@onerjs/core 8.42.6 → 8.42.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (480) hide show
  1. package/Animations/animatable.core.js +1 -1
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animatorAvatar.d.ts +5 -2
  4. package/Animations/animatorAvatar.js +42 -29
  5. package/Animations/animatorAvatar.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +1 -1
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.js +1 -2
  9. package/Audio/audioSceneComponent.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
  11. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  12. package/AudioV2/webAudio/webAudioEngine.js +1 -1
  13. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  14. package/Behaviors/Meshes/followBehavior.js +1 -1
  15. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  16. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  17. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  18. package/Bones/boneLookController.js +1 -1
  19. package/Bones/boneLookController.js.map +1 -1
  20. package/Buffers/buffer.js +1 -1
  21. package/Buffers/buffer.js.map +1 -1
  22. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  23. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
  25. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
  26. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
  28. package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
  29. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  30. package/Cameras/camera.js +2 -2
  31. package/Cameras/camera.js.map +1 -1
  32. package/Cameras/cameraMovement.d.ts +1 -4
  33. package/Cameras/cameraMovement.js +1 -4
  34. package/Cameras/cameraMovement.js.map +1 -1
  35. package/Cameras/geospatialCamera.d.ts +22 -4
  36. package/Cameras/geospatialCamera.js +27 -9
  37. package/Cameras/geospatialCamera.js.map +1 -1
  38. package/Cameras/geospatialCameraMovement.d.ts +3 -3
  39. package/Cameras/geospatialCameraMovement.js +18 -18
  40. package/Cameras/geospatialCameraMovement.js.map +1 -1
  41. package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
  42. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
  43. package/Engines/Extensions/engine.query.js +1 -1
  44. package/Engines/Extensions/engine.query.js.map +1 -1
  45. package/Engines/Processors/shaderProcessor.js +2 -3
  46. package/Engines/Processors/shaderProcessor.js.map +1 -1
  47. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  48. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  49. package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
  50. package/Engines/WebGPU/Extensions/engine.debugging.js +135 -21
  51. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  52. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  53. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  54. package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
  55. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  56. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
  57. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  58. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  59. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  60. package/Engines/WebGPU/webgpuTextureManager.js +10 -5
  61. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  62. package/Engines/abstractEngine.js +2 -2
  63. package/Engines/abstractEngine.js.map +1 -1
  64. package/Engines/engine.common.js +2 -2
  65. package/Engines/engine.common.js.map +1 -1
  66. package/Engines/engine.js +0 -1
  67. package/Engines/engine.js.map +1 -1
  68. package/Engines/engineFeatures.d.ts +0 -2
  69. package/Engines/engineFeatures.js.map +1 -1
  70. package/Engines/nullEngine.js +0 -1
  71. package/Engines/nullEngine.js.map +1 -1
  72. package/Engines/thinEngine.functions.js +1 -1
  73. package/Engines/thinEngine.functions.js.map +1 -1
  74. package/Engines/thinEngine.js +4 -6
  75. package/Engines/thinEngine.js.map +1 -1
  76. package/Engines/thinNativeEngine.js +2 -6
  77. package/Engines/thinNativeEngine.js.map +1 -1
  78. package/Engines/thinWebGPUEngine.d.ts +11 -4
  79. package/Engines/thinWebGPUEngine.js +58 -34
  80. package/Engines/thinWebGPUEngine.js.map +1 -1
  81. package/Engines/webgpuEngine.d.ts +3 -1
  82. package/Engines/webgpuEngine.js +30 -169
  83. package/Engines/webgpuEngine.js.map +1 -1
  84. package/FlowGraph/flowGraph.d.ts +1 -0
  85. package/FlowGraph/flowGraph.js.map +1 -1
  86. package/FlowGraph/flowGraphBlock.d.ts +1 -0
  87. package/FlowGraph/flowGraphBlock.js.map +1 -1
  88. package/FlowGraph/flowGraphContext.d.ts +1 -0
  89. package/FlowGraph/flowGraphContext.js.map +1 -1
  90. package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
  91. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  92. package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
  93. package/FrameGraph/Node/nodeRenderGraph.js +36 -2
  94. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  95. package/FrameGraph/Passes/renderPass.js +0 -3
  96. package/FrameGraph/Passes/renderPass.js.map +1 -1
  97. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  98. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  99. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  100. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  101. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  102. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  103. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  104. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  105. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  106. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  107. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  108. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  109. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
  110. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
  111. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  112. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  113. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  114. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  115. package/FrameGraph/frameGraph.js +3 -0
  116. package/FrameGraph/frameGraph.js.map +1 -1
  117. package/FrameGraph/frameGraphContext.js +1 -1
  118. package/FrameGraph/frameGraphContext.js.map +1 -1
  119. package/FrameGraph/frameGraphTask.d.ts +0 -2
  120. package/FrameGraph/frameGraphTask.js +15 -17
  121. package/FrameGraph/frameGraphTask.js.map +1 -1
  122. package/FrameGraph/frameGraphTextureManager.js +1 -1
  123. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  124. package/Gizmos/axisScaleGizmo.js +2 -2
  125. package/Gizmos/axisScaleGizmo.js.map +1 -1
  126. package/Gizmos/cameraGizmo.d.ts +1 -1
  127. package/Gizmos/cameraGizmo.js +1 -1
  128. package/Gizmos/cameraGizmo.js.map +1 -1
  129. package/Gizmos/gizmo.d.ts +4 -4
  130. package/Gizmos/gizmo.js +5 -5
  131. package/Gizmos/gizmo.js.map +1 -1
  132. package/Gizmos/gizmoManager.d.ts +2 -2
  133. package/Gizmos/gizmoManager.js +1 -1
  134. package/Gizmos/gizmoManager.js.map +1 -1
  135. package/Gizmos/planeRotationGizmo.d.ts +2 -2
  136. package/Gizmos/planeRotationGizmo.js +2 -3
  137. package/Gizmos/planeRotationGizmo.js.map +1 -1
  138. package/Gizmos/positionGizmo.d.ts +1 -1
  139. package/Gizmos/positionGizmo.js +2 -2
  140. package/Gizmos/positionGizmo.js.map +1 -1
  141. package/Gizmos/rotationGizmo.d.ts +1 -1
  142. package/Gizmos/rotationGizmo.js +3 -3
  143. package/Gizmos/rotationGizmo.js.map +1 -1
  144. package/Gizmos/scaleGizmo.d.ts +1 -1
  145. package/Gizmos/scaleGizmo.js +1 -1
  146. package/Gizmos/scaleGizmo.js.map +1 -1
  147. package/Layers/glowLayer.js +1 -1
  148. package/Layers/glowLayer.js.map +1 -1
  149. package/Layers/highlightLayer.js +1 -1
  150. package/Layers/highlightLayer.js.map +1 -1
  151. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  152. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  153. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  154. package/Lights/Shadows/shadowGenerator.js +77 -11
  155. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  156. package/Lights/lightingVolume.d.ts +1 -0
  157. package/Lights/lightingVolume.js +10 -2
  158. package/Lights/lightingVolume.js.map +1 -1
  159. package/Loading/Plugins/babylonFileLoader.js +44 -14
  160. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  161. package/Loading/sceneLoader.js +1 -1
  162. package/Loading/sceneLoader.js.map +1 -1
  163. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
  164. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
  165. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  166. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
  167. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  169. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  171. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  173. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/curveBlock.js +2 -3
  175. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  176. package/Materials/Node/nodeMaterial.js +1 -2
  177. package/Materials/Node/nodeMaterial.js.map +1 -1
  178. package/Materials/PBR/openpbrMaterial.js +3 -5
  179. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  180. package/Materials/PBR/pbrBaseMaterial.js +2 -3
  181. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  182. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  183. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  184. package/Materials/Textures/cubeTexture.js +1 -1
  185. package/Materials/Textures/cubeTexture.js.map +1 -1
  186. package/Materials/Textures/htmlElementTexture.js +2 -2
  187. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  188. package/Materials/Textures/multiRenderTarget.js +1 -1
  189. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  190. package/Materials/Textures/renderTargetTexture.js +13 -2
  191. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  192. package/Materials/effect.js +2 -1
  193. package/Materials/effect.js.map +1 -1
  194. package/Materials/materialHelper.functions.js +1 -1
  195. package/Materials/materialHelper.functions.js.map +1 -1
  196. package/Materials/multiMaterial.js +1 -1
  197. package/Materials/multiMaterial.js.map +1 -1
  198. package/Materials/standardMaterial.js +1 -2
  199. package/Materials/standardMaterial.js.map +1 -1
  200. package/Materials/uniformBuffer.d.ts +0 -4
  201. package/Materials/uniformBuffer.js +0 -8
  202. package/Materials/uniformBuffer.js.map +1 -1
  203. package/Maths/index.d.ts +2 -0
  204. package/Maths/index.js +2 -0
  205. package/Maths/index.js.map +1 -1
  206. package/Maths/math.geospatial.d.ts +27 -0
  207. package/Maths/math.geospatial.functions.d.ts +33 -0
  208. package/Maths/math.geospatial.functions.js +60 -0
  209. package/Maths/math.geospatial.functions.js.map +1 -0
  210. package/Maths/math.geospatial.js +2 -0
  211. package/Maths/math.geospatial.js.map +1 -0
  212. package/Maths/math.path.js +1 -1
  213. package/Maths/math.path.js.map +1 -1
  214. package/Maths/math.scalar.functions.js +3 -3
  215. package/Maths/math.scalar.functions.js.map +1 -1
  216. package/Maths/math.vector.js +1 -1
  217. package/Maths/math.vector.js.map +1 -1
  218. package/Meshes/Builders/boxBuilder.js +1 -2
  219. package/Meshes/Builders/boxBuilder.js.map +1 -1
  220. package/Meshes/Builders/cylinderBuilder.js +2 -2
  221. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  222. package/Meshes/Builders/decalBuilder.js +1 -2
  223. package/Meshes/Builders/decalBuilder.js.map +1 -1
  224. package/Meshes/Builders/latheBuilder.js +2 -2
  225. package/Meshes/Builders/latheBuilder.js.map +1 -1
  226. package/Meshes/Builders/linesBuilder.js +11 -15
  227. package/Meshes/Builders/linesBuilder.js.map +1 -1
  228. package/Meshes/Builders/polygonBuilder.js +6 -6
  229. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  230. package/Meshes/Builders/polyhedronBuilder.js +2 -2
  231. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  232. package/Meshes/Builders/ribbonBuilder.js +6 -6
  233. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  234. package/Meshes/Builders/shapeBuilder.js +2 -3
  235. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  236. package/Meshes/Builders/tiledBoxBuilder.js +1 -1
  237. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  238. package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
  239. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  240. package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
  241. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  242. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  243. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  244. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
  245. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  246. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
  247. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  248. package/Meshes/Node/Blocks/mappingBlock.js +1 -1
  249. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  250. package/Meshes/abstractMesh.d.ts +4 -0
  251. package/Meshes/abstractMesh.js +14 -10
  252. package/Meshes/abstractMesh.js.map +1 -1
  253. package/Meshes/csg.js +1 -1
  254. package/Meshes/csg.js.map +1 -1
  255. package/Meshes/csg2.js +1 -1
  256. package/Meshes/csg2.js.map +1 -1
  257. package/Meshes/geodesicMesh.js +11 -13
  258. package/Meshes/geodesicMesh.js.map +1 -1
  259. package/Meshes/geometry.js +2 -2
  260. package/Meshes/geometry.js.map +1 -1
  261. package/Meshes/groundMesh.js +7 -7
  262. package/Meshes/groundMesh.js.map +1 -1
  263. package/Meshes/mesh.d.ts +2 -0
  264. package/Meshes/mesh.js +22 -8
  265. package/Meshes/mesh.js.map +1 -1
  266. package/Meshes/mesh.vertexData.js +22 -22
  267. package/Meshes/mesh.vertexData.js.map +1 -1
  268. package/Meshes/meshSimplification.js +1 -1
  269. package/Meshes/meshSimplification.js.map +1 -1
  270. package/Meshes/polygonMesh.js +1 -1
  271. package/Meshes/polygonMesh.js.map +1 -1
  272. package/Meshes/trailMesh.js +1 -1
  273. package/Meshes/trailMesh.js.map +1 -1
  274. package/Misc/HighDynamicRange/hdr.js +4 -6
  275. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  276. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  277. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  278. package/Misc/basisWorker.js +1 -1
  279. package/Misc/basisWorker.js.map +1 -1
  280. package/Misc/environmentTextureTools.js +1 -1
  281. package/Misc/environmentTextureTools.js.map +1 -1
  282. package/Misc/meshExploder.js +1 -2
  283. package/Misc/meshExploder.js.map +1 -1
  284. package/Misc/tga.js +2 -2
  285. package/Misc/tga.js.map +1 -1
  286. package/Misc/timer.js +4 -2
  287. package/Misc/timer.js.map +1 -1
  288. package/Misc/tools.d.ts +7 -0
  289. package/Misc/tools.js +20 -6
  290. package/Misc/tools.js.map +1 -1
  291. package/Morph/morphTargetManager.js +1 -1
  292. package/Morph/morphTargetManager.js.map +1 -1
  293. package/Navigation/INavigationEngine.d.ts +2 -2
  294. package/Navigation/INavigationEngine.js.map +1 -1
  295. package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
  296. package/Navigation/Plugins/recastJSPlugin.js +14 -5
  297. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  298. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
  299. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  300. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
  301. package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
  302. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  303. package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
  304. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  305. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  306. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  307. package/Particles/computeShaderParticleSystem.js +2 -0
  308. package/Particles/computeShaderParticleSystem.js.map +1 -1
  309. package/Particles/gpuParticleSystem.d.ts +14 -0
  310. package/Particles/gpuParticleSystem.js +94 -12
  311. package/Particles/gpuParticleSystem.js.map +1 -1
  312. package/Particles/particleSystem.js +4 -1
  313. package/Particles/particleSystem.js.map +1 -1
  314. package/Particles/pointsCloudSystem.js +46 -47
  315. package/Particles/pointsCloudSystem.js.map +1 -1
  316. package/Particles/solidParticleSystem.js +5 -6
  317. package/Particles/solidParticleSystem.js.map +1 -1
  318. package/Particles/thinParticleSystem.js +3 -4
  319. package/Particles/thinParticleSystem.js.map +1 -1
  320. package/Particles/webgl2ParticleSystem.js +2 -1
  321. package/Particles/webgl2ParticleSystem.js.map +1 -1
  322. package/Physics/castingResult.d.ts +4 -1
  323. package/Physics/castingResult.js +1 -1
  324. package/Physics/castingResult.js.map +1 -1
  325. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  326. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  327. package/Physics/physicsHelper.d.ts +8 -8
  328. package/Physics/physicsHelper.js +7 -7
  329. package/Physics/physicsHelper.js.map +1 -1
  330. package/Physics/shapeCastResult.d.ts +4 -0
  331. package/Physics/shapeCastResult.js +7 -0
  332. package/Physics/shapeCastResult.js.map +1 -1
  333. package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
  334. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  335. package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
  336. package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
  337. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  338. package/Physics/v2/characterController.js +4 -8
  339. package/Physics/v2/characterController.js.map +1 -1
  340. package/Physics/v2/physicsBody.js.map +1 -1
  341. package/Physics/v2/physicsConstraint.d.ts +1 -1
  342. package/Physics/v2/physicsConstraint.js +1 -1
  343. package/Physics/v2/physicsConstraint.js.map +1 -1
  344. package/Physics/v2/physicsEngine.d.ts +0 -5
  345. package/Physics/v2/physicsEngine.js +0 -5
  346. package/Physics/v2/physicsEngine.js.map +1 -1
  347. package/Physics/v2/physicsEngineComponent.d.ts +1 -1
  348. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  349. package/Physics/v2/physicsMaterial.d.ts +6 -0
  350. package/Physics/v2/physicsMaterial.js +2 -2
  351. package/Physics/v2/physicsMaterial.js.map +1 -1
  352. package/Physics/v2/ragdoll.js +1 -2
  353. package/Physics/v2/ragdoll.js.map +1 -1
  354. package/PostProcesses/postProcess.js +3 -3
  355. package/PostProcesses/postProcess.js.map +1 -1
  356. package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
  357. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  358. package/Probes/reflectionProbe.js +0 -1
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUSamplerDescription, WebGPUShaderProcessingContext, WebGPUTextureDescription, WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\n\r\n/** @internal */\r\nexport abstract class WebGPUShaderProcessor implements IShaderProcessor {\r\n public static readonly LeftOvertUBOName = \"LeftOver\";\r\n public static readonly InternalsUBOName = \"Internals\";\r\n\r\n public static UniformSizes: { [type: string]: number } = {\r\n // GLSL types\r\n bool: 1,\r\n int: 1,\r\n float: 1,\r\n vec2: 2,\r\n ivec2: 2,\r\n uvec2: 2,\r\n vec3: 3,\r\n ivec3: 3,\r\n uvec3: 3,\r\n vec4: 4,\r\n ivec4: 4,\r\n uvec4: 4,\r\n mat2: 4,\r\n mat3: 12,\r\n mat4: 16,\r\n\r\n // WGSL types\r\n i32: 1,\r\n u32: 1,\r\n f32: 1,\r\n mat2x2: 4,\r\n mat3x3: 12,\r\n mat4x4: 16,\r\n mat2x2f: 4,\r\n mat3x3f: 12,\r\n mat4x4f: 16,\r\n vec2i: 2,\r\n vec3i: 3,\r\n vec4i: 4,\r\n vec2u: 2,\r\n vec3u: 3,\r\n vec4u: 4,\r\n vec2f: 2,\r\n vec3f: 3,\r\n vec4f: 4,\r\n vec2h: 1,\r\n vec3h: 2,\r\n vec4h: 2,\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerFunctionByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"sampler2D\",\r\n sampler2DArray: \"sampler2DArray\",\r\n sampler2DShadow: \"sampler2DShadow\",\r\n sampler2DArrayShadow: \"sampler2DArrayShadow\",\r\n samplerCube: \"samplerCube\",\r\n sampler3D: \"sampler3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _TextureTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"texture2D\",\r\n sampler2DArray: \"texture2DArray\",\r\n sampler2DShadow: \"texture2D\",\r\n sampler2DArrayShadow: \"texture2DArray\",\r\n samplerCube: \"textureCube\",\r\n samplerCubeArray: \"textureCubeArray\",\r\n sampler3D: \"texture3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _GpuTextureViewDimensionByWebGPUTextureType: { [key: string]: GPUTextureViewDimension } = {\r\n textureCube: WebGPUConstants.TextureViewDimension.Cube,\r\n textureCubeArray: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture2D: WebGPUConstants.TextureViewDimension.E2d,\r\n texture2DArray: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture3D: WebGPUConstants.TextureViewDimension.E3d,\r\n };\r\n\r\n // if the webgl sampler type is not listed in this array, \"sampler\" is taken by default\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2DShadow: \"samplerShadow\",\r\n sampler2DArrayShadow: \"samplerShadow\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _IsComparisonSamplerByWebGPUSamplerType: { [key: string]: boolean } = {\r\n samplerShadow: true,\r\n samplerArrayShadow: true,\r\n sampler: false,\r\n };\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n protected _webgpuProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected abstract _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number];\r\n protected abstract _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string;\r\n\r\n protected _addUniformToLeftOverUBO(name: string, uniformType: string, preProcessors: { [key: string]: string }): void {\r\n let length = 0;\r\n\r\n [name, uniformType, length] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.leftOverUniforms.length; i++) {\r\n if (this._webgpuProcessingContext.leftOverUniforms[i].name === name) {\r\n return;\r\n }\r\n }\r\n\r\n this._webgpuProcessingContext.leftOverUniforms.push({\r\n name,\r\n type: uniformType,\r\n length,\r\n });\r\n }\r\n\r\n protected _buildLeftOverUBO(): string {\r\n if (!this._webgpuProcessingContext.leftOverUniforms.length) {\r\n return \"\";\r\n }\r\n const name = WebGPUShaderProcessor.LeftOvertUBOName;\r\n let availableUBO = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!availableUBO) {\r\n availableUBO = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n };\r\n this._webgpuProcessingContext.availableBuffers[name] = availableUBO;\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, true);\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, false);\r\n }\r\n\r\n return this._generateLeftOverUBOCode(name, availableUBO);\r\n }\r\n\r\n protected _collectBindingNames(): void {\r\n // collect all the binding names for faster processing in WebGPUCacheBindGroup\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n if (setDefinition === undefined) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[i] = [];\r\n continue;\r\n }\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n const name = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const nameInArrayOfTexture = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].nameInArrayOfTexture;\r\n if (entry) {\r\n if (entry.texture || entry.externalTexture || entry.storageTexture) {\r\n this._webgpuProcessingContext.textureNames.push(nameInArrayOfTexture!);\r\n } else if (entry.sampler) {\r\n this._webgpuProcessingContext.samplerNames.push(name);\r\n } else if (entry.buffer) {\r\n this._webgpuProcessingContext.bufferNames.push(name);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _preCreateBindGroupEntries(): void {\r\n const bindGroupEntries = this._webgpuProcessingContext.bindGroupEntries;\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries: GPUBindGroupEntry[] = [];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.sampler || entry.texture || entry.storageTexture || entry.externalTexture) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: undefined as any,\r\n });\r\n } else if (entry.buffer) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: {\r\n buffer: undefined as any,\r\n offset: 0,\r\n size: 0,\r\n },\r\n });\r\n }\r\n }\r\n\r\n bindGroupEntries[i] = entries;\r\n }\r\n }\r\n\r\n protected _addTextureBindingDescription(\r\n name: string,\r\n textureInfo: WebGPUTextureDescription,\r\n textureIndex: number,\r\n dimension: Nullable<GPUTextureViewDimension>,\r\n format: Nullable<GPUTextureFormat>,\r\n isVertex: boolean\r\n ): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = textureInfo.textures[textureIndex];\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n let len;\r\n if (dimension === null) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n externalTexture: {},\r\n });\r\n } else if (format) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n storageTexture: {\r\n access: WebGPUConstants.StorageTextureAccess.WriteOnly,\r\n format,\r\n viewDimension: dimension,\r\n },\r\n });\r\n } else {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n texture: {\r\n sampleType: textureInfo.sampleType,\r\n viewDimension: dimension,\r\n multisampled: false,\r\n },\r\n });\r\n }\r\n const textureName = textureInfo.isTextureArray ? name + textureIndex : name;\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1, nameInArrayOfTexture: textureName };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addSamplerBindingDescription(name: string, samplerInfo: WebGPUSamplerDescription, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = samplerInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n sampler: {\r\n type: samplerInfo.type,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addBufferBindingDescription(name: string, uniformBufferInfo: WebGPUBufferDescription, bufferType: GPUBufferBindingType, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = uniformBufferInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n buffer: {\r\n type: bufferType,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n}\r\n"]}
1
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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IShaderProcessor } from \"../Processors/iShaderProcessor\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport type { WebGPUSamplerDescription, WebGPUShaderProcessingContext, WebGPUTextureDescription, WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\n\r\n/** @internal */\r\nexport abstract class WebGPUShaderProcessor implements IShaderProcessor {\r\n public static readonly LeftOvertUBOName = \"LeftOver\";\r\n public static readonly InternalsUBOName = \"Internals\";\r\n\r\n public static UniformSizes: { [type: string]: number } = {\r\n // GLSL types\r\n bool: 1,\r\n int: 1,\r\n float: 1,\r\n vec2: 2,\r\n ivec2: 2,\r\n uvec2: 2,\r\n vec3: 3,\r\n ivec3: 3,\r\n uvec3: 3,\r\n vec4: 4,\r\n ivec4: 4,\r\n uvec4: 4,\r\n mat2: 4,\r\n mat3: 12,\r\n mat4: 16,\r\n\r\n // WGSL types\r\n i32: 1,\r\n u32: 1,\r\n f32: 1,\r\n mat2x2: 4,\r\n mat3x3: 12,\r\n mat4x4: 16,\r\n mat2x2f: 4,\r\n mat3x3f: 12,\r\n mat4x4f: 16,\r\n vec2i: 2,\r\n vec3i: 3,\r\n vec4i: 4,\r\n vec2u: 2,\r\n vec3u: 3,\r\n vec4u: 4,\r\n vec2f: 2,\r\n vec3f: 3,\r\n vec4f: 4,\r\n vec2h: 1,\r\n vec3h: 2,\r\n vec4h: 2,\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerFunctionByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"sampler2D\",\r\n sampler2DArray: \"sampler2DArray\",\r\n sampler2DShadow: \"sampler2DShadow\",\r\n sampler2DArrayShadow: \"sampler2DArrayShadow\",\r\n samplerCube: \"samplerCube\",\r\n sampler3D: \"sampler3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _TextureTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2D: \"texture2D\",\r\n sampler2DArray: \"texture2DArray\",\r\n sampler2DShadow: \"texture2D\",\r\n sampler2DArrayShadow: \"texture2DArray\",\r\n samplerCube: \"textureCube\",\r\n samplerCubeArray: \"textureCubeArray\",\r\n sampler3D: \"texture3D\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _GpuTextureViewDimensionByWebGPUTextureType: { [key: string]: GPUTextureViewDimension } = {\r\n textureCube: WebGPUConstants.TextureViewDimension.Cube,\r\n textureCubeArray: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture2D: WebGPUConstants.TextureViewDimension.E2d,\r\n texture2DArray: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture3D: WebGPUConstants.TextureViewDimension.E3d,\r\n };\r\n\r\n // if the webgl sampler type is not listed in this array, \"sampler\" is taken by default\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _SamplerTypeByWebGLSamplerType: { [key: string]: string } = {\r\n sampler2DShadow: \"samplerShadow\",\r\n sampler2DArrayShadow: \"samplerShadow\",\r\n };\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static _IsComparisonSamplerByWebGPUSamplerType: { [key: string]: boolean } = {\r\n samplerShadow: true,\r\n samplerArrayShadow: true,\r\n sampler: false,\r\n };\r\n\r\n public shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n protected _webgpuProcessingContext: WebGPUShaderProcessingContext;\r\n\r\n protected abstract _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number];\r\n protected abstract _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string;\r\n\r\n protected _addUniformToLeftOverUBO(name: string, uniformType: string, preProcessors: { [key: string]: string }): void {\r\n let length: number;\r\n\r\n [name, uniformType, length] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.leftOverUniforms.length; i++) {\r\n if (this._webgpuProcessingContext.leftOverUniforms[i].name === name) {\r\n return;\r\n }\r\n }\r\n\r\n this._webgpuProcessingContext.leftOverUniforms.push({\r\n name,\r\n type: uniformType,\r\n length,\r\n });\r\n }\r\n\r\n protected _buildLeftOverUBO(): string {\r\n if (!this._webgpuProcessingContext.leftOverUniforms.length) {\r\n return \"\";\r\n }\r\n const name = WebGPUShaderProcessor.LeftOvertUBOName;\r\n let availableUBO = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!availableUBO) {\r\n availableUBO = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n };\r\n this._webgpuProcessingContext.availableBuffers[name] = availableUBO;\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, true);\r\n this._addBufferBindingDescription(name, availableUBO, WebGPUConstants.BufferBindingType.Uniform, false);\r\n }\r\n\r\n return this._generateLeftOverUBOCode(name, availableUBO);\r\n }\r\n\r\n protected _collectBindingNames(): void {\r\n // collect all the binding names for faster processing in WebGPUCacheBindGroup\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n if (setDefinition === undefined) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[i] = [];\r\n continue;\r\n }\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n const name = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].name;\r\n const nameInArrayOfTexture = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[i][entry.binding].nameInArrayOfTexture;\r\n if (entry) {\r\n if (entry.texture || entry.externalTexture || entry.storageTexture) {\r\n this._webgpuProcessingContext.textureNames.push(nameInArrayOfTexture!);\r\n } else if (entry.sampler) {\r\n this._webgpuProcessingContext.samplerNames.push(name);\r\n } else if (entry.buffer) {\r\n this._webgpuProcessingContext.bufferNames.push(name);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _preCreateBindGroupEntries(): void {\r\n const bindGroupEntries = this._webgpuProcessingContext.bindGroupEntries;\r\n\r\n for (let i = 0; i < this._webgpuProcessingContext.bindGroupLayoutEntries.length; i++) {\r\n const setDefinition = this._webgpuProcessingContext.bindGroupLayoutEntries[i];\r\n\r\n const entries: GPUBindGroupEntry[] = [];\r\n for (let j = 0; j < setDefinition.length; j++) {\r\n const entry = this._webgpuProcessingContext.bindGroupLayoutEntries[i][j];\r\n\r\n if (entry.sampler || entry.texture || entry.storageTexture || entry.externalTexture) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: undefined as any,\r\n });\r\n } else if (entry.buffer) {\r\n entries.push({\r\n binding: entry.binding,\r\n resource: {\r\n buffer: undefined as any,\r\n offset: 0,\r\n size: 0,\r\n },\r\n });\r\n }\r\n }\r\n\r\n bindGroupEntries[i] = entries;\r\n }\r\n }\r\n\r\n protected _addTextureBindingDescription(\r\n name: string,\r\n textureInfo: WebGPUTextureDescription,\r\n textureIndex: number,\r\n dimension: Nullable<GPUTextureViewDimension>,\r\n format: Nullable<GPUTextureFormat>,\r\n isVertex: boolean\r\n ): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = textureInfo.textures[textureIndex];\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n let len;\r\n if (dimension === null) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n externalTexture: {},\r\n });\r\n } else if (format) {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n storageTexture: {\r\n access: WebGPUConstants.StorageTextureAccess.WriteOnly,\r\n format,\r\n viewDimension: dimension,\r\n },\r\n });\r\n } else {\r\n len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n texture: {\r\n sampleType: textureInfo.sampleType,\r\n viewDimension: dimension,\r\n multisampled: false,\r\n },\r\n });\r\n }\r\n const textureName = textureInfo.isTextureArray ? name + textureIndex : name;\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1, nameInArrayOfTexture: textureName };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addSamplerBindingDescription(name: string, samplerInfo: WebGPUSamplerDescription, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = samplerInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n sampler: {\r\n type: samplerInfo.type,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n\r\n protected _addBufferBindingDescription(name: string, uniformBufferInfo: WebGPUBufferDescription, bufferType: GPUBufferBindingType, isVertex: boolean): void {\r\n // eslint-disable-next-line prefer-const\r\n let { groupIndex, bindingIndex } = uniformBufferInfo.binding;\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex]) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex] = [];\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex] = [];\r\n }\r\n if (!this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex]) {\r\n const len = this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex].push({\r\n binding: bindingIndex,\r\n visibility: 0,\r\n buffer: {\r\n type: bufferType,\r\n },\r\n });\r\n this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex] = { name, index: len - 1 };\r\n }\r\n\r\n bindingIndex = this._webgpuProcessingContext.bindGroupLayoutEntryInfo[groupIndex][bindingIndex].index;\r\n if (isVertex) {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Vertex;\r\n } else {\r\n this._webgpuProcessingContext.bindGroupLayoutEntries[groupIndex][bindingIndex].visibility |= WebGPUConstants.ShaderStage.Fragment;\r\n }\r\n }\r\n}\r\n"]}
@@ -121,7 +121,7 @@ export class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {
121
121
  let uniformType = match[1];
122
122
  let name = match[2];
123
123
  if (uniformType.indexOf("sampler") === 0 || uniformType.indexOf("sampler") === 1) {
124
- let arraySize = 0; // 0 means the texture is not declared as an array
124
+ let arraySize; // 0 means the texture is not declared as an array
125
125
  [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);
126
126
  let textureInfo = this._webgpuProcessingContext.availableTextures[name];
127
127
  if (!textureInfo) {
@@ -1 +1 @@
1
- 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { _IShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport { InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { Constants } from \"../constants\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public override shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substring(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<_IShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType = numComponents < 0 ? (numComponents === -1 ? \"int\" : \"ivec\" + -numComponents) : numComponents === 1 ? \"uint\" : \"uvec\" + numComponents;\r\n const newName = `_int_${name}_`;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${newType} ${newName}; ${attributeType} ${name} = ${attributeType}(${newName});`);\r\n } else {\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize = 0; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + Constants.AUTOSAMPLERSUFFIX;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substring(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(\r\n code: string,\r\n defines: string[],\r\n isFragment: boolean,\r\n _processingContext: Nullable<_IShaderProcessingContext>,\r\n _parameters: { [key: string]: number | string | boolean | undefined },\r\n preProcessors: { [key: string]: string }\r\n ): string {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = InjectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n if (\"VERTEXOUTPUT_INVARIANT\" in preProcessors) {\r\n code = \"invariant gl_Position;\\n\" + code;\r\n }\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n // isNDCHalfZRange is always true in WebGPU\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { _IShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport { InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { Constants } from \"../constants\";\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorGLSL extends WebGPUShaderProcessor {\r\n protected _missingVaryings: Array<string> = [];\r\n protected _textureArrayProcessing: Array<string> = [];\r\n protected _preProcessors: { [key: string]: string };\r\n protected _vertexIsGLES3: boolean = false;\r\n protected _fragmentIsGLES3: boolean = false;\r\n\r\n public override shaderLanguage = ShaderLanguage.GLSL;\r\n public parseGLES3 = true;\r\n public attributeKeywordName: string | undefined;\r\n public varyingVertexKeywordName: string | undefined;\r\n public varyingFragmentKeywordName: string | undefined;\r\n\r\n protected _getArraySize(name: string, type: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n const startArray = name.indexOf(\"[\");\r\n const endArray = name.indexOf(\"]\");\r\n if (startArray > 0 && endArray > 0) {\r\n const lengthInString = name.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n name = name.substring(0, startArray);\r\n }\r\n return [name, type, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<_IShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._missingVaryings.length = 0;\r\n this._textureArrayProcessing.length = 0;\r\n this.attributeKeywordName = undefined;\r\n this.varyingVertexKeywordName = undefined;\r\n this.varyingFragmentKeywordName = undefined;\r\n }\r\n\r\n public preProcessShaderCode(code: string, isFragment: boolean): string {\r\n const ubDeclaration = `// Internals UBO\\nuniform ${WebGPUShaderProcessor.InternalsUBOName} {\\nfloat yFactor_;\\nfloat textureOutputHeight_;\\n};\\n`;\r\n const alreadyInjected = code.indexOf(\"// Internals UBO\") !== -1;\r\n\r\n if (isFragment) {\r\n this._fragmentIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._fragmentIsGLES3) {\r\n this.varyingFragmentKeywordName = \"in\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + \"##INJECTCODE##\\n\" + code;\r\n }\r\n\r\n this._vertexIsGLES3 = code.indexOf(\"#version 3\") !== -1;\r\n if (this._vertexIsGLES3) {\r\n this.attributeKeywordName = \"in\";\r\n this.varyingVertexKeywordName = \"out\";\r\n }\r\n return alreadyInjected ? code : ubDeclaration + code;\r\n }\r\n\r\n public varyingCheck(varying: string, isFragment: boolean) {\r\n const outRegex = /(flat\\s)?\\s*\\bout\\b/;\r\n const inRegex = /(flat\\s)?\\s*\\bin\\b/;\r\n const varyingRegex = /(flat\\s)?\\s*\\bvarying\\b/;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const outRegex = /\\s*(flat)?\\s*out\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const inRegex = /\\s*(flat)?\\s*in\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const varyingRegex = /\\s*(flat)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = isFragment && this._fragmentIsGLES3 ? inRegex : !isFragment && this._vertexIsGLES3 ? outRegex : varyingRegex;\r\n const match = regex.exec(varying);\r\n if (match !== null) {\r\n const interpolationQualifier = match[1] ?? \"\";\r\n const varyingType = match[2];\r\n const name = match[3];\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n this._missingVaryings[location] = \"\";\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._missingVaryings[location] = `layout(location = ${location}) ${interpolationQualifier} in ${varyingType} ${name};`;\r\n }\r\n\r\n varying = varying.replace(\r\n match[0],\r\n location === undefined ? \"\" : `layout(location = ${location}) ${interpolationQualifier} ${isFragment ? \"in\" : \"out\"} ${varyingType} ${name};`\r\n );\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n this._preProcessors = preProcessors;\r\n\r\n const inRegex = /\\s*in\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const regex = this._vertexIsGLES3 ? inRegex : attribRegex;\r\n const match = regex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[1];\r\n const name = match[2];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType = numComponents < 0 ? (numComponents === -1 ? \"int\" : \"ivec\" + -numComponents) : numComponents === 1 ? \"uint\" : \"uvec\" + numComponents;\r\n const newName = `_int_${name}_`;\r\n\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${newType} ${newName}; ${attributeType} ${name} = ${attributeType}(${newName});`);\r\n } else {\r\n attribute = attribute.replace(match[0], `layout(location = ${location}) in ${attributeType} ${name};`);\r\n }\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n this._preProcessors = preProcessors;\r\n\r\n const uniformRegex = /\\s*uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/gm;\r\n\r\n const match = uniformRegex.exec(uniform);\r\n if (match !== null) {\r\n let uniformType = match[1];\r\n let name = match[2];\r\n\r\n if (uniformType.indexOf(\"sampler\") === 0 || uniformType.indexOf(\"sampler\") === 1) {\r\n let arraySize: number; // 0 means the texture is not declared as an array\r\n\r\n [name, uniformType, arraySize] = this._getArraySize(name, uniformType, preProcessors);\r\n\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n autoBindSampler: true,\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture: false,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n for (let i = 0; i < (arraySize || 1); ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n }\r\n\r\n const samplerType = WebGPUShaderProcessor._SamplerTypeByWebGLSamplerType[uniformType] ?? \"sampler\";\r\n const isComparisonSampler = !!WebGPUShaderProcessor._IsComparisonSamplerByWebGPUSamplerType[samplerType];\r\n const samplerBindingType = isComparisonSampler ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n const samplerName = name + Constants.AUTOSAMPLERSUFFIX;\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[samplerName];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n }\r\n\r\n const componentType = uniformType.charAt(0) === \"u\" ? \"u\" : uniformType.charAt(0) === \"i\" ? \"i\" : \"\";\r\n\r\n if (componentType) {\r\n uniformType = uniformType.substring(1);\r\n }\r\n\r\n const sampleType = isComparisonSampler\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n const isTextureArray = arraySize > 0;\r\n const samplerGroupIndex = samplerInfo.binding.groupIndex;\r\n const samplerBindingIndex = samplerInfo.binding.bindingIndex;\r\n const samplerFunction = WebGPUShaderProcessor._SamplerFunctionByWebGLSamplerType[uniformType];\r\n const textureType = WebGPUShaderProcessor._TextureTypeByWebGLSamplerType[uniformType];\r\n const textureDimension = WebGPUShaderProcessor._GpuTextureViewDimensionByWebGPUTextureType[textureType];\r\n\r\n // Manage textures and samplers.\r\n if (!isTextureArray) {\r\n arraySize = 1;\r\n uniform = `layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${samplerType} ${samplerName};\r\n layout(set = ${textureInfo.textures[0].groupIndex}, binding = ${textureInfo.textures[0].bindingIndex}) uniform ${componentType}${textureType} ${name}Texture;\r\n #define ${name} ${componentType}${samplerFunction}(${name}Texture, ${samplerName})`;\r\n } else {\r\n const layouts = [];\r\n layouts.push(`layout(set = ${samplerGroupIndex}, binding = ${samplerBindingIndex}) uniform ${componentType}${samplerType} ${samplerName};`);\r\n uniform = `\\n`;\r\n for (let i = 0; i < arraySize; ++i) {\r\n const textureSetIndex = textureInfo.textures[i].groupIndex;\r\n const textureBindingIndex = textureInfo.textures[i].bindingIndex;\r\n\r\n layouts.push(`layout(set = ${textureSetIndex}, binding = ${textureBindingIndex}) uniform ${textureType} ${name}Texture${i};`);\r\n\r\n uniform += `${i > 0 ? \"\\n\" : \"\"}#define ${name}${i} ${componentType}${samplerFunction}(${name}Texture${i}, ${samplerName})`;\r\n }\r\n uniform = layouts.join(\"\\n\") + uniform;\r\n this._textureArrayProcessing.push(name);\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n this._webgpuProcessingContext.availableSamplers[samplerName] = samplerInfo;\r\n\r\n this._addSamplerBindingDescription(samplerName, samplerInfo, !isFragment);\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, null, !isFragment);\r\n }\r\n } else {\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n uniform = \"\";\r\n }\r\n }\r\n return uniform;\r\n }\r\n\r\n public uniformBufferProcessor(uniformBuffer: string, isFragment: boolean): string {\r\n const uboRegex = /uniform\\s+(\\w+)/gm;\r\n\r\n const match = uboRegex.exec(uniformBuffer);\r\n if (match !== null) {\r\n const name = match[1];\r\n\r\n let uniformBufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!uniformBufferInfo) {\r\n const knownUBO = WebGPUShaderProcessingContext.KnownUBOs[name];\r\n\r\n let binding;\r\n if (knownUBO && knownUBO.binding.groupIndex !== -1) {\r\n binding = knownUBO.binding;\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n uniformBufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = uniformBufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(name, uniformBufferInfo, WebGPUConstants.BufferBindingType.Uniform, !isFragment);\r\n\r\n uniformBuffer = uniformBuffer.replace(\"uniform\", `layout(set = ${uniformBufferInfo.binding.groupIndex}, binding = ${uniformBufferInfo.binding.bindingIndex}) uniform`);\r\n }\r\n return uniformBuffer;\r\n }\r\n\r\n public postProcessor(\r\n code: string,\r\n defines: string[],\r\n isFragment: boolean,\r\n _processingContext: Nullable<_IShaderProcessingContext>,\r\n _parameters: { [key: string]: number | string | boolean | undefined },\r\n preProcessors: { [key: string]: string }\r\n ): string {\r\n const hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n\r\n // Remove extensions\r\n const regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n const hasFragCoord = code.indexOf(\"gl_FragCoord\") >= 0;\r\n const fragCoordCode = `\r\n glFragCoord_ = gl_FragCoord;\r\n if (yFactor_ == 1.) {\r\n glFragCoord_.y = textureOutputHeight_ - glFragCoord_.y;\r\n }\r\n `;\r\n\r\n const injectCode = hasFragCoord ? \"vec4 glFragCoord_;\\n\" : \"\";\r\n const hasOutput = code.search(/layout *\\(location *= *0\\) *out/g) !== -1;\r\n\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/gl_FragCoord/g, \"glFragCoord_\");\r\n if (!this._fragmentIsGLES3) {\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension || hasOutput ? \"\" : \"layout(location = 0) out vec4 glFragColor;\\n\") + \"void main(\");\r\n } else {\r\n const match = /^\\s*out\\s+\\S+\\s+\\S+\\s*;/gm.exec(code);\r\n if (match !== null) {\r\n code = code.substring(0, match.index) + \"layout(location = 0) \" + code.substring(match.index);\r\n }\r\n }\r\n code = code.replace(/dFdy/g, \"(-yFactor_)*dFdy\"); // will also handle dFdyCoarse and dFdyFine\r\n code = code.replace(\"##INJECTCODE##\", injectCode);\r\n\r\n if (hasFragCoord) {\r\n code = InjectStartingAndEndingCode(code, \"void main\", fragCoordCode);\r\n }\r\n } else {\r\n if (\"VERTEXOUTPUT_INVARIANT\" in preProcessors) {\r\n code = \"invariant gl_Position;\\n\" + code;\r\n }\r\n code = code.replace(/gl_InstanceID/g, \"gl_InstanceIndex\");\r\n code = code.replace(/gl_VertexID/g, \"gl_VertexIndex\");\r\n const hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n\r\n // Flip Y + convert z range from [-1,1] to [0,1]\r\n if (!isFragment) {\r\n const lastClosingCurly = code.lastIndexOf(\"}\");\r\n code = code.substring(0, lastClosingCurly);\r\n code += \"gl_Position.y *= yFactor_;\\n\";\r\n // isNDCHalfZRange is always true in WebGPU\r\n code += \"}\";\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _applyTextureArrayProcessing(code: string, name: string): string {\r\n // Replaces the occurrences of name[XX] by nameXX\r\n const regex = new RegExp(name + \"\\\\s*\\\\[(.+)?\\\\]\", \"gm\");\r\n let match = regex.exec(code);\r\n\r\n while (match !== null) {\r\n const index = match[1];\r\n let iindex = +index;\r\n if (this._preProcessors && isNaN(iindex)) {\r\n iindex = +this._preProcessors[index.trim()];\r\n }\r\n code = code.replace(match[0], name + iindex);\r\n match = regex.exec(code);\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let ubo = `layout(set = ${uniformBufferDescription.binding.groupIndex}, binding = ${uniformBufferDescription.binding.bindingIndex}) uniform ${name} {\\n `;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n if (leftOverUniform.length > 0) {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name}[${leftOverUniform.length}];\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.type} ${leftOverUniform.name};\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\\n\";\r\n\r\n return ubo;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n // make replacements for texture names in the texture array case\r\n for (let i = 0; i < this._textureArrayProcessing.length; ++i) {\r\n const name = this._textureArrayProcessing[i];\r\n vertexCode = this._applyTextureArrayProcessing(vertexCode, name);\r\n fragmentCode = this._applyTextureArrayProcessing(fragmentCode, name);\r\n }\r\n\r\n // inject the missing varying in the fragment shader\r\n for (let i = 0; i < this._missingVaryings.length; ++i) {\r\n const decl = this._missingVaryings[i];\r\n if (decl && decl.length > 0) {\r\n fragmentCode = decl + \"\\n\" + fragmentCode;\r\n }\r\n }\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._preProcessors = null as any;\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n}\r\n"]}
@@ -373,7 +373,7 @@ export class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {
373
373
  else {
374
374
  fragmentOutputs += " @location(0) color : vec4<f32>,\n";
375
375
  }
376
- indexLocation++;
376
+ // indexLocation++; // if you need this variable after this block, uncomment this
377
377
  }
378
378
  // FragDepth
379
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  let hasFragDepth = false;
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { _IShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments, InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nimport \"../../ShadersWGSL/ShadersInclude/fresnelFunction\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/decalFragment\";\r\n\r\nconst builtInName_frag_depth = \"fragmentOutputs.fragDepth\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n texture_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_external: null,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n protected _attributesInputWGSL: string[];\r\n protected _attributesWGSL: string[];\r\n protected _attributesConversionCodeWGSL: string[];\r\n protected _hasNonFloatAttribute: boolean;\r\n protected _varyingsWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n protected _stridedUniformArrays: string[];\r\n\r\n public override shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n public pureMode = false;\r\n\r\n protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== \" \" && uniformType.charAt(startArray) !== \",\") {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === \" \" || uniformType.charAt(startArray) === \",\")) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<_IShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesInputWGSL = [];\r\n this._attributesWGSL = [];\r\n this._attributesConversionCodeWGSL = [];\r\n this._hasNonFloatAttribute = false;\r\n this._varyingsWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n this._stridedUniformArrays = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string): string {\r\n // Same check as in webgpuShaderProcessorsGLSL to avoid same ubDelcaration to be injected twice.\r\n const ubDeclaration = this.pureMode\r\n ? \"\"\r\n : `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\n yFactor_: f32,\\n textureOutputHeight_: f32,\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n`;\r\n const alreadyInjected = code.indexOf(ubDeclaration) !== -1;\r\n return alreadyInjected ? code : ubDeclaration + RemoveComments(code);\r\n }\r\n\r\n public varyingCheck(varying: string): boolean {\r\n const regex = /(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*\\bvarying\\b/;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n const varyingRegex = /\\s*(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const interpolationType = match[1] ?? \"perspective\";\r\n const interpolationSampling = match[2] ?? \"center\";\r\n const varyingType = match[4];\r\n const name = match[3];\r\n const interpolation = interpolationType === \"flat\" ? `@interpolate(${interpolationType})` : `@interpolate(${interpolationType}, ${interpolationSampling})`;\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(` @location(${location}) ${interpolation} ${name} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${name}_`;\r\n\r\n this._attributesInputWGSL.push(`@location(${location}) ${newName} : ${newType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = ${attributeType}(vertexInputs_.${newName});`);\r\n this._hasNonFloatAttribute = true;\r\n } else {\r\n this._attributesInputWGSL.push(`@location(${location}) ${name} : ${attributeType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = vertexInputs_.${name};`);\r\n }\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n const uniformType = match[2];\r\n const name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? (componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat) : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType = isDepthTexture\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u32\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i32\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n private _convertDefinesToConst(preProcessors: { [key: string]: string }) {\r\n let code = \"\";\r\n for (const key in preProcessors) {\r\n const value = preProcessors[key];\r\n if (key.startsWith(\"__\")) {\r\n continue;\r\n }\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code += `const ${key} = ${value};\\n`;\r\n } else if (key && value === \"\") {\r\n code += `const ${key} = true;\\n`;\r\n }\r\n }\r\n return code;\r\n }\r\n\r\n public postProcessor(\r\n code: string,\r\n _defines: string[],\r\n _isFragment: boolean,\r\n _processingContext: Nullable<_IShaderProcessingContext>,\r\n _parameters: {\r\n [key: string]: number | string | boolean | undefined;\r\n },\r\n preProcessors: { [key: string]: string },\r\n preProcessorsFromCode: { [key: string]: string }\r\n ) {\r\n // Collect the preprocessor names (coming from a \"#define NAME VALUE\" declaration) directly defined in the shader code (preProcessorsFromCode) and not defined at the material level (preProcessors).\r\n // This is because we will have to perform a replace on the code to replace the defines with their values.\r\n //\r\n // We don't have to do it for preprocessor names defined at the material level because replacing them by \"const NAME = VALUE;\" will take care of it (see _convertDefinesToConst()) and is faster than doing a search/replace for each of them.\r\n //\r\n // The reason why doing \"const NAME = VALUE;\" doesn't work for preprocessor names defined in the code is that VALUE can be any string and not only numbers or booleans.\r\n // So, if we have this code:\r\n //\r\n // #define vDiffuseUV vMainUV\r\n // textureSample(..., fragmentInputs.vDiffuseUV)\r\n ///\r\n // only a search/replace will work, 'const vDiffuseUV = \"vMainUV\";' will not work\r\n //\r\n // Note that the search/replace text processing will also apply to the \"#define NAME VALUE\" definition itself, so it will become \"#define VALUE VALUE\"\r\n // It's not a problem, though, because all #define XXX will be commented out in the final code.\r\n const defineList: string[] = [];\r\n\r\n for (const key in preProcessorsFromCode) {\r\n const value = preProcessorsFromCode[key];\r\n\r\n // Excludes the defines that are booleans (note that there aren't \"false\" booleans: we simply don't add them in the preProcessorsFromCode object).\r\n // That's because we need (at least some of) them to stay untouched, like #define DISABLE_UNIFORMTY_ANALYSIS or #define CUSTOM_VERTEX_BEGIN (else, they would be replaced with \"#define true\" after the search/replace processing)\r\n if (value !== \"true\") {\r\n defineList.push(key);\r\n }\r\n }\r\n\r\n // We must sort the define names by length to avoid replacing a define with a longer name (ex: #define A 1 and #define AB 2, if we replace A with 1, we will have #define 1B 2)\r\n // So, we start by longest names and we finish with the shortest ones.\r\n defineList.sort((a, b) => (a.length - b.length > 0 ? -1 : a.length === b.length ? 0 : 1));\r\n\r\n for (const name of defineList) {\r\n // Let's retrieve the value of the define from the code\r\n // Note that we can't use the value from preProcessorsFromCode[name] because this value could have been changed from a previous replace\r\n // For example:\r\n // #define IOR 1.333\r\n // #define ETA 1.0/IOR\r\n //\r\n // After IOR replacement is performed, we will have:\r\n // #define 1.333 1.333\r\n // #define ETA 1.0/1.333\r\n //\r\n // but preProcessorsFromCode[\"ETA\"] is still \"1.0/IOR\" and not \"1.0/1.333\", so we must retrieve the value for ETA from the current code\r\n const i0 = code.indexOf(\"#define \" + name);\r\n\r\n let i1 = code.indexOf(\"\\n\", i0);\r\n if (i1 === -1) {\r\n i1 = code.length;\r\n }\r\n\r\n const value = code.substring(i0 + 8 + name.length + 1, i1);\r\n\r\n code = code.replace(new RegExp(name, \"g\"), value);\r\n }\r\n\r\n code = this._convertDefinesToConst(preProcessors) + code;\r\n\r\n if (\"VERTEXOUTPUT_INVARIANT\" in preProcessors) {\r\n code = \"#define VERTEXOUTPUT_INVARIANT\\n\" + code;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n const enabledExtensions: string[] = [];\r\n\r\n const fragCoordCode =\r\n fragmentCode.indexOf(\"fragmentInputs.position\") >= 0 && !this.pureMode\r\n ? `\r\n if (internals.yFactor_ == 1.) {\r\n fragmentInputs.position.y = internals.textureOutputHeight_ - fragmentInputs.position.y;\r\n }\r\n `\r\n : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n vertexCode = this._processStridedUniformArrays(vertexCode);\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32,\\n @builtin(instance_index) instanceIndex : u32,\\n\";\r\n if (this._attributesInputWGSL.length > 0) {\r\n vertexInputs += this._attributesInputWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs\" + (this._hasNonFloatAttribute ? \"_\" : \"\") + \" : VertexInputs;\\n\";\r\n if (this._hasNonFloatAttribute) {\r\n vertexInputs += \"struct VertexInputs_ {\\n vertexIndex : u32, instanceIndex : u32,\\n\";\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs : VertexInputs_;\\n\";\r\n }\r\n\r\n let vertexOutputs =\r\n \"struct FragmentInputs {\\n @builtin(position)\" + (vertexCode.indexOf(\"#define VERTEXOUTPUT_INVARIANT\") >= 0 ? \" @invariant\" : \"\") + \" position : vec4<f32>,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexOutputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexOutputs += \"\\n};\\nvar<private> vertexOutputs : FragmentInputs;\\n\";\r\n\r\n vertexCode = vertexInputs + vertexOutputs + vertexCode;\r\n\r\n let vertexMainStartingCode = `\\n vertexInputs${this._hasNonFloatAttribute ? \"_\" : \"\"} = input;\\n`;\r\n if (this._hasNonFloatAttribute) {\r\n vertexMainStartingCode += \"vertexInputs.vertexIndex = vertexInputs_.vertexIndex;\\nvertexInputs.instanceIndex = vertexInputs_.instanceIndex;\\n\";\r\n vertexMainStartingCode += this._attributesConversionCodeWGSL.join(\"\\n\");\r\n vertexMainStartingCode += \"\\n\";\r\n }\r\n const vertexMainEndingCode = this.pureMode\r\n ? ` return vertexOutputs;`\r\n : ` vertexOutputs.position.y = vertexOutputs.position.y * internals.yFactor_;\\n return vertexOutputs;`;\r\n let needDiagnosticOff = vertexCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n vertexCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n \"diagnostic(off, chromium.unreachable_code);\\n\" +\r\n InjectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n if (!this.pureMode) {\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n }\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n\";\r\n\r\n // Adding fragData output locations\r\n const regexRoot = \"fragmentOutputs\\\\.fragData\";\r\n let match = fragmentCode.match(new RegExp(regexRoot + \"0\", \"g\"));\r\n let indexLocation = 0;\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData0 : vec4<f32>,\\n`;\r\n indexLocation++;\r\n for (let index = 1; index < 8; index++) {\r\n match = fragmentCode.match(new RegExp(regexRoot + index, \"g\"));\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData${indexLocation} : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n if (fragmentCode.indexOf(\"MRT_AND_COLOR\") !== -1) {\r\n fragmentOutputs += ` @location(${indexLocation}) color : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n\r\n // Adding fragData output locations\r\n const regex = /oitDepthSampler/;\r\n match = fragmentCode.match(regex);\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation++}) depth : vec2<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) frontColor : vec4<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) backColor : vec4<f32>,\\n`;\r\n }\r\n\r\n if (indexLocation === 0) {\r\n const useDualSourceBlending = fragmentCode.indexOf(\"DUAL_SOURCE_BLENDING\") !== -1;\r\n\r\n if (useDualSourceBlending) {\r\n enabledExtensions.push(\"dual_source_blending\");\r\n\r\n fragmentOutputs += \" @location(0) @blend_src(0) color : vec4<f32>,\\n\";\r\n fragmentOutputs += \" @location(0) @blend_src(1) color2 : vec4<f32>,\\n\";\r\n } else {\r\n fragmentOutputs += \" @location(0) color : vec4<f32>,\\n\";\r\n }\r\n indexLocation++;\r\n }\r\n\r\n // FragDepth\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== \"\\n\") {\r\n if (fragmentCode.charAt(idx) === \"/\" && fragmentCode.charAt(idx - 1) === \"/\") {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32,\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\nvar<private> fragmentOutputs : FragmentOutputs;\\n\";\r\n\r\n fragmentCode = fragmentInputs + fragmentOutputs + fragmentCode;\r\n\r\n const fragmentStartingCode = \" fragmentInputs = input;\\n \" + fragCoordCode;\r\n const fragmentEndingCode = \" return fragmentOutputs;\";\r\n needDiagnosticOff = fragmentCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n if (enabledExtensions.length > 0) {\r\n fragmentCode = \"enable \" + enabledExtensions.join(\";\\nenable \") + \";\\n\" + fragmentCode;\r\n }\r\n\r\n fragmentCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n \"diagnostic(off, chromium.unreachable_code);\\n\" +\r\n InjectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let stridedArrays = \"\";\r\n let ubo = `struct ${name} {\\n`;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n const stridedArrayType = `${name}_${this._stridedUniformArrays.length}_strided_arr`;\r\n stridedArrays += `struct ${stridedArrayType} {\r\n @size(16)\r\n el: ${type},\r\n }`;\r\n this._stridedUniformArrays.push(leftOverUniform.name);\r\n\r\n ubo += ` @align(16) ${leftOverUniform.name} : array<${stridedArrayType}, ${leftOverUniform.length}>,\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>,\\n`;\r\n }\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type},\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n ubo = `${stridedArrays}\\n${ubo}`;\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const suffixLessLength = name.length - Constants.AUTOSAMPLERSUFFIX.length;\r\n const textureName = name.lastIndexOf(Constants.AUTOSAMPLERSUFFIX) === suffixLessLength ? name.substring(0, suffixLessLength) : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const type = match[1];\r\n const decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this._webgpuProcessingContext.availableBuffers[name]?.binding;\r\n if (!binding) {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n }\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(\r\n name,\r\n this._webgpuProcessingContext.availableBuffers[name],\r\n decoration === \"read_write\"\r\n ? WebGPUConstants.BufferBindingType.Storage\r\n : type === \"storage\"\r\n ? WebGPUConstants.BufferBindingType.ReadOnlyStorage\r\n : WebGPUConstants.BufferBindingType.Uniform,\r\n isVertex\r\n );\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processStridedUniformArrays(code: string): string {\r\n for (const uniformArrayName of this._stridedUniformArrays) {\r\n code = code.replace(new RegExp(`${uniformArrayName}\\\\s*\\\\[(.*?)\\\\]`, \"g\"), `${uniformArrayName}[$1].el`);\r\n }\r\n return code;\r\n }\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\n/* eslint-disable babylonjs/available */\r\n/* eslint-disable jsdoc/require-jsdoc */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { _IShaderProcessingContext } from \"../Processors/shaderProcessingOptions\";\r\nimport type { WebGPUBufferDescription } from \"./webgpuShaderProcessingContext\";\r\nimport { WebGPUShaderProcessingContext } from \"./webgpuShaderProcessingContext\";\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { WebGPUShaderProcessor } from \"./webgpuShaderProcessor\";\r\nimport { RemoveComments, InjectStartingAndEndingCode } from \"../../Misc/codeStringParsingTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/instancesVertex\";\r\nimport \"../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nimport \"../../ShadersWGSL/ShadersInclude/fresnelFunction\";\r\nimport \"../../ShadersWGSL/ShadersInclude/meshUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\r\nimport \"../../ShadersWGSL/ShadersInclude/decalFragment\";\r\n\r\nconst builtInName_frag_depth = \"fragmentOutputs.fragDepth\";\r\n\r\nconst leftOverVarName = \"uniforms\";\r\nconst internalsVarName = \"internals\";\r\n\r\nconst gpuTextureViewDimensionByWebGPUTextureFunction: { [key: string]: Nullable<GPUTextureViewDimension> } = {\r\n texture_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_depth_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_depth_cube: WebGPUConstants.TextureViewDimension.Cube,\r\n texture_depth_cube_array: WebGPUConstants.TextureViewDimension.CubeArray,\r\n texture_depth_multisampled_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_1d: WebGPUConstants.TextureViewDimension.E1d,\r\n texture_storage_2d: WebGPUConstants.TextureViewDimension.E2d,\r\n texture_storage_2d_array: WebGPUConstants.TextureViewDimension.E2dArray,\r\n texture_storage_3d: WebGPUConstants.TextureViewDimension.E3d,\r\n texture_external: null,\r\n};\r\n\r\n/** @internal */\r\nexport class WebGPUShaderProcessorWGSL extends WebGPUShaderProcessor {\r\n protected _attributesInputWGSL: string[];\r\n protected _attributesWGSL: string[];\r\n protected _attributesConversionCodeWGSL: string[];\r\n protected _hasNonFloatAttribute: boolean;\r\n protected _varyingsWGSL: string[];\r\n protected _varyingNamesWGSL: string[];\r\n protected _stridedUniformArrays: string[];\r\n\r\n public override shaderLanguage = ShaderLanguage.WGSL;\r\n public uniformRegexp = /uniform\\s+(\\w+)\\s*:\\s*(.+)\\s*;/;\r\n public textureRegexp = /var\\s+(\\w+)\\s*:\\s*((array<\\s*)?(texture_\\w+)\\s*(<\\s*(.+)\\s*>)?\\s*(,\\s*\\w+\\s*>\\s*)?);/;\r\n public noPrecision = true;\r\n public pureMode = false;\r\n\r\n protected _getArraySize(name: string, uniformType: string, preProcessors: { [key: string]: string }): [string, string, number] {\r\n let length = 0;\r\n\r\n const endArray = uniformType.lastIndexOf(\">\");\r\n if (uniformType.indexOf(\"array\") >= 0 && endArray > 0) {\r\n let startArray = endArray;\r\n while (startArray > 0 && uniformType.charAt(startArray) !== \" \" && uniformType.charAt(startArray) !== \",\") {\r\n startArray--;\r\n }\r\n const lengthInString = uniformType.substring(startArray + 1, endArray);\r\n length = +lengthInString;\r\n if (isNaN(length)) {\r\n length = +preProcessors[lengthInString.trim()];\r\n }\r\n while (startArray > 0 && (uniformType.charAt(startArray) === \" \" || uniformType.charAt(startArray) === \",\")) {\r\n startArray--;\r\n }\r\n uniformType = uniformType.substring(uniformType.indexOf(\"<\") + 1, startArray + 1);\r\n }\r\n\r\n return [name, uniformType, length];\r\n }\r\n\r\n public initializeShaders(processingContext: Nullable<_IShaderProcessingContext>): void {\r\n this._webgpuProcessingContext = processingContext as WebGPUShaderProcessingContext;\r\n\r\n this._attributesInputWGSL = [];\r\n this._attributesWGSL = [];\r\n this._attributesConversionCodeWGSL = [];\r\n this._hasNonFloatAttribute = false;\r\n this._varyingsWGSL = [];\r\n this._varyingNamesWGSL = [];\r\n this._stridedUniformArrays = [];\r\n }\r\n\r\n public preProcessShaderCode(code: string): string {\r\n // Same check as in webgpuShaderProcessorsGLSL to avoid same ubDelcaration to be injected twice.\r\n const ubDeclaration = this.pureMode\r\n ? \"\"\r\n : `struct ${WebGPUShaderProcessor.InternalsUBOName} {\\n yFactor_: f32,\\n textureOutputHeight_: f32,\\n};\\nvar<uniform> ${internalsVarName} : ${WebGPUShaderProcessor.InternalsUBOName};\\n`;\r\n const alreadyInjected = code.indexOf(ubDeclaration) !== -1;\r\n return alreadyInjected ? code : ubDeclaration + RemoveComments(code);\r\n }\r\n\r\n public varyingCheck(varying: string): boolean {\r\n const regex = /(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*\\bvarying\\b/;\r\n\r\n return regex.test(varying);\r\n }\r\n\r\n public varyingProcessor(varying: string, isFragment: boolean, preProcessors: { [key: string]: string }) {\r\n const varyingRegex = /\\s*(flat|linear|perspective)?\\s*(center|centroid|sample)?\\s*varying\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = varyingRegex.exec(varying);\r\n if (match !== null) {\r\n const interpolationType = match[1] ?? \"perspective\";\r\n const interpolationSampling = match[2] ?? \"center\";\r\n const varyingType = match[4];\r\n const name = match[3];\r\n const interpolation = interpolationType === \"flat\" ? `@interpolate(${interpolationType})` : `@interpolate(${interpolationType}, ${interpolationSampling})`;\r\n let location: number;\r\n if (isFragment) {\r\n location = this._webgpuProcessingContext.availableVaryings[name];\r\n if (location === undefined) {\r\n Logger.Warn(`Invalid fragment shader: The varying named \"${name}\" is not declared in the vertex shader! This declaration will be ignored.`);\r\n }\r\n } else {\r\n location = this._webgpuProcessingContext.getVaryingNextLocation(varyingType, this._getArraySize(name, varyingType, preProcessors)[2]);\r\n this._webgpuProcessingContext.availableVaryings[name] = location;\r\n this._varyingsWGSL.push(` @location(${location}) ${interpolation} ${name} : ${varyingType},`);\r\n this._varyingNamesWGSL.push(name);\r\n }\r\n\r\n varying = \"\";\r\n }\r\n return varying;\r\n }\r\n\r\n public attributeProcessor(attribute: string, preProcessors: { [key: string]: string }) {\r\n const attribRegex = /\\s*attribute\\s+(\\S+)\\s*:\\s*(.+)\\s*;/gm;\r\n const match = attribRegex.exec(attribute);\r\n if (match !== null) {\r\n const attributeType = match[2];\r\n const name = match[1];\r\n const location = this._webgpuProcessingContext.getAttributeNextLocation(attributeType, this._getArraySize(name, attributeType, preProcessors)[2]);\r\n\r\n this._webgpuProcessingContext.availableAttributes[name] = location;\r\n this._webgpuProcessingContext.orderedAttributes[location] = name;\r\n\r\n const numComponents = this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents[name];\r\n if (numComponents !== undefined) {\r\n // Special case for an int/ivecX vertex buffer that is used as a float/vecX attribute in the shader.\r\n const newType =\r\n numComponents < 0 ? (numComponents === -1 ? \"i32\" : \"vec\" + -numComponents + \"<i32>\") : numComponents === 1 ? \"u32\" : \"vec\" + numComponents + \"<u32>\";\r\n const newName = `_int_${name}_`;\r\n\r\n this._attributesInputWGSL.push(`@location(${location}) ${newName} : ${newType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = ${attributeType}(vertexInputs_.${newName});`);\r\n this._hasNonFloatAttribute = true;\r\n } else {\r\n this._attributesInputWGSL.push(`@location(${location}) ${name} : ${attributeType},`);\r\n this._attributesWGSL.push(`${name} : ${attributeType},`);\r\n this._attributesConversionCodeWGSL.push(`vertexInputs.${name} = vertexInputs_.${name};`);\r\n }\r\n attribute = \"\";\r\n }\r\n return attribute;\r\n }\r\n\r\n public uniformProcessor(uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.uniformRegexp.exec(uniform);\r\n if (match !== null) {\r\n const uniformType = match[2];\r\n const name = match[1];\r\n\r\n this._addUniformToLeftOverUBO(name, uniformType, preProcessors);\r\n\r\n uniform = \"\";\r\n }\r\n return uniform;\r\n }\r\n\r\n public textureProcessor(texture: string, isFragment: boolean, preProcessors: { [key: string]: string }): string {\r\n const match = this.textureRegexp.exec(texture);\r\n if (match !== null) {\r\n const name = match[1]; // name of the variable\r\n const type = match[2]; // texture_2d<f32> or array<texture_2d_array<f32>, 5> for eg\r\n const isArrayOfTexture = !!match[3];\r\n const textureFunc = match[4]; // texture_2d, texture_depth_2d, etc\r\n const isStorageTexture = textureFunc.indexOf(\"storage\") > 0;\r\n const componentType = match[6]; // f32 or i32 or u32 or undefined\r\n const storageTextureFormat = isStorageTexture ? (componentType.substring(0, componentType.indexOf(\",\")).trim() as GPUTextureFormat) : null;\r\n\r\n let arraySize = isArrayOfTexture ? this._getArraySize(name, type, preProcessors)[2] : 0;\r\n let textureInfo = this._webgpuProcessingContext.availableTextures[name];\r\n if (!textureInfo) {\r\n textureInfo = {\r\n isTextureArray: arraySize > 0,\r\n isStorageTexture,\r\n textures: [],\r\n sampleType: WebGPUConstants.TextureSampleType.Float,\r\n };\r\n arraySize = arraySize || 1;\r\n for (let i = 0; i < arraySize; ++i) {\r\n textureInfo.textures.push(this._webgpuProcessingContext.getNextFreeUBOBinding());\r\n }\r\n } else {\r\n arraySize = textureInfo.textures.length;\r\n }\r\n\r\n this._webgpuProcessingContext.availableTextures[name] = textureInfo;\r\n\r\n const isDepthTexture = textureFunc.indexOf(\"depth\") > 0;\r\n const textureDimension = gpuTextureViewDimensionByWebGPUTextureFunction[textureFunc];\r\n const sampleType = isDepthTexture\r\n ? WebGPUConstants.TextureSampleType.Depth\r\n : componentType === \"u32\"\r\n ? WebGPUConstants.TextureSampleType.Uint\r\n : componentType === \"i32\"\r\n ? WebGPUConstants.TextureSampleType.Sint\r\n : WebGPUConstants.TextureSampleType.Float;\r\n\r\n textureInfo.sampleType = sampleType;\r\n\r\n if (textureDimension === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Can't get the texture dimension corresponding to the texture function \"${textureFunc}\"!`;\r\n }\r\n\r\n for (let i = 0; i < arraySize; ++i) {\r\n const { groupIndex, bindingIndex } = textureInfo.textures[i];\r\n\r\n if (i === 0) {\r\n texture = `@group(${groupIndex}) @binding(${bindingIndex}) ${texture}`;\r\n }\r\n\r\n this._addTextureBindingDescription(name, textureInfo, i, textureDimension, storageTextureFormat, !isFragment);\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n private _convertDefinesToConst(preProcessors: { [key: string]: string }) {\r\n let code = \"\";\r\n for (const key in preProcessors) {\r\n const value = preProcessors[key];\r\n if (key.startsWith(\"__\")) {\r\n continue;\r\n }\r\n if (!isNaN(parseInt(value)) || !isNaN(parseFloat(value))) {\r\n code += `const ${key} = ${value};\\n`;\r\n } else if (key && value === \"\") {\r\n code += `const ${key} = true;\\n`;\r\n }\r\n }\r\n return code;\r\n }\r\n\r\n public postProcessor(\r\n code: string,\r\n _defines: string[],\r\n _isFragment: boolean,\r\n _processingContext: Nullable<_IShaderProcessingContext>,\r\n _parameters: {\r\n [key: string]: number | string | boolean | undefined;\r\n },\r\n preProcessors: { [key: string]: string },\r\n preProcessorsFromCode: { [key: string]: string }\r\n ) {\r\n // Collect the preprocessor names (coming from a \"#define NAME VALUE\" declaration) directly defined in the shader code (preProcessorsFromCode) and not defined at the material level (preProcessors).\r\n // This is because we will have to perform a replace on the code to replace the defines with their values.\r\n //\r\n // We don't have to do it for preprocessor names defined at the material level because replacing them by \"const NAME = VALUE;\" will take care of it (see _convertDefinesToConst()) and is faster than doing a search/replace for each of them.\r\n //\r\n // The reason why doing \"const NAME = VALUE;\" doesn't work for preprocessor names defined in the code is that VALUE can be any string and not only numbers or booleans.\r\n // So, if we have this code:\r\n //\r\n // #define vDiffuseUV vMainUV\r\n // textureSample(..., fragmentInputs.vDiffuseUV)\r\n ///\r\n // only a search/replace will work, 'const vDiffuseUV = \"vMainUV\";' will not work\r\n //\r\n // Note that the search/replace text processing will also apply to the \"#define NAME VALUE\" definition itself, so it will become \"#define VALUE VALUE\"\r\n // It's not a problem, though, because all #define XXX will be commented out in the final code.\r\n const defineList: string[] = [];\r\n\r\n for (const key in preProcessorsFromCode) {\r\n const value = preProcessorsFromCode[key];\r\n\r\n // Excludes the defines that are booleans (note that there aren't \"false\" booleans: we simply don't add them in the preProcessorsFromCode object).\r\n // That's because we need (at least some of) them to stay untouched, like #define DISABLE_UNIFORMTY_ANALYSIS or #define CUSTOM_VERTEX_BEGIN (else, they would be replaced with \"#define true\" after the search/replace processing)\r\n if (value !== \"true\") {\r\n defineList.push(key);\r\n }\r\n }\r\n\r\n // We must sort the define names by length to avoid replacing a define with a longer name (ex: #define A 1 and #define AB 2, if we replace A with 1, we will have #define 1B 2)\r\n // So, we start by longest names and we finish with the shortest ones.\r\n defineList.sort((a, b) => (a.length - b.length > 0 ? -1 : a.length === b.length ? 0 : 1));\r\n\r\n for (const name of defineList) {\r\n // Let's retrieve the value of the define from the code\r\n // Note that we can't use the value from preProcessorsFromCode[name] because this value could have been changed from a previous replace\r\n // For example:\r\n // #define IOR 1.333\r\n // #define ETA 1.0/IOR\r\n //\r\n // After IOR replacement is performed, we will have:\r\n // #define 1.333 1.333\r\n // #define ETA 1.0/1.333\r\n //\r\n // but preProcessorsFromCode[\"ETA\"] is still \"1.0/IOR\" and not \"1.0/1.333\", so we must retrieve the value for ETA from the current code\r\n const i0 = code.indexOf(\"#define \" + name);\r\n\r\n let i1 = code.indexOf(\"\\n\", i0);\r\n if (i1 === -1) {\r\n i1 = code.length;\r\n }\r\n\r\n const value = code.substring(i0 + 8 + name.length + 1, i1);\r\n\r\n code = code.replace(new RegExp(name, \"g\"), value);\r\n }\r\n\r\n code = this._convertDefinesToConst(preProcessors) + code;\r\n\r\n if (\"VERTEXOUTPUT_INVARIANT\" in preProcessors) {\r\n code = \"#define VERTEXOUTPUT_INVARIANT\\n\" + code;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n public finalizeShaders(vertexCode: string, fragmentCode: string): { vertexCode: string; fragmentCode: string } {\r\n const enabledExtensions: string[] = [];\r\n\r\n const fragCoordCode =\r\n fragmentCode.indexOf(\"fragmentInputs.position\") >= 0 && !this.pureMode\r\n ? `\r\n if (internals.yFactor_ == 1.) {\r\n fragmentInputs.position.y = internals.textureOutputHeight_ - fragmentInputs.position.y;\r\n }\r\n `\r\n : \"\";\r\n\r\n // Add the group/binding info to the sampler declaration (var xxx: sampler|sampler_comparison)\r\n vertexCode = this._processSamplers(vertexCode, true);\r\n fragmentCode = this._processSamplers(fragmentCode, false);\r\n\r\n // Add the group/binding info to the uniform/storage buffer declarations (var<uniform> XXX:YYY or var<storage(,read_write|read)> XXX:YYY)\r\n vertexCode = this._processCustomBuffers(vertexCode, true);\r\n fragmentCode = this._processCustomBuffers(fragmentCode, false);\r\n\r\n // Builds the leftover UBOs.\r\n const leftOverUBO = this._buildLeftOverUBO();\r\n\r\n vertexCode = leftOverUBO + vertexCode;\r\n fragmentCode = leftOverUBO + fragmentCode;\r\n\r\n // Vertex code\r\n vertexCode = vertexCode.replace(/#define /g, \"//#define \");\r\n vertexCode = this._processStridedUniformArrays(vertexCode);\r\n\r\n let vertexInputs = \"struct VertexInputs {\\n @builtin(vertex_index) vertexIndex : u32,\\n @builtin(instance_index) instanceIndex : u32,\\n\";\r\n if (this._attributesInputWGSL.length > 0) {\r\n vertexInputs += this._attributesInputWGSL.join(\"\\n\");\r\n }\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs\" + (this._hasNonFloatAttribute ? \"_\" : \"\") + \" : VertexInputs;\\n\";\r\n if (this._hasNonFloatAttribute) {\r\n vertexInputs += \"struct VertexInputs_ {\\n vertexIndex : u32, instanceIndex : u32,\\n\";\r\n vertexInputs += this._attributesWGSL.join(\"\\n\");\r\n vertexInputs += \"\\n};\\nvar<private> vertexInputs : VertexInputs_;\\n\";\r\n }\r\n\r\n let vertexOutputs =\r\n \"struct FragmentInputs {\\n @builtin(position)\" + (vertexCode.indexOf(\"#define VERTEXOUTPUT_INVARIANT\") >= 0 ? \" @invariant\" : \"\") + \" position : vec4<f32>,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n vertexOutputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n vertexOutputs += \"\\n};\\nvar<private> vertexOutputs : FragmentInputs;\\n\";\r\n\r\n vertexCode = vertexInputs + vertexOutputs + vertexCode;\r\n\r\n let vertexMainStartingCode = `\\n vertexInputs${this._hasNonFloatAttribute ? \"_\" : \"\"} = input;\\n`;\r\n if (this._hasNonFloatAttribute) {\r\n vertexMainStartingCode += \"vertexInputs.vertexIndex = vertexInputs_.vertexIndex;\\nvertexInputs.instanceIndex = vertexInputs_.instanceIndex;\\n\";\r\n vertexMainStartingCode += this._attributesConversionCodeWGSL.join(\"\\n\");\r\n vertexMainStartingCode += \"\\n\";\r\n }\r\n const vertexMainEndingCode = this.pureMode\r\n ? ` return vertexOutputs;`\r\n : ` vertexOutputs.position.y = vertexOutputs.position.y * internals.yFactor_;\\n return vertexOutputs;`;\r\n let needDiagnosticOff = vertexCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n vertexCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n \"diagnostic(off, chromium.unreachable_code);\\n\" +\r\n InjectStartingAndEndingCode(vertexCode, \"fn main\", vertexMainStartingCode, vertexMainEndingCode);\r\n\r\n // fragment code\r\n fragmentCode = fragmentCode.replace(/#define /g, \"//#define \");\r\n fragmentCode = this._processStridedUniformArrays(fragmentCode);\r\n if (!this.pureMode) {\r\n fragmentCode = fragmentCode.replace(/dpdy/g, \"(-internals.yFactor_)*dpdy\"); // will also handle dpdyCoarse and dpdyFine\r\n }\r\n\r\n let fragmentInputs = \"struct FragmentInputs {\\n @builtin(position) position : vec4<f32>,\\n @builtin(front_facing) frontFacing : bool,\\n\";\r\n if (this._varyingsWGSL.length > 0) {\r\n fragmentInputs += this._varyingsWGSL.join(\"\\n\");\r\n }\r\n fragmentInputs += \"\\n};\\nvar<private> fragmentInputs : FragmentInputs;\\n\";\r\n\r\n let fragmentOutputs = \"struct FragmentOutputs {\\n\";\r\n\r\n // Adding fragData output locations\r\n const regexRoot = \"fragmentOutputs\\\\.fragData\";\r\n let match = fragmentCode.match(new RegExp(regexRoot + \"0\", \"g\"));\r\n let indexLocation = 0;\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData0 : vec4<f32>,\\n`;\r\n indexLocation++;\r\n for (let index = 1; index < 8; index++) {\r\n match = fragmentCode.match(new RegExp(regexRoot + index, \"g\"));\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation}) fragData${indexLocation} : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n if (fragmentCode.indexOf(\"MRT_AND_COLOR\") !== -1) {\r\n fragmentOutputs += ` @location(${indexLocation}) color : vec4<f32>,\\n`;\r\n indexLocation++;\r\n }\r\n }\r\n\r\n // Adding fragData output locations\r\n const regex = /oitDepthSampler/;\r\n match = fragmentCode.match(regex);\r\n\r\n if (match) {\r\n fragmentOutputs += ` @location(${indexLocation++}) depth : vec2<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) frontColor : vec4<f32>,\\n`;\r\n fragmentOutputs += ` @location(${indexLocation++}) backColor : vec4<f32>,\\n`;\r\n }\r\n\r\n if (indexLocation === 0) {\r\n const useDualSourceBlending = fragmentCode.indexOf(\"DUAL_SOURCE_BLENDING\") !== -1;\r\n\r\n if (useDualSourceBlending) {\r\n enabledExtensions.push(\"dual_source_blending\");\r\n\r\n fragmentOutputs += \" @location(0) @blend_src(0) color : vec4<f32>,\\n\";\r\n fragmentOutputs += \" @location(0) @blend_src(1) color2 : vec4<f32>,\\n\";\r\n } else {\r\n fragmentOutputs += \" @location(0) color : vec4<f32>,\\n\";\r\n }\r\n // indexLocation++; // if you need this variable after this block, uncomment this\r\n }\r\n\r\n // FragDepth\r\n let hasFragDepth = false;\r\n let idx = 0;\r\n while (!hasFragDepth) {\r\n idx = fragmentCode.indexOf(builtInName_frag_depth, idx);\r\n if (idx < 0) {\r\n break;\r\n }\r\n const saveIndex = idx;\r\n hasFragDepth = true;\r\n while (idx > 1 && fragmentCode.charAt(idx) !== \"\\n\") {\r\n if (fragmentCode.charAt(idx) === \"/\" && fragmentCode.charAt(idx - 1) === \"/\") {\r\n hasFragDepth = false;\r\n break;\r\n }\r\n idx--;\r\n }\r\n idx = saveIndex + builtInName_frag_depth.length;\r\n }\r\n\r\n if (hasFragDepth) {\r\n fragmentOutputs += \" @builtin(frag_depth) fragDepth: f32,\\n\";\r\n }\r\n\r\n fragmentOutputs += \"};\\nvar<private> fragmentOutputs : FragmentOutputs;\\n\";\r\n\r\n fragmentCode = fragmentInputs + fragmentOutputs + fragmentCode;\r\n\r\n const fragmentStartingCode = \" fragmentInputs = input;\\n \" + fragCoordCode;\r\n const fragmentEndingCode = \" return fragmentOutputs;\";\r\n needDiagnosticOff = fragmentCode.indexOf(Constants.DISABLEUA) !== -1;\r\n\r\n if (enabledExtensions.length > 0) {\r\n fragmentCode = \"enable \" + enabledExtensions.join(\";\\nenable \") + \";\\n\" + fragmentCode;\r\n }\r\n\r\n fragmentCode =\r\n (needDiagnosticOff ? \"diagnostic(off, derivative_uniformity);\\n\" : \"\") +\r\n \"diagnostic(off, chromium.unreachable_code);\\n\" +\r\n InjectStartingAndEndingCode(fragmentCode, \"fn main\", fragmentStartingCode, fragmentEndingCode);\r\n\r\n this._collectBindingNames();\r\n this._preCreateBindGroupEntries();\r\n\r\n this._webgpuProcessingContext.vertexBufferKindToNumberOfComponents = {};\r\n\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n protected _generateLeftOverUBOCode(name: string, uniformBufferDescription: WebGPUBufferDescription): string {\r\n let stridedArrays = \"\";\r\n let ubo = `struct ${name} {\\n`;\r\n for (const leftOverUniform of this._webgpuProcessingContext.leftOverUniforms) {\r\n const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, \"$1\");\r\n const size = WebGPUShaderProcessor.UniformSizes[type];\r\n\r\n if (leftOverUniform.length > 0) {\r\n if (size <= 2) {\r\n const stridedArrayType = `${name}_${this._stridedUniformArrays.length}_strided_arr`;\r\n stridedArrays += `struct ${stridedArrayType} {\r\n @size(16)\r\n el: ${type},\r\n }`;\r\n this._stridedUniformArrays.push(leftOverUniform.name);\r\n\r\n ubo += ` @align(16) ${leftOverUniform.name} : array<${stridedArrayType}, ${leftOverUniform.length}>,\\n`;\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : array<${leftOverUniform.type}, ${leftOverUniform.length}>,\\n`;\r\n }\r\n } else {\r\n ubo += ` ${leftOverUniform.name} : ${leftOverUniform.type},\\n`;\r\n }\r\n }\r\n ubo += \"};\\n\";\r\n ubo = `${stridedArrays}\\n${ubo}`;\r\n ubo += `@group(${uniformBufferDescription.binding.groupIndex}) @binding(${uniformBufferDescription.binding.bindingIndex}) var<uniform> ${leftOverVarName} : ${name};\\n`;\r\n\r\n return ubo;\r\n }\r\n\r\n private _processSamplers(code: string, isVertex: boolean): string {\r\n const samplerRegexp = /var\\s+(\\w+Sampler)\\s*:\\s*(sampler|sampler_comparison)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = samplerRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const name = match[1]; // name of the variable\r\n const samplerType = match[2]; // sampler or sampler_comparison\r\n const suffixLessLength = name.length - Constants.AUTOSAMPLERSUFFIX.length;\r\n const textureName = name.lastIndexOf(Constants.AUTOSAMPLERSUFFIX) === suffixLessLength ? name.substring(0, suffixLessLength) : null;\r\n const samplerBindingType = samplerType === \"sampler_comparison\" ? WebGPUConstants.SamplerBindingType.Comparison : WebGPUConstants.SamplerBindingType.Filtering;\r\n\r\n if (textureName) {\r\n const textureInfo = this._webgpuProcessingContext.availableTextures[textureName];\r\n if (textureInfo) {\r\n textureInfo.autoBindSampler = true;\r\n }\r\n }\r\n\r\n let samplerInfo = this._webgpuProcessingContext.availableSamplers[name];\r\n if (!samplerInfo) {\r\n samplerInfo = {\r\n binding: this._webgpuProcessingContext.getNextFreeUBOBinding(),\r\n type: samplerBindingType,\r\n };\r\n this._webgpuProcessingContext.availableSamplers[name] = samplerInfo;\r\n }\r\n\r\n this._addSamplerBindingDescription(name, samplerInfo, isVertex);\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${samplerInfo.binding.groupIndex}) @binding(${samplerInfo.binding.bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n samplerRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processCustomBuffers(code: string, isVertex: boolean): string {\r\n const instantiateBufferRegexp = /var<\\s*(uniform|storage)\\s*(,\\s*(read|read_write)\\s*)?>\\s+(\\S+)\\s*:\\s*(\\S+)\\s*;/gm;\r\n\r\n // eslint-disable-next-line no-constant-condition\r\n while (true) {\r\n const match = instantiateBufferRegexp.exec(code);\r\n if (match === null) {\r\n break;\r\n }\r\n\r\n const type = match[1];\r\n const decoration = match[3];\r\n let name = match[4];\r\n const structName = match[5];\r\n\r\n let bufferInfo = this._webgpuProcessingContext.availableBuffers[name];\r\n if (!bufferInfo) {\r\n const knownUBO = type === \"uniform\" ? WebGPUShaderProcessingContext.KnownUBOs[structName] : null;\r\n\r\n let binding;\r\n if (knownUBO) {\r\n name = structName;\r\n binding = knownUBO.binding;\r\n if (binding.groupIndex === -1) {\r\n binding = this._webgpuProcessingContext.availableBuffers[name]?.binding;\r\n if (!binding) {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n }\r\n } else {\r\n binding = this._webgpuProcessingContext.getNextFreeUBOBinding();\r\n }\r\n\r\n bufferInfo = { binding };\r\n this._webgpuProcessingContext.availableBuffers[name] = bufferInfo;\r\n }\r\n\r\n this._addBufferBindingDescription(\r\n name,\r\n this._webgpuProcessingContext.availableBuffers[name],\r\n decoration === \"read_write\"\r\n ? WebGPUConstants.BufferBindingType.Storage\r\n : type === \"storage\"\r\n ? WebGPUConstants.BufferBindingType.ReadOnlyStorage\r\n : WebGPUConstants.BufferBindingType.Uniform,\r\n isVertex\r\n );\r\n\r\n const groupIndex = bufferInfo.binding.groupIndex;\r\n const bindingIndex = bufferInfo.binding.bindingIndex;\r\n\r\n const part1 = code.substring(0, match.index);\r\n const insertPart = `@group(${groupIndex}) @binding(${bindingIndex}) `;\r\n const part2 = code.substring(match.index);\r\n\r\n code = part1 + insertPart + part2;\r\n\r\n instantiateBufferRegexp.lastIndex += insertPart.length;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _processStridedUniformArrays(code: string): string {\r\n for (const uniformArrayName of this._stridedUniformArrays) {\r\n code = code.replace(new RegExp(`${uniformArrayName}\\\\s*\\\\[(.*?)\\\\]`, \"g\"), `${uniformArrayName}[$1].el`);\r\n }\r\n return code;\r\n }\r\n}\r\n"]}