@codexo/exojs 0.4.0 → 0.6.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (151) hide show
  1. package/CHANGELOG.md +499 -163
  2. package/README.md +156 -141
  3. package/dist/esm/audio/AudioAnalyser.d.ts +0 -1
  4. package/dist/esm/audio/AudioAnalyser.js +0 -2
  5. package/dist/esm/audio/AudioAnalyser.js.map +1 -1
  6. package/dist/esm/core/Application.d.ts +4 -4
  7. package/dist/esm/core/Application.js +19 -19
  8. package/dist/esm/core/Application.js.map +1 -1
  9. package/dist/esm/core/Scene.d.ts +59 -24
  10. package/dist/esm/core/Scene.js +60 -18
  11. package/dist/esm/core/Scene.js.map +1 -1
  12. package/dist/esm/core/SceneManager.js +15 -9
  13. package/dist/esm/core/SceneManager.js.map +1 -1
  14. package/dist/esm/core/SceneNode.d.ts +45 -5
  15. package/dist/esm/core/SceneNode.js +136 -7
  16. package/dist/esm/core/SceneNode.js.map +1 -1
  17. package/dist/esm/index.js +6 -4
  18. package/dist/esm/index.js.map +1 -1
  19. package/dist/esm/math/index.d.ts +0 -1
  20. package/dist/esm/rendering/CallbackRenderPass.d.ts +3 -3
  21. package/dist/esm/rendering/CallbackRenderPass.js +2 -2
  22. package/dist/esm/rendering/CallbackRenderPass.js.map +1 -1
  23. package/dist/esm/rendering/Container.d.ts +10 -11
  24. package/dist/esm/rendering/Container.js +5 -5
  25. package/dist/esm/rendering/Container.js.map +1 -1
  26. package/dist/esm/rendering/Drawable.d.ts +2 -2
  27. package/dist/esm/rendering/Drawable.js +5 -5
  28. package/dist/esm/rendering/Drawable.js.map +1 -1
  29. package/dist/esm/rendering/{SceneRenderRuntime.d.ts → RenderBackend.d.ts} +21 -3
  30. package/dist/esm/rendering/RenderNode.d.ts +41 -5
  31. package/dist/esm/rendering/RenderNode.js +89 -24
  32. package/dist/esm/rendering/RenderNode.js.map +1 -1
  33. package/dist/esm/rendering/RenderPass.d.ts +2 -2
  34. package/dist/esm/rendering/RenderTargetPass.d.ts +3 -3
  35. package/dist/esm/rendering/RenderTargetPass.js +9 -9
  36. package/dist/esm/rendering/RenderTargetPass.js.map +1 -1
  37. package/dist/esm/rendering/Renderer.d.ts +3 -3
  38. package/dist/esm/rendering/RendererRegistry.d.ts +13 -7
  39. package/dist/esm/rendering/RendererRegistry.js +18 -10
  40. package/dist/esm/rendering/RendererRegistry.js.map +1 -1
  41. package/dist/esm/rendering/filters/BlurFilter.d.ts +2 -2
  42. package/dist/esm/rendering/filters/BlurFilter.js +5 -5
  43. package/dist/esm/rendering/filters/BlurFilter.js.map +1 -1
  44. package/dist/esm/rendering/filters/ColorFilter.d.ts +2 -2
  45. package/dist/esm/rendering/filters/ColorFilter.js +3 -3
  46. package/dist/esm/rendering/filters/ColorFilter.js.map +1 -1
  47. package/dist/esm/rendering/filters/Filter.d.ts +2 -2
  48. package/dist/esm/rendering/index.d.ts +9 -6
  49. package/dist/esm/rendering/mesh/Mesh.d.ts +69 -0
  50. package/dist/esm/rendering/mesh/Mesh.js +114 -0
  51. package/dist/esm/rendering/mesh/Mesh.js.map +1 -0
  52. package/dist/esm/rendering/primitives/Graphics.d.ts +3 -3
  53. package/dist/esm/rendering/primitives/Graphics.js.map +1 -1
  54. package/dist/esm/rendering/shader/Shader.d.ts +3 -3
  55. package/dist/esm/rendering/shader/Shader.js +10 -10
  56. package/dist/esm/rendering/text/Text.d.ts +2 -2
  57. package/dist/esm/rendering/text/Text.js +2 -2
  58. package/dist/esm/rendering/text/Text.js.map +1 -1
  59. package/dist/esm/rendering/texture/Sampler.d.ts +0 -3
  60. package/dist/esm/rendering/texture/Sampler.js +5 -7
  61. package/dist/esm/rendering/texture/Sampler.js.map +1 -1
  62. package/dist/esm/rendering/types.d.ts +4 -0
  63. package/dist/esm/rendering/types.js +4 -0
  64. package/dist/esm/rendering/types.js.map +1 -1
  65. package/dist/esm/rendering/video/Video.d.ts +2 -2
  66. package/dist/esm/rendering/video/Video.js +2 -2
  67. package/dist/esm/rendering/video/Video.js.map +1 -1
  68. package/dist/esm/rendering/webgl2/AbstractWebGl2BatchedRenderer.d.ts +2 -2
  69. package/dist/esm/rendering/webgl2/AbstractWebGl2BatchedRenderer.js +35 -11
  70. package/dist/esm/rendering/webgl2/AbstractWebGl2BatchedRenderer.js.map +1 -1
  71. package/dist/esm/rendering/webgl2/AbstractWebGl2Renderer.d.ts +13 -13
  72. package/dist/esm/rendering/webgl2/AbstractWebGl2Renderer.js +20 -20
  73. package/dist/esm/rendering/webgl2/AbstractWebGl2Renderer.js.map +1 -1
  74. package/dist/esm/rendering/webgl2/{WebGl2RenderManager.d.ts → WebGl2Backend.d.ts} +15 -12
  75. package/dist/esm/rendering/webgl2/{WebGl2RenderManager.js → WebGl2Backend.js} +63 -38
  76. package/dist/esm/rendering/webgl2/WebGl2Backend.js.map +1 -0
  77. package/dist/esm/rendering/webgl2/WebGl2MaskCompositor.d.ts +31 -0
  78. package/dist/esm/rendering/webgl2/WebGl2MaskCompositor.js +186 -0
  79. package/dist/esm/rendering/webgl2/WebGl2MaskCompositor.js.map +1 -0
  80. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.d.ts +27 -0
  81. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.js +242 -0
  82. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.js.map +1 -0
  83. package/dist/esm/rendering/webgl2/WebGl2ParticleRenderer.d.ts +38 -7
  84. package/dist/esm/rendering/webgl2/WebGl2ParticleRenderer.js +281 -90
  85. package/dist/esm/rendering/webgl2/WebGl2ParticleRenderer.js.map +1 -1
  86. package/dist/esm/rendering/webgl2/WebGl2PrimitiveRenderer.d.ts +2 -2
  87. package/dist/esm/rendering/webgl2/WebGl2PrimitiveRenderer.js +15 -10
  88. package/dist/esm/rendering/webgl2/WebGl2PrimitiveRenderer.js.map +1 -1
  89. package/dist/esm/rendering/webgl2/WebGl2ShaderMappings.js +12 -0
  90. package/dist/esm/rendering/webgl2/WebGl2ShaderMappings.js.map +1 -1
  91. package/dist/esm/rendering/webgl2/WebGl2ShaderProgram.d.ts +2 -0
  92. package/dist/esm/rendering/webgl2/{WebGl2ShaderRuntime.js → WebGl2ShaderProgram.js} +58 -18
  93. package/dist/esm/rendering/webgl2/WebGl2ShaderProgram.js.map +1 -0
  94. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.d.ts +26 -7
  95. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.js +260 -62
  96. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.js.map +1 -1
  97. package/dist/esm/rendering/webgl2/WebGl2VertexArrayObject.d.ts +24 -1
  98. package/dist/esm/rendering/webgl2/WebGl2VertexArrayObject.js +6 -2
  99. package/dist/esm/rendering/webgl2/WebGl2VertexArrayObject.js.map +1 -1
  100. package/dist/esm/rendering/webgl2/glsl/mask-compose.frag.js +4 -0
  101. package/dist/esm/rendering/webgl2/glsl/mask-compose.frag.js.map +1 -0
  102. package/dist/esm/rendering/webgl2/glsl/mask-compose.vert.js +4 -0
  103. package/dist/esm/rendering/webgl2/glsl/mask-compose.vert.js.map +1 -0
  104. package/dist/esm/rendering/webgl2/glsl/mesh.frag.js +4 -0
  105. package/dist/esm/rendering/webgl2/glsl/mesh.frag.js.map +1 -0
  106. package/dist/esm/rendering/webgl2/glsl/mesh.vert.js +4 -0
  107. package/dist/esm/rendering/webgl2/glsl/mesh.vert.js.map +1 -0
  108. package/dist/esm/rendering/webgl2/glsl/particle.vert.js +1 -1
  109. package/dist/esm/rendering/webgl2/glsl/sprite.frag.js +1 -1
  110. package/dist/esm/rendering/webgl2/glsl/sprite.vert.js +1 -1
  111. package/dist/esm/rendering/webgpu/AbstractWebGpuRenderer.d.ts +9 -9
  112. package/dist/esm/rendering/webgpu/AbstractWebGpuRenderer.js +18 -18
  113. package/dist/esm/rendering/webgpu/AbstractWebGpuRenderer.js.map +1 -1
  114. package/dist/esm/rendering/webgpu/{WebGpuRenderManager.d.ts → WebGpuBackend.d.ts} +17 -14
  115. package/dist/esm/rendering/webgpu/{WebGpuRenderManager.js → WebGpuBackend.js} +77 -40
  116. package/dist/esm/rendering/webgpu/WebGpuBackend.js.map +1 -0
  117. package/dist/esm/rendering/webgpu/WebGpuMaskCompositor.d.ts +37 -0
  118. package/dist/esm/rendering/webgpu/WebGpuMaskCompositor.js +279 -0
  119. package/dist/esm/rendering/webgpu/WebGpuMaskCompositor.js.map +1 -0
  120. package/dist/esm/rendering/webgpu/WebGpuMeshRenderer.d.ts +40 -0
  121. package/dist/esm/rendering/webgpu/WebGpuMeshRenderer.js +439 -0
  122. package/dist/esm/rendering/webgpu/WebGpuMeshRenderer.js.map +1 -0
  123. package/dist/esm/rendering/webgpu/WebGpuParticleRenderer.d.ts +2 -3
  124. package/dist/esm/rendering/webgpu/WebGpuParticleRenderer.js +65 -82
  125. package/dist/esm/rendering/webgpu/WebGpuParticleRenderer.js.map +1 -1
  126. package/dist/esm/rendering/webgpu/WebGpuPrimitiveRenderer.d.ts +2 -3
  127. package/dist/esm/rendering/webgpu/WebGpuPrimitiveRenderer.js +24 -25
  128. package/dist/esm/rendering/webgpu/WebGpuPrimitiveRenderer.js.map +1 -1
  129. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.d.ts +28 -13
  130. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.js +410 -382
  131. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.js.map +1 -1
  132. package/dist/esm/resources/Loader.js +5 -3
  133. package/dist/esm/resources/Loader.js.map +1 -1
  134. package/dist/exo.esm.js +3574 -1696
  135. package/dist/exo.esm.js.map +1 -1
  136. package/package.json +20 -11
  137. package/dist/esm/math/Transformable.d.ts +0 -47
  138. package/dist/esm/math/Transformable.js +0 -140
  139. package/dist/esm/math/Transformable.js.map +0 -1
  140. package/dist/esm/rendering/webgl2/WebGl2RenderManager.js.map +0 -1
  141. package/dist/esm/rendering/webgl2/WebGl2RendererRuntime.d.ts +0 -15
  142. package/dist/esm/rendering/webgl2/WebGl2ShaderRuntime.d.ts +0 -2
  143. package/dist/esm/rendering/webgl2/WebGl2ShaderRuntime.js.map +0 -1
  144. package/dist/esm/rendering/webgpu/WebGpuRenderManager.js.map +0 -1
  145. package/dist/esm/rendering/webgpu/WebGpuRendererRuntime.d.ts +0 -8
  146. package/dist/exo.esm.min.js +0 -2
  147. package/dist/exo.esm.min.js.map +0 -1
  148. package/dist/exo.global.js +0 -17328
  149. package/dist/exo.global.js.map +0 -1
  150. package/dist/exo.global.min.js +0 -2
  151. package/dist/exo.global.min.js.map +0 -1
@@ -1 +1 @@
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@@ -0,0 +1,4 @@
1
+ var fragmentSource = "#version 300 es\r\nprecision lowp float;\r\n\r\nuniform sampler2D u_content;\r\nuniform sampler2D u_mask;\r\n\r\nin vec2 v_texcoord;\r\n\r\nlayout(location = 0) out vec4 fragColor;\r\n\r\nvoid main(void) {\r\n vec4 contentColor = texture(u_content, v_texcoord);\r\n float maskAlpha = texture(u_mask, v_texcoord).a;\r\n\r\n fragColor = vec4(contentColor.rgb * maskAlpha, contentColor.a * maskAlpha);\r\n}\r\n";
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+ export { fragmentSource as default };
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+ //# sourceMappingURL=mask-compose.frag.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mask-compose.frag.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -0,0 +1,4 @@
1
+ var vertexSource = "#version 300 es\r\nprecision lowp float;\r\n\r\nlayout(location = 0) in vec2 a_position;\r\nlayout(location = 1) in vec2 a_texcoord;\r\n\r\nuniform mat3 u_projection;\r\n\r\nout vec2 v_texcoord;\r\n\r\nvoid main(void) {\r\n gl_Position = vec4((u_projection * vec3(a_position, 1.0)).xy, 0.0, 1.0);\r\n v_texcoord = a_texcoord;\r\n}\r\n";
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+
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+ export { vertexSource as default };
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+ //# sourceMappingURL=mask-compose.vert.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mask-compose.vert.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -0,0 +1,4 @@
1
+ var fragmentSource = "#version 300 es\nprecision lowp float;\n\nuniform sampler2D u_texture;\nuniform vec4 u_tint;\n\nin vec2 v_texcoord;\nin vec4 v_color;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main(void) {\n vec4 base = texture(u_texture, v_texcoord) * v_color * u_tint;\n fragColor = vec4(base.rgb * base.a, base.a);\n}\n";
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+
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+ export { fragmentSource as default };
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+ //# sourceMappingURL=mesh.frag.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mesh.frag.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -0,0 +1,4 @@
1
+ var vertexSource = "#version 300 es\nprecision lowp float;\n\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texcoord;\nlayout(location = 2) in vec4 a_color;\n\nuniform mat3 u_projection;\nuniform mat3 u_translation;\n\nout vec2 v_texcoord;\nout vec4 v_color;\n\nvoid main(void) {\n gl_Position = vec4((u_projection * u_translation * vec3(a_position, 1.0)).xy, 0.0, 1.0);\n v_texcoord = a_texcoord;\n v_color = a_color;\n}\n";
2
+
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+ export { vertexSource as default };
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+ //# sourceMappingURL=mesh.vert.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mesh.vert.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -1,4 +1,4 @@
1
- var vertexSource = "#version 300 es\r\nprecision lowp float;\r\n\r\nlayout(location = 0) in vec2 a_position;\r\nlayout(location = 1) in vec2 a_texcoord;\r\nlayout(location = 2) in vec2 a_translation;\r\nlayout(location = 3) in vec2 a_scale;\r\nlayout(location = 4) in float a_rotation;\r\nlayout(location = 5) in vec4 a_color;\n\nuniform mat3 u_projection;\nuniform mat3 u_translation;\n\r\nout vec2 v_texcoord;\r\nout vec4 v_color;\r\n\r\nvoid main(void) {\n vec2 rotation = vec2(sin(radians(a_rotation)), cos(radians(a_rotation)));\n vec3 position = vec3(\n (a_position.x * (a_scale.x * rotation.y)) + (a_position.y * (a_scale.y * rotation.x)) + a_translation.x,\n (a_position.x * (a_scale.x * -rotation.x)) + (a_position.y * (a_scale.y * rotation.y)) + a_translation.y,\n 1.0\n );\n\n gl_Position = vec4((u_projection * u_translation * position).xy, 0.0, 1.0);\n\r\n v_texcoord = a_texcoord;\r\n v_color = vec4(a_color.rgb * a_color.a, a_color.a);\r\n}\r\n";
1
+ var vertexSource = "#version 300 es\nprecision lowp float;\nprecision lowp int;\n\n// Per-instance attributes (one entry per particle, 24 bytes total).\nlayout(location = 0) in vec2 a_translation; // particle position in system-local space\nlayout(location = 1) in vec2 a_scale; // particle scale\nlayout(location = 2) in float a_rotation; // particle rotation in degrees\nlayout(location = 3) in vec4 a_color; // RGBA tint\n\nuniform mat3 u_projection;\nuniform mat3 u_systemTransform;\nuniform vec4 u_localBounds; // left, top, right, bottom (system.vertices)\nuniform vec4 u_uvBounds; // uMin, vMin, uMax, vMax (flipY-swapped)\n\nout vec2 v_texcoord;\nout vec4 v_color;\n\nvoid main(void) {\n // Static index buffer is [0,1,2,0,2,3] (triangle-list), so gl_VertexID 0..3\n // maps to TL, TR, BR, BL via the same bit math the sprite renderer uses.\n int vid = gl_VertexID;\n int cornerX = ((vid + 1) >> 1) & 1;\n int cornerY = vid >> 1;\n\n float localX = (cornerX == 0) ? u_localBounds.x : u_localBounds.z;\n float localY = (cornerY == 0) ? u_localBounds.y : u_localBounds.w;\n\n // Per-particle scale + rotation.\n vec2 rotation = vec2(sin(radians(a_rotation)), cos(radians(a_rotation)));\n vec2 transformed = vec2(\n (localX * (a_scale.x * rotation.y)) + (localY * (a_scale.y * rotation.x)),\n (localX * (a_scale.x * -rotation.x)) + (localY * (a_scale.y * rotation.y))\n );\n\n vec3 worldPos = vec3(transformed + a_translation, 1.0);\n\n gl_Position = vec4((u_projection * u_systemTransform * worldPos).xy, 0.0, 1.0);\n\n float u = (cornerX == 0) ? u_uvBounds.x : u_uvBounds.z;\n float v = (cornerY == 0) ? u_uvBounds.y : u_uvBounds.w;\n v_texcoord = vec2(u, v);\n\n v_color = vec4(a_color.rgb * a_color.a, a_color.a);\n}\n";
2
2
 
3
3
  export { vertexSource as default };
4
4
  //# sourceMappingURL=particle.vert.js.map
@@ -1,4 +1,4 @@
1
- var fragmentSource = "#version 300 es\r\nprecision lowp float;\r\n\r\nuniform sampler2D u_texture;\r\n\r\nin vec2 v_texcoord;\r\nin vec4 v_color;\r\n\r\nlayout(location = 0) out vec4 fragColor;\r\n\r\nvoid main(void) {\r\n fragColor = texture(u_texture, v_texcoord) * v_color;\r\n}\r\n";
1
+ var fragmentSource = "#version 300 es\r\nprecision lowp float;\r\nprecision lowp int;\r\n\r\n// Multi-texture sprite batching: up to 8 textures bound per draw call,\r\n// each fragment selects its source via a flat-interpolated slot index.\r\n//\r\n// GLSL ES 3.0 forbids non-constant array-of-sampler indexing unless the\r\n// expression is dynamically uniform — which a per-vertex slot is not\r\n// once different triangles in the same batch carry different slots. The\r\n// if/else chain below dispatches statically and dodges that constraint.\r\n\r\nuniform sampler2D u_texture0;\r\nuniform sampler2D u_texture1;\r\nuniform sampler2D u_texture2;\r\nuniform sampler2D u_texture3;\r\nuniform sampler2D u_texture4;\r\nuniform sampler2D u_texture5;\r\nuniform sampler2D u_texture6;\r\nuniform sampler2D u_texture7;\r\n\r\nin vec2 v_texcoord;\r\nin vec4 v_color;\r\nflat in uint v_textureSlot;\r\n\r\nlayout(location = 0) out vec4 fragColor;\r\n\r\nvoid main(void) {\r\n vec4 sampleColor;\r\n\r\n if (v_textureSlot == 0u) {\r\n sampleColor = texture(u_texture0, v_texcoord);\r\n } else if (v_textureSlot == 1u) {\r\n sampleColor = texture(u_texture1, v_texcoord);\r\n } else if (v_textureSlot == 2u) {\r\n sampleColor = texture(u_texture2, v_texcoord);\r\n } else if (v_textureSlot == 3u) {\r\n sampleColor = texture(u_texture3, v_texcoord);\r\n } else if (v_textureSlot == 4u) {\r\n sampleColor = texture(u_texture4, v_texcoord);\r\n } else if (v_textureSlot == 5u) {\r\n sampleColor = texture(u_texture5, v_texcoord);\r\n } else if (v_textureSlot == 6u) {\r\n sampleColor = texture(u_texture6, v_texcoord);\r\n } else {\r\n sampleColor = texture(u_texture7, v_texcoord);\r\n }\r\n\r\n fragColor = sampleColor * v_color;\r\n}\r\n";
2
2
 
3
3
  export { fragmentSource as default };
4
4
  //# sourceMappingURL=sprite.frag.js.map
@@ -1,4 +1,4 @@
1
- var vertexSource = "#version 300 es\r\nprecision lowp float;\r\n\r\nlayout(location = 0) in vec2 a_position;\r\nlayout(location = 1) in vec2 a_texcoord;\r\nlayout(location = 2) in vec4 a_color;\r\n\r\nuniform mat3 u_projection;\r\n\r\nout vec2 v_texcoord;\r\nout vec4 v_color;\r\n\r\nvoid main(void) {\r\n gl_Position = vec4((u_projection * vec3(a_position, 1.0)).xy, 0.0, 1.0);\r\n\r\n v_texcoord = a_texcoord;\r\n v_color = vec4(a_color.rgb * a_color.a, a_color.a);\r\n}\r\n";
1
+ var vertexSource = "#version 300 es\nprecision lowp float;\nprecision lowp int;\n\n// Per-instance attributes (divisor = 1). Each Sprite contributes one entry\n// to the per-instance buffer; gl_VertexID 0..3 selects which corner of the\n// quad this invocation is computing.\nlayout(location = 0) in vec4 a_localBounds; // left, top, right, bottom (local space)\nlayout(location = 1) in vec3 a_transformAB; // a, b, x — first row of 2D affine\nlayout(location = 2) in vec3 a_transformCD; // c, d, y — second row\nlayout(location = 3) in vec4 a_uvBounds; // uMin, vMin, uMax, vMax (normalised, already flipY-swapped)\nlayout(location = 4) in vec4 a_color; // RGBA tint\nlayout(location = 5) in uint a_textureSlot;\n\nuniform mat3 u_projection;\n\nout vec2 v_texcoord;\nout vec4 v_color;\nflat out uint v_textureSlot;\n\nvoid main(void) {\n // gl_VertexID 0..3 → corner: 0=TL, 1=TR, 2=BL, 3=BR (TRIANGLE_STRIP order)\n int vid = gl_VertexID;\n int cornerX = vid & 1;\n int cornerY = (vid >> 1) & 1;\n\n // Local-space corner: pick from the bounds rectangle.\n float localX = (cornerX == 0) ? a_localBounds.x : a_localBounds.z;\n float localY = (cornerY == 0) ? a_localBounds.y : a_localBounds.w;\n\n // Apply the per-instance affine transform: world = M * (localX, localY, 1)\n float worldX = (a_transformAB.x * localX) + (a_transformAB.y * localY) + a_transformAB.z;\n float worldY = (a_transformCD.x * localX) + (a_transformCD.y * localY) + a_transformCD.z;\n\n gl_Position = vec4((u_projection * vec3(worldX, worldY, 1.0)).xy, 0.0, 1.0);\n\n // UV: pick from the bounds rectangle. The CPU pre-swaps Y bounds when\n // the texture is flipY, so the shader doesn't have to know.\n float u = (cornerX == 0) ? a_uvBounds.x : a_uvBounds.z;\n float v = (cornerY == 0) ? a_uvBounds.y : a_uvBounds.w;\n v_texcoord = vec2(u, v);\n\n v_color = vec4(a_color.rgb * a_color.a, a_color.a);\n v_textureSlot = a_textureSlot;\n}\n";
2
2
 
3
3
  export { vertexSource as default };
4
4
  //# sourceMappingURL=sprite.vert.js.map
@@ -1,28 +1,28 @@
1
1
  import { RenderBackendType } from '../RenderBackendType';
2
2
  import type { Drawable } from '../Drawable';
3
3
  import type { Renderer } from '../Renderer';
4
- import type { WebGpuRendererRuntime } from './WebGpuRendererRuntime';
4
+ import type { WebGpuBackend } from './WebGpuBackend';
5
5
  /**
6
6
  * Base class for WebGPU renderers.
7
7
  *
8
8
  * Manages the connect/disconnect lifecycle and provides a safe
9
- * `getRuntime()` accessor that throws if the renderer is not connected.
9
+ * `getBackend()` accessor that throws if the renderer is not connected.
10
10
  *
11
11
  * Subclasses must implement:
12
- * - onConnect(runtime): set up GPU resources (shader modules, pipelines, buffers)
12
+ * - onConnect(backend): set up GPU resources (shader modules, pipelines, buffers)
13
13
  * - onDisconnect(): tear down GPU resources
14
14
  * - render(drawable): collect draw call data for the given drawable
15
15
  * - flush(): encode and submit command buffers for all collected draw calls
16
16
  */
17
- export declare abstract class AbstractWebGpuRenderer<Target extends Drawable> implements Renderer<WebGpuRendererRuntime, Target> {
17
+ export declare abstract class AbstractWebGpuRenderer<Target extends Drawable> implements Renderer<WebGpuBackend, Target> {
18
18
  readonly backendType = RenderBackendType.WebGpu;
19
- private _runtime;
20
- connect(runtime: WebGpuRendererRuntime): void;
19
+ protected _backend: WebGpuBackend | null;
20
+ connect(backend: WebGpuBackend): void;
21
21
  disconnect(): void;
22
22
  abstract render(drawable: Target): void;
23
23
  abstract flush(): void;
24
- protected abstract onConnect(runtime: WebGpuRendererRuntime): void;
24
+ protected abstract onConnect(backend: WebGpuBackend): void;
25
25
  protected abstract onDisconnect(): void;
26
- protected getRuntime(): WebGpuRendererRuntime;
27
- protected getRuntimeOrNull(): WebGpuRendererRuntime | null;
26
+ protected getBackend(): WebGpuBackend;
27
+ protected getBackendOrNull(): WebGpuBackend | null;
28
28
  }
@@ -5,44 +5,44 @@ import { RenderBackendType } from '../RenderBackendType.js';
5
5
  * Base class for WebGPU renderers.
6
6
  *
7
7
  * Manages the connect/disconnect lifecycle and provides a safe
8
- * `getRuntime()` accessor that throws if the renderer is not connected.
8
+ * `getBackend()` accessor that throws if the renderer is not connected.
9
9
  *
10
10
  * Subclasses must implement:
11
- * - onConnect(runtime): set up GPU resources (shader modules, pipelines, buffers)
11
+ * - onConnect(backend): set up GPU resources (shader modules, pipelines, buffers)
12
12
  * - onDisconnect(): tear down GPU resources
13
13
  * - render(drawable): collect draw call data for the given drawable
14
14
  * - flush(): encode and submit command buffers for all collected draw calls
15
15
  */
16
16
  class AbstractWebGpuRenderer {
17
17
  backendType = RenderBackendType.WebGpu;
18
- _runtime = null;
19
- connect(runtime) {
20
- if (this._runtime !== null) {
18
+ _backend = null;
19
+ connect(backend) {
20
+ if (this._backend !== null) {
21
21
  return;
22
22
  }
23
- if (runtime.backendType !== RenderBackendType.WebGpu) {
24
- throw new Error(`${this.constructor.name} requires a WebGPU runtime, `
25
- + `but received backendType ${String(runtime.backendType)}.`);
23
+ if (backend.backendType !== RenderBackendType.WebGpu) {
24
+ throw new Error(`${this.constructor.name} requires a WebGPU backend, `
25
+ + `but received backendType ${String(backend.backendType)}.`);
26
26
  }
27
- this._runtime = runtime;
28
- this.onConnect(runtime);
27
+ this._backend = backend;
28
+ this.onConnect(backend);
29
29
  }
30
30
  disconnect() {
31
- if (this._runtime === null) {
31
+ if (this._backend === null) {
32
32
  return;
33
33
  }
34
34
  this.flush();
35
35
  this.onDisconnect();
36
- this._runtime = null;
36
+ this._backend = null;
37
37
  }
38
- getRuntime() {
39
- if (this._runtime === null) {
40
- throw new Error(`${this.constructor.name} is not connected to a runtime.`);
38
+ getBackend() {
39
+ if (this._backend === null) {
40
+ throw new Error(`${this.constructor.name} is not connected to a backend.`);
41
41
  }
42
- return this._runtime;
42
+ return this._backend;
43
43
  }
44
- getRuntimeOrNull() {
45
- return this._runtime;
44
+ getBackendOrNull() {
45
+ return this._backend;
46
46
  }
47
47
  }
48
48
 
@@ -1 +1 @@
1
- {"version":3,"file":"AbstractWebGpuRenderer.js","sources":["../../../../../src/rendering/webgpu/AbstractWebGpuRenderer.ts"],"sourcesContent":[null],"names":[],"mappings":";;AAAA;AAOA;;;;;;;;;;;AAWG;MACmB,sBAAsB,CAAA;AAExB,IAAA,WAAW,GAAG,iBAAiB,CAAC,MAAM;IAE9C,QAAQ,GAAiC,IAAI;AAE9C,IAAA,OAAO,CAAC,OAA8B,EAAA;AACzC,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB;QACJ;QAEA,IAAI,OAAO,CAAC,WAAW,KAAK,iBAAiB,CAAC,MAAM,EAAE;YAClD,MAAM,IAAI,KAAK,CACX,CAAA,EAAG,IAAI,CAAC,WAAW,CAAC,IAAI,CAAA,4BAAA;kBACtB,CAAA,yBAAA,EAA4B,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,CAAA,CAAA,CAAG,CAC/D;QACL;AAEA,QAAA,IAAI,CAAC,QAAQ,GAAG,OAAO;AACvB,QAAA,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;IAC3B;IAEO,UAAU,GAAA;AACb,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB;QACJ;QAEA,IAAI,CAAC,KAAK,EAAE;QACZ,IAAI,CAAC,YAAY,EAAE;AACnB,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI;IACxB;IAQU,UAAU,GAAA;AAChB,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,MAAM,IAAI,KAAK,CAAC,CAAA,EAAG,IAAI,CAAC,WAAW,CAAC,IAAI,CAAA,+BAAA,CAAiC,CAAC;QAC9E;QAEA,OAAO,IAAI,CAAC,QAAQ;IACxB;IAEU,gBAAgB,GAAA;QACtB,OAAO,IAAI,CAAC,QAAQ;IACxB;AACH;;;;"}
1
+ {"version":3,"file":"AbstractWebGpuRenderer.js","sources":["../../../../../src/rendering/webgpu/AbstractWebGpuRenderer.ts"],"sourcesContent":[null],"names":[],"mappings":";;AAAA;AAOA;;;;;;;;;;;AAWG;MACmB,sBAAsB,CAAA;AAExB,IAAA,WAAW,GAAG,iBAAiB,CAAC,MAAM;IAE5C,QAAQ,GAAyB,IAAI;AAExC,IAAA,OAAO,CAAC,OAAsB,EAAA;AACjC,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB;QACJ;QAEA,IAAI,OAAO,CAAC,WAAW,KAAK,iBAAiB,CAAC,MAAM,EAAE;YAClD,MAAM,IAAI,KAAK,CACX,CAAA,EAAG,IAAI,CAAC,WAAW,CAAC,IAAI,CAAA,4BAAA;kBACtB,CAAA,yBAAA,EAA4B,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,CAAA,CAAA,CAAG,CAC/D;QACL;AAEA,QAAA,IAAI,CAAC,QAAQ,GAAG,OAAO;AACvB,QAAA,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;IAC3B;IAEO,UAAU,GAAA;AACb,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB;QACJ;QAEA,IAAI,CAAC,KAAK,EAAE;QACZ,IAAI,CAAC,YAAY,EAAE;AACnB,QAAA,IAAI,CAAC,QAAQ,GAAG,IAAI;IACxB;IAQU,UAAU,GAAA;AAChB,QAAA,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,MAAM,IAAI,KAAK,CAAC,CAAA,EAAG,IAAI,CAAC,WAAW,CAAC,IAAI,CAAA,+BAAA,CAAiC,CAAC;QAC9E;QAEA,OAAO,IAAI,CAAC,QAAQ;IACxB;IAEU,gBAAgB,GAAA;QACtB,OAAO,IAAI,CAAC,QAAQ;IACxB;AACH;;;;"}
@@ -9,20 +9,20 @@ import type { Shader } from '../shader/Shader';
9
9
  import type { Texture } from '../texture/Texture';
10
10
  import type { WebGl2VertexArrayObject } from '../webgl2/WebGl2VertexArrayObject';
11
11
  import type { View } from '../View';
12
- import type { WebGpuRendererRuntime } from './WebGpuRendererRuntime';
12
+ import type { RenderBackend } from '../RenderBackend';
13
13
  import { RenderTarget } from '../RenderTarget';
14
14
  import { RenderTexture } from '../texture/RenderTexture';
15
15
  import type { Rectangle } from '@/math/Rectangle';
16
16
  import type { RenderStats } from '../RenderStats';
17
- interface PixelMaskState {
17
+ interface PixelClipBoundsState {
18
18
  x: number;
19
19
  y: number;
20
20
  width: number;
21
21
  height: number;
22
22
  }
23
- export declare class WebGpuRenderManager implements WebGpuRendererRuntime {
23
+ export declare class WebGpuBackend implements RenderBackend {
24
24
  readonly backendType = RenderBackendType.WebGpu;
25
- readonly rendererRegistry: RendererRegistry<WebGpuRendererRuntime>;
25
+ readonly rendererRegistry: RendererRegistry<WebGpuBackend>;
26
26
  private readonly _canvas;
27
27
  private readonly _rootRenderTarget;
28
28
  private readonly _clearColor;
@@ -30,10 +30,12 @@ export declare class WebGpuRenderManager implements WebGpuRendererRuntime {
30
30
  private readonly _textureDestroyHandlers;
31
31
  private readonly _renderTargetDestroyHandlers;
32
32
  private readonly _temporaryRenderTextures;
33
- private readonly _maskStack;
34
- private readonly _maskPixelStack;
35
- private readonly _maskPointA;
36
- private readonly _maskPointB;
33
+ private readonly _clipBoundsStack;
34
+ private readonly _clipPixelStack;
35
+ private readonly _clipPointA;
36
+ private readonly _clipPointB;
37
+ private readonly _maskCompositor;
38
+ private _maskCompositorConnected;
37
39
  private _mipmapShaderModule;
38
40
  private _mipmapBindGroupLayout;
39
41
  private _mipmapPipelineLayout;
@@ -45,7 +47,6 @@ export declare class WebGpuRenderManager implements WebGpuRendererRuntime {
45
47
  private _initializePromise;
46
48
  private _renderTarget;
47
49
  private _renderer;
48
- private _blendMode;
49
50
  private _texture;
50
51
  private _clearRequested;
51
52
  private _hasPresentedFrame;
@@ -68,9 +69,10 @@ export declare class WebGpuRenderManager implements WebGpuRendererRuntime {
68
69
  setBlendMode(blendMode: BlendModes | null): this;
69
70
  setVao(vao: WebGl2VertexArrayObject | null): this;
70
71
  setRenderTarget(target: RenderTarget | null): this;
71
- pushMask(maskBounds: Rectangle): this;
72
- popMask(): this;
73
- getScissorRect(): PixelMaskState | null;
72
+ pushScissorRect(bounds: Rectangle): this;
73
+ composeWithAlphaMask(content: Texture | RenderTexture, mask: Texture | RenderTexture, x: number, y: number, width: number, height: number, blendMode: BlendModes): this;
74
+ popScissorRect(): this;
75
+ getScissorRect(): PixelClipBoundsState | null;
74
76
  acquireRenderTexture(width: number, height: number): RenderTexture;
75
77
  releaseRenderTexture(texture: RenderTexture): this;
76
78
  setView(view: View | null): this;
@@ -88,6 +90,7 @@ export declare class WebGpuRenderManager implements WebGpuRendererRuntime {
88
90
  private _setActiveRenderer;
89
91
  private _flushActiveRenderer;
90
92
  private _initialize;
93
+ private _prewarmRendererPipelines;
91
94
  private _getGpuNavigator;
92
95
  private _createInitializationError;
93
96
  private _destroyManagedTextures;
@@ -97,8 +100,8 @@ export declare class WebGpuRenderManager implements WebGpuRendererRuntime {
97
100
  private _evictTexture;
98
101
  private _subscribeRenderTarget;
99
102
  private _unsubscribeRenderTarget;
100
- private _toMaskPixels;
101
- private _intersectMasks;
103
+ private _toClipPixels;
104
+ private _intersectClips;
102
105
  private _createSampler;
103
106
  private _getTextureUsage;
104
107
  private _getAddressMode;
@@ -6,16 +6,19 @@ import { createRenderStats, resetRenderStats } from '../RenderStats.js';
6
6
  import { RenderTarget } from '../RenderTarget.js';
7
7
  import { WebGpuPrimitiveRenderer } from './WebGpuPrimitiveRenderer.js';
8
8
  import { WebGpuSpriteRenderer } from './WebGpuSpriteRenderer.js';
9
+ import { WebGpuMeshRenderer } from './WebGpuMeshRenderer.js';
9
10
  import { WebGpuParticleRenderer } from './WebGpuParticleRenderer.js';
11
+ import { WebGpuMaskCompositor } from './WebGpuMaskCompositor.js';
10
12
  import { RenderTexture } from '../texture/RenderTexture.js';
11
13
  import { Sprite } from '../sprite/Sprite.js';
14
+ import { Mesh } from '../mesh/Mesh.js';
12
15
  import { DrawableShape } from '../primitives/DrawableShape.js';
13
16
  import { ParticleSystem } from '../../particles/ParticleSystem.js';
14
17
  import { Vector } from '../../math/Vector.js';
15
18
 
16
19
  /// <reference types="@webgpu/types" />
17
20
  const managedTextureFormat = 'rgba8unorm';
18
- class WebGpuRenderManager {
21
+ class WebGpuBackend {
19
22
  backendType = RenderBackendType.WebGpu;
20
23
  rendererRegistry = new RendererRegistry();
21
24
  _canvas;
@@ -25,10 +28,12 @@ class WebGpuRenderManager {
25
28
  _textureDestroyHandlers = new Map();
26
29
  _renderTargetDestroyHandlers = new Map();
27
30
  _temporaryRenderTextures = [];
28
- _maskStack = [];
29
- _maskPixelStack = [];
30
- _maskPointA = new Vector();
31
- _maskPointB = new Vector();
31
+ _clipBoundsStack = [];
32
+ _clipPixelStack = [];
33
+ _clipPointA = new Vector();
34
+ _clipPointB = new Vector();
35
+ _maskCompositor = new WebGpuMaskCompositor();
36
+ _maskCompositorConnected = false;
32
37
  _mipmapShaderModule = null;
33
38
  _mipmapBindGroupLayout = null;
34
39
  _mipmapPipelineLayout = null;
@@ -40,7 +45,6 @@ class WebGpuRenderManager {
40
45
  _initializePromise = null;
41
46
  _renderTarget;
42
47
  _renderer = null;
43
- _blendMode = null;
44
48
  _texture = null;
45
49
  _clearRequested = false;
46
50
  _hasPresentedFrame = false;
@@ -55,6 +59,7 @@ class WebGpuRenderManager {
55
59
  }
56
60
  this.rendererRegistry.registerRenderer(DrawableShape, new WebGpuPrimitiveRenderer());
57
61
  this.rendererRegistry.registerRenderer(Sprite, new WebGpuSpriteRenderer());
62
+ this.rendererRegistry.registerRenderer(Mesh, new WebGpuMeshRenderer());
58
63
  this.rendererRegistry.registerRenderer(ParticleSystem, new WebGpuParticleRenderer());
59
64
  this.resize(width, height);
60
65
  }
@@ -137,7 +142,6 @@ class WebGpuRenderManager {
137
142
  }
138
143
  setBlendMode(blendMode) {
139
144
  if (blendMode === null) {
140
- this._blendMode = null;
141
145
  return this;
142
146
  }
143
147
  if (blendMode !== BlendModes.Normal
@@ -147,7 +151,6 @@ class WebGpuRenderManager {
147
151
  && blendMode !== BlendModes.Screen) {
148
152
  throw new Error(`WebGPU blend mode "${blendMode}" is not implemented yet.`);
149
153
  }
150
- this._blendMode = blendMode;
151
154
  return this;
152
155
  }
153
156
  setVao(vao) {
@@ -174,39 +177,52 @@ class WebGpuRenderManager {
174
177
  }
175
178
  return this;
176
179
  }
177
- pushMask(maskBounds) {
180
+ pushScissorRect(bounds) {
178
181
  this._flushActiveRenderer();
179
- this._maskStack.push(maskBounds.clone());
180
- const nextMask = this._toMaskPixels(maskBounds);
181
- const previousMask = this._maskPixelStack.length > 0
182
- ? this._maskPixelStack[this._maskPixelStack.length - 1]
182
+ this._clipBoundsStack.push(bounds.clone());
183
+ const nextClip = this._toClipPixels(bounds);
184
+ const previousClip = this._clipPixelStack.length > 0
185
+ ? this._clipPixelStack[this._clipPixelStack.length - 1]
183
186
  : null;
184
- const resolvedMask = previousMask ? this._intersectMasks(previousMask, nextMask) : nextMask;
185
- this._maskPixelStack.push(resolvedMask);
187
+ const resolvedClip = previousClip ? this._intersectClips(previousClip, nextClip) : nextClip;
188
+ this._clipPixelStack.push(resolvedClip);
186
189
  return this;
187
190
  }
188
- popMask() {
189
- if (this._maskStack.length === 0) {
191
+ composeWithAlphaMask(content, mask, x, y, width, height, blendMode) {
192
+ if (width <= 0 || height <= 0) {
190
193
  return this;
191
194
  }
192
195
  this._flushActiveRenderer();
193
- const removedMask = this._maskStack.pop();
194
- if (removedMask) {
195
- removedMask.destroy();
196
+ this._setActiveRenderer(null);
197
+ if (!this._maskCompositorConnected) {
198
+ this._maskCompositor.connect(this.device);
199
+ this._maskCompositorConnected = true;
196
200
  }
197
- this._maskPixelStack.pop();
201
+ this._maskCompositor.compose(this, content, mask, x, y, width, height, blendMode);
202
+ return this;
203
+ }
204
+ popScissorRect() {
205
+ if (this._clipBoundsStack.length === 0) {
206
+ return this;
207
+ }
208
+ this._flushActiveRenderer();
209
+ const removedClip = this._clipBoundsStack.pop();
210
+ if (removedClip) {
211
+ removedClip.destroy();
212
+ }
213
+ this._clipPixelStack.pop();
198
214
  return this;
199
215
  }
200
216
  getScissorRect() {
201
- if (this._maskPixelStack.length === 0) {
217
+ if (this._clipPixelStack.length === 0) {
202
218
  return null;
203
219
  }
204
- const mask = this._maskPixelStack[this._maskPixelStack.length - 1];
220
+ const clip = this._clipPixelStack[this._clipPixelStack.length - 1];
205
221
  return {
206
- x: mask.x,
207
- y: mask.y,
208
- width: mask.width,
209
- height: mask.height,
222
+ x: clip.x,
223
+ y: clip.y,
224
+ width: clip.width,
225
+ height: clip.height,
210
226
  };
211
227
  }
212
228
  acquireRenderTexture(width, height) {
@@ -269,13 +285,17 @@ class WebGpuRenderManager {
269
285
  this.rendererRegistry.destroy();
270
286
  this._destroyManagedTextures();
271
287
  this._destroyTemporaryRenderTextures();
272
- for (const mask of this._maskStack) {
273
- mask.destroy();
288
+ for (const clipBounds of this._clipBoundsStack) {
289
+ clipBounds.destroy();
290
+ }
291
+ this._clipBoundsStack.length = 0;
292
+ this._clipPixelStack.length = 0;
293
+ this._clipPointA.destroy();
294
+ this._clipPointB.destroy();
295
+ if (this._maskCompositorConnected) {
296
+ this._maskCompositor.disconnect();
297
+ this._maskCompositorConnected = false;
274
298
  }
275
- this._maskStack.length = 0;
276
- this._maskPixelStack.length = 0;
277
- this._maskPointA.destroy();
278
- this._maskPointB.destroy();
279
299
  for (const target of Array.from(this._renderTargetDestroyHandlers.keys())) {
280
300
  this._unsubscribeRenderTarget(target);
281
301
  }
@@ -417,12 +437,29 @@ class WebGpuRenderManager {
417
437
  this._context = context;
418
438
  this._device = device;
419
439
  this._format = format;
420
- this._blendMode = BlendModes.Normal;
421
440
  this._hasPresentedFrame = false;
422
441
  this.rendererRegistry.connect(this);
423
442
  this.resize(this._canvas.width, this._canvas.height);
443
+ // Kick off async pipeline pre-warm for any renderer that supports
444
+ // it. Each renderer creates its full set of (blendMode × format)
445
+ // pipelines via createRenderPipelineAsync in parallel, so the first
446
+ // draw call of every blend mode does not have to block on synchronous
447
+ // pipeline creation. Renderers without a prewarmPipelines method
448
+ // continue to create pipelines lazily on first use.
449
+ const prewarmFormats = [format, managedTextureFormat];
450
+ await this._prewarmRendererPipelines(prewarmFormats);
424
451
  return this;
425
452
  }
453
+ async _prewarmRendererPipelines(formats) {
454
+ const promises = [];
455
+ for (const renderer of this.rendererRegistry.renderers()) {
456
+ const candidate = renderer;
457
+ if (typeof candidate.prewarmPipelines === 'function') {
458
+ promises.push(candidate.prewarmPipelines(formats));
459
+ }
460
+ }
461
+ await Promise.all(promises);
462
+ }
426
463
  _getGpuNavigator() {
427
464
  const gpuNavigator = navigator;
428
465
  return gpuNavigator.gpu ? gpuNavigator : null;
@@ -555,9 +592,9 @@ class WebGpuRenderManager {
555
592
  this._renderTargetDestroyHandlers.delete(target);
556
593
  }
557
594
  }
558
- _toMaskPixels(maskBounds) {
559
- const topLeft = this._renderTarget.mapCoordsToPixel(this._maskPointA.set(maskBounds.left, maskBounds.top));
560
- const bottomRight = this._renderTarget.mapCoordsToPixel(this._maskPointB.set(maskBounds.right, maskBounds.bottom));
595
+ _toClipPixels(bounds) {
596
+ const topLeft = this._renderTarget.mapCoordsToPixel(this._clipPointA.set(bounds.left, bounds.top));
597
+ const bottomRight = this._renderTarget.mapCoordsToPixel(this._clipPointB.set(bounds.right, bounds.bottom));
561
598
  const minX = Math.min(topLeft.x, bottomRight.x);
562
599
  const maxX = Math.max(topLeft.x, bottomRight.x);
563
600
  const minY = Math.min(topLeft.y, bottomRight.y);
@@ -572,7 +609,7 @@ class WebGpuRenderManager {
572
609
  const height = Math.max(0, bottom - y);
573
610
  return { x, y, width, height };
574
611
  }
575
- _intersectMasks(first, second) {
612
+ _intersectClips(first, second) {
576
613
  const left = Math.max(first.x, second.x);
577
614
  const top = Math.max(first.y, second.y);
578
615
  const right = Math.min(first.x + first.width, second.x + second.width);
@@ -773,5 +810,5 @@ fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
773
810
  }
774
811
  }
775
812
 
776
- export { WebGpuRenderManager };
777
- //# sourceMappingURL=WebGpuRenderManager.js.map
813
+ export { WebGpuBackend };
814
+ //# sourceMappingURL=WebGpuBackend.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,37 @@
1
+ import type { BlendModes } from '@/rendering/types';
2
+ import type { Texture } from '@/rendering/texture/Texture';
3
+ import type { RenderTexture } from '@/rendering/texture/RenderTexture';
4
+ import type { WebGpuBackend } from './WebGpuBackend';
5
+ /**
6
+ * Single-quad two-texture compositor used by
7
+ * `WebGpuBackend.composeWithAlphaMask`. Renders the content texture
8
+ * onto the active render target with each output texel's alpha multiplied
9
+ * by the mask texture's alpha. Both textures are sampled with stretched-fit
10
+ * UVs over the destination rectangle.
11
+ *
12
+ * Pipelines are cached per (target format, blend mode). The compositor is
13
+ * not a {@link AbstractWebGpuRenderer} and never participates in renderer
14
+ * registry dispatch — the manager invokes it directly.
15
+ */
16
+ export declare class WebGpuMaskCompositor {
17
+ private readonly _projectionData;
18
+ private readonly _vertexData;
19
+ private readonly _indexData;
20
+ private readonly _projectionMatrix;
21
+ private readonly _pipelines;
22
+ private _device;
23
+ private _shaderModule;
24
+ private _projectionBindGroupLayout;
25
+ private _textureBindGroupLayout;
26
+ private _pipelineLayout;
27
+ private _vertexBuffer;
28
+ private _indexBuffer;
29
+ private _projectionBuffer;
30
+ private _projectionBindGroup;
31
+ connect(device: GPUDevice): void;
32
+ disconnect(): void;
33
+ compose(manager: WebGpuBackend, content: Texture | RenderTexture, mask: Texture | RenderTexture, x: number, y: number, width: number, height: number, blendMode: BlendModes): void;
34
+ private _getOrCreatePipeline;
35
+ private _writeQuadVertices;
36
+ private _writeProjectionMatrix;
37
+ }