@onerjs/core 8.33.4 → 8.33.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -10
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -2
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +4 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js +27 -21
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +5 -4
- package/Engines/WebGPU/webgpuTextureManager.js +20 -30
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/engine.d.ts +1 -0
- package/Engines/thinEngine.js +9 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.js +2 -3
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +28 -13
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +2 -2
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +2 -2
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.js +4 -0
- package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js +19 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +16 -0
- package/FrameGraph/Passes/renderPass.js +12 -0
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +3 -3
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -2
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +2 -2
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +3 -2
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +4 -15
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +2 -2
- package/FrameGraph/frameGraphTask.js +6 -6
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTaskMultiRenderTarget.d.ts +15 -0
- package/FrameGraph/frameGraphTaskMultiRenderTarget.js +25 -0
- package/FrameGraph/frameGraphTaskMultiRenderTarget.js.map +1 -0
- package/FrameGraph/frameGraphTextureManager.js +13 -2
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +9 -1
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +13 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +4 -0
- package/Materials/Textures/baseTexture.js +4 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +2 -0
- package/Materials/Textures/textureCreationOptions.js +0 -1
- package/Materials/Textures/textureCreationOptions.js.map +1 -1
- package/Meshes/abstractMesh.js +1 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +1 -0
- package/Meshes/geometry.js.map +1 -1
- package/Misc/decorators.serialization.js +1 -1
- package/Misc/decorators.serialization.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +2 -1
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +4 -12
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/Shaders/picking.vertex.js +2 -2
- package/Shaders/picking.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +8 -14
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/picking.vertex.js +2 -2
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/package.json +5 -2
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@@ -150,7 +150,7 @@ WebGPUEngine.prototype.createMultipleRenderTarget = function (size, options, ini
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// createGPUTextureForInternalTexture will only create a texture with mipmaps if generateMipMaps is true, as InternalTexture has no createMipMaps property, separate from generateMipMaps.
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texture.generateMipMaps = true;
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}
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-
this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, creationFlag
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+
this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, creationFlag);
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if (mipmapsCreationOnly) {
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texture.generateMipMaps = false;
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}
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@@ -179,23 +179,18 @@ WebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (
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return 1;
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}
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samples = Math.min(samples, this.getCaps().maxMSAASamples);
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+
// Release existing MSAA textures
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for (let i = 0; i < count; ++i) {
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const texture = rtWrapper.textures[i];
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const gpuTextureWrapper = texture._hardwareTexture;
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gpuTextureWrapper?.
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gpuTextureWrapper?.releaseMSAATextures();
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}
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//
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const lastTextureIsDepthTexture = rtWrapper._depthStencilTexture === rtWrapper.textures[count - 1];
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// Sets new sample count. The MSAA textures will be created on demand.
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for (let i = 0; i < count; ++i) {
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const texture = rtWrapper.textures[i];
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this._textureHelper.createMSAATexture(texture, samples, false, rtWrapper.getBaseArrayLayer(i));
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texture.samples = samples;
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}
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-
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// will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture
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// because rtWrapper._depthStencilTexture is the same texture than the depth texture
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if (rtWrapper._depthStencilTexture && !lastTextureIsDepthTexture) {
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this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);
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if (rtWrapper._depthStencilTexture) {
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rtWrapper._depthStencilTexture.samples = samples;
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}
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rtWrapper._samples = samples;
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@@ -1 +1 @@
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1
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-
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\ndeclare module \"../../abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n * @param resolveColors If true, resolve the color textures (default: true) - still subject to texture.resolveMSAAColors\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper, resolveColors?: boolean): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @param backBufferLayout if true, the layout will be built to account for the back buffer only, and textureStatus won't be used\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[], backBufferLayout?: boolean): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._endCurrentRenderPass();\r\n\r\n if (!rtWrapper.disableAutomaticMSAAResolve) {\r\n this.resolveMultiFramebuffer(rtWrapper, false);\r\n }\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let creationFlags: number[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps ?? false;\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = options.generateStencilBuffer ?? false;\r\n generateDepthTexture = options.generateDepthTexture ?? false;\r\n textureCount = options.textureCount ?? 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n creationFlags = options.creationFlags || creationFlags;\r\n samples = options.samples ?? samples;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n let depthStencilTexture: Nullable<InternalTexture> = null;\r\n if ((generateDepthBuffer || generateStencilBuffer || generateDepthTexture) && !dontCreateTextures) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat, rtWrapper.label + \"-DepthStencil\");\r\n }\r\n\r\n const mipmapsCreationOnly = options !== undefined && typeof options === \"object\" && options.createMipMaps && !generateMipMaps;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n const format = formats[i] || defaultFormat;\r\n const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n const creationFlag = creationFlags[i];\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n switch (target) {\r\n case Constants.TEXTURE_CUBE_MAP:\r\n texture.isCube = true;\r\n break;\r\n case Constants.TEXTURE_3D:\r\n texture.is3D = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n case Constants.TEXTURE_2D_ARRAY:\r\n texture.is2DArray = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n }\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n if (mipmapsCreationOnly) {\r\n // createGPUTextureForInternalTexture will only create a texture with mipmaps if generateMipMaps is true, as InternalTexture has no createMipMaps property, separate from generateMipMaps.\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, creationFlag, true);\r\n\r\n if (mipmapsCreationOnly) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures[textureCount] = depthStencilTexture;\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = samples;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures.length === 0 || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTextureWrapper?.releaseMSAATexture(rtWrapper.getBaseArrayLayer(i));\r\n }\r\n\r\n // Note that rtWrapper.textures can't have null textures, lastTextureIsDepthTexture can't be true if rtWrapper._depthStencilTexture is null\r\n const lastTextureIsDepthTexture = rtWrapper._depthStencilTexture === rtWrapper.textures[count - 1];\r\n\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n this._textureHelper.createMSAATexture(texture, samples, false, rtWrapper.getBaseArrayLayer(i));\r\n texture.samples = samples;\r\n }\r\n\r\n // Note that the last texture of textures is the depth texture if the depth texture has been generated by the MRT class and so the MSAA texture\r\n // will be recreated for this texture by the loop above: in that case, there's no need to create the MSAA texture for rtWrapper._depthStencilTexture\r\n // because rtWrapper._depthStencilTexture is the same texture than the depth texture\r\n if (rtWrapper._depthStencilTexture && !lastTextureIsDepthTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGPURenderTargetWrapper;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !texture.isCube && !texture.is3D) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.resolveMultiFramebuffer = function (texture: RenderTargetWrapper, resolveColors: boolean = true): void {\r\n this.resolveFramebuffer(texture, resolveColors);\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[], backBufferLayout = false): number[] {\r\n const result = [];\r\n\r\n if (backBufferLayout) {\r\n result.push(1);\r\n } else {\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
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+
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\nimport type { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\ndeclare module \"../../abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n * @param resolveColors If true, resolve the color textures (default: true) - still subject to texture.resolveMSAAColors\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper, resolveColors?: boolean): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @param backBufferLayout if true, the layout will be built to account for the back buffer only, and textureStatus won't be used\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[], backBufferLayout?: boolean): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nWebGPUEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: RenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._endCurrentRenderPass();\r\n\r\n if (!rtWrapper.disableAutomaticMSAAResolve) {\r\n this.resolveMultiFramebuffer(rtWrapper, false);\r\n }\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n this._currentRenderTarget = null;\r\n\r\n this._mrtAttachments = [];\r\n this._cacheRenderPipeline.setMRT([]);\r\n this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments);\r\n};\r\n\r\nWebGPUEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let creationFlags: number[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGPURenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps ?? false;\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = options.generateStencilBuffer ?? false;\r\n generateDepthTexture = options.generateDepthTexture ?? false;\r\n textureCount = options.textureCount ?? 1;\r\n depthTextureFormat = options.depthTextureFormat ?? Constants.TEXTUREFORMAT_DEPTH16;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n creationFlags = options.creationFlags || creationFlags;\r\n samples = options.samples ?? samples;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n }\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n const defaultAttachments: number[] = [];\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n rtWrapper._defaultAttachments = defaultAttachments;\r\n\r\n let depthStencilTexture: Nullable<InternalTexture> = null;\r\n if ((generateDepthBuffer || generateStencilBuffer || generateDepthTexture) && !dontCreateTextures) {\r\n if (!generateDepthTexture) {\r\n // The caller doesn't want a depth texture, so we are free to use the depth texture format we want.\r\n // So, we will align with what the WebGL engine does\r\n if (generateDepthBuffer && generateStencilBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH24_STENCIL8;\r\n } else if (generateDepthBuffer) {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n } else {\r\n depthTextureFormat = Constants.TEXTUREFORMAT_STENCIL8;\r\n }\r\n }\r\n depthStencilTexture = rtWrapper.createDepthStencilTexture(0, false, generateStencilBuffer, 1, depthTextureFormat, rtWrapper.label + \"-DepthStencil\");\r\n }\r\n\r\n const mipmapsCreationOnly = options !== undefined && typeof options === \"object\" && options.createMipMaps && !generateMipMaps;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n\r\n const format = formats[i] || defaultFormat;\r\n const useSRGBBuffer = (useSRGBBuffers[i] || defaultUseSRGBBuffer) && this._caps.supportSRGBBuffers;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n const creationFlag = creationFlags[i];\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n attachments.push(i + 1);\r\n defaultAttachments.push(initializeBuffers ? i + 1 : i === 0 ? 1 : 0);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n switch (target) {\r\n case Constants.TEXTURE_CUBE_MAP:\r\n texture.isCube = true;\r\n break;\r\n case Constants.TEXTURE_3D:\r\n texture.is3D = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n case Constants.TEXTURE_2D_ARRAY:\r\n texture.is2DArray = true;\r\n texture.baseDepth = texture.depth = layerCount;\r\n break;\r\n }\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n if (mipmapsCreationOnly) {\r\n // createGPUTextureForInternalTexture will only create a texture with mipmaps if generateMipMaps is true, as InternalTexture has no createMipMaps property, separate from generateMipMaps.\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, creationFlag);\r\n\r\n if (mipmapsCreationOnly) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n if (depthStencilTexture) {\r\n depthStencilTexture.incrementReferences();\r\n textures[textureCount] = depthStencilTexture;\r\n this._internalTexturesCache.push(depthStencilTexture);\r\n }\r\n\r\n rtWrapper.setTextures(textures);\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = samples;\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nWebGPUEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.textures || rtWrapper.textures.length === 0 || rtWrapper.textures[0].samples === samples) {\r\n return samples;\r\n }\r\n\r\n const count = rtWrapper.textures.length;\r\n\r\n if (count === 0) {\r\n return 1;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Release existing MSAA textures\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n const gpuTextureWrapper = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTextureWrapper?.releaseMSAATextures();\r\n }\r\n\r\n // Sets new sample count. The MSAA textures will be created on demand.\r\n for (let i = 0; i < count; ++i) {\r\n const texture = rtWrapper.textures[i];\r\n texture.samples = samples;\r\n }\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nWebGPUEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGPURenderTargetWrapper;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture.generateMipMaps && !texture.isCube && !texture.is3D) {\r\n this._generateMipmaps(texture);\r\n }\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.resolveMultiFramebuffer = function (texture: RenderTargetWrapper, resolveColors: boolean = true): void {\r\n this.resolveFramebuffer(texture, resolveColors);\r\n};\r\n\r\nWebGPUEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n if (attachments.length === 0 || !this._currentRenderTarget) {\r\n return;\r\n }\r\n\r\n this._mrtAttachments = attachments;\r\n if (this._currentRenderPass) {\r\n // the render pass has already been created, we need to call setMRTAttachments to update the state of the attachments\r\n this._cacheRenderPipeline.setMRTAttachments(attachments);\r\n } else {\r\n // the render pass is not created yet so we don't need to call setMRTAttachments: it will be called as part of the render pass creation (see WebGPUEngine._startRenderTargetRenderPass)\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype.buildTextureLayout = function (textureStatus: boolean[], backBufferLayout = false): number[] {\r\n const result = [];\r\n\r\n if (backBufferLayout) {\r\n result.push(1);\r\n } else {\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push(i + 1);\r\n } else {\r\n result.push(0);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachment = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachmentForRenderTarget are not called in Babylon.js so it's hard to know the use case\r\n};\r\n\r\nWebGPUEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n // not sure what to do, probably nothing... This function and restoreSingleAttachment are not called in Babylon.js so it's hard to know the use case\r\n};\r\n"]}
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@@ -100,9 +100,11 @@ ThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWr
|
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100
100
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return samples;
|
|
101
101
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}
|
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102
102
|
samples = Math.min(samples, this.getCaps().maxMSAASamples);
|
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103
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-
|
|
103
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+
// Releases existing MSAA textures. New ones will be created on demand.
|
|
104
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+
const gpuTexture = rtWrapper.texture._hardwareTexture;
|
|
105
|
+
gpuTexture?.releaseMSAATextures();
|
|
104
106
|
if (rtWrapper._depthStencilTexture) {
|
|
105
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-
|
|
107
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+
rtWrapper._depthStencilTexture._hardwareTexture?.releaseMSAATextures();
|
|
106
108
|
rtWrapper._depthStencilTexture.samples = samples;
|
|
107
109
|
}
|
|
108
110
|
rtWrapper._samples = samples;
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@@ -1 +1 @@
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1
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-
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport { GetTypeForDepthTexture, HasStencilAspect } from \"core/Materials/Textures/textureHelper.functions\";\r\n\r\nimport \"../../AbstractEngine/abstractEngine.texture\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.colorAttachment = options.colorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n fullOptions.format = options.format;\r\n fullOptions.type = options.type;\r\n } else {\r\n fullOptions.generateMipMaps = options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture =\r\n fullOptions.colorAttachment || (fullOptions.noColorAttachment ? null : this._createInternalTexture(size, fullOptions, true, InternalTextureSource.RenderTarget));\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.colorAttachment?.samples ?? fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture && !fullOptions.colorAttachment) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, wrapper: WebGPURenderTargetWrapper): InternalTexture {\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n const hasStencil = HasStencilAspect(internalOptions.depthTextureFormat);\r\n\r\n wrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n const internalTexture = new InternalTexture(this, hasStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.is3D = depth > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT; // the right type will be set later\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
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1
|
+
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{ InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\nimport { GetTypeForDepthTexture, HasStencilAspect } from \"core/Materials/Textures/textureHelper.functions\";\r\n\r\nimport \"../../AbstractEngine/abstractEngine.texture\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\nimport type { WebGPUHardwareTexture } from \"../webgpuHardwareTexture\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.colorAttachment = options.colorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n fullOptions.format = options.format;\r\n fullOptions.type = options.type;\r\n } else {\r\n fullOptions.generateMipMaps = options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture =\r\n fullOptions.colorAttachment || (fullOptions.noColorAttachment ? null : this._createInternalTexture(size, fullOptions, true, InternalTextureSource.RenderTarget));\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.colorAttachment?.samples ?? fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture && !fullOptions.colorAttachment) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, wrapper: WebGPURenderTargetWrapper): InternalTexture {\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n const hasStencil = HasStencilAspect(internalOptions.depthTextureFormat);\r\n\r\n wrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n const internalTexture = new InternalTexture(this, hasStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.is3D = depth > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT; // the right type will be set later\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Releases existing MSAA textures. New ones will be created on demand.\r\n const gpuTexture = rtWrapper.texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;\r\n\r\n gpuTexture?.releaseMSAATextures();\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n (rtWrapper._depthStencilTexture._hardwareTexture as Nullable<WebGPUHardwareTexture>)?.releaseMSAATextures();\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
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@@ -27,12 +27,12 @@ export declare class WebGPUHardwareTexture implements IHardwareTextureWrapper {
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private _webgpuTexture;
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getMSAATexture(
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releaseMSAATexture(index?: number): void;
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getMSAATexture(sampleCount: number, index?: number): GPUTexture;
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releaseMSAATextures(): void;
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view: Nullable<GPUTextureView>;
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format: GPUTextureFormat;
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originalFormat: GPUTextureFormat;
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textureUsages: number;
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constructor(_engine: WebGPUEngine, existingTexture?: Nullable<GPUTexture>);
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@@ -41,4 +41,5 @@ export declare class WebGPUHardwareTexture implements IHardwareTextureWrapper {
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createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting?: boolean): void;
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release(): void;
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private _createMSAATexture;
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}
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@@ -5,38 +5,35 @@ export class WebGPUHardwareTexture {
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get underlyingResource() {
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return this._webgpuTexture;
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}
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if (!
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this.
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// index is the index of the texture in the list of the render target textures (in case of multi render targets).
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// In single render target case, index is 0.
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getMSAATexture(sampleCount, index = 0) {
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const texture = this._webgpuMSAATexture[index];
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if (!texture) {
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this._createMSAATexture(sampleCount, index);
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}
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this._webgpuMSAATexture[index]
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return this._webgpuMSAATexture[index];
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}
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else {
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for (const texture of this._webgpuMSAATexture) {
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this._engine._textureHelper.releaseTexture(texture);
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}
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this._webgpuMSAATexture = null;
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+
releaseMSAATextures() {
|
|
18
|
+
for (const texture of this._webgpuMSAATexture) {
|
|
19
|
+
if (texture) {
|
|
20
|
+
this._engine._textureHelper.releaseTexture(texture);
|
|
28
21
|
}
|
|
29
22
|
}
|
|
23
|
+
this._webgpuMSAATexture.length = 0;
|
|
30
24
|
}
|
|
31
25
|
constructor(_engine, existingTexture = null) {
|
|
32
26
|
this._engine = _engine;
|
|
33
27
|
/** @internal */
|
|
34
28
|
this._originalFormatIsRGB = false;
|
|
35
29
|
this.format = "rgba8unorm" /* WebGPUConstants.TextureFormat.RGBA8Unorm */;
|
|
30
|
+
// This is the original format requested. It can be different from "format" in case original format is a depth/stencil format and MSAA is requested.
|
|
31
|
+
// In that case, format will be a R16 or R32 format, because the texture will be used as the resolve texture.
|
|
32
|
+
this.originalFormat = "rgba8unorm" /* WebGPUConstants.TextureFormat.RGBA8Unorm */;
|
|
36
33
|
this.textureUsages = 0;
|
|
37
34
|
this.textureAdditionalUsages = 0;
|
|
38
35
|
this._webgpuTexture = existingTexture;
|
|
39
|
-
this._webgpuMSAATexture =
|
|
36
|
+
this._webgpuMSAATexture = [];
|
|
40
37
|
this.view = null;
|
|
41
38
|
this.viewForWriting = null;
|
|
42
39
|
}
|
|
@@ -82,15 +79,24 @@ export class WebGPUHardwareTexture {
|
|
|
82
79
|
}
|
|
83
80
|
reset() {
|
|
84
81
|
this._webgpuTexture = null;
|
|
85
|
-
this._webgpuMSAATexture =
|
|
82
|
+
this._webgpuMSAATexture.length = 0;
|
|
86
83
|
this.view = null;
|
|
87
84
|
this.viewForWriting = null;
|
|
88
85
|
}
|
|
89
86
|
release() {
|
|
90
87
|
this._webgpuTexture?.destroy();
|
|
91
|
-
this.
|
|
88
|
+
this.releaseMSAATextures();
|
|
92
89
|
this._copyInvertYTempTexture?.destroy();
|
|
93
90
|
this.reset();
|
|
94
91
|
}
|
|
92
|
+
_createMSAATexture(samples, index) {
|
|
93
|
+
if (!this._webgpuTexture) {
|
|
94
|
+
throw new Error("Cannot create GPU MSAA texture because underlying GPU texture is not created yet.");
|
|
95
|
+
}
|
|
96
|
+
if (!this._webgpuMSAATexture) {
|
|
97
|
+
this._webgpuMSAATexture = [];
|
|
98
|
+
}
|
|
99
|
+
this._webgpuMSAATexture[index] = this._engine._textureHelper.createMSAATexture(this._webgpuTexture, this.originalFormat, samples);
|
|
100
|
+
}
|
|
95
101
|
}
|
|
96
102
|
//# sourceMappingURL=webgpuHardwareTexture.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable jsdoc/require-jsdoc */\r\n/* eslint-disable babylonjs/available */\r\nimport type { IHardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport { ILog2 } from \"../../Maths/math.scalar.functions\";\r\nimport type { Nullable } from \"../../types\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n\r\n/** @internal */\r\nexport class WebGPUHardwareTexture implements IHardwareTextureWrapper {\r\n /**\r\n * Cache of RenderPassDescriptor and BindGroup used when generating mipmaps (see WebGPUTextureHelper.generateMipmaps)\r\n * @internal\r\n */\r\n public _mipmapGenRenderPassDescr: GPURenderPassDescriptor[][];\r\n /** @internal */\r\n public _mipmapGenBindGroup: GPUBindGroup[][];\r\n\r\n /**\r\n * Cache for the invertYPreMultiplyAlpha function (see WebGPUTextureHelper)\r\n * @internal\r\n */\r\n public _copyInvertYTempTexture?: GPUTexture;\r\n /** @internal */\r\n public _copyInvertYRenderPassDescr: GPURenderPassDescriptor;\r\n /** @internal */\r\n public _copyInvertYBindGroup: GPUBindGroup;\r\n /** @internal */\r\n public _copyInvertYBindGroupWithOfst: GPUBindGroup;\r\n\r\n /** @internal */\r\n public _originalFormatIsRGB = false;\r\n\r\n private _webgpuTexture: Nullable<GPUTexture>;\r\n // There can be multiple MSAA textures for a single WebGPU texture because different layers of a 2DArrayTexture / 3DTexture\r\n // or different faces of a cube texture can be bound to different render targets at the same time (in a multi RenderTargetWrapper)\r\n private _webgpuMSAATexture: Nullable<GPUTexture[]>;\r\n\r\n public get underlyingResource(): Nullable<GPUTexture> {\r\n return this._webgpuTexture;\r\n }\r\n\r\n public getMSAATexture(index: number): Nullable<GPUTexture> {\r\n return this._webgpuMSAATexture?.[index] ?? null;\r\n }\r\n\r\n public setMSAATexture(texture: GPUTexture, index: number) {\r\n if (!this._webgpuMSAATexture) {\r\n this._webgpuMSAATexture = [];\r\n }\r\n\r\n this._webgpuMSAATexture[index] = texture;\r\n }\r\n\r\n public releaseMSAATexture(index?: number): void {\r\n if (this._webgpuMSAATexture) {\r\n if (index !== undefined) {\r\n this._engine._textureHelper.releaseTexture(this._webgpuMSAATexture[index]);\r\n delete this._webgpuMSAATexture[index];\r\n } else {\r\n for (const texture of this._webgpuMSAATexture) {\r\n this._engine._textureHelper.releaseTexture(texture);\r\n }\r\n this._webgpuMSAATexture = null;\r\n }\r\n }\r\n }\r\n\r\n public view: Nullable<GPUTextureView>;\r\n public viewForWriting: Nullable<GPUTextureView>;\r\n public format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;\r\n public textureUsages = 0;\r\n public textureAdditionalUsages = 0;\r\n\r\n constructor(\r\n private _engine: WebGPUEngine,\r\n existingTexture: Nullable<GPUTexture> = null\r\n ) {\r\n this._webgpuTexture = existingTexture;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public set(hardwareTexture: GPUTexture): void {\r\n this._webgpuTexture = hardwareTexture;\r\n }\r\n\r\n public setUsage(_textureSource: number, generateMipMaps: boolean, is2DArray: boolean, isCube: boolean, is3D: boolean, width: number, height: number, depth: number): void {\r\n let viewDimension: GPUTextureViewDimension = WebGPUConstants.TextureViewDimension.E2d;\r\n let arrayLayerCount = 1;\r\n if (isCube) {\r\n viewDimension = is2DArray ? WebGPUConstants.TextureViewDimension.CubeArray : WebGPUConstants.TextureViewDimension.Cube;\r\n arrayLayerCount = 6 * (depth || 1);\r\n } else if (is3D) {\r\n viewDimension = WebGPUConstants.TextureViewDimension.E3d;\r\n arrayLayerCount = 1;\r\n } else if (is2DArray) {\r\n viewDimension = WebGPUConstants.TextureViewDimension.E2dArray;\r\n arrayLayerCount = depth;\r\n }\r\n\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(this.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(this.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n\r\n this.createView({\r\n label: `TextureView${is3D ? \"3D\" : isCube ? \"Cube\" : \"2D\"}${is2DArray ? \"_Array\" + arrayLayerCount : \"\"}_${width}x${height}_${generateMipMaps ? \"wmips\" : \"womips\"}_${\r\n this.format\r\n }_${viewDimension}`,\r\n format,\r\n dimension: viewDimension,\r\n mipLevelCount: generateMipMaps ? ILog2(Math.max(width, height)) + 1 : 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount,\r\n aspect,\r\n });\r\n }\r\n\r\n public createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting = false): void {\r\n this.view = this._webgpuTexture!.createView(descriptor);\r\n if (createViewForWriting && descriptor) {\r\n const saveNumMipMaps = descriptor.mipLevelCount;\r\n descriptor.mipLevelCount = 1;\r\n this.viewForWriting = this._webgpuTexture!.createView(descriptor);\r\n descriptor.mipLevelCount = saveNumMipMaps;\r\n }\r\n }\r\n\r\n public reset(): void {\r\n this._webgpuTexture = null;\r\n this._webgpuMSAATexture = null;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public release(): void {\r\n this._webgpuTexture?.destroy();\r\n this.releaseMSAATexture();\r\n this._copyInvertYTempTexture?.destroy();\r\n this.reset();\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"webgpuHardwareTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGPU/webgpuHardwareTexture.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,KAAK,EAAE,MAAM,mCAAmC,CAAC;AAG1D,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAG5D,gBAAgB;AAChB,MAAM,OAAO,qBAAqB;IA6B9B,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,iHAAiH;IACjH,4CAA4C;IACrC,cAAc,CAAC,WAAmB,EAAE,KAAK,GAAG,CAAC;QAChD,MAAM,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;QAC/C,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,IAAI,CAAC,kBAAkB,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;QAChD,CAAC;QACD,OAAO,IAAI,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;IAC1C,CAAC;IAEM,mBAAmB;QACtB,KAAK,MAAM,OAAO,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC5C,IAAI,OAAO,EAAE,CAAC;gBACV,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;YACxD,CAAC;QACL,CAAC;QACD,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,CAAC,CAAC;IACvC,CAAC;IAWD,YACY,OAAqB,EAC7B,kBAAwC,IAAI;QADpC,YAAO,GAAP,OAAO,CAAc;QAzCjC,gBAAgB;QACT,yBAAoB,GAAG,KAAK,CAAC;QAgC7B,WAAM,+DAA8D;QAC3E,oJAAoJ;QACpJ,6GAA6G;QACtG,mBAAc,+DAA8D;QAC5E,kBAAa,GAAG,CAAC,CAAC;QAClB,4BAAuB,GAAG,CAAC,CAAC;QAM/B,IAAI,CAAC,cAAc,GAAG,eAAe,CAAC;QACtC,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;QAC7B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAEM,GAAG,CAAC,eAA2B;QAClC,IAAI,CAAC,cAAc,GAAG,eAAe,CAAC;IAC1C,CAAC;IAEM,QAAQ,CAAC,cAAsB,EAAE,eAAwB,EAAE,SAAkB,EAAE,MAAe,EAAE,IAAa,EAAE,KAAa,EAAE,MAAc,EAAE,KAAa;QAC9J,IAAI,aAAa,sDAAoE,CAAC;QACtF,IAAI,eAAe,GAAG,CAAC,CAAC;QACxB,IAAI,MAAM,EAAE,CAAC;YACT,aAAa,GAAG,SAAS,CAAC,CAAC,mEAAgD,CAAC,uDAA0C,CAAC;YACvH,eAAe,GAAG,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,CAAC,CAAC;QACvC,CAAC;aAAM,IAAI,IAAI,EAAE,CAAC;YACd,aAAa,sDAA2C,CAAC;YACzD,eAAe,GAAG,CAAC,CAAC;QACxB,CAAC;aAAM,IAAI,SAAS,EAAE,CAAC;YACnB,aAAa,iEAAgD,CAAC;YAC9D,eAAe,GAAG,KAAK,CAAC;QAC5B,CAAC;QAED,MAAM,MAAM,GAAG,mBAAmB,CAAC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACnE,MAAM,MAAM,GAAG,mBAAmB,CAAC,yBAAyB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,4DAAyC,CAAC,8CAAkC,CAAC;QAExJ,IAAI,CAAC,UAAU,CAAC;YACZ,KAAK,EAAE,cAAc,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,GAAG,SAAS,CAAC,CAAC,CAAC,QAAQ,GAAG,eAAe,CAAC,CAAC,CAAC,EAAE,IAAI,KAAK,IAAI,MAAM,IAAI,eAAe,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,QAAQ,IAC9J,IAAI,CAAC,MACT,IAAI,aAAa,EAAE;YACnB,MAAM;YACN,SAAS,EAAE,aAAa;YACxB,aAAa,EAAE,eAAe,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YACvE,cAAc,EAAE,CAAC;YACjB,YAAY,EAAE,CAAC;YACf,eAAe;YACf,MAAM;SACT,CAAC,CAAC;IACP,CAAC;IAEM,UAAU,CAAC,UAAqC,EAAE,oBAAoB,GAAG,KAAK;QACjF,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,cAAe,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;QACxD,IAAI,oBAAoB,IAAI,UAAU,EAAE,CAAC;YACrC,MAAM,cAAc,GAAG,UAAU,CAAC,aAAa,CAAC;YAChD,UAAU,CAAC,aAAa,GAAG,CAAC,CAAC;YAC7B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAe,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;YAClE,UAAU,CAAC,aAAa,GAAG,cAAc,CAAC;QAC9C,CAAC;IACL,CAAC;IAEM,KAAK;QACR,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,CAAC,CAAC;QACnC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAEM,OAAO;QACV,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAC3B,IAAI,CAAC,uBAAuB,EAAE,OAAO,EAAE,CAAC;QACxC,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAEO,kBAAkB,CAAC,OAAe,EAAE,KAAa;QACrD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;YACvB,MAAM,IAAI,KAAK,CAAC,mFAAmF,CAAC,CAAC;QACzG,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC3B,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;QACjC,CAAC;QAED,IAAI,CAAC,kBAAkB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,EAAE,OAAO,CAAC,CAAC;IACtI,CAAC;CACJ","sourcesContent":["/* eslint-disable jsdoc/require-jsdoc */\r\n/* eslint-disable babylonjs/available */\r\nimport type { IHardwareTextureWrapper } from \"../../Materials/Textures/hardwareTextureWrapper\";\r\nimport { ILog2 } from \"../../Maths/math.scalar.functions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { WebGPUTextureHelper } from \"./webgpuTextureHelper\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n\r\n/** @internal */\r\nexport class WebGPUHardwareTexture implements IHardwareTextureWrapper {\r\n /**\r\n * Cache of RenderPassDescriptor and BindGroup used when generating mipmaps (see WebGPUTextureHelper.generateMipmaps)\r\n * @internal\r\n */\r\n public _mipmapGenRenderPassDescr: GPURenderPassDescriptor[][];\r\n /** @internal */\r\n public _mipmapGenBindGroup: GPUBindGroup[][];\r\n\r\n /**\r\n * Cache for the invertYPreMultiplyAlpha function (see WebGPUTextureHelper)\r\n * @internal\r\n */\r\n public _copyInvertYTempTexture?: GPUTexture;\r\n /** @internal */\r\n public _copyInvertYRenderPassDescr: GPURenderPassDescriptor;\r\n /** @internal */\r\n public _copyInvertYBindGroup: GPUBindGroup;\r\n /** @internal */\r\n public _copyInvertYBindGroupWithOfst: GPUBindGroup;\r\n\r\n /** @internal */\r\n public _originalFormatIsRGB = false;\r\n\r\n private _webgpuTexture: Nullable<GPUTexture>;\r\n // There can be multiple MSAA textures for a single WebGPU texture because different layers of a 2DArrayTexture / 3DTexture\r\n // or different faces of a cube texture can be bound to different render targets at the same time (in a multi RenderTargetWrapper)\r\n private _webgpuMSAATexture: GPUTexture[];\r\n\r\n public get underlyingResource(): Nullable<GPUTexture> {\r\n return this._webgpuTexture;\r\n }\r\n\r\n // index is the index of the texture in the list of the render target textures (in case of multi render targets).\r\n // In single render target case, index is 0.\r\n public getMSAATexture(sampleCount: number, index = 0): GPUTexture {\r\n const texture = this._webgpuMSAATexture[index];\r\n if (!texture) {\r\n this._createMSAATexture(sampleCount, index);\r\n }\r\n return this._webgpuMSAATexture[index];\r\n }\r\n\r\n public releaseMSAATextures(): void {\r\n for (const texture of this._webgpuMSAATexture) {\r\n if (texture) {\r\n this._engine._textureHelper.releaseTexture(texture);\r\n }\r\n }\r\n this._webgpuMSAATexture.length = 0;\r\n }\r\n\r\n public view: Nullable<GPUTextureView>;\r\n public viewForWriting: Nullable<GPUTextureView>;\r\n public format: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;\r\n // This is the original format requested. It can be different from \"format\" in case original format is a depth/stencil format and MSAA is requested.\r\n // In that case, format will be a R16 or R32 format, because the texture will be used as the resolve texture.\r\n public originalFormat: GPUTextureFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;\r\n public textureUsages = 0;\r\n public textureAdditionalUsages = 0;\r\n\r\n constructor(\r\n private _engine: WebGPUEngine,\r\n existingTexture: Nullable<GPUTexture> = null\r\n ) {\r\n this._webgpuTexture = existingTexture;\r\n this._webgpuMSAATexture = [];\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public set(hardwareTexture: GPUTexture): void {\r\n this._webgpuTexture = hardwareTexture;\r\n }\r\n\r\n public setUsage(_textureSource: number, generateMipMaps: boolean, is2DArray: boolean, isCube: boolean, is3D: boolean, width: number, height: number, depth: number): void {\r\n let viewDimension: GPUTextureViewDimension = WebGPUConstants.TextureViewDimension.E2d;\r\n let arrayLayerCount = 1;\r\n if (isCube) {\r\n viewDimension = is2DArray ? WebGPUConstants.TextureViewDimension.CubeArray : WebGPUConstants.TextureViewDimension.Cube;\r\n arrayLayerCount = 6 * (depth || 1);\r\n } else if (is3D) {\r\n viewDimension = WebGPUConstants.TextureViewDimension.E3d;\r\n arrayLayerCount = 1;\r\n } else if (is2DArray) {\r\n viewDimension = WebGPUConstants.TextureViewDimension.E2dArray;\r\n arrayLayerCount = depth;\r\n }\r\n\r\n const format = WebGPUTextureHelper.GetDepthFormatOnly(this.format);\r\n const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(this.format) ? WebGPUConstants.TextureAspect.DepthOnly : WebGPUConstants.TextureAspect.All;\r\n\r\n this.createView({\r\n label: `TextureView${is3D ? \"3D\" : isCube ? \"Cube\" : \"2D\"}${is2DArray ? \"_Array\" + arrayLayerCount : \"\"}_${width}x${height}_${generateMipMaps ? \"wmips\" : \"womips\"}_${\r\n this.format\r\n }_${viewDimension}`,\r\n format,\r\n dimension: viewDimension,\r\n mipLevelCount: generateMipMaps ? ILog2(Math.max(width, height)) + 1 : 1,\r\n baseArrayLayer: 0,\r\n baseMipLevel: 0,\r\n arrayLayerCount,\r\n aspect,\r\n });\r\n }\r\n\r\n public createView(descriptor?: GPUTextureViewDescriptor, createViewForWriting = false): void {\r\n this.view = this._webgpuTexture!.createView(descriptor);\r\n if (createViewForWriting && descriptor) {\r\n const saveNumMipMaps = descriptor.mipLevelCount;\r\n descriptor.mipLevelCount = 1;\r\n this.viewForWriting = this._webgpuTexture!.createView(descriptor);\r\n descriptor.mipLevelCount = saveNumMipMaps;\r\n }\r\n }\r\n\r\n public reset(): void {\r\n this._webgpuTexture = null;\r\n this._webgpuMSAATexture.length = 0;\r\n this.view = null;\r\n this.viewForWriting = null;\r\n }\r\n\r\n public release(): void {\r\n this._webgpuTexture?.destroy();\r\n this.releaseMSAATextures();\r\n this._copyInvertYTempTexture?.destroy();\r\n this.reset();\r\n }\r\n\r\n private _createMSAATexture(samples: number, index: number): void {\r\n if (!this._webgpuTexture) {\r\n throw new Error(\"Cannot create GPU MSAA texture because underlying GPU texture is not created yet.\");\r\n }\r\n\r\n if (!this._webgpuMSAATexture) {\r\n this._webgpuMSAATexture = [];\r\n }\r\n\r\n this._webgpuMSAATexture[index] = this._engine._textureHelper.createMSAATexture(this._webgpuTexture, this.originalFormat, samples);\r\n }\r\n}\r\n"]}
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@@ -39,11 +39,12 @@ export declare class WebGPUTextureManager {
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39
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createCubeTexture(imageBitmaps: ImageBitmap[] | {
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width: number;
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height: number;
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layers: number;
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}, hasMipmaps?: boolean, generateMipmaps?: boolean, invertY?: boolean, premultiplyAlpha?: boolean, format?: GPUTextureFormat, sampleCount?: number, commandEncoder?: GPUCommandEncoder, usage?: number, additionalUsages?: number, label?: string): GPUTexture;
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generateCubeMipmaps(
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generateMipmaps(gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture,
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createGPUTextureForInternalTexture(texture: InternalTexture, width?: number, height?: number, depth?: number, creationFlags?: number
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createMSAATexture(
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generateCubeMipmaps(gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture, mipLevelCount: number, commandEncoder?: GPUCommandEncoder): void;
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generateMipmaps(gpuOrHdwTexture: GPUTexture | WebGPUHardwareTexture, mipLevelCount: number, faceIndex?: number, commandEncoder?: GPUCommandEncoder): void;
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createGPUTextureForInternalTexture(texture: InternalTexture, width?: number, height?: number, depth?: number, creationFlags?: number): WebGPUHardwareTexture;
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createMSAATexture(gpuTexture: GPUTexture, format: GPUTextureFormat, samples: number): GPUTexture;
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resolveMSAADepthTexture(msaaTexture: GPUTexture, outputTexture: GPUTexture, commandEncoder?: GPUCommandEncoder): void;
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updateCubeTextures(imageBitmaps: ImageBitmap[] | Uint8Array[], gpuTexture: GPUTexture, width: number, height: number, format: GPUTextureFormat, invertY?: boolean, premultiplyAlpha?: boolean, offsetX?: number, offsetY?: number): void;
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updateTexture(imageBitmap: ImageBitmap | Uint8Array | ImageData | HTMLImageElement | HTMLVideoElement | VideoFrame | HTMLCanvasElement | OffscreenCanvas, texture: GPUTexture | InternalTexture, width: number, height: number, layers: number, format: GPUTextureFormat, faceIndex?: number, mipLevel?: number, invertY?: boolean, premultiplyAlpha?: boolean, offsetX?: number, offsetY?: number, allowGPUOptimization?: boolean): void;
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@@ -654,7 +654,7 @@ export class WebGPUTextureManager {
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if (WebGPUTextureHelper.IsImageBitmap(imageBitmap)) {
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this.updateTexture(imageBitmap, gpuTexture, imageBitmap.width, imageBitmap.height, layerCount, format, 0, 0, invertY, premultiplyAlpha, 0, 0);
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if (hasMipmaps && generateMipmaps) {
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this.generateMipmaps(gpuTexture,
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this.generateMipmaps(gpuTexture, mipLevelCount, 0, commandEncoder);
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}
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}
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return gpuTexture;
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@@ -663,6 +663,7 @@ export class WebGPUTextureManager {
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sampleCount = WebGPUTextureHelper.GetSample(sampleCount);
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const width = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].width : imageBitmaps.width;
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const height = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? imageBitmaps[0].height : imageBitmaps.height;
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const layerCount = WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps) ? 1 : imageBitmaps.layers;
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const renderAttachmentFlag = renderableTextureFormatToIndex[format] ? 16 /* WebGPUConstants.TextureUsage.RenderAttachment */ : 0;
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const isCompressedFormat = WebGPUTextureHelper.IsCompressedFormat(format);
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const mipLevelCount = hasMipmaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;
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@@ -673,11 +674,11 @@ export class WebGPUTextureManager {
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additionalUsages |= renderAttachmentFlag | 2 /* WebGPUConstants.TextureUsage.CopyDst */;
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}
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const gpuTexture = this._device.createTexture({
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label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureCube_${label ? label + "_" : ""}${width}x${height}
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label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureCube_${label ? label + "_" : ""}${width}x${height}x${layerCount}_${hasMipmaps ? "wmips" : "womips"}_${format}_samples${sampleCount}`,
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size: {
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width,
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height,
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depthOrArrayLayers: 6,
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depthOrArrayLayers: 6 * layerCount,
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},
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dimension: "2d" /* WebGPUConstants.TextureDimension.E2d */,
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format,
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@@ -688,19 +689,20 @@ export class WebGPUTextureManager {
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if (WebGPUTextureHelper.IsImageBitmapArray(imageBitmaps)) {
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this.updateCubeTextures(imageBitmaps, gpuTexture, width, height, format, invertY, premultiplyAlpha, 0, 0);
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if (hasMipmaps && generateMipmaps) {
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this.generateCubeMipmaps(gpuTexture,
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this.generateCubeMipmaps(gpuTexture, mipLevelCount, commandEncoder);
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}
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}
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return gpuTexture;
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}
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generateCubeMipmaps(
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generateCubeMipmaps(gpuOrHdwTexture, mipLevelCount, commandEncoder) {
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const useOwnCommandEncoder = commandEncoder === undefined;
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const gpuTexture = WebGPUTextureHelper.IsHardwareTexture(gpuOrHdwTexture) ? gpuOrHdwTexture.underlyingResource : gpuOrHdwTexture;
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if (useOwnCommandEncoder) {
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commandEncoder = this._device.createCommandEncoder({});
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}
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commandEncoder.pushDebugGroup?.(`create cube mipmaps - ${mipLevelCount} levels`);
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-
for (let f = 0; f <
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this.generateMipmaps(
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for (let f = 0; f < gpuTexture.depthOrArrayLayers; ++f) {
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this.generateMipmaps(gpuOrHdwTexture, mipLevelCount, f, commandEncoder);
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}
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commandEncoder.popDebugGroup?.();
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if (useOwnCommandEncoder) {
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@@ -708,9 +710,8 @@ export class WebGPUTextureManager {
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commandEncoder = null;
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}
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}
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generateMipmaps(gpuOrHdwTexture,
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+
generateMipmaps(gpuOrHdwTexture, mipLevelCount, faceIndex = 0, commandEncoder) {
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const useOwnCommandEncoder = commandEncoder === undefined;
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const [pipeline, bindGroupLayout] = this._getPipeline(format);
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faceIndex = Math.max(faceIndex, 0);
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if (useOwnCommandEncoder) {
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commandEncoder = this._device.createCommandEncoder({});
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@@ -729,6 +730,9 @@ export class WebGPUTextureManager {
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if (!gpuTexture) {
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return;
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}
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const format = gpuTexture.format;
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const [pipeline, bindGroupLayout] = this._getPipeline(format);
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const is3D = gpuTexture.dimension === "3d" /* WebGPUConstants.TextureDimension.E3d */;
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const webgpuHardwareTexture = gpuOrHdwTexture;
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for (let i = 1; i < mipLevelCount; ++i) {
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const renderPassDescriptor = webgpuHardwareTexture?._mipmapGenRenderPassDescr[faceIndex]?.[i - 1] ?? {
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@@ -789,7 +793,7 @@ export class WebGPUTextureManager {
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commandEncoder = null;
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}
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}
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-
createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags
|
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+
createGPUTextureForInternalTexture(texture, width, height, depth, creationFlags) {
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|
if (!texture._hardwareTexture) {
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|
texture._hardwareTexture = new WebGPUHardwareTexture(this._engine);
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}
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@@ -807,10 +811,7 @@ export class WebGPUTextureManager {
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texture.depth = texture.baseDepth = depth;
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const gpuTextureWrapper = texture._hardwareTexture;
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|
const isStorageTexture = ((creationFlags ?? 0) & 1) !== 0;
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|
810
|
-
gpuTextureWrapper.format = WebGPUTextureHelper.GetWebGPUTextureFormat(texture.type, texture.format, texture._useSRGBBuffer);
|
|
811
|
-
if (!dontCreateMSAATexture) {
|
|
812
|
-
this.createMSAATexture(texture, texture.samples);
|
|
813
|
-
}
|
|
814
|
+
gpuTextureWrapper.format = gpuTextureWrapper.originalFormat = WebGPUTextureHelper.GetWebGPUTextureFormat(texture.type, texture.format, texture._useSRGBBuffer);
|
|
814
815
|
if (texture.samples > 1) {
|
|
815
816
|
// In case of a MSAA texture, the current texture will be the "resolve" texture, which cannot have a depth format
|
|
816
817
|
switch (gpuTextureWrapper.format) {
|
|
@@ -842,20 +843,19 @@ export class WebGPUTextureManager {
|
|
|
842
843
|
mipmapCount = hasMipMaps ? WebGPUTextureHelper.ComputeNumMipmapLevels(width, height) : 1;
|
|
843
844
|
}
|
|
844
845
|
if (texture.isCube) {
|
|
845
|
-
const gpuTexture = this.createCubeTexture({ width, height }, texture.generateMipMaps, texture.generateMipMaps, texture.invertY, false, gpuTextureWrapper.format, 1, this._commandEncoderForCreation, gpuTextureWrapper.textureUsages, gpuTextureWrapper.textureAdditionalUsages, texture.label);
|
|
846
|
+
const gpuTexture = this.createCubeTexture({ width, height, layers: layerCount }, texture.generateMipMaps, texture.generateMipMaps, texture.invertY, false, gpuTextureWrapper.format, 1, this._commandEncoderForCreation, gpuTextureWrapper.textureUsages, gpuTextureWrapper.textureAdditionalUsages, texture.label);
|
|
846
847
|
gpuTextureWrapper.set(gpuTexture);
|
|
847
|
-
const arrayLayerCount = texture.is3D ? 1 : layerCount;
|
|
848
848
|
const format = WebGPUTextureHelper.GetDepthFormatOnly(gpuTextureWrapper.format);
|
|
849
849
|
const aspect = WebGPUTextureHelper.HasDepthAndStencilAspects(gpuTextureWrapper.format) ? "depth-only" /* WebGPUConstants.TextureAspect.DepthOnly */ : "all" /* WebGPUConstants.TextureAspect.All */;
|
|
850
850
|
const dimension = texture.is2DArray ? "cube-array" /* WebGPUConstants.TextureViewDimension.CubeArray */ : "cube" /* WebGPUConstants.TextureViewDimension.Cube */;
|
|
851
851
|
gpuTextureWrapper.createView({
|
|
852
|
-
label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureViewCube${texture.is2DArray ? "_Array" +
|
|
852
|
+
label: `BabylonWebGPUDevice${this._engine.uniqueId}_TextureViewCube${texture.is2DArray ? "_Array" + layerCount : ""}_${width}x${height}_${hasMipMaps ? "wmips" : "womips"}_${format}_${dimension}_${aspect}_${texture.label ?? "noname"}`,
|
|
853
853
|
format,
|
|
854
854
|
dimension,
|
|
855
855
|
mipLevelCount: mipmapCount,
|
|
856
856
|
baseArrayLayer: 0,
|
|
857
857
|
baseMipLevel: 0,
|
|
858
|
-
arrayLayerCount: 6,
|
|
858
|
+
arrayLayerCount: 6 * layerCount,
|
|
859
859
|
aspect,
|
|
860
860
|
}, isStorageTexture);
|
|
861
861
|
}
|
|
@@ -883,18 +883,8 @@ export class WebGPUTextureManager {
|
|
|
883
883
|
}
|
|
884
884
|
return gpuTextureWrapper;
|
|
885
885
|
}
|
|
886
|
-
createMSAATexture(
|
|
887
|
-
|
|
888
|
-
if (releaseExisting) {
|
|
889
|
-
gpuTextureWrapper?.releaseMSAATexture();
|
|
890
|
-
}
|
|
891
|
-
if (!gpuTextureWrapper || (samples ?? 1) <= 1) {
|
|
892
|
-
return;
|
|
893
|
-
}
|
|
894
|
-
const width = texture.width;
|
|
895
|
-
const height = texture.height;
|
|
896
|
-
const gpuMSAATexture = this.createTexture({ width, height, layers: 1 }, false, false, false, false, false, gpuTextureWrapper.format, samples, this._commandEncoderForCreation, 16 /* WebGPUConstants.TextureUsage.RenderAttachment */ | 4 /* WebGPUConstants.TextureUsage.TextureBinding */, 0, texture.label ? "MSAA_" + texture.label : "MSAA");
|
|
897
|
-
gpuTextureWrapper.setMSAATexture(gpuMSAATexture, index);
|
|
886
|
+
createMSAATexture(gpuTexture, format, samples) {
|
|
887
|
+
return this.createTexture({ width: gpuTexture.width, height: gpuTexture.height, layers: 1 }, false, false, false, false, false, format, samples, this._commandEncoderForCreation, 16 /* WebGPUConstants.TextureUsage.RenderAttachment */ | 4 /* WebGPUConstants.TextureUsage.TextureBinding */, 0, gpuTexture.label ? gpuTexture.label + " (MSAA)" : "MSAA");
|
|
898
888
|
}
|
|
899
889
|
resolveMSAADepthTexture(msaaTexture, outputTexture, commandEncoder) {
|
|
900
890
|
const format = outputTexture.format;
|