@onerjs/core 8.30.7 → 8.30.9

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Files changed (139) hide show
  1. package/AudioV2/abstractAudio/audioEngineV2.d.ts +0 -4
  2. package/AudioV2/abstractAudio/audioEngineV2.js +0 -4
  3. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  4. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js +1 -1
  5. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
  6. package/AudioV2/audioParameter.d.ts +5 -1
  7. package/AudioV2/audioParameter.js +4 -0
  8. package/AudioV2/audioParameter.js.map +1 -1
  9. package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +0 -18
  10. package/AudioV2/webAudio/components/webAudioParameterComponent.js +7 -67
  11. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  12. package/Cameras/camera.js +1 -0
  13. package/Cameras/camera.js.map +1 -1
  14. package/Cameras/targetCamera.js +0 -4
  15. package/Cameras/targetCamera.js.map +1 -1
  16. package/Culling/ray.core.js +1 -1
  17. package/Culling/ray.core.js.map +1 -1
  18. package/Decorators/nodeDecorator.d.ts +9 -7
  19. package/Decorators/nodeDecorator.js +9 -7
  20. package/Decorators/nodeDecorator.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureManager.js +2 -2
  22. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  23. package/Engines/abstractEngine.js +2 -2
  24. package/Engines/abstractEngine.js.map +1 -1
  25. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
  26. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
  28. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  30. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  31. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
  32. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +1 -1
  33. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +1 -1
  35. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +1 -1
  36. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js.map +1 -1
  38. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
  39. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -0
  41. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +26 -0
  42. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  44. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +48 -22
  45. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
  47. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  48. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
  49. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +1 -1
  50. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  51. package/FrameGraph/Node/nodeRenderGraph.js +2 -1
  52. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  53. package/FrameGraph/Passes/{cullPass.d.ts → objectListPass.d.ts} +8 -8
  54. package/FrameGraph/Passes/{cullPass.js → objectListPass.js} +9 -9
  55. package/FrameGraph/Passes/objectListPass.js.map +1 -0
  56. package/FrameGraph/Passes/renderPass.d.ts +6 -2
  57. package/FrameGraph/Passes/renderPass.js +14 -2
  58. package/FrameGraph/Passes/renderPass.js.map +1 -1
  59. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +2 -2
  60. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  61. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +8 -0
  62. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +10 -0
  63. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  64. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -0
  65. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +13 -0
  66. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  67. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  68. package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
  69. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  70. package/FrameGraph/frameGraph.d.ts +10 -4
  71. package/FrameGraph/frameGraph.js +22 -9
  72. package/FrameGraph/frameGraph.js.map +1 -1
  73. package/FrameGraph/frameGraphTask.js +3 -3
  74. package/FrameGraph/frameGraphTask.js.map +1 -1
  75. package/FrameGraph/index.d.ts +1 -1
  76. package/FrameGraph/index.js +1 -1
  77. package/FrameGraph/index.js.map +1 -1
  78. package/Materials/floatingOriginMatrixOverrides.js +19 -0
  79. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  80. package/Materials/shaderMaterial.d.ts +9 -0
  81. package/Materials/shaderMaterial.js +35 -0
  82. package/Materials/shaderMaterial.js.map +1 -1
  83. package/Particles/EmitterTypes/coneParticleEmitter.d.ts +6 -4
  84. package/Particles/EmitterTypes/coneParticleEmitter.js +18 -12
  85. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  86. package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
  87. package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
  88. package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
  89. package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +3 -1
  90. package/Particles/EmitterTypes/sphereParticleEmitter.js +7 -1
  91. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  92. package/Particles/Node/Blocks/Emitters/boxShapeBlock.d.ts +1 -1
  93. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +2 -1
  94. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  95. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +15 -4
  96. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +66 -36
  97. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
  98. package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
  99. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
  100. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  101. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.d.ts +10 -1
  102. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +50 -17
  103. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  104. package/Particles/Node/Blocks/Emitters/emitters.functions.d.ts +6 -0
  105. package/Particles/Node/Blocks/Emitters/emitters.functions.js +13 -0
  106. package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -0
  107. package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +2 -2
  108. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +5 -1
  109. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  110. package/Particles/Node/Blocks/Emitters/pointShapeBlock.d.ts +1 -1
  111. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +3 -1
  112. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  113. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +16 -1
  114. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +67 -14
  115. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  116. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  117. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  118. package/Particles/Node/Blocks/systemBlock.d.ts +4 -4
  119. package/Particles/Node/Blocks/systemBlock.js +8 -12
  120. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  121. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  122. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  123. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  124. package/Particles/Node/nodeParticleBuildState.js +5 -0
  125. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  126. package/Particles/Node/nodeParticleSystemSet.helper.js +188 -27
  127. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  128. package/Particles/thinParticleSystem.function.d.ts +2 -2
  129. package/Particles/thinParticleSystem.function.js +2 -2
  130. package/Particles/thinParticleSystem.function.js.map +1 -1
  131. package/Particles/thinParticleSystem.js +1 -1
  132. package/Particles/thinParticleSystem.js.map +1 -1
  133. package/Rendering/prePassRenderer.js +4 -1
  134. package/Rendering/prePassRenderer.js.map +1 -1
  135. package/package.json +1 -1
  136. package/scene.d.ts +1 -3
  137. package/scene.js +8 -7
  138. package/scene.js.map +1 -1
  139. package/FrameGraph/Passes/cullPass.js.map +0 -1
@@ -16,20 +16,22 @@ export declare enum PropertyTypeForEdition {
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  Vector3 = 4,
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  /** property is a list of values */
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  List = 5,
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+ /** property is a Color3 */
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+ Color3 = 6,
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  /** property is a Color4 */
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- Color4 = 6,
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+ Color4 = 7,
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  /** property (int) should be edited as a combo box with a list of sampling modes */
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- SamplingMode = 7,
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+ SamplingMode = 8,
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  /** property (int) should be edited as a combo box with a list of texture formats */
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- TextureFormat = 8,
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+ TextureFormat = 9,
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  /** property (int) should be edited as a combo box with a list of texture types */
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- TextureType = 9,
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+ TextureType = 10,
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  /** property is a string */
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- String = 10,
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+ String = 11,
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  /** property is a matrix */
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- Matrix = 11,
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+ Matrix = 12,
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  /** property is a viewport */
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- Viewport = 12
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+ Viewport = 13
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  }
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  /**
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  * Interface that defines an option in a variable of type list
@@ -15,20 +15,22 @@ export var PropertyTypeForEdition;
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  PropertyTypeForEdition[PropertyTypeForEdition["Vector3"] = 4] = "Vector3";
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  /** property is a list of values */
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  PropertyTypeForEdition[PropertyTypeForEdition["List"] = 5] = "List";
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+ /** property is a Color3 */
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+ PropertyTypeForEdition[PropertyTypeForEdition["Color3"] = 6] = "Color3";
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  /** property is a Color4 */
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- PropertyTypeForEdition[PropertyTypeForEdition["Color4"] = 6] = "Color4";
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+ PropertyTypeForEdition[PropertyTypeForEdition["Color4"] = 7] = "Color4";
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  /** property (int) should be edited as a combo box with a list of sampling modes */
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- PropertyTypeForEdition[PropertyTypeForEdition["SamplingMode"] = 7] = "SamplingMode";
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+ PropertyTypeForEdition[PropertyTypeForEdition["SamplingMode"] = 8] = "SamplingMode";
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  /** property (int) should be edited as a combo box with a list of texture formats */
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- PropertyTypeForEdition[PropertyTypeForEdition["TextureFormat"] = 8] = "TextureFormat";
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+ PropertyTypeForEdition[PropertyTypeForEdition["TextureFormat"] = 9] = "TextureFormat";
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  /** property (int) should be edited as a combo box with a list of texture types */
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- PropertyTypeForEdition[PropertyTypeForEdition["TextureType"] = 9] = "TextureType";
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+ PropertyTypeForEdition[PropertyTypeForEdition["TextureType"] = 10] = "TextureType";
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  /** property is a string */
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- PropertyTypeForEdition[PropertyTypeForEdition["String"] = 10] = "String";
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+ PropertyTypeForEdition[PropertyTypeForEdition["String"] = 11] = "String";
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  /** property is a matrix */
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- PropertyTypeForEdition[PropertyTypeForEdition["Matrix"] = 11] = "Matrix";
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+ PropertyTypeForEdition[PropertyTypeForEdition["Matrix"] = 12] = "Matrix";
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  /** property is a viewport */
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- PropertyTypeForEdition[PropertyTypeForEdition["Viewport"] = 12] = "Viewport";
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+ PropertyTypeForEdition[PropertyTypeForEdition["Viewport"] = 13] = "Viewport";
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  })(PropertyTypeForEdition || (PropertyTypeForEdition = {}));
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  /**
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  * Decorator that flags a property in a node block as being editable
@@ -1 +1 @@
1
- {"version":3,"file":"nodeDecorator.js","sourceRoot":"","sources":["../../../../dev/core/src/Decorators/nodeDecorator.ts"],"names":[],"mappings":"AAGA;;GAEG;AACH,MAAM,CAAN,IAAkB,sBA2BjB;AA3BD,WAAkB,sBAAsB;IACpC,4BAA4B;IAC5B,yEAAO,CAAA;IACP,0BAA0B;IAC1B,qEAAK,CAAA;IACL,wBAAwB;IACxB,iEAAG,CAAA;IACH,4BAA4B;IAC5B,yEAAO,CAAA;IACP,4BAA4B;IAC5B,yEAAO,CAAA;IACP,mCAAmC;IACnC,mEAAI,CAAA;IACJ,2BAA2B;IAC3B,uEAAM,CAAA;IACN,mFAAmF;IACnF,mFAAY,CAAA;IACZ,oFAAoF;IACpF,qFAAa,CAAA;IACb,kFAAkF;IAClF,iFAAW,CAAA;IACX,2BAA2B;IAC3B,wEAAM,CAAA;IACN,2BAA2B;IAC3B,wEAAM,CAAA;IACN,6BAA6B;IAC7B,4EAAQ,CAAA;AACZ,CAAC,EA3BiB,sBAAsB,KAAtB,sBAAsB,QA2BvC;AA2DD;;;;;;;GAOG;AACH,gEAAgE;AAChE,MAAM,UAAU,sBAAsB,CAClC,WAAmB,EACnB,qDAAqE,EACrE,YAAoB,YAAY,EAChC,OAAiC;IAEjC,OAAO,CAAC,MAAW,EAAE,WAAmB,EAAE,EAAE;QACxC,IAAI,SAAS,GAAqC,MAAM,CAAC,UAAU,CAAC;QACpE,IAAI,CAAC,SAAS,EAAE,CAAC;YACb,SAAS,GAAG,EAAE,CAAC;YACf,MAAM,CAAC,UAAU,GAAG,SAAS,CAAC;QAClC,CAAC;QACD,SAAS,CAAC,IAAI,CAAC;YACX,YAAY,EAAE,WAAW;YACzB,WAAW,EAAE,WAAW;YACxB,IAAI,EAAE,YAAY;YAClB,SAAS,EAAE,SAAS;YACpB,OAAO,EAAE,OAAO,IAAI,EAAE;YACtB,SAAS,EAAE,MAAM,CAAC,YAAY,EAAE;SACnC,CAAC,CAAC;IACP,CAAC,CAAC;AACN,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Enum defining the type of properties that can be edited in the property pages in the node editor\r\n */\r\nexport const enum PropertyTypeForEdition {\r\n /** property is a boolean */\r\n Boolean,\r\n /** property is a float */\r\n Float,\r\n /** property is a int */\r\n Int,\r\n /** property is a Vector2 */\r\n Vector2,\r\n /** property is a Vector3 */\r\n Vector3,\r\n /** property is a list of values */\r\n List,\r\n /** property is a Color4 */\r\n Color4,\r\n /** property (int) should be edited as a combo box with a list of sampling modes */\r\n SamplingMode,\r\n /** property (int) should be edited as a combo box with a list of texture formats */\r\n TextureFormat,\r\n /** property (int) should be edited as a combo box with a list of texture types */\r\n TextureType,\r\n /** property is a string */\r\n String,\r\n /** property is a matrix */\r\n Matrix,\r\n /** property is a viewport */\r\n Viewport,\r\n}\r\n\r\n/**\r\n * Interface that defines an option in a variable of type list\r\n */\r\nexport interface IEditablePropertyListOption {\r\n /** label of the option */\r\n label: string;\r\n /** value of the option */\r\n value: number;\r\n}\r\n\r\n/**\r\n * Interface that defines the options available for an editable property\r\n */\r\nexport interface IEditablePropertyOption {\r\n /**\r\n * Define if the property is displayed inside the source block or in a separate property tab\r\n */\r\n embedded?: boolean;\r\n /** min value */\r\n min?: number;\r\n /** max value */\r\n max?: number;\r\n /** notifiers: indicates which actions to take when the property is changed */\r\n notifiers?: {\r\n /** the entity should be rebuilt */\r\n rebuild?: boolean;\r\n /** the preview should be updated */\r\n update?: boolean;\r\n /** the onPreviewCommandActivated observer of the preview manager should be triggered */\r\n activatePreviewCommand?: boolean;\r\n /** a callback to trigger */\r\n callback?: (scene: Nullable<Scene>, block: any) => boolean | undefined | void;\r\n /** a callback to validate the property. Returns true if the property is ok, else false. If false, the rebuild/update/callback events won't be called */\r\n onValidation?: (block: any, propertyName: string) => boolean;\r\n };\r\n /** list of the options for a variable of type list */\r\n options?: IEditablePropertyListOption[];\r\n}\r\n\r\n/**\r\n * Interface that describes an editable property\r\n */\r\nexport interface IPropertyDescriptionForEdition {\r\n /** name of the property */\r\n propertyName: string;\r\n /** display name of the property */\r\n displayName: string;\r\n /** type of the property */\r\n type: PropertyTypeForEdition;\r\n /** group of the property - all properties with the same group value will be displayed in a specific section */\r\n groupName: string;\r\n /** options for the property */\r\n options: IEditablePropertyOption;\r\n /** name of the class that contains the property */\r\n className: string;\r\n}\r\n\r\n/**\r\n * Decorator that flags a property in a node block as being editable\r\n * @param displayName the display name of the property\r\n * @param propertyType the type of the property\r\n * @param groupName the group name of the property\r\n * @param options the options of the property\r\n * @returns the decorator\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function editableInPropertyPage(\r\n displayName: string,\r\n propertyType: PropertyTypeForEdition = PropertyTypeForEdition.Boolean,\r\n groupName: string = \"PROPERTIES\",\r\n options?: IEditablePropertyOption\r\n) {\r\n return (target: any, propertyKey: string) => {\r\n let propStore: IPropertyDescriptionForEdition[] = target._propStore;\r\n if (!propStore) {\r\n propStore = [];\r\n target._propStore = propStore;\r\n }\r\n propStore.push({\r\n propertyName: propertyKey,\r\n displayName: displayName,\r\n type: propertyType,\r\n groupName: groupName,\r\n options: options ?? {},\r\n className: target.getClassName(),\r\n });\r\n };\r\n}\r\n"]}
1
+ {"version":3,"file":"nodeDecorator.js","sourceRoot":"","sources":["../../../../dev/core/src/Decorators/nodeDecorator.ts"],"names":[],"mappings":"AAGA;;GAEG;AACH,MAAM,CAAN,IAAkB,sBA6BjB;AA7BD,WAAkB,sBAAsB;IACpC,4BAA4B;IAC5B,yEAAO,CAAA;IACP,0BAA0B;IAC1B,qEAAK,CAAA;IACL,wBAAwB;IACxB,iEAAG,CAAA;IACH,4BAA4B;IAC5B,yEAAO,CAAA;IACP,4BAA4B;IAC5B,yEAAO,CAAA;IACP,mCAAmC;IACnC,mEAAI,CAAA;IACJ,2BAA2B;IAC3B,uEAAM,CAAA;IACN,2BAA2B;IAC3B,uEAAM,CAAA;IACN,mFAAmF;IACnF,mFAAY,CAAA;IACZ,oFAAoF;IACpF,qFAAa,CAAA;IACb,kFAAkF;IAClF,kFAAW,CAAA;IACX,2BAA2B;IAC3B,wEAAM,CAAA;IACN,2BAA2B;IAC3B,wEAAM,CAAA;IACN,6BAA6B;IAC7B,4EAAQ,CAAA;AACZ,CAAC,EA7BiB,sBAAsB,KAAtB,sBAAsB,QA6BvC;AA2DD;;;;;;;GAOG;AACH,gEAAgE;AAChE,MAAM,UAAU,sBAAsB,CAClC,WAAmB,EACnB,qDAAqE,EACrE,YAAoB,YAAY,EAChC,OAAiC;IAEjC,OAAO,CAAC,MAAW,EAAE,WAAmB,EAAE,EAAE;QACxC,IAAI,SAAS,GAAqC,MAAM,CAAC,UAAU,CAAC;QACpE,IAAI,CAAC,SAAS,EAAE,CAAC;YACb,SAAS,GAAG,EAAE,CAAC;YACf,MAAM,CAAC,UAAU,GAAG,SAAS,CAAC;QAClC,CAAC;QACD,SAAS,CAAC,IAAI,CAAC;YACX,YAAY,EAAE,WAAW;YACzB,WAAW,EAAE,WAAW;YACxB,IAAI,EAAE,YAAY;YAClB,SAAS,EAAE,SAAS;YACpB,OAAO,EAAE,OAAO,IAAI,EAAE;YACtB,SAAS,EAAE,MAAM,CAAC,YAAY,EAAE;SACnC,CAAC,CAAC;IACP,CAAC,CAAC;AACN,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Enum defining the type of properties that can be edited in the property pages in the node editor\r\n */\r\nexport const enum PropertyTypeForEdition {\r\n /** property is a boolean */\r\n Boolean,\r\n /** property is a float */\r\n Float,\r\n /** property is a int */\r\n Int,\r\n /** property is a Vector2 */\r\n Vector2,\r\n /** property is a Vector3 */\r\n Vector3,\r\n /** property is a list of values */\r\n List,\r\n /** property is a Color3 */\r\n Color3,\r\n /** property is a Color4 */\r\n Color4,\r\n /** property (int) should be edited as a combo box with a list of sampling modes */\r\n SamplingMode,\r\n /** property (int) should be edited as a combo box with a list of texture formats */\r\n TextureFormat,\r\n /** property (int) should be edited as a combo box with a list of texture types */\r\n TextureType,\r\n /** property is a string */\r\n String,\r\n /** property is a matrix */\r\n Matrix,\r\n /** property is a viewport */\r\n Viewport,\r\n}\r\n\r\n/**\r\n * Interface that defines an option in a variable of type list\r\n */\r\nexport interface IEditablePropertyListOption {\r\n /** label of the option */\r\n label: string;\r\n /** value of the option */\r\n value: number;\r\n}\r\n\r\n/**\r\n * Interface that defines the options available for an editable property\r\n */\r\nexport interface IEditablePropertyOption {\r\n /**\r\n * Define if the property is displayed inside the source block or in a separate property tab\r\n */\r\n embedded?: boolean;\r\n /** min value */\r\n min?: number;\r\n /** max value */\r\n max?: number;\r\n /** notifiers: indicates which actions to take when the property is changed */\r\n notifiers?: {\r\n /** the entity should be rebuilt */\r\n rebuild?: boolean;\r\n /** the preview should be updated */\r\n update?: boolean;\r\n /** the onPreviewCommandActivated observer of the preview manager should be triggered */\r\n activatePreviewCommand?: boolean;\r\n /** a callback to trigger */\r\n callback?: (scene: Nullable<Scene>, block: any) => boolean | undefined | void;\r\n /** a callback to validate the property. Returns true if the property is ok, else false. If false, the rebuild/update/callback events won't be called */\r\n onValidation?: (block: any, propertyName: string) => boolean;\r\n };\r\n /** list of the options for a variable of type list */\r\n options?: IEditablePropertyListOption[];\r\n}\r\n\r\n/**\r\n * Interface that describes an editable property\r\n */\r\nexport interface IPropertyDescriptionForEdition {\r\n /** name of the property */\r\n propertyName: string;\r\n /** display name of the property */\r\n displayName: string;\r\n /** type of the property */\r\n type: PropertyTypeForEdition;\r\n /** group of the property - all properties with the same group value will be displayed in a specific section */\r\n groupName: string;\r\n /** options for the property */\r\n options: IEditablePropertyOption;\r\n /** name of the class that contains the property */\r\n className: string;\r\n}\r\n\r\n/**\r\n * Decorator that flags a property in a node block as being editable\r\n * @param displayName the display name of the property\r\n * @param propertyType the type of the property\r\n * @param groupName the group name of the property\r\n * @param options the options of the property\r\n * @returns the decorator\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function editableInPropertyPage(\r\n displayName: string,\r\n propertyType: PropertyTypeForEdition = PropertyTypeForEdition.Boolean,\r\n groupName: string = \"PROPERTIES\",\r\n options?: IEditablePropertyOption\r\n) {\r\n return (target: any, propertyKey: string) => {\r\n let propStore: IPropertyDescriptionForEdition[] = target._propStore;\r\n if (!propStore) {\r\n propStore = [];\r\n target._propStore = propStore;\r\n }\r\n propStore.push({\r\n propertyName: propertyKey,\r\n displayName: displayName,\r\n type: propertyType,\r\n groupName: groupName,\r\n options: options ?? {},\r\n className: target.getClassName(),\r\n });\r\n };\r\n}\r\n"]}
@@ -896,7 +896,7 @@ export class WebGPUTextureManager {
896
896
  buffer: buffer,
897
897
  offset: 0,
898
898
  bytesPerRow,
899
- rowsPerImage: height,
899
+ rowsPerImage: textureExtent.height / blockInformation.height,
900
900
  }, textureCopyView, textureExtent);
901
901
  this._device.queue.submit([commandEncoder.finish()]);
902
902
  this._bufferManager.releaseBuffer(buffer);
@@ -905,7 +905,7 @@ export class WebGPUTextureManager {
905
905
  this._device.queue.writeTexture(textureCopyView, imageBitmap, {
906
906
  offset: 0,
907
907
  bytesPerRow,
908
- rowsPerImage: height,
908
+ rowsPerImage: textureExtent.height / blockInformation.height,
909
909
  }, textureExtent);
910
910
  }
911
911
  if (invertY || premultiplyAlpha) {
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\n// License for the mipmap generation code:\r\n//\r\n// Copyright 2020 Brandon Jones\r\n//\r\n// Permission is hereby granted, free of charge, to any person obtaining a copy\r\n// of this software and associated documentation files (the \"Software\"), to deal\r\n// in the Software without restriction, including without limitation the rights\r\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r\n// copies of the Software, and to permit persons to whom the Software is\r\n// furnished to do so, subject to the following conditions:\r\n\r\n// The above copyright notice and this permission notice shall be included in\r\n// all copies or substantial portions of the Software.\r\n\r\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\r\n// SOFTWARE.\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport { Constants } from \"../constants\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IHardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\nimport type { _IProcessingOptions } from \"../Processors/shaderProcessingOptions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Finalize, Initialize, Process } from \"../Processors/shaderProcessor\";\r\nimport type { WebGPUShaderProcessorWGSL } from \"./webgpuShaderProcessorsWGSL\";\r\n\r\n// TODO WEBGPU improve mipmap generation by using compute shaders\r\n\r\nconst mipmapVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n const tex = array<vec2<f32>, 4>( vec2f(0.0f, 0.0f), vec2f(1.0f, 0.0f), vec2f(0.0f, 1.0f), vec2f(1.0f, 1.0f));\r\n\r\n varying vTex: vec2f;\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.vTex = tex[input.vertexIndex];\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst mipmapFragmentSource = `\r\n var imgSampler: sampler;\r\n var img: texture_2d<f32>;\r\n\r\n varying vTex: vec2f;\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n fragmentOutputs.color = textureSample(img, imgSampler, input.vTex);\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n const tex = array<vec2<f32>, 4>( vec2f(0.0f, 0.0f), vec2f(1.0f, 0.0f), vec2f(0.0f, 1.0f), vec2f(1.0f, 1.0f));\r\n\r\n var img: texture_2d<f32>;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n #ifdef INVERTY\r\n vertexOutputs.vTextureSize = vec2f(textureDimensions(img, 0));\r\n #endif\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaFragmentSource = `\r\n var img: texture_2d<f32>;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n #ifdef INVERTY\r\n var color: vec4f = textureLoad(img, vec2i(i32(input.position.x), i32(input.vTextureSize.y - input.position.y)), 0);\r\n #else\r\n var color: vec4f = textureLoad(img, vec2i(input.position.xy), 0);\r\n #endif\r\n #ifdef PREMULTIPLYALPHA\r\n color = vec4f(color.rgb * color.a, color.a);\r\n #endif\r\n fragmentOutputs.color = color;\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaWithOfstVertexSource = invertYPreMultiplyAlphaVertexSource;\r\n\r\nconst invertYPreMultiplyAlphaWithOfstFragmentSource = `\r\n var img: texture_2d<f32>;\r\n uniform ofstX: f32;\r\n uniform ofstY: f32;\r\n uniform width: f32;\r\n uniform height: f32;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n if (input.position.x < uniforms.ofstX || input.position.x >= uniforms.ofstX + uniforms.width) {\r\n discard;\r\n }\r\n if (input.position.y < uniforms.ofstY || input.position.y >= uniforms.ofstY + uniforms.height) {\r\n discard;\r\n }\r\n #ifdef INVERTY\r\n var color: vec4f = textureLoad(img, vec2i(i32(input.position.x), i32(uniforms.ofstY + uniforms.height - (input.position.y - uniforms.ofstY))), 0);\r\n #else\r\n var color: vec4f = textureLoad(img, vec2i(input.position.xy), 0);\r\n #endif\r\n #ifdef PREMULTIPLYALPHA\r\n color = vec4f(color.rgb * color.a, color.a);\r\n #endif\r\n fragmentOutputs.color = color;\r\n }\r\n `;\r\n\r\nconst clearVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst clearFragmentSource = `\r\n uniform color: vec4f;\r\n\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n fragmentOutputs.color = uniforms.color;\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureVertexSource = `\r\n struct VertexOutput {\r\n @builtin(position) Position : vec4<f32>,\r\n @location(0) fragUV : vec2<f32>\r\n }\r\n\r\n @vertex\r\n fn main(\r\n @builtin(vertex_index) VertexIndex : u32\r\n ) -> VertexOutput {\r\n var pos = array<vec2<f32>, 4>(\r\n vec2(-1.0, 1.0),\r\n vec2( 1.0, 1.0),\r\n vec2(-1.0, -1.0),\r\n vec2( 1.0, -1.0)\r\n );\r\n var tex = array<vec2<f32>, 4>(\r\n vec2(0.0, 0.0),\r\n vec2(1.0, 0.0),\r\n vec2(0.0, 1.0),\r\n vec2(1.0, 1.0)\r\n );\r\n\r\n var output: VertexOutput;\r\n\r\n output.Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);\r\n output.fragUV = tex[VertexIndex];\r\n\r\n return output;\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureFragmentSource = `\r\n @group(0) @binding(0) var videoSampler: sampler;\r\n @group(0) @binding(1) var videoTexture: texture_external;\r\n\r\n @fragment\r\n fn main(\r\n @location(0) fragUV: vec2<f32>\r\n ) -> @location(0) vec4<f32> {\r\n return textureSampleBaseClampToEdge(videoTexture, videoSampler, fragUV);\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureInvertYFragmentSource = `\r\n @group(0) @binding(0) var videoSampler: sampler;\r\n @group(0) @binding(1) var videoTexture: texture_external;\r\n\r\n @fragment\r\n fn main(\r\n @location(0) fragUV: vec2<f32>\r\n ) -> @location(0) vec4<f32> {\r\n return textureSampleBaseClampToEdge(videoTexture, videoSampler, vec2<f32>(fragUV.x, 1.0 - fragUV.y));\r\n }\r\n `;\r\n\r\nenum PipelineType {\r\n MipMap = 0,\r\n InvertYPremultiplyAlpha = 1,\r\n Clear = 2,\r\n InvertYPremultiplyAlphaWithOfst = 3,\r\n}\r\n\r\nenum VideoPipelineType {\r\n DontInvertY = 0,\r\n InvertY = 1,\r\n}\r\n\r\ninterface IPipelineParameters {\r\n invertY?: boolean;\r\n premultiplyAlpha?: boolean;\r\n}\r\n\r\nconst shadersForPipelineType = [\r\n { vertex: mipmapVertexSource, fragment: mipmapFragmentSource },\r\n { vertex: invertYPreMultiplyAlphaVertexSource, fragment: invertYPreMultiplyAlphaFragmentSource },\r\n { vertex: clearVertexSource, fragment: clearFragmentSource },\r\n { vertex: invertYPreMultiplyAlphaWithOfstVertexSource, fragment: invertYPreMultiplyAlphaWithOfstFragmentSource },\r\n];\r\n\r\n/**\r\n * Map a (renderable) texture format (GPUTextureFormat) to an index for fast lookup (in caches for eg)\r\n * The number of entries should not go over 64! Else, the code in WebGPUCacheRenderPipeline.setMRT should be updated\r\n */\r\nexport const renderableTextureFormatToIndex: { [name: string]: number } = {\r\n \"\": 0,\r\n r8unorm: 1,\r\n r8uint: 2,\r\n r8sint: 3,\r\n\r\n r16uint: 4,\r\n r16sint: 5,\r\n r16float: 6,\r\n rg8unorm: 7,\r\n rg8uint: 8,\r\n rg8sint: 9,\r\n\r\n r32uint: 10,\r\n r32sint: 11,\r\n r32float: 12,\r\n rg16uint: 13,\r\n rg16sint: 14,\r\n rg16float: 15,\r\n rgba8unorm: 16,\r\n \"rgba8unorm-srgb\": 17,\r\n rgba8uint: 18,\r\n rgba8sint: 19,\r\n bgra8unorm: 20,\r\n \"bgra8unorm-srgb\": 21,\r\n\r\n rgb10a2uint: 22,\r\n rgb10a2unorm: 23,\r\n /* rg11b10ufloat: this entry is dynamically added if the \"RG11B10UFloatRenderable\" extension is supported */\r\n\r\n rg32uint: 24,\r\n rg32sint: 25,\r\n rg32float: 26,\r\n rgba16uint: 27,\r\n rgba16sint: 28,\r\n rgba16float: 29,\r\n\r\n rgba32uint: 30,\r\n rgba32sint: 31,\r\n rgba32float: 32,\r\n\r\n stencil8: 33,\r\n depth16unorm: 34,\r\n depth24plus: 35,\r\n \"depth24plus-stencil8\": 36,\r\n depth32float: 37,\r\n\r\n \"depth32float-stencil8\": 38,\r\n\r\n r16unorm: 39,\r\n rg16unorm: 40,\r\n rgba16unorm: 41,\r\n r16snorm: 42,\r\n rg16snorm: 43,\r\n rgba16snorm: 44,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUTextureManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _bufferManager: WebGPUBufferManager;\r\n private _mipmapSampler: GPUSampler;\r\n private _videoSampler: GPUSampler;\r\n private _ubCopyWithOfst: GPUBuffer;\r\n private _pipelines: { [format: string]: Array<[GPURenderPipeline, GPUBindGroupLayout]> } = {};\r\n private _compiledShaders: GPUShaderModule[][] = [];\r\n private _videoPipelines: { [format: string]: Array<[GPURenderPipeline, GPUBindGroupLayout]> } = {};\r\n private _videoCompiledShaders: GPUShaderModule[][] = [];\r\n private _deferredReleaseTextures: Array<[Nullable<IHardwareTextureWrapper | GPUTexture>, Nullable<BaseTexture>]> = [];\r\n private _commandEncoderForCreation: GPUCommandEncoder;\r\n\r\n //------------------------------------------------------------------------------\r\n // Initialization / Helpers\r\n //------------------------------------------------------------------------------\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice, bufferManager: WebGPUBufferManager, enabledExtensions: GPUFeatureName[]) {\r\n this._engine = engine;\r\n this._device = device;\r\n this._bufferManager = bufferManager;\r\n\r\n if (enabledExtensions.indexOf(WebGPUConstants.FeatureName.RG11B10UFloatRenderable) !== -1) {\r\n const keys = Object.keys(renderableTextureFormatToIndex);\r\n renderableTextureFormatToIndex[WebGPUConstants.TextureFormat.RG11B10UFloat] = renderableTextureFormatToIndex[keys[keys.length - 1]] + 1;\r\n }\r\n\r\n this._mipmapSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });\r\n this._videoSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });\r\n this._ubCopyWithOfst = this._bufferManager.createBuffer(\r\n 4 * 4,\r\n WebGPUConstants.BufferUsage.Uniform | WebGPUConstants.BufferUsage.CopyDst,\r\n \"UBCopyWithOffset\"\r\n ).underlyingResource;\r\n\r\n this._getPipeline(WebGPUConstants.TextureFormat.RGBA8Unorm);\r\n this._getVideoPipeline(WebGPUConstants.TextureFormat.RGBA8Unorm);\r\n }\r\n\r\n private _getPipeline(format: GPUTextureFormat, type: PipelineType = PipelineType.MipMap, params?: IPipelineParameters): [GPURenderPipeline, GPUBindGroupLayout] {\r\n const index =\r\n type === PipelineType.MipMap\r\n ? 1 << 0\r\n : type === PipelineType.InvertYPremultiplyAlpha\r\n ? ((params!.invertY ? 1 : 0) << 1) + ((params!.premultiplyAlpha ? 1 : 0) << 2)\r\n : type === PipelineType.Clear\r\n ? 1 << 3\r\n : type === PipelineType.InvertYPremultiplyAlphaWithOfst\r\n ? ((params!.invertY ? 1 : 0) << 4) + ((params!.premultiplyAlpha ? 1 : 0) << 5)\r\n : 0;\r\n\r\n if (!this._pipelines[format]) {\r\n this._pipelines[format] = [];\r\n }\r\n\r\n let pipelineAndBGL = this._pipelines[format][index];\r\n if (!pipelineAndBGL) {\r\n let defines = \"\";\r\n if (type === PipelineType.InvertYPremultiplyAlpha || type === PipelineType.InvertYPremultiplyAlphaWithOfst) {\r\n if (params!.invertY) {\r\n defines += \"#define INVERTY\\n\";\r\n }\r\n if (params!.premultiplyAlpha) {\r\n defines += \"#define PREMULTIPLYALPHA\\n\";\r\n }\r\n }\r\n\r\n let modules = this._compiledShaders[index];\r\n if (!modules) {\r\n let vertexCode = shadersForPipelineType[type].vertex;\r\n let fragmentCode = shadersForPipelineType[type].fragment;\r\n\r\n const processorOptions: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: null,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: true,\r\n processor: this._engine._getShaderProcessor(ShaderLanguage.WGSL),\r\n supportsUniformBuffers: true,\r\n shadersRepository: \"\",\r\n includesShadersStore: {},\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: this._engine._getShaderProcessingContext(ShaderLanguage.WGSL, true),\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n Initialize(processorOptions);\r\n\r\n // Disable special additions not needed here\r\n (processorOptions.processor as WebGPUShaderProcessorWGSL).pureMode = true;\r\n\r\n Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode) => {\r\n vertexCode = migratedVertexCode;\r\n },\r\n this._engine\r\n );\r\n\r\n processorOptions.isFragment = true;\r\n\r\n Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode) => {\r\n fragmentCode = migratedFragmentCode;\r\n },\r\n this._engine\r\n );\r\n\r\n const final = Finalize(vertexCode, fragmentCode, processorOptions);\r\n\r\n // Restore\r\n (processorOptions.processor as WebGPUShaderProcessorWGSL).pureMode = false;\r\n\r\n const vertexModule = this._device.createShaderModule({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalVertexShader_${index}`,\r\n code: final.vertexCode,\r\n });\r\n const fragmentModule = this._device.createShaderModule({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalFragmentShader_${index}`,\r\n code: final.fragmentCode,\r\n });\r\n modules = this._compiledShaders[index] = [vertexModule, fragmentModule];\r\n }\r\n\r\n const pipeline = this._device.createRenderPipeline({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalPipeline_${format}_${index}`,\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n vertex: {\r\n module: modules[0],\r\n entryPoint: \"main\",\r\n },\r\n fragment: {\r\n module: modules[1],\r\n entryPoint: \"main\",\r\n targets: [\r\n {\r\n format,\r\n },\r\n ],\r\n },\r\n primitive: {\r\n topology: WebGPUConstants.PrimitiveTopology.TriangleStrip,\r\n stripIndexFormat: WebGPUConstants.IndexFormat.Uint16,\r\n },\r\n });\r\n\r\n pipelineAndBGL = this._pipelines[format][index] = [pipeline, pipeline.getBindGroupLayout(0)];\r\n }\r\n\r\n return pipelineAndBGL;\r\n }\r\n\r\n private _getVideoPipeline(format: GPUTextureFormat, type: VideoPipelineType = VideoPipelineType.DontInvertY): [GPURenderPipeline, GPUBindGroupLayout] {\r\n const index = type === VideoPipelineType.InvertY ? 1 << 0 : 0;\r\n\r\n if (!this._videoPipelines[format]) {\r\n this._videoPipelines[format] = [];\r\n }\r\n\r\n let pipelineAndBGL = this._videoPipelines[format][index];\r\n if (!pipelineAndBGL) {\r\n let modules = this._videoCompiledShaders[index];\r\n if (!modules) {\r\n const vertexModule = this._device.createShaderModule({\r\n code: copyVideoToTextureVertexSource,\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_CopyVideoToTexture_VertexShader`,\r\n });\r\n const fragmentModule = this._device.createShaderModule({\r\n code: index === 0 ? copyVideoToTextureFragmentSource : copyVideoToTextureInvertYFragmentSource,\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_CopyVideoToTexture_FragmentShader_${index === 0 ? \"DontInvertY\" : \"InvertY\"}`,\r\n });\r\n modules = this._videoCompiledShaders[index] = [vertexModule, fragmentModule];\r\n }\r\n\r\n const pipeline = this._device.createRenderPipeline({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalVideoPipeline_${format}_${index === 0 ? \"DontInvertY\" : \"InvertY\"}`,\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n vertex: {\r\n module: modules[0],\r\n entryPoint: \"main\",\r\n },\r\n fragment: {\r\n module: modules[1],\r\n entryPoint: \"main\",\r\n targets: [\r\n {\r\n format,\r\n },\r\n ],\r\n },\r\n primitive: {\r\n topology: WebGPUConstants.PrimitiveTopology.TriangleStrip,\r\n stripIndexFormat: WebGPUConstants.IndexFormat.Uint16,\r\n },\r\n });\r\n\r\n pipelineAndBGL = this._videoPipelines[format][index] = [pipeline, pipeline.getBindGroupLayout(0)];\r\n }\r\n\r\n return pipelineAndBGL;\r\n }\r\n\r\n public setCommandEncoder(encoder: GPUCommandEncoder): void {\r\n this._commandEncoderForCreation = encoder;\r\n }\r\n\r\n public copyVideoToTexture(video: ExternalTexture, texture: InternalTexture, format: GPUTextureFormat, invertY = false, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getVideoPipeline(format, invertY ? VideoPipelineType.InvertY : VideoPipelineType.DontInvertY);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup?.(`copy video to texture - invertY=${invertY}`);\r\n\r\n const webgpuHardwareTexture = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n const renderPassDescriptor: GPURenderPassDescriptor = {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_copyVideoToTexture_${format}_${invertY ? \"InvertY\" : \"DontInvertY\"}${texture.label ? \"_\" + texture.label : \"\"}`,\r\n colorAttachments: [\r\n {\r\n view: webgpuHardwareTexture.underlyingResource!.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 1,\r\n aspect: WebGPUConstants.TextureAspect.All,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: this._videoSampler,\r\n },\r\n {\r\n binding: 1,\r\n resource: this._device.importExternalTexture({\r\n source: video.underlyingResource,\r\n }),\r\n },\r\n ],\r\n };\r\n\r\n const bindGroup = this._device.createBindGroup(descriptor);\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.popDebugGroup?.();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public invertYPreMultiplyAlpha(\r\n gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n faceIndex = 0,\r\n mipLevel = 0,\r\n layers = 1,\r\n ofstX = 0,\r\n ofstY = 0,\r\n rectWidth = 0,\r\n rectHeight = 0,\r\n commandEncoder?: GPUCommandEncoder,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n allowGPUOptimization?: boolean\r\n ): void {\r\n const useRect = rectWidth !== 0;\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format, useRect ? PipelineType.InvertYPremultiplyAlphaWithOfst : PipelineType.InvertYPremultiplyAlpha, {\r\n invertY,\r\n premultiplyAlpha,\r\n });\r\n\r\n faceIndex = Math.max(faceIndex, 0);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup?.(`internal process texture - invertY=${invertY} premultiplyAlpha=${premultiplyAlpha}`);\r\n\r\n let gpuTexture: Nullable<GPUTexture>;\r\n if (WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture)) {\r\n gpuTexture = gpuOrHdwTexture.underlyingResource;\r\n if (!(invertY && !premultiplyAlpha && layers === 1 && faceIndex === 0)) {\r\n // we optimize only for the most likely case (invertY=true, premultiplyAlpha=false, layers=1, faceIndex=0) to avoid dealing with big caches\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n } else {\r\n gpuTexture = gpuOrHdwTexture;\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n if (!gpuTexture) {\r\n return;\r\n }\r\n\r\n if (useRect) {\r\n this._bufferManager.setRawData(this._ubCopyWithOfst, 0, new Float32Array([ofstX, ofstY, rectWidth, rectHeight]), 0, 4 * 4);\r\n }\r\n\r\n const webgpuHardwareTexture = gpuOrHdwTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n const outputTexture =\r\n webgpuHardwareTexture?._copyInvertYTempTexture ??\r\n this.createTexture(\r\n { width, height, layers: 1 },\r\n false,\r\n false,\r\n false,\r\n false,\r\n false,\r\n format,\r\n 1,\r\n commandEncoder,\r\n WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment | WebGPUConstants.TextureUsage.TextureBinding,\r\n undefined,\r\n \"TempTextureForCopyWithInvertY\"\r\n );\r\n\r\n const renderPassDescriptor = webgpuHardwareTexture?._copyInvertYRenderPassDescr ?? {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_invertYPreMultiplyAlpha_${format}_${invertY ? \"InvertY\" : \"DontInvertY\"}_${\r\n premultiplyAlpha ? \"PremultiplyAlpha\" : \"DontPremultiplyAlpha\"\r\n }`,\r\n colorAttachments: [\r\n {\r\n view: outputTexture.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: 0,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: 0,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n let bindGroup = useRect ? webgpuHardwareTexture?._copyInvertYBindGroupWithOfst : webgpuHardwareTexture?._copyInvertYBindGroup;\r\n if (!bindGroup) {\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: gpuTexture.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: mipLevel,\r\n mipLevelCount: 1,\r\n arrayLayerCount: layers,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n },\r\n ],\r\n };\r\n if (useRect) {\r\n descriptor.entries.push({\r\n binding: 1,\r\n resource: {\r\n buffer: this._ubCopyWithOfst,\r\n },\r\n });\r\n }\r\n bindGroup = this._device.createBindGroup(descriptor);\r\n }\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.copyTextureToTexture(\r\n {\r\n texture: outputTexture,\r\n },\r\n {\r\n texture: gpuTexture,\r\n mipLevel,\r\n origin: {\r\n x: 0,\r\n y: 0,\r\n z: faceIndex,\r\n },\r\n },\r\n {\r\n width: rectWidth || width,\r\n height: rectHeight || height,\r\n depthOrArrayLayers: 1,\r\n }\r\n );\r\n\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._copyInvertYTempTexture = outputTexture;\r\n webgpuHardwareTexture._copyInvertYRenderPassDescr = renderPassDescriptor;\r\n if (useRect) {\r\n webgpuHardwareTexture._copyInvertYBindGroupWithOfst = bindGroup;\r\n } else {\r\n webgpuHardwareTexture._copyInvertYBindGroup = bindGroup;\r\n }\r\n } else {\r\n this._deferredReleaseTextures.push([outputTexture, null]);\r\n }\r\n\r\n commandEncoder!.popDebugGroup?.();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Creation\r\n //------------------------------------------------------------------------------\r\n\r\n public createTexture(\r\n imageBitmap: ImageBitmap | { width: number; height: number; layers: number },\r\n hasMipmaps = false,\r\n generateMipmaps = false,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n is3D = false,\r\n format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm,\r\n sampleCount = 1,\r\n commandEncoder?: GPUCommandEncoder,\r\n usage = -1,\r\n additionalUsages = 0,\r\n label?: string\r\n ): GPUTexture {\r\n sampleCount = WebGPUTextureHelper.GetSample(sampleCount);\r\n\r\n const layerCount = (imageBitmap as any).layers || 1;\r\n const textureSize = {\r\n width: imageBitmap.width,\r\n height: imageBitmap.height,\r\n depthOrArrayLayers: layerCount,\r\n };\r\n\r\n const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;\r\n const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);\r\n const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(imageBitmap.width, imageBitmap.height) : 1;\r\n const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;\r\n\r\n additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;\r\n\r\n if (!isCompressedFormat && !is3D) {\r\n // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times\r\n additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;\r\n }\r\n\r\n const gpuTexture = this._device.createTexture({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_Texture${is3D ? \"3D\" : \"2D\"}_${label ? label + \"_\" : \"\"}${textureSize.width}x${textureSize.height}x${\r\n textureSize.depthOrArrayLayers\r\n }_${hasMipmaps ? \"wmips\" : \"womips\"}_${format}_samples${sampleCount}`,\r\n size: textureSize,\r\n dimension: is3D ? WebGPUConstants.TextureDimension.E3d : WebGPUConstants.TextureDimension.E2d,\r\n format,\r\n usage: usages | additionalUsages,\r\n sampleCount,\r\n mipLevelCount,\r\n });\r\n\r\n if (WebGPUTextureHelper.IsImageBitmap(imageBitmap)) {\r\n this.updateTexture(imageBitmap, gpuTexture, imageBitmap.width, imageBitmap.height, layerCount, format, 0, 0, invertY, premultiplyAlpha, 0, 0);\r\n\r\n if (hasMipmaps && generateMipmaps) {\r\n this.generateMipmaps(gpuTexture, format, mipLevelCount, 0, is3D, commandEncoder);\r\n }\r\n }\r\n\r\n return gpuTexture;\r\n }\r\n\r\n public createCubeTexture(\r\n imageBitmaps: ImageBitmap[] | { width: number; height: number },\r\n hasMipmaps = false,\r\n generateMipmaps = false,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm,\r\n sampleCount = 1,\r\n commandEncoder?: GPUCommandEncoder,\r\n usage = -1,\r\n additionalUsages = 0,\r\n label?: string\r\n ): GPUTexture {\r\n sampleCount = WebGPUTextureHelper.GetSample(sampleCount);\r\n\r\n const width = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].width : imageBitmaps.width;\r\n const height = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].height : imageBitmaps.height;\r\n\r\n const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;\r\n const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);\r\n const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;\r\n const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;\r\n\r\n additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;\r\n\r\n if (!isCompressedFormat) {\r\n // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times\r\n additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;\r\n }\r\n\r\n const gpuTexture = this._device.createTexture({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureCube_${label ? label + \"_\" : \"\"}${width}x${height}x6_${\r\n hasMipmaps ? \"wmips\" : \"womips\"\r\n }_${format}_samples${sampleCount}`,\r\n size: {\r\n width,\r\n height,\r\n depthOrArrayLayers: 6,\r\n },\r\n dimension: WebGPUConstants.TextureDimension.E2d,\r\n format,\r\n usage: usages | additionalUsages,\r\n sampleCount,\r\n mipLevelCount,\r\n });\r\n\r\n if (WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps)) {\r\n this.updateCubeTextures(imageBitmaps, gpuTexture, width, height, format, invertY, premultiplyAlpha, 0, 0);\r\n\r\n if (hasMipmaps && generateMipmaps) {\r\n this.generateCubeMipmaps(gpuTexture, format, mipLevelCount, commandEncoder);\r\n }\r\n }\r\n\r\n return gpuTexture;\r\n }\r\n\r\n public generateCubeMipmaps(gpuTexture: GPUTexture | WebGPUHardwareTexture, format: GPUTextureFormat, mipLevelCount: number, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup?.(`create cube mipmaps - ${mipLevelCount} levels`);\r\n\r\n for (let f = 0; f < 6; ++f) {\r\n this.generateMipmaps(gpuTexture, format, mipLevelCount, f, false, commandEncoder);\r\n }\r\n\r\n commandEncoder!.popDebugGroup?.();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public generateMipmaps(\r\n gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture,\r\n format: GPUTextureFormat,\r\n mipLevelCount: number,\r\n faceIndex = 0,\r\n is3D = false,\r\n commandEncoder?: GPUCommandEncoder\r\n ): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format);\r\n\r\n faceIndex = Math.max(faceIndex, 0);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup?.(`create mipmaps for face #${faceIndex} - ${mipLevelCount} levels`);\r\n\r\n let gpuTexture: Nullable<GPUTexture>;\r\n if (WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture)) {\r\n gpuTexture = gpuOrHdwTexture.underlyingResource;\r\n gpuOrHdwTexture._mipmapGenRenderPassDescr = gpuOrHdwTexture._mipmapGenRenderPassDescr || [];\r\n gpuOrHdwTexture._mipmapGenBindGroup = gpuOrHdwTexture._mipmapGenBindGroup || [];\r\n } else {\r\n gpuTexture = gpuOrHdwTexture;\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n if (!gpuTexture) {\r\n return;\r\n }\r\n\r\n const webgpuHardwareTexture = gpuOrHdwTexture as Nullable<WebGPUHardwareTexture>;\r\n for (let i = 1; i < mipLevelCount; ++i) {\r\n const renderPassDescriptor = webgpuHardwareTexture?._mipmapGenRenderPassDescr[faceIndex]?.[i - 1] ?? {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_generateMipmaps_${format}_faceIndex${faceIndex}_level${i}`,\r\n colorAttachments: [\r\n {\r\n view: gpuTexture.createView({\r\n format,\r\n dimension: is3D ? WebGPUConstants.TextureViewDimension.E3d : WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: i,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex] = webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex] || [];\r\n webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex][i - 1] = renderPassDescriptor;\r\n }\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const bindGroup =\r\n webgpuHardwareTexture?._mipmapGenBindGroup[faceIndex]?.[i - 1] ??\r\n this._device.createBindGroup({\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: gpuTexture.createView({\r\n format,\r\n dimension: is3D ? WebGPUConstants.TextureViewDimension.E3d : WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: i - 1,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n },\r\n {\r\n binding: 1,\r\n resource: this._mipmapSampler,\r\n },\r\n ],\r\n });\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._mipmapGenBindGroup[faceIndex] = webgpuHardwareTexture._mipmapGenBindGroup[faceIndex] || [];\r\n webgpuHardwareTexture._mipmapGenBindGroup[faceIndex][i - 1] = bindGroup;\r\n }\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n }\r\n\r\n commandEncoder!.popDebugGroup?.();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public createGPUTextureForInternalTexture(\r\n texture: InternalTexture,\r\n width?: number,\r\n height?: number,\r\n depth?: number,\r\n creationFlags?: number,\r\n dontCreateMSAATexture?: boolean\r\n ): WebGPUHardwareTexture {\r\n if (!texture._hardwareTexture) {\r\n texture._hardwareTexture = new WebGPUHardwareTexture(this._engine);\r\n }\r\n\r\n if (width === undefined) {\r\n width = texture.width;\r\n }\r\n if (height === undefined) {\r\n height = texture.height;\r\n }\r\n if (depth === undefined) {\r\n depth = texture.depth;\r\n }\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const isStorageTexture = ((creationFlags ?? 0) & Constants.TEXTURE_CREATIONFLAG_STORAGE) !== 0;\r\n\r\n gpuTextureWrapper.format = WebGPUTextureHelper.GetWebGPUTextureFormat(texture.type, texture.format, texture._useSRGBBuffer);\r\n\r\n gpuTextureWrapper.textureUsages =\r\n texture._source === InternalTextureSource.RenderTarget || texture.source === InternalTextureSource.MultiRenderTarget\r\n ? WebGPUConstants.TextureUsage.TextureBinding | WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment\r\n : texture._source === InternalTextureSource.DepthStencil\r\n ? WebGPUConstants.TextureUsage.TextureBinding | WebGPUConstants.TextureUsage.RenderAttachment\r\n : -1;\r\n\r\n gpuTextureWrapper.textureAdditionalUsages = isStorageTexture ? WebGPUConstants.TextureUsage.StorageBinding : 0;\r\n\r\n const hasMipMaps = texture.generateMipMaps;\r\n const layerCount = depth || 1;\r\n let mipmapCount;\r\n if (texture._maxLodLevel !== null) {\r\n mipmapCount = texture._maxLodLevel;\r\n } else {\r\n mipmapCount = hasMipMaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;\r\n }\r\n\r\n if (texture.isCube) {\r\n const gpuTexture = this.createCubeTexture(\r\n { width, height },\r\n texture.generateMipMaps,\r\n texture.generateMipMaps,\r\n texture.invertY,\r\n false,\r\n gpuTextureWrapper.format,\r\n 1,\r\n this._commandEncoderForCreation,\r\n gpuTextureWrapper.textureUsages,\r\n gpuTextureWrapper.textureAdditionalUsages,\r\n texture.label\r\n );\r\n\r\n gpuTextureWrapper.set(gpuTexture);\r\n\r\n const arrayLayerCount = texture.is3D ? 1 : layerCount;\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n const dimension = texture.is2DArray ? WebGPUConstants.TextureViewDimension.CubeArray : WebGPUConstants.TextureViewDimension.Cube;\r\n\r\n gpuTextureWrapper.createView(\r\n {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureViewCube${texture.is2DArray ? \"_Array\" + arrayLayerCount : \"\"}_${width}x${height}_${\r\n hasMipMaps ? \"wmips\" : \"womips\"\r\n }_${format}_${dimension}_${aspect}_${texture.label ?? \"noname\"}`,\r\n format,\r\n dimension,\r\n mipLevelCount: mipmapCount,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 6,\r\n aspect,\r\n },\r\n isStorageTexture\r\n );\r\n } else {\r\n const gpuTexture = this.createTexture(\r\n { width, height, layers: layerCount },\r\n texture.generateMipMaps,\r\n texture.generateMipMaps,\r\n texture.invertY,\r\n false,\r\n texture.is3D,\r\n gpuTextureWrapper.format,\r\n 1,\r\n this._commandEncoderForCreation,\r\n gpuTextureWrapper.textureUsages,\r\n gpuTextureWrapper.textureAdditionalUsages,\r\n texture.label\r\n );\r\n\r\n gpuTextureWrapper.set(gpuTexture);\r\n\r\n const arrayLayerCount = texture.is3D ? 1 : layerCount;\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n const dimension = texture.is2DArray\r\n ? WebGPUConstants.TextureViewDimension.E2dArray\r\n : texture.is3D\r\n ? WebGPUConstants.TextureDimension.E3d\r\n : WebGPUConstants.TextureViewDimension.E2d;\r\n\r\n gpuTextureWrapper.createView(\r\n {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureView${texture.is3D ? \"3D\" : \"2D\"}${\r\n texture.is2DArray ? \"_Array\" + arrayLayerCount : \"\"\r\n }_${width}x${height}${texture.is3D ? \"x\" + layerCount : \"\"}_${hasMipMaps ? \"wmips\" : \"womips\"}_${format}_${dimension}_${aspect}_${texture.label ?? \"noname\"}`,\r\n format,\r\n dimension,\r\n mipLevelCount: mipmapCount,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount,\r\n aspect,\r\n },\r\n isStorageTexture\r\n );\r\n }\r\n\r\n texture.width = texture.baseWidth = width;\r\n texture.height = texture.baseHeight = height;\r\n texture.depth = texture.baseDepth = depth;\r\n\r\n if (!dontCreateMSAATexture) {\r\n this.createMSAATexture(texture, texture.samples);\r\n }\r\n\r\n return gpuTextureWrapper;\r\n }\r\n\r\n public createMSAATexture(texture: InternalTexture, samples: number, releaseExisting = true, index = 0): void {\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n if (releaseExisting) {\r\n gpuTextureWrapper?.releaseMSAATexture();\r\n }\r\n\r\n if (!gpuTextureWrapper || (samples ?? 1) <= 1) {\r\n return;\r\n }\r\n\r\n const width = texture.width;\r\n const height = texture.height;\r\n\r\n const gpuMSAATexture = this.createTexture(\r\n { width, height, layers: 1 },\r\n false,\r\n false,\r\n false,\r\n false,\r\n false,\r\n gpuTextureWrapper.format,\r\n samples,\r\n this._commandEncoderForCreation,\r\n WebGPUConstants.TextureUsage.RenderAttachment,\r\n 0,\r\n texture.label ? \"MSAA_\" + texture.label : \"MSAA\"\r\n );\r\n gpuTextureWrapper.setMSAATexture(gpuMSAATexture, index);\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Update\r\n //------------------------------------------------------------------------------\r\n\r\n public updateCubeTextures(\r\n imageBitmaps: ImageBitmap[] | Uint8Array[],\r\n gpuTexture: GPUTexture,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n offsetX = 0,\r\n offsetY = 0\r\n ): void {\r\n const faces = [0, 3, 1, 4, 2, 5];\r\n\r\n for (let f = 0; f < faces.length; ++f) {\r\n const imageBitmap = imageBitmaps[faces[f]];\r\n\r\n this.updateTexture(imageBitmap, gpuTexture, width, height, 1, format, f, 0, invertY, premultiplyAlpha, offsetX, offsetY);\r\n }\r\n }\r\n\r\n // TODO WEBGPU handle data source not being in the same format than the destination texture?\r\n public updateTexture(\r\n imageBitmap: ImageBitmap | Uint8Array | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas,\r\n texture: GPUTexture | InternalTexture,\r\n width: number,\r\n height: number,\r\n layers: number,\r\n format: GPUTextureFormat,\r\n faceIndex: number = 0,\r\n mipLevel: number = 0,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n offsetX = 0,\r\n offsetY = 0,\r\n allowGPUOptimization?: boolean\r\n ): void {\r\n const gpuTexture = WebGPUTextureHelper.IsInternalTexture(texture) ? (texture._hardwareTexture as WebGPUHardwareTexture).underlyingResource! : texture;\r\n const blockInformation = WebGPUTextureHelper.GetBlockInformationFromFormat(format);\r\n const gpuOrHdwTexture = WebGPUTextureHelper.IsInternalTexture(texture) ? (texture._hardwareTexture as WebGPUHardwareTexture) : texture;\r\n\r\n const textureCopyView: GPUCopyExternalImageDestInfo = {\r\n texture: gpuTexture,\r\n origin: {\r\n x: offsetX,\r\n y: offsetY,\r\n z: Math.max(faceIndex, 0),\r\n },\r\n mipLevel: mipLevel,\r\n premultipliedAlpha: premultiplyAlpha,\r\n };\r\n\r\n const textureExtent = {\r\n width: Math.ceil(width / blockInformation.width) * blockInformation.width,\r\n height: Math.ceil(height / blockInformation.height) * blockInformation.height,\r\n depthOrArrayLayers: layers || 1,\r\n };\r\n\r\n if ((imageBitmap as Uint8Array).byteLength !== undefined) {\r\n imageBitmap = imageBitmap as Uint8Array;\r\n\r\n const bytesPerRow = Math.ceil(width / blockInformation.width) * blockInformation.length;\r\n const aligned = Math.ceil(bytesPerRow / 256) * 256 === bytesPerRow;\r\n\r\n if (aligned) {\r\n const commandEncoder = this._device.createCommandEncoder({});\r\n\r\n const buffer = this._bufferManager.createRawBuffer(\r\n imageBitmap.byteLength,\r\n WebGPUConstants.BufferUsage.MapWrite | WebGPUConstants.BufferUsage.CopySrc,\r\n true,\r\n \"TempBufferForUpdateTexture\" + (gpuTexture ? \"_\" + gpuTexture.label : \"\")\r\n );\r\n\r\n const arrayBuffer = buffer.getMappedRange();\r\n\r\n new Uint8Array(arrayBuffer).set(imageBitmap);\r\n\r\n buffer.unmap();\r\n\r\n commandEncoder.copyBufferToTexture(\r\n {\r\n buffer: buffer,\r\n offset: 0,\r\n bytesPerRow,\r\n rowsPerImage: height,\r\n },\r\n textureCopyView,\r\n textureExtent\r\n );\r\n\r\n this._device.queue.submit([commandEncoder.finish()]);\r\n\r\n this._bufferManager.releaseBuffer(buffer);\r\n } else {\r\n this._device.queue.writeTexture(\r\n textureCopyView,\r\n imageBitmap,\r\n {\r\n offset: 0,\r\n bytesPerRow,\r\n rowsPerImage: height,\r\n },\r\n textureExtent\r\n );\r\n }\r\n\r\n if (invertY || premultiplyAlpha) {\r\n if (WebGPUTextureHelper.IsInternalTexture(texture)) {\r\n const dontUseRect = offsetX === 0 && offsetY === 0 && width === texture.width && height === texture.height;\r\n this.invertYPreMultiplyAlpha(\r\n gpuOrHdwTexture,\r\n texture.width,\r\n texture.height,\r\n format,\r\n invertY,\r\n premultiplyAlpha,\r\n faceIndex,\r\n mipLevel,\r\n layers || 1,\r\n offsetX,\r\n offsetY,\r\n dontUseRect ? 0 : width,\r\n dontUseRect ? 0 : height,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n } else {\r\n // we should never take this code path\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"updateTexture: Can't process the texture data because a GPUTexture was provided instead of an InternalTexture!\";\r\n }\r\n }\r\n } else {\r\n imageBitmap = imageBitmap as ImageBitmap | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas;\r\n this._device.queue.copyExternalImageToTexture({ source: imageBitmap, flipY: invertY }, textureCopyView, textureExtent);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async\r\n public readPixels(\r\n texture: GPUTexture,\r\n x: number,\r\n y: number,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n faceIndex: number = 0,\r\n mipLevel: number = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const blockInformation = WebGPUTextureHelper.GetBlockInformationFromFormat(format);\r\n\r\n const bytesPerRow = Math.ceil(width / blockInformation.width) * blockInformation.length;\r\n\r\n const bytesPerRowAligned = Math.ceil(bytesPerRow / 256) * 256;\r\n\r\n const size = bytesPerRowAligned * height;\r\n\r\n const gpuBuffer = this._bufferManager.createRawBuffer(\r\n size,\r\n WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst,\r\n undefined,\r\n \"TempBufferForReadPixels\" + (texture.label ? \"_\" + texture.label : \"\")\r\n );\r\n\r\n const commandEncoder = this._device.createCommandEncoder({});\r\n\r\n commandEncoder.copyTextureToBuffer(\r\n {\r\n texture,\r\n mipLevel,\r\n origin: {\r\n x,\r\n y,\r\n z: Math.max(faceIndex, 0),\r\n },\r\n },\r\n {\r\n buffer: gpuBuffer,\r\n offset: 0,\r\n bytesPerRow: bytesPerRowAligned,\r\n },\r\n {\r\n width,\r\n height,\r\n depthOrArrayLayers: 1,\r\n }\r\n );\r\n\r\n this._device.queue.submit([commandEncoder.finish()]);\r\n\r\n return this._bufferManager.readDataFromBuffer(\r\n gpuBuffer,\r\n size,\r\n width,\r\n height,\r\n bytesPerRow,\r\n bytesPerRowAligned,\r\n WebGPUTextureHelper.GetTextureTypeFromFormat(format),\r\n 0,\r\n buffer,\r\n true,\r\n noDataConversion\r\n );\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Dispose\r\n //------------------------------------------------------------------------------\r\n\r\n public releaseTexture(texture: InternalTexture | GPUTexture): void {\r\n if (WebGPUTextureHelper.IsInternalTexture(texture)) {\r\n const hardwareTexture = texture._hardwareTexture;\r\n const irradianceTexture = texture._irradianceTexture;\r\n\r\n // We can't destroy the objects just now because they could be used in the current frame - we delay the destroying after the end of the frame\r\n this._deferredReleaseTextures.push([hardwareTexture, irradianceTexture]);\r\n } else {\r\n this._deferredReleaseTextures.push([texture, null]);\r\n }\r\n }\r\n\r\n public destroyDeferredTextures(): void {\r\n for (let i = 0; i < this._deferredReleaseTextures.length; ++i) {\r\n const [hardwareTexture, irradianceTexture] = this._deferredReleaseTextures[i];\r\n\r\n if (hardwareTexture) {\r\n if (WebGPUTextureHelper.IsHardwareTexture(hardwareTexture)) {\r\n hardwareTexture.release();\r\n } else {\r\n hardwareTexture.destroy();\r\n }\r\n }\r\n irradianceTexture?.dispose();\r\n }\r\n\r\n this._deferredReleaseTextures.length = 0;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\n// License for the mipmap generation code:\r\n//\r\n// Copyright 2020 Brandon Jones\r\n//\r\n// Permission is hereby granted, free of charge, to any person obtaining a copy\r\n// of this software and associated documentation files (the \"Software\"), to deal\r\n// in the Software without restriction, including without limitation the rights\r\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r\n// copies of the Software, and to permit persons to whom the Software is\r\n// furnished to do so, subject to the following conditions:\r\n\r\n// The above copyright notice and this permission notice shall be included in\r\n// all copies or substantial portions of the Software.\r\n\r\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\r\n// SOFTWARE.\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUBufferManager } from \"./webgpuBufferManager\";\r\nimport { Constants } from \"../constants\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IHardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { WebGPUHardwareTexture } from \"./webgpuHardwareTexture\";\r\nimport type { ExternalTexture } from \"../../Materials/Textures/externalTexture\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\nimport type { _IProcessingOptions } from \"../Processors/shaderProcessingOptions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Finalize, Initialize, Process } from \"../Processors/shaderProcessor\";\r\nimport type { WebGPUShaderProcessorWGSL } from \"./webgpuShaderProcessorsWGSL\";\r\n\r\n// TODO WEBGPU improve mipmap generation by using compute shaders\r\n\r\nconst mipmapVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n const tex = array<vec2<f32>, 4>( vec2f(0.0f, 0.0f), vec2f(1.0f, 0.0f), vec2f(0.0f, 1.0f), vec2f(1.0f, 1.0f));\r\n\r\n varying vTex: vec2f;\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.vTex = tex[input.vertexIndex];\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst mipmapFragmentSource = `\r\n var imgSampler: sampler;\r\n var img: texture_2d<f32>;\r\n\r\n varying vTex: vec2f;\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n fragmentOutputs.color = textureSample(img, imgSampler, input.vTex);\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n const tex = array<vec2<f32>, 4>( vec2f(0.0f, 0.0f), vec2f(1.0f, 0.0f), vec2f(0.0f, 1.0f), vec2f(1.0f, 1.0f));\r\n\r\n var img: texture_2d<f32>;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n #ifdef INVERTY\r\n vertexOutputs.vTextureSize = vec2f(textureDimensions(img, 0));\r\n #endif\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaFragmentSource = `\r\n var img: texture_2d<f32>;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n #ifdef INVERTY\r\n var color: vec4f = textureLoad(img, vec2i(i32(input.position.x), i32(input.vTextureSize.y - input.position.y)), 0);\r\n #else\r\n var color: vec4f = textureLoad(img, vec2i(input.position.xy), 0);\r\n #endif\r\n #ifdef PREMULTIPLYALPHA\r\n color = vec4f(color.rgb * color.a, color.a);\r\n #endif\r\n fragmentOutputs.color = color;\r\n }\r\n `;\r\n\r\nconst invertYPreMultiplyAlphaWithOfstVertexSource = invertYPreMultiplyAlphaVertexSource;\r\n\r\nconst invertYPreMultiplyAlphaWithOfstFragmentSource = `\r\n var img: texture_2d<f32>;\r\n uniform ofstX: f32;\r\n uniform ofstY: f32;\r\n uniform width: f32;\r\n uniform height: f32;\r\n\r\n #ifdef INVERTY\r\n varying vTextureSize: vec2f;\r\n #endif\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n if (input.position.x < uniforms.ofstX || input.position.x >= uniforms.ofstX + uniforms.width) {\r\n discard;\r\n }\r\n if (input.position.y < uniforms.ofstY || input.position.y >= uniforms.ofstY + uniforms.height) {\r\n discard;\r\n }\r\n #ifdef INVERTY\r\n var color: vec4f = textureLoad(img, vec2i(i32(input.position.x), i32(uniforms.ofstY + uniforms.height - (input.position.y - uniforms.ofstY))), 0);\r\n #else\r\n var color: vec4f = textureLoad(img, vec2i(input.position.xy), 0);\r\n #endif\r\n #ifdef PREMULTIPLYALPHA\r\n color = vec4f(color.rgb * color.a, color.a);\r\n #endif\r\n fragmentOutputs.color = color;\r\n }\r\n `;\r\n\r\nconst clearVertexSource = `\r\n const pos = array<vec2<f32>, 4>( vec2f(-1.0f, 1.0f), vec2f(1.0f, 1.0f), vec2f(-1.0f, -1.0f), vec2f(1.0f, -1.0f));\r\n\r\n @vertex\r\n fn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\r\n }\r\n `;\r\n\r\nconst clearFragmentSource = `\r\n uniform color: vec4f;\r\n\r\n\r\n @fragment\r\n fn main(input: FragmentInputs) -> FragmentOutputs {\r\n fragmentOutputs.color = uniforms.color;\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureVertexSource = `\r\n struct VertexOutput {\r\n @builtin(position) Position : vec4<f32>,\r\n @location(0) fragUV : vec2<f32>\r\n }\r\n\r\n @vertex\r\n fn main(\r\n @builtin(vertex_index) VertexIndex : u32\r\n ) -> VertexOutput {\r\n var pos = array<vec2<f32>, 4>(\r\n vec2(-1.0, 1.0),\r\n vec2( 1.0, 1.0),\r\n vec2(-1.0, -1.0),\r\n vec2( 1.0, -1.0)\r\n );\r\n var tex = array<vec2<f32>, 4>(\r\n vec2(0.0, 0.0),\r\n vec2(1.0, 0.0),\r\n vec2(0.0, 1.0),\r\n vec2(1.0, 1.0)\r\n );\r\n\r\n var output: VertexOutput;\r\n\r\n output.Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);\r\n output.fragUV = tex[VertexIndex];\r\n\r\n return output;\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureFragmentSource = `\r\n @group(0) @binding(0) var videoSampler: sampler;\r\n @group(0) @binding(1) var videoTexture: texture_external;\r\n\r\n @fragment\r\n fn main(\r\n @location(0) fragUV: vec2<f32>\r\n ) -> @location(0) vec4<f32> {\r\n return textureSampleBaseClampToEdge(videoTexture, videoSampler, fragUV);\r\n }\r\n `;\r\n\r\nconst copyVideoToTextureInvertYFragmentSource = `\r\n @group(0) @binding(0) var videoSampler: sampler;\r\n @group(0) @binding(1) var videoTexture: texture_external;\r\n\r\n @fragment\r\n fn main(\r\n @location(0) fragUV: vec2<f32>\r\n ) -> @location(0) vec4<f32> {\r\n return textureSampleBaseClampToEdge(videoTexture, videoSampler, vec2<f32>(fragUV.x, 1.0 - fragUV.y));\r\n }\r\n `;\r\n\r\nenum PipelineType {\r\n MipMap = 0,\r\n InvertYPremultiplyAlpha = 1,\r\n Clear = 2,\r\n InvertYPremultiplyAlphaWithOfst = 3,\r\n}\r\n\r\nenum VideoPipelineType {\r\n DontInvertY = 0,\r\n InvertY = 1,\r\n}\r\n\r\ninterface IPipelineParameters {\r\n invertY?: boolean;\r\n premultiplyAlpha?: boolean;\r\n}\r\n\r\nconst shadersForPipelineType = [\r\n { vertex: mipmapVertexSource, fragment: mipmapFragmentSource },\r\n { vertex: invertYPreMultiplyAlphaVertexSource, fragment: invertYPreMultiplyAlphaFragmentSource },\r\n { vertex: clearVertexSource, fragment: clearFragmentSource },\r\n { vertex: invertYPreMultiplyAlphaWithOfstVertexSource, fragment: invertYPreMultiplyAlphaWithOfstFragmentSource },\r\n];\r\n\r\n/**\r\n * Map a (renderable) texture format (GPUTextureFormat) to an index for fast lookup (in caches for eg)\r\n * The number of entries should not go over 64! Else, the code in WebGPUCacheRenderPipeline.setMRT should be updated\r\n */\r\nexport const renderableTextureFormatToIndex: { [name: string]: number } = {\r\n \"\": 0,\r\n r8unorm: 1,\r\n r8uint: 2,\r\n r8sint: 3,\r\n\r\n r16uint: 4,\r\n r16sint: 5,\r\n r16float: 6,\r\n rg8unorm: 7,\r\n rg8uint: 8,\r\n rg8sint: 9,\r\n\r\n r32uint: 10,\r\n r32sint: 11,\r\n r32float: 12,\r\n rg16uint: 13,\r\n rg16sint: 14,\r\n rg16float: 15,\r\n rgba8unorm: 16,\r\n \"rgba8unorm-srgb\": 17,\r\n rgba8uint: 18,\r\n rgba8sint: 19,\r\n bgra8unorm: 20,\r\n \"bgra8unorm-srgb\": 21,\r\n\r\n rgb10a2uint: 22,\r\n rgb10a2unorm: 23,\r\n /* rg11b10ufloat: this entry is dynamically added if the \"RG11B10UFloatRenderable\" extension is supported */\r\n\r\n rg32uint: 24,\r\n rg32sint: 25,\r\n rg32float: 26,\r\n rgba16uint: 27,\r\n rgba16sint: 28,\r\n rgba16float: 29,\r\n\r\n rgba32uint: 30,\r\n rgba32sint: 31,\r\n rgba32float: 32,\r\n\r\n stencil8: 33,\r\n depth16unorm: 34,\r\n depth24plus: 35,\r\n \"depth24plus-stencil8\": 36,\r\n depth32float: 37,\r\n\r\n \"depth32float-stencil8\": 38,\r\n\r\n r16unorm: 39,\r\n rg16unorm: 40,\r\n rgba16unorm: 41,\r\n r16snorm: 42,\r\n rg16snorm: 43,\r\n rgba16snorm: 44,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUTextureManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _bufferManager: WebGPUBufferManager;\r\n private _mipmapSampler: GPUSampler;\r\n private _videoSampler: GPUSampler;\r\n private _ubCopyWithOfst: GPUBuffer;\r\n private _pipelines: { [format: string]: Array<[GPURenderPipeline, GPUBindGroupLayout]> } = {};\r\n private _compiledShaders: GPUShaderModule[][] = [];\r\n private _videoPipelines: { [format: string]: Array<[GPURenderPipeline, GPUBindGroupLayout]> } = {};\r\n private _videoCompiledShaders: GPUShaderModule[][] = [];\r\n private _deferredReleaseTextures: Array<[Nullable<IHardwareTextureWrapper | GPUTexture>, Nullable<BaseTexture>]> = [];\r\n private _commandEncoderForCreation: GPUCommandEncoder;\r\n\r\n //------------------------------------------------------------------------------\r\n // Initialization / Helpers\r\n //------------------------------------------------------------------------------\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice, bufferManager: WebGPUBufferManager, enabledExtensions: GPUFeatureName[]) {\r\n this._engine = engine;\r\n this._device = device;\r\n this._bufferManager = bufferManager;\r\n\r\n if (enabledExtensions.indexOf(WebGPUConstants.FeatureName.RG11B10UFloatRenderable) !== -1) {\r\n const keys = Object.keys(renderableTextureFormatToIndex);\r\n renderableTextureFormatToIndex[WebGPUConstants.TextureFormat.RG11B10UFloat] = renderableTextureFormatToIndex[keys[keys.length - 1]] + 1;\r\n }\r\n\r\n this._mipmapSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });\r\n this._videoSampler = device.createSampler({ minFilter: WebGPUConstants.FilterMode.Linear });\r\n this._ubCopyWithOfst = this._bufferManager.createBuffer(\r\n 4 * 4,\r\n WebGPUConstants.BufferUsage.Uniform | WebGPUConstants.BufferUsage.CopyDst,\r\n \"UBCopyWithOffset\"\r\n ).underlyingResource;\r\n\r\n this._getPipeline(WebGPUConstants.TextureFormat.RGBA8Unorm);\r\n this._getVideoPipeline(WebGPUConstants.TextureFormat.RGBA8Unorm);\r\n }\r\n\r\n private _getPipeline(format: GPUTextureFormat, type: PipelineType = PipelineType.MipMap, params?: IPipelineParameters): [GPURenderPipeline, GPUBindGroupLayout] {\r\n const index =\r\n type === PipelineType.MipMap\r\n ? 1 << 0\r\n : type === PipelineType.InvertYPremultiplyAlpha\r\n ? ((params!.invertY ? 1 : 0) << 1) + ((params!.premultiplyAlpha ? 1 : 0) << 2)\r\n : type === PipelineType.Clear\r\n ? 1 << 3\r\n : type === PipelineType.InvertYPremultiplyAlphaWithOfst\r\n ? ((params!.invertY ? 1 : 0) << 4) + ((params!.premultiplyAlpha ? 1 : 0) << 5)\r\n : 0;\r\n\r\n if (!this._pipelines[format]) {\r\n this._pipelines[format] = [];\r\n }\r\n\r\n let pipelineAndBGL = this._pipelines[format][index];\r\n if (!pipelineAndBGL) {\r\n let defines = \"\";\r\n if (type === PipelineType.InvertYPremultiplyAlpha || type === PipelineType.InvertYPremultiplyAlphaWithOfst) {\r\n if (params!.invertY) {\r\n defines += \"#define INVERTY\\n\";\r\n }\r\n if (params!.premultiplyAlpha) {\r\n defines += \"#define PREMULTIPLYALPHA\\n\";\r\n }\r\n }\r\n\r\n let modules = this._compiledShaders[index];\r\n if (!modules) {\r\n let vertexCode = shadersForPipelineType[type].vertex;\r\n let fragmentCode = shadersForPipelineType[type].fragment;\r\n\r\n const processorOptions: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: null,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: true,\r\n processor: this._engine._getShaderProcessor(ShaderLanguage.WGSL),\r\n supportsUniformBuffers: true,\r\n shadersRepository: \"\",\r\n includesShadersStore: {},\r\n version: (this._engine.version * 100).toString(),\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: this._engine._getShaderProcessingContext(ShaderLanguage.WGSL, true),\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n };\r\n\r\n Initialize(processorOptions);\r\n\r\n // Disable special additions not needed here\r\n (processorOptions.processor as WebGPUShaderProcessorWGSL).pureMode = true;\r\n\r\n Process(\r\n vertexCode,\r\n processorOptions,\r\n (migratedVertexCode) => {\r\n vertexCode = migratedVertexCode;\r\n },\r\n this._engine\r\n );\r\n\r\n processorOptions.isFragment = true;\r\n\r\n Process(\r\n fragmentCode,\r\n processorOptions,\r\n (migratedFragmentCode) => {\r\n fragmentCode = migratedFragmentCode;\r\n },\r\n this._engine\r\n );\r\n\r\n const final = Finalize(vertexCode, fragmentCode, processorOptions);\r\n\r\n // Restore\r\n (processorOptions.processor as WebGPUShaderProcessorWGSL).pureMode = false;\r\n\r\n const vertexModule = this._device.createShaderModule({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalVertexShader_${index}`,\r\n code: final.vertexCode,\r\n });\r\n const fragmentModule = this._device.createShaderModule({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalFragmentShader_${index}`,\r\n code: final.fragmentCode,\r\n });\r\n modules = this._compiledShaders[index] = [vertexModule, fragmentModule];\r\n }\r\n\r\n const pipeline = this._device.createRenderPipeline({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalPipeline_${format}_${index}`,\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n vertex: {\r\n module: modules[0],\r\n entryPoint: \"main\",\r\n },\r\n fragment: {\r\n module: modules[1],\r\n entryPoint: \"main\",\r\n targets: [\r\n {\r\n format,\r\n },\r\n ],\r\n },\r\n primitive: {\r\n topology: WebGPUConstants.PrimitiveTopology.TriangleStrip,\r\n stripIndexFormat: WebGPUConstants.IndexFormat.Uint16,\r\n },\r\n });\r\n\r\n pipelineAndBGL = this._pipelines[format][index] = [pipeline, pipeline.getBindGroupLayout(0)];\r\n }\r\n\r\n return pipelineAndBGL;\r\n }\r\n\r\n private _getVideoPipeline(format: GPUTextureFormat, type: VideoPipelineType = VideoPipelineType.DontInvertY): [GPURenderPipeline, GPUBindGroupLayout] {\r\n const index = type === VideoPipelineType.InvertY ? 1 << 0 : 0;\r\n\r\n if (!this._videoPipelines[format]) {\r\n this._videoPipelines[format] = [];\r\n }\r\n\r\n let pipelineAndBGL = this._videoPipelines[format][index];\r\n if (!pipelineAndBGL) {\r\n let modules = this._videoCompiledShaders[index];\r\n if (!modules) {\r\n const vertexModule = this._device.createShaderModule({\r\n code: copyVideoToTextureVertexSource,\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_CopyVideoToTexture_VertexShader`,\r\n });\r\n const fragmentModule = this._device.createShaderModule({\r\n code: index === 0 ? copyVideoToTextureFragmentSource : copyVideoToTextureInvertYFragmentSource,\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_CopyVideoToTexture_FragmentShader_${index === 0 ? \"DontInvertY\" : \"InvertY\"}`,\r\n });\r\n modules = this._videoCompiledShaders[index] = [vertexModule, fragmentModule];\r\n }\r\n\r\n const pipeline = this._device.createRenderPipeline({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_InternalVideoPipeline_${format}_${index === 0 ? \"DontInvertY\" : \"InvertY\"}`,\r\n layout: WebGPUConstants.AutoLayoutMode.Auto,\r\n vertex: {\r\n module: modules[0],\r\n entryPoint: \"main\",\r\n },\r\n fragment: {\r\n module: modules[1],\r\n entryPoint: \"main\",\r\n targets: [\r\n {\r\n format,\r\n },\r\n ],\r\n },\r\n primitive: {\r\n topology: WebGPUConstants.PrimitiveTopology.TriangleStrip,\r\n stripIndexFormat: WebGPUConstants.IndexFormat.Uint16,\r\n },\r\n });\r\n\r\n pipelineAndBGL = this._videoPipelines[format][index] = [pipeline, pipeline.getBindGroupLayout(0)];\r\n }\r\n\r\n return pipelineAndBGL;\r\n }\r\n\r\n public setCommandEncoder(encoder: GPUCommandEncoder): void {\r\n this._commandEncoderForCreation = encoder;\r\n }\r\n\r\n public copyVideoToTexture(video: ExternalTexture, texture: InternalTexture, format: GPUTextureFormat, invertY = false, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getVideoPipeline(format, invertY ? VideoPipelineType.InvertY : VideoPipelineType.DontInvertY);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup?.(`copy video to texture - invertY=${invertY}`);\r\n\r\n const webgpuHardwareTexture = texture._hardwareTexture as WebGPUHardwareTexture;\r\n\r\n const renderPassDescriptor: GPURenderPassDescriptor = {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_copyVideoToTexture_${format}_${invertY ? \"InvertY\" : \"DontInvertY\"}${texture.label ? \"_\" + texture.label : \"\"}`,\r\n colorAttachments: [\r\n {\r\n view: webgpuHardwareTexture.underlyingResource!.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n mipLevelCount: 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 1,\r\n aspect: WebGPUConstants.TextureAspect.All,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: this._videoSampler,\r\n },\r\n {\r\n binding: 1,\r\n resource: this._device.importExternalTexture({\r\n source: video.underlyingResource,\r\n }),\r\n },\r\n ],\r\n };\r\n\r\n const bindGroup = this._device.createBindGroup(descriptor);\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.popDebugGroup?.();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public invertYPreMultiplyAlpha(\r\n gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n faceIndex = 0,\r\n mipLevel = 0,\r\n layers = 1,\r\n ofstX = 0,\r\n ofstY = 0,\r\n rectWidth = 0,\r\n rectHeight = 0,\r\n commandEncoder?: GPUCommandEncoder,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n allowGPUOptimization?: boolean\r\n ): void {\r\n const useRect = rectWidth !== 0;\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format, useRect ? PipelineType.InvertYPremultiplyAlphaWithOfst : PipelineType.InvertYPremultiplyAlpha, {\r\n invertY,\r\n premultiplyAlpha,\r\n });\r\n\r\n faceIndex = Math.max(faceIndex, 0);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup?.(`internal process texture - invertY=${invertY} premultiplyAlpha=${premultiplyAlpha}`);\r\n\r\n let gpuTexture: Nullable<GPUTexture>;\r\n if (WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture)) {\r\n gpuTexture = gpuOrHdwTexture.underlyingResource;\r\n if (!(invertY && !premultiplyAlpha && layers === 1 && faceIndex === 0)) {\r\n // we optimize only for the most likely case (invertY=true, premultiplyAlpha=false, layers=1, faceIndex=0) to avoid dealing with big caches\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n } else {\r\n gpuTexture = gpuOrHdwTexture;\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n if (!gpuTexture) {\r\n return;\r\n }\r\n\r\n if (useRect) {\r\n this._bufferManager.setRawData(this._ubCopyWithOfst, 0, new Float32Array([ofstX, ofstY, rectWidth, rectHeight]), 0, 4 * 4);\r\n }\r\n\r\n const webgpuHardwareTexture = gpuOrHdwTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n const outputTexture =\r\n webgpuHardwareTexture?._copyInvertYTempTexture ??\r\n this.createTexture(\r\n { width, height, layers: 1 },\r\n false,\r\n false,\r\n false,\r\n false,\r\n false,\r\n format,\r\n 1,\r\n commandEncoder,\r\n WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment | WebGPUConstants.TextureUsage.TextureBinding,\r\n undefined,\r\n \"TempTextureForCopyWithInvertY\"\r\n );\r\n\r\n const renderPassDescriptor = webgpuHardwareTexture?._copyInvertYRenderPassDescr ?? {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_invertYPreMultiplyAlpha_${format}_${invertY ? \"InvertY\" : \"DontInvertY\"}_${\r\n premultiplyAlpha ? \"PremultiplyAlpha\" : \"DontPremultiplyAlpha\"\r\n }`,\r\n colorAttachments: [\r\n {\r\n view: outputTexture.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: 0,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: 0,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n let bindGroup = useRect ? webgpuHardwareTexture?._copyInvertYBindGroupWithOfst : webgpuHardwareTexture?._copyInvertYBindGroup;\r\n if (!bindGroup) {\r\n const descriptor: GPUBindGroupDescriptor = {\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: gpuTexture.createView({\r\n format,\r\n dimension: WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: mipLevel,\r\n mipLevelCount: 1,\r\n arrayLayerCount: layers,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n },\r\n ],\r\n };\r\n if (useRect) {\r\n descriptor.entries.push({\r\n binding: 1,\r\n resource: {\r\n buffer: this._ubCopyWithOfst,\r\n },\r\n });\r\n }\r\n bindGroup = this._device.createBindGroup(descriptor);\r\n }\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n\r\n commandEncoder!.copyTextureToTexture(\r\n {\r\n texture: outputTexture,\r\n },\r\n {\r\n texture: gpuTexture,\r\n mipLevel,\r\n origin: {\r\n x: 0,\r\n y: 0,\r\n z: faceIndex,\r\n },\r\n },\r\n {\r\n width: rectWidth || width,\r\n height: rectHeight || height,\r\n depthOrArrayLayers: 1,\r\n }\r\n );\r\n\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._copyInvertYTempTexture = outputTexture;\r\n webgpuHardwareTexture._copyInvertYRenderPassDescr = renderPassDescriptor;\r\n if (useRect) {\r\n webgpuHardwareTexture._copyInvertYBindGroupWithOfst = bindGroup;\r\n } else {\r\n webgpuHardwareTexture._copyInvertYBindGroup = bindGroup;\r\n }\r\n } else {\r\n this._deferredReleaseTextures.push([outputTexture, null]);\r\n }\r\n\r\n commandEncoder!.popDebugGroup?.();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Creation\r\n //------------------------------------------------------------------------------\r\n\r\n public createTexture(\r\n imageBitmap: ImageBitmap | { width: number; height: number; layers: number },\r\n hasMipmaps = false,\r\n generateMipmaps = false,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n is3D = false,\r\n format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm,\r\n sampleCount = 1,\r\n commandEncoder?: GPUCommandEncoder,\r\n usage = -1,\r\n additionalUsages = 0,\r\n label?: string\r\n ): GPUTexture {\r\n sampleCount = WebGPUTextureHelper.GetSample(sampleCount);\r\n\r\n const layerCount = (imageBitmap as any).layers || 1;\r\n const textureSize = {\r\n width: imageBitmap.width,\r\n height: imageBitmap.height,\r\n depthOrArrayLayers: layerCount,\r\n };\r\n\r\n const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;\r\n const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);\r\n const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(imageBitmap.width, imageBitmap.height) : 1;\r\n const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;\r\n\r\n additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;\r\n\r\n if (!isCompressedFormat && !is3D) {\r\n // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times\r\n additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;\r\n }\r\n\r\n const gpuTexture = this._device.createTexture({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_Texture${is3D ? \"3D\" : \"2D\"}_${label ? label + \"_\" : \"\"}${textureSize.width}x${textureSize.height}x${\r\n textureSize.depthOrArrayLayers\r\n }_${hasMipmaps ? \"wmips\" : \"womips\"}_${format}_samples${sampleCount}`,\r\n size: textureSize,\r\n dimension: is3D ? WebGPUConstants.TextureDimension.E3d : WebGPUConstants.TextureDimension.E2d,\r\n format,\r\n usage: usages | additionalUsages,\r\n sampleCount,\r\n mipLevelCount,\r\n });\r\n\r\n if (WebGPUTextureHelper.IsImageBitmap(imageBitmap)) {\r\n this.updateTexture(imageBitmap, gpuTexture, imageBitmap.width, imageBitmap.height, layerCount, format, 0, 0, invertY, premultiplyAlpha, 0, 0);\r\n\r\n if (hasMipmaps && generateMipmaps) {\r\n this.generateMipmaps(gpuTexture, format, mipLevelCount, 0, is3D, commandEncoder);\r\n }\r\n }\r\n\r\n return gpuTexture;\r\n }\r\n\r\n public createCubeTexture(\r\n imageBitmaps: ImageBitmap[] | { width: number; height: number },\r\n hasMipmaps = false,\r\n generateMipmaps = false,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm,\r\n sampleCount = 1,\r\n commandEncoder?: GPUCommandEncoder,\r\n usage = -1,\r\n additionalUsages = 0,\r\n label?: string\r\n ): GPUTexture {\r\n sampleCount = WebGPUTextureHelper.GetSample(sampleCount);\r\n\r\n const width = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].width : imageBitmaps.width;\r\n const height = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].height : imageBitmaps.height;\r\n\r\n const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? WebGPUConstants.TextureUsage.RenderAttachment : 0;\r\n const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);\r\n const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;\r\n const usages = usage >= 0 ? usage : WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.CopyDst | WebGPUConstants.TextureUsage.TextureBinding;\r\n\r\n additionalUsages |= hasMipmaps && !isCompressedFormat ? WebGPUConstants.TextureUsage.CopySrc | renderAttachmentFlag : 0;\r\n\r\n if (!isCompressedFormat) {\r\n // we don't know in advance if the texture will be updated with copyExternalImageToTexture (which requires to have those flags), so we need to force the flags all the times\r\n additionalUsages |= renderAttachmentFlag | WebGPUConstants.TextureUsage.CopyDst;\r\n }\r\n\r\n const gpuTexture = this._device.createTexture({\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureCube_${label ? label + \"_\" : \"\"}${width}x${height}x6_${\r\n hasMipmaps ? \"wmips\" : \"womips\"\r\n }_${format}_samples${sampleCount}`,\r\n size: {\r\n width,\r\n height,\r\n depthOrArrayLayers: 6,\r\n },\r\n dimension: WebGPUConstants.TextureDimension.E2d,\r\n format,\r\n usage: usages | additionalUsages,\r\n sampleCount,\r\n mipLevelCount,\r\n });\r\n\r\n if (WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps)) {\r\n this.updateCubeTextures(imageBitmaps, gpuTexture, width, height, format, invertY, premultiplyAlpha, 0, 0);\r\n\r\n if (hasMipmaps && generateMipmaps) {\r\n this.generateCubeMipmaps(gpuTexture, format, mipLevelCount, commandEncoder);\r\n }\r\n }\r\n\r\n return gpuTexture;\r\n }\r\n\r\n public generateCubeMipmaps(gpuTexture: GPUTexture | WebGPUHardwareTexture, format: GPUTextureFormat, mipLevelCount: number, commandEncoder?: GPUCommandEncoder): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup?.(`create cube mipmaps - ${mipLevelCount} levels`);\r\n\r\n for (let f = 0; f < 6; ++f) {\r\n this.generateMipmaps(gpuTexture, format, mipLevelCount, f, false, commandEncoder);\r\n }\r\n\r\n commandEncoder!.popDebugGroup?.();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public generateMipmaps(\r\n gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture,\r\n format: GPUTextureFormat,\r\n mipLevelCount: number,\r\n faceIndex = 0,\r\n is3D = false,\r\n commandEncoder?: GPUCommandEncoder\r\n ): void {\r\n const useOwnCommandEncoder = commandEncoder === undefined;\r\n const [pipeline, bindGroupLayout] = this._getPipeline(format);\r\n\r\n faceIndex = Math.max(faceIndex, 0);\r\n\r\n if (useOwnCommandEncoder) {\r\n commandEncoder = this._device.createCommandEncoder({});\r\n }\r\n\r\n commandEncoder!.pushDebugGroup?.(`create mipmaps for face #${faceIndex} - ${mipLevelCount} levels`);\r\n\r\n let gpuTexture: Nullable<GPUTexture>;\r\n if (WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture)) {\r\n gpuTexture = gpuOrHdwTexture.underlyingResource;\r\n gpuOrHdwTexture._mipmapGenRenderPassDescr = gpuOrHdwTexture._mipmapGenRenderPassDescr || [];\r\n gpuOrHdwTexture._mipmapGenBindGroup = gpuOrHdwTexture._mipmapGenBindGroup || [];\r\n } else {\r\n gpuTexture = gpuOrHdwTexture;\r\n gpuOrHdwTexture = undefined as any;\r\n }\r\n if (!gpuTexture) {\r\n return;\r\n }\r\n\r\n const webgpuHardwareTexture = gpuOrHdwTexture as Nullable<WebGPUHardwareTexture>;\r\n for (let i = 1; i < mipLevelCount; ++i) {\r\n const renderPassDescriptor = webgpuHardwareTexture?._mipmapGenRenderPassDescr[faceIndex]?.[i - 1] ?? {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_generateMipmaps_${format}_faceIndex${faceIndex}_level${i}`,\r\n colorAttachments: [\r\n {\r\n view: gpuTexture.createView({\r\n format,\r\n dimension: is3D ? WebGPUConstants.TextureViewDimension.E3d : WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: i,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n loadOp: WebGPUConstants.LoadOp.Load,\r\n storeOp: WebGPUConstants.StoreOp.Store,\r\n },\r\n ],\r\n };\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex] = webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex] || [];\r\n webgpuHardwareTexture._mipmapGenRenderPassDescr[faceIndex][i - 1] = renderPassDescriptor;\r\n }\r\n const passEncoder = commandEncoder!.beginRenderPass(renderPassDescriptor);\r\n\r\n const bindGroup =\r\n webgpuHardwareTexture?._mipmapGenBindGroup[faceIndex]?.[i - 1] ??\r\n this._device.createBindGroup({\r\n layout: bindGroupLayout,\r\n entries: [\r\n {\r\n binding: 0,\r\n resource: gpuTexture.createView({\r\n format,\r\n dimension: is3D ? WebGPUConstants.TextureViewDimension.E3d : WebGPUConstants.TextureViewDimension.E2d,\r\n baseMipLevel: i - 1,\r\n mipLevelCount: 1,\r\n arrayLayerCount: 1,\r\n baseArrayLayer: faceIndex,\r\n }),\r\n },\r\n {\r\n binding: 1,\r\n resource: this._mipmapSampler,\r\n },\r\n ],\r\n });\r\n if (webgpuHardwareTexture) {\r\n webgpuHardwareTexture._mipmapGenBindGroup[faceIndex] = webgpuHardwareTexture._mipmapGenBindGroup[faceIndex] || [];\r\n webgpuHardwareTexture._mipmapGenBindGroup[faceIndex][i - 1] = bindGroup;\r\n }\r\n\r\n passEncoder.setPipeline(pipeline);\r\n passEncoder.setBindGroup(0, bindGroup);\r\n passEncoder.draw(4, 1, 0, 0);\r\n passEncoder.end();\r\n }\r\n\r\n commandEncoder!.popDebugGroup?.();\r\n\r\n if (useOwnCommandEncoder) {\r\n this._device.queue.submit([commandEncoder!.finish()]);\r\n commandEncoder = null as any;\r\n }\r\n }\r\n\r\n public createGPUTextureForInternalTexture(\r\n texture: InternalTexture,\r\n width?: number,\r\n height?: number,\r\n depth?: number,\r\n creationFlags?: number,\r\n dontCreateMSAATexture?: boolean\r\n ): WebGPUHardwareTexture {\r\n if (!texture._hardwareTexture) {\r\n texture._hardwareTexture = new WebGPUHardwareTexture(this._engine);\r\n }\r\n\r\n if (width === undefined) {\r\n width = texture.width;\r\n }\r\n if (height === undefined) {\r\n height = texture.height;\r\n }\r\n if (depth === undefined) {\r\n depth = texture.depth;\r\n }\r\n\r\n const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;\r\n const isStorageTexture = ((creationFlags ?? 0) & Constants.TEXTURE_CREATIONFLAG_STORAGE) !== 0;\r\n\r\n gpuTextureWrapper.format = WebGPUTextureHelper.GetWebGPUTextureFormat(texture.type, texture.format, texture._useSRGBBuffer);\r\n\r\n gpuTextureWrapper.textureUsages =\r\n texture._source === InternalTextureSource.RenderTarget || texture.source === InternalTextureSource.MultiRenderTarget\r\n ? WebGPUConstants.TextureUsage.TextureBinding | WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.RenderAttachment\r\n : texture._source === InternalTextureSource.DepthStencil\r\n ? WebGPUConstants.TextureUsage.TextureBinding | WebGPUConstants.TextureUsage.RenderAttachment\r\n : -1;\r\n\r\n gpuTextureWrapper.textureAdditionalUsages = isStorageTexture ? WebGPUConstants.TextureUsage.StorageBinding : 0;\r\n\r\n const hasMipMaps = texture.generateMipMaps;\r\n const layerCount = depth || 1;\r\n let mipmapCount;\r\n if (texture._maxLodLevel !== null) {\r\n mipmapCount = texture._maxLodLevel;\r\n } else {\r\n mipmapCount = hasMipMaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;\r\n }\r\n\r\n if (texture.isCube) {\r\n const gpuTexture = this.createCubeTexture(\r\n { width, height },\r\n texture.generateMipMaps,\r\n texture.generateMipMaps,\r\n texture.invertY,\r\n false,\r\n gpuTextureWrapper.format,\r\n 1,\r\n this._commandEncoderForCreation,\r\n gpuTextureWrapper.textureUsages,\r\n gpuTextureWrapper.textureAdditionalUsages,\r\n texture.label\r\n );\r\n\r\n gpuTextureWrapper.set(gpuTexture);\r\n\r\n const arrayLayerCount = texture.is3D ? 1 : layerCount;\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n const dimension = texture.is2DArray ? WebGPUConstants.TextureViewDimension.CubeArray : WebGPUConstants.TextureViewDimension.Cube;\r\n\r\n gpuTextureWrapper.createView(\r\n {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureViewCube${texture.is2DArray ? \"_Array\" + arrayLayerCount : \"\"}_${width}x${height}_${\r\n hasMipMaps ? \"wmips\" : \"womips\"\r\n }_${format}_${dimension}_${aspect}_${texture.label ?? \"noname\"}`,\r\n format,\r\n dimension,\r\n mipLevelCount: mipmapCount,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount: 6,\r\n aspect,\r\n },\r\n isStorageTexture\r\n );\r\n } else {\r\n const gpuTexture = this.createTexture(\r\n { width, height, layers: layerCount },\r\n texture.generateMipMaps,\r\n texture.generateMipMaps,\r\n texture.invertY,\r\n false,\r\n texture.is3D,\r\n gpuTextureWrapper.format,\r\n 1,\r\n this._commandEncoderForCreation,\r\n gpuTextureWrapper.textureUsages,\r\n gpuTextureWrapper.textureAdditionalUsages,\r\n texture.label\r\n );\r\n\r\n gpuTextureWrapper.set(gpuTexture);\r\n\r\n const arrayLayerCount = texture.is3D ? 1 : layerCount;\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n const dimension = texture.is2DArray\r\n ? WebGPUConstants.TextureViewDimension.E2dArray\r\n : texture.is3D\r\n ? WebGPUConstants.TextureDimension.E3d\r\n : WebGPUConstants.TextureViewDimension.E2d;\r\n\r\n gpuTextureWrapper.createView(\r\n {\r\n label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureView${texture.is3D ? \"3D\" : \"2D\"}${\r\n texture.is2DArray ? \"_Array\" + arrayLayerCount : \"\"\r\n }_${width}x${height}${texture.is3D ? \"x\" + layerCount : \"\"}_${hasMipMaps ? \"wmips\" : \"womips\"}_${format}_${dimension}_${aspect}_${texture.label ?? \"noname\"}`,\r\n format,\r\n dimension,\r\n mipLevelCount: mipmapCount,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount,\r\n aspect,\r\n },\r\n isStorageTexture\r\n );\r\n }\r\n\r\n texture.width = texture.baseWidth = width;\r\n texture.height = texture.baseHeight = height;\r\n texture.depth = texture.baseDepth = depth;\r\n\r\n if (!dontCreateMSAATexture) {\r\n this.createMSAATexture(texture, texture.samples);\r\n }\r\n\r\n return gpuTextureWrapper;\r\n }\r\n\r\n public createMSAATexture(texture: InternalTexture, samples: number, releaseExisting = true, index = 0): void {\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n if (releaseExisting) {\r\n gpuTextureWrapper?.releaseMSAATexture();\r\n }\r\n\r\n if (!gpuTextureWrapper || (samples ?? 1) <= 1) {\r\n return;\r\n }\r\n\r\n const width = texture.width;\r\n const height = texture.height;\r\n\r\n const gpuMSAATexture = this.createTexture(\r\n { width, height, layers: 1 },\r\n false,\r\n false,\r\n false,\r\n false,\r\n false,\r\n gpuTextureWrapper.format,\r\n samples,\r\n this._commandEncoderForCreation,\r\n WebGPUConstants.TextureUsage.RenderAttachment,\r\n 0,\r\n texture.label ? \"MSAA_\" + texture.label : \"MSAA\"\r\n );\r\n gpuTextureWrapper.setMSAATexture(gpuMSAATexture, index);\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Update\r\n //------------------------------------------------------------------------------\r\n\r\n public updateCubeTextures(\r\n imageBitmaps: ImageBitmap[] | Uint8Array[],\r\n gpuTexture: GPUTexture,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n offsetX = 0,\r\n offsetY = 0\r\n ): void {\r\n const faces = [0, 3, 1, 4, 2, 5];\r\n\r\n for (let f = 0; f < faces.length; ++f) {\r\n const imageBitmap = imageBitmaps[faces[f]];\r\n\r\n this.updateTexture(imageBitmap, gpuTexture, width, height, 1, format, f, 0, invertY, premultiplyAlpha, offsetX, offsetY);\r\n }\r\n }\r\n\r\n // TODO WEBGPU handle data source not being in the same format than the destination texture?\r\n public updateTexture(\r\n imageBitmap: ImageBitmap | Uint8Array | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas,\r\n texture: GPUTexture | InternalTexture,\r\n width: number,\r\n height: number,\r\n layers: number,\r\n format: GPUTextureFormat,\r\n faceIndex: number = 0,\r\n mipLevel: number = 0,\r\n invertY = false,\r\n premultiplyAlpha = false,\r\n offsetX = 0,\r\n offsetY = 0,\r\n allowGPUOptimization?: boolean\r\n ): void {\r\n const gpuTexture = WebGPUTextureHelper.IsInternalTexture(texture) ? (texture._hardwareTexture as WebGPUHardwareTexture).underlyingResource! : texture;\r\n const blockInformation = WebGPUTextureHelper.GetBlockInformationFromFormat(format);\r\n const gpuOrHdwTexture = WebGPUTextureHelper.IsInternalTexture(texture) ? (texture._hardwareTexture as WebGPUHardwareTexture) : texture;\r\n\r\n const textureCopyView: GPUCopyExternalImageDestInfo = {\r\n texture: gpuTexture,\r\n origin: {\r\n x: offsetX,\r\n y: offsetY,\r\n z: Math.max(faceIndex, 0),\r\n },\r\n mipLevel: mipLevel,\r\n premultipliedAlpha: premultiplyAlpha,\r\n };\r\n\r\n const textureExtent = {\r\n width: Math.ceil(width / blockInformation.width) * blockInformation.width,\r\n height: Math.ceil(height / blockInformation.height) * blockInformation.height,\r\n depthOrArrayLayers: layers || 1,\r\n };\r\n\r\n if ((imageBitmap as Uint8Array).byteLength !== undefined) {\r\n imageBitmap = imageBitmap as Uint8Array;\r\n\r\n const bytesPerRow = Math.ceil(width / blockInformation.width) * blockInformation.length;\r\n const aligned = Math.ceil(bytesPerRow / 256) * 256 === bytesPerRow;\r\n\r\n if (aligned) {\r\n const commandEncoder = this._device.createCommandEncoder({});\r\n\r\n const buffer = this._bufferManager.createRawBuffer(\r\n imageBitmap.byteLength,\r\n WebGPUConstants.BufferUsage.MapWrite | WebGPUConstants.BufferUsage.CopySrc,\r\n true,\r\n \"TempBufferForUpdateTexture\" + (gpuTexture ? \"_\" + gpuTexture.label : \"\")\r\n );\r\n\r\n const arrayBuffer = buffer.getMappedRange();\r\n\r\n new Uint8Array(arrayBuffer).set(imageBitmap);\r\n\r\n buffer.unmap();\r\n\r\n commandEncoder.copyBufferToTexture(\r\n {\r\n buffer: buffer,\r\n offset: 0,\r\n bytesPerRow,\r\n rowsPerImage: textureExtent.height / blockInformation.height,\r\n },\r\n textureCopyView,\r\n textureExtent\r\n );\r\n\r\n this._device.queue.submit([commandEncoder.finish()]);\r\n\r\n this._bufferManager.releaseBuffer(buffer);\r\n } else {\r\n this._device.queue.writeTexture(\r\n textureCopyView,\r\n imageBitmap,\r\n {\r\n offset: 0,\r\n bytesPerRow,\r\n rowsPerImage: textureExtent.height / blockInformation.height,\r\n },\r\n textureExtent\r\n );\r\n }\r\n\r\n if (invertY || premultiplyAlpha) {\r\n if (WebGPUTextureHelper.IsInternalTexture(texture)) {\r\n const dontUseRect = offsetX === 0 && offsetY === 0 && width === texture.width && height === texture.height;\r\n this.invertYPreMultiplyAlpha(\r\n gpuOrHdwTexture,\r\n texture.width,\r\n texture.height,\r\n format,\r\n invertY,\r\n premultiplyAlpha,\r\n faceIndex,\r\n mipLevel,\r\n layers || 1,\r\n offsetX,\r\n offsetY,\r\n dontUseRect ? 0 : width,\r\n dontUseRect ? 0 : height,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n } else {\r\n // we should never take this code path\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"updateTexture: Can't process the texture data because a GPUTexture was provided instead of an InternalTexture!\";\r\n }\r\n }\r\n } else {\r\n imageBitmap = imageBitmap as ImageBitmap | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas;\r\n this._device.queue.copyExternalImageToTexture({ source: imageBitmap, flipY: invertY }, textureCopyView, textureExtent);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async\r\n public readPixels(\r\n texture: GPUTexture,\r\n x: number,\r\n y: number,\r\n width: number,\r\n height: number,\r\n format: GPUTextureFormat,\r\n faceIndex: number = 0,\r\n mipLevel: number = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const blockInformation = WebGPUTextureHelper.GetBlockInformationFromFormat(format);\r\n\r\n const bytesPerRow = Math.ceil(width / blockInformation.width) * blockInformation.length;\r\n\r\n const bytesPerRowAligned = Math.ceil(bytesPerRow / 256) * 256;\r\n\r\n const size = bytesPerRowAligned * height;\r\n\r\n const gpuBuffer = this._bufferManager.createRawBuffer(\r\n size,\r\n WebGPUConstants.BufferUsage.MapRead | WebGPUConstants.BufferUsage.CopyDst,\r\n undefined,\r\n \"TempBufferForReadPixels\" + (texture.label ? \"_\" + texture.label : \"\")\r\n );\r\n\r\n const commandEncoder = this._device.createCommandEncoder({});\r\n\r\n commandEncoder.copyTextureToBuffer(\r\n {\r\n texture,\r\n mipLevel,\r\n origin: {\r\n x,\r\n y,\r\n z: Math.max(faceIndex, 0),\r\n },\r\n },\r\n {\r\n buffer: gpuBuffer,\r\n offset: 0,\r\n bytesPerRow: bytesPerRowAligned,\r\n },\r\n {\r\n width,\r\n height,\r\n depthOrArrayLayers: 1,\r\n }\r\n );\r\n\r\n this._device.queue.submit([commandEncoder.finish()]);\r\n\r\n return this._bufferManager.readDataFromBuffer(\r\n gpuBuffer,\r\n size,\r\n width,\r\n height,\r\n bytesPerRow,\r\n bytesPerRowAligned,\r\n WebGPUTextureHelper.GetTextureTypeFromFormat(format),\r\n 0,\r\n buffer,\r\n true,\r\n noDataConversion\r\n );\r\n }\r\n\r\n //------------------------------------------------------------------------------\r\n // Dispose\r\n //------------------------------------------------------------------------------\r\n\r\n public releaseTexture(texture: InternalTexture | GPUTexture): void {\r\n if (WebGPUTextureHelper.IsInternalTexture(texture)) {\r\n const hardwareTexture = texture._hardwareTexture;\r\n const irradianceTexture = texture._irradianceTexture;\r\n\r\n // We can't destroy the objects just now because they could be used in the current frame - we delay the destroying after the end of the frame\r\n this._deferredReleaseTextures.push([hardwareTexture, irradianceTexture]);\r\n } else {\r\n this._deferredReleaseTextures.push([texture, null]);\r\n }\r\n }\r\n\r\n public destroyDeferredTextures(): void {\r\n for (let i = 0; i < this._deferredReleaseTextures.length; ++i) {\r\n const [hardwareTexture, irradianceTexture] = this._deferredReleaseTextures[i];\r\n\r\n if (hardwareTexture) {\r\n if (WebGPUTextureHelper.IsHardwareTexture(hardwareTexture)) {\r\n hardwareTexture.release();\r\n } else {\r\n hardwareTexture.destroy();\r\n }\r\n }\r\n irradianceTexture?.dispose();\r\n }\r\n\r\n this._deferredReleaseTextures.length = 0;\r\n }\r\n}\r\n"]}
@@ -794,13 +794,13 @@ export class AbstractEngine {
794
794
  */
795
795
  // Not mixed with Version for tooling purpose.
796
796
  static get NpmPackage() {
797
- return "babylonjs@8.36.1";
797
+ return "babylonjs@8.37.0";
798
798
  }
799
799
  /**
800
800
  * Returns the current version of the framework
801
801
  */
802
802
  static get Version() {
803
- return "8.36.1";
803
+ return "8.37.0";
804
804
  }
805
805
  /**
806
806
  * Gets the HTML canvas attached with the current webGL context