@codexo/exojs 0.12.0 → 0.13.0

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.
Files changed (101) hide show
  1. package/CHANGELOG.md +125 -0
  2. package/dist/esm/core/BuildInfo.js +2 -2
  3. package/dist/esm/extensions/Extension.d.ts +39 -7
  4. package/dist/esm/extensions/Extension.d.ts.map +1 -1
  5. package/dist/esm/extensions/ExtensionRegistry.d.ts.map +1 -1
  6. package/dist/esm/extensions/ExtensionRegistry.js.map +1 -1
  7. package/dist/esm/extensions/snapshot.d.ts +12 -2
  8. package/dist/esm/extensions/snapshot.d.ts.map +1 -1
  9. package/dist/esm/extensions/snapshot.js +43 -14
  10. package/dist/esm/extensions/snapshot.js.map +1 -1
  11. package/dist/esm/index.js +8 -0
  12. package/dist/esm/index.js.map +1 -1
  13. package/dist/esm/rendering/Drawable.d.ts +23 -0
  14. package/dist/esm/rendering/Drawable.d.ts.map +1 -1
  15. package/dist/esm/rendering/Drawable.js +34 -0
  16. package/dist/esm/rendering/Drawable.js.map +1 -1
  17. package/dist/esm/rendering/coreRendererBindings.d.ts.map +1 -1
  18. package/dist/esm/rendering/coreRendererBindings.js +22 -0
  19. package/dist/esm/rendering/coreRendererBindings.js.map +1 -1
  20. package/dist/esm/rendering/index.d.ts +13 -0
  21. package/dist/esm/rendering/index.d.ts.map +1 -1
  22. package/dist/esm/rendering/pixelSnap.d.ts +219 -0
  23. package/dist/esm/rendering/pixelSnap.d.ts.map +1 -0
  24. package/dist/esm/rendering/pixelSnap.js +186 -0
  25. package/dist/esm/rendering/pixelSnap.js.map +1 -0
  26. package/dist/esm/rendering/plan/RenderPlanPlayer.d.ts.map +1 -1
  27. package/dist/esm/rendering/plan/RenderPlanPlayer.js +21 -1
  28. package/dist/esm/rendering/plan/RenderPlanPlayer.js.map +1 -1
  29. package/dist/esm/rendering/sprite/NineSliceSprite.d.ts +69 -0
  30. package/dist/esm/rendering/sprite/NineSliceSprite.d.ts.map +1 -0
  31. package/dist/esm/rendering/sprite/NineSliceSprite.js +207 -0
  32. package/dist/esm/rendering/sprite/NineSliceSprite.js.map +1 -0
  33. package/dist/esm/rendering/sprite/RepeatingSprite.d.ts +120 -0
  34. package/dist/esm/rendering/sprite/RepeatingSprite.d.ts.map +1 -0
  35. package/dist/esm/rendering/sprite/RepeatingSprite.js +279 -0
  36. package/dist/esm/rendering/sprite/RepeatingSprite.js.map +1 -0
  37. package/dist/esm/rendering/sprite/Sprite.d.ts +13 -0
  38. package/dist/esm/rendering/sprite/Sprite.d.ts.map +1 -1
  39. package/dist/esm/rendering/sprite/Sprite.js +23 -0
  40. package/dist/esm/rendering/sprite/Sprite.js.map +1 -1
  41. package/dist/esm/rendering/sprite/nineSlice.d.ts +53 -0
  42. package/dist/esm/rendering/sprite/nineSlice.d.ts.map +1 -0
  43. package/dist/esm/rendering/sprite/nineSlice.js +340 -0
  44. package/dist/esm/rendering/sprite/nineSlice.js.map +1 -0
  45. package/dist/esm/rendering/sprite/repeatingSpritePlan.d.ts +57 -0
  46. package/dist/esm/rendering/sprite/repeatingSpritePlan.d.ts.map +1 -0
  47. package/dist/esm/rendering/sprite/repeatingSpritePlan.js +156 -0
  48. package/dist/esm/rendering/sprite/repeatingSpritePlan.js.map +1 -0
  49. package/dist/esm/rendering/texture/TextureRegion.d.ts +100 -0
  50. package/dist/esm/rendering/texture/TextureRegion.d.ts.map +1 -0
  51. package/dist/esm/rendering/texture/TextureRegion.js +144 -0
  52. package/dist/esm/rendering/texture/TextureRegion.js.map +1 -0
  53. package/dist/esm/rendering/texture/repeat.d.ts +96 -0
  54. package/dist/esm/rendering/texture/repeat.d.ts.map +1 -0
  55. package/dist/esm/rendering/texture/repeat.js +158 -0
  56. package/dist/esm/rendering/texture/repeat.js.map +1 -0
  57. package/dist/esm/rendering/webgl2/WebGl2Backend.d.ts +20 -0
  58. package/dist/esm/rendering/webgl2/WebGl2Backend.d.ts.map +1 -1
  59. package/dist/esm/rendering/webgl2/WebGl2Backend.js +31 -2
  60. package/dist/esm/rendering/webgl2/WebGl2Backend.js.map +1 -1
  61. package/dist/esm/rendering/webgl2/WebGl2NineSliceSpriteRenderer.d.ts +32 -0
  62. package/dist/esm/rendering/webgl2/WebGl2NineSliceSpriteRenderer.d.ts.map +1 -0
  63. package/dist/esm/rendering/webgl2/WebGl2NineSliceSpriteRenderer.js +308 -0
  64. package/dist/esm/rendering/webgl2/WebGl2NineSliceSpriteRenderer.js.map +1 -0
  65. package/dist/esm/rendering/webgl2/WebGl2RepeatingSpriteRenderer.d.ts +49 -0
  66. package/dist/esm/rendering/webgl2/WebGl2RepeatingSpriteRenderer.d.ts.map +1 -0
  67. package/dist/esm/rendering/webgl2/WebGl2RepeatingSpriteRenderer.js +535 -0
  68. package/dist/esm/rendering/webgl2/WebGl2RepeatingSpriteRenderer.js.map +1 -0
  69. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.d.ts +9 -0
  70. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.d.ts.map +1 -1
  71. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.js +22 -2
  72. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.js.map +1 -1
  73. package/dist/esm/rendering/webgpu/WebGpuBackend.d.ts +21 -1
  74. package/dist/esm/rendering/webgpu/WebGpuBackend.d.ts.map +1 -1
  75. package/dist/esm/rendering/webgpu/WebGpuBackend.js +29 -2
  76. package/dist/esm/rendering/webgpu/WebGpuBackend.js.map +1 -1
  77. package/dist/esm/rendering/webgpu/WebGpuNineSliceSpriteRenderer.d.ts +36 -0
  78. package/dist/esm/rendering/webgpu/WebGpuNineSliceSpriteRenderer.d.ts.map +1 -0
  79. package/dist/esm/rendering/webgpu/WebGpuNineSliceSpriteRenderer.js +358 -0
  80. package/dist/esm/rendering/webgpu/WebGpuNineSliceSpriteRenderer.js.map +1 -0
  81. package/dist/esm/rendering/webgpu/WebGpuRepeatingSpriteRenderer.d.ts +52 -0
  82. package/dist/esm/rendering/webgpu/WebGpuRepeatingSpriteRenderer.d.ts.map +1 -0
  83. package/dist/esm/rendering/webgpu/WebGpuRepeatingSpriteRenderer.js +556 -0
  84. package/dist/esm/rendering/webgpu/WebGpuRepeatingSpriteRenderer.js.map +1 -0
  85. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.d.ts +9 -0
  86. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.d.ts.map +1 -1
  87. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.js +22 -2
  88. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.js.map +1 -1
  89. package/dist/esm/rendering/webgpu/WebGpuTransformStorage.d.ts +3 -2
  90. package/dist/esm/rendering/webgpu/WebGpuTransformStorage.d.ts.map +1 -1
  91. package/dist/esm/rendering/webgpu/WebGpuTransformStorage.js +4 -4
  92. package/dist/esm/rendering/webgpu/WebGpuTransformStorage.js.map +1 -1
  93. package/dist/esm/rendering.d.ts +1 -0
  94. package/dist/esm/rendering.d.ts.map +1 -1
  95. package/dist/esm/resources/Loader.d.ts +36 -8
  96. package/dist/esm/resources/Loader.d.ts.map +1 -1
  97. package/dist/esm/resources/Loader.js +30 -11
  98. package/dist/esm/resources/Loader.js.map +1 -1
  99. package/dist/exo.esm.js +3449 -59
  100. package/dist/exo.esm.js.map +1 -1
  101. package/package.json +10 -3
@@ -0,0 +1,556 @@
1
+ import { Rectangle } from '../../math/Rectangle.js';
2
+ import { computeShaderTiling } from '../sprite/repeatingSpritePlan.js';
3
+ import { Texture } from '../texture/Texture.js';
4
+ import '../types.js';
5
+ import { AbstractWebGpuRenderer } from './AbstractWebGpuRenderer.js';
6
+ import { getWebGpuBlendState } from './WebGpuBlendState.js';
7
+ import { stencilContentDepthStencilState } from './WebGpuStencilState.js';
8
+
9
+ /// <reference types="@webgpu/types" />
10
+ // ---------------------------------------------------------------------------
11
+ // Shared WGSL declarations — structs, bindings, and output struct used by
12
+ // both the shader path and the geometry path entry points.
13
+ // ---------------------------------------------------------------------------
14
+ const commonWgsl = `
15
+ struct ProjectionUniforms {
16
+ matrix: mat4x4<f32>,
17
+ };
18
+ struct TransformSlot {
19
+ m0: vec4<f32>,
20
+ m1: vec4<f32>,
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+ m2: vec4<f32>,
22
+ };
23
+
24
+ @group(0) @binding(0) var<uniform> projection: ProjectionUniforms;
25
+ @group(0) @binding(1) var<storage, read> transforms: array<TransformSlot>;
26
+ @group(1) @binding(0) var spriteTexture: texture_2d<f32>;
27
+ @group(1) @binding(1) var spriteSampler: sampler;
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+
29
+ struct VOut {
30
+ @builtin(position) pos: vec4<f32>,
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+ @location(0) uv: vec2<f32>,
32
+ @location(1) color: vec4<f32>,
33
+ };
34
+ `;
35
+ // ---------------------------------------------------------------------------
36
+ // Shader path WGSL — one quad per sprite, UVs computed in vertex shader.
37
+ // ---------------------------------------------------------------------------
38
+ const shaderPathEntries = `
39
+ struct ShaderVIn {
40
+ @location(0) quadBounds: vec4<f32>, // x0,y0,x1,y1
41
+ @location(1) uvParams: vec4<f32>, // tilingX, tilingY, offsetU, offsetV
42
+ @location(2) color: vec4<f32>, // RGBA tint
43
+ @location(3) nodeIndex: u32,
44
+ };
45
+
46
+ @vertex
47
+ fn shaderVert(input: ShaderVIn, @builtin(vertex_index) vid: u32) -> VOut {
48
+ var out: VOut;
49
+ let cx = ((vid + 1u) >> 1u) & 1u;
50
+ let cy = vid >> 1u;
51
+ let lx = select(input.quadBounds.x, input.quadBounds.z, cx == 1u);
52
+ let ly = select(input.quadBounds.y, input.quadBounds.w, cy == 1u);
53
+
54
+ let destW = input.quadBounds.z - input.quadBounds.x;
55
+ let destH = input.quadBounds.w - input.quadBounds.y;
56
+
57
+ let slot = transforms[input.nodeIndex];
58
+ let wx = slot.m0.x * lx + slot.m0.y * ly + slot.m1.x;
59
+ let wy = slot.m0.z * lx + slot.m0.w * ly + slot.m1.y;
60
+ out.pos = projection.matrix * vec4<f32>(wx, wy, 0.0, 1.0);
61
+
62
+ let u = select(input.uvParams.z, ((lx - input.quadBounds.x) / destW) * input.uvParams.x + input.uvParams.z, destW > 0.0);
63
+ let v = select(input.uvParams.w, ((ly - input.quadBounds.y) / destH) * input.uvParams.y + input.uvParams.w, destH > 0.0);
64
+ out.uv = vec2<f32>(u, v);
65
+ out.color = vec4<f32>(input.color.rgb * input.color.a, input.color.a);
66
+ return out;
67
+ }
68
+
69
+ @fragment
70
+ fn shaderFrag(input: VOut) -> @location(0) vec4<f32> {
71
+ return textureSample(spriteTexture, spriteSampler, input.uv) * input.color;
72
+ }
73
+ `;
74
+ // ---------------------------------------------------------------------------
75
+ // Geometry path WGSL — N quads per sprite, UVs pre-computed in CPU.
76
+ // ---------------------------------------------------------------------------
77
+ const geoPathEntries = `
78
+ struct GeoVIn {
79
+ @location(0) quadBounds: vec4<f32>, // x0,y0,x1,y1
80
+ @location(1) uvBounds: vec4<f32>, // u0,v0,u1,v1 (normalised, flipY pre-applied)
81
+ @location(2) color: vec4<f32>, // RGBA tint
82
+ @location(3) nodeIndex: u32,
83
+ };
84
+
85
+ @vertex
86
+ fn geoVert(input: GeoVIn, @builtin(vertex_index) vid: u32) -> VOut {
87
+ var out: VOut;
88
+ let cx = ((vid + 1u) >> 1u) & 1u;
89
+ let cy = vid >> 1u;
90
+ let lx = select(input.quadBounds.x, input.quadBounds.z, cx == 1u);
91
+ let ly = select(input.quadBounds.y, input.quadBounds.w, cy == 1u);
92
+
93
+ let slot = transforms[input.nodeIndex];
94
+ let wx = slot.m0.x * lx + slot.m0.y * ly + slot.m1.x;
95
+ let wy = slot.m0.z * lx + slot.m0.w * ly + slot.m1.y;
96
+ out.pos = projection.matrix * vec4<f32>(wx, wy, 0.0, 1.0);
97
+
98
+ let u = select(input.uvBounds.x, input.uvBounds.z, cx == 1u);
99
+ let v = select(input.uvBounds.y, input.uvBounds.w, cy == 1u);
100
+ out.uv = vec2<f32>(u, v);
101
+ out.color = vec4<f32>(input.color.rgb * input.color.a, input.color.a);
102
+ return out;
103
+ }
104
+
105
+ @fragment
106
+ fn geoFrag(input: VOut) -> @location(0) vec4<f32> {
107
+ return textureSample(spriteTexture, spriteSampler, input.uv) * input.color;
108
+ }
109
+ `;
110
+ // ---------------------------------------------------------------------------
111
+ // Layout constants
112
+ // ---------------------------------------------------------------------------
113
+ const shaderStrideBytes = 40; // float32x4 bounds + float32x4 uvParams + unorm8x4 + uint32
114
+ const geoStrideBytes = 32; // float32x4 bounds + unorm16x4 + unorm8x4 + uint32 (NineSlice layout)
115
+ const projectionByteLength = 64;
116
+ const initialBatchCapacity = 32;
117
+ const indicesPerInstance = 6;
118
+ const quadIndices = new Uint16Array([0, 1, 2, 0, 2, 3]);
119
+ // ---------------------------------------------------------------------------
120
+ // Sampler address mode helper
121
+ // ---------------------------------------------------------------------------
122
+ function repeatModeToAddressMode(mode) {
123
+ if (mode === 'repeat')
124
+ return 'repeat';
125
+ if (mode === 'mirror-repeat')
126
+ return 'mirror-repeat';
127
+ return 'clamp-to-edge';
128
+ }
129
+ /** Instanced renderer for {@link RepeatingSprite} using WebGPU. */
130
+ class WebGpuRepeatingSpriteRenderer extends AbstractWebGpuRenderer {
131
+ _projData = new Float32Array(projectionByteLength / Float32Array.BYTES_PER_ELEMENT);
132
+ // Shared GPU objects
133
+ _device = null;
134
+ _uniformBindGroupLayout = null;
135
+ _textureBindGroupLayout = null;
136
+ _shaderModule = null;
137
+ _uniformBuffer = null;
138
+ _indexBuffer = null;
139
+ _transformBindGroup = null;
140
+ _transformStorageBuf = null;
141
+ _pipelines = new Map();
142
+ _samplers = new Map();
143
+ // Shader-path instance buffer
144
+ _shaderInstBuf = null;
145
+ _shaderInstCapacity = 0;
146
+ _shaderInstData = new ArrayBuffer(0);
147
+ _shaderInstF32 = new Float32Array(this._shaderInstData);
148
+ _shaderInstU32 = new Uint32Array(this._shaderInstData);
149
+ _shaderQuadCount = 0;
150
+ // Geometry-path instance buffer
151
+ _geoInstBuf = null;
152
+ _geoInstCapacity = 0;
153
+ _geoInstData = new ArrayBuffer(0);
154
+ _geoInstF32 = new Float32Array(this._geoInstData);
155
+ _geoInstU32 = new Uint32Array(this._geoInstData);
156
+ _geoQuadCount = 0;
157
+ // Shared batch state
158
+ _maxNodeIndex = 0;
159
+ _currentTexture = null;
160
+ _currentBlendMode = null;
161
+ _currentModeX = null;
162
+ _currentModeY = null;
163
+ _currentPath = null;
164
+ // Reusable scratch for device-snapped bounds ('geometry' mode).
165
+ _snapBounds = new Rectangle();
166
+ onConnect(backend) {
167
+ if (this._device)
168
+ return;
169
+ const device = backend.device;
170
+ this._device = device;
171
+ this._shaderModule = device.createShaderModule({ code: commonWgsl + shaderPathEntries + geoPathEntries });
172
+ this._uniformBindGroupLayout = device.createBindGroupLayout({
173
+ entries: [
174
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: 'uniform' } },
175
+ { binding: 1, visibility: GPUShaderStage.VERTEX, buffer: { type: 'read-only-storage' } },
176
+ ],
177
+ });
178
+ this._textureBindGroupLayout = device.createBindGroupLayout({
179
+ entries: [
180
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: 'float' } },
181
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, sampler: { type: 'filtering' } },
182
+ ],
183
+ });
184
+ this._uniformBuffer = device.createBuffer({
185
+ size: projectionByteLength,
186
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
187
+ });
188
+ this._indexBuffer = device.createBuffer({
189
+ size: quadIndices.byteLength,
190
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
191
+ });
192
+ device.queue.writeBuffer(this._indexBuffer, 0, quadIndices.buffer, quadIndices.byteOffset, quadIndices.byteLength);
193
+ }
194
+ onDisconnect() {
195
+ this._shaderInstBuf?.destroy();
196
+ this._geoInstBuf?.destroy();
197
+ this._indexBuffer?.destroy();
198
+ this._uniformBuffer?.destroy();
199
+ this._pipelines.clear();
200
+ this._samplers.clear();
201
+ this._shaderInstBuf = null;
202
+ this._geoInstBuf = null;
203
+ this._indexBuffer = null;
204
+ this._uniformBuffer = null;
205
+ this._transformBindGroup = null;
206
+ this._transformStorageBuf = null;
207
+ this._textureBindGroupLayout = null;
208
+ this._uniformBindGroupLayout = null;
209
+ this._shaderModule = null;
210
+ this._device = null;
211
+ this._backend = null;
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+ this._shaderInstCapacity = 0;
213
+ this._shaderInstData = new ArrayBuffer(0);
214
+ this._shaderInstF32 = new Float32Array(this._shaderInstData);
215
+ this._shaderInstU32 = new Uint32Array(this._shaderInstData);
216
+ this._geoInstCapacity = 0;
217
+ this._geoInstData = new ArrayBuffer(0);
218
+ this._geoInstF32 = new Float32Array(this._geoInstData);
219
+ this._geoInstU32 = new Uint32Array(this._geoInstData);
220
+ this._shaderQuadCount = 0;
221
+ this._geoQuadCount = 0;
222
+ this._maxNodeIndex = 0;
223
+ this._currentTexture = null;
224
+ this._currentBlendMode = null;
225
+ this._currentModeX = null;
226
+ this._currentModeY = null;
227
+ this._currentPath = null;
228
+ }
229
+ render(sprite) {
230
+ const backend = this._backend;
231
+ if (!backend)
232
+ return;
233
+ const texture = sprite.texture;
234
+ if (texture instanceof Texture && texture.source === null)
235
+ return;
236
+ if (texture.width === 0 || texture.height === 0)
237
+ return;
238
+ const strategy = sprite.resolvedStrategy;
239
+ const blendMode = sprite.blendMode;
240
+ const modeX = sprite.modeX;
241
+ const modeY = sprite.modeY;
242
+ const hasData = this._shaderQuadCount > 0 || this._geoQuadCount > 0;
243
+ if (hasData) {
244
+ const pathChanged = this._currentPath !== strategy;
245
+ const texChanged = this._currentTexture !== texture;
246
+ const blendChanged = this._currentBlendMode !== blendMode;
247
+ const modeChanged = strategy === 'shader'
248
+ && (this._currentModeX !== modeX || this._currentModeY !== modeY);
249
+ if (pathChanged || texChanged || blendChanged || modeChanged) {
250
+ this.flush();
251
+ }
252
+ }
253
+ this._currentTexture = texture;
254
+ this._currentBlendMode = blendMode;
255
+ this._currentPath = strategy;
256
+ backend.setBlendMode(blendMode);
257
+ const command = backend.activeDrawCommand;
258
+ const nodeIndex = command !== null ? command.nodeIndex : backend._pushTransform(sprite);
259
+ if (nodeIndex > this._maxNodeIndex)
260
+ this._maxNodeIndex = nodeIndex;
261
+ if (strategy === 'shader') {
262
+ this._currentModeX = modeX;
263
+ this._currentModeY = modeY;
264
+ this._writeShaderInstance(sprite, nodeIndex);
265
+ }
266
+ else {
267
+ this._writeGeoQuads(sprite, nodeIndex);
268
+ }
269
+ }
270
+ _writeShaderInstance(sprite, nodeIndex) {
271
+ const texture = sprite.texture;
272
+ const srcW = sprite.region.width;
273
+ const srcH = sprite.region.height;
274
+ let destW = sprite.width;
275
+ let destH = sprite.height;
276
+ const flipY = texture instanceof Texture && texture.flipY;
277
+ // 'geometry' mode: snap the destination quad to the device grid. Repetition
278
+ // stays shader-based; only the outer rectangle (and the tiling derived from
279
+ // it) moves. Position/none leave the destination unchanged.
280
+ if (sprite.pixelSnapMode === 'geometry') {
281
+ const backend = this.getBackend();
282
+ const snap = backend._getSnapPixelSize();
283
+ const rb = sprite.getRenderBounds(backend.view, snap.width, snap.height, this._snapBounds);
284
+ destW = rb.width;
285
+ destH = rb.height;
286
+ }
287
+ const tilingX = computeShaderTiling(srcW, destW, sprite.modeX, sprite.fitX);
288
+ const tilingY = computeShaderTiling(srcH, destH, sprite.modeY, sprite.fitY);
289
+ const offsetU = sprite.offsetX / (srcW > 0 ? srcW : 1);
290
+ const offsetV = sprite.offsetY / (srcH > 0 ? srcH : 1);
291
+ const uvParamY = flipY ? -tilingY : tilingY;
292
+ const uvParamW = flipY ? tilingY + offsetV : offsetV;
293
+ this._ensureShaderCapacity(this._shaderQuadCount + 1);
294
+ const words = shaderStrideBytes / 4;
295
+ const offset = this._shaderQuadCount * words;
296
+ const f32 = this._shaderInstF32;
297
+ const u32 = this._shaderInstU32;
298
+ f32[offset + 0] = 0;
299
+ f32[offset + 1] = 0;
300
+ f32[offset + 2] = destW;
301
+ f32[offset + 3] = destH;
302
+ f32[offset + 4] = tilingX;
303
+ f32[offset + 5] = uvParamY;
304
+ f32[offset + 6] = offsetU;
305
+ f32[offset + 7] = uvParamW;
306
+ u32[offset + 8] = sprite.tint.toRgba();
307
+ u32[offset + 9] = nodeIndex >>> 0;
308
+ this._shaderQuadCount++;
309
+ }
310
+ _writeGeoQuads(sprite, nodeIndex) {
311
+ let quads = sprite.quads;
312
+ // 'geometry' mode: snap shared segment boundaries once (gap-free), like NineSlice.
313
+ if (sprite.pixelSnapMode === 'geometry') {
314
+ const backend = this.getBackend();
315
+ const snap = backend._getSnapPixelSize();
316
+ quads = sprite.getRenderQuads(backend.view, snap.width, snap.height);
317
+ }
318
+ if (quads.length === 0)
319
+ return;
320
+ const flipY = (sprite.texture instanceof Texture) && sprite.texture.flipY;
321
+ const tint = sprite.tint.toRgba();
322
+ const words = geoStrideBytes / 4;
323
+ this._ensureGeoCapacity(this._geoQuadCount + quads.length);
324
+ const f32 = this._geoInstF32;
325
+ const u32 = this._geoInstU32;
326
+ for (let i = 0; i < quads.length; i++) {
327
+ const q = quads[i];
328
+ const offset = (this._geoQuadCount + i) * words;
329
+ f32[offset + 0] = q.x0;
330
+ f32[offset + 1] = q.y0;
331
+ f32[offset + 2] = q.x1;
332
+ f32[offset + 3] = q.y1;
333
+ const uMin = (q.u0 * 0xffff) & 0xffff;
334
+ const uMax = (q.u1 * 0xffff) & 0xffff;
335
+ const v0Raw = (q.v0 * 0xffff) & 0xffff;
336
+ const v1Raw = (q.v1 * 0xffff) & 0xffff;
337
+ const vMin = flipY ? v1Raw : v0Raw;
338
+ const vMax = flipY ? v0Raw : v1Raw;
339
+ u32[offset + 4] = uMin | (vMin << 16);
340
+ u32[offset + 5] = uMax | (vMax << 16);
341
+ u32[offset + 6] = tint;
342
+ u32[offset + 7] = nodeIndex >>> 0;
343
+ }
344
+ this._geoQuadCount += quads.length;
345
+ }
346
+ flush() {
347
+ const backend = this._backend;
348
+ const device = this._device;
349
+ const uniform = this._uniformBuffer;
350
+ if (!backend || !device || !uniform)
351
+ return;
352
+ if (this._shaderQuadCount === 0 && this._geoQuadCount === 0 && !backend.clearRequested) {
353
+ return;
354
+ }
355
+ const vm = backend.view.getTransform();
356
+ this._projData.set([vm.a, vm.c, 0, 0, vm.b, vm.d, 0, 0, 0, 0, 1, 0, vm.x, vm.y, 0, vm.z]);
357
+ device.queue.writeBuffer(uniform, 0, this._projData.buffer, this._projData.byteOffset, this._projData.byteLength);
358
+ const scissor = backend.getScissorRect();
359
+ const maskClipsAll = scissor !== null && (scissor.width <= 0 || scissor.height <= 0);
360
+ const pass = backend._passCoordinator.acquirePass().pass;
361
+ const stencil = backend._passCoordinator.stencilActive;
362
+ if (this._shaderQuadCount > 0 && !maskClipsAll) {
363
+ this._drawShaderBatch(device, backend, pass, stencil);
364
+ }
365
+ if (this._geoQuadCount > 0 && !maskClipsAll) {
366
+ this._drawGeoBatch(device, backend, pass, stencil);
367
+ }
368
+ backend._passCoordinator.endPass();
369
+ this._shaderQuadCount = 0;
370
+ this._geoQuadCount = 0;
371
+ this._maxNodeIndex = 0;
372
+ this._currentTexture = null;
373
+ this._currentBlendMode = null;
374
+ this._currentModeX = null;
375
+ this._currentModeY = null;
376
+ this._currentPath = null;
377
+ }
378
+ _drawShaderBatch(device, backend, pass, stencil) {
379
+ if (!this._shaderInstBuf || !this._indexBuffer || this._currentBlendMode === null || this._currentTexture === null)
380
+ return;
381
+ device.queue.writeBuffer(this._shaderInstBuf, 0, this._shaderInstData, 0, this._shaderQuadCount * shaderStrideBytes);
382
+ const storage = backend.getTransformStorageBuffer(this._maxNodeIndex + 1);
383
+ const uniformBindGroup = this._getOrCreateTransformBindGroup(device, this._uniformBuffer, storage.buffer);
384
+ const modeX = this._currentModeX ?? 'repeat';
385
+ const modeY = this._currentModeY ?? 'repeat';
386
+ const sampler = this._getOrCreateSampler(device, modeX, modeY);
387
+ const texView = backend.getTextureBinding(this._currentTexture).view;
388
+ const textureBindGroup = device.createBindGroup({
389
+ layout: this._textureBindGroupLayout,
390
+ entries: [{ binding: 0, resource: texView }, { binding: 1, resource: sampler }],
391
+ });
392
+ const pipeline = this._getPipeline('shader', this._currentBlendMode, backend.renderTargetFormat, stencil);
393
+ pass.setPipeline(pipeline);
394
+ pass.setBindGroup(0, uniformBindGroup);
395
+ pass.setBindGroup(1, textureBindGroup);
396
+ pass.setVertexBuffer(0, this._shaderInstBuf);
397
+ pass.setIndexBuffer(this._indexBuffer, 'uint16');
398
+ pass.drawIndexed(indicesPerInstance, this._shaderQuadCount, 0, 0, 0);
399
+ backend.stats.batches++;
400
+ backend.stats.drawCalls++;
401
+ }
402
+ _drawGeoBatch(device, backend, pass, stencil) {
403
+ if (!this._geoInstBuf || !this._indexBuffer || this._currentBlendMode === null || this._currentTexture === null)
404
+ return;
405
+ device.queue.writeBuffer(this._geoInstBuf, 0, this._geoInstData, 0, this._geoQuadCount * geoStrideBytes);
406
+ const storage = backend.getTransformStorageBuffer(this._maxNodeIndex + 1);
407
+ const uniformBindGroup = this._getOrCreateTransformBindGroup(device, this._uniformBuffer, storage.buffer);
408
+ // Geometry path: use backend's default (clamp) sampler.
409
+ const binding = backend.getTextureBinding(this._currentTexture);
410
+ const textureBindGroup = device.createBindGroup({
411
+ layout: this._textureBindGroupLayout,
412
+ entries: [{ binding: 0, resource: binding.view }, { binding: 1, resource: binding.sampler }],
413
+ });
414
+ const pipeline = this._getPipeline('geo', this._currentBlendMode, backend.renderTargetFormat, stencil);
415
+ pass.setPipeline(pipeline);
416
+ pass.setBindGroup(0, uniformBindGroup);
417
+ pass.setBindGroup(1, textureBindGroup);
418
+ pass.setVertexBuffer(0, this._geoInstBuf);
419
+ pass.setIndexBuffer(this._indexBuffer, 'uint16');
420
+ pass.drawIndexed(indicesPerInstance, this._geoQuadCount, 0, 0, 0);
421
+ backend.stats.batches++;
422
+ backend.stats.drawCalls++;
423
+ }
424
+ destroy() {
425
+ this.disconnect();
426
+ }
427
+ // -----------------------------------------------------------------------
428
+ // Private helpers
429
+ // -----------------------------------------------------------------------
430
+ _getOrCreateSampler(device, modeX, modeY) {
431
+ const key = `${modeX}:${modeY}`;
432
+ const existing = this._samplers.get(key);
433
+ if (existing)
434
+ return existing;
435
+ const sampler = device.createSampler({
436
+ addressModeU: repeatModeToAddressMode(modeX),
437
+ addressModeV: repeatModeToAddressMode(modeY),
438
+ magFilter: 'linear',
439
+ minFilter: 'linear',
440
+ });
441
+ this._samplers.set(key, sampler);
442
+ return sampler;
443
+ }
444
+ _getOrCreateTransformBindGroup(device, uniformBuf, storageBuf) {
445
+ if (this._transformBindGroup !== null && this._transformStorageBuf === storageBuf) {
446
+ return this._transformBindGroup;
447
+ }
448
+ this._transformStorageBuf = storageBuf;
449
+ this._transformBindGroup = device.createBindGroup({
450
+ layout: this._uniformBindGroupLayout,
451
+ entries: [
452
+ { binding: 0, resource: { buffer: uniformBuf } },
453
+ { binding: 1, resource: { buffer: storageBuf } },
454
+ ],
455
+ });
456
+ return this._transformBindGroup;
457
+ }
458
+ _getPipeline(kind, blend, format, stencil) {
459
+ const key = `${kind}:${blend}:${format}:${stencil ? 's' : 'n'}`;
460
+ const existing = this._pipelines.get(key);
461
+ if (existing)
462
+ return existing;
463
+ if (!this._device || !this._shaderModule || !this._uniformBindGroupLayout || !this._textureBindGroupLayout) {
464
+ throw new Error('WebGpuRepeatingSpriteRenderer: not connected.');
465
+ }
466
+ const layout = this._device.createPipelineLayout({
467
+ bindGroupLayouts: [this._uniformBindGroupLayout, this._textureBindGroupLayout],
468
+ });
469
+ const isShader = kind === 'shader';
470
+ const strideBytes = isShader ? shaderStrideBytes : geoStrideBytes;
471
+ const buffers = isShader
472
+ ? [{
473
+ arrayStride: strideBytes,
474
+ stepMode: 'instance',
475
+ attributes: [
476
+ { shaderLocation: 0, offset: 0, format: 'float32x4' },
477
+ { shaderLocation: 1, offset: 16, format: 'float32x4' },
478
+ { shaderLocation: 2, offset: 32, format: 'unorm8x4' },
479
+ { shaderLocation: 3, offset: 36, format: 'uint32' },
480
+ ],
481
+ }]
482
+ : [{
483
+ arrayStride: strideBytes,
484
+ stepMode: 'instance',
485
+ attributes: [
486
+ { shaderLocation: 0, offset: 0, format: 'float32x4' },
487
+ { shaderLocation: 1, offset: 16, format: 'unorm16x4' },
488
+ { shaderLocation: 2, offset: 24, format: 'unorm8x4' },
489
+ { shaderLocation: 3, offset: 28, format: 'uint32' },
490
+ ],
491
+ }];
492
+ const desc = {
493
+ layout,
494
+ vertex: {
495
+ module: this._shaderModule,
496
+ entryPoint: isShader ? 'shaderVert' : 'geoVert',
497
+ buffers,
498
+ },
499
+ fragment: {
500
+ module: this._shaderModule,
501
+ entryPoint: isShader ? 'shaderFrag' : 'geoFrag',
502
+ targets: [{ format, blend: getWebGpuBlendState(blend), writeMask: GPUColorWrite.ALL }],
503
+ },
504
+ primitive: { topology: 'triangle-list' },
505
+ };
506
+ if (stencil) {
507
+ desc.depthStencil = stencilContentDepthStencilState();
508
+ }
509
+ const pipeline = this._device.createRenderPipeline(desc);
510
+ this._pipelines.set(key, pipeline);
511
+ return pipeline;
512
+ }
513
+ _ensureShaderCapacity(needed) {
514
+ if (!this._device || needed <= this._shaderInstCapacity)
515
+ return;
516
+ this._shaderInstCapacity = this._growCapacity(this._shaderInstCapacity, needed);
517
+ const oldData = this._shaderInstData;
518
+ const carry = this._shaderQuadCount * shaderStrideBytes;
519
+ this._shaderInstData = new ArrayBuffer(this._shaderInstCapacity * shaderStrideBytes);
520
+ if (carry > 0)
521
+ new Uint8Array(this._shaderInstData).set(new Uint8Array(oldData, 0, carry));
522
+ this._shaderInstF32 = new Float32Array(this._shaderInstData);
523
+ this._shaderInstU32 = new Uint32Array(this._shaderInstData);
524
+ this._shaderInstBuf?.destroy();
525
+ this._shaderInstBuf = this._device.createBuffer({
526
+ size: this._shaderInstData.byteLength,
527
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
528
+ });
529
+ }
530
+ _ensureGeoCapacity(needed) {
531
+ if (!this._device || needed <= this._geoInstCapacity)
532
+ return;
533
+ this._geoInstCapacity = this._growCapacity(this._geoInstCapacity, needed);
534
+ const oldData = this._geoInstData;
535
+ const carry = this._geoQuadCount * geoStrideBytes;
536
+ this._geoInstData = new ArrayBuffer(this._geoInstCapacity * geoStrideBytes);
537
+ if (carry > 0)
538
+ new Uint8Array(this._geoInstData).set(new Uint8Array(oldData, 0, carry));
539
+ this._geoInstF32 = new Float32Array(this._geoInstData);
540
+ this._geoInstU32 = new Uint32Array(this._geoInstData);
541
+ this._geoInstBuf?.destroy();
542
+ this._geoInstBuf = this._device.createBuffer({
543
+ size: this._geoInstData.byteLength,
544
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
545
+ });
546
+ }
547
+ _growCapacity(current, needed) {
548
+ let cap = Math.max(current, initialBatchCapacity);
549
+ while (cap < needed)
550
+ cap *= 2;
551
+ return cap;
552
+ }
553
+ }
554
+
555
+ export { WebGpuRepeatingSpriteRenderer };
556
+ //# sourceMappingURL=WebGpuRepeatingSpriteRenderer.js.map
@@ -0,0 +1 @@
1
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@@ -28,9 +28,18 @@ export declare class WebGpuSpriteRenderer extends AbstractWebGpuRenderer<Sprite>
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28
  private _customBaseTextureLayout;
29
29
  private _currentMaterial;
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30
  private _currentBaseTexture;
31
+ private readonly _snapBounds;
32
+ private _activeBounds;
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33
  protected onConnect(backend: WebGpuBackend): void;
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34
  protected onDisconnect(): void;
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35
  render(sprite: Sprite): void;
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+ /**
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+ * Local bounds to upload for `sprite` this draw: device-pixel-snapped in
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+ * `'geometry'` pixel-snap mode (axis-aligned only), otherwise the sprite's
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+ * logical local bounds. Reuses a scratch rectangle and never mutates logical
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+ * state. Consumed synchronously by {@link _packInstance}.
41
+ */
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+ private _resolveBounds;
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43
  /** Default multi-texture path: rotate the base texture through 8 slots. */
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  private _renderDefault;
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  /** Custom-material path: single base texture on group(1), instanced. */
@@ -1 +1 @@
1
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