindGroupWithOfst = bindGroup;\r\n } else {\r\n webgpuHardwareTexture._copyInvertYBindGroup = bindGroup;\r\n }\r\n } else {\r\n this._deferredReleaseTextures.push([outputTexture, null]);\r\n }\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Creation\r\n //------------------------------------------------------------------------------\r\n\r\n public createTexture(\r\n imageBitmap: ImageBitmap | { width: number; height: number; layers: number },\r\n hasMipmaps = false,\r\n generateMipmaps = false,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n is3D = false,\r\n format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm,\r\n sampleCount = 1,\r\n commandEncoder?: GPUCommandEncoder,\r\n usage = -1,\r\n additionalUsages = 0,\r\n label?: string\r\n ): GPUTexture {\r\n sampleCount = WebGPUTextureHelper.GetSample(sampleCount);\r\n\r\n const layerCount = (imageBitmap as any).layers || 1;\r\n const textureSize = {\r\n width: imageBitmap.width,\r\n height: imageBitmap.height,\r\n depthOrArrayLayers: layerCount,\r\n };\r\n\r\n const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;\r\n const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);\r\n const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(imageBitmap.width, imageBitmap.height) : 1;\r\n const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;\r\n\r\n additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;\r\n\r\n if (!isCompressedFormat && !is3D) {\r\n // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times\r\n additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;\r\n }\r\n\r\n const gpuTexture = this._device.createTexture({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_Texture${is3D ? \"3D\" : \"2D\"}_${label ? label + \"_\" : \"\"}${textureSize.width}x${textureSize.height}x${\r\n textureSize.depthOrArrayLayers\r\n }_${hasMipmaps ? \"wmips\" : \"womips\"}_${format}_samples${sampleCount}`,\r\n size: textureSize,\r\n dimension: is3D ? WebGPUConstants.TextureDimension.E3d : WebGPUConstants.TextureDimension.E2d,\r\n format,\r\n usage: usages | additionalUsages,\r\n sampleCount,\r\n mipLevelCount,\r\n });\r\n\r\n if (WebGPUTextureHelper.IsImageBitmap(imageBitmap)) {\r\n this.updateTexture(imageBitmap, gpuTexture, imageBitmap.width, imageBitmap.height, layerCount, format, 0, 0, invertY, premultiplyAlpha, 0, 0);\r\n\r\n if (hasMipmaps && generateMipmaps) {\r\n this.generateMipmaps(gpuTexture, mipLevelCount, 0, commandEncoder);\r\n }\r\n }\r\n\r\n return gpuTexture;\r\n }\r\n\r\n public createCubeTexture(\r\n imageBitmaps: ImageBitmap[] | { width: number; height: number; layers: number },\r\n hasMipmaps = false,\r\n generateMipmaps = false,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm,\r\n sampleCount = 1,\r\n commandEncoder?: GPUCommandEncoder,\r\n usage = -1,\r\n additionalUsages = 0,\r\n label?: string\r\n ): GPUTexture {\r\n sampleCount = WebGPUTextureHelper.GetSample(sampleCount);\r\n\r\n const width = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].width : imageBitmaps.width;\r\n const height = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].height : imageBitmaps.height;\r\n const layerCount = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? 1 : imageBitmaps.layers;\r\n\r\n const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;\r\n const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);\r\n const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;\r\n const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;\r\n\r\n additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;\r\n\r\n if (!isCompressedFormat) {\r\n // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times\r\n additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;\r\n }\r\n\r\n const gpuTexture = this._device.createTexture({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureCube_${label ? label + \"_\" : \"\"}${width}x${height}x${layerCount}_${\r\n hasMipmaps ? \"wmips\" : \"womips\"\r\n }_${format}_samples${sampleCount}`,\r\n size: {\r\n width,\r\n height,\r\n depthOrArrayLayers: 6 * layerCount,\r\n },\r\n dimension: WebGPUConstants.TextureDimension.E2d,\r\n format,\r\n usage: usages | additionalUsages,\r\n sampleCount,\r\n mipLevelCount,\r\n });\r\n\r\n if (WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps)) {\r\n this.updateCubeTextures(imageBitmaps, gpuTexture, width, height, format, invertY, premultiplyAlpha, 0, 0);\r\n\r\n if (hasMipmaps && generateMipmaps) {\r\n this.generateCubeMipmaps(gpuTexture, mipLevelCount, commandEncoder);\r\n }\r\n }\r\n\r\n return gpuTexture;\r\n }\r\n\r\n public generateCubeMipmaps(gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture, mipLevelCount: number, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const gpuTexture = WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture) ? gpuOrHdwTexture.underlyingResource! : (gpuOrHdwTexture as GPUTexture);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`create cube mipmaps for \"${gpuTexture.label}\" (${mipLevelCount} levels)`);\r\n\r\n for (let f = 0; f < gpuTexture.depthOrArrayLayers; ++f) {\r\n this.generateMipmaps(gpuOrHdwTexture, mipLevelCount, f, commandEncoder);\r\n }\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public generateMipmaps(gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture, mipLevelCount: number, faceIndex = 0, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n\r\n faceIndex = Math.max(faceIndex, 0);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n let gpuTexture: Nullable<GPUTexture>;\r\n if (WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture)) {\r\n gpuTexture = gpuOrHdwTexture.underlyingResource;\r\n gpuOrHdwTexture._mipmapGenRenderPassDescr = gpuOrHdwTexture._mipmapGenRenderPassDescr || [];\r\n gpuOrHdwTexture._mipmapGenBindGroup = gpuOrHdwTexture._mipmapGenBindGroup || [];\r\n } else {\r\n gpuTexture = gpuOrHdwTexture;\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n if (!gpuTexture) {\r\n return;\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`create mipmaps for \"${gpuTexture.label}\" (face #${faceIndex} - ${mipLevelCount} levels)`);\r\n\r\n const format = gpuTexture.format;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format);\r\n\r\n const is3D = gpuTexture.dimension === WebGPUConstants.TextureDimension.E3d;\r\n const webgpuHardwareTexture = gpuOrHdwTexture as Nullable<WebGPUHardwareTexture>;\r\n for (let i = 1; i < mipLevelCount; ++i) {\r\n const renderPassDescriptor = webgpuHardwareTexture?._mipmapGenRenderPassDescr[faceIndex]?.[i - 1] ?? {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_generateMipmaps_${format}_faceIndex${faceIndex}_level${i}`,\r\n colorAttachments: [\r\n {\r\n view: gpuTexture.createView({\r\n format,\r\n dimension: is3D ? WebGPUConstants.TextureViewDimension.E3d : WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: i,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex] = webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex] || [];\r\n webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex][i - 1] = renderPassDescriptor;\r\n }\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const bindGroup =\r\n webgpuHardwareTexture?._mipmapGenBindGroup[faceIndex]?.[i - 1] ??\r\n this._device.createBindGroup({\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: gpuTexture.createView({\r\n format,\r\n dimension: is3D ? WebGPUConstants.TextureViewDimension.E3d : WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: i - 1,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n },\r\n {\r\n binding: 1,\r\n resource: this._mipmapSampler,\r\n },\r\n ],\r\n });\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._mipmapGenBindGroup[faceIndex] = webgpuHardwareTexture._mipmapGenBindGroup[faceIndex] || [];\r\n webgpuHardwareTexture._mipmapGenBindGroup[faceIndex][i - 1] = bindGroup;\r\n }\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n }\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public createGPUTextureForInternalTexture(texture: InternalTexture, width?: number, height?: number, depth?: number, creationFlags?: number): WebGPUHardwareTexture {\r\n if (!texture._hardwareTexture) {\r\n texture._hardwareTexture = new WebGPUHardwareTexture(this._engine);\r\n }\r\n\r\n if (width === undefined) {\r\n width = texture.width;\r\n }\r\n if (height === undefined) {\r\n height = texture.height;\r\n }\r\n if (depth === undefined) {\r\n depth = texture.depth;\r\n }\r\n\r\n texture.width = texture.baseWidth = width;\r\n texture.height = texture.baseHeight = height;\r\n texture.depth = texture.baseDepth = depth;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const isStorageTexture = ((creationFlags ?? 0) & Constants.TEXTURE_CREATIONFLAG_STORAGE) !== 0;\r\n\r\n gpuTextureWrapper.format = gpuTextureWrapper.originalFormat = WebGPUTextureHelper.GetWebGPUTextureFormat(texture.type, texture.format, texture._useSRGBBuffer);\r\n\r\n if (texture.samples > 1) {\r\n // In case of a MSAA texture, the current texture will be the \"resolve\" texture, which cannot have a depth format\r\n switch (gpuTextureWrapper.format) {\r\n case WebGPUConstants.TextureFormat.Depth16Unorm:\r\n gpuTextureWrapper.format = WebGPUConstants.TextureFormat.R16Unorm;\r\n break;\r\n case WebGPUConstants.TextureFormat.Depth24Plus:\r\n case WebGPUConstants.TextureFormat.Depth24PlusStencil8:\r\n case WebGPUConstants.TextureFormat.Depth32Float:\r\n case WebGPUConstants.TextureFormat.Depth32FloatStencil8:\r\n gpuTextureWrapper.format = WebGPUConstants.TextureFormat.R32Float;\r\n break;\r\n }\r\n }\r\n\r\n gpuTextureWrapper.textureUsages =\r\n texture._source === InternalTextureSource.RenderTarget || texture.source === InternalTextureSource.MultiRenderTarget\r\n ? WebGPUConstants.TextureUsage.TextureBinding | WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment\r\n : texture._source === InternalTextureSource.DepthStencil\r\n ? WebGPUConstants.TextureUsage.TextureBinding | WebGPUConstants.TextureUsage.RenderAttachment\r\n : -1;\r\n\r\n gpuTextureWrapper.textureAdditionalUsages = isStorageTexture ? WebGPUConstants.TextureUsage.StorageBinding : 0;\r\n\r\n const hasMipMaps = texture.generateMipMaps;\r\n const layerCount = depth || 1;\r\n let mipmapCount;\r\n if (texture._maxLodLevel !== null) {\r\n mipmapCount = texture._maxLodLevel;\r\n } else {\r\n mipmapCount = hasMipMaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;\r\n }\r\n\r\n if (texture.isCube) {\r\n const gpuTexture = this.createCubeTexture(\r\n { width, height, layers: layerCount },\r\n texture.generateMipMaps,\r\n texture.generateMipMaps,\r\n texture.invertY,\r\n false,\r\n gpuTextureWrapper.format,\r\n 1,\r\n this._commandEncoderForCreation,\r\n gpuTextureWrapper.textureUsages,\r\n gpuTextureWrapper.textureAdditionalUsages,\r\n texture.label\r\n );\r\n\r\n gpuTextureWrapper.set(gpuTexture);\r\n\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n const dimension = texture.is2DArray ? WebGPUConstants.TextureViewDimension.CubeArray : WebGPUConstants.TextureViewDimension.Cube;\r\n\r\n gpuTextureWrapper.createView(\r\n {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureViewCube${texture.is2DArray ? \"_Array\" + layerCount : \"\"}_${width}x${height}_${\r\n hasMipMaps ? \"wmips\" : \"womips\"\r\n }_${format}_${dimension}_${aspect}_${texture.label ?? \"noname\"}`,\r\n format,\r\n dimension,\r\n mipLevelCount: mipmapCount,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 6 * layerCount,\r\n aspect,\r\n },\r\n isStorageTexture\r\n );\r\n } else {\r\n const gpuTexture = this.createTexture(\r\n { width, height, layers: layerCount },\r\n texture.generateMipMaps,\r\n texture.generateMipMaps,\r\n texture.invertY,\r\n false,\r\n texture.is3D,\r\n gpuTextureWrapper.format,\r\n 1,\r\n this._commandEncoderForCreation,\r\n gpuTextureWrapper.textureUsages,\r\n gpuTextureWrapper.textureAdditionalUsages,\r\n texture.label\r\n );\r\n\r\n gpuTextureWrapper.set(gpuTexture);\r\n\r\n const arrayLayerCount = texture.is3D ? 1 : layerCount;\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n const dimension = texture.is2DArray\r\n ? WebGPUConstants.TextureViewDimension.E2dArray\r\n : texture.is3D\r\n ? WebGPUConstants.TextureDimension.E3d\r\n : WebGPUConstants.TextureViewDimension.E2d;\r\n\r\n gpuTextureWrapper.createView(\r\n {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureView${texture.is3D ? \"3D\" : \"2D\"}${\r\n texture.is2DArray ? \"_Array\" + arrayLayerCount : \"\"\r\n }_${width}x${height}${texture.is3D ? \"x\" + layerCount : \"\"}_${hasMipMaps ? \"wmips\" : \"womips\"}_${format}_${dimension}_${aspect}_${texture.label ?? \"noname\"}`,\r\n format,\r\n dimension,\r\n mipLevelCount: mipmapCount,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount,\r\n aspect,\r\n },\r\n isStorageTexture\r\n );\r\n }\r\n\r\n return gpuTextureWrapper;\r\n }\r\n\r\n public createMSAATexture(gpuTexture: GPUTexture, format: GPUTextureFormat, samples: number) {\r\n return this.createTexture(\r\n { width: gpuTexture.width, height: gpuTexture.height, layers: 1 },\r\n false,\r\n false,\r\n false,\r\n false,\r\n false,\r\n format,\r\n samples,\r\n this._commandEncoderForCreation,\r\n WebGPUConstants.TextureUsage.RenderAttachment | WebGPUConstants.TextureUsage.TextureBinding,\r\n 0,\r\n gpuTexture.label ? gpuTexture.label + \" (MSAA)\" : \"MSAA\"\r\n );\r\n }\r\n\r\n public resolveMSAADepthTexture(msaaTexture: GPUTexture, outputTexture: GPUTexture, commandEncoder?: GPUCommandEncoder): void {\r\n const format = outputTexture.format;\r\n\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format, PipelineType.ResolveDepth);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`resolve MSAA Depth texture \"${msaaTexture.label}\" to \"${outputTexture.label}\"`);\r\n\r\n const renderPassDescriptor: GPURenderPassDescriptor = {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_resolveMSAADepthTexture${msaaTexture.label ? \"_\" + msaaTexture.label : \"\"}`,\r\n colorAttachments: [\r\n {\r\n view: outputTexture,\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: msaaTexture.createView({\r\n format: WebGPUTextureHelper.GetDepthFormatOnly(msaaTexture.format),\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 1,\r\n aspect: WebGPUConstants.TextureAspect.DepthOnly,\r\n }),\r\n },\r\n ],\r\n };\r\n\r\n const bindGroup = this._device.createBindGroup(descriptor);\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Update\r\n //------------------------------------------------------------------------------\r\n\r\n public updateCubeTextures(\r\n imageBitmaps: ImageBitmap[] | Uint8Array[],\r\n gpuTexture: GPUTexture,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n offsetX = 0,\r\n offsetY = 0\r\n ): void {\r\n const faces = [0, 3, 1, 4, 2, 5];\r\n\r\n for (let f = 0; f < faces.length; ++f) {\r\n const imageBitmap = imageBitmaps[faces[f]];\r\n\r\n this.updateTexture(imageBitmap, gpuTexture, width, height, 1, format, f, 0, invertY, premultiplyAlpha, offsetX, offsetY);\r\n }\r\n }\r\n\r\n // TODO WEBGPU handle data source not being in the same format than the destination texture?\r\n public updateTexture(\r\n imageBitmap: ImageBitmap | Uint8Array | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas,\r\n texture: GPUTexture | InternalTexture,\r\n width: number,\r\n height: number,\r\n layers: number,\r\n format: GPUTextureFormat,\r\n faceIndex: number = 0,\r\n mipLevel: number = 0,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n offsetX = 0,\r\n offsetY = 0,\r\n allowGPUOptimization?: boolean\r\n ): void {\r\n const gpuTexture = WebGPUTextureHelper.IsInternalTexture(texture) ? (texture._hardwareTexture as WebGPUHardwareTexture).underlyingResource! : texture;\r\n const blockInformation = WebGPUTextureHelper.GetBlockInformationFromFormat(format);\r\n const gpuOrHdwTexture = WebGPUTextureHelper.IsInternalTexture(texture) ? (texture._hardwareTexture as WebGPUHardwareTexture) : texture;\r\n\r\n const textureCopyView: GPUCopyExternalImageDestInfo = {\r\n texture: gpuTexture,\r\n origin: {\r\n x: offsetX,\r\n y: offsetY,\r\n z: Math.max(faceIndex, 0),\r\n },\r\n mipLevel: mipLevel,\r\n premultipliedAlpha: premultiplyAlpha,\r\n };\r\n\r\n const textureExtent = {\r\n width: Math.ceil(width / blockInformation.width) * blockInformation.width,\r\n height: Math.ceil(height / blockInformation.height) * blockInformation.height,\r\n depthOrArrayLayers: layers || 1,\r\n };\r\n\r\n if ((imageBitmap as Uint8Array).byteLength !== undefined) {\r\n imageBitmap = imageBitmap as Uint8Array;\r\n\r\n const bytesPerRow = Math.ceil(width / blockInformation.width) * blockInformation.length;\r\n const aligned = Math.ceil(bytesPerRow / 256) * 256 === bytesPerRow;\r\n\r\n if (aligned) {\r\n const commandEncoder = this._device.createCommandEncoder({});\r\n\r\n const buffer = this._bufferManager.createRawBuffer(\r\n imageBitmap.byteLength,\r\n WebGPUConstants.BufferUsage.MapWrite | WebGPUConstants.BufferUsage.CopySrc,\r\n true,\r\n \"TempBufferForUpdateTexture\" + (gpuTexture ? \"_\" + gpuTexture.label : \"\")\r\n );\r\n\r\n const arrayBuffer = buffer.getMappedRange();\r\n\r\n new Uint8Array(arrayBuffer).set(imageBitmap);\r\n\r\n buffer.unmap();\r\n\r\n commandEncoder.copyBufferToTexture(\r\n {\r\n buffer: buffer,\r\n offset: 0,\r\n bytesPerRow,\r\n rowsPerImage: textureExtent.height / blockInformation.height,\r\n },\r\n textureCopyView,\r\n textureExtent\r\n );\r\n\r\n this._device.queue.submit([commandEncoder.finish()]);\r\n\r\n this._bufferManager.releaseBuffer(buffer);\r\n } else {\r\n this._device.queue.writeTexture(\r\n textureCopyView,\r\n imageBitmap,\r\n {\r\n offset: 0,\r\n bytesPerRow,\r\n rowsPerImage: textureExtent.height / blockInformation.height,\r\n },\r\n textureExtent\r\n );\r\n }\r\n\r\n if (invertY || premultiplyAlpha) {\r\n if (WebGPUTextureHelper.IsInternalTexture(texture)) {\r\n const dontUseRect = offsetX === 0 && offsetY === 0 && width === texture.width && height === texture.height;\r\n this.invertYPreMultiplyAlpha(\r\n gpuOrHdwTexture,\r\n texture.width,\r\n texture.height,\r\n format,\r\n invertY,\r\n premultiplyAlpha,\r\n faceIndex,\r\n mipLevel,\r\n layers || 1,\r\n offsetX,\r\n offsetY,\r\n dontUseRect ? 0 : width,\r\n dontUseRect ? 0 : height,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n } else {\r\n // we should never take this code path\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"updateTexture: Can't process the texture data because a GPUTexture was provided instead of an InternalTexture!\";\r\n }\r\n }\r\n } else {\r\n imageBitmap = imageBitmap as ImageBitmap | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas;\r\n this._device.queue.copyExternalImageToTexture({ source: imageBitmap, flipY: invertY }, textureCopyView, textureExtent);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async\r\n public readPixels(\r\n texture: GPUTexture,\r\n x: number,\r\n y: number,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n faceIndex: number = 0,\r\n mipLevel: number = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const blockInformation = WebGPUTextureHelper.GetBlockInformationFromFormat(format);\r\n\r\n const bytesPerRow = Math.ceil(width / blockInformation.width) * blockInformation.length;\r\n\r\n const bytesPerRowAligned = Math.ceil(bytesPerRow / 256) * 256;\r\n\r\n const size = bytesPerRowAligned * height;\r\n\r\n const gpuBuffer = this._bufferManager.createRawBuffer(\r\n size,\r\n WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst,\r\n undefined,\r\n \"TempBufferForReadPixels\" + (texture.label ? \"_\" + texture.label : \"\")\r\n );\r\n\r\n const commandEncoder = this._device.createCommandEncoder({});\r\n\r\n commandEncoder.copyTextureToBuffer(\r\n {\r\n texture,\r\n mipLevel,\r\n origin: {\r\n x,\r\n y,\r\n z: Math.max(faceIndex, 0),\r\n },\r\n },\r\n {\r\n buffer: gpuBuffer,\r\n offset: 0,\r\n bytesPerRow: bytesPerRowAligned,\r\n },\r\n {\r\n width,\r\n height,\r\n depthOrArrayLayers: 1,\r\n }\r\n );\r\n\r\n this._device.queue.submit([commandEncoder.finish()]);\r\n\r\n return this._bufferManager.readDataFromBuffer(\r\n gpuBuffer,\r\n size,\r\n width,\r\n height,\r\n bytesPerRow,\r\n bytesPerRowAligned,\r\n WebGPUTextureHelper.GetTextureTypeFromFormat(format),\r\n 0,\r\n buffer,\r\n true,\r\n noDataConversion\r\n );\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Dispose\r\n //------------------------------------------------------------------------------\r\n\r\n public releaseTexture(texture: InternalTexture | GPUTexture): void {\r\n if (WebGPUTextureHelper.IsInternalTexture(texture)) {\r\n const hardwareTexture = texture._hardwareTexture;\r\n const irradianceTexture = texture._irradianceTexture;\r\n\r\n // We can't destroy the objects just now because they could be used in the current frame - we delay the destroying after the end of the frame\r\n this._deferredReleaseTextures.push([hardwareTexture, irradianceTexture]);\r\n } else {\r\n this._deferredReleaseTextures.push([texture, null]);\r\n }\r\n }\r\n\r\n public destroyDeferredTextures(): void {\r\n for (let i = 0; i < this._deferredReleaseTextures.length; ++i) {\r\n const [hardwareTexture, irradianceTexture] = this._deferredReleaseTextures[i];\r\n\r\n if (hardwareTexture) {\r\n if (WebGPUTextureHelper.IsHardwareTexture(hardwareTexture)) {\r\n hardwareTexture.release();\r\n } else {\r\n hardwareTexture.destroy();\r\n }\r\n }\r\n irradianceTexture?.dispose();\r\n }\r\n\r\n this._deferredReleaseTextures.length = 0;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\n// License for the mipmap generation code:\r\n//\r\n// Copyright 2020 Brandon Jones\r\n//\r\n// Permission is hereby granted, free of charge, to any person obtaining a copy\r\n// of this software and associated documentation files (the \"Software\"), to deal\r\n// in the Software without restriction, including without limitation the rights\r\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r\n// copies of the Software, and to permit persons to whom the Software is\r\n// furnished to do so, subject to the following conditions:\r\n\r\n// The above copyright notice and this permission notice shall be included in\r\n// all copies or substantial portions of the Software.\r\n\r\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\r\n// SOFTWARE.\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport { Constants } from \"../constants\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IHardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\nimport type { _IProcessingOptions } from \"../Processors/shaderProcessingOptions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Finalize, Initialize, Process } from \"../Processors/shaderProcessor\";\r\nimport type { WebGPUShaderProcessorWGSL } from \"./webgpuShaderProcessorsWGSL\";\r\n\r\n// TODO WEBGPU improve mipmap generation by using compute shaders\r\n\r\nconst mipmapVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n const tex = array<vec2<f32>, 4>( vec2f(0.0f, 0.0f), vec2f(1.0f, 0.0f), vec2f(0.0f, 1.0f), vec2f(1.0f, 1.0f));\r\n\r\n varying vTex: vec2f;\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.vTex = tex[input.vertexIndex];\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst mipmapFragmentSource = `\r\n var imgSampler: sampler;\r\n var img: texture_2d<f32>;\r\n\r\n varying vTex: vec2f;\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n fragmentOutputs.color = textureSample(img, imgSampler, input.vTex);\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n const tex = array<vec2<f32>, 4>( vec2f(0.0f, 0.0f), vec2f(1.0f, 0.0f), vec2f(0.0f, 1.0f), vec2f(1.0f, 1.0f));\r\n\r\n var img: texture_2d<f32>;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n #ifdef INVERTY\r\n vertexOutputs.vTextureSize = vec2f(textureDimensions(img, 0));\r\n #endif\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaFragmentSource = `\r\n var img: texture_2d<f32>;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n #ifdef INVERTY\r\n var color: vec4f = textureLoad(img, vec2i(i32(input.position.x), i32(input.vTextureSize.y - input.position.y)), 0);\r\n #else\r\n var color: vec4f = textureLoad(img, vec2i(input.position.xy), 0);\r\n #endif\r\n #ifdef PREMULTIPLYALPHA\r\n color = vec4f(color.rgb * color.a, color.a);\r\n #endif\r\n fragmentOutputs.color = color;\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaWithOfstVertexSource = invertYPreMultiplyAlphaVertexSource;\r\n\r\nconst invertYPreMultiplyAlphaWithOfstFragmentSource = `\r\n var img: texture_2d<f32>;\r\n uniform ofstX: f32;\r\n uniform ofstY: f32;\r\n uniform width: f32;\r\n uniform height: f32;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n if (input.position.x < uniforms.ofstX || input.position.x >= uniforms.ofstX + uniforms.width) {\r\n discard;\r\n }\r\n if (input.position.y < uniforms.ofstY || input.position.y >= uniforms.ofstY + uniforms.height) {\r\n discard;\r\n }\r\n #ifdef INVERTY\r\n var color: vec4f = textureLoad(img, vec2i(i32(input.position.x), i32(uniforms.ofstY + uniforms.height - (input.position.y - uniforms.ofstY))), 0);\r\n #else\r\n var color: vec4f = textureLoad(img, vec2i(input.position.xy), 0);\r\n #endif\r\n #ifdef PREMULTIPLYALPHA\r\n color = vec4f(color.rgb * color.a, color.a);\r\n #endif\r\n fragmentOutputs.color = color;\r\n }\r\n `;\r\n\r\nconst clearVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst clearFragmentSource = `\r\n uniform color: vec4f;\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n fragmentOutputs.color = uniforms.color;\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureVertexSource = `\r\n struct VertexOutput {\r\n @builtin(position) Position : vec4<f32>,\r\n @location(0) fragUV : vec2<f32>\r\n }\r\n\r\n @vertex\r\n fn main(\r\n @builtin(vertex_index) VertexIndex : u32\r\n ) -> VertexOutput {\r\n var pos = array<vec2<f32>, 4>(\r\n vec2(-1.0, 1.0),\r\n vec2( 1.0, 1.0),\r\n vec2(-1.0, -1.0),\r\n vec2( 1.0, -1.0)\r\n );\r\n var tex = array<vec2<f32>, 4>(\r\n vec2(0.0, 0.0),\r\n vec2(1.0, 0.0),\r\n vec2(0.0, 1.0),\r\n vec2(1.0, 1.0)\r\n );\r\n\r\n var output: VertexOutput;\r\n\r\n output.Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);\r\n output.fragUV = tex[VertexIndex];\r\n\r\n return output;\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureFragmentSource = `\r\n @group(0) @binding(0) var videoSampler: sampler;\r\n @group(0) @binding(1) var videoTexture: texture_external;\r\n\r\n @fragment\r\n fn main(\r\n @location(0) fragUV: vec2<f32>\r\n ) -> @location(0) vec4<f32> {\r\n return textureSampleBaseClampToEdge(videoTexture, videoSampler, fragUV);\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureInvertYFragmentSource = `\r\n @group(0) @binding(0) var videoSampler: sampler;\r\n @group(0) @binding(1) var videoTexture: texture_external;\r\n\r\n @fragment\r\n fn main(\r\n @location(0) fragUV: vec2<f32>\r\n ) -> @location(0) vec4<f32> {\r\n return textureSampleBaseClampToEdge(videoTexture, videoSampler, vec2<f32>(fragUV.x, 1.0 - fragUV.y));\r\n }\r\n `;\r\n\r\nconst resolveDepthVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst resolveDepthFragmentSource = `\r\n var msaaDepthTexture: texture_depth_multisampled_2d;\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n #ifdef USE_MIN\r\n let numSamples = textureNumSamples(msaaDepthTexture);\r\n var depth = 1.0;\r\n\r\n for (var i = 0u; i < numSamples; i = i + 1u) {\r\n depth = min(depth, textureLoad(msaaDepthTexture, vec2u(input.position.xy), i));\r\n }\r\n\r\n fragmentOutputs.color = vec4f(depth);\r\n #else\r\n fragmentOutputs.color = vec4f(textureLoad(msaaDepthTexture, vec2u(input.position.xy), 0)); // do like WebGL, take the first sample\r\n #endif\r\n }\r\n `;\r\n\r\nenum PipelineType {\r\n MipMap = 0,\r\n InvertYPremultiplyAlpha = 1,\r\n Clear = 2,\r\n InvertYPremultiplyAlphaWithOfst = 3,\r\n ResolveDepth = 4,\r\n}\r\n\r\nenum VideoPipelineType {\r\n DontInvertY = 0,\r\n InvertY = 1,\r\n}\r\n\r\ninterface IPipelineParameters {\r\n invertY?: boolean;\r\n premultiplyAlpha?: boolean;\r\n}\r\n\r\nconst shadersForPipelineType = [\r\n { vertex: mipmapVertexSource, fragment: mipmapFragmentSource },\r\n { vertex: invertYPreMultiplyAlphaVertexSource, fragment: invertYPreMultiplyAlphaFragmentSource },\r\n { vertex: clearVertexSource, fragment: clearFragmentSource },\r\n { vertex: invertYPreMultiplyAlphaWithOfstVertexSource, fragment: invertYPreMultiplyAlphaWithOfstFragmentSource },\r\n { vertex: resolveDepthVertexSource, fragment: resolveDepthFragmentSource },\r\n];\r\n\r\n/**\r\n * Map a (renderable) texture format (GPUTextureFormat) to an index for fast lookup (in caches for eg)\r\n * The number of entries should not go over 64! Else, the code in WebGPUCacheRenderPipeline.setMRT should be updated\r\n */\r\nexport const renderableTextureFormatToIndex: { [name: string]: number } = {\r\n \"\": 0,\r\n r8unorm: 1,\r\n r8uint: 2,\r\n r8sint: 3,\r\n\r\n r16uint: 4,\r\n r16sint: 5,\r\n r16float: 6,\r\n rg8unorm: 7,\r\n rg8uint: 8,\r\n rg8sint: 9,\r\n\r\n r32uint: 10,\r\n r32sint: 11,\r\n r32float: 12,\r\n rg16uint: 13,\r\n rg16sint: 14,\r\n rg16float: 15,\r\n rgba8unorm: 16,\r\n \"rgba8unorm-srgb\": 17,\r\n rgba8uint: 18,\r\n rgba8sint: 19,\r\n bgra8unorm: 20,\r\n \"bgra8unorm-srgb\": 21,\r\n\r\n rgb10a2uint: 22,\r\n rgb10a2unorm: 23,\r\n /* rg11b10ufloat: this entry is dynamically added if the \"RG11B10UFloatRenderable\" extension is supported */\r\n\r\n rg32uint: 24,\r\n rg32sint: 25,\r\n rg32float: 26,\r\n rgba16uint: 27,\r\n rgba16sint: 28,\r\n rgba16float: 29,\r\n\r\n rgba32uint: 30,\r\n rgba32sint: 31,\r\n rgba32float: 32,\r\n\r\n stencil8: 33,\r\n depth16unorm: 34,\r\n depth24plus: 35,\r\n \"depth24plus-stencil8\": 36,\r\n depth32float: 37,\r\n\r\n \"depth32float-stencil8\": 38,\r\n\r\n r16unorm: 39,\r\n rg16unorm: 40,\r\n rgba16unorm: 41,\r\n r16snorm: 42,\r\n rg16snorm: 43,\r\n rgba16snorm: 44,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUTextureManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _bufferManager: WebGPUBufferManager;\r\n private _mipmapSampler: GPUSampler;\r\n private _videoSampler: GPUSampler;\r\n private _ubCopyWithOfst: GPUBuffer;\r\n private _pipelines: { [format: string]: Array<[GPURenderPipeline, GPUBindGroupLayout]> } = {};\r\n private _compiledShaders: GPUShaderModule[][] = [];\r\n private _videoPipelines: { [format: string]: Array<[GPURenderPipeline, GPUBindGroupLayout]> } = {};\r\n private _videoCompiledShaders: GPUShaderModule[][] = [];\r\n private _deferredReleaseTextures: Array<[Nullable<IHardwareTextureWrapper | GPUTexture>, Nullable<BaseTexture>]> = [];\r\n private _commandEncoderForCreation: GPUCommandEncoder;\r\n\r\n //------------------------------------------------------------------------------\r\n // Initialization / Helpers\r\n //------------------------------------------------------------------------------\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice, bufferManager: WebGPUBufferManager, enabledExtensions: GPUFeatureName[]) {\r\n this._engine = engine;\r\n this._device = device;\r\n this._bufferManager = bufferManager;\r\n\r\n if (enabledExtensions.indexOf(WebGPUConstants.FeatureName.RG11B10UFloatRenderable) !== -1) {\r\n const keys = Object.keys(renderableTextureFormatToIndex);\r\n renderableTextureFormatToIndex[WebGPUConstants.TextureFormat.RG11B10UFloat] = renderableTextureFormatToIndex[keys[keys.length - 1]] + 1;\r\n }\r\n\r\n this._mipmapSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });\r\n this._videoSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });\r\n this._ubCopyWithOfst = this._bufferManager.createBuffer(\r\n 4 * 4,\r\n WebGPUConstants.BufferUsage.Uniform | WebGPUConstants.BufferUsage.CopyDst,\r\n \"UBCopyWithOffset\"\r\n ).underlyingResource;\r\n\r\n this._getPipeline(WebGPUConstants.TextureFormat.RGBA8Unorm);\r\n this._getVideoPipeline(WebGPUConstants.TextureFormat.RGBA8Unorm);\r\n }\r\n\r\n private _getPipeline(format: GPUTextureFormat, type: PipelineType = PipelineType.MipMap, params?: IPipelineParameters): [GPURenderPipeline, GPUBindGroupLayout] {\r\n const index =\r\n type === PipelineType.MipMap\r\n ? 1 << 0\r\n : type === PipelineType.InvertYPremultiplyAlpha\r\n ? ((params!.invertY ? 1 : 0) << 1) + ((params!.premultiplyAlpha ? 1 : 0) << 2)\r\n : type === PipelineType.Clear\r\n ? 1 << 3\r\n : type === PipelineType.InvertYPremultiplyAlphaWithOfst\r\n ? ((params!.invertY ? 1 : 0) << 4) + ((params!.premultiplyAlpha ? 1 : 0) << 5)\r\n : type === PipelineType.ResolveDepth\r\n ? 1 << 6\r\n : 0;\r\n\r\n if (!this._pipelines[format]) {\r\n this._pipelines[format] = [];\r\n }\r\n\r\n let pipelineAndBGL = this._pipelines[format][index];\r\n if (!pipelineAndBGL) {\r\n let defines = \"\";\r\n if (type === PipelineType.InvertYPremultiplyAlpha || type === PipelineType.InvertYPremultiplyAlphaWithOfst) {\r\n if (params!.invertY) {\r\n defines += \"#define INVERTY\\n\";\r\n }\r\n if (params!.premultiplyAlpha) {\r\n defines += \"#define PREMULTIPLYALPHA\\n\";\r\n }\r\n }\r\n\r\n let modules = this._compiledShaders[index];\r\n if (!modules) {\r\n let vertexCode = shadersForPipelineType[type].vertex;\r\n let fragmentCode = shadersForPipelineType[type].fragment;\r\n\r\n const processorOptions: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: null,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: true,\r\n processor: this._engine._getShaderProcessor(ShaderLanguage.WGSL),\r\n supportsUniformBuffers: true,\r\n shadersRepository: \"\",\r\n includesShadersStore: {},\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: this._engine._getShaderProcessingContext(ShaderLanguage.WGSL, true),\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n Initialize(processorOptions);\r\n\r\n // Disable special additions not needed here\r\n (processorOptions.processor as WebGPUShaderProcessorWGSL).pureMode = true;\r\n\r\n Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode) => {\r\n vertexCode = migratedVertexCode;\r\n },\r\n this._engine\r\n );\r\n\r\n processorOptions.isFragment = true;\r\n\r\n Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode) => {\r\n fragmentCode = migratedFragmentCode;\r\n },\r\n this._engine\r\n );\r\n\r\n const final = Finalize(vertexCode, fragmentCode, processorOptions);\r\n\r\n // Restore\r\n (processorOptions.processor as WebGPUShaderProcessorWGSL).pureMode = false;\r\n\r\n const vertexModule = this._device.createShaderModule({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalVertexShader_${index}`,\r\n code: final.vertexCode,\r\n });\r\n const fragmentModule = this._device.createShaderModule({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalFragmentShader_${index}`,\r\n code: final.fragmentCode,\r\n });\r\n modules = this._compiledShaders[index] = [vertexModule, fragmentModule];\r\n }\r\n\r\n const pipeline = this._device.createRenderPipeline({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalPipeline_${format}_${index}`,\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n vertex: {\r\n module: modules[0],\r\n entryPoint: \"main\",\r\n },\r\n fragment: {\r\n module: modules[1],\r\n entryPoint: \"main\",\r\n targets: [\r\n {\r\n format,\r\n },\r\n ],\r\n },\r\n primitive: {\r\n topology: WebGPUConstants.PrimitiveTopology.TriangleStrip,\r\n stripIndexFormat: WebGPUConstants.IndexFormat.Uint16,\r\n },\r\n });\r\n\r\n pipelineAndBGL = this._pipelines[format][index] = [pipeline, pipeline.getBindGroupLayout(0)];\r\n }\r\n\r\n return pipelineAndBGL;\r\n }\r\n\r\n private _getVideoPipeline(format: GPUTextureFormat, type: VideoPipelineType = VideoPipelineType.DontInvertY): [GPURenderPipeline, GPUBindGroupLayout] {\r\n const index = type === VideoPipelineType.InvertY ? 1 << 0 : 0;\r\n\r\n if (!this._videoPipelines[format]) {\r\n this._videoPipelines[format] = [];\r\n }\r\n\r\n let pipelineAndBGL = this._videoPipelines[format][index];\r\n if (!pipelineAndBGL) {\r\n let modules = this._videoCompiledShaders[index];\r\n if (!modules) {\r\n const vertexModule = this._device.createShaderModule({\r\n code: copyVideoToTextureVertexSource,\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_CopyVideoToTexture_VertexShader`,\r\n });\r\n const fragmentModule = this._device.createShaderModule({\r\n code: index === 0 ? copyVideoToTextureFragmentSource : copyVideoToTextureInvertYFragmentSource,\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_CopyVideoToTexture_FragmentShader_${index === 0 ? \"DontInvertY\" : \"InvertY\"}`,\r\n });\r\n modules = this._videoCompiledShaders[index] = [vertexModule, fragmentModule];\r\n }\r\n\r\n const pipeline = this._device.createRenderPipeline({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalVideoPipeline_${format}_${index === 0 ? \"DontInvertY\" : \"InvertY\"}`,\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n vertex: {\r\n module: modules[0],\r\n entryPoint: \"main\",\r\n },\r\n fragment: {\r\n module: modules[1],\r\n entryPoint: \"main\",\r\n targets: [\r\n {\r\n format,\r\n },\r\n ],\r\n },\r\n primitive: {\r\n topology: WebGPUConstants.PrimitiveTopology.TriangleStrip,\r\n stripIndexFormat: WebGPUConstants.IndexFormat.Uint16,\r\n },\r\n });\r\n\r\n pipelineAndBGL = this._videoPipelines[format][index] = [pipeline, pipeline.getBindGroupLayout(0)];\r\n }\r\n\r\n return pipelineAndBGL;\r\n }\r\n\r\n public setCommandEncoder(encoder: GPUCommandEncoder): void {\r\n this._commandEncoderForCreation = encoder;\r\n }\r\n\r\n public copyVideoToTexture(video: ExternalTexture, texture: InternalTexture, format: GPUTextureFormat, invertY = false, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getVideoPipeline(format, invertY ? VideoPipelineType.InvertY : VideoPipelineType.DontInvertY);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`copy video to texture (invertY=${invertY})`);\r\n\r\n const webgpuHardwareTexture = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n const renderPassDescriptor: GPURenderPassDescriptor = {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_copyVideoToTexture_${format}_${invertY ? \"InvertY\" : \"DontInvertY\"}${texture.label ? \"_\" + texture.label : \"\"}`,\r\n colorAttachments: [\r\n {\r\n view: webgpuHardwareTexture.underlyingResource!.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 1,\r\n aspect: WebGPUConstants.TextureAspect.All,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: this._videoSampler,\r\n },\r\n {\r\n binding: 1,\r\n resource: this._device.importExternalTexture({\r\n source: video.underlyingResource,\r\n }),\r\n },\r\n ],\r\n };\r\n\r\n const bindGroup = this._device.createBindGroup(descriptor);\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public invertYPreMultiplyAlpha(\r\n gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n faceIndex = 0,\r\n mipLevel = 0,\r\n layers = 1,\r\n ofstX = 0,\r\n ofstY = 0,\r\n rectWidth = 0,\r\n rectHeight = 0,\r\n commandEncoder?: GPUCommandEncoder,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n allowGPUOptimization?: boolean\r\n ): void {\r\n const useRect = rectWidth !== 0;\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format, useRect ? PipelineType.InvertYPremultiplyAlphaWithOfst : PipelineType.InvertYPremultiplyAlpha, {\r\n invertY,\r\n premultiplyAlpha,\r\n });\r\n\r\n faceIndex = Math.max(faceIndex, 0);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n let gpuTexture: Nullable<GPUTexture>;\r\n if (WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture)) {\r\n gpuTexture = gpuOrHdwTexture.underlyingResource;\r\n if (!(invertY && !premultiplyAlpha && layers === 1 && faceIndex === 0)) {\r\n // we optimize only for the most likely case (invertY=true, premultiplyAlpha=false, layers=1, faceIndex=0) to avoid dealing with big caches\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n } else {\r\n gpuTexture = gpuOrHdwTexture;\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n if (!gpuTexture) {\r\n return;\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`internal process texture \"${gpuTexture.label}\" (invertY=${invertY} premultiplyAlpha=${premultiplyAlpha})`);\r\n\r\n if (useRect) {\r\n this._bufferManager.setRawData(this._ubCopyWithOfst, 0, new Float32Array([ofstX, ofstY, rectWidth, rectHeight]), 0, 4 * 4);\r\n }\r\n\r\n const webgpuHardwareTexture = gpuOrHdwTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n const outputTexture =\r\n webgpuHardwareTexture?._copyInvertYTempTexture ??\r\n this.createTexture(\r\n { width, height, layers: 1 },\r\n false,\r\n false,\r\n false,\r\n false,\r\n false,\r\n format,\r\n 1,\r\n commandEncoder,\r\n WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment | WebGPUConstants.TextureUsage.TextureBinding,\r\n undefined,\r\n \"TempTextureForCopyWithInvertY\"\r\n );\r\n\r\n const renderPassDescriptor = webgpuHardwareTexture?._copyInvertYRenderPassDescr ?? {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_invertYPreMultiplyAlpha_${format}_${invertY ? \"InvertY\" : \"DontInvertY\"}_${\r\n premultiplyAlpha ? \"PremultiplyAlpha\" : \"DontPremultiplyAlpha\"\r\n }`,\r\n colorAttachments: [\r\n {\r\n view: outputTexture.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: 0,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: 0,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n let bindGroup = useRect ? webgpuHardwareTexture?._copyInvertYBindGroupWithOfst : webgpuHardwareTexture?._copyInvertYBindGroup;\r\n if (!bindGroup) {\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: gpuTexture.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: mipLevel,\r\n mipLevelCount: 1,\r\n arrayLayerCount: layers,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n },\r\n ],\r\n };\r\n if (useRect) {\r\n descriptor.entries.push({\r\n binding: 1,\r\n resource: {\r\n buffer: this._ubCopyWithOfst,\r\n },\r\n });\r\n }\r\n bindGroup = this._device.createBindGroup(descriptor);\r\n }\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.copyTextureToTexture(\r\n {\r\n texture: outputTexture,\r\n },\r\n {\r\n texture: gpuTexture,\r\n mipLevel,\r\n origin: {\r\n x: 0,\r\n y: 0,\r\n z: faceIndex,\r\n },\r\n },\r\n {\r\n width: rectWidth || width,\r\n height: rectHeight || height,\r\n depthOrArrayLayers: 1,\r\n }\r\n );\r\n\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._copyInvertYTempTexture = outputTexture;\r\n webgpuHardwareTexture._copyInvertYRenderPassDescr = renderPassDescriptor;\r\n if (useRect) {\r\n webgpuHardwareTexture._copyInvertYBindGroupWithOfst = bindGroup;\r\n } else {\r\n webgpuHardwareTexture._copyInvertYBindGroup = bindGroup;\r\n }\r\n } else {\r\n this._deferredReleaseTextures.push([outputTexture, null]);\r\n }\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Creation\r\n //------------------------------------------------------------------------------\r\n\r\n public createTexture(\r\n imageBitmap: ImageBitmap | { width: number; height: number; layers: number },\r\n hasMipmaps = false,\r\n generateMipmaps = false,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n is3D = false,\r\n format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm,\r\n sampleCount = 1,\r\n commandEncoder?: GPUCommandEncoder,\r\n usage = -1,\r\n additionalUsages = 0,\r\n label?: string,\r\n mipLevelCount?: number\r\n ): GPUTexture {\r\n sampleCount = WebGPUTextureHelper.GetSample(sampleCount);\r\n\r\n const layerCount = (imageBitmap as any).layers || 1;\r\n const textureSize = {\r\n width: imageBitmap.width,\r\n height: imageBitmap.height,\r\n depthOrArrayLayers: layerCount,\r\n };\r\n\r\n const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;\r\n const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);\r\n const maxNumMipLevels = WebGPUTextureHelper.ComputeNumMipmapLevels(imageBitmap.width, imageBitmap.height);\r\n const effectiveMipLevelCount = hasMipmaps ? Math.min(mipLevelCount ?? maxNumMipLevels, maxNumMipLevels) : 1;\r\n const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;\r\n\r\n additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;\r\n\r\n if (!isCompressedFormat && !is3D) {\r\n // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times\r\n additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;\r\n }\r\n\r\n const gpuTexture = this._device.createTexture({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_Texture${is3D ? \"3D\" : \"2D\"}_${label ? label + \"_\" : \"\"}${textureSize.width}x${textureSize.height}x${\r\n textureSize.depthOrArrayLayers\r\n }_${hasMipmaps ? \"wmips\" : \"womips\"}_${format}_samples${sampleCount}`,\r\n size: textureSize,\r\n dimension: is3D ? WebGPUConstants.TextureDimension.E3d : WebGPUConstants.TextureDimension.E2d,\r\n format,\r\n usage: usages | additionalUsages,\r\n sampleCount,\r\n mipLevelCount: effectiveMipLevelCount,\r\n });\r\n\r\n if (WebGPUTextureHelper.IsImageBitmap(imageBitmap)) {\r\n this.updateTexture(imageBitmap, gpuTexture, imageBitmap.width, imageBitmap.height, layerCount, format, 0, 0, invertY, premultiplyAlpha, 0, 0);\r\n\r\n if (hasMipmaps && generateMipmaps) {\r\n this.generateMipmaps(gpuTexture, effectiveMipLevelCount, 0, commandEncoder);\r\n }\r\n }\r\n\r\n return gpuTexture;\r\n }\r\n\r\n public createCubeTexture(\r\n imageBitmaps: ImageBitmap[] | { width: number; height: number; layers: number },\r\n hasMipmaps = false,\r\n generateMipmaps = false,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm,\r\n sampleCount = 1,\r\n commandEncoder?: GPUCommandEncoder,\r\n usage = -1,\r\n additionalUsages = 0,\r\n label?: string\r\n ): GPUTexture {\r\n sampleCount = WebGPUTextureHelper.GetSample(sampleCount);\r\n\r\n const width = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].width : imageBitmaps.width;\r\n const height = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].height : imageBitmaps.height;\r\n const layerCount = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? 1 : imageBitmaps.layers;\r\n\r\n const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;\r\n const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);\r\n const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;\r\n const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;\r\n\r\n additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;\r\n\r\n if (!isCompressedFormat) {\r\n // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times\r\n additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;\r\n }\r\n\r\n const gpuTexture = this._device.createTexture({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureCube_${label ? label + \"_\" : \"\"}${width}x${height}x${layerCount}_${\r\n hasMipmaps ? \"wmips\" : \"womips\"\r\n }_${format}_samples${sampleCount}`,\r\n size: {\r\n width,\r\n height,\r\n depthOrArrayLayers: 6 * layerCount,\r\n },\r\n dimension: WebGPUConstants.TextureDimension.E2d,\r\n format,\r\n usage: usages | additionalUsages,\r\n sampleCount,\r\n mipLevelCount,\r\n });\r\n\r\n if (WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps)) {\r\n this.updateCubeTextures(imageBitmaps, gpuTexture, width, height, format, invertY, premultiplyAlpha, 0, 0);\r\n\r\n if (hasMipmaps && generateMipmaps) {\r\n this.generateCubeMipmaps(gpuTexture, mipLevelCount, commandEncoder);\r\n }\r\n }\r\n\r\n return gpuTexture;\r\n }\r\n\r\n public generateCubeMipmaps(gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture, mipLevelCount: number, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const gpuTexture = WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture) ? gpuOrHdwTexture.underlyingResource! : (gpuOrHdwTexture as GPUTexture);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`create cube mipmaps for \"${gpuTexture.label}\" (${mipLevelCount} levels)`);\r\n\r\n for (let f = 0; f < gpuTexture.depthOrArrayLayers; ++f) {\r\n this.generateMipmaps(gpuOrHdwTexture, mipLevelCount, f, commandEncoder);\r\n }\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public generateMipmaps(gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture, mipLevelCount: number, faceIndex = 0, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n\r\n faceIndex = Math.max(faceIndex, 0);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n let gpuTexture: Nullable<GPUTexture>;\r\n if (WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture)) {\r\n gpuTexture = gpuOrHdwTexture.underlyingResource;\r\n gpuOrHdwTexture._mipmapGenRenderPassDescr = gpuOrHdwTexture._mipmapGenRenderPassDescr || [];\r\n gpuOrHdwTexture._mipmapGenBindGroup = gpuOrHdwTexture._mipmapGenBindGroup || [];\r\n } else {\r\n gpuTexture = gpuOrHdwTexture;\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n if (!gpuTexture) {\r\n return;\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`create mipmaps for \"${gpuTexture.label}\" (face #${faceIndex} - ${mipLevelCount} levels)`);\r\n\r\n const format = gpuTexture.format;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format);\r\n\r\n const is3D = gpuTexture.dimension === WebGPUConstants.TextureDimension.E3d;\r\n const webgpuHardwareTexture = gpuOrHdwTexture as Nullable<WebGPUHardwareTexture>;\r\n for (let i = 1; i < mipLevelCount; ++i) {\r\n const renderPassDescriptor = webgpuHardwareTexture?._mipmapGenRenderPassDescr[faceIndex]?.[i - 1] ?? {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_generateMipmaps_${format}_faceIndex${faceIndex}_level${i}`,\r\n colorAttachments: [\r\n {\r\n view: gpuTexture.createView({\r\n format,\r\n dimension: is3D ? WebGPUConstants.TextureViewDimension.E3d : WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: i,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex] = webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex] || [];\r\n webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex][i - 1] = renderPassDescriptor;\r\n }\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const bindGroup =\r\n webgpuHardwareTexture?._mipmapGenBindGroup[faceIndex]?.[i - 1] ??\r\n this._device.createBindGroup({\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: gpuTexture.createView({\r\n format,\r\n dimension: is3D ? WebGPUConstants.TextureViewDimension.E3d : WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: i - 1,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n },\r\n {\r\n binding: 1,\r\n resource: this._mipmapSampler,\r\n },\r\n ],\r\n });\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._mipmapGenBindGroup[faceIndex] = webgpuHardwareTexture._mipmapGenBindGroup[faceIndex] || [];\r\n webgpuHardwareTexture._mipmapGenBindGroup[faceIndex][i - 1] = bindGroup;\r\n }\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n }\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public createGPUTextureForInternalTexture(texture: InternalTexture, width?: number, height?: number, depth?: number, creationFlags?: number): WebGPUHardwareTexture {\r\n if (!texture._hardwareTexture) {\r\n texture._hardwareTexture = new WebGPUHardwareTexture(this._engine);\r\n }\r\n\r\n if (width === undefined) {\r\n width = texture.width;\r\n }\r\n if (height === undefined) {\r\n height = texture.height;\r\n }\r\n if (depth === undefined) {\r\n depth = texture.depth;\r\n }\r\n\r\n texture.width = texture.baseWidth = width;\r\n texture.height = texture.baseHeight = height;\r\n texture.depth = texture.baseDepth = depth;\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const isStorageTexture = ((creationFlags ?? 0) & Constants.TEXTURE_CREATIONFLAG_STORAGE) !== 0;\r\n\r\n gpuTextureWrapper.format = gpuTextureWrapper.originalFormat = WebGPUTextureHelper.GetWebGPUTextureFormat(texture.type, texture.format, texture._useSRGBBuffer);\r\n\r\n if (texture.samples > 1) {\r\n // In case of a MSAA texture, the current texture will be the \"resolve\" texture, which cannot have a depth format\r\n switch (gpuTextureWrapper.format) {\r\n case WebGPUConstants.TextureFormat.Depth16Unorm:\r\n gpuTextureWrapper.format = WebGPUConstants.TextureFormat.R16Unorm;\r\n break;\r\n case WebGPUConstants.TextureFormat.Depth24Plus:\r\n case WebGPUConstants.TextureFormat.Depth24PlusStencil8:\r\n case WebGPUConstants.TextureFormat.Depth32Float:\r\n case WebGPUConstants.TextureFormat.Depth32FloatStencil8:\r\n gpuTextureWrapper.format = WebGPUConstants.TextureFormat.R32Float;\r\n break;\r\n }\r\n }\r\n\r\n gpuTextureWrapper.textureUsages =\r\n texture._source === InternalTextureSource.RenderTarget || texture.source === InternalTextureSource.MultiRenderTarget\r\n ? WebGPUConstants.TextureUsage.TextureBinding | WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment\r\n : texture._source === InternalTextureSource.DepthStencil\r\n ? WebGPUConstants.TextureUsage.TextureBinding | WebGPUConstants.TextureUsage.RenderAttachment\r\n : -1;\r\n\r\n gpuTextureWrapper.textureAdditionalUsages = isStorageTexture ? WebGPUConstants.TextureUsage.StorageBinding : 0;\r\n\r\n const hasMipMaps = texture.generateMipMaps;\r\n const layerCount = depth || 1;\r\n let mipmapCount;\r\n if (texture._maxLodLevel !== null) {\r\n mipmapCount = texture._maxLodLevel;\r\n } else {\r\n mipmapCount = hasMipMaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;\r\n }\r\n if (texture.isCube) {\r\n const gpuTexture = this.createCubeTexture(\r\n { width, height, layers: layerCount },\r\n texture.generateMipMaps,\r\n texture.generateMipMaps,\r\n texture.invertY,\r\n false,\r\n gpuTextureWrapper.format,\r\n 1,\r\n this._commandEncoderForCreation,\r\n gpuTextureWrapper.textureUsages,\r\n gpuTextureWrapper.textureAdditionalUsages,\r\n texture.label\r\n );\r\n\r\n gpuTextureWrapper.set(gpuTexture);\r\n\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n const dimension = texture.is2DArray ? WebGPUConstants.TextureViewDimension.CubeArray : WebGPUConstants.TextureViewDimension.Cube;\r\n\r\n gpuTextureWrapper.createView(\r\n {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureViewCube${texture.is2DArray ? \"_Array\" + layerCount : \"\"}_${width}x${height}_${\r\n hasMipMaps ? \"wmips\" : \"womips\"\r\n }_${format}_${dimension}_${aspect}_${texture.label ?? \"noname\"}`,\r\n format,\r\n dimension,\r\n mipLevelCount: mipmapCount,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 6 * layerCount,\r\n aspect,\r\n },\r\n isStorageTexture\r\n );\r\n } else {\r\n const gpuTexture = this.createTexture(\r\n { width, height, layers: layerCount },\r\n hasMipMaps,\r\n texture.generateMipMaps,\r\n texture.invertY,\r\n false,\r\n texture.is3D,\r\n gpuTextureWrapper.format,\r\n 1,\r\n this._commandEncoderForCreation,\r\n gpuTextureWrapper.textureUsages,\r\n gpuTextureWrapper.textureAdditionalUsages,\r\n texture.label\r\n );\r\n\r\n gpuTextureWrapper.set(gpuTexture);\r\n\r\n const arrayLayerCount = texture.is3D ? 1 : layerCount;\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n const dimension = texture.is2DArray\r\n ? WebGPUConstants.TextureViewDimension.E2dArray\r\n : texture.is3D\r\n ? WebGPUConstants.TextureDimension.E3d\r\n : WebGPUConstants.TextureViewDimension.E2d;\r\n\r\n gpuTextureWrapper.createView(\r\n {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureView${texture.is3D ? \"3D\" : \"2D\"}${\r\n texture.is2DArray ? \"_Array\" + arrayLayerCount : \"\"\r\n }_${width}x${height}${texture.is3D ? \"x\" + layerCount : \"\"}_${hasMipMaps ? \"wmips\" : \"womips\"}_${format}_${dimension}_${aspect}_${texture.label ?? \"noname\"}`,\r\n format,\r\n dimension,\r\n mipLevelCount: mipmapCount,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount,\r\n aspect,\r\n },\r\n isStorageTexture\r\n );\r\n }\r\n\r\n return gpuTextureWrapper;\r\n }\r\n\r\n public createMSAATexture(gpuTexture: GPUTexture, format: GPUTextureFormat, samples: number) {\r\n return this.createTexture(\r\n { width: gpuTexture.width, height: gpuTexture.height, layers: 1 },\r\n false,\r\n false,\r\n false,\r\n false,\r\n false,\r\n format,\r\n samples,\r\n this._commandEncoderForCreation,\r\n WebGPUConstants.TextureUsage.RenderAttachment | WebGPUConstants.TextureUsage.TextureBinding,\r\n 0,\r\n gpuTexture.label ? gpuTexture.label + \" (MSAA)\" : \"MSAA\"\r\n );\r\n }\r\n\r\n public resolveMSAADepthTexture(msaaTexture: GPUTexture, outputTexture: GPUTexture, commandEncoder?: GPUCommandEncoder): void {\r\n const format = outputTexture.format;\r\n\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format, PipelineType.ResolveDepth);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup(`resolve MSAA Depth texture \"${msaaTexture.label}\" to \"${outputTexture.label}\"`);\r\n\r\n const renderPassDescriptor: GPURenderPassDescriptor = {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_resolveMSAADepthTexture${msaaTexture.label ? \"_\" + msaaTexture.label : \"\"}`,\r\n colorAttachments: [\r\n {\r\n view: outputTexture,\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: msaaTexture.createView({\r\n format: WebGPUTextureHelper.GetDepthFormatOnly(msaaTexture.format),\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 1,\r\n aspect: WebGPUConstants.TextureAspect.DepthOnly,\r\n }),\r\n },\r\n ],\r\n };\r\n\r\n const bindGroup = this._device.createBindGroup(descriptor);\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.popDebugGroup();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Update\r\n //------------------------------------------------------------------------------\r\n\r\n public updateCubeTextures(\r\n imageBitmaps: ImageBitmap[] | Uint8Array[],\r\n gpuTexture: GPUTexture,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n offsetX = 0,\r\n offsetY = 0\r\n ): void {\r\n const faces = [0, 3, 1, 4, 2, 5];\r\n\r\n for (let f = 0; f < faces.length; ++f) {\r\n const imageBitmap = imageBitmaps[faces[f]];\r\n\r\n this.updateTexture(imageBitmap, gpuTexture, width, height, 1, format, f, 0, invertY, premultiplyAlpha, offsetX, offsetY);\r\n }\r\n }\r\n\r\n // TODO WEBGPU handle data source not being in the same format than the destination texture?\r\n public updateTexture(\r\n imageBitmap: ImageBitmap | Uint8Array | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas,\r\n texture: GPUTexture | InternalTexture,\r\n width: number,\r\n height: number,\r\n layers: number,\r\n format: GPUTextureFormat,\r\n faceIndex: number = 0,\r\n mipLevel: number = 0,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n offsetX = 0,\r\n offsetY = 0,\r\n allowGPUOptimization?: boolean\r\n ): void {\r\n const gpuTexture = WebGPUTextureHelper.IsInternalTexture(texture) ? (texture._hardwareTexture as WebGPUHardwareTexture).underlyingResource! : texture;\r\n const blockInformation = WebGPUTextureHelper.GetBlockInformationFromFormat(format);\r\n const gpuOrHdwTexture = WebGPUTextureHelper.IsInternalTexture(texture) ? (texture._hardwareTexture as WebGPUHardwareTexture) : texture;\r\n\r\n const textureCopyView: GPUCopyExternalImageDestInfo = {\r\n texture: gpuTexture,\r\n origin: {\r\n x: offsetX,\r\n y: offsetY,\r\n z: Math.max(faceIndex, 0),\r\n },\r\n mipLevel: mipLevel,\r\n premultipliedAlpha: premultiplyAlpha,\r\n };\r\n\r\n const textureExtent = {\r\n width: Math.ceil(width / blockInformation.width) * blockInformation.width,\r\n height: Math.ceil(height / blockInformation.height) * blockInformation.height,\r\n depthOrArrayLayers: layers || 1,\r\n };\r\n\r\n if ((imageBitmap as Uint8Array).byteLength !== undefined) {\r\n imageBitmap = imageBitmap as Uint8Array;\r\n\r\n const bytesPerRow = Math.ceil(width / blockInformation.width) * blockInformation.length;\r\n const aligned = Math.ceil(bytesPerRow / 256) * 256 === bytesPerRow;\r\n\r\n if (aligned) {\r\n const commandEncoder = this._device.createCommandEncoder({});\r\n\r\n const buffer = this._bufferManager.createRawBuffer(\r\n imageBitmap.byteLength,\r\n WebGPUConstants.BufferUsage.MapWrite | WebGPUConstants.BufferUsage.CopySrc,\r\n true,\r\n \"TempBufferForUpdateTexture\" + (gpuTexture ? \"_\" + gpuTexture.label : \"\")\r\n );\r\n\r\n const arrayBuffer = buffer.getMappedRange();\r\n\r\n new Uint8Array(arrayBuffer).set(imageBitmap);\r\n\r\n buffer.unmap();\r\n\r\n commandEncoder.copyBufferToTexture(\r\n {\r\n buffer: buffer,\r\n offset: 0,\r\n bytesPerRow,\r\n rowsPerImage: textureExtent.height / blockInformation.height,\r\n },\r\n textureCopyView,\r\n textureExtent\r\n );\r\n\r\n this._device.queue.submit([commandEncoder.finish()]);\r\n\r\n this._bufferManager.releaseBuffer(buffer);\r\n } else {\r\n this._device.queue.writeTexture(\r\n textureCopyView,\r\n imageBitmap,\r\n {\r\n offset: 0,\r\n bytesPerRow,\r\n rowsPerImage: textureExtent.height / blockInformation.height,\r\n },\r\n textureExtent\r\n );\r\n }\r\n\r\n if (invertY || premultiplyAlpha) {\r\n if (WebGPUTextureHelper.IsInternalTexture(texture)) {\r\n const dontUseRect = offsetX === 0 && offsetY === 0 && width === texture.width && height === texture.height;\r\n this.invertYPreMultiplyAlpha(\r\n gpuOrHdwTexture,\r\n texture.width,\r\n texture.height,\r\n format,\r\n invertY,\r\n premultiplyAlpha,\r\n faceIndex,\r\n mipLevel,\r\n layers || 1,\r\n offsetX,\r\n offsetY,\r\n dontUseRect ? 0 : width,\r\n dontUseRect ? 0 : height,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n } else {\r\n // we should never take this code path\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"updateTexture: Can't process the texture data because a GPUTexture was provided instead of an InternalTexture!\";\r\n }\r\n }\r\n } else {\r\n imageBitmap = imageBitmap as ImageBitmap | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas;\r\n this._device.queue.copyExternalImageToTexture({ source: imageBitmap, flipY: invertY }, textureCopyView, textureExtent);\r\n }\r\n }\r\n\r\n public updateMipLevelCountForInternalTexture(texture: InternalTexture, mipLevelCount?: number) {\r\n const maxNumMipLevels = WebGPUTextureHelper.ComputeNumMipmapLevels(texture.width, texture.height);\r\n if (mipLevelCount !== undefined) {\r\n texture.mipLevelCount = Math.min(Math.max(1, mipLevelCount), maxNumMipLevels);\r\n } else if (texture.generateMipMaps) {\r\n texture.mipLevelCount = maxNumMipLevels;\r\n } else {\r\n texture.mipLevelCount = 1;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async\r\n public readPixels(\r\n texture: GPUTexture,\r\n x: number,\r\n y: number,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n faceIndex: number = 0,\r\n mipLevel: number = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const blockInformation = WebGPUTextureHelper.GetBlockInformationFromFormat(format);\r\n\r\n const bytesPerRow = Math.ceil(width / blockInformation.width) * blockInformation.length;\r\n\r\n const bytesPerRowAligned = Math.ceil(bytesPerRow / 256) * 256;\r\n\r\n const size = bytesPerRowAligned * height;\r\n\r\n const gpuBuffer = this._bufferManager.createRawBuffer(\r\n size,\r\n WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst,\r\n undefined,\r\n \"TempBufferForReadPixels\" + (texture.label ? \"_\" + texture.label : \"\")\r\n );\r\n\r\n const commandEncoder = this._device.createCommandEncoder({});\r\n\r\n commandEncoder.copyTextureToBuffer(\r\n {\r\n texture,\r\n mipLevel,\r\n origin: {\r\n x,\r\n y,\r\n z: Math.max(faceIndex, 0),\r\n },\r\n },\r\n {\r\n buffer: gpuBuffer,\r\n offset: 0,\r\n bytesPerRow: bytesPerRowAligned,\r\n },\r\n {\r\n width,\r\n height,\r\n depthOrArrayLayers: 1,\r\n }\r\n );\r\n\r\n this._device.queue.submit([commandEncoder.finish()]);\r\n\r\n return this._bufferManager.readDataFromBuffer(\r\n gpuBuffer,\r\n size,\r\n width,\r\n height,\r\n bytesPerRow,\r\n bytesPerRowAligned,\r\n WebGPUTextureHelper.GetTextureTypeFromFormat(format),\r\n 0,\r\n buffer,\r\n true,\r\n noDataConversion\r\n );\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Dispose\r\n //------------------------------------------------------------------------------\r\n\r\n public releaseTexture(texture: InternalTexture | GPUTexture): void {\r\n if (WebGPUTextureHelper.IsInternalTexture(texture)) {\r\n const hardwareTexture = texture._hardwareTexture;\r\n const irradianceTexture = texture._irradianceTexture;\r\n\r\n // We can't destroy the objects just now because they could be used in the current frame - we delay the destroying after the end of the frame\r\n this._deferredReleaseTextures.push([hardwareTexture, irradianceTexture]);\r\n } else {\r\n this._deferredReleaseTextures.push([texture, null]);\r\n }\r\n }\r\n\r\n public destroyDeferredTextures(): void {\r\n for (let i = 0; i < this._deferredReleaseTextures.length; ++i) {\r\n const [hardwareTexture, irradianceTexture] = this._deferredReleaseTextures[i];\r\n\r\n if (hardwareTexture) {\r\n if (WebGPUTextureHelper.IsHardwareTexture(hardwareTexture)) {\r\n hardwareTexture.release();\r\n } else {\r\n hardwareTexture.destroy();\r\n }\r\n }\r\n irradianceTexture?.dispose();\r\n }\r\n\r\n this._deferredReleaseTextures.length = 0;\r\n }\r\n}\r\n"]}
@@ -1166,9 +1166,10 @@ export declare abstract class AbstractEngine {
1166
1166
  * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_BYTE by default)
1167
1167
  * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
1168
1168
  * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
1169
+ * @param mipLevelCount defines the number of mip levels to allocate for the texture
1169
1170
  * @returns the raw texture inside an InternalTexture
1170
1171
  */
1171
- createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number, creationFlags?: number, useSRGBBuffer?: boolean): InternalTexture;
1172
+ createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number, creationFlags?: number, useSRGBBuffer?: boolean, mipLevelCount?: number): InternalTexture;
1172
1173
  /**
1173
1174
  * Creates a new raw 3D texture
1174
1175
  * @param data defines the data used to create the texture
@@ -1198,9 +1199,10 @@ export declare abstract class AbstractEngine {
1198
1199
  * @param compression defines the compressed used (can be null)
1199
1200
  * @param textureType defines the compressed used (can be null)
1200
1201
  * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
1202
+ * @param mipLevelCount defines the number of mip levels to allocate for the texture
1201
1203
  * @returns a new raw 2D array texture (stored in an InternalTexture)
1202
1204
  */
1203
- createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number, creationFlags?: number): InternalTexture;
1205
+ createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number, creationFlags?: number, mipLevelCount?: number): InternalTexture;
1204
1206
  /**
1205
1207
  * Gets or sets a boolean indicating if back faces must be culled. If false, front faces are culled instead (true by default)
1206
1208
  * If non null, this takes precedence over the value from the material
@@ -44,4 +44,4 @@ export declare function _GetGlobalDefines(defines?: {
44
44
  * @param copyBuffer if provided, buffer to copy into the destination buffer (either a newly allocated buffer if sizeOrDstBuffer is a number or use sizeOrDstBuffer as the destination buffer otherwise)
45
45
  * @returns the allocated buffer or sizeOrDstBuffer if the latter is an ArrayBuffer
46
46
  */
47
- export declare function allocateAndCopyTypedBuffer(type: number, sizeOrDstBuffer: number | ArrayBuffer, sizeInBytes?: boolean, copyBuffer?: ArrayBuffer): ArrayBufferView;
47
+ export declare function allocateAndCopyTypedBuffer(type: number, sizeOrDstBuffer: number | ArrayBufferLike, sizeInBytes?: boolean, copyBuffer?: ArrayBuffer): ArrayBufferView;
@@ -88,21 +88,21 @@ isNDCHalfZRange, useReverseDepthBuffer, useExactSrgbConversions) {
88
88
  export function allocateAndCopyTypedBuffer(type, sizeOrDstBuffer, sizeInBytes = false, copyBuffer) {
89
89
  switch (type) {
90
90
  case 3: {
91
- const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int8Array(sizeOrDstBuffer) : new Int8Array(sizeOrDstBuffer);
91
+ const buffer = new Int8Array(sizeOrDstBuffer);
92
92
  if (copyBuffer) {
93
93
  buffer.set(new Int8Array(copyBuffer));
94
94
  }
95
95
  return buffer;
96
96
  }
97
97
  case 0: {
98
- const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);
98
+ const buffer = new Uint8Array(sizeOrDstBuffer);
99
99
  if (copyBuffer) {
100
100
  buffer.set(new Uint8Array(copyBuffer));
101
101
  }
102
102
  return buffer;
103
103
  }
104
104
  case 4: {
105
- const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int16Array(sizeOrDstBuffer) : new Int16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);
105
+ const buffer = typeof sizeOrDstBuffer !== "number" ? new Int16Array(sizeOrDstBuffer) : new Int16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);
106
106
  if (copyBuffer) {
107
107
  buffer.set(new Int16Array(copyBuffer));
108
108
  }
@@ -113,14 +113,14 @@ export function allocateAndCopyTypedBuffer(type, sizeOrDstBuffer, sizeInBytes =
113
113
  case 9:
114
114
  case 10:
115
115
  case 2: {
116
- const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint16Array(sizeOrDstBuffer) : new Uint16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);
116
+ const buffer = typeof sizeOrDstBuffer !== "number" ? new Uint16Array(sizeOrDstBuffer) : new Uint16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);
117
117
  if (copyBuffer) {
118
118
  buffer.set(new Uint16Array(copyBuffer));
119
119
  }
120
120
  return buffer;
121
121
  }
122
122
  case 6: {
123
- const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int32Array(sizeOrDstBuffer) : new Int32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);
123
+ const buffer = typeof sizeOrDstBuffer !== "number" ? new Int32Array(sizeOrDstBuffer) : new Int32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);
124
124
  if (copyBuffer) {
125
125
  buffer.set(new Int32Array(copyBuffer));
126
126
  }
@@ -132,21 +132,21 @@ export function allocateAndCopyTypedBuffer(type, sizeOrDstBuffer, sizeInBytes =
132
132
  case 13:
133
133
  case 14:
134
134
  case 15: {
135
- const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint32Array(sizeOrDstBuffer) : new Uint32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);
135
+ const buffer = typeof sizeOrDstBuffer !== "number" ? new Uint32Array(sizeOrDstBuffer) : new Uint32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);
136
136
  if (copyBuffer) {
137
137
  buffer.set(new Uint32Array(copyBuffer));
138
138
  }
139
139
  return buffer;
140
140
  }
141
141
  case 1: {
142
- const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Float32Array(sizeOrDstBuffer) : new Float32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);
142
+ const buffer = typeof sizeOrDstBuffer !== "number" ? new Float32Array(sizeOrDstBuffer) : new Float32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);
143
143
  if (copyBuffer) {
144
144
  buffer.set(new Float32Array(copyBuffer));
145
145
  }
146
146
  return buffer;
147
147
  }
148
148
  }
149
- const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);
149
+ const buffer = new Uint8Array(sizeOrDstBuffer);
150
150
  if (copyBuffer) {
151
151
  buffer.set(new Uint8Array(copyBuffer));
152
152
  }