@carbonenginejs/runtime 0.1.0-alpha.1 → 0.1.0-alpha.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/global/schema/CjsSchema.js +20 -2
- package/dist/global/schema/CjsSchema.js.map +1 -1
- package/dist/global/schema/hydration.js +14 -0
- package/dist/global/schema/hydration.js.map +1 -1
- package/dist/resource/formats/webgl/core/glsl/DxbcGlslEmitter.js +17 -5
- package/dist/resource/formats/webgl/core/glsl/DxbcGlslEmitter.js.map +1 -1
- package/dist/resource/formats/webgl/core/glsl/DxbcGlslOperandFormatter.js +12 -3
- package/dist/resource/formats/webgl/core/glsl/DxbcGlslOperandFormatter.js.map +1 -1
- package/docs/resource/formats/webgpu/reference/wgsl-compatibility.md +54 -85
- package/docs/trinityal/reference/classes/dropped.md +11 -1
- package/package.json +1 -1
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@@ -33,8 +33,9 @@ const SPECIAL_OPERAND_NAMES = {
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/**
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* Formats decoded DXBC operands as GLSL ES 3.00 expressions and assignments.
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*
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* Type policy: register files use float `vec4`s. Packed-light shaders
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* retain uint companions for
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* Type policy: register files use float `vec4`s. Packed-light shaders and
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* shaders reading SV_VertexID/SV_InstanceID also retain uint companions for
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* temporary registers; integer reads use those
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* companions to avoid losing packed bits through float storage. Other integer and
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* unsigned reads/writes bitcast at the use site (`floatBitsToInt` family),
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* mirroring HLSLcc's lowering when reflection-driven type analysis is
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@@ -58,6 +59,10 @@ class DxbcGlslOperandFormatter {
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// bitcast (floatBitsToInt(attr)) - ccpwgl uploads them as plain float
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// values, not integer bit patterns (see DxbcGlslEmitter._declareVertexInput).
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this.integerInputs = options.integerInputs || null;
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// Map of input register index -> GLSL integer built-in (`gl_VertexID`).
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// Integer reads use the built-in directly instead of bitcasting its
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// float bit-pattern register, which ANGLE/D3D11 does not preserve.
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this.systemIntegerInputs = options.systemIntegerInputs || null;
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this.names = {
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temp: index => `r${index}`,
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indexableTemp: index => `x${index}`,
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@@ -127,7 +132,11 @@ class DxbcGlslOperandFormatter {
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}
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if (as !== "float") {
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const integerInputKind = operand.type === 1 && this.integerInputs ? this.integerInputs.get(operand.registerIndex) : undefined;
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-
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const systemInteger = operand.type === 1 && this.systemIntegerInputs ? this.systemIntegerInputs.get(operand.registerIndex) : undefined;
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if (systemInteger && !floatSpaceModifier) {
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const width = suffix ? suffix.length - 1 : 4;
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expression = `${VEC_TYPE_BY_KIND[as][width - 1]}(${systemInteger})`;
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} else if (operand.type === 0 && this.integerTemps && !floatSpaceModifier) {
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// Raw integer companion. An integer `neg` applies to it
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// directly below; a float-space abs forces the float register
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// through the bitcast branch instead.
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@@ -1 +1 @@
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{"version":3,"file":"DxbcGlslOperandFormatter.js","sources":["../../../../../../../src/resource/formats/webgl/core/glsl/DxbcGlslOperandFormatter.js"],"sourcesContent":["import { WebglReadError } from \"../errors.js\";\r\n\r\nconst COMPONENTS = [ \"x\", \"y\", \"z\", \"w\" ];\r\nconst COMPONENT_INDEX = { x: 0, y: 1, z: 2, w: 3 };\r\nconst VEC_TYPE_BY_KIND = {\r\n float: [ \"float\", \"vec2\", \"vec3\", \"vec4\" ],\r\n int: [ \"int\", \"ivec2\", \"ivec3\", \"ivec4\" ],\r\n uint: [ \"uint\", \"uvec2\", \"uvec3\", \"uvec4\" ]\r\n};\r\nconst BITCAST_FROM_FLOAT = { int: \"floatBitsToInt\", uint: \"floatBitsToUint\" };\r\nconst BITCAST_TO_FLOAT = { int: \"intBitsToFloat\", uint: \"uintBitsToFloat\" };\r\n\r\n/**\r\n * Operand types that resolve to a special GLSL built-in instead of a register.\r\n */\r\nconst SPECIAL_OPERAND_NAMES = {\r\n 12: \"gl_FragDepth\",\r\n 38: \"gl_FragDepth\",\r\n 39: \"gl_FragDepth\"\r\n};\r\n\r\n/**\r\n * Formats decoded DXBC operands as GLSL ES 3.00 expressions and assignments.\r\n *\r\n * Type policy: register files use float `vec4`s. Packed-light shaders also\r\n * retain uint companions for temporary registers; integer reads use those\r\n * companions to avoid losing packed bits through float storage. Other integer and\r\n * unsigned reads/writes bitcast at the use site (`floatBitsToInt` family),\r\n * mirroring HLSLcc's lowering when reflection-driven type analysis is\r\n * unavailable — which is always true for this stripped-DXBC corpus.\r\n *\r\n * Register naming defaults to the fork's register-stable ABI: `r#` temps,\r\n * `v#`/`o#` stage IO, `cb#.data[i]` constant buffers, `t#`/`s#` resources.\r\n */\r\nexport class DxbcGlslOperandFormatter\r\n{\r\n /**\r\n * @param {object} [options] Naming overrides.\r\n * @param {object} [options.names] Partial override of the register-name builders.\r\n * @param {boolean} [options.integerTemps] Read temporary integer lanes from uint companions.\r\n */\r\n constructor(options = {})\r\n {\r\n this.componentMap = options.componentMap || null;\r\n this.integerTemps = options.integerTemps === true;\r\n // Map of vertex-input register index -> \"int\"|\"uint\" for inputs whose\r\n // ISGN component type is integer but whose GLSL declaration was\r\n // float-lowered. Integer reads of these VALUE-convert (int(attr)), not\r\n // bitcast (floatBitsToInt(attr)) - ccpwgl uploads them as plain float\r\n // values, not integer bit patterns (see DxbcGlslEmitter._declareVertexInput).\r\n this.integerInputs = options.integerInputs || null;\r\n this.names = {\r\n temp: (index) => `r${index}`,\r\n indexableTemp: (index) => `x${index}`,\r\n input: (index) => `v${index}`,\r\n output: (index) => `o${index}`,\r\n constantBuffer: (slot) => `cb${slot}`,\r\n constantBufferMember: \"data\",\r\n resource: (index) => `t${index}`,\r\n sampler: (index) => `s${index}`,\r\n uav: (index) => `u${index}`,\r\n // Compute-stage pseudo-registers (map-style lowering): fixed names, one\r\n // instance per shader, independent of any register index.\r\n threadId: () => \"vThreadID\",\r\n threadGroupId: () => \"vThreadGroupID\",\r\n threadIdInGroup: () => \"vThreadIDInGroup\",\r\n threadIdInGroupFlattened: () => \"vThreadIDInGroupFlattened\",\r\n immediateConstantBuffer: \"icb\",\r\n ...options.names\r\n };\r\n }\r\n\r\n /**\r\n * Formats a source operand as a typed GLSL expression.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {object} [options] Formatting context.\r\n * @param {string} [options.destMask] Destination write mask driving swizzle selection.\r\n * @param {\"float\"|\"int\"|\"uint\"} [options.as] Type the consuming instruction reads.\r\n * @returns {string} GLSL expression.\r\n */\r\n sourceExpression(operand, options = {})\r\n {\r\n const destMask = options.destMask || \"xyzw\";\r\n const as = options.as || \"float\";\r\n\r\n if (operand.type === 4)\r\n {\r\n return this._immediateExpression(operand, destMask, as);\r\n }\r\n if (operand.type === 5)\r\n {\r\n throw new WebglReadError(\"64-bit immediates are not supported by the WebGL2 emitter\", {\r\n operandType: operand.typeName\r\n });\r\n }\r\n\r\n const suffix = this._swizzleSuffix(operand, destMask);\r\n let expression = this.registerReference(operand) + suffix;\r\n\r\n // Modifier placement is PER MODIFIER on a typed read, and getting it\r\n // wrong has broken shipped shaders in both directions:\r\n //\r\n // - `neg` on an integer read is DXBC's integer negation - two's\r\n // complement AFTER the reinterpret (`iadd r, -a, b` emits\r\n // `(-floatBitsToInt(a)) + ...`). Applying it in float space merely\r\n // flips the sign bit and broke every lines3d instance offset.\r\n // - `abs`/`absneg` have no integer form in DXBC; they appear on\r\n // typed reads only as FLOAT modifiers (condition tests, f16tof32\r\n // sources) and must wrap the float expression INSIDE the bitcast:\r\n // `abs(floatBitsToUint(x))` is invalid GLSL ES 3.00 (abs is\r\n // undefined for genUType) and failed the whole effect at compile.\r\n const modifierName = operand.modifierName;\r\n const floatSpaceModifier = as === \"float\" || modifierName === \"abs\" || modifierName === \"absneg\";\r\n if (floatSpaceModifier)\r\n {\r\n if (modifierName === \"neg\")\r\n {\r\n expression = `(-${expression})`;\r\n }\r\n else if (modifierName === \"abs\")\r\n {\r\n expression = `abs(${expression})`;\r\n }\r\n else if (modifierName === \"absneg\")\r\n {\r\n expression = `(-abs(${expression}))`;\r\n }\r\n }\r\n\r\n if (as !== \"float\")\r\n {\r\n const integerInputKind = operand.type === 1 && this.integerInputs\r\n ? this.integerInputs.get(operand.registerIndex)\r\n : undefined;\r\n\r\n if (operand.type === 0 && this.integerTemps && !floatSpaceModifier)\r\n {\r\n // Raw integer companion. An integer `neg` applies to it\r\n // directly below; a float-space abs forces the float register\r\n // through the bitcast branch instead.\r\n const raw = `cjsBitsR${operand.registerIndex}${suffix}`;\r\n const width = suffix ? suffix.length - 1 : 4;\r\n expression = as === \"uint\" ? raw : `${VEC_TYPE_BY_KIND.int[width - 1]}(${raw})`;\r\n }\r\n else if (integerInputKind)\r\n {\r\n // Float-lowered integer vertex attribute (e.g. BLENDINDICES):\r\n // the register holds the value (3.0), not the bit pattern of 3,\r\n // so convert rather than bitcast (which would read garbage).\r\n const width = suffix ? suffix.length - 1 : 4;\r\n expression = `${VEC_TYPE_BY_KIND[as][width - 1]}(${expression})`;\r\n }\r\n else\r\n {\r\n expression = `${BITCAST_FROM_FLOAT[as]}(${expression})`;\r\n }\r\n\r\n if (modifierName === \"neg\")\r\n {\r\n // Integer negation of the typed read (two's complement).\r\n expression = `(-${expression})`;\r\n }\r\n }\r\n return expression;\r\n }\r\n\r\n /**\r\n * Remaps register-space component letters into an operand's declared-variable\r\n * component space (an input packed at `.z` of its register but declared as a\r\n * scalar `float` reads without any suffix; one packed at `.zw` and declared\r\n * `vec2` reads `.xy`).\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {string} chars Register-space component letters.\r\n * @returns {string} Declared-space component letters (\"\" for scalar variables).\r\n */\r\n remapComponents(operand, chars)\r\n {\r\n const declared = this.componentMap ? this.componentMap(operand) : null;\r\n if (!declared || declared === \"xyzw\")\r\n {\r\n return chars;\r\n }\r\n if (declared.length === 1)\r\n {\r\n return \"\";\r\n }\r\n return [ ...chars ]\r\n .map((component) =>\r\n {\r\n const index = declared.indexOf(component);\r\n return COMPONENTS[index >= 0 ? index : 0];\r\n })\r\n .join(\"\");\r\n }\r\n\r\n /**\r\n * Computes how many components a formatted source expression yields, after\r\n * declared-variable remapping (a swizzle over a scalar-declared input reads\r\n * as width 1 regardless of the requested mask width).\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {string} [destMask] Destination write mask driving swizzle selection.\r\n * @returns {number} Component count of the emitted expression.\r\n */\r\n expressionWidth(operand, destMask = \"xyzw\")\r\n {\r\n if (operand.type === 4)\r\n {\r\n return operand.componentCount === 1 ? 1 : destMask.length;\r\n }\r\n if (operand.componentCount < 4 || operand.selectionModeName === \"select1\")\r\n {\r\n return 1;\r\n }\r\n let selected = destMask;\r\n if (operand.selectionModeName === \"swizzle\")\r\n {\r\n selected = [ ...destMask ].map((component) => operand.swizzle[COMPONENT_INDEX[component]]).join(\"\");\r\n }\r\n else if (operand.selectionModeName === \"mask\" && operand.mask && operand.mask !== \"xyzw\")\r\n {\r\n selected = operand.mask;\r\n }\r\n const remapped = this.remapComponents(operand, selected);\r\n return remapped === \"\" ? 1 : remapped.length;\r\n }\r\n\r\n /**\r\n * Resolves a destination operand to its register reference and write masks.\r\n *\r\n * @param {object} operand Decoded destination operand.\r\n * @returns {{ref:string,mask:string,registerMask:string}|null} Target with the\r\n * declared-space display mask and the register-space mask, or null for the\r\n * `null` register.\r\n */\r\n destination(operand)\r\n {\r\n if (operand.type === 13)\r\n {\r\n return null;\r\n }\r\n if (SPECIAL_OPERAND_NAMES[operand.type])\r\n {\r\n return { ref: SPECIAL_OPERAND_NAMES[operand.type], mask: \"\", registerMask: operand.mask || \"xyzw\" };\r\n }\r\n const registerMask = operand.mask || \"\";\r\n return {\r\n ref: this.registerReference(operand),\r\n mask: this.remapComponents(operand, registerMask),\r\n registerMask\r\n };\r\n }\r\n\r\n /**\r\n * Builds a full assignment statement for a destination operand.\r\n *\r\n * @param {object} destOperand Decoded destination operand.\r\n * @param {string} valueExpression GLSL expression producing the value.\r\n * @param {object} [options] Assignment context.\r\n * @param {boolean} [options.saturate] Wrap the value in `clamp(v, 0.0, 1.0)`.\r\n * @param {\"float\"|\"int\"|\"uint\"} [options.as] Type of `valueExpression`; non-float\r\n * values are bitcast back into the float register storage.\r\n * @returns {string|null} GLSL statement, or null when the destination is `null`.\r\n */\r\n assignment(destOperand, valueExpression, options = {})\r\n {\r\n const target = this.destination(destOperand);\r\n if (!target)\r\n {\r\n return null;\r\n }\r\n let value = valueExpression;\r\n const as = options.as || \"float\";\r\n if (as !== \"float\")\r\n {\r\n value = `${BITCAST_TO_FLOAT[as]}(${value})`;\r\n }\r\n if (options.saturate)\r\n {\r\n value = `clamp(${value}, 0.0, 1.0)`;\r\n }\r\n const mask = target.mask ? `.${target.mask}` : \"\";\r\n return `${target.ref}${mask} = ${value};`;\r\n }\r\n\r\n /**\r\n * Resolves an operand's register reference without swizzle or casts.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @returns {string} GLSL lvalue such as `r0`, `cb3.data[26]`, or `t0`.\r\n */\r\n registerReference(operand)\r\n {\r\n const indices = operand.indices;\r\n switch (operand.type)\r\n {\r\n case 0:\r\n return this.names.temp(this._immediateIndex(operand, 0));\r\n case 1:\r\n if (indices.length !== 1)\r\n {\r\n throw new WebglReadError(\"Multi-dimensional inputs are not supported by the WebGL2 emitter\", {\r\n operandType: operand.typeName,\r\n dimensions: indices.length\r\n });\r\n }\r\n return this.names.input(this._immediateIndex(operand, 0));\r\n case 2:\r\n return this.names.output(this._immediateIndex(operand, 0));\r\n case 3:\r\n return `${this.names.indexableTemp(this._immediateIndex(operand, 0))}[${this._indexExpression(operand, 1)}]`;\r\n case 6:\r\n return this.names.sampler(this._registerIndex(operand));\r\n case 7:\r\n return this.names.resource(this._registerIndex(operand));\r\n case 8: {\r\n // A constant-buffer operand is indexed either 2D or 3D, and both\r\n // appear in the shipped corpus - 1,660 two-dimensional against\r\n // 1,747 three-dimensional across 152 shaders.\r\n //\r\n // 2D: (register, row) - shader model 5.0\r\n // 3D: (range id, register, row) - shader model 5.1\r\n //\r\n // Reading a 3D operand as if it were 2D takes the range id for\r\n // the register and the register for the row. The range id is the\r\n // ordinal of the `dcl_constant_buffer` that introduced the\r\n // binding, so it equals the register only while a shader declares\r\n // its buffers contiguously from zero. A shader declaring b0, b1,\r\n // b3 emits `cb2` for every b3 reference - a slot it never\r\n // declared, which fails to compile - and every shader that does\r\n // compile reads its rows from the register number.\r\n const dimension = operand.indices.length - 2;\r\n const member = this.names.constantBufferMember;\r\n const base = this.names.constantBuffer(\r\n this._immediateIndex(operand, dimension)\r\n );\r\n return `${base}${member ? `.${member}` : \"\"}[${this._indexExpression(operand, dimension + 1)}]`;\r\n }\r\n case 9:\r\n return `${this.names.immediateConstantBuffer}[${this._indexExpression(operand, 0)}]`;\r\n case 30:\r\n return this.names.uav(this._registerIndex(operand));\r\n case 32:\r\n return this.names.threadId();\r\n case 33:\r\n return this.names.threadGroupId();\r\n case 34:\r\n return this.names.threadIdInGroup();\r\n case 36:\r\n return this.names.threadIdInGroupFlattened();\r\n default:\r\n if (SPECIAL_OPERAND_NAMES[operand.type])\r\n {\r\n return SPECIAL_OPERAND_NAMES[operand.type];\r\n }\r\n throw new WebglReadError(\"Operand type is not supported by the WebGL2 emitter\", {\r\n operandType: operand.typeName\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Formats an immediate32 operand as a scalar or vector literal.\r\n *\r\n * @param {object} operand Decoded immediate operand.\r\n * @param {string} destMask Destination write mask.\r\n * @param {\"float\"|\"int\"|\"uint\"} as Literal type.\r\n * @returns {string} GLSL literal expression.\r\n * @private\r\n */\r\n _immediateExpression(operand, destMask, as)\r\n {\r\n const literals = operand.immediateValues.map((value) => this._literal(value, as));\r\n if (operand.componentCount === 1)\r\n {\r\n return literals[0];\r\n }\r\n const selected = [ ...destMask ].map((component) =>\r\n {\r\n const slot = COMPONENT_INDEX[component];\r\n if (slot === undefined || slot >= literals.length)\r\n {\r\n throw new WebglReadError(\"Immediate component selection is out of range\", {\r\n destMask,\r\n component\r\n });\r\n }\r\n return literals[slot];\r\n });\r\n if (selected.length === 1)\r\n {\r\n return selected[0];\r\n }\r\n return `${VEC_TYPE_BY_KIND[as][selected.length - 1]}(${selected.join(\", \")})`;\r\n }\r\n\r\n /**\r\n * Formats one immediate dword as a GLSL literal.\r\n *\r\n * @param {{uint32:number,float32:number|null}} value Immediate value views.\r\n * @param {\"float\"|\"int\"|\"uint\"} as Literal type.\r\n * @returns {string} GLSL literal.\r\n * @private\r\n */\r\n _literal(value, as)\r\n {\r\n if (as === \"uint\")\r\n {\r\n return `${value.uint32 >>> 0}u`;\r\n }\r\n if (as === \"int\")\r\n {\r\n return `${value.uint32 | 0}`;\r\n }\r\n const float = value.float32;\r\n if (!Number.isFinite(float))\r\n {\r\n return `uintBitsToFloat(${value.uint32 >>> 0}u)`;\r\n }\r\n if (Object.is(float, -0))\r\n {\r\n return \"-0.0\";\r\n }\r\n const text = String(float);\r\n return /[.e]/.test(text) ? text : `${text}.0`;\r\n }\r\n\r\n /**\r\n * Applies the operand's component selection against a destination mask.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {string} destMask Destination write mask.\r\n * @returns {string} Swizzle suffix including the leading dot, or empty.\r\n * @private\r\n */\r\n _swizzleSuffix(operand, destMask)\r\n {\r\n if (operand.componentCount < 4)\r\n {\r\n return \"\";\r\n }\r\n let selected = \"\";\r\n if (operand.selectionModeName === \"select1\")\r\n {\r\n selected = operand.selected;\r\n }\r\n else if (operand.selectionModeName === \"swizzle\")\r\n {\r\n selected = [ ...destMask ]\r\n .map((component) => operand.swizzle[COMPONENT_INDEX[component]])\r\n .join(\"\");\r\n }\r\n else if (operand.selectionModeName === \"mask\" && operand.mask && operand.mask !== \"xyzw\")\r\n {\r\n selected = operand.mask;\r\n }\r\n else\r\n {\r\n return \"\";\r\n }\r\n const remapped = this.remapComponents(operand, selected);\r\n return remapped ? `.${remapped}` : \"\";\r\n }\r\n\r\n /**\r\n * Reads a purely immediate operand index.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {number} dimension Index dimension.\r\n * @returns {number} Immediate index value.\r\n * @private\r\n */\r\n /**\r\n * The bound register of a resource-like operand.\r\n *\r\n * Shader model 5.1 prepends a range id to every register-bearing operand, so\r\n * a resource that is 1D at 5.0 is 2D at 5.1 and a constant buffer that is 2D\r\n * becomes 3D. The register is what trails: reading dimension 0 unconditionally\r\n * takes the range id instead, which is the ordinal of the declaration that\r\n * introduced the binding and equals the register only while a shader declares\r\n * its bindings contiguously from zero.\r\n *\r\n * Measured across 40 shipped effects: 56 of 161 two-dimensional resource\r\n * operands and 4 of 145 sampler operands carry a range id that differs from\r\n * their register. Those named the wrong binding entirely - a texel fetch\r\n * landing on a samplerCube, which GLSL ES 3.00 has no overload for.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @returns {number} Bound register index.\r\n */\r\n _registerIndex(operand)\r\n {\r\n const dimension = operand.indices.length - 1;\r\n const index = operand.indices[dimension];\r\n if (index?.relative)\r\n {\r\n // A dynamically indexed binding. GLSL ES 3.00 has no dynamic sampler\r\n // indexing, so there is nothing to emit. Reading dimension 0 instead\r\n // would find the range id - an immediate - and quietly emit a fixed\r\n // binding that is simply the wrong one.\r\n throw new WebglReadError(\r\n \"Resource operand uses a relative register index; GLSL ES 3.00 has no dynamic binding indexing\",\r\n { operandType: operand.typeName, dimension }\r\n );\r\n }\r\n return this._immediateIndex(operand, dimension);\r\n }\r\n\r\n /**\r\n * Return one required immediate operand index.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {number} dimension Index dimension.\r\n * @returns {number} Immediate index value.\r\n * @private\r\n */\r\n _immediateIndex(operand, dimension)\r\n {\r\n const index = operand.indices[dimension];\r\n if (!index || index.values.length === 0 || index.relative)\r\n {\r\n throw new WebglReadError(\"Expected an immediate register index\", {\r\n operandType: operand.typeName,\r\n dimension\r\n });\r\n }\r\n return index.values[0];\r\n }\r\n\r\n /**\r\n * Formats an operand index that may combine an immediate offset with a\r\n * relative register (for example `cb3[r1.y + 26]`).\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {number} dimension Index dimension.\r\n * @returns {string} GLSL index expression.\r\n * @private\r\n */\r\n _indexExpression(operand, dimension)\r\n {\r\n const index = operand.indices[dimension];\r\n if (!index)\r\n {\r\n throw new WebglReadError(\"Missing operand index dimension\", {\r\n operandType: operand.typeName,\r\n dimension\r\n });\r\n }\r\n if (index.representation === 1 || index.representation === 4)\r\n {\r\n throw new WebglReadError(\"64-bit register indices are not supported by the WebGL2 emitter\", {\r\n operandType: operand.typeName,\r\n dimension\r\n });\r\n }\r\n\r\n const immediate = index.values.length ? index.values[0] : null;\r\n const relative = index.relative\r\n ? this.sourceExpression(index.relative, { destMask: \"x\", as: \"int\" })\r\n : null;\r\n\r\n if (relative && 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{"version":3,"file":"DxbcGlslOperandFormatter.js","sources":["../../../../../../../src/resource/formats/webgl/core/glsl/DxbcGlslOperandFormatter.js"],"sourcesContent":["import { WebglReadError } from \"../errors.js\";\r\n\r\nconst COMPONENTS = [ \"x\", \"y\", \"z\", \"w\" ];\r\nconst COMPONENT_INDEX = { x: 0, y: 1, z: 2, w: 3 };\r\nconst VEC_TYPE_BY_KIND = {\r\n float: [ \"float\", \"vec2\", \"vec3\", \"vec4\" ],\r\n int: [ \"int\", \"ivec2\", \"ivec3\", \"ivec4\" ],\r\n uint: [ \"uint\", \"uvec2\", \"uvec3\", \"uvec4\" ]\r\n};\r\nconst BITCAST_FROM_FLOAT = { int: \"floatBitsToInt\", uint: \"floatBitsToUint\" };\r\nconst BITCAST_TO_FLOAT = { int: \"intBitsToFloat\", uint: \"uintBitsToFloat\" };\r\n\r\n/**\r\n * Operand types that resolve to a special GLSL built-in instead of a register.\r\n */\r\nconst SPECIAL_OPERAND_NAMES = {\r\n 12: \"gl_FragDepth\",\r\n 38: \"gl_FragDepth\",\r\n 39: \"gl_FragDepth\"\r\n};\r\n\r\n/**\r\n * Formats decoded DXBC operands as GLSL ES 3.00 expressions and assignments.\r\n *\r\n * Type policy: register files use float `vec4`s. Packed-light shaders and\r\n * shaders reading SV_VertexID/SV_InstanceID also retain uint companions for\r\n * temporary registers; integer reads use those\r\n * companions to avoid losing packed bits through float storage. Other integer and\r\n * unsigned reads/writes bitcast at the use site (`floatBitsToInt` family),\r\n * mirroring HLSLcc's lowering when reflection-driven type analysis is\r\n * unavailable — which is always true for this stripped-DXBC corpus.\r\n *\r\n * Register naming defaults to the fork's register-stable ABI: `r#` temps,\r\n * `v#`/`o#` stage IO, `cb#.data[i]` constant buffers, `t#`/`s#` resources.\r\n */\r\nexport class DxbcGlslOperandFormatter\r\n{\r\n /**\r\n * @param {object} [options] Naming overrides.\r\n * @param {object} [options.names] Partial override of the register-name builders.\r\n * @param {boolean} [options.integerTemps] Read temporary integer lanes from uint companions.\r\n */\r\n constructor(options = {})\r\n {\r\n this.componentMap = options.componentMap || null;\r\n this.integerTemps = options.integerTemps === true;\r\n // Map of vertex-input register index -> \"int\"|\"uint\" for inputs whose\r\n // ISGN component type is integer but whose GLSL declaration was\r\n // float-lowered. Integer reads of these VALUE-convert (int(attr)), not\r\n // bitcast (floatBitsToInt(attr)) - ccpwgl uploads them as plain float\r\n // values, not integer bit patterns (see DxbcGlslEmitter._declareVertexInput).\r\n this.integerInputs = options.integerInputs || null;\r\n // Map of input register index -> GLSL integer built-in (`gl_VertexID`).\r\n // Integer reads use the built-in directly instead of bitcasting its\r\n // float bit-pattern register, which ANGLE/D3D11 does not preserve.\r\n this.systemIntegerInputs = options.systemIntegerInputs || null;\r\n this.names = {\r\n temp: (index) => `r${index}`,\r\n indexableTemp: (index) => `x${index}`,\r\n input: (index) => `v${index}`,\r\n output: (index) => `o${index}`,\r\n constantBuffer: (slot) => `cb${slot}`,\r\n constantBufferMember: \"data\",\r\n resource: (index) => `t${index}`,\r\n sampler: (index) => `s${index}`,\r\n uav: (index) => `u${index}`,\r\n // Compute-stage pseudo-registers (map-style lowering): fixed names, one\r\n // instance per shader, independent of any register index.\r\n threadId: () => \"vThreadID\",\r\n threadGroupId: () => \"vThreadGroupID\",\r\n threadIdInGroup: () => \"vThreadIDInGroup\",\r\n threadIdInGroupFlattened: () => \"vThreadIDInGroupFlattened\",\r\n immediateConstantBuffer: \"icb\",\r\n ...options.names\r\n };\r\n }\r\n\r\n /**\r\n * Formats a source operand as a typed GLSL expression.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {object} [options] Formatting context.\r\n * @param {string} [options.destMask] Destination write mask driving swizzle selection.\r\n * @param {\"float\"|\"int\"|\"uint\"} [options.as] Type the consuming instruction reads.\r\n * @returns {string} GLSL expression.\r\n */\r\n sourceExpression(operand, options = {})\r\n {\r\n const destMask = options.destMask || \"xyzw\";\r\n const as = options.as || \"float\";\r\n\r\n if (operand.type === 4)\r\n {\r\n return this._immediateExpression(operand, destMask, as);\r\n }\r\n if (operand.type === 5)\r\n {\r\n throw new WebglReadError(\"64-bit immediates are not supported by the WebGL2 emitter\", {\r\n operandType: operand.typeName\r\n });\r\n }\r\n\r\n const suffix = this._swizzleSuffix(operand, destMask);\r\n let expression = this.registerReference(operand) + suffix;\r\n\r\n // Modifier placement is PER MODIFIER on a typed read, and getting it\r\n // wrong has broken shipped shaders in both directions:\r\n //\r\n // - `neg` on an integer read is DXBC's integer negation - two's\r\n // complement AFTER the reinterpret (`iadd r, -a, b` emits\r\n // `(-floatBitsToInt(a)) + ...`). Applying it in float space merely\r\n // flips the sign bit and broke every lines3d instance offset.\r\n // - `abs`/`absneg` have no integer form in DXBC; they appear on\r\n // typed reads only as FLOAT modifiers (condition tests, f16tof32\r\n // sources) and must wrap the float expression INSIDE the bitcast:\r\n // `abs(floatBitsToUint(x))` is invalid GLSL ES 3.00 (abs is\r\n // undefined for genUType) and failed the whole effect at compile.\r\n const modifierName = operand.modifierName;\r\n const floatSpaceModifier = as === \"float\" || modifierName === \"abs\" || modifierName === \"absneg\";\r\n if (floatSpaceModifier)\r\n {\r\n if (modifierName === \"neg\")\r\n {\r\n expression = `(-${expression})`;\r\n }\r\n else if (modifierName === \"abs\")\r\n {\r\n expression = `abs(${expression})`;\r\n }\r\n else if (modifierName === \"absneg\")\r\n {\r\n expression = `(-abs(${expression}))`;\r\n }\r\n }\r\n\r\n if (as !== \"float\")\r\n {\r\n const integerInputKind = operand.type === 1 && this.integerInputs\r\n ? this.integerInputs.get(operand.registerIndex)\r\n : undefined;\r\n const systemInteger = operand.type === 1 && this.systemIntegerInputs\r\n ? this.systemIntegerInputs.get(operand.registerIndex)\r\n : undefined;\r\n\r\n if (systemInteger && !floatSpaceModifier)\r\n {\r\n const width = suffix ? suffix.length - 1 : 4;\r\n expression = `${VEC_TYPE_BY_KIND[as][width - 1]}(${systemInteger})`;\r\n }\r\n else if (operand.type === 0 && this.integerTemps && !floatSpaceModifier)\r\n {\r\n // Raw integer companion. An integer `neg` applies to it\r\n // directly below; a float-space abs forces the float register\r\n // through the bitcast branch instead.\r\n const raw = `cjsBitsR${operand.registerIndex}${suffix}`;\r\n const width = suffix ? suffix.length - 1 : 4;\r\n expression = as === \"uint\" ? raw : `${VEC_TYPE_BY_KIND.int[width - 1]}(${raw})`;\r\n }\r\n else if (integerInputKind)\r\n {\r\n // Float-lowered integer vertex attribute (e.g. BLENDINDICES):\r\n // the register holds the value (3.0), not the bit pattern of 3,\r\n // so convert rather than bitcast (which would read garbage).\r\n const width = suffix ? suffix.length - 1 : 4;\r\n expression = `${VEC_TYPE_BY_KIND[as][width - 1]}(${expression})`;\r\n }\r\n else\r\n {\r\n expression = `${BITCAST_FROM_FLOAT[as]}(${expression})`;\r\n }\r\n\r\n if (modifierName === \"neg\")\r\n {\r\n // Integer negation of the typed read (two's complement).\r\n expression = `(-${expression})`;\r\n }\r\n }\r\n return expression;\r\n }\r\n\r\n /**\r\n * Remaps register-space component letters into an operand's declared-variable\r\n * component space (an input packed at `.z` of its register but declared as a\r\n * scalar `float` reads without any suffix; one packed at `.zw` and declared\r\n * `vec2` reads `.xy`).\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {string} chars Register-space component letters.\r\n * @returns {string} Declared-space component letters (\"\" for scalar variables).\r\n */\r\n remapComponents(operand, chars)\r\n {\r\n const declared = this.componentMap ? this.componentMap(operand) : null;\r\n if (!declared || declared === \"xyzw\")\r\n {\r\n return chars;\r\n }\r\n if (declared.length === 1)\r\n {\r\n return \"\";\r\n }\r\n return [ ...chars ]\r\n .map((component) =>\r\n {\r\n const index = declared.indexOf(component);\r\n return COMPONENTS[index >= 0 ? index : 0];\r\n })\r\n .join(\"\");\r\n }\r\n\r\n /**\r\n * Computes how many components a formatted source expression yields, after\r\n * declared-variable remapping (a swizzle over a scalar-declared input reads\r\n * as width 1 regardless of the requested mask width).\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {string} [destMask] Destination write mask driving swizzle selection.\r\n * @returns {number} Component count of the emitted expression.\r\n */\r\n expressionWidth(operand, destMask = \"xyzw\")\r\n {\r\n if (operand.type === 4)\r\n {\r\n return operand.componentCount === 1 ? 1 : destMask.length;\r\n }\r\n if (operand.componentCount < 4 || operand.selectionModeName === \"select1\")\r\n {\r\n return 1;\r\n }\r\n let selected = destMask;\r\n if (operand.selectionModeName === \"swizzle\")\r\n {\r\n selected = [ ...destMask ].map((component) => operand.swizzle[COMPONENT_INDEX[component]]).join(\"\");\r\n }\r\n else if (operand.selectionModeName === \"mask\" && operand.mask && operand.mask !== \"xyzw\")\r\n {\r\n selected = operand.mask;\r\n }\r\n const remapped = this.remapComponents(operand, selected);\r\n return remapped === \"\" ? 1 : remapped.length;\r\n }\r\n\r\n /**\r\n * Resolves a destination operand to its register reference and write masks.\r\n *\r\n * @param {object} operand Decoded destination operand.\r\n * @returns {{ref:string,mask:string,registerMask:string}|null} Target with the\r\n * declared-space display mask and the register-space mask, or null for the\r\n * `null` register.\r\n */\r\n destination(operand)\r\n {\r\n if (operand.type === 13)\r\n {\r\n return null;\r\n }\r\n if (SPECIAL_OPERAND_NAMES[operand.type])\r\n {\r\n return { ref: SPECIAL_OPERAND_NAMES[operand.type], mask: \"\", registerMask: operand.mask || \"xyzw\" };\r\n }\r\n const registerMask = operand.mask || \"\";\r\n return {\r\n ref: this.registerReference(operand),\r\n mask: this.remapComponents(operand, registerMask),\r\n registerMask\r\n };\r\n }\r\n\r\n /**\r\n * Builds a full assignment statement for a destination operand.\r\n *\r\n * @param {object} destOperand Decoded destination operand.\r\n * @param {string} valueExpression GLSL expression producing the value.\r\n * @param {object} [options] Assignment context.\r\n * @param {boolean} [options.saturate] Wrap the value in `clamp(v, 0.0, 1.0)`.\r\n * @param {\"float\"|\"int\"|\"uint\"} [options.as] Type of `valueExpression`; non-float\r\n * values are bitcast back into the float register storage.\r\n * @returns {string|null} GLSL statement, or null when the destination is `null`.\r\n */\r\n assignment(destOperand, valueExpression, options = {})\r\n {\r\n const target = this.destination(destOperand);\r\n if (!target)\r\n {\r\n return null;\r\n }\r\n let value = valueExpression;\r\n const as = options.as || \"float\";\r\n if (as !== \"float\")\r\n {\r\n value = `${BITCAST_TO_FLOAT[as]}(${value})`;\r\n }\r\n if (options.saturate)\r\n {\r\n value = `clamp(${value}, 0.0, 1.0)`;\r\n }\r\n const mask = target.mask ? `.${target.mask}` : \"\";\r\n return `${target.ref}${mask} = ${value};`;\r\n }\r\n\r\n /**\r\n * Resolves an operand's register reference without swizzle or casts.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @returns {string} GLSL lvalue such as `r0`, `cb3.data[26]`, or `t0`.\r\n */\r\n registerReference(operand)\r\n {\r\n const indices = operand.indices;\r\n switch (operand.type)\r\n {\r\n case 0:\r\n return this.names.temp(this._immediateIndex(operand, 0));\r\n case 1:\r\n if (indices.length !== 1)\r\n {\r\n throw new WebglReadError(\"Multi-dimensional inputs are not supported by the WebGL2 emitter\", {\r\n operandType: operand.typeName,\r\n dimensions: indices.length\r\n });\r\n }\r\n return this.names.input(this._immediateIndex(operand, 0));\r\n case 2:\r\n return this.names.output(this._immediateIndex(operand, 0));\r\n case 3:\r\n return `${this.names.indexableTemp(this._immediateIndex(operand, 0))}[${this._indexExpression(operand, 1)}]`;\r\n case 6:\r\n return this.names.sampler(this._registerIndex(operand));\r\n case 7:\r\n return this.names.resource(this._registerIndex(operand));\r\n case 8: {\r\n // A constant-buffer operand is indexed either 2D or 3D, and both\r\n // appear in the shipped corpus - 1,660 two-dimensional against\r\n // 1,747 three-dimensional across 152 shaders.\r\n //\r\n // 2D: (register, row) - shader model 5.0\r\n // 3D: (range id, register, row) - shader model 5.1\r\n //\r\n // Reading a 3D operand as if it were 2D takes the range id for\r\n // the register and the register for the row. The range id is the\r\n // ordinal of the `dcl_constant_buffer` that introduced the\r\n // binding, so it equals the register only while a shader declares\r\n // its buffers contiguously from zero. A shader declaring b0, b1,\r\n // b3 emits `cb2` for every b3 reference - a slot it never\r\n // declared, which fails to compile - and every shader that does\r\n // compile reads its rows from the register number.\r\n const dimension = operand.indices.length - 2;\r\n const member = this.names.constantBufferMember;\r\n const base = this.names.constantBuffer(\r\n this._immediateIndex(operand, dimension)\r\n );\r\n return `${base}${member ? `.${member}` : \"\"}[${this._indexExpression(operand, dimension + 1)}]`;\r\n }\r\n case 9:\r\n return `${this.names.immediateConstantBuffer}[${this._indexExpression(operand, 0)}]`;\r\n case 30:\r\n return this.names.uav(this._registerIndex(operand));\r\n case 32:\r\n return this.names.threadId();\r\n case 33:\r\n return this.names.threadGroupId();\r\n case 34:\r\n return this.names.threadIdInGroup();\r\n case 36:\r\n return this.names.threadIdInGroupFlattened();\r\n default:\r\n if (SPECIAL_OPERAND_NAMES[operand.type])\r\n {\r\n return SPECIAL_OPERAND_NAMES[operand.type];\r\n }\r\n throw new WebglReadError(\"Operand type is not supported by the WebGL2 emitter\", {\r\n operandType: operand.typeName\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Formats an immediate32 operand as a scalar or vector literal.\r\n *\r\n * @param {object} operand Decoded immediate operand.\r\n * @param {string} destMask Destination write mask.\r\n * @param {\"float\"|\"int\"|\"uint\"} as Literal type.\r\n * @returns {string} GLSL literal expression.\r\n * @private\r\n */\r\n _immediateExpression(operand, destMask, as)\r\n {\r\n const literals = operand.immediateValues.map((value) => this._literal(value, as));\r\n if (operand.componentCount === 1)\r\n {\r\n return literals[0];\r\n }\r\n const selected = [ ...destMask ].map((component) =>\r\n {\r\n const slot = COMPONENT_INDEX[component];\r\n if (slot === undefined || slot >= literals.length)\r\n {\r\n throw new WebglReadError(\"Immediate component selection is out of range\", {\r\n destMask,\r\n component\r\n });\r\n }\r\n return literals[slot];\r\n });\r\n if (selected.length === 1)\r\n {\r\n return selected[0];\r\n }\r\n return `${VEC_TYPE_BY_KIND[as][selected.length - 1]}(${selected.join(\", \")})`;\r\n }\r\n\r\n /**\r\n * Formats one immediate dword as a GLSL literal.\r\n *\r\n * @param {{uint32:number,float32:number|null}} value Immediate value views.\r\n * @param {\"float\"|\"int\"|\"uint\"} as Literal type.\r\n * @returns {string} GLSL literal.\r\n * @private\r\n */\r\n _literal(value, as)\r\n {\r\n if (as === \"uint\")\r\n {\r\n return `${value.uint32 >>> 0}u`;\r\n }\r\n if (as === \"int\")\r\n {\r\n return `${value.uint32 | 0}`;\r\n }\r\n const float = value.float32;\r\n if (!Number.isFinite(float))\r\n {\r\n return `uintBitsToFloat(${value.uint32 >>> 0}u)`;\r\n }\r\n if (Object.is(float, -0))\r\n {\r\n return \"-0.0\";\r\n }\r\n const text = String(float);\r\n return /[.e]/.test(text) ? text : `${text}.0`;\r\n }\r\n\r\n /**\r\n * Applies the operand's component selection against a destination mask.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {string} destMask Destination write mask.\r\n * @returns {string} Swizzle suffix including the leading dot, or empty.\r\n * @private\r\n */\r\n _swizzleSuffix(operand, destMask)\r\n {\r\n if (operand.componentCount < 4)\r\n {\r\n return \"\";\r\n }\r\n let selected = \"\";\r\n if (operand.selectionModeName === \"select1\")\r\n {\r\n selected = operand.selected;\r\n }\r\n else if (operand.selectionModeName === \"swizzle\")\r\n {\r\n selected = [ ...destMask ]\r\n .map((component) => operand.swizzle[COMPONENT_INDEX[component]])\r\n .join(\"\");\r\n }\r\n else if (operand.selectionModeName === \"mask\" && operand.mask && operand.mask !== \"xyzw\")\r\n {\r\n selected = operand.mask;\r\n }\r\n else\r\n {\r\n return \"\";\r\n }\r\n const remapped = this.remapComponents(operand, selected);\r\n return remapped ? `.${remapped}` : \"\";\r\n }\r\n\r\n /**\r\n * Reads a purely immediate operand index.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {number} dimension Index dimension.\r\n * @returns {number} Immediate index value.\r\n * @private\r\n */\r\n /**\r\n * The bound register of a resource-like operand.\r\n *\r\n * Shader model 5.1 prepends a range id to every register-bearing operand, so\r\n * a resource that is 1D at 5.0 is 2D at 5.1 and a constant buffer that is 2D\r\n * becomes 3D. The register is what trails: reading dimension 0 unconditionally\r\n * takes the range id instead, which is the ordinal of the declaration that\r\n * introduced the binding and equals the register only while a shader declares\r\n * its bindings contiguously from zero.\r\n *\r\n * Measured across 40 shipped effects: 56 of 161 two-dimensional resource\r\n * operands and 4 of 145 sampler operands carry a range id that differs from\r\n * their register. Those named the wrong binding entirely - a texel fetch\r\n * landing on a samplerCube, which GLSL ES 3.00 has no overload for.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @returns {number} Bound register index.\r\n */\r\n _registerIndex(operand)\r\n {\r\n const dimension = operand.indices.length - 1;\r\n const index = operand.indices[dimension];\r\n if (index?.relative)\r\n {\r\n // A dynamically indexed binding. GLSL ES 3.00 has no dynamic sampler\r\n // indexing, so there is nothing to emit. Reading dimension 0 instead\r\n // would find the range id - an immediate - and quietly emit a fixed\r\n // binding that is simply the wrong one.\r\n throw new WebglReadError(\r\n \"Resource operand uses a relative register index; GLSL ES 3.00 has no dynamic binding indexing\",\r\n { operandType: operand.typeName, dimension }\r\n );\r\n }\r\n return this._immediateIndex(operand, dimension);\r\n }\r\n\r\n /**\r\n * Return one required immediate operand index.\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {number} dimension Index dimension.\r\n * @returns {number} Immediate index value.\r\n * @private\r\n */\r\n _immediateIndex(operand, dimension)\r\n {\r\n const index = operand.indices[dimension];\r\n if (!index || index.values.length === 0 || index.relative)\r\n {\r\n throw new WebglReadError(\"Expected an immediate register index\", {\r\n operandType: operand.typeName,\r\n dimension\r\n });\r\n }\r\n return index.values[0];\r\n }\r\n\r\n /**\r\n * Formats an operand index that may combine an immediate offset with a\r\n * relative register (for example `cb3[r1.y + 26]`).\r\n *\r\n * @param {object} operand Decoded operand.\r\n * @param {number} dimension Index dimension.\r\n * @returns {string} GLSL index expression.\r\n * @private\r\n */\r\n _indexExpression(operand, dimension)\r\n {\r\n const index = operand.indices[dimension];\r\n if (!index)\r\n {\r\n throw new WebglReadError(\"Missing operand index dimension\", {\r\n operandType: operand.typeName,\r\n dimension\r\n });\r\n }\r\n if (index.representation === 1 || index.representation === 4)\r\n {\r\n throw new WebglReadError(\"64-bit register indices are not supported by the WebGL2 emitter\", {\r\n operandType: operand.typeName,\r\n dimension\r\n });\r\n }\r\n\r\n const immediate = index.values.length ? index.values[0] : null;\r\n const relative = index.relative\r\n ? this.sourceExpression(index.relative, { destMask: \"x\", as: \"int\" })\r\n : null;\r\n\r\n if (relative && immediate)\r\n {\r\n return `${relative} + ${immediate}`;\r\n }\r\n if (relative)\r\n {\r\n return relative;\r\n }\r\n if (immediate === null)\r\n {\r\n throw new WebglReadError(\"Operand index has neither immediate nor relative part\", {\r\n operandType: operand.typeName,\r\n dimension\r\n });\r\n }\r\n return String(immediate);\r\n 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@@ -1282,93 +1282,62 @@ the all-body path initially omitted the particle-clear effect-profile
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preflight. The synthetic fixtures cannot express either condition, so an
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all-body corpus sweep is part of this feature's verification, not an optional
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extra.
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## Consumer boundary: resource transforms
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The
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### The analysis is pre-transform; the layout is post-transform
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-
|
|
1317
|
-
This asymmetry is the one thing a consumer must not get wrong. The reflection
|
|
1318
|
-
still lists every declared resource under its own register, including inputs the
|
|
1319
|
-
producer merged away; the layout is shorter by exactly those inputs. Checking
|
|
1320
|
-
one against the other reports the merge as drift. The merged array occupies the
|
|
1321
|
-
**layer-0 input's slot**, which is required rather than assumed, so the binding a
|
|
1322
|
-
consumer must fill is unambiguous.
|
|
1323
|
-
|
|
1324
|
-
Layers are written in declared order, layer *i* from `inputs[i]`, and must agree
|
|
1325
|
-
on size and format because one texture cannot hold layers that do not. A missing
|
|
1326
|
-
input is rejected rather than substituted: any stand-in layer would change the
|
|
1327
|
-
rendered result while still validating.
|
|
1328
|
-
|
|
1329
|
-
Realized and drawn, all with zero WGSL warnings:
|
|
1330
|
-
|
|
1331
|
-
| Family | Layers | Merged into | Evidence |
|
|
1285
|
+
|
|
1286
|
+
## Consumer boundary: resource transforms
|
|
1287
|
+
|
|
1288
|
+
The [version-3 contract](../formats/carbon-webgpu.md#version-3-resource-transforms)
|
|
1289
|
+
owns supported recipes and record/layout validation; the
|
|
1290
|
+
[device API](../../../../trinityal/webgpu/reference/api.md#device-boundary)
|
|
1291
|
+
owns caller-supplied layer assembly. Unsupported fields fail with a diagnostic
|
|
1292
|
+
naming the field. Validation rejects undeclared transforms, orphan layer-count
|
|
1293
|
+
claims, and surviving bindings for merged-away inputs.
|
|
1294
|
+
|
|
1295
|
+
Discriminate by **feature**, not document version or `texture.viewDimension`:
|
|
1296
|
+
|
|
1297
|
+
- **Source-declared** arrays retain their bindings and need no assembly. The
|
|
1298
|
+
selected Quad V5 body binds `texture_2d_array<f32>` without a transform;
|
|
1299
|
+
both Quad families also carry `cube` bindings.
|
|
1300
|
+
- **Transformed** bindings carry `transformId` and `arrayLayerCount`; their
|
|
1301
|
+
merged-away inputs are absent. Supply the assembled layers, not one source.
|
|
1302
|
+
|
|
1303
|
+
### The analysis is pre-transform; the layout is post-transform
|
|
1304
|
+
|
|
1305
|
+
Reflection retains each declared register, including merged-away inputs;
|
|
1306
|
+
physical layout omits those inputs. Comparing them as identical would report
|
|
1307
|
+
the intended merge as drift. The contract requires the array to reuse layer
|
|
1308
|
+
zero's slot, preserve declared input order, and reject missing or incompatible
|
|
1309
|
+
layers.
|
|
1310
|
+
|
|
1311
|
+
Realized and drawn, all with zero WGSL warnings:
|
|
1312
|
+
|
|
1313
|
+
| Family | Layers | Merged into | Evidence |
|
|
1332
1314
|
| --- | --- | --- | --- |
|
|
1333
1315
|
| `unpackedskinned_quadheatdetailv5` | 2 | `Detail1Map` slot | 22 over 22 bindings, 3 cases, detail changed 570/635 covered pixels |
|
|
1334
|
-
| `unpacked_quaddetailv5` | 3 | `Detail1Map` slot | both detail controls changed 1116/1116 covered pixels |
|
|
1335
|
-
| `unpackedskinned_quaddetailv5` | 3 | `Detail1Map` slot | 634/635 and 635/635, indexed non-identity bones observed |
|
|
1336
|
-
|
|
1337
|
-
|
|
1338
|
-
|
|
1339
|
-
|
|
1340
|
-
|
|
1341
|
-
|
|
1342
|
-
|
|
1343
|
-
|
|
1344
|
-
|
|
1345
|
-
|
|
1346
|
-
|
|
1347
|
-
|
|
1348
|
-
|
|
1349
|
-
|
|
1350
|
-
|
|
1351
|
-
|
|
1352
|
-
|
|
1353
|
-
|
|
1354
|
-
|
|
1355
|
-
|
|
1356
|
-
|
|
1357
|
-
|
|
1358
|
-
|
|
1359
|
-
family has not been exercised and should be treated as unverified rather than
|
|
1360
|
-
working.
|
|
1361
|
-
|
|
1362
|
-
Accepting version 3 also tightened three structural checks that were written
|
|
1363
|
-
`=== 2` and would otherwise have silently downgraded every version-3 package to
|
|
1364
|
-
version-1 semantics: shared binding identities must span at least two stages,
|
|
1365
|
-
and explicit D3D and scope identities are both required. That downgrade would
|
|
1366
|
-
have been invisible to the exact draw gate, because DX11 and DX12 downgrade
|
|
1367
|
-
identically and the bit-exact comparison would have stayed green.
|
|
1368
|
-
|
|
1369
|
-
## Verification contract
|
|
1370
|
-
|
|
1371
|
-
Every shader-emission, layout, or transform compatibility change requires the
|
|
1316
|
+
| `unpacked_quaddetailv5` | 3 | `Detail1Map` slot | both detail controls changed 1116/1116 covered pixels |
|
|
1317
|
+
| `unpackedskinned_quaddetailv5` | 3 | `Detail1Map` slot | 634/635 and 635/635, indexed non-identity bones observed |
|
|
1318
|
+
|
|
1319
|
+
`Detail1` and `Detail2` delta maps were **distinct** in every case: collapsed
|
|
1320
|
+
or misordered assembly could render and validate but produce identical deltas.
|
|
1321
|
+
|
|
1322
|
+
Source-declared arrays are also realized: a synthetic two-layer draw checks
|
|
1323
|
+
each layer's pixels exactly through the same adapter. A single-layer
|
|
1324
|
+
`2d-array` view remains distinct from plain 2D; a layout requesting a dimension
|
|
1325
|
+
other than the view's fixed creation dimension fails closed. High `.sm_depth`
|
|
1326
|
+
Quad V5 `Main` binds `LightProfileArray` without a transform, so this support
|
|
1327
|
+
is a prerequisite for High-tier draw gates.
|
|
1328
|
+
|
|
1329
|
+
The Detail and HeatDetail gates exercise layer assembly under this contract;
|
|
1330
|
+
**Environment remains unverified**.
|
|
1331
|
+
|
|
1332
|
+
Version 3 exposed three checks incorrectly gated by `=== 2`: shared identities
|
|
1333
|
+
must span at least two stages, and explicit D3D and scope identities are both
|
|
1334
|
+
required. Otherwise version 3 would silently acquire version-1 semantics. Exact
|
|
1335
|
+
DX11/DX12 draw comparison would miss that regression because both would downgrade
|
|
1336
|
+
identically.
|
|
1337
|
+
|
|
1338
|
+
## Verification contract
|
|
1339
|
+
|
|
1340
|
+
Every shader-emission, layout, or transform compatibility change requires the
|
|
1372
1341
|
package suite and a representative `trinityal/webgpu` browser gate on a real
|
|
1373
1342
|
WebGPU device with zero WGSL warnings. Format-level qualification cannot detect
|
|
1374
1343
|
every WGSL scoping or validator failure, so browser validation remains part of
|
|
@@ -7,7 +7,7 @@ Summary: Provides one-sentence purpose descriptors for abstraction-layer donor c
|
|
|
7
7
|
|
|
8
8
|
Every class here comes from a backend Carbon compiles instead of ours. That is
|
|
9
9
|
not on its own a reason to ignore one: `MetalWorkQueue` is the declared model
|
|
10
|
-
for `CjsWebgpuWorkQueue`, and of the
|
|
10
|
+
for `CjsWebgpuWorkQueue`, and of the eight below, six describe behaviour this
|
|
11
11
|
package already ports under different names. They are written so the
|
|
12
12
|
correspondence is checkable rather than assumed.
|
|
13
13
|
|
|
@@ -71,6 +71,16 @@ Carbon's deferred render-pass attachment record, whose behaviour this package po
|
|
|
71
71
|
- Visibility: Internal
|
|
72
72
|
- Kind: Faithful Carbon port
|
|
73
73
|
|
|
74
|
+
<!-- class:MetalWorkQueue -->
|
|
75
|
+
## `MetalWorkQueue`
|
|
76
|
+
|
|
77
|
+
Carbon's Metal command recorder, whose encoder-lifetime half this package ports as `CjsWebgpuWorkQueue` while the pipeline, resource sets and render context's draw verbs take the rest of its surface.
|
|
78
|
+
|
|
79
|
+
- Export: None
|
|
80
|
+
- Source: `src/trinityal/dropped/MetalWorkQueue.js`
|
|
81
|
+
- Visibility: Internal
|
|
82
|
+
- Kind: Faithful Carbon port
|
|
83
|
+
|
|
74
84
|
<!-- class:ShaderResourceMask -->
|
|
75
85
|
## `ShaderResourceMask`
|
|
76
86
|
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@carbonenginejs/runtime",
|
|
3
|
-
"version": "0.1.0-alpha.
|
|
3
|
+
"version": "0.1.0-alpha.2",
|
|
4
4
|
"private": false,
|
|
5
5
|
"description": "Browser-safe CarbonEngineJS runtime: resource and format readers, the Trinity/EVE object graph, SOF, audio, character, and the WebGPU renderer.",
|
|
6
6
|
"type": "module",
|