@onerjs/core 8.51.7 → 8.51.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/abstractEngine.pure.js +11 -4
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/engine.pure.d.ts +23 -0
- package/Engines/engine.pure.js +96 -1
- package/Engines/engine.pure.js.map +1 -1
- package/Engines/nativeEngine.pure.d.ts +4 -0
- package/Engines/nativeEngine.pure.js +6 -0
- package/Engines/nativeEngine.pure.js.map +1 -1
- package/Engines/thinNativeEngine.pure.d.ts +21 -0
- package/Engines/thinNativeEngine.pure.js +119 -4
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Engines/webgpuEngine.pure.d.ts +21 -0
- package/Engines/webgpuEngine.pure.js +46 -1
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +11 -1
- package/Materials/Textures/internalTexture.js +16 -0
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/SmartAssets/index.d.ts +2 -2
- package/SmartAssets/index.js +2 -1
- package/SmartAssets/index.js.map +1 -1
- package/SmartAssets/pure.d.ts +1 -1
- package/SmartAssets/pure.js +2 -1
- package/SmartAssets/pure.js.map +1 -1
- package/SmartAssets/smartAssetManager.js +9 -0
- package/SmartAssets/smartAssetManager.js.map +1 -1
- package/package.json +1 -1
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@@ -69,7 +69,17 @@ export declare enum InternalTextureSource {
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/**
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* Texture content is a depth texture
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*/
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-
Depth = 14
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+
Depth = 14,
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+
/**
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* Texture wraps an externally created graphics resource (WebGL handle, GPUTexture,
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* native handle, etc.) supplied via wrap{WebGL,Native,WebGPU}Texture. On dispose,
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* the wrapped resource is released along with the InternalTexture just like any
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* other source. Consumers can repoint the wrapper at a fresh external handle
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* (e.g., after context-loss / device-loss restore) via
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* updateWrapped{WebGL,Native,WebGPU}Texture without losing references held by
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* materials, render-target wrappers, particle systems, etc.
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*/
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External = 15
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}
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/**
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* Class used to store data associated with WebGL texture data for the engine
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@@ -65,6 +65,16 @@ export var InternalTextureSource;
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* Texture content is a depth texture
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*/
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InternalTextureSource[InternalTextureSource["Depth"] = 14] = "Depth";
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/**
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* Texture wraps an externally created graphics resource (WebGL handle, GPUTexture,
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* native handle, etc.) supplied via wrap{WebGL,Native,WebGPU}Texture. On dispose,
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* the wrapped resource is released along with the InternalTexture just like any
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* other source. Consumers can repoint the wrapper at a fresh external handle
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* (e.g., after context-loss / device-loss restore) via
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* updateWrapped{WebGL,Native,WebGPU}Texture without losing references held by
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* materials, render-target wrappers, particle systems, etc.
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*/
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InternalTextureSource[InternalTextureSource["External"] = 15] = "External";
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})(InternalTextureSource || (InternalTextureSource = {}));
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/**
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* Class used to store data associated with WebGL texture data for the engine
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@@ -405,6 +415,12 @@ export class InternalTexture extends TextureSampler {
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// Will be handled at the RenderTargetWrapper level
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break;
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}
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case 15 /* InternalTextureSource.External */: {
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// The underlying resource is owned by the host application; Babylon cannot rebuild it.
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// The host re-supplies a fresh handle via updateWrappedWebGLTexture / updateWrappedNativeTexture /
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// updateWrappedWebGPUTexture from its onContextRestoredObservable handler.
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break;
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}
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}
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}
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/**
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@@ -1 +1 @@
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1
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-
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{ Observable } from \"../../Misc/observable\";\r\nimport { type ImageSource, type Nullable, type int } from \"../../types\";\r\nimport { type ICanvas, type ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport { type IHardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { type SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport const enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n\r\n protected override _useMipMaps: Nullable<boolean> = null;\r\n /**\r\n * Indicates to use the mip maps (if available on the texture).\r\n * Thanks to this flag, you can instruct the sampler to not sample the mipmaps even if they exist (and if the sampling mode is set to a value that normally samples the mipmaps!)\r\n * If useMipMaps is null, the value of generateMipMaps is returned by the getter (for backward compatibility)\r\n */\r\n public override get useMipMaps() {\r\n return this._useMipMaps === null ? this.generateMipMaps : this._useMipMaps;\r\n }\r\n public override set useMipMaps(value: Nullable<boolean>) {\r\n this._useMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of mip levels for this texture.\r\n * Note: This property has the correct value only if the texture was created through\r\n * `createRawTexture` or `createRawTexture2DArray`.\r\n */\r\n public mipLevelCount: number = 1;\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n /** @internal */\r\n public _creationFlags: number = 0;\r\n /** @internal */\r\n public _originalFormat?: number;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<IHardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageSource> = null;\r\n\r\n /** @internal */\r\n public _autoMSAAManagement = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: AbstractEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this._useSRGBBuffer,\r\n this.mipLevelCount\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n if (this._bufferViewArray) {\r\n for (let mipLevel = 0; mipLevel < this._bufferViewArray.length; mipLevel++) {\r\n const mipData = this._bufferViewArray[mipLevel];\r\n if (mipData) {\r\n this._engine.updateRawTexture(this, mipData, this.format, this.invertY, this._compression, this.type, this._useSRGBBuffer, mipLevel);\r\n }\r\n }\r\n }\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this.mipLevelCount\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n if (this._bufferViewArray) {\r\n for (let mipLevel = 0; mipLevel < this._bufferViewArray.length; mipLevel++) {\r\n const mipData = this._bufferViewArray[mipLevel];\r\n if (mipData) {\r\n this._engine.updateRawTexture2DArray(this, mipData, this.format, this.invertY, this._compression, this.type, mipLevel);\r\n }\r\n }\r\n }\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer,\r\n ArrayBuffer.isView(this._buffer) ? this._buffer : null\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray,\r\n this.width,\r\n this._originalFormat ?? this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n\r\n case InternalTextureSource.DepthStencil:\r\n case InternalTextureSource.Depth: {\r\n // Will be handled at the RenderTargetWrapper level\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n // Refresh the target's uniqueId so that caches keyed by uniqueId (e.g. the\r\n // WebGPU global bind-group cache) see the hardware texture as a new resource\r\n // and rebuild GPU bind groups referencing it. Without this, callers that swap\r\n // a raw GPU texture for a prefiltered one (e.g. HDR/PMREM prefiltering) would\r\n // continue to receive stale GPUBindGroups that hold views over the now-destroyed\r\n // source GPU texture, causing \"Destroyed texture used in a submit\" errors.\r\n target._setUniqueId(InternalTexture._Counter++);\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n if (this._references === 0) {\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Observable } from \"../../Misc/observable\";\r\nimport { type ImageSource, type Nullable, type int } from \"../../types\";\r\nimport { type ICanvas, type ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport { type IHardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { type SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport const enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n /**\r\n * Texture wraps an externally created graphics resource (WebGL handle, GPUTexture,\r\n * native handle, etc.) supplied via wrap{WebGL,Native,WebGPU}Texture. On dispose,\r\n * the wrapped resource is released along with the InternalTexture just like any\r\n * other source. Consumers can repoint the wrapper at a fresh external handle\r\n * (e.g., after context-loss / device-loss restore) via\r\n * updateWrapped{WebGL,Native,WebGPU}Texture without losing references held by\r\n * materials, render-target wrappers, particle systems, etc.\r\n */\r\n External,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n\r\n protected override _useMipMaps: Nullable<boolean> = null;\r\n /**\r\n * Indicates to use the mip maps (if available on the texture).\r\n * Thanks to this flag, you can instruct the sampler to not sample the mipmaps even if they exist (and if the sampling mode is set to a value that normally samples the mipmaps!)\r\n * If useMipMaps is null, the value of generateMipMaps is returned by the getter (for backward compatibility)\r\n */\r\n public override get useMipMaps() {\r\n return this._useMipMaps === null ? this.generateMipMaps : this._useMipMaps;\r\n }\r\n public override set useMipMaps(value: Nullable<boolean>) {\r\n this._useMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of mip levels for this texture.\r\n * Note: This property has the correct value only if the texture was created through\r\n * `createRawTexture` or `createRawTexture2DArray`.\r\n */\r\n public mipLevelCount: number = 1;\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n /** @internal */\r\n public _creationFlags: number = 0;\r\n /** @internal */\r\n public _originalFormat?: number;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<IHardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageSource> = null;\r\n\r\n /** @internal */\r\n public _autoMSAAManagement = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: AbstractEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this._useSRGBBuffer,\r\n this.mipLevelCount\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n if (this._bufferViewArray) {\r\n for (let mipLevel = 0; mipLevel < this._bufferViewArray.length; mipLevel++) {\r\n const mipData = this._bufferViewArray[mipLevel];\r\n if (mipData) {\r\n this._engine.updateRawTexture(this, mipData, this.format, this.invertY, this._compression, this.type, this._useSRGBBuffer, mipLevel);\r\n }\r\n }\r\n }\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this.mipLevelCount\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n if (this._bufferViewArray) {\r\n for (let mipLevel = 0; mipLevel < this._bufferViewArray.length; mipLevel++) {\r\n const mipData = this._bufferViewArray[mipLevel];\r\n if (mipData) {\r\n this._engine.updateRawTexture2DArray(this, mipData, this.format, this.invertY, this._compression, this.type, mipLevel);\r\n }\r\n }\r\n }\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer,\r\n ArrayBuffer.isView(this._buffer) ? this._buffer : null\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray,\r\n this.width,\r\n this._originalFormat ?? this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n\r\n case InternalTextureSource.DepthStencil:\r\n case InternalTextureSource.Depth: {\r\n // Will be handled at the RenderTargetWrapper level\r\n break;\r\n }\r\n\r\n case InternalTextureSource.External: {\r\n // The underlying resource is owned by the host application; Babylon cannot rebuild it.\r\n // The host re-supplies a fresh handle via updateWrappedWebGLTexture / updateWrappedNativeTexture /\r\n // updateWrappedWebGPUTexture from its onContextRestoredObservable handler.\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n // Refresh the target's uniqueId so that caches keyed by uniqueId (e.g. the\r\n // WebGPU global bind-group cache) see the hardware texture as a new resource\r\n // and rebuild GPU bind groups referencing it. Without this, callers that swap\r\n // a raw GPU texture for a prefiltered one (e.g. HDR/PMREM prefiltering) would\r\n // continue to receive stale GPUBindGroups that hold views over the now-destroyed\r\n // source GPU texture, causing \"Destroyed texture used in a submit\" errors.\r\n target._setUniqueId(InternalTexture._Counter++);\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n if (this._references === 0) {\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
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package/Misc/tools.pure.js
CHANGED
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@@ -1222,7 +1222,7 @@ Tools._DefaultCdnUrl = "https://cdn.babylonjs.com";
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* When set, unversioned CDN URLs will be rewritten to include this version prefix.
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* @internal
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*/
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1225
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-
Tools._CdnVersion = "9.
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1225
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+
Tools._CdnVersion = "9.9.1";
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1226
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/**
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1227
1227
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* @internal
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*/
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