@onerjs/core 8.25.1 → 8.25.3

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 (119) hide show
  1. package/Bones/bone.js +14 -54
  2. package/Bones/bone.js.map +1 -1
  3. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +1 -1
  4. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  5. package/Engines/Native/nativeShaderProcessors.js +3 -0
  6. package/Engines/Native/nativeShaderProcessors.js.map +1 -1
  7. package/Engines/WebGL/webGL2ShaderProcessors.js +3 -0
  8. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  9. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +3 -1
  10. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +4 -1
  11. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  12. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
  13. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  14. package/Engines/abstractEngine.d.ts +1 -1
  15. package/Engines/abstractEngine.functions.d.ts +2 -2
  16. package/Engines/abstractEngine.functions.js.map +1 -1
  17. package/Engines/abstractEngine.js +2 -2
  18. package/Engines/abstractEngine.js.map +1 -1
  19. package/Engines/nullEngine.js +1 -0
  20. package/Engines/nullEngine.js.map +1 -1
  21. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
  22. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +10 -0
  23. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +3 -0
  25. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +10 -0
  26. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +8 -0
  28. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +16 -0
  30. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  31. package/FrameGraph/Node/Blocks/inputBlock.js +2 -0
  32. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  33. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  34. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +16 -0
  35. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  36. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -1
  37. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +40 -1
  38. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  39. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +3 -1
  40. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +10 -7
  41. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  42. package/FrameGraph/frameGraph.d.ts +2 -2
  43. package/FrameGraph/frameGraph.js.map +1 -1
  44. package/FrameGraph/frameGraphTextureManager.js +4 -0
  45. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  46. package/Gizmos/cameraGizmo.js +11 -13
  47. package/Gizmos/cameraGizmo.js.map +1 -1
  48. package/Gizmos/planeDragGizmo.js +21 -13
  49. package/Gizmos/planeDragGizmo.js.map +1 -1
  50. package/Loading/sceneLoader.d.ts +3 -1
  51. package/Loading/sceneLoader.js +3 -2
  52. package/Loading/sceneLoader.js.map +1 -1
  53. package/Materials/Background/backgroundMaterial.js +1 -1
  54. package/Materials/Background/backgroundMaterial.js.map +1 -1
  55. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  56. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  57. package/Materials/Node/nodeMaterial.d.ts +1 -1
  58. package/Materials/Node/nodeMaterial.js +3 -14
  59. package/Materials/Node/nodeMaterial.js.map +1 -1
  60. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  61. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  62. package/Materials/Textures/renderTargetTexture.d.ts +5 -0
  63. package/Materials/Textures/renderTargetTexture.js +9 -0
  64. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  65. package/Materials/material.d.ts +17 -1
  66. package/Materials/material.js +38 -7
  67. package/Materials/material.js.map +1 -1
  68. package/Materials/materialDefines.d.ts +1 -0
  69. package/Materials/materialDefines.js +1 -0
  70. package/Materials/materialDefines.js.map +1 -1
  71. package/Materials/materialHelper.functions.d.ts +2 -1
  72. package/Materials/materialHelper.functions.js +3 -1
  73. package/Materials/materialHelper.functions.js.map +1 -1
  74. package/Materials/standardMaterial.js +1 -1
  75. package/Materials/standardMaterial.js.map +1 -1
  76. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +3 -10
  77. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  78. package/Meshes/geometry.js +4 -4
  79. package/Meshes/geometry.js.map +1 -1
  80. package/Misc/assetsManager.d.ts +81 -25
  81. package/Misc/assetsManager.js +70 -32
  82. package/Misc/assetsManager.js.map +1 -1
  83. package/Misc/fileTools.d.ts +2 -2
  84. package/Misc/fileTools.js +3 -1
  85. package/Misc/fileTools.js.map +1 -1
  86. package/Misc/sceneSerializer.js +3 -1
  87. package/Misc/sceneSerializer.js.map +1 -1
  88. package/Particles/IParticleSystem.d.ts +6 -0
  89. package/Particles/IParticleSystem.js.map +1 -1
  90. package/Particles/gpuParticleSystem.d.ts +4 -0
  91. package/Particles/gpuParticleSystem.js +4 -0
  92. package/Particles/gpuParticleSystem.js.map +1 -1
  93. package/Particles/thinParticleSystem.d.ts +14 -0
  94. package/Particles/thinParticleSystem.js +19 -0
  95. package/Particles/thinParticleSystem.js.map +1 -1
  96. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  97. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  98. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +5 -3
  99. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +22 -9
  100. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  101. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +3 -0
  102. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
  103. package/Rendering/objectRenderer.d.ts +18 -2
  104. package/Rendering/objectRenderer.js +69 -29
  105. package/Rendering/objectRenderer.js.map +1 -1
  106. package/Rendering/outlineRenderer.d.ts +4 -0
  107. package/Rendering/outlineRenderer.js +10 -0
  108. package/Rendering/outlineRenderer.js.map +1 -1
  109. package/Shaders/pbr.vertex.js +1 -5
  110. package/Shaders/pbr.vertex.js.map +1 -1
  111. package/Shaders/ssao2.fragment.js +14 -2
  112. package/Shaders/ssao2.fragment.js.map +1 -1
  113. package/ShadersWGSL/ssao2.fragment.js +14 -2
  114. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  115. package/XR/features/WebXRDepthSensing.js +6 -2
  116. package/XR/features/WebXRDepthSensing.js.map +1 -1
  117. package/package.json +1 -1
  118. package/scene.js +2 -0
  119. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- 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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
1
+ 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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph, IDisposable } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph implements IDisposable {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
@@ -337,6 +337,7 @@ export class FrameGraphTextureManager {
337
337
  // We simply update the texture to point to the refHandle texture
338
338
  const refEntry = this._textures.get(entry.refHandle);
339
339
  entry.texture = refEntry.texture;
340
+ entry.texture?.incrementReferences();
340
341
  if (refEntry.refHandle === backbufferColorTextureHandle) {
341
342
  entry.refHandle = backbufferColorTextureHandle;
342
343
  }
@@ -406,6 +407,9 @@ export class FrameGraphTextureManager {
406
407
  if (entry.namespace === FrameGraphTextureNamespace.External) {
407
408
  return;
408
409
  }
410
+ // We dispose of "Graph" and "Task" textures:
411
+ // - "Graph" textures will be recreated by _allocateTextures because the entry still exists in this._textures, but entry.texture is null
412
+ // - "Task" textures will be re-added to this._textures when the task is recorded (by a call to FrameGraph.build): that's why we delete the entry from this._textures below
409
413
  entry.texture?.dispose();
410
414
  entry.texture = null;
411
415
  if (releaseAll || entry.namespace === FrameGraphTextureNamespace.Task) {
@@ -1 +1 @@
1
- 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type {\r\n Scene,\r\n AbstractEngine,\r\n TextureSize,\r\n Nullable,\r\n FrameGraphTextureCreationOptions,\r\n FrameGraphTextureHandle,\r\n InternalTextureCreationOptions,\r\n InternalTexture,\r\n FrameGraphTextureOptions,\r\n FrameGraphTextureDescription,\r\n RenderTargetWrapper,\r\n FrameGraphTask,\r\n IFrameGraphPass,\r\n} from \"core/index\";\r\nimport { getDimensionsFromTextureSize, textureSizeIsObject } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"./frameGraphTypes\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { FrameGraphRenderTarget } from \"./frameGraphRenderTarget\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetTypeForDepthTexture, IsDepthTexture, HasStencilAspect } from \"core/Materials/Textures/textureHelper.functions\";\r\n\r\ntype HistoryTexture = {\r\n textures: Array<Nullable<InternalTexture>>;\r\n handles: Array<FrameGraphTextureHandle>;\r\n index: number; // current index in textures array\r\n references: Array<{ renderTargetWrapper: RenderTargetWrapper; textureIndex: number }>; // render target wrappers that reference this history texture\r\n};\r\n\r\ntype TextureLifespan = {\r\n firstTask: number;\r\n lastTask: number;\r\n};\r\n\r\ntype TextureEntry = {\r\n texture: Nullable<InternalTexture>;\r\n name: string;\r\n creationOptions: FrameGraphTextureCreationOptions; // in TextureEntry, creationOptions.size is always an object\r\n namespace: FrameGraphTextureNamespace;\r\n textureIndex?: number; // Index of the texture in the types, formats, etc array of FrameGraphTextureOptions (default: 0)\r\n debug?: Texture;\r\n refHandle?: FrameGraphTextureHandle; // Handle of the texture this one is referencing - used for dangling handles\r\n textureDescriptionHash?: string; // a hash of the texture creation options\r\n lifespan?: TextureLifespan;\r\n aliasHandle?: FrameGraphTextureHandle; // Handle of the texture this one is aliasing - can be set after execution of texture allocation optimization\r\n};\r\n\r\nenum FrameGraphTextureNamespace {\r\n Task,\r\n Graph,\r\n External,\r\n}\r\n\r\n/**\r\n * Manages the textures used by a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraphTextureManager {\r\n private static _Counter = 2; // 0 and 1 are reserved for backbuffer textures\r\n\r\n /** @internal */\r\n public readonly _textures: Map<FrameGraphTextureHandle, TextureEntry> = new Map();\r\n\r\n /** @internal */\r\n public readonly _historyTextures: Map<FrameGraphTextureHandle, HistoryTexture> = new Map();\r\n\r\n /** @internal */\r\n public _isRecordingTask = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if debug logs should be shown when applying texture allocation optimization (default: false)\r\n */\r\n public showDebugLogsForTextureAllcationOptimization = false;\r\n\r\n /**\r\n * Constructs a new instance of the texture manager\r\n * @param engine The engine to use\r\n * @param _debugTextures If true, debug textures will be created so that they are visible in the inspector\r\n * @param _scene The scene the manager belongs to\r\n */\r\n constructor(\r\n public readonly engine: AbstractEngine,\r\n private readonly _debugTextures = false,\r\n private readonly _scene: Scene\r\n ) {\r\n this._addSystemTextures();\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer handle (color or depth/stencil)\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer handle\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferColorTextureHandle || handle === backbufferDepthStencilTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferColorTextureHandle || textureEntry.refHandle === backbufferDepthStencilTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer color handle\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer color handle\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferColorTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferColorTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer depth/stencil handle\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer depth/stencil handle\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferDepthStencilTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferDepthStencilTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a history texture (or points to a history texture, for a dangling handle)\r\n * @param handle The handle to check\r\n * @returns True if the handle is a history texture, otherwise false\r\n */\r\n public isHistoryTexture(handle: FrameGraphTextureHandle): boolean {\r\n const entry = this._textures.get(handle);\r\n if (!entry) {\r\n return false;\r\n }\r\n\r\n handle = entry.refHandle ?? handle;\r\n\r\n return this._historyTextures.has(handle);\r\n }\r\n\r\n /**\r\n * Gets the creation options of a texture\r\n * @param handle Handle of the texture\r\n * @returns The creation options of the texture\r\n */\r\n public getTextureCreationOptions(handle: FrameGraphTextureHandle): FrameGraphTextureCreationOptions {\r\n const entry = this._textures.get(handle)!;\r\n const creationOptions = entry.creationOptions;\r\n\r\n return {\r\n size: textureSizeIsObject(creationOptions.size) ? { ...creationOptions.size } : creationOptions.size,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n options: FrameGraphTextureManager.CloneTextureOptions(creationOptions.options, entry.textureIndex),\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the description of a texture\r\n * @param handle Handle of the texture\r\n * @returns The description of the texture\r\n */\r\n public getTextureDescription(handle: FrameGraphTextureHandle): FrameGraphTextureDescription {\r\n const creationOptions = this.getTextureCreationOptions(handle);\r\n\r\n const size = !creationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(creationOptions.size)\r\n ? creationOptions.size\r\n : { width: creationOptions.size, height: creationOptions.size }\r\n : this.getAbsoluteDimensions(creationOptions.size);\r\n\r\n return {\r\n size,\r\n options: creationOptions.options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets a texture handle or creates a new texture if the handle is not provided.\r\n * If handle is not provided, newTextureName and creationOptions must be provided.\r\n * @param handle If provided, will simply return the handle\r\n * @param newTextureName Name of the new texture to create\r\n * @param creationOptions Options to use when creating the new texture\r\n * @returns The handle to the texture.\r\n */\r\n public getTextureHandleOrCreateTexture(handle?: FrameGraphTextureHandle, newTextureName?: string, creationOptions?: FrameGraphTextureCreationOptions): FrameGraphTextureHandle {\r\n if (handle === undefined) {\r\n if (newTextureName === undefined || creationOptions === undefined) {\r\n throw new Error(\"getTextureHandleOrCreateTexture: Either handle or newTextureName and creationOptions must be provided.\");\r\n }\r\n return this.createRenderTargetTexture(newTextureName, creationOptions);\r\n }\r\n return handle;\r\n }\r\n\r\n /**\r\n * Gets a texture from a handle.\r\n * Note that if the texture is a history texture, the read texture for the current frame will be returned.\r\n * @param handle The handle of the texture\r\n * @returns The texture or null if not found\r\n */\r\n public getTextureFromHandle(handle: FrameGraphTextureHandle): Nullable<InternalTexture> {\r\n const historyEntry = this._historyTextures.get(handle);\r\n if (historyEntry) {\r\n return historyEntry.textures[historyEntry.index ^ 1]; // gets the read texture\r\n }\r\n return this._textures.get(handle)!.texture;\r\n }\r\n\r\n /**\r\n * Imports a texture into the texture manager\r\n * @param name Name of the texture\r\n * @param texture Texture to import\r\n * @param handle Existing handle to use for the texture. If not provided (default), a new handle will be created.\r\n * @returns The handle to the texture\r\n */\r\n public importTexture(name: string, texture: InternalTexture, handle?: FrameGraphTextureHandle): FrameGraphTextureHandle {\r\n if (handle !== undefined) {\r\n this._freeEntry(handle);\r\n }\r\n\r\n const creationOptions: FrameGraphTextureCreationOptions = {\r\n size: { width: texture.width, height: texture.height },\r\n sizeIsPercentage: false,\r\n isHistoryTexture: false,\r\n options: {\r\n createMipMaps: texture.generateMipMaps,\r\n samples: texture.samples,\r\n types: [texture.type],\r\n formats: [texture.format],\r\n useSRGBBuffers: [texture._useSRGBBuffer],\r\n creationFlags: [texture._creationFlags],\r\n labels: texture.label ? [texture.label] : [\"imported\"],\r\n },\r\n };\r\n\r\n return this._createHandleForTexture(name, texture, creationOptions, FrameGraphTextureNamespace.External, handle);\r\n }\r\n\r\n /**\r\n * Creates a new render target texture\r\n * If multiple textures are described in FrameGraphTextureCreationOptions, the handle of the first texture is returned, handle+1 is the handle of the second texture, etc.\r\n * @param name Name of the texture\r\n * @param creationOptions Options to use when creating the texture\r\n * @param handle Existing handle to use for the texture. If not provided (default), a new handle will be created.\r\n * @returns The handle to the texture\r\n */\r\n public createRenderTargetTexture(name: string, creationOptions: FrameGraphTextureCreationOptions, handle?: FrameGraphTextureHandle): FrameGraphTextureHandle {\r\n return this._createHandleForTexture(\r\n name,\r\n null,\r\n {\r\n size: textureSizeIsObject(creationOptions.size) ? { ...creationOptions.size } : creationOptions.size,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n options: FrameGraphTextureManager.CloneTextureOptions(creationOptions.options, undefined, true),\r\n },\r\n this._isRecordingTask ? FrameGraphTextureNamespace.Task : FrameGraphTextureNamespace.Graph,\r\n handle\r\n );\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @param depthReadOnly If true, the depth buffer will be read-only\r\n * @param stencilReadOnly If true, the stencil buffer will be read-only\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle,\r\n depthReadOnly?: boolean,\r\n stencilReadOnly?: boolean\r\n ): FrameGraphRenderTarget {\r\n const renderTarget = new FrameGraphRenderTarget(name, this, renderTargets, renderTargetDepth);\r\n\r\n const rtw = renderTarget.renderTargetWrapper;\r\n\r\n if (rtw !== undefined) {\r\n rtw.depthReadOnly = !!depthReadOnly;\r\n rtw.stencilReadOnly = !!stencilReadOnly;\r\n\r\n if (renderTargets) {\r\n const handles = Array.isArray(renderTargets) ? renderTargets : [renderTargets];\r\n\r\n for (let i = 0; i < handles.length; i++) {\r\n let handle = handles[i];\r\n handle = this._textures.get(handle)?.refHandle ?? handle;\r\n\r\n const historyEntry = this._historyTextures.get(handle);\r\n if (historyEntry) {\r\n historyEntry.references.push({ renderTargetWrapper: rtw, textureIndex: i });\r\n\r\n rtw.setTexture(historyEntry.textures[historyEntry.index]!, i, false);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return renderTarget;\r\n }\r\n\r\n /**\r\n * Creates a handle which is not associated with any texture.\r\n * Call resolveDanglingHandle to associate the handle with a valid texture handle.\r\n * @returns The dangling handle\r\n */\r\n public createDanglingHandle() {\r\n return FrameGraphTextureManager._Counter++;\r\n }\r\n\r\n /**\r\n * Associates a texture with a dangling handle\r\n * @param danglingHandle The dangling handle\r\n * @param handle The handle to associate with the dangling handle (if not provided, a new texture handle will be created, using the newTextureName and creationOptions parameters)\r\n * @param newTextureName The name of the new texture to create (if handle is not provided)\r\n * @param creationOptions The options to use when creating the new texture (if handle is not provided)\r\n */\r\n public resolveDanglingHandle(\r\n danglingHandle: FrameGraphTextureHandle,\r\n handle?: FrameGraphTextureHandle,\r\n newTextureName?: string,\r\n creationOptions?: FrameGraphTextureCreationOptions\r\n ) {\r\n if (handle === undefined) {\r\n if (newTextureName === undefined || creationOptions === undefined) {\r\n throw new Error(\"resolveDanglingHandle: Either handle or newTextureName and creationOptions must be provided.\");\r\n }\r\n this.createRenderTargetTexture(newTextureName, creationOptions, danglingHandle);\r\n return;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n\r\n if (textureEntry === undefined) {\r\n throw new Error(`resolveDanglingHandle: Handle ${handle} does not exist!`);\r\n }\r\n\r\n this._textures.set(danglingHandle, {\r\n texture: textureEntry.texture,\r\n refHandle: handle,\r\n name: textureEntry.name,\r\n creationOptions: {\r\n size: { ...(textureEntry.creationOptions.size as { width: number; height: number; depth?: number; layers?: number }) },\r\n options: FrameGraphTextureManager.CloneTextureOptions(textureEntry.creationOptions.options),\r\n sizeIsPercentage: textureEntry.creationOptions.sizeIsPercentage,\r\n isHistoryTexture: false,\r\n },\r\n namespace: textureEntry.namespace,\r\n textureIndex: textureEntry.textureIndex,\r\n });\r\n }\r\n\r\n /**\r\n * Gets the absolute dimensions of a texture.\r\n * @param size The size of the texture. Width and height must be expressed as a percentage of the screen size (100=100%)!\r\n * @param screenWidth The width of the screen (default: the width of the rendering canvas)\r\n * @param screenHeight The height of the screen (default: the height of the rendering canvas)\r\n * @returns The absolute dimensions of the texture\r\n */\r\n public getAbsoluteDimensions(\r\n size: TextureSize,\r\n screenWidth = this.engine.getRenderWidth(true),\r\n screenHeight = this.engine.getRenderHeight(true)\r\n ): { width: number; height: number } {\r\n const { width, height } = getDimensionsFromTextureSize(size);\r\n\r\n return {\r\n width: Math.floor((width * screenWidth) / 100),\r\n height: Math.floor((height * screenHeight) / 100),\r\n };\r\n }\r\n\r\n /**\r\n * Calculates the total byte size of all textures used by the frame graph texture manager (including external textures)\r\n * @param optimizedSize True if the calculation should not factor in aliased textures\r\n * @param outputWidth The output width of the frame graph. Will be used to calculate the size of percentage-based textures\r\n * @param outputHeight The output height of the frame graph. Will be used to calculate the size of percentage-based textures\r\n * @returns The total size of all textures\r\n */\r\n public computeTotalTextureSize(optimizedSize: boolean, outputWidth: number, outputHeight: number) {\r\n let totalSize = 0;\r\n\r\n this._textures.forEach((entry, handle) => {\r\n if (handle === backbufferColorTextureHandle || handle === backbufferDepthStencilTextureHandle || entry.refHandle !== undefined) {\r\n return;\r\n }\r\n if (optimizedSize && entry.aliasHandle !== undefined) {\r\n return;\r\n }\r\n\r\n const options = entry.creationOptions;\r\n const textureIndex = entry.textureIndex || 0;\r\n const dimensions = options.sizeIsPercentage ? this.getAbsoluteDimensions(options.size, outputWidth, outputHeight) : getDimensionsFromTextureSize(options.size);\r\n\r\n const blockInfo = FrameGraphTextureManager._GetTextureBlockInformation(\r\n options.options.types?.[textureIndex] ?? Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n options.options.formats![textureIndex]\r\n );\r\n\r\n const textureByteSize = Math.ceil(dimensions.width / blockInfo.width) * Math.ceil(dimensions.height / blockInfo.height) * blockInfo.length;\r\n\r\n let byteSize = textureByteSize;\r\n\r\n if (options.options.createMipMaps) {\r\n byteSize = Math.floor((byteSize * 4) / 3);\r\n }\r\n\r\n if ((options.options.samples || 1) > 1) {\r\n // We need an additional texture in the case of MSAA\r\n byteSize += textureByteSize;\r\n }\r\n\r\n totalSize += byteSize;\r\n });\r\n\r\n return totalSize;\r\n }\r\n\r\n /** @internal */\r\n public _dispose(): void {\r\n this._releaseTextures();\r\n }\r\n\r\n /** @internal */\r\n public _allocateTextures(tasks?: FrameGraphTask[]): void {\r\n if (tasks) {\r\n this._optimizeTextureAllocation(tasks);\r\n }\r\n\r\n this._textures.forEach((entry) => {\r\n if (!entry.texture) {\r\n if (entry.refHandle !== undefined) {\r\n // entry is a dangling handle which has been resolved to point to refHandle\r\n // We simply update the texture to point to the refHandle texture\r\n const refEntry = this._textures.get(entry.refHandle)!;\r\n\r\n entry.texture = refEntry.texture;\r\n\r\n if (refEntry.refHandle === backbufferColorTextureHandle) {\r\n entry.refHandle = backbufferColorTextureHandle;\r\n }\r\n if (refEntry.refHandle === backbufferDepthStencilTextureHandle) {\r\n entry.refHandle = backbufferDepthStencilTextureHandle;\r\n }\r\n } else if (entry.namespace !== FrameGraphTextureNamespace.External) {\r\n if (entry.aliasHandle !== undefined) {\r\n const aliasEntry = this._textures.get(entry.aliasHandle)!;\r\n\r\n entry.texture = aliasEntry.texture!;\r\n entry.texture.incrementReferences();\r\n } else {\r\n const creationOptions = entry.creationOptions;\r\n const size = creationOptions.sizeIsPercentage ? this.getAbsoluteDimensions(creationOptions.size) : creationOptions.size;\r\n const textureIndex = entry.textureIndex || 0;\r\n\r\n const internalTextureCreationOptions: InternalTextureCreationOptions = {\r\n createMipMaps: creationOptions.options.createMipMaps,\r\n samples: creationOptions.options.samples,\r\n type: creationOptions.options.types?.[textureIndex],\r\n format: creationOptions.options.formats?.[textureIndex],\r\n useSRGBBuffer: creationOptions.options.useSRGBBuffers?.[textureIndex],\r\n creationFlags: creationOptions.options.creationFlags?.[textureIndex],\r\n label: creationOptions.options.labels?.[textureIndex] ?? `${entry.name}${textureIndex > 0 ? \"#\" + textureIndex : \"\"}`,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n createMSAATexture: creationOptions.options.samples! > 1,\r\n };\r\n\r\n const isDepthTexture = IsDepthTexture(internalTextureCreationOptions.format!);\r\n const hasStencil = HasStencilAspect(internalTextureCreationOptions.format!);\r\n const source =\r\n isDepthTexture && hasStencil\r\n ? InternalTextureSource.DepthStencil\r\n : isDepthTexture || hasStencil\r\n ? InternalTextureSource.Depth\r\n : InternalTextureSource.RenderTarget;\r\n\r\n const internalTexture = this.engine._createInternalTexture(size, internalTextureCreationOptions, false, source);\r\n\r\n if (isDepthTexture) {\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n }\r\n\r\n entry.texture = internalTexture;\r\n }\r\n }\r\n }\r\n\r\n if (entry.texture && entry.refHandle === undefined) {\r\n entry.debug?.dispose();\r\n entry.debug = this._createDebugTexture(entry.name, entry.texture);\r\n }\r\n });\r\n\r\n this._historyTextures.forEach((entry) => {\r\n for (let i = 0; i < entry.handles.length; i++) {\r\n entry.textures[i] = this._textures.get(entry.handles[i])!.texture;\r\n }\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _releaseTextures(releaseAll = true): void {\r\n this._textures.forEach((entry, handle) => {\r\n if (entry.lifespan) {\r\n entry.lifespan.firstTask = Number.MAX_VALUE;\r\n entry.lifespan.lastTask = 0;\r\n }\r\n\r\n entry.aliasHandle = undefined;\r\n\r\n if (releaseAll || entry.namespace !== FrameGraphTextureNamespace.External) {\r\n entry.debug?.dispose();\r\n entry.debug = undefined;\r\n }\r\n\r\n if (entry.namespace === FrameGraphTextureNamespace.External) {\r\n return;\r\n }\r\n\r\n entry.texture?.dispose();\r\n entry.texture = null;\r\n\r\n if (releaseAll || entry.namespace === FrameGraphTextureNamespace.Task) {\r\n this._textures.delete(handle);\r\n }\r\n });\r\n\r\n this._historyTextures.forEach((entry) => {\r\n for (let i = 0; i < entry.handles.length; i++) {\r\n entry.textures[i] = null;\r\n }\r\n });\r\n\r\n if (releaseAll) {\r\n this._textures.clear();\r\n this._historyTextures.clear();\r\n this._addSystemTextures();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateHistoryTextures(): void {\r\n this._historyTextures.forEach((entry) => {\r\n entry.index = entry.index ^ 1;\r\n const currentTexture = entry.textures[entry.index];\r\n if (currentTexture) {\r\n for (const { renderTargetWrapper, textureIndex } of entry.references) {\r\n renderTargetWrapper.setTexture(currentTexture, textureIndex, false);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _addSystemTextures() {\r\n const size = { width: this.engine.getRenderWidth(true), height: this.engine.getRenderHeight(true) };\r\n\r\n this._textures.set(backbufferColorTextureHandle, {\r\n name: \"backbuffer color\",\r\n texture: null,\r\n creationOptions: {\r\n size,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.engine.getCreationOptions().antialias ? 4 : 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE], // todo? get from engine\r\n formats: [Constants.TEXTUREFORMAT_RGBA], // todo? get from engine\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"backbuffer color\"],\r\n },\r\n sizeIsPercentage: false,\r\n },\r\n namespace: FrameGraphTextureNamespace.External,\r\n });\r\n\r\n this._textures.set(backbufferDepthStencilTextureHandle, {\r\n name: \"backbuffer depth/stencil\",\r\n texture: null,\r\n creationOptions: {\r\n size,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.engine.getCreationOptions().antialias ? 4 : 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE], // todo? get from engine\r\n formats: [Constants.TEXTUREFORMAT_DEPTH24], // todo? get from engine\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"backbuffer depth/stencil\"],\r\n },\r\n sizeIsPercentage: false,\r\n },\r\n namespace: FrameGraphTextureNamespace.External,\r\n });\r\n }\r\n\r\n private _createDebugTexture(name: string, texture: InternalTexture): Texture | undefined {\r\n if (!this._debugTextures) {\r\n return;\r\n }\r\n\r\n const textureDebug = new Texture(null, this._scene);\r\n\r\n textureDebug.name = name;\r\n textureDebug._texture = texture;\r\n textureDebug._texture.incrementReferences();\r\n\r\n return textureDebug;\r\n }\r\n\r\n private _freeEntry(handle: number): void {\r\n const entry = this._textures.get(handle);\r\n\r\n if (entry) {\r\n entry.debug?.dispose();\r\n this._textures.delete(handle);\r\n }\r\n }\r\n\r\n private _createHandleForTexture(\r\n name: string,\r\n texture: Nullable<InternalTexture>,\r\n creationOptions: FrameGraphTextureCreationOptions,\r\n namespace: FrameGraphTextureNamespace,\r\n handle?: FrameGraphTextureHandle,\r\n textureIndex?: number\r\n ): FrameGraphTextureHandle {\r\n handle = handle ?? FrameGraphTextureManager._Counter++;\r\n textureIndex = textureIndex || 0;\r\n\r\n const textureName = creationOptions.isHistoryTexture ? `${name} ping` : name;\r\n\r\n let label = creationOptions.options.labels?.[textureIndex] ?? \"\";\r\n if (label === textureName) {\r\n label = \"\";\r\n }\r\n\r\n const textureEntry: TextureEntry = {\r\n texture,\r\n name: `${textureName}${label ? \" \" + label : \"\"}`,\r\n creationOptions: {\r\n size: textureSizeIsObject(creationOptions.size) ? creationOptions.size : { width: creationOptions.size, height: creationOptions.size },\r\n options: creationOptions.options,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n },\r\n namespace,\r\n textureIndex,\r\n textureDescriptionHash: this._createTextureDescriptionHash(creationOptions),\r\n lifespan: {\r\n firstTask: Number.MAX_VALUE,\r\n lastTask: 0,\r\n },\r\n };\r\n\r\n this._textures.set(handle, textureEntry);\r\n\r\n if (namespace === FrameGraphTextureNamespace.External) {\r\n return handle;\r\n }\r\n\r\n if (creationOptions.isHistoryTexture) {\r\n const pongCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: { ...(textureEntry.creationOptions.size as { width: number; height: number }) },\r\n options: { ...textureEntry.creationOptions.options },\r\n sizeIsPercentage: textureEntry.creationOptions.sizeIsPercentage,\r\n isHistoryTexture: false,\r\n };\r\n\r\n const pongTexture = this._createHandleForTexture(`${name} pong`, null, pongCreationOptions, namespace);\r\n\r\n this._historyTextures.set(handle, { textures: [null, null], handles: [handle, pongTexture], index: 0, references: [] });\r\n\r\n return handle;\r\n }\r\n\r\n if (creationOptions.options.types && creationOptions.options.types.length > 1 && textureIndex === 0) {\r\n const textureCount = creationOptions.options.types.length;\r\n const creationOptionsForTexture: FrameGraphTextureCreationOptions = {\r\n size: textureSizeIsObject(creationOptions.size) ? creationOptions.size : { width: creationOptions.size, height: creationOptions.size },\r\n options: creationOptions.options,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n };\r\n\r\n for (let i = 1; i < textureCount; i++) {\r\n this._createHandleForTexture(textureName, null, creationOptionsForTexture, namespace, handle + i, i);\r\n }\r\n\r\n FrameGraphTextureManager._Counter += textureCount - 1;\r\n }\r\n\r\n return handle;\r\n }\r\n\r\n private _createTextureDescriptionHash(options: FrameGraphTextureCreationOptions): string {\r\n const hash: string[] = [];\r\n\r\n hash.push(textureSizeIsObject(options.size) ? `${options.size.width}_${options.size.height}` : `${options.size}`);\r\n hash.push(options.sizeIsPercentage ? \"%\" : \"A\");\r\n hash.push(options.options.createMipMaps ? \"M\" : \"N\");\r\n hash.push(options.options.samples ? `${options.options.samples}` : \"S1\");\r\n hash.push(options.options.types ? options.options.types.join(\"_\") : `${Constants.TEXTURETYPE_UNSIGNED_BYTE}`);\r\n hash.push(options.options.formats ? options.options.formats.join(\"_\") : `${Constants.TEXTUREFORMAT_RGBA}`);\r\n hash.push(options.options.useSRGBBuffers ? options.options.useSRGBBuffers.join(\"_\") : \"false\");\r\n hash.push(options.options.creationFlags ? options.options.creationFlags.join(\"_\") : \"0\");\r\n\r\n return hash.join(\"_\");\r\n }\r\n\r\n private _optimizeTextureAllocation(tasks: FrameGraphTask[]): void {\r\n this._computeTextureLifespan(tasks);\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Optimization of texture allocation ==================`);\r\n }\r\n\r\n const cache: Map<string, Array<[FrameGraphTextureHandle, Array<TextureLifespan>]>> = new Map();\r\n\r\n const iterator = this._textures.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n const textureEntry = this._textures.get(textureHandle)!;\r\n if (textureEntry.refHandle !== undefined || textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(textureHandle)) {\r\n continue;\r\n }\r\n\r\n const textureHash = textureEntry.textureDescriptionHash!;\r\n const textureLifespan = textureEntry.lifespan!;\r\n\r\n const cacheEntries = cache.get(textureHash);\r\n if (cacheEntries) {\r\n let cacheEntryFound = false;\r\n for (const cacheEntry of cacheEntries) {\r\n const [sourceHandle, lifespanArray] = cacheEntry;\r\n\r\n let overlapped = false;\r\n for (const lifespan of lifespanArray) {\r\n if (lifespan.firstTask <= textureLifespan.lastTask && lifespan.lastTask >= textureLifespan.firstTask) {\r\n overlapped = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!overlapped) {\r\n // No overlap between texture lifespan and all lifespans in the array, this texture can reuse the same entry cache\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`Texture ${textureHandle} (${textureEntry.name}) reuses cache entry ${sourceHandle}`);\r\n }\r\n\r\n lifespanArray.push(textureLifespan);\r\n textureEntry.aliasHandle = sourceHandle;\r\n cacheEntryFound = true;\r\n break;\r\n }\r\n }\r\n if (!cacheEntryFound) {\r\n cacheEntries.push([textureHandle, [textureLifespan]]);\r\n }\r\n } else {\r\n cache.set(textureHash, [[textureHandle, [textureLifespan]]]);\r\n }\r\n }\r\n }\r\n\r\n // Loop through all task/pass dependencies and compute the lifespan of each texture (that is, the first task/pass that uses it and the last task/pass that uses it)\r\n private _computeTextureLifespan(tasks: FrameGraphTask[]): void {\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Dump of texture dependencies for all tasks/passes ==================`);\r\n }\r\n\r\n for (let t = 0; t < tasks.length; ++t) {\r\n const task = tasks[t];\r\n\r\n if (task.passes.length > 0) {\r\n this._computeTextureLifespanForPasses(task, t, task.passes);\r\n }\r\n\r\n if (task.passesDisabled.length > 0) {\r\n this._computeTextureLifespanForPasses(task, t, task.passesDisabled);\r\n }\r\n\r\n if (task.dependencies) {\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`task#${t} (${task.name}), global dependencies`);\r\n }\r\n\r\n this._updateLifespan(t * 100 + 99, task.dependencies);\r\n }\r\n }\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Texture lifespans ==================`);\r\n const iterator = this._textures.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n const textureEntry = this._textures.get(textureHandle)!;\r\n if (textureEntry.refHandle !== undefined || textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(textureHandle)) {\r\n continue;\r\n }\r\n Logger.Log(`${textureHandle} (${textureEntry.name}): ${textureEntry.lifespan!.firstTask} - ${textureEntry.lifespan!.lastTask}`);\r\n }\r\n }\r\n }\r\n\r\n private _computeTextureLifespanForPasses(task: FrameGraphTask, taskIndex: number, passes: IFrameGraphPass[]): void {\r\n for (let p = 0; p < passes.length; ++p) {\r\n const dependencies = new Set<FrameGraphTextureHandle>();\r\n const pass = passes[p];\r\n\r\n if (!FrameGraphRenderPass.IsRenderPass(pass)) {\r\n continue;\r\n }\r\n\r\n pass.collectDependencies(dependencies);\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`task#${taskIndex} (${task.name}), pass#${p} (${pass.name})`);\r\n }\r\n\r\n this._updateLifespan(taskIndex * 100 + p, dependencies);\r\n }\r\n }\r\n\r\n private _updateLifespan(passOrderNum: number, dependencies: Set<FrameGraphTextureHandle>) {\r\n const iterator = dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n let textureEntry = this._textures.get(textureHandle);\r\n if (!textureEntry) {\r\n throw new Error(`FrameGraph._computeTextureLifespan: Texture handle \"${textureHandle}\" not found in the texture manager.`);\r\n }\r\n let handle = textureHandle;\r\n while (textureEntry.refHandle !== undefined) {\r\n handle = textureEntry.refHandle;\r\n textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n throw new Error(`FrameGraph._computeTextureLifespan: Texture handle \"${handle}\" not found in the texture manager (source handle=\"${textureHandle}\").`);\r\n }\r\n }\r\n if (textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(handle)) {\r\n continue;\r\n }\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(` ${handle} (${textureEntry.name})`);\r\n }\r\n\r\n textureEntry.lifespan!.firstTask = Math.min(textureEntry.lifespan!.firstTask, passOrderNum);\r\n textureEntry.lifespan!.lastTask = Math.max(textureEntry.lifespan!.lastTask, passOrderNum);\r\n }\r\n }\r\n\r\n /**\r\n * Clones a texture options\r\n * @param options The options to clone\r\n * @param textureIndex The index of the texture in the types, formats, etc array of FrameGraphTextureOptions. If not provided, all options are cloned.\r\n * @param preserveLabels True if the labels should be preserved (default: false)\r\n * @returns The cloned options\r\n */\r\n public static CloneTextureOptions(options: FrameGraphTextureOptions, textureIndex?: number, preserveLabels?: boolean): FrameGraphTextureOptions {\r\n return textureIndex !== undefined\r\n ? {\r\n createMipMaps: options.createMipMaps,\r\n samples: options.samples,\r\n types: options.types ? [options.types[textureIndex]] : undefined,\r\n formats: options.formats ? [options.formats[textureIndex]] : undefined,\r\n useSRGBBuffers: options.useSRGBBuffers ? [options.useSRGBBuffers[textureIndex]] : undefined,\r\n creationFlags: options.creationFlags ? [options.creationFlags[textureIndex]] : undefined,\r\n labels: options.labels ? [options.labels[textureIndex]] : undefined,\r\n }\r\n : {\r\n createMipMaps: options.createMipMaps,\r\n samples: options.samples,\r\n types: options.types ? [...options.types] : undefined,\r\n formats: options.formats ? [...options.formats] : undefined,\r\n useSRGBBuffers: options.useSRGBBuffers ? [...options.useSRGBBuffers] : undefined,\r\n creationFlags: options.creationFlags ? [...options.creationFlags] : undefined,\r\n labels: options.labels && preserveLabels ? [...options.labels] : undefined,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the texture block information.\r\n * @param type Type of the texture.\r\n * @param format Format of the texture.\r\n * @returns The texture block information. You can calculate the byte size of the texture by doing: Math.ceil(width / blockInfo.width) * Math.ceil(height / blockInfo.height) * blockInfo.length\r\n */\r\n private static _GetTextureBlockInformation(type: number, format: number): { width: number; height: number; length: number } {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_DEPTH16:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_DEPTH24:\r\n return { width: 1, height: 1, length: 3 };\r\n case Constants.TEXTUREFORMAT_DEPTH24_STENCIL8:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_DEPTH32_FLOAT:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8:\r\n return { width: 1, height: 1, length: 5 };\r\n case Constants.TEXTUREFORMAT_STENCIL8:\r\n return { width: 1, height: 1, length: 1 };\r\n\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n return { width: 4, height: 4, length: 8 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n return { width: 4, height: 4, length: 8 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n return { width: 4, height: 4, length: 16 };\r\n }\r\n\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE:\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_R:\r\n case Constants.TEXTUREFORMAT_R_INTEGER:\r\n case Constants.TEXTUREFORMAT_ALPHA:\r\n case Constants.TEXTUREFORMAT_LUMINANCE:\r\n case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n return { width: 1, height: 1, length: 1 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 3 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_SHORT:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 6 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 8 };\r\n default:\r\n return { width: 1, height: 1, length: 8 };\r\n }\r\n case Constants.TEXTURETYPE_INT:\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 8 };\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 12 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 16 };\r\n default:\r\n return { width: 1, height: 1, length: 16 };\r\n }\r\n case Constants.TEXTURETYPE_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n return { width: 1, height: 1, length: 8 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return { width: 1, height: 1, length: 12 };\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 16 };\r\n default:\r\n return { width: 1, height: 1, length: 16 };\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return { width: 1, height: 1, length: 6 };\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 8 };\r\n default:\r\n return { width: 1, height: 1, length: 8 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n }\r\n\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n}\r\n"]}
1
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type {\r\n Scene,\r\n AbstractEngine,\r\n TextureSize,\r\n Nullable,\r\n FrameGraphTextureCreationOptions,\r\n FrameGraphTextureHandle,\r\n InternalTextureCreationOptions,\r\n InternalTexture,\r\n FrameGraphTextureOptions,\r\n FrameGraphTextureDescription,\r\n RenderTargetWrapper,\r\n FrameGraphTask,\r\n IFrameGraphPass,\r\n} from \"core/index\";\r\nimport { getDimensionsFromTextureSize, textureSizeIsObject } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"./frameGraphTypes\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { FrameGraphRenderTarget } from \"./frameGraphRenderTarget\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetTypeForDepthTexture, IsDepthTexture, HasStencilAspect } from \"core/Materials/Textures/textureHelper.functions\";\r\n\r\ntype HistoryTexture = {\r\n textures: Array<Nullable<InternalTexture>>;\r\n handles: Array<FrameGraphTextureHandle>;\r\n index: number; // current index in textures array\r\n references: Array<{ renderTargetWrapper: RenderTargetWrapper; textureIndex: number }>; // render target wrappers that reference this history texture\r\n};\r\n\r\ntype TextureLifespan = {\r\n firstTask: number;\r\n lastTask: number;\r\n};\r\n\r\ntype TextureEntry = {\r\n texture: Nullable<InternalTexture>;\r\n name: string;\r\n creationOptions: FrameGraphTextureCreationOptions; // in TextureEntry, creationOptions.size is always an object\r\n namespace: FrameGraphTextureNamespace;\r\n textureIndex?: number; // Index of the texture in the types, formats, etc array of FrameGraphTextureOptions (default: 0)\r\n debug?: Texture;\r\n refHandle?: FrameGraphTextureHandle; // Handle of the texture this one is referencing - used for dangling handles\r\n textureDescriptionHash?: string; // a hash of the texture creation options\r\n lifespan?: TextureLifespan;\r\n aliasHandle?: FrameGraphTextureHandle; // Handle of the texture this one is aliasing - can be set after execution of texture allocation optimization\r\n};\r\n\r\nenum FrameGraphTextureNamespace {\r\n Task,\r\n Graph,\r\n External,\r\n}\r\n\r\n/**\r\n * Manages the textures used by a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraphTextureManager {\r\n private static _Counter = 2; // 0 and 1 are reserved for backbuffer textures\r\n\r\n /** @internal */\r\n public readonly _textures: Map<FrameGraphTextureHandle, TextureEntry> = new Map();\r\n\r\n /** @internal */\r\n public readonly _historyTextures: Map<FrameGraphTextureHandle, HistoryTexture> = new Map();\r\n\r\n /** @internal */\r\n public _isRecordingTask = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if debug logs should be shown when applying texture allocation optimization (default: false)\r\n */\r\n public showDebugLogsForTextureAllcationOptimization = false;\r\n\r\n /**\r\n * Constructs a new instance of the texture manager\r\n * @param engine The engine to use\r\n * @param _debugTextures If true, debug textures will be created so that they are visible in the inspector\r\n * @param _scene The scene the manager belongs to\r\n */\r\n constructor(\r\n public readonly engine: AbstractEngine,\r\n private readonly _debugTextures = false,\r\n private readonly _scene: Scene\r\n ) {\r\n this._addSystemTextures();\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer handle (color or depth/stencil)\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer handle\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferColorTextureHandle || handle === backbufferDepthStencilTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferColorTextureHandle || textureEntry.refHandle === backbufferDepthStencilTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer color handle\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer color handle\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferColorTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferColorTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer depth/stencil handle\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer depth/stencil handle\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferDepthStencilTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferDepthStencilTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a history texture (or points to a history texture, for a dangling handle)\r\n * @param handle The handle to check\r\n * @returns True if the handle is a history texture, otherwise false\r\n */\r\n public isHistoryTexture(handle: FrameGraphTextureHandle): boolean {\r\n const entry = this._textures.get(handle);\r\n if (!entry) {\r\n return false;\r\n }\r\n\r\n handle = entry.refHandle ?? handle;\r\n\r\n return this._historyTextures.has(handle);\r\n }\r\n\r\n /**\r\n * Gets the creation options of a texture\r\n * @param handle Handle of the texture\r\n * @returns The creation options of the texture\r\n */\r\n public getTextureCreationOptions(handle: FrameGraphTextureHandle): FrameGraphTextureCreationOptions {\r\n const entry = this._textures.get(handle)!;\r\n const creationOptions = entry.creationOptions;\r\n\r\n return {\r\n size: textureSizeIsObject(creationOptions.size) ? { ...creationOptions.size } : creationOptions.size,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n options: FrameGraphTextureManager.CloneTextureOptions(creationOptions.options, entry.textureIndex),\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the description of a texture\r\n * @param handle Handle of the texture\r\n * @returns The description of the texture\r\n */\r\n public getTextureDescription(handle: FrameGraphTextureHandle): FrameGraphTextureDescription {\r\n const creationOptions = this.getTextureCreationOptions(handle);\r\n\r\n const size = !creationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(creationOptions.size)\r\n ? creationOptions.size\r\n : { width: creationOptions.size, height: creationOptions.size }\r\n : this.getAbsoluteDimensions(creationOptions.size);\r\n\r\n return {\r\n size,\r\n options: creationOptions.options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets a texture handle or creates a new texture if the handle is not provided.\r\n * If handle is not provided, newTextureName and creationOptions must be provided.\r\n * @param handle If provided, will simply return the handle\r\n * @param newTextureName Name of the new texture to create\r\n * @param creationOptions Options to use when creating the new texture\r\n * @returns The handle to the texture.\r\n */\r\n public getTextureHandleOrCreateTexture(handle?: FrameGraphTextureHandle, newTextureName?: string, creationOptions?: FrameGraphTextureCreationOptions): FrameGraphTextureHandle {\r\n if (handle === undefined) {\r\n if (newTextureName === undefined || creationOptions === undefined) {\r\n throw new Error(\"getTextureHandleOrCreateTexture: Either handle or newTextureName and creationOptions must be provided.\");\r\n }\r\n return this.createRenderTargetTexture(newTextureName, creationOptions);\r\n }\r\n return handle;\r\n }\r\n\r\n /**\r\n * Gets a texture from a handle.\r\n * Note that if the texture is a history texture, the read texture for the current frame will be returned.\r\n * @param handle The handle of the texture\r\n * @returns The texture or null if not found\r\n */\r\n public getTextureFromHandle(handle: FrameGraphTextureHandle): Nullable<InternalTexture> {\r\n const historyEntry = this._historyTextures.get(handle);\r\n if (historyEntry) {\r\n return historyEntry.textures[historyEntry.index ^ 1]; // gets the read texture\r\n }\r\n return this._textures.get(handle)!.texture;\r\n }\r\n\r\n /**\r\n * Imports a texture into the texture manager\r\n * @param name Name of the texture\r\n * @param texture Texture to import\r\n * @param handle Existing handle to use for the texture. If not provided (default), a new handle will be created.\r\n * @returns The handle to the texture\r\n */\r\n public importTexture(name: string, texture: InternalTexture, handle?: FrameGraphTextureHandle): FrameGraphTextureHandle {\r\n if (handle !== undefined) {\r\n this._freeEntry(handle);\r\n }\r\n\r\n const creationOptions: FrameGraphTextureCreationOptions = {\r\n size: { width: texture.width, height: texture.height },\r\n sizeIsPercentage: false,\r\n isHistoryTexture: false,\r\n options: {\r\n createMipMaps: texture.generateMipMaps,\r\n samples: texture.samples,\r\n types: [texture.type],\r\n formats: [texture.format],\r\n useSRGBBuffers: [texture._useSRGBBuffer],\r\n creationFlags: [texture._creationFlags],\r\n labels: texture.label ? [texture.label] : [\"imported\"],\r\n },\r\n };\r\n\r\n return this._createHandleForTexture(name, texture, creationOptions, FrameGraphTextureNamespace.External, handle);\r\n }\r\n\r\n /**\r\n * Creates a new render target texture\r\n * If multiple textures are described in FrameGraphTextureCreationOptions, the handle of the first texture is returned, handle+1 is the handle of the second texture, etc.\r\n * @param name Name of the texture\r\n * @param creationOptions Options to use when creating the texture\r\n * @param handle Existing handle to use for the texture. If not provided (default), a new handle will be created.\r\n * @returns The handle to the texture\r\n */\r\n public createRenderTargetTexture(name: string, creationOptions: FrameGraphTextureCreationOptions, handle?: FrameGraphTextureHandle): FrameGraphTextureHandle {\r\n return this._createHandleForTexture(\r\n name,\r\n null,\r\n {\r\n size: textureSizeIsObject(creationOptions.size) ? { ...creationOptions.size } : creationOptions.size,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n options: FrameGraphTextureManager.CloneTextureOptions(creationOptions.options, undefined, true),\r\n },\r\n this._isRecordingTask ? FrameGraphTextureNamespace.Task : FrameGraphTextureNamespace.Graph,\r\n handle\r\n );\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @param depthReadOnly If true, the depth buffer will be read-only\r\n * @param stencilReadOnly If true, the stencil buffer will be read-only\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle,\r\n depthReadOnly?: boolean,\r\n stencilReadOnly?: boolean\r\n ): FrameGraphRenderTarget {\r\n const renderTarget = new FrameGraphRenderTarget(name, this, renderTargets, renderTargetDepth);\r\n\r\n const rtw = renderTarget.renderTargetWrapper;\r\n\r\n if (rtw !== undefined) {\r\n rtw.depthReadOnly = !!depthReadOnly;\r\n rtw.stencilReadOnly = !!stencilReadOnly;\r\n\r\n if (renderTargets) {\r\n const handles = Array.isArray(renderTargets) ? renderTargets : [renderTargets];\r\n\r\n for (let i = 0; i < handles.length; i++) {\r\n let handle = handles[i];\r\n handle = this._textures.get(handle)?.refHandle ?? handle;\r\n\r\n const historyEntry = this._historyTextures.get(handle);\r\n if (historyEntry) {\r\n historyEntry.references.push({ renderTargetWrapper: rtw, textureIndex: i });\r\n\r\n rtw.setTexture(historyEntry.textures[historyEntry.index]!, i, false);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return renderTarget;\r\n }\r\n\r\n /**\r\n * Creates a handle which is not associated with any texture.\r\n * Call resolveDanglingHandle to associate the handle with a valid texture handle.\r\n * @returns The dangling handle\r\n */\r\n public createDanglingHandle() {\r\n return FrameGraphTextureManager._Counter++;\r\n }\r\n\r\n /**\r\n * Associates a texture with a dangling handle\r\n * @param danglingHandle The dangling handle\r\n * @param handle The handle to associate with the dangling handle (if not provided, a new texture handle will be created, using the newTextureName and creationOptions parameters)\r\n * @param newTextureName The name of the new texture to create (if handle is not provided)\r\n * @param creationOptions The options to use when creating the new texture (if handle is not provided)\r\n */\r\n public resolveDanglingHandle(\r\n danglingHandle: FrameGraphTextureHandle,\r\n handle?: FrameGraphTextureHandle,\r\n newTextureName?: string,\r\n creationOptions?: FrameGraphTextureCreationOptions\r\n ) {\r\n if (handle === undefined) {\r\n if (newTextureName === undefined || creationOptions === undefined) {\r\n throw new Error(\"resolveDanglingHandle: Either handle or newTextureName and creationOptions must be provided.\");\r\n }\r\n this.createRenderTargetTexture(newTextureName, creationOptions, danglingHandle);\r\n return;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n\r\n if (textureEntry === undefined) {\r\n throw new Error(`resolveDanglingHandle: Handle ${handle} does not exist!`);\r\n }\r\n\r\n this._textures.set(danglingHandle, {\r\n texture: textureEntry.texture,\r\n refHandle: handle,\r\n name: textureEntry.name,\r\n creationOptions: {\r\n size: { ...(textureEntry.creationOptions.size as { width: number; height: number; depth?: number; layers?: number }) },\r\n options: FrameGraphTextureManager.CloneTextureOptions(textureEntry.creationOptions.options),\r\n sizeIsPercentage: textureEntry.creationOptions.sizeIsPercentage,\r\n isHistoryTexture: false,\r\n },\r\n namespace: textureEntry.namespace,\r\n textureIndex: textureEntry.textureIndex,\r\n });\r\n }\r\n\r\n /**\r\n * Gets the absolute dimensions of a texture.\r\n * @param size The size of the texture. Width and height must be expressed as a percentage of the screen size (100=100%)!\r\n * @param screenWidth The width of the screen (default: the width of the rendering canvas)\r\n * @param screenHeight The height of the screen (default: the height of the rendering canvas)\r\n * @returns The absolute dimensions of the texture\r\n */\r\n public getAbsoluteDimensions(\r\n size: TextureSize,\r\n screenWidth = this.engine.getRenderWidth(true),\r\n screenHeight = this.engine.getRenderHeight(true)\r\n ): { width: number; height: number } {\r\n const { width, height } = getDimensionsFromTextureSize(size);\r\n\r\n return {\r\n width: Math.floor((width * screenWidth) / 100),\r\n height: Math.floor((height * screenHeight) / 100),\r\n };\r\n }\r\n\r\n /**\r\n * Calculates the total byte size of all textures used by the frame graph texture manager (including external textures)\r\n * @param optimizedSize True if the calculation should not factor in aliased textures\r\n * @param outputWidth The output width of the frame graph. Will be used to calculate the size of percentage-based textures\r\n * @param outputHeight The output height of the frame graph. Will be used to calculate the size of percentage-based textures\r\n * @returns The total size of all textures\r\n */\r\n public computeTotalTextureSize(optimizedSize: boolean, outputWidth: number, outputHeight: number) {\r\n let totalSize = 0;\r\n\r\n this._textures.forEach((entry, handle) => {\r\n if (handle === backbufferColorTextureHandle || handle === backbufferDepthStencilTextureHandle || entry.refHandle !== undefined) {\r\n return;\r\n }\r\n if (optimizedSize && entry.aliasHandle !== undefined) {\r\n return;\r\n }\r\n\r\n const options = entry.creationOptions;\r\n const textureIndex = entry.textureIndex || 0;\r\n const dimensions = options.sizeIsPercentage ? this.getAbsoluteDimensions(options.size, outputWidth, outputHeight) : getDimensionsFromTextureSize(options.size);\r\n\r\n const blockInfo = FrameGraphTextureManager._GetTextureBlockInformation(\r\n options.options.types?.[textureIndex] ?? Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n options.options.formats![textureIndex]\r\n );\r\n\r\n const textureByteSize = Math.ceil(dimensions.width / blockInfo.width) * Math.ceil(dimensions.height / blockInfo.height) * blockInfo.length;\r\n\r\n let byteSize = textureByteSize;\r\n\r\n if (options.options.createMipMaps) {\r\n byteSize = Math.floor((byteSize * 4) / 3);\r\n }\r\n\r\n if ((options.options.samples || 1) > 1) {\r\n // We need an additional texture in the case of MSAA\r\n byteSize += textureByteSize;\r\n }\r\n\r\n totalSize += byteSize;\r\n });\r\n\r\n return totalSize;\r\n }\r\n\r\n /** @internal */\r\n public _dispose(): void {\r\n this._releaseTextures();\r\n }\r\n\r\n /** @internal */\r\n public _allocateTextures(tasks?: FrameGraphTask[]): void {\r\n if (tasks) {\r\n this._optimizeTextureAllocation(tasks);\r\n }\r\n\r\n this._textures.forEach((entry) => {\r\n if (!entry.texture) {\r\n if (entry.refHandle !== undefined) {\r\n // entry is a dangling handle which has been resolved to point to refHandle\r\n // We simply update the texture to point to the refHandle texture\r\n const refEntry = this._textures.get(entry.refHandle)!;\r\n\r\n entry.texture = refEntry.texture;\r\n entry.texture?.incrementReferences();\r\n\r\n if (refEntry.refHandle === backbufferColorTextureHandle) {\r\n entry.refHandle = backbufferColorTextureHandle;\r\n }\r\n if (refEntry.refHandle === backbufferDepthStencilTextureHandle) {\r\n entry.refHandle = backbufferDepthStencilTextureHandle;\r\n }\r\n } else if (entry.namespace !== FrameGraphTextureNamespace.External) {\r\n if (entry.aliasHandle !== undefined) {\r\n const aliasEntry = this._textures.get(entry.aliasHandle)!;\r\n\r\n entry.texture = aliasEntry.texture!;\r\n entry.texture.incrementReferences();\r\n } else {\r\n const creationOptions = entry.creationOptions;\r\n const size = creationOptions.sizeIsPercentage ? this.getAbsoluteDimensions(creationOptions.size) : creationOptions.size;\r\n const textureIndex = entry.textureIndex || 0;\r\n\r\n const internalTextureCreationOptions: InternalTextureCreationOptions = {\r\n createMipMaps: creationOptions.options.createMipMaps,\r\n samples: creationOptions.options.samples,\r\n type: creationOptions.options.types?.[textureIndex],\r\n format: creationOptions.options.formats?.[textureIndex],\r\n useSRGBBuffer: creationOptions.options.useSRGBBuffers?.[textureIndex],\r\n creationFlags: creationOptions.options.creationFlags?.[textureIndex],\r\n label: creationOptions.options.labels?.[textureIndex] ?? `${entry.name}${textureIndex > 0 ? \"#\" + textureIndex : \"\"}`,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n createMSAATexture: creationOptions.options.samples! > 1,\r\n };\r\n\r\n const isDepthTexture = IsDepthTexture(internalTextureCreationOptions.format!);\r\n const hasStencil = HasStencilAspect(internalTextureCreationOptions.format!);\r\n const source =\r\n isDepthTexture && hasStencil\r\n ? InternalTextureSource.DepthStencil\r\n : isDepthTexture || hasStencil\r\n ? InternalTextureSource.Depth\r\n : InternalTextureSource.RenderTarget;\r\n\r\n const internalTexture = this.engine._createInternalTexture(size, internalTextureCreationOptions, false, source);\r\n\r\n if (isDepthTexture) {\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n }\r\n\r\n entry.texture = internalTexture;\r\n }\r\n }\r\n }\r\n\r\n if (entry.texture && entry.refHandle === undefined) {\r\n entry.debug?.dispose();\r\n entry.debug = this._createDebugTexture(entry.name, entry.texture);\r\n }\r\n });\r\n\r\n this._historyTextures.forEach((entry) => {\r\n for (let i = 0; i < entry.handles.length; i++) {\r\n entry.textures[i] = this._textures.get(entry.handles[i])!.texture;\r\n }\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _releaseTextures(releaseAll = true): void {\r\n this._textures.forEach((entry, handle) => {\r\n if (entry.lifespan) {\r\n entry.lifespan.firstTask = Number.MAX_VALUE;\r\n entry.lifespan.lastTask = 0;\r\n }\r\n\r\n entry.aliasHandle = undefined;\r\n\r\n if (releaseAll || entry.namespace !== FrameGraphTextureNamespace.External) {\r\n entry.debug?.dispose();\r\n entry.debug = undefined;\r\n }\r\n\r\n if (entry.namespace === FrameGraphTextureNamespace.External) {\r\n return;\r\n }\r\n\r\n // We dispose of \"Graph\" and \"Task\" textures:\r\n // - \"Graph\" textures will be recreated by _allocateTextures because the entry still exists in this._textures, but entry.texture is null\r\n // - \"Task\" textures will be re-added to this._textures when the task is recorded (by a call to FrameGraph.build): that's why we delete the entry from this._textures below\r\n entry.texture?.dispose();\r\n entry.texture = null;\r\n\r\n if (releaseAll || entry.namespace === FrameGraphTextureNamespace.Task) {\r\n this._textures.delete(handle);\r\n }\r\n });\r\n\r\n this._historyTextures.forEach((entry) => {\r\n for (let i = 0; i < entry.handles.length; i++) {\r\n entry.textures[i] = null;\r\n }\r\n });\r\n\r\n if (releaseAll) {\r\n this._textures.clear();\r\n this._historyTextures.clear();\r\n this._addSystemTextures();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateHistoryTextures(): void {\r\n this._historyTextures.forEach((entry) => {\r\n entry.index = entry.index ^ 1;\r\n const currentTexture = entry.textures[entry.index];\r\n if (currentTexture) {\r\n for (const { renderTargetWrapper, textureIndex } of entry.references) {\r\n renderTargetWrapper.setTexture(currentTexture, textureIndex, false);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _addSystemTextures() {\r\n const size = { width: this.engine.getRenderWidth(true), height: this.engine.getRenderHeight(true) };\r\n\r\n this._textures.set(backbufferColorTextureHandle, {\r\n name: \"backbuffer color\",\r\n texture: null,\r\n creationOptions: {\r\n size,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.engine.getCreationOptions().antialias ? 4 : 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE], // todo? get from engine\r\n formats: [Constants.TEXTUREFORMAT_RGBA], // todo? get from engine\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"backbuffer color\"],\r\n },\r\n sizeIsPercentage: false,\r\n },\r\n namespace: FrameGraphTextureNamespace.External,\r\n });\r\n\r\n this._textures.set(backbufferDepthStencilTextureHandle, {\r\n name: \"backbuffer depth/stencil\",\r\n texture: null,\r\n creationOptions: {\r\n size,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.engine.getCreationOptions().antialias ? 4 : 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE], // todo? get from engine\r\n formats: [Constants.TEXTUREFORMAT_DEPTH24], // todo? get from engine\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"backbuffer depth/stencil\"],\r\n },\r\n sizeIsPercentage: false,\r\n },\r\n namespace: FrameGraphTextureNamespace.External,\r\n });\r\n }\r\n\r\n private _createDebugTexture(name: string, texture: InternalTexture): Texture | undefined {\r\n if (!this._debugTextures) {\r\n return;\r\n }\r\n\r\n const textureDebug = new Texture(null, this._scene);\r\n\r\n textureDebug.name = name;\r\n textureDebug._texture = texture;\r\n textureDebug._texture.incrementReferences();\r\n\r\n return textureDebug;\r\n }\r\n\r\n private _freeEntry(handle: number): void {\r\n const entry = this._textures.get(handle);\r\n\r\n if (entry) {\r\n entry.debug?.dispose();\r\n this._textures.delete(handle);\r\n }\r\n }\r\n\r\n private _createHandleForTexture(\r\n name: string,\r\n texture: Nullable<InternalTexture>,\r\n creationOptions: FrameGraphTextureCreationOptions,\r\n namespace: FrameGraphTextureNamespace,\r\n handle?: FrameGraphTextureHandle,\r\n textureIndex?: number\r\n ): FrameGraphTextureHandle {\r\n handle = handle ?? FrameGraphTextureManager._Counter++;\r\n textureIndex = textureIndex || 0;\r\n\r\n const textureName = creationOptions.isHistoryTexture ? `${name} ping` : name;\r\n\r\n let label = creationOptions.options.labels?.[textureIndex] ?? \"\";\r\n if (label === textureName) {\r\n label = \"\";\r\n }\r\n\r\n const textureEntry: TextureEntry = {\r\n texture,\r\n name: `${textureName}${label ? \" \" + label : \"\"}`,\r\n creationOptions: {\r\n size: textureSizeIsObject(creationOptions.size) ? creationOptions.size : { width: creationOptions.size, height: creationOptions.size },\r\n options: creationOptions.options,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n },\r\n namespace,\r\n textureIndex,\r\n textureDescriptionHash: this._createTextureDescriptionHash(creationOptions),\r\n lifespan: {\r\n firstTask: Number.MAX_VALUE,\r\n lastTask: 0,\r\n },\r\n };\r\n\r\n this._textures.set(handle, textureEntry);\r\n\r\n if (namespace === FrameGraphTextureNamespace.External) {\r\n return handle;\r\n }\r\n\r\n if (creationOptions.isHistoryTexture) {\r\n const pongCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: { ...(textureEntry.creationOptions.size as { width: number; height: number }) },\r\n options: { ...textureEntry.creationOptions.options },\r\n sizeIsPercentage: textureEntry.creationOptions.sizeIsPercentage,\r\n isHistoryTexture: false,\r\n };\r\n\r\n const pongTexture = this._createHandleForTexture(`${name} pong`, null, pongCreationOptions, namespace);\r\n\r\n this._historyTextures.set(handle, { textures: [null, null], handles: [handle, pongTexture], index: 0, references: [] });\r\n\r\n return handle;\r\n }\r\n\r\n if (creationOptions.options.types && creationOptions.options.types.length > 1 && textureIndex === 0) {\r\n const textureCount = creationOptions.options.types.length;\r\n const creationOptionsForTexture: FrameGraphTextureCreationOptions = {\r\n size: textureSizeIsObject(creationOptions.size) ? creationOptions.size : { width: creationOptions.size, height: creationOptions.size },\r\n options: creationOptions.options,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n };\r\n\r\n for (let i = 1; i < textureCount; i++) {\r\n this._createHandleForTexture(textureName, null, creationOptionsForTexture, namespace, handle + i, i);\r\n }\r\n\r\n FrameGraphTextureManager._Counter += textureCount - 1;\r\n }\r\n\r\n return handle;\r\n }\r\n\r\n private _createTextureDescriptionHash(options: FrameGraphTextureCreationOptions): string {\r\n const hash: string[] = [];\r\n\r\n hash.push(textureSizeIsObject(options.size) ? `${options.size.width}_${options.size.height}` : `${options.size}`);\r\n hash.push(options.sizeIsPercentage ? \"%\" : \"A\");\r\n hash.push(options.options.createMipMaps ? \"M\" : \"N\");\r\n hash.push(options.options.samples ? `${options.options.samples}` : \"S1\");\r\n hash.push(options.options.types ? options.options.types.join(\"_\") : `${Constants.TEXTURETYPE_UNSIGNED_BYTE}`);\r\n hash.push(options.options.formats ? options.options.formats.join(\"_\") : `${Constants.TEXTUREFORMAT_RGBA}`);\r\n hash.push(options.options.useSRGBBuffers ? options.options.useSRGBBuffers.join(\"_\") : \"false\");\r\n hash.push(options.options.creationFlags ? options.options.creationFlags.join(\"_\") : \"0\");\r\n\r\n return hash.join(\"_\");\r\n }\r\n\r\n private _optimizeTextureAllocation(tasks: FrameGraphTask[]): void {\r\n this._computeTextureLifespan(tasks);\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Optimization of texture allocation ==================`);\r\n }\r\n\r\n const cache: Map<string, Array<[FrameGraphTextureHandle, Array<TextureLifespan>]>> = new Map();\r\n\r\n const iterator = this._textures.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n const textureEntry = this._textures.get(textureHandle)!;\r\n if (textureEntry.refHandle !== undefined || textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(textureHandle)) {\r\n continue;\r\n }\r\n\r\n const textureHash = textureEntry.textureDescriptionHash!;\r\n const textureLifespan = textureEntry.lifespan!;\r\n\r\n const cacheEntries = cache.get(textureHash);\r\n if (cacheEntries) {\r\n let cacheEntryFound = false;\r\n for (const cacheEntry of cacheEntries) {\r\n const [sourceHandle, lifespanArray] = cacheEntry;\r\n\r\n let overlapped = false;\r\n for (const lifespan of lifespanArray) {\r\n if (lifespan.firstTask <= textureLifespan.lastTask && lifespan.lastTask >= textureLifespan.firstTask) {\r\n overlapped = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!overlapped) {\r\n // No overlap between texture lifespan and all lifespans in the array, this texture can reuse the same entry cache\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`Texture ${textureHandle} (${textureEntry.name}) reuses cache entry ${sourceHandle}`);\r\n }\r\n\r\n lifespanArray.push(textureLifespan);\r\n textureEntry.aliasHandle = sourceHandle;\r\n cacheEntryFound = true;\r\n break;\r\n }\r\n }\r\n if (!cacheEntryFound) {\r\n cacheEntries.push([textureHandle, [textureLifespan]]);\r\n }\r\n } else {\r\n cache.set(textureHash, [[textureHandle, [textureLifespan]]]);\r\n }\r\n }\r\n }\r\n\r\n // Loop through all task/pass dependencies and compute the lifespan of each texture (that is, the first task/pass that uses it and the last task/pass that uses it)\r\n private _computeTextureLifespan(tasks: FrameGraphTask[]): void {\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Dump of texture dependencies for all tasks/passes ==================`);\r\n }\r\n\r\n for (let t = 0; t < tasks.length; ++t) {\r\n const task = tasks[t];\r\n\r\n if (task.passes.length > 0) {\r\n this._computeTextureLifespanForPasses(task, t, task.passes);\r\n }\r\n\r\n if (task.passesDisabled.length > 0) {\r\n this._computeTextureLifespanForPasses(task, t, task.passesDisabled);\r\n }\r\n\r\n if (task.dependencies) {\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`task#${t} (${task.name}), global dependencies`);\r\n }\r\n\r\n this._updateLifespan(t * 100 + 99, task.dependencies);\r\n }\r\n }\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Texture lifespans ==================`);\r\n const iterator = this._textures.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n const textureEntry = this._textures.get(textureHandle)!;\r\n if (textureEntry.refHandle !== undefined || textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(textureHandle)) {\r\n continue;\r\n }\r\n Logger.Log(`${textureHandle} (${textureEntry.name}): ${textureEntry.lifespan!.firstTask} - ${textureEntry.lifespan!.lastTask}`);\r\n }\r\n }\r\n }\r\n\r\n private _computeTextureLifespanForPasses(task: FrameGraphTask, taskIndex: number, passes: IFrameGraphPass[]): void {\r\n for (let p = 0; p < passes.length; ++p) {\r\n const dependencies = new Set<FrameGraphTextureHandle>();\r\n const pass = passes[p];\r\n\r\n if (!FrameGraphRenderPass.IsRenderPass(pass)) {\r\n continue;\r\n }\r\n\r\n pass.collectDependencies(dependencies);\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`task#${taskIndex} (${task.name}), pass#${p} (${pass.name})`);\r\n }\r\n\r\n this._updateLifespan(taskIndex * 100 + p, dependencies);\r\n }\r\n }\r\n\r\n private _updateLifespan(passOrderNum: number, dependencies: Set<FrameGraphTextureHandle>) {\r\n const iterator = dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n let textureEntry = this._textures.get(textureHandle);\r\n if (!textureEntry) {\r\n throw new Error(`FrameGraph._computeTextureLifespan: Texture handle \"${textureHandle}\" not found in the texture manager.`);\r\n }\r\n let handle = textureHandle;\r\n while (textureEntry.refHandle !== undefined) {\r\n handle = textureEntry.refHandle;\r\n textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n throw new Error(`FrameGraph._computeTextureLifespan: Texture handle \"${handle}\" not found in the texture manager (source handle=\"${textureHandle}\").`);\r\n }\r\n }\r\n if (textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(handle)) {\r\n continue;\r\n }\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(` ${handle} (${textureEntry.name})`);\r\n }\r\n\r\n textureEntry.lifespan!.firstTask = Math.min(textureEntry.lifespan!.firstTask, passOrderNum);\r\n textureEntry.lifespan!.lastTask = Math.max(textureEntry.lifespan!.lastTask, passOrderNum);\r\n }\r\n }\r\n\r\n /**\r\n * Clones a texture options\r\n * @param options The options to clone\r\n * @param textureIndex The index of the texture in the types, formats, etc array of FrameGraphTextureOptions. If not provided, all options are cloned.\r\n * @param preserveLabels True if the labels should be preserved (default: false)\r\n * @returns The cloned options\r\n */\r\n public static CloneTextureOptions(options: FrameGraphTextureOptions, textureIndex?: number, preserveLabels?: boolean): FrameGraphTextureOptions {\r\n return textureIndex !== undefined\r\n ? {\r\n createMipMaps: options.createMipMaps,\r\n samples: options.samples,\r\n types: options.types ? [options.types[textureIndex]] : undefined,\r\n formats: options.formats ? [options.formats[textureIndex]] : undefined,\r\n useSRGBBuffers: options.useSRGBBuffers ? [options.useSRGBBuffers[textureIndex]] : undefined,\r\n creationFlags: options.creationFlags ? [options.creationFlags[textureIndex]] : undefined,\r\n labels: options.labels ? [options.labels[textureIndex]] : undefined,\r\n }\r\n : {\r\n createMipMaps: options.createMipMaps,\r\n samples: options.samples,\r\n types: options.types ? [...options.types] : undefined,\r\n formats: options.formats ? [...options.formats] : undefined,\r\n useSRGBBuffers: options.useSRGBBuffers ? [...options.useSRGBBuffers] : undefined,\r\n creationFlags: options.creationFlags ? [...options.creationFlags] : undefined,\r\n labels: options.labels && preserveLabels ? [...options.labels] : undefined,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the texture block information.\r\n * @param type Type of the texture.\r\n * @param format Format of the texture.\r\n * @returns The texture block information. You can calculate the byte size of the texture by doing: Math.ceil(width / blockInfo.width) * Math.ceil(height / blockInfo.height) * blockInfo.length\r\n */\r\n private static _GetTextureBlockInformation(type: number, format: number): { width: number; height: number; length: number } {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_DEPTH16:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_DEPTH24:\r\n return { width: 1, height: 1, length: 3 };\r\n case Constants.TEXTUREFORMAT_DEPTH24_STENCIL8:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_DEPTH32_FLOAT:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8:\r\n return { width: 1, height: 1, length: 5 };\r\n case Constants.TEXTUREFORMAT_STENCIL8:\r\n return { width: 1, height: 1, length: 1 };\r\n\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n return { width: 4, height: 4, length: 8 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n return { width: 4, height: 4, length: 8 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n return { width: 4, height: 4, length: 16 };\r\n }\r\n\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE:\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_R:\r\n case Constants.TEXTUREFORMAT_R_INTEGER:\r\n case Constants.TEXTUREFORMAT_ALPHA:\r\n case Constants.TEXTUREFORMAT_LUMINANCE:\r\n case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n return { width: 1, height: 1, length: 1 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 3 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_SHORT:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 6 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 8 };\r\n default:\r\n return { width: 1, height: 1, length: 8 };\r\n }\r\n case Constants.TEXTURETYPE_INT:\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 8 };\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 12 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 16 };\r\n default:\r\n return { width: 1, height: 1, length: 16 };\r\n }\r\n case Constants.TEXTURETYPE_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n return { width: 1, height: 1, length: 8 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return { width: 1, height: 1, length: 12 };\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 16 };\r\n default:\r\n return { width: 1, height: 1, length: 16 };\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return { width: 1, height: 1, length: 6 };\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 8 };\r\n default:\r\n return { width: 1, height: 1, length: 8 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n }\r\n\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n}\r\n"]}
@@ -7,7 +7,7 @@ import { StandardMaterial } from "../Materials/standardMaterial.js";
7
7
  import { CreateBox } from "../Meshes/Builders/boxBuilder.js";
8
8
  import { CreateCylinder } from "../Meshes/Builders/cylinderBuilder.js";
9
9
  import { Matrix } from "../Maths/math.js";
10
- import { CreateLines } from "../Meshes/Builders/linesBuilder.js";
10
+ import { CreateLineSystem } from "../Meshes/Builders/linesBuilder.js";
11
11
  import { PointerEventTypes } from "../Events/pointerEvents.js";
12
12
  import { Observable } from "../Misc/observable.js";
13
13
  /**
@@ -179,22 +179,20 @@ export class CameraGizmo extends Gizmo {
179
179
  const root = new Mesh("rootCameraGizmo", scene);
180
180
  const mesh = new Mesh(root.name, scene);
181
181
  mesh.parent = root;
182
+ const lines = [];
183
+ const colors = [];
182
184
  for (let y = 0; y < 4; y += 2) {
183
185
  for (let x = 0; x < 4; x += 2) {
184
- let line = CreateLines("lines", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)], colors: [linesColor, linesColor] }, scene);
185
- line.parent = mesh;
186
- line.alwaysSelectAsActiveMesh = true;
187
- line.isPickable = false;
188
- line = CreateLines("lines", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)], colors: [linesColor, linesColor] }, scene);
189
- line.parent = mesh;
190
- line.alwaysSelectAsActiveMesh = true;
191
- line.isPickable = false;
192
- line = CreateLines("lines", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)], colors: [linesColor, linesColor] }, scene);
193
- line.parent = mesh;
194
- line.alwaysSelectAsActiveMesh = true;
195
- line.isPickable = false;
186
+ lines.push([new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)]);
187
+ lines.push([new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)]);
188
+ lines.push([new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)]);
189
+ colors.push([linesColor, linesColor], [linesColor, linesColor], [linesColor, linesColor]);
196
190
  }
197
191
  }
192
+ const line = CreateLineSystem("lines", { lines, colors }, scene);
193
+ line.parent = mesh;
194
+ line.alwaysSelectAsActiveMesh = true;
195
+ line.isPickable = false;
198
196
  return root;
199
197
  }
200
198
  }