@hology/webgpu-renderer 0.1.16 → 0.1.18

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package/dist/index.d.ts CHANGED
@@ -450,6 +450,8 @@ interface RendererCustomPassContext {
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  };
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  /** Resolves the current renderer-owned vertex buffer for a geometry. */
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  getGeometryVertexBuffer(geometry: BufferGeometry, attribute: "position" | "normal"): GPUBuffer;
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+ /** Shared current bone-world * inverse-bind palette; renderer owns its lifetime. */
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+ getSkeletonBoneBuffer(skeleton: three.Skeleton): GPUBuffer;
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  getColorFormat(name: string): GPUTextureFormat;
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  getShadowMapDebugInfo(): RendererShadowMapDebugInfo;
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  /** Shared light uniforms and shadow arrays used by the forward renderer. */
@@ -494,6 +496,10 @@ interface RendererFrameProfile {
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  triangleCount: number;
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  cpuPhases: {
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  extractSceneMs: number;
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+ /** Included in extractSceneMs; covers key updates, ordering and result consumption. */
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+ opaqueSortMs?: number;
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+ /** Mean of the last 120 profiled frames, smoothing timer quantization. */
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+ opaqueSortAverageMs?: number;
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  uploadMs: number;
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  renderGraphMs: number;
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  };
@@ -813,6 +819,7 @@ type ToonOutlineParameters = {
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  visible?: boolean;
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  };
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  declare class WebGpuRenderer {
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+ private pipelineCompilationDiagnostics?;
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  readonly canvas: HTMLCanvasElement;
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  private readonly clearColor;
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  private readonly powerPreference;
@@ -1003,6 +1010,16 @@ declare class WebGpuRenderer {
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  private createExtractedHemisphereLightScratch;
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  private createExtractedPointLightScratch;
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  private createExtractedSpotLightScratch;
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+ private readonly skinnedDrawKeys;
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+ private readonly skeletonPalettes;
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+ private readonly getSkeletonBoneBufferForPass;
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+ private readonly outlineResolvedFrameCache;
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+ private opaqueSortMs;
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+ private readonly opaqueSortSamples;
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+ private opaqueSortSampleIndex;
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+ private opaqueSortSampleCount;
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+ private opaqueSortSampleTotal;
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+ private sortOpaqueDraws;
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  constructor(options: RendererOptions);
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  private resolveMaterial;
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  private resolveLineMaterial;
@@ -1197,6 +1214,7 @@ declare class WebGpuRenderer {
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  private getSkinningPalette;
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  private refreshSkinningPalette;
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  private refreshSkinningBindMatrices;
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+ private uploadSkinningPalette;
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  private uploadSkinningResources;
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  private createSkinningBoneBounds;
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  private updateSkinnedBounds;