@onerjs/core 8.42.7 → 8.42.9

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 (327) hide show
  1. package/Animations/animatable.core.js +1 -1
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animatorAvatar.js +2 -2
  4. package/Animations/animatorAvatar.js.map +1 -1
  5. package/Animations/runtimeAnimation.js +1 -1
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Audio/audioSceneComponent.js +1 -2
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/AudioV2/audioUtils.d.ts +23 -0
  10. package/AudioV2/audioUtils.js +37 -0
  11. package/AudioV2/audioUtils.js.map +1 -1
  12. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
  13. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioEngine.js +1 -1
  15. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  16. package/AudioV2/webAudio/webAudioStaticSound.js +3 -2
  17. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  18. package/AudioV2/webAudio/webAudioStreamingSound.js +10 -3
  19. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  20. package/Behaviors/Meshes/followBehavior.js +1 -1
  21. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  22. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  23. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  24. package/Bones/boneLookController.js +1 -1
  25. package/Bones/boneLookController.js.map +1 -1
  26. package/Buffers/buffer.js +1 -1
  27. package/Buffers/buffer.js.map +1 -1
  28. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  29. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  30. package/Cameras/camera.js +2 -2
  31. package/Cameras/camera.js.map +1 -1
  32. package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
  33. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
  34. package/Engines/Extensions/engine.query.js +1 -1
  35. package/Engines/Extensions/engine.query.js.map +1 -1
  36. package/Engines/Processors/shaderProcessor.js +2 -3
  37. package/Engines/Processors/shaderProcessor.js.map +1 -1
  38. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  39. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  40. package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
  41. package/Engines/WebGPU/Extensions/engine.debugging.js +123 -31
  42. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  43. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  44. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  45. package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
  46. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  47. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
  48. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  49. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  50. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  51. package/Engines/WebGPU/webgpuTextureManager.js +20 -6
  52. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  53. package/Engines/abstractEngine.js +2 -2
  54. package/Engines/abstractEngine.js.map +1 -1
  55. package/Engines/engine.common.js +2 -2
  56. package/Engines/engine.common.js.map +1 -1
  57. package/Engines/engine.js +0 -1
  58. package/Engines/engine.js.map +1 -1
  59. package/Engines/thinEngine.functions.js +1 -1
  60. package/Engines/thinEngine.functions.js.map +1 -1
  61. package/Engines/thinEngine.js +4 -5
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/thinNativeEngine.js +2 -5
  64. package/Engines/thinNativeEngine.js.map +1 -1
  65. package/Engines/thinWebGPUEngine.d.ts +6 -4
  66. package/Engines/thinWebGPUEngine.js +49 -25
  67. package/Engines/thinWebGPUEngine.js.map +1 -1
  68. package/Engines/webgpuEngine.d.ts +2 -1
  69. package/Engines/webgpuEngine.js +18 -16
  70. package/Engines/webgpuEngine.js.map +1 -1
  71. package/FlowGraph/flowGraph.d.ts +1 -0
  72. package/FlowGraph/flowGraph.js.map +1 -1
  73. package/FlowGraph/flowGraphBlock.d.ts +1 -0
  74. package/FlowGraph/flowGraphBlock.js.map +1 -1
  75. package/FlowGraph/flowGraphContext.d.ts +1 -0
  76. package/FlowGraph/flowGraphContext.js.map +1 -1
  77. package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
  78. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  79. package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
  80. package/FrameGraph/Node/nodeRenderGraph.js +36 -2
  81. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  82. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  83. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  84. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  85. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  86. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  87. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  89. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  90. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  91. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  92. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  93. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  94. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  95. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  96. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  97. package/Layers/glowLayer.js +1 -1
  98. package/Layers/glowLayer.js.map +1 -1
  99. package/Layers/highlightLayer.js +1 -1
  100. package/Layers/highlightLayer.js.map +1 -1
  101. package/Layers/selectionOutlineLayer.js +8 -0
  102. package/Layers/selectionOutlineLayer.js.map +1 -1
  103. package/Layers/thinSelectionOutlineLayer.js +15 -0
  104. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  105. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  106. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  107. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  108. package/Lights/Shadows/shadowGenerator.js +77 -11
  109. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  110. package/Lights/lightingVolume.d.ts +1 -0
  111. package/Lights/lightingVolume.js +10 -2
  112. package/Lights/lightingVolume.js.map +1 -1
  113. package/Loading/sceneLoader.js +1 -1
  114. package/Loading/sceneLoader.js.map +1 -1
  115. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
  116. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  118. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  120. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  122. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/curveBlock.js +2 -3
  124. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  125. package/Materials/Node/nodeMaterial.js +1 -2
  126. package/Materials/Node/nodeMaterial.js.map +1 -1
  127. package/Materials/PBR/openpbrMaterial.js +3 -5
  128. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  129. package/Materials/PBR/pbrBaseMaterial.js +2 -3
  130. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  131. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  132. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  133. package/Materials/Textures/cubeTexture.js +1 -1
  134. package/Materials/Textures/cubeTexture.js.map +1 -1
  135. package/Materials/Textures/htmlElementTexture.js +2 -2
  136. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  137. package/Materials/Textures/multiRenderTarget.js +1 -1
  138. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  139. package/Materials/Textures/renderTargetTexture.js +13 -2
  140. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  141. package/Materials/effect.js +2 -1
  142. package/Materials/effect.js.map +1 -1
  143. package/Materials/materialHelper.functions.js +1 -1
  144. package/Materials/materialHelper.functions.js.map +1 -1
  145. package/Materials/multiMaterial.js +1 -1
  146. package/Materials/multiMaterial.js.map +1 -1
  147. package/Materials/standardMaterial.js +1 -2
  148. package/Materials/standardMaterial.js.map +1 -1
  149. package/Maths/math.geospatial.d.ts +17 -2
  150. package/Maths/math.geospatial.functions.d.ts +16 -2
  151. package/Maths/math.geospatial.functions.js +37 -4
  152. package/Maths/math.geospatial.functions.js.map +1 -1
  153. package/Maths/math.geospatial.js.map +1 -1
  154. package/Maths/math.path.js +1 -1
  155. package/Maths/math.path.js.map +1 -1
  156. package/Maths/math.scalar.functions.js +3 -3
  157. package/Maths/math.scalar.functions.js.map +1 -1
  158. package/Maths/math.vector.js +1 -1
  159. package/Maths/math.vector.js.map +1 -1
  160. package/Meshes/Builders/boxBuilder.js +1 -2
  161. package/Meshes/Builders/boxBuilder.js.map +1 -1
  162. package/Meshes/Builders/cylinderBuilder.js +2 -2
  163. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  164. package/Meshes/Builders/decalBuilder.js +1 -2
  165. package/Meshes/Builders/decalBuilder.js.map +1 -1
  166. package/Meshes/Builders/latheBuilder.js +2 -2
  167. package/Meshes/Builders/latheBuilder.js.map +1 -1
  168. package/Meshes/Builders/linesBuilder.js +11 -15
  169. package/Meshes/Builders/linesBuilder.js.map +1 -1
  170. package/Meshes/Builders/polygonBuilder.js +6 -6
  171. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  172. package/Meshes/Builders/polyhedronBuilder.js +2 -2
  173. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  174. package/Meshes/Builders/ribbonBuilder.js +6 -6
  175. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  176. package/Meshes/Builders/shapeBuilder.js +2 -3
  177. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  178. package/Meshes/Builders/tiledBoxBuilder.js +1 -1
  179. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  180. package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
  181. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  182. package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
  183. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  184. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  185. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  186. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
  187. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  188. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
  189. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  190. package/Meshes/Node/Blocks/extrudeGeometryBlock.d.ts +61 -0
  191. package/Meshes/Node/Blocks/extrudeGeometryBlock.js +297 -0
  192. package/Meshes/Node/Blocks/extrudeGeometryBlock.js.map +1 -0
  193. package/Meshes/Node/Blocks/mappingBlock.js +1 -1
  194. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  195. package/Meshes/Node/index.d.ts +1 -0
  196. package/Meshes/Node/index.js +1 -0
  197. package/Meshes/Node/index.js.map +1 -1
  198. package/Meshes/abstractMesh.d.ts +4 -0
  199. package/Meshes/abstractMesh.js +14 -10
  200. package/Meshes/abstractMesh.js.map +1 -1
  201. package/Meshes/csg.js +1 -1
  202. package/Meshes/csg.js.map +1 -1
  203. package/Meshes/csg2.js +1 -1
  204. package/Meshes/csg2.js.map +1 -1
  205. package/Meshes/geodesicMesh.js +11 -13
  206. package/Meshes/geodesicMesh.js.map +1 -1
  207. package/Meshes/geometry.js +2 -2
  208. package/Meshes/geometry.js.map +1 -1
  209. package/Meshes/groundMesh.js +7 -7
  210. package/Meshes/groundMesh.js.map +1 -1
  211. package/Meshes/mesh.d.ts +2 -0
  212. package/Meshes/mesh.js +21 -7
  213. package/Meshes/mesh.js.map +1 -1
  214. package/Meshes/mesh.vertexData.js +22 -22
  215. package/Meshes/mesh.vertexData.js.map +1 -1
  216. package/Meshes/meshSimplification.js +1 -1
  217. package/Meshes/meshSimplification.js.map +1 -1
  218. package/Meshes/polygonMesh.js +1 -1
  219. package/Meshes/polygonMesh.js.map +1 -1
  220. package/Meshes/trailMesh.js +1 -1
  221. package/Meshes/trailMesh.js.map +1 -1
  222. package/Misc/HighDynamicRange/hdr.js +4 -6
  223. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  224. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  225. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  226. package/Misc/basisWorker.js +1 -1
  227. package/Misc/basisWorker.js.map +1 -1
  228. package/Misc/environmentTextureTools.js +1 -1
  229. package/Misc/environmentTextureTools.js.map +1 -1
  230. package/Misc/meshExploder.js +1 -2
  231. package/Misc/meshExploder.js.map +1 -1
  232. package/Misc/tga.js +2 -2
  233. package/Misc/tga.js.map +1 -1
  234. package/Misc/timer.js +4 -2
  235. package/Misc/timer.js.map +1 -1
  236. package/Misc/tools.d.ts +7 -0
  237. package/Misc/tools.js +25 -7
  238. package/Misc/tools.js.map +1 -1
  239. package/Misc/webRequest.d.ts +34 -3
  240. package/Misc/webRequest.js +107 -24
  241. package/Misc/webRequest.js.map +1 -1
  242. package/Morph/morphTargetManager.js +1 -1
  243. package/Morph/morphTargetManager.js.map +1 -1
  244. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
  245. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  246. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
  247. package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
  248. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  249. package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
  250. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  251. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  252. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  253. package/Particles/computeShaderParticleSystem.js +2 -0
  254. package/Particles/computeShaderParticleSystem.js.map +1 -1
  255. package/Particles/gpuParticleSystem.d.ts +14 -0
  256. package/Particles/gpuParticleSystem.js +94 -12
  257. package/Particles/gpuParticleSystem.js.map +1 -1
  258. package/Particles/particleSystem.js +4 -1
  259. package/Particles/particleSystem.js.map +1 -1
  260. package/Particles/pointsCloudSystem.js +46 -47
  261. package/Particles/pointsCloudSystem.js.map +1 -1
  262. package/Particles/solidParticleSystem.js +5 -6
  263. package/Particles/solidParticleSystem.js.map +1 -1
  264. package/Particles/thinParticleSystem.js +3 -4
  265. package/Particles/thinParticleSystem.js.map +1 -1
  266. package/Particles/webgl2ParticleSystem.js +2 -1
  267. package/Particles/webgl2ParticleSystem.js.map +1 -1
  268. package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
  269. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  270. package/Physics/v2/characterController.js +4 -8
  271. package/Physics/v2/characterController.js.map +1 -1
  272. package/Physics/v2/ragdoll.js +1 -2
  273. package/Physics/v2/ragdoll.js.map +1 -1
  274. package/PostProcesses/postProcess.js +3 -3
  275. package/PostProcesses/postProcess.js.map +1 -1
  276. package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
  277. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  278. package/Probes/reflectionProbe.js +0 -1
  279. package/Probes/reflectionProbe.js.map +1 -1
  280. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
  281. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  282. package/Rendering/depthRenderer.js +0 -11
  283. package/Rendering/depthRenderer.js.map +1 -1
  284. package/Rendering/depthRendererSceneComponent.js +1 -1
  285. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  286. package/Rendering/geometryBufferRenderer.js +0 -1
  287. package/Rendering/geometryBufferRenderer.js.map +1 -1
  288. package/Rendering/objectRenderer.js +7 -5
  289. package/Rendering/objectRenderer.js.map +1 -1
  290. package/Rendering/thinDepthPeelingRenderer.js +1 -1
  291. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  292. package/Rendering/utilityLayerRenderer.js +1 -1
  293. package/Rendering/utilityLayerRenderer.js.map +1 -1
  294. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
  295. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  296. package/Shaders/gpuRenderParticles.vertex.js +4 -0
  297. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  298. package/Shaders/gpuUpdateParticles.vertex.js +15 -3
  299. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  300. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
  301. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  302. package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
  303. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  304. package/ShadersWGSL/lightingVolume.compute.js +1 -1
  305. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  306. package/Sprites/spriteManager.js +4 -4
  307. package/Sprites/spriteManager.js.map +1 -1
  308. package/XR/features/WebXRAnchorSystem.js +2 -2
  309. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  310. package/XR/features/WebXRHandTracking.js +1 -1
  311. package/XR/features/WebXRHandTracking.js.map +1 -1
  312. package/XR/features/WebXRNearInteraction.js +1 -1
  313. package/XR/features/WebXRNearInteraction.js.map +1 -1
  314. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  315. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  316. package/XR/motionController/webXROculusTouchMotionController.js +1 -1
  317. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  318. package/XR/webXRFeaturesManager.js +1 -1
  319. package/XR/webXRFeaturesManager.js.map +1 -1
  320. package/assetContainer.js +1 -1
  321. package/assetContainer.js.map +1 -1
  322. package/package.json +1 -1
  323. package/scene.d.ts +16 -0
  324. package/scene.js +28 -0
  325. package/scene.js.map +1 -1
  326. package/sceneComponent.js +1 -1
  327. package/sceneComponent.js.map +1 -1
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1
- 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{ Logger } from \"../../../Misc/logger\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\nWebGPUEngine.prototype._debugPushGroup = function (groupName: string): void {\r\n if (!this._enableGPUDebugMarkers) {\r\n return;\r\n }\r\n\r\n if (this._currentRenderPass) {\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(`[${this.frameId}] Pushing debug group '${groupName}' on current render pass '${this._currentRenderPass.label}'`);\r\n }\r\n this._currentRenderPass.pushDebugGroup(groupName);\r\n this._debugStackRenderPass.push(groupName);\r\n } else {\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(`[${this.frameId}] Pushing debug group '${groupName}' on render encoder '${this._renderEncoder.label}'`);\r\n }\r\n this._renderEncoder.pushDebugGroup(groupName);\r\n this._debugStackRenderEncoder.push(groupName);\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._debugPopGroup = function (): void {\r\n if (!this._enableGPUDebugMarkers) {\r\n return;\r\n }\r\n\r\n if (this._currentRenderPass) {\r\n if (this._debugStackRenderPass.length === 0) {\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(\r\n `[${this.frameId}] Popping debug group on current render pass '${this._currentRenderPass.label}' but no group was pushed on it, so recording a pending pop to be executed after ending the current render pass`\r\n );\r\n }\r\n\r\n this._debugNumPopPending++;\r\n } else {\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(`[${this.frameId}] Popping debug group on current render pass '${this._currentRenderPass.label}'`);\r\n }\r\n\r\n this._currentRenderPass.popDebugGroup();\r\n this._debugStackRenderPass.pop();\r\n }\r\n } else {\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(`[${this.frameId}] Popping debug group on render encoder '${this._renderEncoder.label}'`);\r\n }\r\n this._renderEncoder.popDebugGroup();\r\n this._debugStackRenderEncoder.pop();\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._debugInsertMarker = function (text: string): void {\r\n if (!this._enableGPUDebugMarkers) {\r\n return;\r\n }\r\n\r\n if (this._currentRenderPass) {\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(`[${this.frameId}] Inserting debug marker '${text}' on current render pass '${this._currentRenderPass.label}'`);\r\n }\r\n this._currentRenderPass.insertDebugMarker(text);\r\n } else {\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(`[${this.frameId}] Inserting debug marker '${text}' on render encoder '${this._renderEncoder.label}'`);\r\n }\r\n this._renderEncoder.insertDebugMarker(text);\r\n }\r\n};\r\n"]}
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Violating either rule is a validation error.\r\n *\r\n * ## The Core Problem\r\n *\r\n * From the Babylon.js side, the user calls `_debugPushGroup` / `_debugPopGroup` at arbitrary\r\n * points in time — completely independently of whether a render pass is currently active or not.\r\n * This creates several mismatched-context scenarios that must be handled transparently.\r\n *\r\n * ## Scenario 1 — Push on render encoder, pop inside a render pass\r\n *\r\n * 1. User calls `_debugPushGroup` while no render pass is active → group is pushed on the\r\n * render encoder and recorded in `_debugMarkersEncoderGroups`.\r\n * 2. A render pass starts (`_currentRenderPass` becomes non-null).\r\n * 3. User calls `_debugPopGroup` while the render pass is active. The pop must logically target\r\n * the render encoder group, but we cannot call `popDebugGroup` on the render encoder while a\r\n * render pass is active (the pass is the live object).\r\n * 4. We detect this mismatch because `_debugMarkersPassGroups` is empty (no group was pushed\r\n * during this render pass), so we increment `_debugMarkersPendingEncoderPops` instead of\r\n * issuing the pop immediately.\r\n * 5. When the render pass ends (`_endCurrentRenderPass`), `_debugPendingPop` drains the\r\n * `_debugMarkersPendingEncoderPops` counter and issues the deferred pops on the render encoder.\r\n *\r\n * **Edge case — deferred pop followed by a render-pass push:** if the user pushes another group\r\n * during the same render pass *after* the deferred pop was recorded, that new group goes into\r\n * `_debugMarkersPassGroups`. When the pass ends, `_debugPopBeforeEndOfEncoder` auto-pops the\r\n * pass-level group, leaving it floating in `_debugMarkersPassGroups`. `_debugPendingPop` then\r\n * pops from `_debugMarkersEncoderGroups` — a separate array that can never contain pass-level\r\n * entries — so the floating pass-level group is preserved intact and will be re-pushed on the\r\n * next render pass by `_debugPushAfterStartOfEncoder`.\r\n *\r\n * ## Scenario 2 — Push inside a render pass, render pass ends before pop\r\n *\r\n * 1. User calls `_debugPushGroup` while a render pass is active → group is pushed on the render\r\n * pass encoder and recorded in `_debugMarkersPassGroups`.\r\n * 2. The render pass ends (e.g. a new render target is bound) before the user calls\r\n * `_debugPopGroup`. All open render-pass groups must be closed before\r\n * `GPURenderPassEncoder.end()` is called.\r\n * 3. `_debugPopBeforeEndOfEncoder` auto-pops every group in `_debugMarkersPassGroups` from the\r\n * render pass encoder. The names remain in `_debugMarkersPassGroups` (the array is not\r\n * cleared) so the logical nesting is preserved and the groups are now \"floating\".\r\n * 4. After the next render pass is created, `_debugPushAfterStartOfEncoder` re-pushes all\r\n * floating pass groups onto it, so that when the user eventually calls `_debugPopGroup`\r\n * there is always a matching push on the current live object.\r\n *\r\n * ## Scenario 3 — `flushFramebuffer` called mid-frame (multiple times per frame)\r\n *\r\n * `flushFramebuffer` submits all recorded GPU commands and creates a brand-new pair of encoders.\r\n * It can be called more than once during a single Babylon.js frame (e.g. for read-back\r\n * operations, multi-view rendering, or explicit flushes). Each call:\r\n * 1. Ends the current render pass if any (`_endCurrentRenderPass`), which triggers the\r\n * render-pass auto-pop and pending-pop handling described above.\r\n * 2. Calls `_debugPopBeforeEndOfEncoder` to close every still-open group on the render encoder\r\n * before it is finalised and submitted. Only encoder-level groups (`_debugMarkersEncoderGroups`)\r\n * are popped from the encoder; pass-level groups (`_debugMarkersPassGroups`) are already\r\n * floating after step 1 and were never pushed on the encoder, so they are left alone.\r\n * 3. Creates new `_uploadEncoder` / `_renderEncoder` instances.\r\n * 4. Calls `_debugPushAfterStartOfEncoder` to re-open the encoder-level groups on the new render\r\n * encoder, so the user's subsequent pops still find a matching push.\r\n * When `flushFramebuffer` is called from `endFrame` (the last flush of the frame), both arrays\r\n * are cleared (`_debugMarkersEncoderGroups` and `_debugMarkersPassGroups`) because any groups\r\n * still open at end-of-frame are considered abandoned.\r\n *\r\n * ## State variables\r\n *\r\n * - `_debugMarkersEncoderGroups` — names of groups currently open on the render encoder (pushed\r\n * while no render pass was active). These are re-pushed on the new render encoder after each\r\n * mid-frame flush.\r\n * - `_debugMarkersPassGroups` — names of groups pushed while a render pass was active. While a\r\n * pass is live these are open on that pass encoder. When a pass ends they become \"floating\" —\r\n * auto-popped from the finished pass but not yet on any GPU object — and remain here until the\r\n * next render pass starts and `_debugPushAfterStartOfEncoder` re-opens them on it.\r\n * - `_debugMarkersPendingEncoderPops` — count of user pops that arrived while a render pass was\r\n * active but whose matching push lived on the render encoder. These pops are deferred and\r\n * replayed on the render encoder once the render pass ends.\r\n */\r\n\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { WebGPUEngine } from \"../../webgpuEngine\";\r\n\r\nWebGPUEngine.prototype._debugPushGroup = function (groupName: string): void {\r\n if (!this._enableGPUDebugMarkers) {\r\n return;\r\n }\r\n\r\n const debugCommands = this._currentRenderPass ?? this._renderEncoder;\r\n\r\n debugCommands.pushDebugGroup(groupName);\r\n\r\n if (this._currentRenderPass) {\r\n this._debugMarkersPassGroups.push(groupName);\r\n } else {\r\n this._debugMarkersEncoderGroups.push(groupName);\r\n }\r\n\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(\r\n `[${this.frameId}] [E${this._debugMarkersEncoderGroups.length}|P${this._debugMarkersPassGroups.length}] Pushing debug group '${groupName}' on '${debugCommands.label}'.`\r\n );\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._debugPopGroup = function (): void {\r\n if (!this._enableGPUDebugMarkers) {\r\n return;\r\n }\r\n\r\n const debugCommands = this._currentRenderPass ?? this._renderEncoder;\r\n\r\n if (this._currentRenderPass) {\r\n if (this._debugMarkersPassGroups.length > 0) {\r\n // Normal case: pop the most-recent pass-level group from the active render pass.\r\n const groupName = this._debugMarkersPassGroups.pop();\r\n debugCommands.popDebugGroup();\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(\r\n `[${this.frameId}] [E${this._debugMarkersEncoderGroups.length}|P${this._debugMarkersPassGroups.length}] Popping debug group '${groupName}' on '${debugCommands.label}'.`\r\n );\r\n }\r\n } else {\r\n // The group was pushed on the render encoder (before this pass started); we cannot pop\r\n // it while the pass is active, so defer it until the pass ends.\r\n this._debugMarkersPendingEncoderPops++;\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(\r\n `[${this.frameId}] [E${this._debugMarkersEncoderGroups.length}|P${this._debugMarkersPassGroups.length}] Deferring pop of encoder-level group on '${debugCommands.label}' (pending: ${this._debugMarkersPendingEncoderPops}).`\r\n );\r\n }\r\n }\r\n } else {\r\n if (this._debugMarkersPassGroups.length > 0) {\r\n // The group was pushed during a render pass that has since ended (floating). No GPU\r\n // object currently holds this push, so we just discard the name without any GPU call.\r\n const groupName = this._debugMarkersPassGroups.pop();\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(\r\n `[${this.frameId}] [E${this._debugMarkersEncoderGroups.length}|P${this._debugMarkersPassGroups.length}] Popping floating pass-level debug group '${groupName}' (no GPU pop needed).`\r\n );\r\n }\r\n } else {\r\n // Normal case: pop the most-recent encoder-level group from the render encoder.\r\n const groupName = this._debugMarkersEncoderGroups.pop();\r\n debugCommands.popDebugGroup();\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(\r\n `[${this.frameId}] [E${this._debugMarkersEncoderGroups.length}|P${this._debugMarkersPassGroups.length}] Popping debug group '${groupName}' on '${debugCommands.label}'.`\r\n );\r\n }\r\n }\r\n }\r\n};\r\n\r\nWebGPUEngine.prototype._debugInsertMarker = function (text: string): void {\r\n if (!this._enableGPUDebugMarkers) {\r\n return;\r\n }\r\n\r\n const debugCommands = this._currentRenderPass ?? this._renderEncoder;\r\n\r\n if (this._showGPUDebugMarkersLog) {\r\n Logger.Log(\r\n `[${this.frameId}] [E${this._debugMarkersEncoderGroups.length}|P${this._debugMarkersPassGroups.length}] Inserting debug marker '${text}' on '${debugCommands.label}'`\r\n );\r\n }\r\n\r\n debugCommands.insertDebugMarker(text);\r\n};\r\n"]}
@@ -154,7 +154,7 @@ export class WebGPUBufferManager {
154
154
  bytesPerRowAligned *= 2;
155
155
  }
156
156
  const data2 = new Uint8Array(data.buffer);
157
- let offset = bytesPerRow, offset2 = 0;
157
+ let offset = bytesPerRow, offset2;
158
158
  for (let y = 1; y < height; ++y) {
159
159
  offset2 = y * bytesPerRowAligned;
160
160
  for (let x = 0; x < bytesPerRow; ++x) {
@@ -1 +1 @@
1
- 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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { allocateAndCopyTypedBuffer } from \"../abstractEngine.functions\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const dataBuffer = new WebGPUDataBuffer();\r\n const labelId = \"DataBufferUniqueId=\" + dataBuffer.uniqueId;\r\n dataBuffer.buffer = this.createRawBuffer(viewOrSize, flags, undefined, label ? labelId + \"-\" + label : labelId);\r\n dataBuffer.references = 1;\r\n // Next line should work, because the \"size\" property of GPUBuffer is required by the spec, but it seems that it fails in the CI / in playwright tests. So, we will recalculate the aligned size ourselves.\r\n //dataBuffer.capacity = dataBuffer.buffer.size;\r\n dataBuffer.capacity = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with no alignment corrections\r\n // dstByteOffset and byteLength must both be aligned to 4 bytes and bytes moved must be within src and dst arrays\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n srcByteOffset += src.byteOffset;\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with alignment corrections (dstByteOffset and byteLength will be aligned to 4 byte boundaries)\r\n // If alignment is needed, src must be a full copy of dataBuffer, or at least should be large enough to cope with the additional bytes copied because of alignment!\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength - srcByteOffset;\r\n\r\n // Make sure the dst offset is aligned to 4 bytes\r\n const startPre = dstByteOffset & 3;\r\n\r\n srcByteOffset -= startPre;\r\n dstByteOffset -= startPre;\r\n\r\n // Make sure the byte length is aligned to 4 bytes\r\n const originalByteLength = byteLength;\r\n\r\n byteLength = (byteLength + startPre + 3) & ~3;\r\n\r\n // Check if the backing buffer of src is large enough to cope with the additional bytes copied because of alignment\r\n const backingBufferSize = src.buffer.byteLength - src.byteOffset;\r\n\r\n if (backingBufferSize < byteLength) {\r\n // Not enough place in the backing buffer for the aligned copy.\r\n // Creates a new buffer and copy the source data to it.\r\n // The buffer will have byteLength - originalByteLength zeros at the end.\r\n const tmpBuffer = new Uint8Array(byteLength);\r\n tmpBuffer.set(new Uint8Array(src.buffer, src.byteOffset + srcByteOffset, originalByteLength));\r\n src = tmpBuffer;\r\n srcByteOffset = 0;\r\n }\r\n\r\n this.setRawData(buffer, dstByteOffset, src, srcByteOffset, byteLength);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n } else {\r\n dataLength = Math.min(dataLength, destArray.length);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention, @typescript-eslint/promise-function-async\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n // eslint-disable-next-line github/no-then\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer, 0, Math.min(data.byteLength, size)));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer, 0, data.byteLength / 4));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data.buffer);\r\n let offset = bytesPerRow,\r\n offset2 = 0;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable babylonjs/available */\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport { WebGPUDataBuffer } from \"../../Meshes/WebGPU/webgpuDataBuffer\";\r\nimport { FromHalfFloat } from \"../../Misc/textureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { allocateAndCopyTypedBuffer } from \"../abstractEngine.functions\";\r\nimport { Constants } from \"../constants\";\r\nimport type { WebGPUEngine } from \"../webgpuEngine\";\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nimport * as WebGPUConstants from \"./webgpuConstants\";\r\n\r\n/** @internal */\r\nexport class WebGPUBufferManager {\r\n private _engine: WebGPUEngine;\r\n private _device: GPUDevice;\r\n private _deferredReleaseBuffers: Array<GPUBuffer> = [];\r\n\r\n private static _IsGPUBuffer(buffer: DataBuffer | GPUBuffer): buffer is GPUBuffer {\r\n return (buffer as DataBuffer).underlyingResource === undefined;\r\n }\r\n\r\n private static _FlagsToString(flags: GPUBufferUsageFlags, suffix = \"\") {\r\n let result = suffix;\r\n\r\n for (let i = 0; i <= 9; ++i) {\r\n if (flags & (1 << i)) {\r\n if (result) {\r\n result += \"_\";\r\n }\r\n result += WebGPUConstants.BufferUsage[1 << i];\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n constructor(engine: WebGPUEngine, device: GPUDevice) {\r\n this._engine = engine;\r\n this._device = device;\r\n }\r\n\r\n public createRawBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, mappedAtCreation = false, label?: string): GPUBuffer {\r\n const alignedLength = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n const verticesBufferDescriptor = {\r\n label: \"BabylonWebGPUDevice\" + this._engine.uniqueId + \"_\" + WebGPUBufferManager._FlagsToString(flags, label ?? \"Buffer\") + \"_size\" + alignedLength,\r\n mappedAtCreation,\r\n size: alignedLength,\r\n usage: flags,\r\n };\r\n\r\n return this._device.createBuffer(verticesBufferDescriptor);\r\n }\r\n\r\n public createBuffer(viewOrSize: ArrayBufferView | number, flags: GPUBufferUsageFlags, label?: string): WebGPUDataBuffer {\r\n const isView = (viewOrSize as ArrayBufferView).byteLength !== undefined;\r\n const dataBuffer = new WebGPUDataBuffer();\r\n const labelId = \"DataBufferUniqueId=\" + dataBuffer.uniqueId;\r\n dataBuffer.buffer = this.createRawBuffer(viewOrSize, flags, undefined, label ? labelId + \"-\" + label : labelId);\r\n dataBuffer.references = 1;\r\n // Next line should work, because the \"size\" property of GPUBuffer is required by the spec, but it seems that it fails in the CI / in playwright tests. So, we will recalculate the aligned size ourselves.\r\n //dataBuffer.capacity = dataBuffer.buffer.size;\r\n dataBuffer.capacity = (viewOrSize as ArrayBufferView).byteLength !== undefined ? ((viewOrSize as ArrayBufferView).byteLength + 3) & ~3 : ((viewOrSize as number) + 3) & ~3; // 4 bytes alignments (because of the upload which requires this)\r\n dataBuffer.engineId = this._engine.uniqueId;\r\n\r\n if (isView) {\r\n this.setSubData(dataBuffer, 0, viewOrSize as ArrayBufferView);\r\n }\r\n\r\n return dataBuffer;\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with no alignment corrections\r\n // dstByteOffset and byteLength must both be aligned to 4 bytes and bytes moved must be within src and dst arrays\r\n public setRawData(buffer: GPUBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset: number, byteLength: number): void {\r\n srcByteOffset += src.byteOffset;\r\n\r\n this._device.queue.writeBuffer(buffer, dstByteOffset, src.buffer, srcByteOffset, byteLength);\r\n }\r\n\r\n // This calls GPUBuffer.writeBuffer() with alignment corrections (dstByteOffset and byteLength will be aligned to 4 byte boundaries)\r\n // If alignment is needed, src must be a full copy of dataBuffer, or at least should be large enough to cope with the additional bytes copied because of alignment!\r\n public setSubData(dataBuffer: WebGPUDataBuffer, dstByteOffset: number, src: ArrayBufferView, srcByteOffset = 0, byteLength = 0): void {\r\n const buffer = dataBuffer.underlyingResource as GPUBuffer;\r\n\r\n byteLength = byteLength || src.byteLength - srcByteOffset;\r\n\r\n // Make sure the dst offset is aligned to 4 bytes\r\n const startPre = dstByteOffset & 3;\r\n\r\n srcByteOffset -= startPre;\r\n dstByteOffset -= startPre;\r\n\r\n // Make sure the byte length is aligned to 4 bytes\r\n const originalByteLength = byteLength;\r\n\r\n byteLength = (byteLength + startPre + 3) & ~3;\r\n\r\n // Check if the backing buffer of src is large enough to cope with the additional bytes copied because of alignment\r\n const backingBufferSize = src.buffer.byteLength - src.byteOffset;\r\n\r\n if (backingBufferSize < byteLength) {\r\n // Not enough place in the backing buffer for the aligned copy.\r\n // Creates a new buffer and copy the source data to it.\r\n // The buffer will have byteLength - originalByteLength zeros at the end.\r\n const tmpBuffer = new Uint8Array(byteLength);\r\n tmpBuffer.set(new Uint8Array(src.buffer, src.byteOffset + srcByteOffset, originalByteLength));\r\n src = tmpBuffer;\r\n srcByteOffset = 0;\r\n }\r\n\r\n this.setRawData(buffer, dstByteOffset, src, srcByteOffset, byteLength);\r\n }\r\n\r\n private _getHalfFloatAsFloatRGBAArrayBuffer(dataLength: number, arrayBuffer: ArrayBuffer, destArray?: Float32Array): Float32Array {\r\n if (!destArray) {\r\n destArray = new Float32Array(dataLength);\r\n } else {\r\n dataLength = Math.min(dataLength, destArray.length);\r\n }\r\n const srcData = new Uint16Array(arrayBuffer);\r\n while (dataLength--) {\r\n destArray[dataLength] = FromHalfFloat(srcData[dataLength]);\r\n }\r\n\r\n return destArray;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention, @typescript-eslint/promise-function-async\r\n public readDataFromBuffer(\r\n gpuBuffer: GPUBuffer,\r\n size: number,\r\n width: number,\r\n height: number,\r\n bytesPerRow: number,\r\n bytesPerRowAligned: number,\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n offset = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n destroyBuffer = true,\r\n noDataConversion = false\r\n ): Promise<ArrayBufferView> {\r\n const floatFormat = type === Constants.TEXTURETYPE_FLOAT ? 2 : type === Constants.TEXTURETYPE_HALF_FLOAT ? 1 : 0;\r\n const engineId = this._engine.uniqueId;\r\n return new Promise((resolve, reject) => {\r\n // eslint-disable-next-line github/no-then\r\n gpuBuffer.mapAsync(WebGPUConstants.MapMode.Read, offset, size).then(\r\n () => {\r\n const copyArrayBuffer = gpuBuffer.getMappedRange(offset, size);\r\n let data: Nullable<ArrayBufferView> | Uint8Array | Float32Array = buffer;\r\n if (noDataConversion) {\r\n if (data === null) {\r\n data = allocateAndCopyTypedBuffer(type, size, true, copyArrayBuffer);\r\n } else {\r\n data = allocateAndCopyTypedBuffer(type, data.buffer, undefined, copyArrayBuffer);\r\n }\r\n } else {\r\n if (data === null) {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(size);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(size / 4);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer));\r\n break;\r\n }\r\n } else {\r\n switch (floatFormat) {\r\n case 0: // byte format\r\n data = new Uint8Array(data.buffer);\r\n (data as Uint8Array).set(new Uint8Array(copyArrayBuffer, 0, Math.min(data.byteLength, size)));\r\n break;\r\n case 1: // half float\r\n // TODO WEBGPU use computer shaders (or render pass) to make the conversion?\r\n data = this._getHalfFloatAsFloatRGBAArrayBuffer(size / 2, copyArrayBuffer, buffer as Float32Array);\r\n break;\r\n case 2: // float\r\n data = new Float32Array(data.buffer);\r\n (data as Float32Array).set(new Float32Array(copyArrayBuffer, 0, data.byteLength / 4));\r\n break;\r\n }\r\n }\r\n }\r\n if (bytesPerRow !== bytesPerRowAligned) {\r\n // TODO WEBGPU use computer shaders (or render pass) to build the final buffer data?\r\n if (floatFormat === 1 && !noDataConversion) {\r\n // half float have been converted to float above\r\n bytesPerRow *= 2;\r\n bytesPerRowAligned *= 2;\r\n }\r\n const data2 = new Uint8Array(data.buffer);\r\n let offset = bytesPerRow,\r\n offset2: number;\r\n for (let y = 1; y < height; ++y) {\r\n offset2 = y * bytesPerRowAligned;\r\n for (let x = 0; x < bytesPerRow; ++x) {\r\n data2[offset++] = data2[offset2++];\r\n }\r\n }\r\n if (floatFormat !== 0 && !noDataConversion) {\r\n data = new Float32Array(data2.buffer, 0, offset / 4);\r\n } else {\r\n data = new Uint8Array(data2.buffer, 0, offset);\r\n }\r\n }\r\n gpuBuffer.unmap();\r\n if (destroyBuffer) {\r\n this.releaseBuffer(gpuBuffer);\r\n }\r\n resolve(data);\r\n },\r\n (reason) => {\r\n if (this._engine.isDisposed || this._engine.uniqueId !== engineId) {\r\n // The engine was disposed while waiting for the promise, or a context loss/restoration has occurred: don't reject\r\n resolve(new Uint8Array());\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(reason);\r\n }\r\n }\r\n );\r\n });\r\n }\r\n\r\n public releaseBuffer(buffer: DataBuffer | GPUBuffer): boolean {\r\n if (WebGPUBufferManager._IsGPUBuffer(buffer)) {\r\n this._deferredReleaseBuffers.push(buffer);\r\n return true;\r\n }\r\n\r\n buffer.references--;\r\n\r\n if (buffer.references === 0) {\r\n this._deferredReleaseBuffers.push(buffer.underlyingResource as GPUBuffer);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public destroyDeferredBuffers(): void {\r\n for (let i = 0; i < this._deferredReleaseBuffers.length; ++i) {\r\n this._deferredReleaseBuffers[i].destroy();\r\n }\r\n\r\n this._deferredReleaseBuffers.length = 0;\r\n }\r\n}\r\n"]}
@@ -4,7 +4,7 @@ export class WebGPUShaderProcessor {
4
4
  this.shaderLanguage = 0 /* ShaderLanguage.GLSL */;
5
5
  }
6
6
  _addUniformToLeftOverUBO(name, uniformType, preProcessors) {
7
- let length = 0;
7
+ let length;
8
8
  [name, uniformType, length] = this._getArraySize(name, uniformType, preProcessors);
9
9
  for (let i = 0; i < this._webgpuProcessingContext.leftOverUniforms.length; i++) {
10
10
  if (this._webgpuProcessingContext.leftOverUniforms[i].name === name) {
@@ -1 +1 @@
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 {
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  else {
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  fragmentOutputs += " @location(0) color : vec4<f32>,\n";
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  }
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- indexLocation++;
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+ // indexLocation++; // if you need this variable after this block, uncomment this
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  }
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  // FragDepth
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  let hasFragDepth = false;