@carbonenginejs/runtime 0.1.0-alpha.1 → 0.1.0-alpha.3

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Files changed (49) hide show
  1. package/dist/global/model/CjsModel.js +3 -1
  2. package/dist/global/model/CjsModel.js.map +1 -1
  3. package/dist/global/model/document/CjsDocumentHydrator.js +5 -1
  4. package/dist/global/model/document/CjsDocumentHydrator.js.map +1 -1
  5. package/dist/global/schema/CjsSchema.js +100 -2
  6. package/dist/global/schema/CjsSchema.js.map +1 -1
  7. package/dist/global/schema/hydration.js +16 -0
  8. package/dist/global/schema/hydration.js.map +1 -1
  9. package/dist/index.js +2 -0
  10. package/dist/index.js.map +1 -1
  11. package/dist/resource/CjsResMan.js +177 -4
  12. package/dist/resource/CjsResMan.js.map +1 -1
  13. package/dist/resource/format/CjsBlueReader.js +8 -1
  14. package/dist/resource/format/CjsBlueReader.js.map +1 -1
  15. package/dist/resource/formats/webgl/core/glsl/DxbcGlslEmitter.js +23 -5
  16. package/dist/resource/formats/webgl/core/glsl/DxbcGlslEmitter.js.map +1 -1
  17. package/dist/resource/formats/webgl/core/glsl/DxbcGlslOperandFormatter.js +12 -3
  18. package/dist/resource/formats/webgl/core/glsl/DxbcGlslOperandFormatter.js.map +1 -1
  19. package/dist/resource/index.js +2 -0
  20. package/dist/resource/index.js.map +1 -1
  21. package/dist/resource/texture/SolidColorTextureConstructor.js +46 -0
  22. package/dist/resource/texture/SolidColorTextureConstructor.js.map +1 -0
  23. package/dist/resource/texture/TriTextureRes.js +43 -0
  24. package/dist/resource/texture/TriTextureRes.js.map +1 -1
  25. package/dist/resource/texture/index.js +2 -0
  26. package/dist/resource/texture/index.js.map +1 -1
  27. package/dist/resource/texture/solidColorTexture.js +111 -0
  28. package/dist/resource/texture/solidColorTexture.js.map +1 -0
  29. package/dist/trinity/eve/attachment/decal/EveSpaceObjectDecal.js +19 -8
  30. package/dist/trinity/eve/attachment/decal/EveSpaceObjectDecal.js.map +1 -1
  31. package/dist/trinity/eve/child/EveChildMesh.js +17 -3
  32. package/dist/trinity/eve/child/EveChildMesh.js.map +1 -1
  33. package/dist/trinity/eve/locator/EveLocatorSets.js +12 -3
  34. package/dist/trinity/eve/locator/EveLocatorSets.js.map +1 -1
  35. package/dist/trinity/eve/spaceObject/EveSpaceObject2.js +15 -2
  36. package/dist/trinity/eve/spaceObject/EveSpaceObject2.js.map +1 -1
  37. package/dist/trinity/eve/spaceObject/IEveSpaceObject2ParentData.js +44 -52
  38. package/dist/trinity/eve/spaceObject/IEveSpaceObject2ParentData.js.map +1 -1
  39. package/docs/resource/concepts/resource-lifecycle.md +10 -8
  40. package/docs/resource/formats/geometry-interchange.md +50 -0
  41. package/docs/resource/formats/webgl/decl-io.md +241 -397
  42. package/docs/resource/formats/webgl/memory-structured.md +91 -128
  43. package/docs/resource/formats/webgl/texture-sample.md +306 -469
  44. package/docs/resource/formats/webgpu/reference/wgsl-compatibility.md +54 -85
  45. package/docs/resource/reference/classes/texture.md +11 -1
  46. package/docs/resource/reference/motherlode-cache.md +24 -11
  47. package/docs/resource/reference/queues.md +23 -1
  48. package/docs/trinityal/reference/classes/dropped.md +11 -1
  49. package/package.json +1 -1
@@ -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 also
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- * retain uint companions for temporary registers; integer reads use those
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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
@@ -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}`,
@@ -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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- if (operand.type === 0 && this.integerTemps && !floatSpaceModifier) {
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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.
@@ -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. 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1
+ {"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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@@ -47,6 +47,7 @@ export { Tr2SamplerSetup } from './shader/sampler/Tr2SamplerSetup.js';
47
47
  export { RegisterShaderResources, ShaderResourceExtensions } from './shader/registerShaderResources.js';
48
48
  export { CjsTextureArrayRes } from './texture/CjsTextureArrayRes.js';
49
49
  export { CjsTextureArrayResParameterProxy } from './texture/CjsTextureArrayResParameterProxy.js';
50
+ export { RegisterSolidColorTexture, SolidColorTextureConstructor } from './texture/SolidColorTextureConstructor.js';
50
51
  export { Tr2ImageRes } from './texture/Tr2ImageRes.js';
51
52
  export { Tr2TextureLodManager } from './texture/Tr2TextureLodManager.js';
52
53
  export { Tr2TextureLodUpdateRequest } from './texture/Tr2TextureLodUpdateRequest.js';
@@ -59,6 +60,7 @@ export { Tr2TexturePipelineStepLimitSize } from './texture/Tr2TexturePipelineSte
59
60
  export { Tr2TexturePipelineStepLoad } from './texture/Tr2TexturePipelineStepLoad.js';
60
61
  export { Tr2TexturePipelineStepPack } from './texture/Tr2TexturePipelineStepPack.js';
61
62
  export { TriTextureRes } from './texture/TriTextureRes.js';
63
+ export { ColorPrefix, IsSolidColorTexturePath, ParseColor, RasterizeSolidColor } from './texture/solidColorTexture.js';
62
64
  export { CjsResourceProbe } from './format/CjsResourceProbe.js';
63
65
  export { ResourcePayloadType, ResourcePayloadValues, validateAudioPayload, validateRgbaPayload, validateTexturePayload, validateVideoPayload } from './format/payloadContract.js';
64
66
  export { CjsFormat, CjsFormatOutputRole, CjsFormatReadMode } from './format/CjsFormat.js';
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
@@ -0,0 +1,46 @@
1
+ import { TriTextureRes } from './TriTextureRes.js';
2
+ import { ColorPrefix } from './solidColorTexture.js';
3
+
4
+ // Source: trinity/trinity/Resources/Procedural/SolidColorTexture.cpp
5
+ //
6
+ // Carbon registers this constructor at static-initialisation time, inside its
7
+ // own translation unit (SolidColorTexture.cpp:17-32). As with
8
+ // RegisterShaderResources, we do not self-register at module scope: a module
9
+ // side effect fires on import rather than on composition and cannot be tested in
10
+ // isolation. Whoever composes a manager calls RegisterSolidColorTexture.
11
+
12
+ /**
13
+ * Carbon's `SolidColorTextureConstructor`: builds the texture a
14
+ * `dynamic:/color/<query>` path names. TriTextureRes.Initialize recognises the
15
+ * prefix and rasterizes the colour itself.
16
+ */
17
+ class SolidColorTextureConstructor {
18
+ /**
19
+ * `IBlueDynamicResourceConstructor::GetResource` (SolidColorTexture.cpp:23-29).
20
+ *
21
+ * @param {string} query Text after `dynamic:/color/`.
22
+ * @returns {TriTextureRes} The texture resource.
23
+ */
24
+ GetResource(query) {
25
+ const texture = new TriTextureRes();
26
+ texture.Initialize(ColorPrefix + query, "");
27
+ return texture;
28
+ }
29
+ }
30
+
31
+ /**
32
+ * Registers the `color` dynamic constructor on one manager.
33
+ *
34
+ * @param {object} resourceManager Manager to register on.
35
+ * @returns {object} The same manager, for chaining.
36
+ */
37
+ function RegisterSolidColorTexture(resourceManager) {
38
+ if (typeof resourceManager?.RegisterResourceConstructor !== "function") {
39
+ throw new TypeError("RegisterSolidColorTexture requires a CjsResMan.");
40
+ }
41
+ resourceManager.RegisterResourceConstructor("color", new SolidColorTextureConstructor());
42
+ return resourceManager;
43
+ }
44
+
45
+ export { RegisterSolidColorTexture, SolidColorTextureConstructor };
46
+ //# sourceMappingURL=SolidColorTextureConstructor.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SolidColorTextureConstructor.js","sources":["../../../../src/resource/texture/SolidColorTextureConstructor.js"],"sourcesContent":["// Source: trinity/trinity/Resources/Procedural/SolidColorTexture.cpp\n//\n// Carbon registers this constructor at static-initialisation time, inside its\n// own translation unit (SolidColorTexture.cpp:17-32). As with\n// RegisterShaderResources, we do not self-register at module scope: a module\n// side effect fires on import rather than on composition and cannot be tested in\n// isolation. Whoever composes a manager calls RegisterSolidColorTexture.\nimport { TriTextureRes } from \"./TriTextureRes.js\";\nimport { ColorPrefix } from \"./solidColorTexture.js\";\n\n/**\n * Carbon's `SolidColorTextureConstructor`: builds the texture a\n * `dynamic:/color/<query>` path names. TriTextureRes.Initialize recognises the\n * prefix and rasterizes the colour itself.\n */\nexport class SolidColorTextureConstructor\n{\n /**\n * `IBlueDynamicResourceConstructor::GetResource` (SolidColorTexture.cpp:23-29).\n *\n * @param {string} query Text after `dynamic:/color/`.\n * @returns {TriTextureRes} The texture resource.\n */\n GetResource(query)\n {\n const texture = new TriTextureRes();\n texture.Initialize(ColorPrefix + query, \"\");\n return texture;\n }\n}\n\n/**\n * Registers the `color` dynamic constructor on one manager.\n *\n * @param {object} resourceManager Manager to register on.\n * @returns {object} The same manager, for chaining.\n */\nexport function RegisterSolidColorTexture(resourceManager)\n{\n if (typeof resourceManager?.RegisterResourceConstructor !== \"function\")\n {\n throw new TypeError(\"RegisterSolidColorTexture requires a CjsResMan.\");\n }\n resourceManager.RegisterResourceConstructor(\"color\", new SolidColorTextureConstructor());\n return resourceManager;\n}\n"],"names":["SolidColorTextureConstructor","GetResource","query","texture","TriTextureRes","Initialize","ColorPrefix","RegisterSolidColorTexture","resourceManager","RegisterResourceConstructor","TypeError"],"mappings":";;;AAAA;AACA;AACA;AACA;AACA;AACA;AACA;;AAIA;AACA;AACA;AACA;AACA;AACO,MAAMA,4BAA4B,CACzC;AACE;AACF;AACA;AACA;AACA;AACA;EACEC,WAAWA,CAACC,KAAK,EACjB;AACE,IAAA,MAAMC,OAAO,GAAG,IAAIC,aAAa,EAAE;IACnCD,OAAO,CAACE,UAAU,CAACC,WAAW,GAAGJ,KAAK,EAAE,EAAE,CAAC;AAC3C,IAAA,OAAOC,OAAO;AAChB,EAAA;AACF;;AAEA;AACA;AACA;AACA;AACA;AACA;AACO,SAASI,yBAAyBA,CAACC,eAAe,EACzD;AACE,EAAA,IAAI,OAAOA,eAAe,EAAEC,2BAA2B,KAAK,UAAU,EACtE;AACE,IAAA,MAAM,IAAIC,SAAS,CAAC,iDAAiD,CAAC;AACxE,EAAA;EACAF,eAAe,CAACC,2BAA2B,CAAC,OAAO,EAAE,IAAIT,4BAA4B,EAAE,CAAC;AACxF,EAAA,OAAOQ,eAAe;AACxB;;;;"}
@@ -1,5 +1,6 @@
1
1
  import { CjsSchema, carbon, impl, type, io } from '#schema';
2
2
  import { CjsResource } from '../CjsResource.js';
3
+ import { IsSolidColorTexturePath, RasterizeSolidColor } from './solidColorTexture.js';
3
4
  import { ResourceRequirement } from '../ResourceRequirement.js';
4
5
  import { validateVideoPayload, validateTexturePayload, validateRgbaPayload, ResourcePayloadType } from '../format/payloadContract.js';
5
6
  import { resourcePayloadError, validateResourcePayload, resourceFormatRequiredError, resourceBoundaryError } from '../resourceBoundary.js';
@@ -48,6 +49,47 @@ class TriTextureRes extends CjsResource {
48
49
  });
49
50
  }
50
51
 
52
+ /**
53
+ * Carbon's Initialize, with its procedural branch (TriTextureRes.cpp:223-236):
54
+ * a `dynamic:/color/` path is rasterized here rather than loaded from source.
55
+ * The `dynamic:/gradient_1d/` branch Carbon checks first is not ported yet.
56
+ *
57
+ * @param {string} path Resource path.
58
+ * @param {string|null} [ext] Extension override.
59
+ * @param {string} [requirement] Semantic requirement.
60
+ * @returns {TriTextureRes} This resource.
61
+ */
62
+ Initialize(path, ext = null, requirement = "") {
63
+ super.Initialize(path, ext, requirement);
64
+ if (IsSolidColorTexturePath(this.path)) this.#RasterizeProceduralTexture(RasterizeSolidColor);
65
+ return this;
66
+ }
67
+
68
+ /**
69
+ * `RasterizeProceduralTexture` (TriTextureRes.cpp:181-212). Carbon creates the
70
+ * GPU texture from the bitmap here; this layer cannot reach a render context,
71
+ * so it publishes the bitmap as the payload and Trinity makes the texture at
72
+ * first bind, as it does for every other texture.
73
+ *
74
+ * @param {Function} rasterize `(path) => payload | null`.
75
+ * @returns {void}
76
+ */
77
+ #RasterizeProceduralTexture(rasterize) {
78
+ this.MarkLoading();
79
+ const payload = rasterize(this.path);
80
+ if (!payload) {
81
+ // Carbon: "Failed to parse dynamic:/color/%s texture path", and the
82
+ // texture is never prepared.
83
+ const error = new Error(`Failed to parse ${this.path} texture path`);
84
+ error.code = "CJS_TEXTURE_PROCEDURAL_PATH_INVALID";
85
+ error.path = this.path;
86
+ this.SetError(error);
87
+ return;
88
+ }
89
+ this.SetPayload(payload);
90
+ this.MarkPrepared();
91
+ }
92
+
51
93
  /**
52
94
  * m_texture: the live `Tr2TextureAL`, or null until an engine makes one.
53
95
  *
@@ -405,6 +447,7 @@ CjsSchema.define(TriTextureRes, {
405
447
  cutoutY: [type.float32, io.readwrite]
406
448
  },
407
449
  methods: {
450
+ Initialize: [carbon.method, impl.adapted, impl.reason("Carbon rasterizes a procedural path into a half-float HostBitmap and creates the GPU texture inside Initialize; this resource cannot reach a render context, so it publishes the half-float-quantized colour as an rgba32float payload. The gradient_1d branch is not ported.")],
408
451
  GetMipCount: [carbon.method, impl.adapted],
409
452
  GetMsaaType: [carbon.method, impl.adapted],
410
453
  GetMsaaQuality: [carbon.method, impl.adapted],
@@ -1 +1 @@
1
- {"version":3,"file":"TriTextureRes.js","sources":["../../../../src/resource/texture/TriTextureRes.js"],"sourcesContent":["// Source: trinity/trinity/Resources/TriTextureRes.h\n// Source: trinity/trinity/Resources/TriTextureRes.cpp\n// Source: trinity/trinity/Resources/TriTextureRes_Blue.cpp\nimport { CjsSchema, carbon, impl, io, type } from \"#schema\";\nimport { CjsResource } from \"../CjsResource.js\";\nimport { ResourceRequirement } from \"../ResourceRequirement.js\";\nimport {\n ResourcePayloadType,\n validateRgbaPayload,\n validateTexturePayload,\n validateVideoPayload\n} from \"../format/payloadContract.js\";\nimport {\n resourceBoundaryError,\n resourceFormatRequiredError,\n resourcePayloadError,\n validateResourcePayload\n} from \"../resourceBoundary.js\";\n\n/**\n * Resource record that owns Carbon-style texture identity and validated\n * texture, RGBA, or video payload facts with mirrored dimension/format\n * metadata, while engine packages decide what those facts become on a device.\n *\n * The resource never CREATES a backend texture - it cannot reach a render\n * context - but it RETAINS the one Trinity makes for it, as Carbon's does\n * (`m_texture`), so every parameter sharing the resource binds one texture.\n */\nexport class TriTextureRes extends CjsResource\n{\n format = null;\n type = null;\n averageColor = [0, 0, 0, 0];\n depth = 0;\n cutoutHeight = 1;\n height = 0;\n lodEnabled = false;\n hadLodRequests = false;\n cpuMip = 0;\n gpuMip = 0;\n wrappedRenderTarget = null;\n originalResolution = 0;\n originalMemoryUsage = 0;\n name = \"\";\n arraySize = 0;\n cutoutWidth = 1;\n width = 0;\n cutoutX = 0;\n cutoutY = 0;\n\n /** Creates a TriTextureRes with caller-provided initial state. */\n constructor(values = null) {\n super();\n this.SetValues(values || {}, {\n markDirty: false,\n skipUpdate: true,\n skipEvents: true\n });\n }\n\n /**\n * m_texture: the live `Tr2TextureAL`, or null until an engine makes one.\n *\n * Carbon creates it in `DoPrepare` through the main-thread context and\n * stores it here (`TriTextureRes.cpp:690-704`). This layer cannot reach a\n * render context, so Trinity creates it at first bind and stores it here,\n * where every parameter sharing the resource finds the one texture.\n */\n texture = null;\n\n /**\n * The live texture, or null while there is none - Carbon returns nullptr\n * until the load finishes and the parameter substitutes the fallback\n * (`TriTextureRes.cpp:394-405`).\n *\n * @returns {object|null} A `Tr2TextureAL`.\n */\n GetTexture() {\n return this.texture && this.texture.IsValid() ? this.texture : null;\n }\n\n /**\n * Adopts a texture as this resource's (`TriTextureRes.cpp:1159-1195`).\n *\n * @param {object|null} texture A `Tr2TextureAL`, or null to drop it.\n * @returns {TriTextureRes} This resource.\n */\n SetTexture(texture) {\n if (this.texture && this.texture !== texture) this.texture.Destroy();\n this.texture = texture ?? null;\n return this;\n }\n\n /**\n * Attach a plain texture, RGBA, or video payload and mirror Carbon-exposed\n * metadata. Invalid payloads are rejected before replacing the current one.\n *\n * @param {object|null} payload\n * @param {object|null} options\n * @returns {TriTextureRes}\n */\n SetPayload(payload = null, options = null) {\n if (payload === null) {\n // The bytes are gone; so is the texture made from them.\n this.SetTexture(null);\n super.SetPayload(null);\n return this;\n }\n\n const validator = {\n [ResourcePayloadType.RGBA]: validateRgbaPayload,\n [ResourcePayloadType.TEXTURE]: validateTexturePayload,\n [ResourcePayloadType.VIDEO]: validateVideoPayload\n }[payload?.payloadType];\n if (!validator) {\n throw resourcePayloadError(\n \"TriTextureRes\",\n 'Expected payloadType \"rgba\", \"texture\", or \"video\".',\n \"payloadType\"\n );\n }\n validateResourcePayload(\"TriTextureRes\", payload, validator);\n\n const values = { ...(options || {}) };\n if (payload.pixelFormat !== undefined || payload.format !== undefined) values.format = payload.pixelFormat || payload.format;\n if (payload.width !== undefined) values.width = payload.width;\n if (payload.height !== undefined) values.height = payload.height;\n if (payload.depth !== undefined) values.depth = payload.depth;\n if (payload.arraySize !== undefined) values.arraySize = payload.arraySize;\n else if (Array.isArray(payload.faces)) values.arraySize = payload.faces.length;\n if (payload.mipCount !== undefined) values.cpuMip = payload.mipCount;\n else if (payload.payloadType === ResourcePayloadType.RGBA) values.cpuMip = 1;\n if (payload.hadLodRequests !== undefined) values.hadLodRequests = !!payload.hadLodRequests;\n values.originalMemoryUsage = getPayloadMemoryUsage(payload);\n values.originalResolution = Math.max(payload.width || 0, payload.height || 0, this.originalResolution || 0);\n\n super.SetPayload(payload);\n this.SetValues(values);\n return this;\n }\n\n /**\n * Turn source bytes into this texture.\n *\n * This is the family the route design exists for. One `.dds` is readable as a\n * compressed `texture` or decoded `rgba`, and six formats — dds, png, jpeg,\n * tga, gif, webp — populate this same resource. Which reader and which\n * representation is a registration decision, so neither is written here.\n *\n * The resource imports none of them. A texture resource that imported its\n * formats would drag all six into anything that touches a texture, which is\n * the whole reason the store exists.\n *\n * @param {ArrayBuffer|ArrayBufferView|object} data Source bytes, or a payload already read.\n * @param {object|null} [options] `{ format, read, output }` plus values applied after the read.\n * @returns {TriTextureRes} This resource.\n */\n DoLoad(data, options = null) {\n const { format = null, read = null, output = null, ...values } = options || {};\n\n // Already a payload: the manager read it, and there is nothing to route.\n if (data?.payloadType !== undefined) return this.SetPayload(data, values);\n\n const route = this.ResolveFormat(data, format ? { format, read, output } : { output });\n if (!route) throw resourceFormatRequiredError(\"TriTextureRes\", this.ext, output);\n return this.SetPayload(route.Read(data), values);\n }\n\n /**\n * Return the number of mip levels known to this texture resource.\n *\n * @returns {number}\n */\n GetMipCount() {\n return this.GetPayload()?.mipCount || this.cpuMip || 0;\n }\n\n /**\n * Return the multisample type for this texture.\n *\n * @returns {number}\n */\n GetMsaaType() {\n const payload = this.GetPayload();\n return payload?.multiSampleType ?? payload?.msaaType ?? payload?.samples ?? 1;\n }\n\n /**\n * Return the multisample quality for this texture.\n *\n * @returns {number}\n */\n GetMsaaQuality() {\n const payload = this.GetPayload();\n return payload?.multiSampleQuality ?? payload?.msaaQuality ?? 0;\n }\n\n /**\n * Return true if this texture has received LOD requests.\n *\n * @returns {boolean}\n */\n HadLodRequests() {\n return this.hadLodRequests;\n }\n\n /**\n * Return the shader-resource-view heap index when a backend owns one.\n *\n * @returns {number}\n */\n GetSrvIndexInHeap() {\n throw resourceBoundaryError(\"TriTextureRes\", \"GetSrvIndexInHeap\", \"Runtime-resource does not own descriptor heaps.\");\n }\n\n /**\n * Save this texture asynchronously.\n *\n * @param {string} path\n * @returns {boolean}\n */\n SaveAsync(path = \"\") {\n throw resourceBoundaryError(\n \"TriTextureRes\",\n \"SaveAsync\",\n `Use a format writer and caller-owned destination to save texture payloads${path ? ` (${path})` : \"\"}.`\n );\n }\n\n /**\n * Save this texture synchronously.\n *\n * @param {string} path\n * @returns {boolean}\n */\n Save(path = \"\") {\n throw resourceBoundaryError(\n \"TriTextureRes\",\n \"Save\",\n `Use a format writer and caller-owned destination to save texture payloads${path ? ` (${path})` : \"\"}.`\n );\n }\n\n /**\n * Return true if an asynchronous save is active.\n *\n * @returns {boolean}\n */\n IsSaving() {\n return false;\n }\n\n /**\n * Return true if the asynchronous save operation has completed.\n *\n * @returns {boolean}\n */\n IsSaveCompleted() {\n return true;\n }\n\n /**\n * Return true if the asynchronous save operation succeeded.\n *\n * @returns {boolean}\n */\n IsSaveSucceeded() {\n return false;\n }\n\n /**\n * Wait for an asynchronous save operation.\n *\n * @returns {boolean}\n */\n WaitForSave() {\n return this.IsSaveCompleted();\n }\n\n /**\n * Device texture allocation belongs to engine-gpu.\n *\n * @throws {Error}\n */\n CreateEmptyTexture() {\n throw resourceBoundaryError(\"TriTextureRes\", \"CreateEmptyTexture\", \"Use engine-gpu to allocate device textures.\");\n }\n\n /**\n * Render-target wrapping belongs to engine-gpu.\n *\n * @throws {Error}\n */\n SetFromRenderTarget() {\n throw resourceBoundaryError(\"TriTextureRes\", \"SetFromRenderTarget\", \"Runtime-resource does not own render targets.\");\n }\n\n /**\n * Create a texture copy from a render target.\n *\n * @throws {Error}\n */\n CreateAndCopyFromRenderTarget() {\n throw resourceBoundaryError(\"TriTextureRes\", \"CreateAndCopyFromRenderTarget\", \"Runtime-resource does not own render targets.\");\n }\n\n /**\n * Create a device texture from a host bitmap.\n *\n * @throws {Error}\n */\n CreateFromHostBitmap() {\n throw resourceBoundaryError(\"TriTextureRes\", \"CreateFromHostBitmap\", \"Use engine-gpu to allocate and upload texture data.\");\n }\n\n /**\n * Create this texture from another texture resource.\n *\n * @throws {Error}\n */\n CreateFromTexture() {\n throw resourceBoundaryError(\"TriTextureRes\", \"CreateFromTexture\", \"Use engine-gpu to copy device textures.\");\n }\n\n /**\n * Return true if this texture owns a backend allocation object.\n *\n * @param {string|number} type\n * @param {string|number} object\n * @returns {boolean}\n */\n HasALObject(type, object) {\n return this.HasAdapterResource(`${type}:${object}`);\n }\n\n /**\n * Return an engine-owned texture pipeline object when attached.\n *\n * @returns {*}\n */\n GetPipeline() {\n return this.GetAdapterResource(\"pipeline\");\n }\n\n /**\n * Return memory size for the original non-LODed texture.\n *\n * @returns {number}\n */\n GetOriginalMemoryUsage() {\n return this.originalMemoryUsage || getPayloadMemoryUsage(this.GetPayload());\n }\n\n /**\n * Store the average color reported by decoded texture data.\n *\n * @param {number} red\n * @param {number} green\n * @param {number} blue\n * @param {number} alpha\n * @returns {TriTextureRes}\n */\n SetAverageColor(red = 0, green = 0, blue = 0, alpha = 0) {\n this.averageColor = [red, green, blue, alpha];\n return this;\n }\n\n /**\n * Update a texture subresource.\n *\n * @throws {Error}\n */\n UpdateSubresource() {\n throw resourceBoundaryError(\"TriTextureRes\", \"UpdateSubresource\", \"Use engine-gpu to upload texture bytes.\");\n }\n\n /**\n * Resource preparation does not decide device upload policy.\n *\n * @returns {boolean}\n */\n PrepareResources() {\n return this.IsPrepared();\n }\n\n static payload = ResourceRequirement.TEXTURE;\n}\n\nfunction getPayloadMemoryUsage(payload)\n{\n if (!payload || typeof payload !== \"object\") return 0;\n if (Number.isSafeInteger(payload.originalMemoryUsage) && payload.originalMemoryUsage >= 0)\n {\n return payload.originalMemoryUsage;\n }\n return ArrayBuffer.isView(payload.data) || payload.data instanceof ArrayBuffer\n ? payload.data.byteLength\n : 0;\n}\n\n// Declared as data rather than with decorators, so the resource tree loads from\n// source without a transform. Field order is key order, and GetValues() exports\n// in that order.\nCjsSchema.define(TriTextureRes, {\n className: \"TriTextureRes\",\n family: \"resources\",\n fields: {\n format: [ type.unknown, io.read ],\n type: [ type.unknown, io.persist ],\n averageColor: [ type.color, io.read ],\n depth: [ type.uint32, io.read ],\n cutoutHeight: [ type.float32, io.readwrite ],\n height: [ type.uint32, io.read ],\n lodEnabled: [ type.boolean, io.read ],\n hadLodRequests: [ type.boolean, io.read ],\n cpuMip: [ type.uint32, io.read ],\n gpuMip: [ type.uint32, io.read ],\n wrappedRenderTarget: [ type.unknown, io.read ],\n originalResolution: [ type.uint32, io.read ],\n originalMemoryUsage: [ type.uint64, io.read ],\n name: [ type.string, io.readwrite ],\n arraySize: [ type.uint32, io.read ],\n cutoutWidth: [ type.float32, io.readwrite ],\n width: [ type.uint32, io.read ],\n cutoutX: [ type.float32, io.readwrite ],\n cutoutY: [ type.float32, io.readwrite ]\n },\n methods: {\n GetMipCount: [ carbon.method, impl.adapted ],\n GetMsaaType: [ carbon.method, impl.adapted ],\n GetMsaaQuality: [ carbon.method, impl.adapted ],\n HadLodRequests: [ carbon.method, impl.adapted ],\n GetSrvIndexInHeap: [ carbon.method, impl.notSupported ],\n GetTexture: [ carbon.method, impl.implemented ],\n SetTexture: [ carbon.method, impl.adapted, impl.reason(\"Carbon also copies the texture's dimensions onto the resource and fires m_onTextureChange; the payload already carries the dimensions here, and the binding parameter arms the resource's completion instead.\") ],\n SaveAsync: [ carbon.method, impl.notSupported ],\n Save: [ carbon.method, impl.notSupported ],\n IsSaving: [ carbon.method, impl.noop ],\n IsSaveCompleted: [ carbon.method, impl.noop ],\n IsSaveSucceeded: [ carbon.method, impl.noop ],\n WaitForSave: [ carbon.method, impl.noop ],\n CreateEmptyTexture: [ carbon.method, impl.notSupported ],\n SetFromRenderTarget: [ carbon.method, impl.notSupported ],\n CreateAndCopyFromRenderTarget: [ carbon.method, impl.notSupported ],\n CreateFromHostBitmap: [ carbon.method, impl.notSupported ],\n CreateFromTexture: [ carbon.method, impl.notSupported ],\n HasALObject: [ carbon.method, impl.adapted ],\n GetPipeline: [ carbon.method, impl.adapted ],\n GetOriginalMemoryUsage: [ carbon.method, impl.adapted ],\n SetAverageColor: [ carbon.method, impl.adapted ],\n UpdateSubresource: [ carbon.method, impl.notSupported ],\n PrepareResources: [ carbon.method, impl.adapted ]\n 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+ {"version":3,"file":"TriTextureRes.js","sources":["../../../../src/resource/texture/TriTextureRes.js"],"sourcesContent":["// Source: trinity/trinity/Resources/TriTextureRes.h\n// Source: trinity/trinity/Resources/TriTextureRes.cpp\n// Source: trinity/trinity/Resources/TriTextureRes_Blue.cpp\nimport { CjsSchema, carbon, impl, io, type } from \"#schema\";\nimport { CjsResource } from \"../CjsResource.js\";\nimport { IsSolidColorTexturePath, RasterizeSolidColor } from \"./solidColorTexture.js\";\nimport { ResourceRequirement } from \"../ResourceRequirement.js\";\nimport {\n ResourcePayloadType,\n validateRgbaPayload,\n validateTexturePayload,\n validateVideoPayload\n} from \"../format/payloadContract.js\";\nimport {\n resourceBoundaryError,\n resourceFormatRequiredError,\n resourcePayloadError,\n validateResourcePayload\n} from \"../resourceBoundary.js\";\n\n/**\n * Resource record that owns Carbon-style texture identity and validated\n * texture, RGBA, or video payload facts with mirrored dimension/format\n * metadata, while engine packages decide what those facts become on a device.\n *\n * The resource never CREATES a backend texture - it cannot reach a render\n * context - but it RETAINS the one Trinity makes for it, as Carbon's does\n * (`m_texture`), so every parameter sharing the resource binds one texture.\n */\nexport class TriTextureRes extends CjsResource\n{\n format = null;\n type = null;\n averageColor = [0, 0, 0, 0];\n depth = 0;\n cutoutHeight = 1;\n height = 0;\n lodEnabled = false;\n hadLodRequests = false;\n cpuMip = 0;\n gpuMip = 0;\n wrappedRenderTarget = null;\n originalResolution = 0;\n originalMemoryUsage = 0;\n name = \"\";\n arraySize = 0;\n cutoutWidth = 1;\n width = 0;\n cutoutX = 0;\n cutoutY = 0;\n\n /** Creates a TriTextureRes with caller-provided initial state. */\n constructor(values = null) {\n super();\n this.SetValues(values || {}, {\n markDirty: false,\n skipUpdate: true,\n skipEvents: true\n });\n }\n\n /**\n * Carbon's Initialize, with its procedural branch (TriTextureRes.cpp:223-236):\n * a `dynamic:/color/` path is rasterized here rather than loaded from source.\n * The `dynamic:/gradient_1d/` branch Carbon checks first is not ported yet.\n *\n * @param {string} path Resource path.\n * @param {string|null} [ext] Extension override.\n * @param {string} [requirement] Semantic requirement.\n * @returns {TriTextureRes} This resource.\n */\n Initialize(path, ext = null, requirement = \"\") {\n super.Initialize(path, ext, requirement);\n if (IsSolidColorTexturePath(this.path)) this.#RasterizeProceduralTexture(RasterizeSolidColor);\n return this;\n }\n\n /**\n * `RasterizeProceduralTexture` (TriTextureRes.cpp:181-212). Carbon creates the\n * GPU texture from the bitmap here; this layer cannot reach a render context,\n * so it publishes the bitmap as the payload and Trinity makes the texture at\n * first bind, as it does for every other texture.\n *\n * @param {Function} rasterize `(path) => payload | null`.\n * @returns {void}\n */\n #RasterizeProceduralTexture(rasterize) {\n this.MarkLoading();\n const payload = rasterize(this.path);\n if (!payload) {\n // Carbon: \"Failed to parse dynamic:/color/%s texture path\", and the\n // texture is never prepared.\n const error = new Error(`Failed to parse ${this.path} texture path`);\n error.code = \"CJS_TEXTURE_PROCEDURAL_PATH_INVALID\";\n error.path = this.path;\n this.SetError(error);\n return;\n }\n this.SetPayload(payload);\n this.MarkPrepared();\n }\n\n /**\n * m_texture: the live `Tr2TextureAL`, or null until an engine makes one.\n *\n * Carbon creates it in `DoPrepare` through the main-thread context and\n * stores it here (`TriTextureRes.cpp:690-704`). This layer cannot reach a\n * render context, so Trinity creates it at first bind and stores it here,\n * where every parameter sharing the resource finds the one texture.\n */\n texture = null;\n\n /**\n * The live texture, or null while there is none - Carbon returns nullptr\n * until the load finishes and the parameter substitutes the fallback\n * (`TriTextureRes.cpp:394-405`).\n *\n * @returns {object|null} A `Tr2TextureAL`.\n */\n GetTexture() {\n return this.texture && this.texture.IsValid() ? this.texture : null;\n }\n\n /**\n * Adopts a texture as this resource's (`TriTextureRes.cpp:1159-1195`).\n *\n * @param {object|null} texture A `Tr2TextureAL`, or null to drop it.\n * @returns {TriTextureRes} This resource.\n */\n SetTexture(texture) {\n if (this.texture && this.texture !== texture) this.texture.Destroy();\n this.texture = texture ?? null;\n return this;\n }\n\n /**\n * Attach a plain texture, RGBA, or video payload and mirror Carbon-exposed\n * metadata. Invalid payloads are rejected before replacing the current one.\n *\n * @param {object|null} payload\n * @param {object|null} options\n * @returns {TriTextureRes}\n */\n SetPayload(payload = null, options = null) {\n if (payload === null) {\n // The bytes are gone; so is the texture made from them.\n this.SetTexture(null);\n super.SetPayload(null);\n return this;\n }\n\n const validator = {\n [ResourcePayloadType.RGBA]: validateRgbaPayload,\n [ResourcePayloadType.TEXTURE]: validateTexturePayload,\n [ResourcePayloadType.VIDEO]: validateVideoPayload\n }[payload?.payloadType];\n if (!validator) {\n throw resourcePayloadError(\n \"TriTextureRes\",\n 'Expected payloadType \"rgba\", \"texture\", or \"video\".',\n \"payloadType\"\n );\n }\n validateResourcePayload(\"TriTextureRes\", payload, validator);\n\n const values = { ...(options || {}) };\n if (payload.pixelFormat !== undefined || payload.format !== undefined) values.format = payload.pixelFormat || payload.format;\n if (payload.width !== undefined) values.width = payload.width;\n if (payload.height !== undefined) values.height = payload.height;\n if (payload.depth !== undefined) values.depth = payload.depth;\n if (payload.arraySize !== undefined) values.arraySize = payload.arraySize;\n else if (Array.isArray(payload.faces)) values.arraySize = payload.faces.length;\n if (payload.mipCount !== undefined) values.cpuMip = payload.mipCount;\n else if (payload.payloadType === ResourcePayloadType.RGBA) values.cpuMip = 1;\n if (payload.hadLodRequests !== undefined) values.hadLodRequests = !!payload.hadLodRequests;\n values.originalMemoryUsage = getPayloadMemoryUsage(payload);\n values.originalResolution = Math.max(payload.width || 0, payload.height || 0, this.originalResolution || 0);\n\n super.SetPayload(payload);\n this.SetValues(values);\n return this;\n }\n\n /**\n * Turn source bytes into this texture.\n *\n * This is the family the route design exists for. One `.dds` is readable as a\n * compressed `texture` or decoded `rgba`, and six formats — dds, png, jpeg,\n * tga, gif, webp — populate this same resource. Which reader and which\n * representation is a registration decision, so neither is written here.\n *\n * The resource imports none of them. A texture resource that imported its\n * formats would drag all six into anything that touches a texture, which is\n * the whole reason the store exists.\n *\n * @param {ArrayBuffer|ArrayBufferView|object} data Source bytes, or a payload already read.\n * @param {object|null} [options] `{ format, read, output }` plus values applied after the read.\n * @returns {TriTextureRes} This resource.\n */\n DoLoad(data, options = null) {\n const { format = null, read = null, output = null, ...values } = options || {};\n\n // Already a payload: the manager read it, and there is nothing to route.\n if (data?.payloadType !== undefined) return this.SetPayload(data, values);\n\n const route = this.ResolveFormat(data, format ? { format, read, output } : { output });\n if (!route) throw resourceFormatRequiredError(\"TriTextureRes\", this.ext, output);\n return this.SetPayload(route.Read(data), values);\n }\n\n /**\n * Return the number of mip levels known to this texture resource.\n *\n * @returns {number}\n */\n GetMipCount() {\n return this.GetPayload()?.mipCount || this.cpuMip || 0;\n }\n\n /**\n * Return the multisample type for this texture.\n *\n * @returns {number}\n */\n GetMsaaType() {\n const payload = this.GetPayload();\n return payload?.multiSampleType ?? payload?.msaaType ?? payload?.samples ?? 1;\n }\n\n /**\n * Return the multisample quality for this texture.\n *\n * @returns {number}\n */\n GetMsaaQuality() {\n const payload = this.GetPayload();\n return payload?.multiSampleQuality ?? payload?.msaaQuality ?? 0;\n }\n\n /**\n * Return true if this texture has received LOD requests.\n *\n * @returns {boolean}\n */\n HadLodRequests() {\n return this.hadLodRequests;\n }\n\n /**\n * Return the shader-resource-view heap index when a backend owns one.\n *\n * @returns {number}\n */\n GetSrvIndexInHeap() {\n throw resourceBoundaryError(\"TriTextureRes\", \"GetSrvIndexInHeap\", \"Runtime-resource does not own descriptor heaps.\");\n }\n\n /**\n * Save this texture asynchronously.\n *\n * @param {string} path\n * @returns {boolean}\n */\n SaveAsync(path = \"\") {\n throw resourceBoundaryError(\n \"TriTextureRes\",\n \"SaveAsync\",\n `Use a format writer and caller-owned destination to save texture payloads${path ? ` (${path})` : \"\"}.`\n );\n }\n\n /**\n * Save this texture synchronously.\n *\n * @param {string} path\n * @returns {boolean}\n */\n Save(path = \"\") {\n throw resourceBoundaryError(\n \"TriTextureRes\",\n \"Save\",\n `Use a format writer and caller-owned destination to save texture payloads${path ? ` (${path})` : \"\"}.`\n );\n }\n\n /**\n * Return true if an asynchronous save is active.\n *\n * @returns {boolean}\n */\n IsSaving() {\n return false;\n }\n\n /**\n * Return true if the asynchronous save operation has completed.\n *\n * @returns {boolean}\n */\n IsSaveCompleted() {\n return true;\n }\n\n /**\n * Return true if the asynchronous save operation succeeded.\n *\n * @returns {boolean}\n */\n IsSaveSucceeded() {\n return false;\n }\n\n /**\n * Wait for an asynchronous save operation.\n *\n * @returns {boolean}\n */\n WaitForSave() {\n return this.IsSaveCompleted();\n }\n\n /**\n * Device texture allocation belongs to engine-gpu.\n *\n * @throws {Error}\n */\n CreateEmptyTexture() {\n throw resourceBoundaryError(\"TriTextureRes\", \"CreateEmptyTexture\", \"Use engine-gpu to allocate device textures.\");\n }\n\n /**\n * Render-target wrapping belongs to engine-gpu.\n *\n * @throws {Error}\n */\n SetFromRenderTarget() {\n throw resourceBoundaryError(\"TriTextureRes\", \"SetFromRenderTarget\", \"Runtime-resource does not own render targets.\");\n }\n\n /**\n * Create a texture copy from a render target.\n *\n * @throws {Error}\n */\n CreateAndCopyFromRenderTarget() {\n throw resourceBoundaryError(\"TriTextureRes\", \"CreateAndCopyFromRenderTarget\", \"Runtime-resource does not own render targets.\");\n }\n\n /**\n * Create a device texture from a host bitmap.\n *\n * @throws {Error}\n */\n CreateFromHostBitmap() {\n throw resourceBoundaryError(\"TriTextureRes\", \"CreateFromHostBitmap\", \"Use engine-gpu to allocate and upload texture data.\");\n }\n\n /**\n * Create this texture from another texture resource.\n *\n * @throws {Error}\n */\n CreateFromTexture() {\n throw resourceBoundaryError(\"TriTextureRes\", \"CreateFromTexture\", \"Use engine-gpu to copy device textures.\");\n }\n\n /**\n * Return true if this texture owns a backend allocation object.\n *\n * @param {string|number} type\n * @param {string|number} object\n * @returns {boolean}\n */\n HasALObject(type, object) {\n return this.HasAdapterResource(`${type}:${object}`);\n }\n\n /**\n * Return an engine-owned texture pipeline object when attached.\n *\n * @returns {*}\n */\n GetPipeline() {\n return this.GetAdapterResource(\"pipeline\");\n }\n\n /**\n * Return memory size for the original non-LODed texture.\n *\n * @returns {number}\n */\n GetOriginalMemoryUsage() {\n return this.originalMemoryUsage || getPayloadMemoryUsage(this.GetPayload());\n }\n\n /**\n * Store the average color reported by decoded texture data.\n *\n * @param {number} red\n * @param {number} green\n * @param {number} blue\n * @param {number} alpha\n * @returns {TriTextureRes}\n */\n SetAverageColor(red = 0, green = 0, blue = 0, alpha = 0) {\n this.averageColor = [red, green, blue, alpha];\n return this;\n }\n\n /**\n * Update a texture subresource.\n *\n * @throws {Error}\n */\n UpdateSubresource() {\n throw resourceBoundaryError(\"TriTextureRes\", \"UpdateSubresource\", \"Use engine-gpu to upload texture bytes.\");\n }\n\n /**\n * Resource preparation does not decide device upload policy.\n *\n * @returns {boolean}\n */\n PrepareResources() {\n return this.IsPrepared();\n }\n\n static payload = ResourceRequirement.TEXTURE;\n}\n\nfunction getPayloadMemoryUsage(payload)\n{\n if (!payload || typeof payload !== \"object\") return 0;\n if (Number.isSafeInteger(payload.originalMemoryUsage) && payload.originalMemoryUsage >= 0)\n {\n return payload.originalMemoryUsage;\n }\n return ArrayBuffer.isView(payload.data) || payload.data instanceof ArrayBuffer\n ? payload.data.byteLength\n : 0;\n}\n\n// Declared as data rather than with decorators, so the resource tree loads from\n// source without a transform. Field order is key order, and GetValues() exports\n// in that order.\nCjsSchema.define(TriTextureRes, {\n className: \"TriTextureRes\",\n family: \"resources\",\n fields: {\n format: [ type.unknown, io.read ],\n type: [ type.unknown, io.persist ],\n averageColor: [ type.color, io.read ],\n depth: [ type.uint32, io.read ],\n cutoutHeight: [ type.float32, io.readwrite ],\n height: [ type.uint32, io.read ],\n lodEnabled: [ type.boolean, io.read ],\n hadLodRequests: [ type.boolean, io.read ],\n cpuMip: [ type.uint32, io.read ],\n gpuMip: [ type.uint32, io.read ],\n wrappedRenderTarget: [ type.unknown, io.read ],\n originalResolution: [ type.uint32, io.read ],\n originalMemoryUsage: [ type.uint64, io.read ],\n name: [ type.string, io.readwrite ],\n arraySize: [ type.uint32, io.read ],\n cutoutWidth: [ type.float32, io.readwrite ],\n width: [ type.uint32, io.read ],\n cutoutX: [ type.float32, io.readwrite ],\n cutoutY: [ type.float32, io.readwrite ]\n },\n methods: {\n Initialize: [ carbon.method, impl.adapted, impl.reason(\"Carbon rasterizes a procedural path into a half-float HostBitmap and creates the GPU texture inside Initialize; this resource cannot reach a render context, so it publishes the half-float-quantized colour as an rgba32float payload. The gradient_1d branch is not ported.\") ],\n GetMipCount: [ carbon.method, impl.adapted ],\n GetMsaaType: [ carbon.method, impl.adapted ],\n GetMsaaQuality: [ carbon.method, impl.adapted ],\n HadLodRequests: [ carbon.method, impl.adapted ],\n GetSrvIndexInHeap: [ carbon.method, impl.notSupported ],\n GetTexture: [ carbon.method, impl.implemented ],\n SetTexture: [ carbon.method, impl.adapted, impl.reason(\"Carbon also copies the texture's dimensions onto the resource and fires m_onTextureChange; the payload already carries the dimensions here, and the binding parameter arms the resource's completion instead.\") ],\n SaveAsync: [ carbon.method, impl.notSupported ],\n Save: [ carbon.method, impl.notSupported ],\n IsSaving: [ carbon.method, impl.noop ],\n IsSaveCompleted: [ carbon.method, impl.noop ],\n IsSaveSucceeded: [ carbon.method, impl.noop ],\n WaitForSave: [ carbon.method, impl.noop ],\n CreateEmptyTexture: [ carbon.method, impl.notSupported ],\n SetFromRenderTarget: [ carbon.method, impl.notSupported ],\n CreateAndCopyFromRenderTarget: [ carbon.method, impl.notSupported ],\n CreateFromHostBitmap: [ carbon.method, impl.notSupported ],\n CreateFromTexture: [ carbon.method, impl.notSupported ],\n HasALObject: [ carbon.method, impl.adapted ],\n GetPipeline: [ carbon.method, impl.adapted ],\n GetOriginalMemoryUsage: [ carbon.method, impl.adapted ],\n SetAverageColor: [ carbon.method, impl.adapted ],\n UpdateSubresource: [ carbon.method, impl.notSupported ],\n PrepareResources: [ carbon.method, impl.adapted ]\n 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@@ -1,5 +1,6 @@
1
1
  export { CjsTextureArrayRes } from './CjsTextureArrayRes.js';
2
2
  export { CjsTextureArrayResParameterProxy } from './CjsTextureArrayResParameterProxy.js';
3
+ export { RegisterSolidColorTexture, SolidColorTextureConstructor } from './SolidColorTextureConstructor.js';
3
4
  export { Tr2ImageRes } from './Tr2ImageRes.js';
4
5
  export { Tr2TextureLodManager } from './Tr2TextureLodManager.js';
5
6
  export { Tr2TextureLodUpdateRequest } from './Tr2TextureLodUpdateRequest.js';
@@ -12,4 +13,5 @@ export { Tr2TexturePipelineStepLimitSize } from './Tr2TexturePipelineStepLimitSi
12
13
  export { Tr2TexturePipelineStepLoad } from './Tr2TexturePipelineStepLoad.js';
13
14
  export { Tr2TexturePipelineStepPack } from './Tr2TexturePipelineStepPack.js';
14
15
  export { TriTextureRes } from './TriTextureRes.js';
16
+ export { ColorPrefix, IsSolidColorTexturePath, ParseColor, RasterizeSolidColor } from './solidColorTexture.js';
15
17
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;"}
1
+ {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;"}