@unikia/upe-renderer 0.0.0-stage → 0.186.110

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 (2234) hide show
  1. package/LICENSE +21 -0
  2. package/LICENSE.types +21 -0
  3. package/README.md +37 -2
  4. package/README.three.md +85 -0
  5. package/UPSTREAM.md +11 -0
  6. package/build/three.cjs +17 -0
  7. package/build/three.core.d.ts +1 -0
  8. package/build/three.core.js +60602 -0
  9. package/build/three.d.cts +1 -0
  10. package/build/three.module.d.ts +1 -0
  11. package/build/three.module.js +19719 -0
  12. package/build/three.tsl.d.ts +1 -0
  13. package/build/three.tsl.js +691 -0
  14. package/build/three.webgpu.d.ts +1 -0
  15. package/build/three.webgpu.js +93270 -0
  16. package/build/three.webgpu.nodes.d.ts +1 -0
  17. package/build/three.webgpu.nodes.js +92988 -0
  18. package/examples/jsm/Addons.d.ts +300 -0
  19. package/examples/jsm/Addons.js +301 -0
  20. package/examples/jsm/animation/AnimationClipCreator.d.ts +12 -0
  21. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  22. package/examples/jsm/animation/CCDIKSolver.d.ts +44 -0
  23. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  24. package/examples/jsm/capabilities/WebGL.d.ts +6 -0
  25. package/examples/jsm/capabilities/WebGL.js +113 -0
  26. package/examples/jsm/capabilities/WebGPU.d.ts +7 -0
  27. package/examples/jsm/capabilities/WebGPU.js +59 -0
  28. package/examples/jsm/controls/ArcballControls.d.ts +208 -0
  29. package/examples/jsm/controls/ArcballControls.js +3543 -0
  30. package/examples/jsm/controls/DragControls.d.ts +81 -0
  31. package/examples/jsm/controls/DragControls.js +452 -0
  32. package/examples/jsm/controls/FirstPersonControls.d.ts +105 -0
  33. package/examples/jsm/controls/FirstPersonControls.js +512 -0
  34. package/examples/jsm/controls/FlyControls.d.ts +44 -0
  35. package/examples/jsm/controls/FlyControls.js +384 -0
  36. package/examples/jsm/controls/MapControls.d.ts +21 -0
  37. package/examples/jsm/controls/MapControls.js +116 -0
  38. package/examples/jsm/controls/OrbitControls.d.ts +295 -0
  39. package/examples/jsm/controls/OrbitControls.js +1972 -0
  40. package/examples/jsm/controls/PointerLockControls.d.ts +84 -0
  41. package/examples/jsm/controls/PointerLockControls.js +264 -0
  42. package/examples/jsm/controls/TrackballControls.d.ts +152 -0
  43. package/examples/jsm/controls/TrackballControls.js +1106 -0
  44. package/examples/jsm/controls/TransformControls.d.ts +363 -0
  45. package/examples/jsm/controls/TransformControls.js +2003 -0
  46. package/examples/jsm/csm/CSM.d.ts +55 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.d.ts +85 -0
  49. package/examples/jsm/csm/CSMFrustum.js +234 -0
  50. package/examples/jsm/csm/CSMHelper.d.ts +28 -0
  51. package/examples/jsm/csm/CSMHelper.js +243 -0
  52. package/examples/jsm/csm/CSMShader.d.ts +4 -0
  53. package/examples/jsm/csm/CSMShader.js +307 -0
  54. package/examples/jsm/csm/CSMShadowNode.d.ts +44 -0
  55. package/examples/jsm/csm/CSMShadowNode.js +619 -0
  56. package/examples/jsm/curves/CurveExtras.d.ts +68 -0
  57. package/examples/jsm/curves/CurveExtras.js +694 -0
  58. package/examples/jsm/curves/NURBSCurve.d.ts +28 -0
  59. package/examples/jsm/curves/NURBSCurve.js +155 -0
  60. package/examples/jsm/curves/NURBSSurface.d.ts +13 -0
  61. package/examples/jsm/curves/NURBSSurface.js +98 -0
  62. package/examples/jsm/curves/NURBSUtils.d.ts +146 -0
  63. package/examples/jsm/curves/NURBSUtils.js +532 -0
  64. package/examples/jsm/curves/NURBSVolume.d.ts +23 -0
  65. package/examples/jsm/curves/NURBSVolume.js +82 -0
  66. package/examples/jsm/effects/AnaglyphEffect.d.ts +21 -0
  67. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  68. package/examples/jsm/effects/AsciiEffect.d.ts +18 -0
  69. package/examples/jsm/effects/AsciiEffect.js +323 -0
  70. package/examples/jsm/effects/OutlineEffect.d.ts +28 -0
  71. package/examples/jsm/effects/OutlineEffect.js +489 -0
  72. package/examples/jsm/effects/ParallaxBarrierEffect.d.ts +11 -0
  73. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  74. package/examples/jsm/effects/StereoEffect.d.ts +9 -0
  75. package/examples/jsm/effects/StereoEffect.js +91 -0
  76. package/examples/jsm/environments/ColorEnvironment.d.ts +9 -0
  77. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  78. package/examples/jsm/environments/DebugEnvironment.d.ts +5 -0
  79. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  80. package/examples/jsm/environments/RoomEnvironment.d.ts +6 -0
  81. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  82. package/examples/jsm/exporters/DRACOExporter.d.ts +17 -0
  83. package/examples/jsm/exporters/DRACOExporter.js +332 -0
  84. package/examples/jsm/exporters/EXRExporter.d.ts +27 -0
  85. package/examples/jsm/exporters/EXRExporter.js +618 -0
  86. package/examples/jsm/exporters/GLTFExporter.d.ts +161 -0
  87. package/examples/jsm/exporters/GLTFExporter.js +3856 -0
  88. package/examples/jsm/exporters/KTX2Exporter.d.ts +7 -0
  89. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  90. package/examples/jsm/exporters/OBJExporter.d.ts +7 -0
  91. package/examples/jsm/exporters/OBJExporter.js +308 -0
  92. package/examples/jsm/exporters/PLYExporter.d.ts +31 -0
  93. package/examples/jsm/exporters/PLYExporter.js +775 -0
  94. package/examples/jsm/exporters/STLExporter.d.ts +21 -0
  95. package/examples/jsm/exporters/STLExporter.js +221 -0
  96. package/examples/jsm/exporters/USDZExporter.d.ts +30 -0
  97. package/examples/jsm/exporters/USDZExporter.js +1489 -0
  98. package/examples/jsm/generators/CityGenerator.d.ts +131 -0
  99. package/examples/jsm/generators/CityGenerator.js +678 -0
  100. package/examples/jsm/generators/ForestGenerator.d.ts +73 -0
  101. package/examples/jsm/generators/ForestGenerator.js +347 -0
  102. package/examples/jsm/generators/TerrainGenerator.d.ts +57 -0
  103. package/examples/jsm/generators/TerrainGenerator.js +516 -0
  104. package/examples/jsm/generators/TreeGenerator.d.ts +102 -0
  105. package/examples/jsm/generators/TreeGenerator.js +371 -0
  106. package/examples/jsm/generators/city/BenchGenerator.d.ts +29 -0
  107. package/examples/jsm/generators/city/BenchGenerator.js +127 -0
  108. package/examples/jsm/generators/city/CarGenerator.d.ts +43 -0
  109. package/examples/jsm/generators/city/CarGenerator.js +479 -0
  110. package/examples/jsm/generators/city/CityGeneratorUtils.js +31 -0
  111. package/examples/jsm/generators/city/HydrantGenerator.d.ts +27 -0
  112. package/examples/jsm/generators/city/HydrantGenerator.js +106 -0
  113. package/examples/jsm/generators/city/InstancedMeshGenerator.d.ts +29 -0
  114. package/examples/jsm/generators/city/InstancedMeshGenerator.js +86 -0
  115. package/examples/jsm/generators/city/PersonGenerator.d.ts +44 -0
  116. package/examples/jsm/generators/city/PersonGenerator.js +447 -0
  117. package/examples/jsm/generators/city/SidewalkGenerator.d.ts +40 -0
  118. package/examples/jsm/generators/city/SidewalkGenerator.js +248 -0
  119. package/examples/jsm/generators/city/SkyscraperGenerator.d.ts +83 -0
  120. package/examples/jsm/generators/city/SkyscraperGenerator.js +1757 -0
  121. package/examples/jsm/generators/city/StreetTreeGenerator.d.ts +30 -0
  122. package/examples/jsm/generators/city/StreetTreeGenerator.js +231 -0
  123. package/examples/jsm/generators/city/StreetlightGenerator.d.ts +28 -0
  124. package/examples/jsm/generators/city/StreetlightGenerator.js +100 -0
  125. package/examples/jsm/generators/city/TrafficlightGenerator.d.ts +29 -0
  126. package/examples/jsm/generators/city/TrafficlightGenerator.js +106 -0
  127. package/examples/jsm/generators/city/TrashcanGenerator.d.ts +24 -0
  128. package/examples/jsm/generators/city/TrashcanGenerator.js +100 -0
  129. package/examples/jsm/geometries/BoxLineGeometry.d.ts +12 -0
  130. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  131. package/examples/jsm/geometries/ConvexGeometry.d.ts +5 -0
  132. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  133. package/examples/jsm/geometries/DecalGeometry.d.ts +16 -0
  134. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  135. package/examples/jsm/geometries/LoftGeometry.d.ts +83 -0
  136. package/examples/jsm/geometries/LoftGeometry.js +355 -0
  137. package/examples/jsm/geometries/ParametricFunctions.d.ts +8 -0
  138. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  139. package/examples/jsm/geometries/ParametricGeometry.d.ts +18 -0
  140. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  141. package/examples/jsm/geometries/RoundedBoxGeometry.d.ts +5 -0
  142. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  143. package/examples/jsm/geometries/TeapotGeometry.d.ts +37 -0
  144. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  145. package/examples/jsm/geometries/TextGeometry.d.ts +89 -0
  146. package/examples/jsm/geometries/TextGeometry.js +102 -0
  147. package/examples/jsm/gpgpu/BitonicSort.d.ts +21 -0
  148. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  149. package/examples/jsm/gpgpu/CountingSort.d.ts +31 -0
  150. package/examples/jsm/gpgpu/CountingSort.js +271 -0
  151. package/examples/jsm/helpers/AnimationPathHelper.d.ts +38 -0
  152. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  153. package/examples/jsm/helpers/LightProbeGridHelper.d.ts +12 -0
  154. package/examples/jsm/helpers/LightProbeGridHelper.js +166 -0
  155. package/examples/jsm/helpers/LightProbeGridHelperWebGL.d.ts +12 -0
  156. package/examples/jsm/helpers/LightProbeGridHelperWebGL.js +221 -0
  157. package/examples/jsm/helpers/LightProbeHelper.d.ts +12 -0
  158. package/examples/jsm/helpers/LightProbeHelper.js +166 -0
  159. package/examples/jsm/helpers/LightProbeHelperGPU.d.ts +12 -0
  160. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  161. package/examples/jsm/helpers/OctreeHelper.d.ts +17 -0
  162. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  163. package/examples/jsm/helpers/PositionalAudioHelper.d.ts +13 -0
  164. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  165. package/examples/jsm/helpers/RapierHelper.d.ts +13 -0
  166. package/examples/jsm/helpers/RapierHelper.js +59 -0
  167. package/examples/jsm/helpers/RectAreaLightHelper.d.ts +10 -0
  168. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  169. package/examples/jsm/helpers/TextureHelper.d.ts +10 -0
  170. package/examples/jsm/helpers/TextureHelper.js +265 -0
  171. package/examples/jsm/helpers/TextureHelperGPU.d.ts +10 -0
  172. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  173. package/examples/jsm/helpers/VertexNormalsHelper.d.ts +14 -0
  174. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  175. package/examples/jsm/helpers/VertexTangentsHelper.d.ts +12 -0
  176. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  177. package/examples/jsm/helpers/ViewHelper.d.ts +20 -0
  178. package/examples/jsm/helpers/ViewHelper.js +529 -0
  179. package/examples/jsm/inspector/Extension.d.ts +22 -0
  180. package/examples/jsm/inspector/Extension.js +107 -0
  181. package/examples/jsm/inspector/Inspector.d.ts +54 -0
  182. package/examples/jsm/inspector/Inspector.js +684 -0
  183. package/examples/jsm/inspector/RendererInspector.d.ts +9 -0
  184. package/examples/jsm/inspector/RendererInspector.js +589 -0
  185. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.d.ts +34 -0
  186. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.js +2609 -0
  187. package/examples/jsm/inspector/extensions/color-grading/ColorWheel.js +352 -0
  188. package/examples/jsm/inspector/extensions/color-grading/CurveEditor.js +599 -0
  189. package/examples/jsm/inspector/extensions/color-grading/LUT3DStyle.js +1201 -0
  190. package/examples/jsm/inspector/extensions/color-grading/LUTMath.js +788 -0
  191. package/examples/jsm/inspector/extensions/color-grading/modules/BrightnessModule.js +72 -0
  192. package/examples/jsm/inspector/extensions/color-grading/modules/ColorWheelModule.js +112 -0
  193. package/examples/jsm/inspector/extensions/color-grading/modules/ContrastModule.js +82 -0
  194. package/examples/jsm/inspector/extensions/color-grading/modules/CurvesModule.js +109 -0
  195. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureHueModule.js +110 -0
  196. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureModule.js +73 -0
  197. package/examples/jsm/inspector/extensions/color-grading/modules/HueModule.js +78 -0
  198. package/examples/jsm/inspector/extensions/color-grading/modules/ImportedCubeModule.js +89 -0
  199. package/examples/jsm/inspector/extensions/color-grading/modules/Module.js +285 -0
  200. package/examples/jsm/inspector/extensions/color-grading/modules/OutputModule.js +101 -0
  201. package/examples/jsm/inspector/extensions/color-grading/modules/RendererModule.js +225 -0
  202. package/examples/jsm/inspector/extensions/color-grading/modules/SatVibranceModule.js +102 -0
  203. package/examples/jsm/inspector/extensions/color-grading/modules/SaturationModule.js +76 -0
  204. package/examples/jsm/inspector/extensions/color-grading/modules/VibranceModule.js +76 -0
  205. package/examples/jsm/inspector/extensions/color-grading/modules/WhiteBalanceModule.js +86 -0
  206. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.d.ts +20 -0
  207. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +911 -0
  208. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.d.ts +11 -0
  209. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +282 -0
  210. package/examples/jsm/inspector/tabs/Console.js +420 -0
  211. package/examples/jsm/inspector/tabs/Memory.js +134 -0
  212. package/examples/jsm/inspector/tabs/Parameters.d.ts +122 -0
  213. package/examples/jsm/inspector/tabs/Parameters.js +440 -0
  214. package/examples/jsm/inspector/tabs/Performance.js +283 -0
  215. package/examples/jsm/inspector/tabs/Settings.js +310 -0
  216. package/examples/jsm/inspector/tabs/Timeline.js +1748 -0
  217. package/examples/jsm/inspector/tabs/Viewer.js +1374 -0
  218. package/examples/jsm/inspector/ui/Graph.js +232 -0
  219. package/examples/jsm/inspector/ui/Item.d.ts +5 -0
  220. package/examples/jsm/inspector/ui/Item.js +249 -0
  221. package/examples/jsm/inspector/ui/List.js +81 -0
  222. package/examples/jsm/inspector/ui/Profiler.js +2273 -0
  223. package/examples/jsm/inspector/ui/Style.js +2300 -0
  224. package/examples/jsm/inspector/ui/Tab.d.ts +9 -0
  225. package/examples/jsm/inspector/ui/Tab.js +269 -0
  226. package/examples/jsm/inspector/ui/Values.d.ts +103 -0
  227. package/examples/jsm/inspector/ui/Values.js +553 -0
  228. package/examples/jsm/inspector/ui/utils.js +189 -0
  229. package/examples/jsm/interaction/InteractionManager.d.ts +18 -0
  230. package/examples/jsm/interaction/InteractionManager.js +226 -0
  231. package/examples/jsm/interactive/HTMLMesh.d.ts +13 -0
  232. package/examples/jsm/interactive/HTMLMesh.js +617 -0
  233. package/examples/jsm/interactive/InteractiveGroup.d.ts +28 -0
  234. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  235. package/examples/jsm/interactive/SelectionBox.d.ts +16 -0
  236. package/examples/jsm/interactive/SelectionBox.js +324 -0
  237. package/examples/jsm/interactive/SelectionHelper.d.ts +17 -0
  238. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  239. package/examples/jsm/libs/basis/README.md +45 -0
  240. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  241. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  242. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  243. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  244. package/examples/jsm/libs/draco/README.md +31 -0
  245. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  246. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  247. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  248. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  249. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  250. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  251. package/examples/jsm/libs/fflate.module.d.ts +1 -0
  252. package/examples/jsm/libs/fflate.module.js +2672 -0
  253. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  254. package/examples/jsm/libs/lil-gui.module.min.d.ts +608 -0
  255. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  256. package/examples/jsm/libs/meshopt_clusterizer.module.js +421 -0
  257. package/examples/jsm/libs/meshopt_decoder.module.d.ts +1 -0
  258. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  259. package/examples/jsm/libs/meshopt_simplifier.module.js +627 -0
  260. package/examples/jsm/libs/mikktspace.module.d.ts +19 -0
  261. package/examples/jsm/libs/mikktspace.module.js +153 -0
  262. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  263. package/examples/jsm/libs/potpack.module.js +125 -0
  264. package/examples/jsm/libs/stats.module.d.ts +3 -0
  265. package/examples/jsm/libs/stats.module.js +167 -0
  266. package/examples/jsm/libs/surfaceNet.js +201 -0
  267. package/examples/jsm/libs/tween.module.d.ts +2 -0
  268. package/examples/jsm/libs/tween.module.js +876 -0
  269. package/examples/jsm/libs/utif.module.js +1665 -0
  270. package/examples/jsm/libs/zstddec.module.d.ts +5 -0
  271. package/examples/jsm/libs/zstddec.module.js +1 -0
  272. package/examples/jsm/lighting/ClusteredLighting.d.ts +45 -0
  273. package/examples/jsm/lighting/ClusteredLighting.js +55 -0
  274. package/examples/jsm/lighting/DynamicLighting.d.ts +16 -0
  275. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  276. package/examples/jsm/lighting/LightProbeGrid.d.ts +177 -0
  277. package/examples/jsm/lighting/LightProbeGrid.js +820 -0
  278. package/examples/jsm/lighting/LightProbeGridUtils.js +107 -0
  279. package/examples/jsm/lighting/LightProbeGridWebGL.d.ts +178 -0
  280. package/examples/jsm/lighting/LightProbeGridWebGL.js +830 -0
  281. package/examples/jsm/lighting/vxgi/VXGIConeTracer.js +194 -0
  282. package/examples/jsm/lighting/vxgi/VXGINode.d.ts +100 -0
  283. package/examples/jsm/lighting/vxgi/VXGINode.js +660 -0
  284. package/examples/jsm/lighting/vxgi/VXGISceneCollector.js +478 -0
  285. package/examples/jsm/lighting/vxgi/VXGIVolume.d.ts +245 -0
  286. package/examples/jsm/lighting/vxgi/VXGIVolume.js +1430 -0
  287. package/examples/jsm/lights/LightProbeGenerator.d.ts +16 -0
  288. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  289. package/examples/jsm/lights/RectAreaLightTexturesLib.d.ts +7 -0
  290. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  291. package/examples/jsm/lights/RectAreaLightUniformsLib.d.ts +5 -0
  292. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  293. package/examples/jsm/lights/SunLight.d.ts +53 -0
  294. package/examples/jsm/lights/SunLight.js +95 -0
  295. package/examples/jsm/lights/SunLightNode.d.ts +25 -0
  296. package/examples/jsm/lights/SunLightNode.js +56 -0
  297. package/examples/jsm/lights/SunLightShadow.d.ts +57 -0
  298. package/examples/jsm/lights/SunLightShadow.js +319 -0
  299. package/examples/jsm/lights/SunShadowNode.d.ts +53 -0
  300. package/examples/jsm/lights/SunShadowNode.js +312 -0
  301. package/examples/jsm/lines/Line2.d.ts +25 -0
  302. package/examples/jsm/lines/Line2.js +56 -0
  303. package/examples/jsm/lines/LineGeometry.d.ts +27 -0
  304. package/examples/jsm/lines/LineGeometry.js +157 -0
  305. package/examples/jsm/lines/LineMaterial.d.ts +82 -0
  306. package/examples/jsm/lines/LineMaterial.js +726 -0
  307. package/examples/jsm/lines/LineSegments2.d.ts +39 -0
  308. package/examples/jsm/lines/LineSegments2.js +434 -0
  309. package/examples/jsm/lines/LineSegmentsGeometry.d.ts +53 -0
  310. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  311. package/examples/jsm/lines/Wireframe.d.ts +14 -0
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  2223. package/src/textures/Texture.d.ts +565 -0
  2224. package/src/textures/Texture.js +812 -0
  2225. package/src/textures/TextureSource.d.ts +99 -0
  2226. package/src/textures/TextureSource.js +261 -0
  2227. package/src/textures/VideoFrameTexture.d.ts +27 -0
  2228. package/src/textures/VideoFrameTexture.js +72 -0
  2229. package/src/textures/VideoTexture.d.ts +90 -0
  2230. package/src/textures/VideoTexture.js +127 -0
  2231. package/src/upe.d.ts +5 -0
  2232. package/src/upe.js +17 -0
  2233. package/src/utils.d.ts +36 -0
  2234. package/src/utils.js +493 -0
@@ -0,0 +1,3321 @@
1
+ // debugger tools
2
+ // import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
3
+
4
+ import { GPUFeatureName, GPULoadOp, GPUStoreOp, GPUIndexFormat, GPUTextureViewDimension, GPUFeatureMap, GPUShaderStage } from './utils/WebGPUConstants.js';
5
+
6
+ import WGSLNodeBuilder from './nodes/WGSLNodeBuilder.js';
7
+ import Backend from '../common/Backend.js';
8
+
9
+ import WebGPUUtils, { beforeSubmit, submit } from './utils/WebGPUUtils.js';
10
+ import WebGPUUniformArena from './utils/WebGPUUniformArena.js';
11
+ import WebGPUAttributeUtils from './utils/WebGPUAttributeUtils.js';
12
+ import WebGPUBindingUtils from './utils/WebGPUBindingUtils.js';
13
+ import WebGPUCapabilities from './utils/WebGPUCapabilities.js';
14
+ import WebGPUPipelineUtils from './utils/WebGPUPipelineUtils.js';
15
+ import WebGPUTextureUtils from './utils/WebGPUTextureUtils.js';
16
+
17
+ import { WebGPUCoordinateSystem, TimestampQuery, REVISION, HalfFloatType, Compatibility, CustomBlending } from '../../constants.js';
18
+ import { Color } from '../../math/Color.js';
19
+ import WebGPUTimestampQueryPool from './utils/WebGPUTimestampQueryPool.js';
20
+ import { error, warnOnce } from '../../utils.js';
21
+
22
+ import GPUBufferDescriptor from './descriptors/GPUBufferDescriptor.js';
23
+ import GPUCommandEncoderDescriptor from './descriptors/GPUCommandEncoderDescriptor.js';
24
+ import GPUComputePassDescriptor from './descriptors/GPUComputePassDescriptor.js';
25
+ import GPUQuerySetDescriptor from './descriptors/GPUQuerySetDescriptor.js';
26
+ import GPUShaderModuleDescriptor from './descriptors/GPUShaderModuleDescriptor.js';
27
+ import GPURenderPassColorAttachment from './descriptors/GPURenderPassColorAttachment.js';
28
+ import GPURenderPassDepthStencilAttachment from './descriptors/GPURenderPassDepthStencilAttachment.js';
29
+ import GPURenderPassDescriptor from './descriptors/GPURenderPassDescriptor.js';
30
+ import GPURenderPassTimestampWrites from './descriptors/GPURenderPassTimestampWrites.js';
31
+ import GPUTexelCopyTextureInfo from './descriptors/GPUTexelCopyTextureInfo.js';
32
+ import GPUTextureDescriptor from './descriptors/GPUTextureDescriptor.js';
33
+ import GPUTextureViewDescriptor from './descriptors/GPUTextureViewDescriptor.js';
34
+ import GPUExtent3D from './descriptors/GPUExtent3D.js';
35
+
36
+ const _clearValue = { r: 0, g: 0, b: 0, a: 1 };
37
+ const _blendConstant = { r: 0, g: 0, b: 0, a: 0 };
38
+ const _bufferDescriptor = new GPUBufferDescriptor();
39
+ const _commandEncoderDescriptor = new GPUCommandEncoderDescriptor();
40
+ const _computePassDescriptor = new GPUComputePassDescriptor();
41
+ const _querySetDescriptor = new GPUQuerySetDescriptor();
42
+ const _shaderModuleDescriptor = new GPUShaderModuleDescriptor();
43
+ const _renderPassTimestampWrites = new GPURenderPassTimestampWrites();
44
+ const _texelCopyTextureInfoSrc = new GPUTexelCopyTextureInfo();
45
+ const _texelCopyTextureInfoDst = new GPUTexelCopyTextureInfo();
46
+ const _textureDescriptor = new GPUTextureDescriptor();
47
+ const _viewDescriptor = new GPUTextureViewDescriptor();
48
+ const _extent3D = new GPUExtent3D();
49
+
50
+ /**
51
+ * A backend implementation targeting WebGPU.
52
+ *
53
+ * @private
54
+ * @augments Backend
55
+ */
56
+ class WebGPUBackend extends Backend {
57
+
58
+ /**
59
+ * WebGPUBackend options.
60
+ *
61
+ * @typedef {Object} WebGPUBackend~Options
62
+ * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
63
+ * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
64
+ * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
65
+ * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
66
+ * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
67
+ * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
68
+ * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
69
+ * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
70
+ * @property {boolean} [trackTimestamp=false] - Whether to track timestamps with a Timestamp Query API or not.
71
+ * @property {string} [powerPreference=undefined] - The power preference.
72
+ * @property {Object|string} [requiredLimits='adapter'] - The limits the device is requested with: `'adapter'` for every limit the adapter offers, `'default'` for WebGPU's defaults, or the limits to require. The request will fail if the adapter cannot provide these limits.
73
+ * @property {GPUDevice} [device=undefined] - If there is an existing GPU device on app level, it can be passed to the renderer as a parameter.
74
+ * @property {number} [outputType=undefined] - Texture type for output to canvas. By default, device's preferred format is used; other formats may incur overhead.
75
+ */
76
+
77
+ /**
78
+ * Constructs a new WebGPU backend.
79
+ *
80
+ * @param {WebGPUBackend~Options} [parameters] - The configuration parameter.
81
+ */
82
+ constructor( parameters = {} ) {
83
+
84
+ super( parameters );
85
+
86
+ /**
87
+ * This flag can be used for type testing.
88
+ *
89
+ * @type {boolean}
90
+ * @readonly
91
+ * @default true
92
+ */
93
+ this.isWebGPUBackend = true;
94
+
95
+ // some parameters require default values other than "undefined"
96
+ this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
97
+
98
+ this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? 'adapter' : parameters.requiredLimits;
99
+
100
+ /**
101
+ * Indicates whether the backend is in WebGPU compatibility mode or not.
102
+ * The backend must be initialized before the property can be evaluated.
103
+ *
104
+ * @type {?boolean}
105
+ * @readonly
106
+ * @default null
107
+ */
108
+ this.compatibilityMode = null;
109
+
110
+ /**
111
+ * A reference to the device.
112
+ *
113
+ * @type {?GPUDevice}
114
+ * @default null
115
+ */
116
+ /**
117
+ * The adapter the device was requested from, or `null` when the device was passed in.
118
+ *
119
+ * @type {?GPUAdapter}
120
+ * @default null
121
+ */
122
+ this.adapter = null;
123
+
124
+ this.device = null;
125
+
126
+ /**
127
+ * A reference to the default render pass descriptor.
128
+ *
129
+ * @type {?Object}
130
+ * @default null
131
+ */
132
+ this.defaultRenderPassdescriptor = null;
133
+
134
+ /**
135
+ * A reference to a backend module holding common utility functions.
136
+ *
137
+ * @type {WebGPUUtils}
138
+ */
139
+ this.utils = new WebGPUUtils( this );
140
+
141
+ /**
142
+ * A reference to a backend module holding shader attribute-related
143
+ * utility functions.
144
+ *
145
+ * @type {WebGPUAttributeUtils}
146
+ */
147
+ this.attributeUtils = new WebGPUAttributeUtils( this );
148
+
149
+ /**
150
+ * A reference to a backend module holding shader binding-related
151
+ * utility functions.
152
+ *
153
+ * @type {WebGPUBindingUtils}
154
+ */
155
+ this.bindingUtils = new WebGPUBindingUtils( this );
156
+
157
+ /**
158
+ * A reference to a backend module holding device capability related
159
+ * utility functions.
160
+ *
161
+ * @type {WebGPUCapabilities}
162
+ */
163
+ this.capabilities = new WebGPUCapabilities( this );
164
+
165
+ /**
166
+ * A reference to a backend module holding shader pipeline-related
167
+ * utility functions.
168
+ *
169
+ * @type {WebGPUPipelineUtils}
170
+ */
171
+ this.pipelineUtils = new WebGPUPipelineUtils( this );
172
+
173
+ /**
174
+ * A reference to a backend module holding shader texture-related
175
+ * utility functions.
176
+ *
177
+ * @type {WebGPUTextureUtils}
178
+ */
179
+ this.textureUtils = new WebGPUTextureUtils( this );
180
+
181
+ /**
182
+ * A map that manages the resolve buffers for occlusion queries.
183
+ *
184
+ * @type {Map<number,GPUBuffer>}
185
+ */
186
+ this.occludedResolveCache = new Map();
187
+
188
+ // compatibility checks
189
+
190
+ const compatibilityTextureCompare = typeof navigator === 'undefined' ? true : /Android/.test( navigator.userAgent ) === false;
191
+
192
+ /**
193
+ * A map of compatibility checks.
194
+ *
195
+ * @type {Object}
196
+ */
197
+ this._compatibility = {
198
+ [ Compatibility.TEXTURE_COMPARE ]: compatibilityTextureCompare
199
+ };
200
+
201
+ }
202
+
203
+ /**
204
+ * Initializes the backend so it is ready for usage.
205
+ *
206
+ * @async
207
+ * @param {Renderer} renderer - The renderer.
208
+ * @return {Promise} A Promise that resolves when the backend has been initialized.
209
+ */
210
+ async init( renderer ) {
211
+
212
+ await super.init( renderer );
213
+
214
+ //
215
+
216
+ const parameters = this.parameters;
217
+
218
+ // create the device if it is not passed with parameters
219
+
220
+ let device;
221
+
222
+ if ( parameters.device === undefined ) {
223
+
224
+ const adapterOptions = {
225
+ powerPreference: parameters.powerPreference,
226
+ featureLevel: 'compatibility',
227
+ xrCompatible: renderer.xr.enabled
228
+ };
229
+
230
+ const adapter = ( typeof navigator !== 'undefined' ) ? await navigator.gpu.requestAdapter( adapterOptions ) : null;
231
+
232
+ if ( adapter === null ) {
233
+
234
+ throw new Error( 'THREE.WebGPUBackend: Unable to create WebGPU adapter.' );
235
+
236
+ }
237
+
238
+ // every feature the adapter offers, not only those three.js knows by name, and its
239
+ // limits unless the caller asks for others
240
+
241
+ let requiredLimits = parameters.requiredLimits;
242
+
243
+ if ( requiredLimits === 'adapter' ) {
244
+
245
+ requiredLimits = {};
246
+
247
+ for ( const name in adapter.limits ) {
248
+
249
+ if ( typeof adapter.limits[ name ] === 'number' ) requiredLimits[ name ] = adapter.limits[ name ];
250
+
251
+ }
252
+
253
+ } else if ( requiredLimits === 'default' ) {
254
+
255
+ requiredLimits = {};
256
+
257
+ }
258
+
259
+ const deviceDescriptor = {
260
+ requiredFeatures: [ ...adapter.features ],
261
+ requiredLimits
262
+ };
263
+
264
+ this.adapter = adapter;
265
+
266
+ device = await adapter.requestDevice( deviceDescriptor );
267
+
268
+ } else {
269
+
270
+ device = parameters.device;
271
+
272
+ }
273
+
274
+ this.compatibilityMode = ! device.features.has( 'core-features-and-limits' );
275
+
276
+ if ( this.compatibilityMode ) {
277
+
278
+ renderer._samples = 0;
279
+
280
+ }
281
+
282
+ device.lost.then( ( info ) => {
283
+
284
+ if ( info.reason === 'destroyed' ) return;
285
+
286
+ const deviceLossInfo = {
287
+ api: 'WebGPU',
288
+ message: info.message || 'Unknown reason',
289
+ reason: info.reason || null,
290
+ originalEvent: info
291
+ };
292
+
293
+ renderer.onDeviceLost( deviceLossInfo );
294
+
295
+ } );
296
+
297
+ device.onuncapturederror = ( event ) => {
298
+
299
+ const gpuError = event.error;
300
+ const type = gpuError && gpuError.constructor ? gpuError.constructor.name : 'GPUError';
301
+ const message = ( gpuError && gpuError.message ) || 'Unknown uncaptured GPU error';
302
+
303
+ renderer.onError( {
304
+ api: 'WebGPU',
305
+ type,
306
+ message,
307
+ originalEvent: event
308
+ } );
309
+
310
+ };
311
+
312
+ this.device = device;
313
+
314
+ // Uniform buffers as slices of a few large buffers, written to the GPU once per submit.
315
+ this.uniformArena = new WebGPUUniformArena( device );
316
+ beforeSubmit( device, () => this.uniformArena.flush() );
317
+
318
+ this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );
319
+
320
+ this.capabilities.detect();
321
+
322
+ this.updateSize();
323
+
324
+ }
325
+
326
+ /**
327
+ * Registers external GPU textures from `XRGPUBinding` for use in rendering.
328
+ *
329
+ * @param {RenderTarget} renderTarget - The render target to register the textures for.
330
+ * @param {GPUTexture} colorTexture - The shared XR color GPUTexture.
331
+ * @param {?Array<Object>} [viewDescriptors=null] - Optional view descriptors, one per XR view.
332
+ */
333
+ setXRRenderTargetTextures( renderTarget, colorTexture, viewDescriptors = null ) {
334
+
335
+ // Update the external XR texture without replacing the cached MSAA attachments.
336
+ const textureData = this.get( renderTarget.texture );
337
+
338
+ textureData.texture = colorTexture;
339
+ textureData.format = colorTexture.format;
340
+ textureData.externalTexture = true;
341
+ textureData.xrViewDescriptors = viewDescriptors;
342
+ textureData.initialized = true;
343
+
344
+ }
345
+
346
+ /**
347
+ * A reference to the context.
348
+ *
349
+ * @type {?GPUCanvasContext}
350
+ * @default null
351
+ */
352
+ get context() {
353
+
354
+ const canvasTarget = this.renderer.getCanvasTarget();
355
+ const canvasData = this.get( canvasTarget );
356
+
357
+ let context = canvasData.context;
358
+
359
+ if ( context === undefined ) {
360
+
361
+ const parameters = this.parameters;
362
+
363
+ if ( canvasTarget.isDefaultCanvasTarget === true && parameters.context !== undefined ) {
364
+
365
+ context = parameters.context;
366
+
367
+ } else {
368
+
369
+ context = canvasTarget.domElement.getContext( 'webgpu' );
370
+
371
+ }
372
+
373
+ // OffscreenCanvas does not have setAttribute, see #22811
374
+ if ( 'setAttribute' in canvasTarget.domElement ) canvasTarget.domElement.setAttribute( 'data-engine', `three.js r${ REVISION } webgpu` );
375
+
376
+ const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';
377
+
378
+ const toneMappingMode = parameters.outputType === HalfFloatType ? 'extended' : 'standard';
379
+
380
+ context.configure( {
381
+ device: this.device,
382
+ format: this.utils.getPreferredCanvasFormat(),
383
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
384
+ alphaMode: alphaMode,
385
+ toneMapping: {
386
+ mode: toneMappingMode
387
+ }
388
+ } );
389
+
390
+ canvasData.context = context;
391
+
392
+ }
393
+
394
+ return context;
395
+
396
+ }
397
+
398
+ /**
399
+ * The coordinate system of the backend.
400
+ *
401
+ * @type {number}
402
+ * @readonly
403
+ */
404
+ get coordinateSystem() {
405
+
406
+ return WebGPUCoordinateSystem;
407
+
408
+ }
409
+
410
+ /**
411
+ * Whether the backend supports query timestamps or not.
412
+ *
413
+ * @type {boolean}
414
+ * @readonly
415
+ */
416
+ get hasTimestamp() {
417
+
418
+ return true;
419
+
420
+ }
421
+
422
+ /**
423
+ * This method performs a readback operation by moving buffer data from
424
+ * a storage buffer attribute from the GPU to the CPU. ReadbackBuffer can
425
+ * be used to retain and reuse handles to the intermediate buffers and prevent
426
+ * new allocation.
427
+ *
428
+ * @async
429
+ * @param {BufferAttribute} attribute - The storage buffer attribute to read frm.
430
+ * @param {number} count - The offset from which to start reading the
431
+ * @param {number} offset - The storage buffer attribute.
432
+ * @param {ReadbackBuffer|ArrayBuffer} target - The storage buffer attribute.
433
+ * @return {Promise<ArrayBuffer|ReadbackBuffer>} A promise that resolves with the buffer data when the data are ready.
434
+ */
435
+ async getArrayBufferAsync( attribute, target = null, offset = 0, count = - 1 ) {
436
+
437
+ return await this.attributeUtils.getArrayBufferAsync( attribute, target, offset, count );
438
+
439
+ }
440
+
441
+ /**
442
+ * Returns the backend's rendering context.
443
+ *
444
+ * @return {GPUCanvasContext} The rendering context.
445
+ */
446
+ getContext() {
447
+
448
+ return this.context;
449
+
450
+ }
451
+
452
+ /**
453
+ * Returns the default render pass descriptor.
454
+ *
455
+ * In WebGPU, the default framebuffer must be configured
456
+ * like custom framebuffers so the backend needs a render
457
+ * pass descriptor even when rendering directly to screen.
458
+ *
459
+ * @private
460
+ * @return {GPURenderPassDescriptor} The render pass descriptor.
461
+ */
462
+ _getDefaultRenderPassDescriptor() {
463
+
464
+ const renderer = this.renderer;
465
+ const canvasTarget = renderer.getCanvasTarget();
466
+ const canvasData = this.get( canvasTarget );
467
+ const samples = renderer.currentSamples;
468
+
469
+ let descriptor = canvasData.descriptor;
470
+
471
+ if ( descriptor === undefined || canvasData.samples !== samples ) {
472
+
473
+ descriptor = new GPURenderPassDescriptor();
474
+ descriptor.colorAttachments.push( new GPURenderPassColorAttachment() );
475
+
476
+ if ( renderer.depth === true || renderer.stencil === true ) {
477
+
478
+ const depthStencilAttachment = new GPURenderPassDepthStencilAttachment();
479
+ depthStencilAttachment.view = this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView();
480
+ descriptor.depthStencilAttachment = depthStencilAttachment;
481
+
482
+ }
483
+
484
+ const colorAttachment = descriptor.colorAttachments[ 0 ];
485
+
486
+ if ( samples > 0 ) {
487
+
488
+ colorAttachment.view = this.textureUtils.getColorBuffer().createView();
489
+
490
+ } else {
491
+
492
+ colorAttachment.resolveTarget = undefined;
493
+
494
+ }
495
+
496
+ canvasData.descriptor = descriptor;
497
+ canvasData.samples = samples;
498
+
499
+ }
500
+
501
+ const colorAttachment = descriptor.colorAttachments[ 0 ];
502
+
503
+ if ( samples > 0 ) {
504
+
505
+ colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();
506
+
507
+ } else {
508
+
509
+ colorAttachment.view = this.context.getCurrentTexture().createView();
510
+
511
+ }
512
+
513
+ return descriptor;
514
+
515
+ }
516
+
517
+ /**
518
+ * Returns whether the render target is a render target array with depth 2D array texture.
519
+ *
520
+ * @param {RenderContext} renderContext - The render context.
521
+ * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
522
+ *
523
+ * @private
524
+ */
525
+ _isRenderCameraDepthArray( renderContext ) {
526
+
527
+ const camera = renderContext.camera;
528
+
529
+ return renderContext.depthTexture && renderContext.depthTexture.isArrayTexture === true && camera !== null && camera.isArrayCamera === true;
530
+
531
+ }
532
+
533
+ /**
534
+ * Returns whether the current render context references external textures.
535
+ *
536
+ * External textures can change every frame, so their descriptors must not be cached.
537
+ *
538
+ * @private
539
+ * @param {RenderContext} renderContext - The render context.
540
+ * @return {boolean} Whether the render context uses external textures.
541
+ */
542
+ _hasExternalTexture( renderContext ) {
543
+
544
+ const textures = renderContext.textures;
545
+
546
+ if ( textures === null ) return false;
547
+
548
+ for ( let i = 0; i < textures.length; i ++ ) {
549
+
550
+ if ( this.get( textures[ i ] ).externalTexture === true ) return true;
551
+
552
+ }
553
+
554
+ return false;
555
+
556
+ }
557
+
558
+ /**
559
+ * Returns multisampled color textures for an external render target.
560
+ *
561
+ * @private
562
+ * @param {RenderContext} renderContext - The render context.
563
+ * @param {Object} textureData - The backend data for the external texture.
564
+ * @param {number} count - The number of textures to create.
565
+ * @return {?Array<GPUTexture>} The multisampled textures.
566
+ */
567
+ _getExternalMSAATextures( renderContext, textureData, count ) {
568
+
569
+ const samples = this.utils.getSampleCount( renderContext.sampleCount );
570
+
571
+ if ( samples === 1 ) {
572
+
573
+ if ( textureData.msaaTextures !== undefined ) {
574
+
575
+ for ( const texture of textureData.msaaTextures ) texture.destroy();
576
+
577
+ textureData.msaaTextures = undefined;
578
+
579
+ }
580
+
581
+ return null;
582
+
583
+ }
584
+
585
+ const renderTarget = renderContext.renderTarget;
586
+ const width = renderTarget.width;
587
+ const height = renderTarget.height;
588
+ const format = textureData.format;
589
+
590
+ if ( textureData.msaaTextures === undefined ||
591
+ textureData.msaaTextures.length !== count ||
592
+ textureData.msaaWidth !== width ||
593
+ textureData.msaaHeight !== height ||
594
+ textureData.msaaSamples !== samples ||
595
+ textureData.msaaFormat !== format ) {
596
+
597
+ if ( textureData.msaaTextures !== undefined ) {
598
+
599
+ for ( const texture of textureData.msaaTextures ) texture.destroy();
600
+
601
+ }
602
+
603
+ _textureDescriptor.size.width = width;
604
+ _textureDescriptor.size.height = height;
605
+ _textureDescriptor.sampleCount = samples;
606
+ _textureDescriptor.format = format;
607
+ // Layered rendering can resume after a framebuffer copy,
608
+ // so these attachments must support loading.
609
+ _textureDescriptor.usage = GPUTextureUsage.RENDER_ATTACHMENT;
610
+
611
+ textureData.msaaTextures = [];
612
+
613
+ for ( let i = 0; i < count; i ++ ) {
614
+
615
+ _textureDescriptor.label = renderTarget.texture.name + '-msaa-' + i;
616
+ textureData.msaaTextures.push( this.device.createTexture( _textureDescriptor ) );
617
+
618
+ }
619
+
620
+ _textureDescriptor.reset();
621
+
622
+ textureData.msaaWidth = width;
623
+ textureData.msaaHeight = height;
624
+ textureData.msaaSamples = samples;
625
+ textureData.msaaFormat = format;
626
+
627
+ }
628
+
629
+ return textureData.msaaTextures;
630
+
631
+ }
632
+
633
+ /**
634
+ * Creates attachment views for an external texture render target.
635
+ *
636
+ * @private
637
+ * @param {RenderContext} renderContext - The render context.
638
+ * @param {Object} textureData - The backend data for the texture.
639
+ * @return {Array<Object>} The attachment view descriptors.
640
+ */
641
+ _createExternalTextureViews( renderContext, textureData ) {
642
+
643
+ const textureViews = [];
644
+ const camera = renderContext.camera;
645
+ const viewDescriptors = textureData.xrViewDescriptors;
646
+ const viewCount = Math.max( viewDescriptors?.length || 0, renderContext.activeCubeFace + 1, 1 );
647
+ const msaaTextures = this._getExternalMSAATextures( renderContext, textureData, viewCount );
648
+
649
+ if ( viewDescriptors && camera !== null && camera.isArrayCamera === true ) {
650
+
651
+ for ( let i = 0; i < viewDescriptors.length; i ++ ) {
652
+
653
+ const textureView = textureData.texture.createView( viewDescriptors[ i ] );
654
+
655
+ textureViews.push( {
656
+ view: msaaTextures !== null ? msaaTextures[ i ].createView() : textureView,
657
+ resolveTarget: msaaTextures !== null && renderContext.renderTarget.resolveColorBuffer === true ? textureView : undefined,
658
+ depthSlice: undefined
659
+ } );
660
+
661
+ }
662
+
663
+ } else {
664
+
665
+ const layer = renderContext.activeCubeFace;
666
+ const textureView = textureData.texture.createView( {
667
+ dimension: GPUTextureViewDimension.TwoD,
668
+ baseArrayLayer: layer,
669
+ arrayLayerCount: 1
670
+ } );
671
+
672
+ textureViews.push( {
673
+ view: msaaTextures !== null ? msaaTextures[ layer ].createView() : textureView,
674
+ resolveTarget: msaaTextures !== null && renderContext.renderTarget.resolveColorBuffer === true ? textureView : undefined,
675
+ depthSlice: undefined
676
+ } );
677
+
678
+ }
679
+
680
+ return textureViews;
681
+
682
+ }
683
+
684
+ /**
685
+ * Returns the render pass descriptor for the given render context.
686
+ *
687
+ * @private
688
+ * @param {RenderContext} renderContext - The render context.
689
+ * @param {Object} colorAttachmentsConfig - Configuration object for the color attachments.
690
+ * @return {Object} The render pass descriptor.
691
+ */
692
+ _getRenderPassDescriptor( renderContext, colorAttachmentsConfig = {} ) {
693
+
694
+ const renderTarget = renderContext.renderTarget;
695
+ const renderTargetData = this.get( renderTarget );
696
+ const hasExternalTexture = this._hasExternalTexture( renderContext );
697
+
698
+ let descriptors = renderTargetData.descriptors;
699
+
700
+ if ( descriptors === undefined ||
701
+ renderTargetData.width !== renderTarget.width ||
702
+ renderTargetData.height !== renderTarget.height ||
703
+ renderTargetData.samples !== renderTarget.samples ||
704
+ hasExternalTexture
705
+ ) {
706
+
707
+ descriptors = {};
708
+
709
+ renderTargetData.descriptors = descriptors;
710
+
711
+ }
712
+
713
+ const cacheKey = renderContext.getCacheKey();
714
+ let descriptorBase = descriptors[ cacheKey ];
715
+
716
+ if ( descriptorBase === undefined || hasExternalTexture ) {
717
+
718
+ const textures = renderContext.textures;
719
+ const textureViews = [];
720
+
721
+ let sliceIndex;
722
+
723
+ const isRenderCameraDepthArray = this._isRenderCameraDepthArray( renderContext );
724
+
725
+ for ( let i = 0; i < textures.length; i ++ ) {
726
+
727
+ const textureData = this.get( textures[ i ] );
728
+
729
+ if ( textureData.externalTexture === true ) {
730
+
731
+ textureViews.push( ...this._createExternalTextureViews( renderContext, textureData ) );
732
+ continue;
733
+
734
+ }
735
+
736
+ _viewDescriptor.label = `colorAttachment_${ i }`;
737
+ _viewDescriptor.baseMipLevel = renderContext.activeMipmapLevel;
738
+ _viewDescriptor.mipLevelCount = 1;
739
+ _viewDescriptor.baseArrayLayer = renderContext.activeCubeFace;
740
+ _viewDescriptor.arrayLayerCount = 1;
741
+ _viewDescriptor.dimension = GPUTextureViewDimension.TwoD;
742
+
743
+ if ( renderTarget.isRenderTarget3D ) {
744
+
745
+ sliceIndex = renderContext.activeCubeFace;
746
+
747
+ _viewDescriptor.baseArrayLayer = 0;
748
+ _viewDescriptor.dimension = GPUTextureViewDimension.ThreeD;
749
+
750
+ } else if ( renderTarget.isRenderTarget && textures[ i ].image.depth > 1 ) {
751
+
752
+ if ( isRenderCameraDepthArray === true ) {
753
+
754
+ const cameras = renderContext.camera.cameras;
755
+ for ( let layer = 0; layer < cameras.length; layer ++ ) {
756
+
757
+ _viewDescriptor.baseArrayLayer = layer;
758
+ _viewDescriptor.arrayLayerCount = 1;
759
+ _viewDescriptor.dimension = GPUTextureViewDimension.TwoD;
760
+
761
+ const textureView = textureData.texture.createView( _viewDescriptor );
762
+ const msaaTexture = textureData.msaaTextures?.[ layer ];
763
+ textureViews.push( {
764
+ view: msaaTexture !== undefined ? msaaTexture.createView() : textureView,
765
+ resolveTarget: msaaTexture !== undefined && renderTarget.resolveColorBuffer === true ? textureView : undefined,
766
+ depthSlice: undefined
767
+ } );
768
+
769
+ }
770
+
771
+ } else {
772
+
773
+ _viewDescriptor.dimension = GPUTextureViewDimension.TwoDArray;
774
+
775
+ }
776
+
777
+ }
778
+
779
+ if ( isRenderCameraDepthArray !== true ) {
780
+
781
+ const textureView = textureData.texture.createView( _viewDescriptor );
782
+
783
+ let view, resolveTarget;
784
+
785
+ if ( textureData.msaaTexture !== undefined ) {
786
+
787
+ view = textureData.msaaTexture.createView();
788
+ resolveTarget = renderTarget.resolveColorBuffer === true ? textureView : undefined;
789
+
790
+ } else if ( textureData.msaaTextures !== undefined ) {
791
+
792
+ view = textureData.msaaTextures[ renderContext.activeCubeFace ].createView();
793
+ resolveTarget = renderTarget.resolveColorBuffer === true ? textureView : undefined;
794
+
795
+ } else {
796
+
797
+ view = textureView;
798
+ resolveTarget = undefined;
799
+
800
+ }
801
+
802
+ textureViews.push( {
803
+ view,
804
+ resolveTarget,
805
+ depthSlice: sliceIndex
806
+ } );
807
+
808
+ }
809
+
810
+ _viewDescriptor.reset();
811
+
812
+ }
813
+
814
+ const colorAttachments = [];
815
+
816
+ for ( let i = 0; i < textureViews.length; i ++ ) {
817
+
818
+ const viewInfo = textureViews[ i ];
819
+ const attachment = new GPURenderPassColorAttachment();
820
+ attachment.view = viewInfo.view;
821
+ attachment.depthSlice = viewInfo.depthSlice;
822
+ attachment.resolveTarget = viewInfo.resolveTarget;
823
+ colorAttachments.push( attachment );
824
+
825
+ }
826
+
827
+ descriptorBase = {
828
+ textureViews,
829
+ colorAttachments,
830
+ descriptor: new GPURenderPassDescriptor()
831
+ };
832
+
833
+ if ( renderContext.depth ) {
834
+
835
+ const depthTextureData = this.get( renderContext.depthTexture );
836
+
837
+ if ( renderContext.depthTexture.isArrayTexture || renderContext.depthTexture.isCubeTexture ) {
838
+
839
+ _viewDescriptor.dimension = GPUTextureViewDimension.TwoD;
840
+ _viewDescriptor.arrayLayerCount = 1;
841
+ _viewDescriptor.baseArrayLayer = renderContext.activeCubeFace;
842
+
843
+ }
844
+
845
+ const depthStencilAttachment = new GPURenderPassDepthStencilAttachment();
846
+ const msaaDepthTexture = depthTextureData.msaaTextures?.[ renderContext.activeCubeFace ];
847
+ depthStencilAttachment.view = msaaDepthTexture !== undefined ? msaaDepthTexture.createView() : depthTextureData.texture.createView( _viewDescriptor );
848
+ descriptorBase.depthStencilAttachment = depthStencilAttachment;
849
+
850
+ _viewDescriptor.reset();
851
+
852
+ }
853
+
854
+ descriptors[ cacheKey ] = descriptorBase;
855
+
856
+ renderTargetData.width = renderTarget.width;
857
+ renderTargetData.height = renderTarget.height;
858
+ renderTargetData.samples = renderTarget.samples;
859
+ renderTargetData.activeMipmapLevel = renderContext.activeMipmapLevel;
860
+ renderTargetData.activeCubeFace = renderContext.activeCubeFace;
861
+
862
+ }
863
+
864
+ const descriptor = descriptorBase.descriptor;
865
+
866
+ descriptor.reset();
867
+
868
+ // Apply dynamic properties to cached attachments
869
+ for ( let i = 0; i < descriptorBase.colorAttachments.length; i ++ ) {
870
+
871
+ const attachment = descriptorBase.colorAttachments[ i ];
872
+
873
+ let clearValue = { r: 0, g: 0, b: 0, a: 1 };
874
+ if ( i === 0 && colorAttachmentsConfig.clearValue ) {
875
+
876
+ clearValue = colorAttachmentsConfig.clearValue;
877
+
878
+ }
879
+
880
+ attachment.loadOp = colorAttachmentsConfig.loadOp || GPULoadOp.Load;
881
+ attachment.storeOp = colorAttachmentsConfig.storeOp || GPUStoreOp.Store;
882
+ attachment.clearValue = clearValue;
883
+
884
+ descriptor.colorAttachments.push( attachment );
885
+
886
+ }
887
+
888
+ if ( descriptorBase.depthStencilAttachment ) {
889
+
890
+ descriptor.depthStencilAttachment = descriptorBase.depthStencilAttachment;
891
+
892
+ }
893
+
894
+ return descriptor;
895
+
896
+ }
897
+
898
+ /**
899
+ * This method is executed at the beginning of a render call and prepares
900
+ * the WebGPU state for upcoming render calls
901
+ *
902
+ * @param {RenderContext} renderContext - The render context.
903
+ */
904
+ beginRender( renderContext ) {
905
+
906
+ const renderContextData = this.get( renderContext );
907
+
908
+ //
909
+
910
+ const device = this.device;
911
+ const occlusionQueryCount = renderContext.occlusionQueryCount;
912
+
913
+ let occlusionQuerySet;
914
+
915
+ if ( occlusionQueryCount > 0 ) {
916
+
917
+ if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
918
+ if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();
919
+
920
+ // Get a reference to the array of objects with queries. The renderContextData property
921
+ // can be changed by another render pass before the buffer.mapAsyc() completes.
922
+ renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
923
+ renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
924
+ renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
925
+
926
+ //
927
+
928
+ _querySetDescriptor.label = `occlusionQuerySet_${ renderContext.id }`;
929
+ _querySetDescriptor.type = 'occlusion';
930
+ _querySetDescriptor.count = occlusionQueryCount;
931
+
932
+ occlusionQuerySet = device.createQuerySet( _querySetDescriptor );
933
+
934
+ _querySetDescriptor.reset();
935
+
936
+ renderContextData.occlusionQuerySet = occlusionQuerySet;
937
+ renderContextData.occlusionQueryIndex = 0;
938
+ renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
939
+
940
+ renderContextData.lastOcclusionObject = null;
941
+
942
+ } else if ( renderContextData.lastOcclusionObject !== undefined ) {
943
+
944
+ // invalidate if there is a stale query
945
+
946
+ renderContextData.lastOcclusionObject = undefined;
947
+
948
+ renderContextData.occlusionQuerySet.destroy();
949
+ renderContextData.occlusionQuerySet = undefined;
950
+
951
+ }
952
+
953
+ let descriptor;
954
+
955
+ if ( renderContext.textures === null ) {
956
+
957
+ descriptor = this._getDefaultRenderPassDescriptor();
958
+
959
+ } else {
960
+
961
+ descriptor = this._getRenderPassDescriptor( renderContext, { loadOp: GPULoadOp.Load } );
962
+
963
+ }
964
+
965
+ this.initTimestampQuery( TimestampQuery.RENDER, this.getTimestampUID( renderContext ), descriptor );
966
+
967
+ descriptor.occlusionQuerySet = occlusionQuerySet;
968
+
969
+ const depthStencilAttachment = descriptor.depthStencilAttachment;
970
+ const renderTarget = renderContext.renderTarget;
971
+ const discardColor = renderContext.sampleCount > 1 && renderTarget?.storeMultisampledColorBuffer === false;
972
+ const discardDepth = renderContext.sampleCount > 1 && renderTarget?.storeMultisampledDepthBuffer === false;
973
+ const discardStencil = renderContext.sampleCount > 1 && renderTarget?.storeMultisampledStencilBuffer === false;
974
+
975
+ // A fullscreen pass overwrites the external texture, so its previous contents do not need to be loaded.
976
+ const clearExternalColor = renderContext.fullscreenPass === true && this._hasExternalTexture( renderContext );
977
+
978
+ if ( renderContext.textures !== null ) {
979
+
980
+ const colorAttachments = descriptor.colorAttachments;
981
+
982
+ for ( let i = 0; i < colorAttachments.length; i ++ ) {
983
+
984
+ const colorAttachment = colorAttachments[ i ];
985
+
986
+ if ( renderContext.clearColor || discardColor || clearExternalColor ) {
987
+
988
+ const clearColor = renderContext.mrt ? renderContext.mrt.getClearColor( renderContext.textures[ i ].name ) : null;
989
+
990
+ if ( clearColor !== null ) {
991
+
992
+ colorAttachment.clearValue = clearColor;
993
+
994
+ } else if ( i === 0 ) {
995
+
996
+ colorAttachment.clearValue = renderContext.clearColorValue;
997
+
998
+ } else {
999
+
1000
+ _clearValue.r = 0;
1001
+ _clearValue.g = 0;
1002
+ _clearValue.b = 0;
1003
+ _clearValue.a = 1;
1004
+
1005
+ colorAttachment.clearValue = _clearValue;
1006
+
1007
+ }
1008
+
1009
+ colorAttachment.loadOp = GPULoadOp.Clear;
1010
+
1011
+ } else {
1012
+
1013
+ colorAttachment.loadOp = GPULoadOp.Load;
1014
+
1015
+ }
1016
+
1017
+ if ( discardColor ) {
1018
+
1019
+ colorAttachment.storeOp = GPUStoreOp.Discard;
1020
+
1021
+ } else {
1022
+
1023
+ colorAttachment.storeOp = GPUStoreOp.Store;
1024
+
1025
+ }
1026
+
1027
+ }
1028
+
1029
+ } else {
1030
+
1031
+ const colorAttachment = descriptor.colorAttachments[ 0 ];
1032
+
1033
+ if ( renderContext.clearColor ) {
1034
+
1035
+ colorAttachment.clearValue = renderContext.clearColorValue;
1036
+ colorAttachment.loadOp = GPULoadOp.Clear;
1037
+
1038
+ } else {
1039
+
1040
+ colorAttachment.loadOp = GPULoadOp.Load;
1041
+
1042
+ }
1043
+
1044
+ colorAttachment.storeOp = GPUStoreOp.Store;
1045
+
1046
+ }
1047
+
1048
+ //
1049
+
1050
+ if ( renderContext.depth ) {
1051
+
1052
+ if ( renderContext.clearDepth || discardDepth ) {
1053
+
1054
+ depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
1055
+ depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
1056
+
1057
+ } else {
1058
+
1059
+ depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
1060
+
1061
+ }
1062
+
1063
+ if ( discardDepth ) {
1064
+
1065
+ depthStencilAttachment.depthStoreOp = GPUStoreOp.Discard;
1066
+
1067
+ } else {
1068
+
1069
+ depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
1070
+
1071
+ }
1072
+
1073
+ }
1074
+
1075
+ if ( renderContext.stencil ) {
1076
+
1077
+ if ( renderContext.clearStencil || discardStencil ) {
1078
+
1079
+ depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
1080
+ depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
1081
+
1082
+ } else {
1083
+
1084
+ depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
1085
+
1086
+ }
1087
+
1088
+ if ( discardStencil ) {
1089
+
1090
+ depthStencilAttachment.stencilStoreOp = GPUStoreOp.Discard;
1091
+
1092
+ } else {
1093
+
1094
+ depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
1095
+
1096
+ }
1097
+
1098
+ }
1099
+
1100
+ //
1101
+
1102
+ _commandEncoderDescriptor.label = 'renderContext_' + renderContext.id;
1103
+ const encoder = device.createCommandEncoder( _commandEncoderDescriptor );
1104
+ _commandEncoderDescriptor.reset();
1105
+
1106
+ // Layered render targets: prepare bundle encoders for each camera in the array camera.
1107
+
1108
+ if ( this._isRenderCameraDepthArray( renderContext ) === true ) {
1109
+
1110
+ const cameras = renderContext.camera.cameras;
1111
+
1112
+ if ( ! renderContextData.layerDescriptors || renderContextData.layerDescriptors.length !== cameras.length ) {
1113
+
1114
+ this._createArrayCameraLayerDescriptors( renderContext, renderContextData, descriptor, cameras );
1115
+
1116
+ } else {
1117
+
1118
+ this._updateArrayCameraLayerDescriptors( renderContext, renderContextData, descriptor, cameras );
1119
+
1120
+ }
1121
+
1122
+ this._createArrayCameraBundleEncoders( renderContext, renderContextData );
1123
+ renderContextData.arrayCameraRenderStages = [];
1124
+
1125
+ // We'll complete the bundles in finishRender
1126
+ renderContextData.currentPass = null;
1127
+
1128
+ } else {
1129
+
1130
+ renderContextData.bundleEncoders = undefined;
1131
+ renderContextData.bundleSets = undefined;
1132
+ renderContextData.arrayCameraRenderStages = undefined;
1133
+
1134
+ const currentPass = encoder.beginRenderPass( descriptor );
1135
+ renderContextData.currentPass = currentPass;
1136
+
1137
+ if ( renderContext.viewport ) {
1138
+
1139
+ this.updateViewport( renderContext );
1140
+
1141
+ }
1142
+
1143
+ if ( renderContext.scissor ) {
1144
+
1145
+ this.updateScissor( renderContext );
1146
+
1147
+ }
1148
+
1149
+ }
1150
+
1151
+ //
1152
+
1153
+ renderContextData.descriptor = descriptor;
1154
+ renderContextData.encoder = encoder;
1155
+ renderContextData.renderBundles = [];
1156
+
1157
+ this._resetRenderContextData( renderContextData );
1158
+
1159
+ }
1160
+
1161
+ /**
1162
+ * Resets the state cache of the given render context data.
1163
+ *
1164
+ * A new render pass encoder starts with a blend constant and a stencil reference
1165
+ * of zero so the cached values must be reset as well.
1166
+ *
1167
+ * @private
1168
+ * @param {Object} renderContextData - The render context data.
1169
+ */
1170
+ _resetRenderContextData( renderContextData ) {
1171
+
1172
+ renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
1173
+
1174
+ if ( renderContextData.currentBlendColor === undefined ) renderContextData.currentBlendColor = new Color();
1175
+
1176
+ renderContextData.currentBlendColor.setRGB( 0, 0, 0 );
1177
+ renderContextData.currentBlendAlpha = 0;
1178
+ renderContextData.currentStencilRef = 0;
1179
+
1180
+ }
1181
+
1182
+ /**
1183
+ * Creates a render bundle encoder and state cache for each camera layer.
1184
+ *
1185
+ * @param {RenderContext} renderContext - The render context.
1186
+ * @param {Object} renderContextData - The render context data.
1187
+ * @private
1188
+ */
1189
+ _createArrayCameraBundleEncoders( renderContext, renderContextData ) {
1190
+
1191
+ const cameras = renderContext.camera.cameras;
1192
+
1193
+ renderContextData.bundleEncoders = [];
1194
+ renderContextData.bundleSets = [];
1195
+
1196
+ for ( let i = 0; i < cameras.length; i ++ ) {
1197
+
1198
+ const bundleEncoder = this.pipelineUtils.createBundleEncoder(
1199
+ renderContext,
1200
+ 'renderBundleArrayCamera_' + i
1201
+ );
1202
+
1203
+ const bundleSets = {
1204
+ attributes: {},
1205
+ bindingGroups: [],
1206
+ pipeline: null,
1207
+ index: null
1208
+ };
1209
+
1210
+ renderContextData.bundleEncoders.push( bundleEncoder );
1211
+ renderContextData.bundleSets.push( bundleSets );
1212
+
1213
+ }
1214
+
1215
+ }
1216
+
1217
+ /**
1218
+ * Finishes the render bundle encoders for all camera layers.
1219
+ *
1220
+ * @param {Object} renderContextData - The render context data.
1221
+ * @return {Array<GPURenderBundle>} The completed render bundles.
1222
+ * @private
1223
+ */
1224
+ _finishArrayCameraBundleEncoders( renderContextData ) {
1225
+
1226
+ const bundles = [];
1227
+
1228
+ for ( const bundleEncoder of renderContextData.bundleEncoders ) {
1229
+
1230
+ bundles.push( bundleEncoder.finish() );
1231
+
1232
+ }
1233
+
1234
+ return bundles;
1235
+
1236
+ }
1237
+
1238
+ /**
1239
+ * Creates render pass descriptors for each camera in an array camera.
1240
+ *
1241
+ * @param {RenderContext} renderContext - The render context.
1242
+ * @param {Object} renderContextData - The render context data.
1243
+ * @param {Object} descriptor - The render pass descriptor.
1244
+ * @param {ArrayCamera} cameras - The array camera.
1245
+ *
1246
+ * @private
1247
+ */
1248
+ _createArrayCameraLayerDescriptors( renderContext, renderContextData, descriptor, cameras ) {
1249
+
1250
+ const depthStencilAttachment = descriptor.depthStencilAttachment;
1251
+ renderContextData.layerDescriptors = [];
1252
+
1253
+ const depthTextureData = this.get( renderContext.depthTexture );
1254
+ if ( ! depthTextureData.viewCache ) {
1255
+
1256
+ depthTextureData.viewCache = [];
1257
+
1258
+ }
1259
+
1260
+ for ( let i = 0; i < cameras.length; i ++ ) {
1261
+
1262
+ const sourceAttachment = descriptor.colorAttachments[ 0 ];
1263
+ const layerAttachment = descriptor.colorAttachments[ i ];
1264
+
1265
+ const layerColorAttachment = new GPURenderPassColorAttachment();
1266
+ layerColorAttachment.view = layerAttachment.view;
1267
+ layerColorAttachment.depthSlice = layerAttachment.depthSlice;
1268
+ layerColorAttachment.resolveTarget = layerAttachment.resolveTarget;
1269
+ layerColorAttachment.loadOp = sourceAttachment.loadOp;
1270
+ layerColorAttachment.storeOp = sourceAttachment.storeOp;
1271
+ layerColorAttachment.clearValue = sourceAttachment.clearValue;
1272
+
1273
+ const layerDescriptor = new GPURenderPassDescriptor();
1274
+ layerDescriptor.label = descriptor.label;
1275
+ layerDescriptor.occlusionQuerySet = descriptor.occlusionQuerySet;
1276
+ layerDescriptor.timestampWrites = descriptor.timestampWrites;
1277
+ layerDescriptor.colorAttachments.push( layerColorAttachment );
1278
+
1279
+ if ( descriptor.depthStencilAttachment ) {
1280
+
1281
+ const layerIndex = i;
1282
+
1283
+ if ( ! depthTextureData.viewCache[ layerIndex ] ) {
1284
+
1285
+ const msaaTexture = depthTextureData.msaaTextures?.[ layerIndex ];
1286
+
1287
+ if ( msaaTexture !== undefined ) {
1288
+
1289
+ depthTextureData.viewCache[ layerIndex ] = msaaTexture.createView();
1290
+
1291
+ } else {
1292
+
1293
+ _viewDescriptor.dimension = GPUTextureViewDimension.TwoD;
1294
+ _viewDescriptor.baseArrayLayer = i;
1295
+ _viewDescriptor.arrayLayerCount = 1;
1296
+
1297
+ depthTextureData.viewCache[ layerIndex ] = depthTextureData.texture.createView( _viewDescriptor );
1298
+
1299
+ }
1300
+
1301
+ _viewDescriptor.reset();
1302
+
1303
+ }
1304
+
1305
+ const layerDepthStencilAttachment = new GPURenderPassDepthStencilAttachment();
1306
+ layerDepthStencilAttachment.view = depthTextureData.viewCache[ layerIndex ];
1307
+ layerDepthStencilAttachment.depthLoadOp = depthStencilAttachment.depthLoadOp || GPULoadOp.Clear;
1308
+ layerDepthStencilAttachment.depthStoreOp = depthStencilAttachment.depthStoreOp || GPUStoreOp.Store;
1309
+ layerDepthStencilAttachment.depthClearValue = depthStencilAttachment.depthClearValue || 1.0;
1310
+
1311
+ if ( renderContext.stencil ) {
1312
+
1313
+ layerDepthStencilAttachment.stencilLoadOp = depthStencilAttachment.stencilLoadOp;
1314
+ layerDepthStencilAttachment.stencilStoreOp = depthStencilAttachment.stencilStoreOp;
1315
+ layerDepthStencilAttachment.stencilClearValue = depthStencilAttachment.stencilClearValue;
1316
+
1317
+ }
1318
+
1319
+ layerDescriptor.depthStencilAttachment = layerDepthStencilAttachment;
1320
+
1321
+ } else {
1322
+
1323
+ const layerDepthStencilAttachment = new GPURenderPassDepthStencilAttachment();
1324
+ layerDepthStencilAttachment.view = depthStencilAttachment.view;
1325
+ layerDepthStencilAttachment.depthLoadOp = depthStencilAttachment.depthLoadOp;
1326
+ layerDepthStencilAttachment.depthStoreOp = depthStencilAttachment.depthStoreOp;
1327
+ layerDepthStencilAttachment.depthClearValue = depthStencilAttachment.depthClearValue;
1328
+ layerDepthStencilAttachment.depthReadOnly = depthStencilAttachment.depthReadOnly;
1329
+ layerDepthStencilAttachment.stencilLoadOp = depthStencilAttachment.stencilLoadOp;
1330
+ layerDepthStencilAttachment.stencilStoreOp = depthStencilAttachment.stencilStoreOp;
1331
+ layerDepthStencilAttachment.stencilClearValue = depthStencilAttachment.stencilClearValue;
1332
+ layerDepthStencilAttachment.stencilReadOnly = depthStencilAttachment.stencilReadOnly;
1333
+ layerDescriptor.depthStencilAttachment = layerDepthStencilAttachment;
1334
+
1335
+ }
1336
+
1337
+ renderContextData.layerDescriptors.push( layerDescriptor );
1338
+
1339
+ }
1340
+
1341
+ }
1342
+
1343
+ /**
1344
+ * Updates render pass descriptors for each camera in an array camera.
1345
+ *
1346
+ * @param {RenderContext} renderContext - The render context.
1347
+ * @param {Object} renderContextData - The render context data.
1348
+ * @param {Object} descriptor - The render pass descriptor.
1349
+ * @param {ArrayCamera} cameras - The array camera.
1350
+ *
1351
+ */
1352
+ _updateArrayCameraLayerDescriptors( renderContext, renderContextData, descriptor, cameras ) {
1353
+
1354
+ const renderTarget = renderContext.renderTarget;
1355
+ const discardDepth = renderContext.sampleCount > 1 && renderTarget?.storeMultisampledDepthBuffer === false;
1356
+ const discardStencil = renderContext.sampleCount > 1 && renderTarget?.storeMultisampledStencilBuffer === false;
1357
+
1358
+ for ( let i = 0; i < cameras.length; i ++ ) {
1359
+
1360
+ const layerDescriptor = renderContextData.layerDescriptors[ i ];
1361
+ const sourceColorAttachment = descriptor.colorAttachments[ 0 ];
1362
+ const layerColorAttachment = descriptor.colorAttachments[ i ];
1363
+ const colorAttachment = layerDescriptor.colorAttachments[ 0 ];
1364
+
1365
+ colorAttachment.view = layerColorAttachment.view;
1366
+ colorAttachment.resolveTarget = layerColorAttachment.resolveTarget;
1367
+ colorAttachment.depthSlice = layerColorAttachment.depthSlice;
1368
+ colorAttachment.loadOp = sourceColorAttachment.loadOp;
1369
+ colorAttachment.storeOp = sourceColorAttachment.storeOp;
1370
+ colorAttachment.clearValue = sourceColorAttachment.clearValue;
1371
+
1372
+ if ( layerDescriptor.depthStencilAttachment ) {
1373
+
1374
+ const depthAttachment = layerDescriptor.depthStencilAttachment;
1375
+
1376
+ if ( renderContext.depth ) {
1377
+
1378
+ if ( renderContext.clearDepth || discardDepth ) {
1379
+
1380
+ depthAttachment.depthClearValue = renderContext.clearDepthValue;
1381
+ depthAttachment.depthLoadOp = GPULoadOp.Clear;
1382
+
1383
+ } else {
1384
+
1385
+ depthAttachment.depthLoadOp = GPULoadOp.Load;
1386
+
1387
+ }
1388
+
1389
+ }
1390
+
1391
+ if ( renderContext.stencil ) {
1392
+
1393
+ if ( renderContext.clearStencil || discardStencil ) {
1394
+
1395
+ depthAttachment.stencilClearValue = renderContext.clearStencilValue;
1396
+ depthAttachment.stencilLoadOp = GPULoadOp.Clear;
1397
+
1398
+ } else {
1399
+
1400
+ depthAttachment.stencilLoadOp = GPULoadOp.Load;
1401
+
1402
+ }
1403
+
1404
+ }
1405
+
1406
+ }
1407
+
1408
+ }
1409
+
1410
+ }
1411
+
1412
+ /**
1413
+ * This method is executed at the end of a render call and finalizes work
1414
+ * after draw calls.
1415
+ *
1416
+ * @param {RenderContext} renderContext - The render context.
1417
+ */
1418
+ finishRender( renderContext ) {
1419
+
1420
+ const renderContextData = this.get( renderContext );
1421
+ const occlusionQueryCount = renderContext.occlusionQueryCount;
1422
+
1423
+ if ( renderContextData.renderBundles.length > 0 ) {
1424
+
1425
+ renderContextData.currentPass.executeBundles( renderContextData.renderBundles );
1426
+
1427
+ }
1428
+
1429
+ const lastOcclusionObject = renderContextData.lastOcclusionObject;
1430
+
1431
+ if ( lastOcclusionObject && lastOcclusionObject.occlusionTest === true ) {
1432
+
1433
+ renderContextData.currentPass.endOcclusionQuery();
1434
+
1435
+ }
1436
+
1437
+ // Layered render targets: execute the bundle for each layer.
1438
+
1439
+ const encoder = renderContextData.encoder;
1440
+
1441
+ if ( this._isRenderCameraDepthArray( renderContext ) === true ) {
1442
+
1443
+ const bundles = this._finishArrayCameraBundleEncoders( renderContextData );
1444
+ const renderStages = renderContextData.arrayCameraRenderStages;
1445
+ renderStages.push( { bundles } );
1446
+
1447
+ // A viewport texture is 2D, so each layer must be captured immediately before that layer samples it.
1448
+ for ( let i = 0; i < renderContextData.layerDescriptors.length; i ++ ) {
1449
+
1450
+ const layerDescriptor = renderContextData.layerDescriptors[ i ];
1451
+ const colorLoadOps = layerDescriptor.colorAttachments.map( attachment => attachment.loadOp );
1452
+ const colorStoreOps = layerDescriptor.colorAttachments.map( attachment => attachment.storeOp );
1453
+ const depthLoadOp = layerDescriptor.depthStencilAttachment?.depthLoadOp;
1454
+ const depthStoreOp = layerDescriptor.depthStencilAttachment?.depthStoreOp;
1455
+ const stencilLoadOp = layerDescriptor.depthStencilAttachment?.stencilLoadOp;
1456
+ const stencilStoreOp = layerDescriptor.depthStencilAttachment?.stencilStoreOp;
1457
+
1458
+ for ( let stageIndex = 0; stageIndex < renderStages.length; stageIndex ++ ) {
1459
+
1460
+ const renderStage = renderStages[ stageIndex ];
1461
+ const bundle = renderStage.bundles[ i ];
1462
+ const isLastStage = stageIndex === renderStages.length - 1;
1463
+
1464
+ for ( let j = 0; j < layerDescriptor.colorAttachments.length; j ++ ) {
1465
+
1466
+ const attachment = layerDescriptor.colorAttachments[ j ];
1467
+ attachment.loadOp = stageIndex === 0 ? colorLoadOps[ j ] : GPULoadOp.Load;
1468
+ attachment.storeOp = isLastStage ? colorStoreOps[ j ] : GPUStoreOp.Store;
1469
+
1470
+ }
1471
+
1472
+ if ( renderContext.depth ) {
1473
+
1474
+ layerDescriptor.depthStencilAttachment.depthLoadOp = stageIndex === 0 ? depthLoadOp : GPULoadOp.Load;
1475
+ layerDescriptor.depthStencilAttachment.depthStoreOp = isLastStage ? depthStoreOp : GPUStoreOp.Store;
1476
+
1477
+ }
1478
+
1479
+ if ( renderContext.stencil ) {
1480
+
1481
+ layerDescriptor.depthStencilAttachment.stencilLoadOp = stageIndex === 0 ? stencilLoadOp : GPULoadOp.Load;
1482
+ layerDescriptor.depthStencilAttachment.stencilStoreOp = isLastStage ? stencilStoreOp : GPUStoreOp.Store;
1483
+
1484
+ }
1485
+
1486
+ const renderPass = encoder.beginRenderPass( layerDescriptor );
1487
+
1488
+ if ( renderContext.viewport ) {
1489
+
1490
+ const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
1491
+ renderPass.setViewport( x, y, width, height, minDepth, maxDepth );
1492
+
1493
+ }
1494
+
1495
+ if ( renderContext.scissor ) {
1496
+
1497
+ const { x, y, width, height } = renderContext.scissorValue;
1498
+ renderPass.setScissorRect( x, y, width, height );
1499
+
1500
+ }
1501
+
1502
+ renderPass.executeBundles( [ bundle ] );
1503
+
1504
+ renderPass.end();
1505
+
1506
+ if ( renderStage.framebufferCopy !== undefined ) {
1507
+
1508
+ const { texture, sourceGPU, destinationGPU, rectangle, generateMipmaps } = renderStage.framebufferCopy;
1509
+
1510
+ this._copyFramebufferToTexture( encoder, texture, sourceGPU, destinationGPU, rectangle, i, generateMipmaps );
1511
+
1512
+ }
1513
+
1514
+ }
1515
+
1516
+ for ( let j = 0; j < layerDescriptor.colorAttachments.length; j ++ ) {
1517
+
1518
+ layerDescriptor.colorAttachments[ j ].loadOp = colorLoadOps[ j ];
1519
+ layerDescriptor.colorAttachments[ j ].storeOp = colorStoreOps[ j ];
1520
+
1521
+ }
1522
+
1523
+ if ( renderContext.depth ) {
1524
+
1525
+ layerDescriptor.depthStencilAttachment.depthLoadOp = depthLoadOp;
1526
+ layerDescriptor.depthStencilAttachment.depthStoreOp = depthStoreOp;
1527
+
1528
+ }
1529
+
1530
+ if ( renderContext.stencil ) {
1531
+
1532
+ layerDescriptor.depthStencilAttachment.stencilLoadOp = stencilLoadOp;
1533
+ layerDescriptor.depthStencilAttachment.stencilStoreOp = stencilStoreOp;
1534
+
1535
+ }
1536
+
1537
+ }
1538
+
1539
+ } else if ( renderContextData.currentPass ) {
1540
+
1541
+ renderContextData.currentPass.end();
1542
+
1543
+ }
1544
+
1545
+ if ( occlusionQueryCount > 0 ) {
1546
+
1547
+ const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results
1548
+
1549
+ //
1550
+
1551
+ let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );
1552
+
1553
+ if ( queryResolveBuffer === undefined ) {
1554
+
1555
+ _bufferDescriptor.size = bufferSize;
1556
+ _bufferDescriptor.usage = GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC;
1557
+
1558
+ queryResolveBuffer = this.device.createBuffer( _bufferDescriptor );
1559
+
1560
+ _bufferDescriptor.reset();
1561
+
1562
+ this.occludedResolveCache.set( bufferSize, queryResolveBuffer );
1563
+
1564
+ }
1565
+
1566
+ //
1567
+
1568
+ _bufferDescriptor.size = bufferSize;
1569
+ _bufferDescriptor.usage = GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ;
1570
+
1571
+ const readBuffer = this.device.createBuffer( _bufferDescriptor );
1572
+
1573
+ _bufferDescriptor.reset();
1574
+
1575
+ // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
1576
+ renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
1577
+ renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );
1578
+
1579
+ renderContextData.occlusionQueryBuffer = readBuffer;
1580
+
1581
+ //
1582
+
1583
+ this.resolveOccludedAsync( renderContext );
1584
+
1585
+ }
1586
+
1587
+ submit( this.device, renderContextData.encoder.finish() );
1588
+
1589
+
1590
+ //
1591
+
1592
+ if ( renderContext.textures !== null ) {
1593
+
1594
+ const textures = renderContext.textures;
1595
+
1596
+ for ( let i = 0; i < textures.length; i ++ ) {
1597
+
1598
+ const texture = textures[ i ];
1599
+
1600
+ if ( texture.generateMipmaps === true ) {
1601
+
1602
+ this.textureUtils.generateMipmaps( texture );
1603
+
1604
+ }
1605
+
1606
+ }
1607
+
1608
+ }
1609
+
1610
+ }
1611
+
1612
+ /**
1613
+ * Returns `true` if the given 3D object is fully occluded by other
1614
+ * 3D objects in the scene.
1615
+ *
1616
+ * @param {RenderContext} renderContext - The render context.
1617
+ * @param {Object3D} object - The 3D object to test.
1618
+ * @return {boolean} Whether the 3D object is fully occluded or not.
1619
+ */
1620
+ isOccluded( renderContext, object ) {
1621
+
1622
+ const renderContextData = this.get( renderContext );
1623
+
1624
+ return renderContextData.occluded && renderContextData.occluded.has( object );
1625
+
1626
+ }
1627
+
1628
+ /**
1629
+ * This method processes the result of occlusion queries and writes it
1630
+ * into render context data.
1631
+ *
1632
+ * @async
1633
+ * @param {RenderContext} renderContext - The render context.
1634
+ * @return {Promise} A Promise that resolves when the occlusion query results have been processed.
1635
+ */
1636
+ async resolveOccludedAsync( renderContext ) {
1637
+
1638
+ const renderContextData = this.get( renderContext );
1639
+
1640
+ // handle occlusion query results
1641
+
1642
+ const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;
1643
+
1644
+ if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {
1645
+
1646
+ const occluded = new WeakSet();
1647
+
1648
+ renderContextData.currentOcclusionQueryObjects = null;
1649
+ renderContextData.currentOcclusionQueryBuffer = null;
1650
+
1651
+ await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );
1652
+
1653
+ const buffer = currentOcclusionQueryBuffer.getMappedRange();
1654
+ const results = new BigUint64Array( buffer );
1655
+
1656
+ for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {
1657
+
1658
+ const object = currentOcclusionQueryObjects[ i ];
1659
+
1660
+ if ( object !== undefined && results[ i ] === BigInt( 0 ) ) {
1661
+
1662
+ occluded.add( object );
1663
+
1664
+ }
1665
+
1666
+ }
1667
+
1668
+ currentOcclusionQueryBuffer.destroy();
1669
+
1670
+ renderContextData.occluded = occluded;
1671
+
1672
+ }
1673
+
1674
+ }
1675
+
1676
+ /**
1677
+ * Updates the viewport with the values from the given render context.
1678
+ *
1679
+ * @param {RenderContext} renderContext - The render context.
1680
+ */
1681
+ updateViewport( renderContext ) {
1682
+
1683
+ const { currentPass } = this.get( renderContext );
1684
+ const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
1685
+
1686
+ currentPass.setViewport( x, y, width, height, minDepth, maxDepth );
1687
+
1688
+ }
1689
+
1690
+ /**
1691
+ * Updates the scissor with the values from the given render context.
1692
+ *
1693
+ * @param {RenderContext} renderContext - The render context.
1694
+ */
1695
+ updateScissor( renderContext ) {
1696
+
1697
+ const { currentPass } = this.get( renderContext );
1698
+ const { x, y, width, height } = renderContext.scissorValue;
1699
+
1700
+ currentPass.setScissorRect( x, y, width, height );
1701
+
1702
+ }
1703
+
1704
+ /**
1705
+ * Returns the clear color and alpha into a single
1706
+ * color object.
1707
+ *
1708
+ * @return {Color4} The clear color.
1709
+ */
1710
+ getClearColor() {
1711
+
1712
+ const clearColor = super.getClearColor();
1713
+
1714
+ // only premultiply alpha when alphaMode is "premultiplied"
1715
+
1716
+ if ( this.renderer.alpha === true ) {
1717
+
1718
+ clearColor.r *= clearColor.a;
1719
+ clearColor.g *= clearColor.a;
1720
+ clearColor.b *= clearColor.a;
1721
+
1722
+ }
1723
+
1724
+ return clearColor;
1725
+
1726
+ }
1727
+
1728
+ /**
1729
+ * Performs a clear operation.
1730
+ *
1731
+ * @param {boolean} color - Whether the color buffer should be cleared or not.
1732
+ * @param {boolean} depth - Whether the depth buffer should be cleared or not.
1733
+ * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
1734
+ * @param {?RenderContext} [renderTargetContext=null] - The render context of the current set render target.
1735
+ */
1736
+ clear( color, depth, stencil, renderTargetContext = null ) {
1737
+
1738
+ const device = this.device;
1739
+ const renderer = this.renderer;
1740
+
1741
+ let colorAttachments = [];
1742
+ let depthStencilAttachment;
1743
+
1744
+ let supportsDepth;
1745
+ let supportsStencil;
1746
+
1747
+ if ( color ) {
1748
+
1749
+ const clearColor = this.getClearColor();
1750
+
1751
+ _clearValue.r = clearColor.r;
1752
+ _clearValue.g = clearColor.g;
1753
+ _clearValue.b = clearColor.b;
1754
+ _clearValue.a = clearColor.a;
1755
+
1756
+ }
1757
+
1758
+ if ( renderTargetContext === null ) {
1759
+
1760
+ supportsDepth = renderer.depth;
1761
+ supportsStencil = renderer.stencil;
1762
+
1763
+ const descriptor = this._getDefaultRenderPassDescriptor();
1764
+
1765
+ if ( color ) {
1766
+
1767
+ colorAttachments = descriptor.colorAttachments;
1768
+
1769
+ const colorAttachment = colorAttachments[ 0 ];
1770
+
1771
+ colorAttachment.clearValue = _clearValue;
1772
+ colorAttachment.loadOp = GPULoadOp.Clear;
1773
+ colorAttachment.storeOp = GPUStoreOp.Store;
1774
+
1775
+ }
1776
+
1777
+ if ( supportsDepth || supportsStencil ) {
1778
+
1779
+ depthStencilAttachment = descriptor.depthStencilAttachment;
1780
+
1781
+ }
1782
+
1783
+ } else {
1784
+
1785
+ supportsDepth = renderTargetContext.depth;
1786
+ supportsStencil = renderTargetContext.stencil;
1787
+
1788
+ const clearConfig = {
1789
+ loadOp: color ? GPULoadOp.Clear : GPULoadOp.Load,
1790
+ clearValue: color ? _clearValue : undefined
1791
+ };
1792
+
1793
+ if ( supportsDepth ) {
1794
+
1795
+ clearConfig.depthLoadOp = depth ? GPULoadOp.Clear : GPULoadOp.Load;
1796
+ clearConfig.depthClearValue = depth ? renderer.getClearDepth() : undefined;
1797
+ clearConfig.depthStoreOp = GPUStoreOp.Store;
1798
+
1799
+ }
1800
+
1801
+ if ( supportsStencil ) {
1802
+
1803
+ clearConfig.stencilLoadOp = stencil ? GPULoadOp.Clear : GPULoadOp.Load;
1804
+ clearConfig.stencilClearValue = stencil ? renderer.getClearStencil() : undefined;
1805
+ clearConfig.stencilStoreOp = GPUStoreOp.Store;
1806
+
1807
+ }
1808
+
1809
+ const descriptor = this._getRenderPassDescriptor( renderTargetContext, clearConfig );
1810
+
1811
+ colorAttachments = descriptor.colorAttachments;
1812
+ depthStencilAttachment = descriptor.depthStencilAttachment;
1813
+
1814
+ }
1815
+
1816
+ if ( supportsDepth && depthStencilAttachment ) {
1817
+
1818
+ if ( depth ) {
1819
+
1820
+ depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
1821
+ depthStencilAttachment.depthClearValue = renderer.getClearDepth();
1822
+ depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
1823
+
1824
+ } else {
1825
+
1826
+ depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
1827
+ depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
1828
+
1829
+ }
1830
+
1831
+ }
1832
+
1833
+ //
1834
+
1835
+ if ( supportsStencil && depthStencilAttachment ) {
1836
+
1837
+ if ( stencil ) {
1838
+
1839
+ depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
1840
+ depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
1841
+ depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
1842
+
1843
+ } else {
1844
+
1845
+ depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
1846
+ depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
1847
+
1848
+ }
1849
+
1850
+ }
1851
+
1852
+ //
1853
+
1854
+ _commandEncoderDescriptor.label = 'clear';
1855
+ const encoder = device.createCommandEncoder( _commandEncoderDescriptor );
1856
+ _commandEncoderDescriptor.reset();
1857
+
1858
+ const currentPass = encoder.beginRenderPass( {
1859
+ colorAttachments,
1860
+ depthStencilAttachment
1861
+ } );
1862
+
1863
+ currentPass.end();
1864
+
1865
+ submit( device, encoder.finish() );
1866
+
1867
+ }
1868
+
1869
+ // compute
1870
+
1871
+ /**
1872
+ * This method is executed at the beginning of a compute call and
1873
+ * prepares the state for upcoming compute tasks.
1874
+ *
1875
+ * @param {Node|Array<Node>} computeGroup - The compute node(s).
1876
+ */
1877
+ beginCompute( computeGroup ) {
1878
+
1879
+ const groupGPU = this.get( computeGroup );
1880
+
1881
+ //
1882
+
1883
+ const label = 'computeGroup_' + computeGroup.id;
1884
+
1885
+ _computePassDescriptor.label = label;
1886
+ _commandEncoderDescriptor.label = label;
1887
+
1888
+ this.initTimestampQuery( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ), _computePassDescriptor );
1889
+
1890
+ groupGPU.cmdEncoderGPU = this.device.createCommandEncoder( _commandEncoderDescriptor );
1891
+ groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( _computePassDescriptor );
1892
+ groupGPU.currentPipeline = null;
1893
+
1894
+ _commandEncoderDescriptor.reset();
1895
+ _computePassDescriptor.reset();
1896
+
1897
+ }
1898
+
1899
+ /**
1900
+ * Executes a compute command for the given compute node.
1901
+ *
1902
+ * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
1903
+ * @param {Node} computeNode - The compute node.
1904
+ * @param {Array<BindGroup>} bindings - The bindings.
1905
+ * @param {ComputePipeline} pipeline - The compute pipeline.
1906
+ * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
1907
+ * - A single number representing count, or
1908
+ * - An array [x, y, z] representing dispatch size, or
1909
+ * - A IndirectStorageBufferAttribute for indirect dispatch size.
1910
+ */
1911
+ compute( computeGroup, computeNode, bindings, pipeline, dispatchSize = null ) {
1912
+
1913
+ const computeNodeData = this.get( computeNode );
1914
+ const groupGPU = this.get( computeGroup );
1915
+ const { passEncoderGPU } = groupGPU;
1916
+
1917
+ // pipeline
1918
+
1919
+ const pipelineGPU = this.get( pipeline ).pipeline;
1920
+
1921
+ if ( groupGPU.currentPipeline !== pipelineGPU ) {
1922
+
1923
+ passEncoderGPU.setPipeline( pipelineGPU );
1924
+ groupGPU.currentPipeline = pipelineGPU;
1925
+
1926
+ }
1927
+
1928
+ // bind groups
1929
+
1930
+ for ( let i = 0, l = bindings.length; i < l; i ++ ) {
1931
+
1932
+ const bindGroup = bindings[ i ];
1933
+ const bindingsData = this.get( bindGroup );
1934
+
1935
+ passEncoderGPU.setBindGroup( i, bindingsData.group );
1936
+
1937
+ }
1938
+
1939
+ if ( dispatchSize === null ) {
1940
+
1941
+ dispatchSize = computeNode.dispatchSize || computeNode.count;
1942
+
1943
+ }
1944
+
1945
+ // When the dispatchSize is set with a StorageBuffer from the GPU.
1946
+
1947
+ if ( dispatchSize && dispatchSize.isIndirectStorageBufferAttribute ) {
1948
+
1949
+ const dispatchBuffer = this.get( dispatchSize ).buffer;
1950
+
1951
+ passEncoderGPU.dispatchWorkgroupsIndirect( dispatchBuffer, 0 );
1952
+
1953
+ return;
1954
+
1955
+ }
1956
+
1957
+ if ( typeof dispatchSize === 'number' ) {
1958
+
1959
+ // If a single number is given, we calculate the dispatch size based on the workgroup size
1960
+
1961
+ const count = dispatchSize;
1962
+
1963
+ if ( computeNodeData.dispatchSize === undefined || computeNodeData.count !== count ) {
1964
+
1965
+ // cache dispatch size to avoid recalculating it every time
1966
+
1967
+ computeNodeData.dispatchSize = [ 0, 1, 1 ];
1968
+ computeNodeData.count = count;
1969
+
1970
+ const workgroupSize = computeNode.workgroupSize;
1971
+
1972
+ let size = workgroupSize[ 0 ];
1973
+
1974
+ for ( let i = 1; i < workgroupSize.length; i ++ )
1975
+ size *= workgroupSize[ i ];
1976
+
1977
+ const dispatchCount = Math.ceil( count / size );
1978
+
1979
+ //
1980
+
1981
+ const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;
1982
+
1983
+ dispatchSize = [ dispatchCount, 1, 1 ];
1984
+
1985
+ if ( dispatchCount > maxComputeWorkgroupsPerDimension ) {
1986
+
1987
+ dispatchSize[ 0 ] = Math.min( dispatchCount, maxComputeWorkgroupsPerDimension );
1988
+ dispatchSize[ 1 ] = Math.ceil( dispatchCount / maxComputeWorkgroupsPerDimension );
1989
+
1990
+ }
1991
+
1992
+ computeNodeData.dispatchSize = dispatchSize;
1993
+
1994
+ }
1995
+
1996
+ dispatchSize = computeNodeData.dispatchSize;
1997
+
1998
+ }
1999
+
2000
+ //
2001
+
2002
+ passEncoderGPU.dispatchWorkgroups(
2003
+ dispatchSize[ 0 ],
2004
+ dispatchSize[ 1 ] || 1,
2005
+ dispatchSize[ 2 ] || 1
2006
+ );
2007
+
2008
+ }
2009
+
2010
+ /**
2011
+ * This method is executed at the end of a compute call and
2012
+ * finalizes work after compute tasks.
2013
+ *
2014
+ * @param {Node|Array<Node>} computeGroup - The compute node(s).
2015
+ */
2016
+ finishCompute( computeGroup ) {
2017
+
2018
+ const groupData = this.get( computeGroup );
2019
+
2020
+ groupData.passEncoderGPU.end();
2021
+
2022
+ submit( this.device, groupData.cmdEncoderGPU.finish() );
2023
+
2024
+ }
2025
+
2026
+ /**
2027
+ * Internal draw function that performs the draw with the given pass encoder.
2028
+ *
2029
+ * @private
2030
+ * @param {RenderObject} renderObject - The render object.
2031
+ * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
2032
+ * @param {Object} renderContextData - The render context data object, holding current pass state and occlusion query tracking.
2033
+ * @param {GPURenderPipeline} pipelineGPU - The GPU render pipeline.
2034
+ * @param {Array<BindGroup>} bindings - The bind groups.
2035
+ * @param {Array<BufferAttribute>} vertexBuffers - The vertex buffers.
2036
+ * @param {{vertexCount: number, firstVertex: number, instanceCount: number, firstInstance: number}} drawParams - The draw parameters.
2037
+ * @param {GPURenderPassEncoder|GPURenderBundleEncoder} passEncoderGPU - The GPU pass encoder used for recording draw commands.
2038
+ * @param {Object} currentSets - Tracking object for currently set pipeline, attributes, bind groups, and index state.
2039
+ * @param {number} [cameraIndexSlot=-1] - Index of the binding slot holding the camera index bind group.
2040
+ */
2041
+ _draw( renderObject, info, renderContextData, pipelineGPU, bindings, vertexBuffers, drawParams, passEncoderGPU, currentSets, cameraIndexSlot = - 1 ) {
2042
+
2043
+ const { object, material, context } = renderObject;
2044
+
2045
+ const index = renderObject.getIndex();
2046
+ const hasIndex = ( index !== null );
2047
+
2048
+ // pipeline
2049
+
2050
+ if ( currentSets.pipeline !== pipelineGPU ) {
2051
+
2052
+ passEncoderGPU.setPipeline( pipelineGPU );
2053
+ currentSets.pipeline = pipelineGPU;
2054
+
2055
+ }
2056
+
2057
+ // bind groups
2058
+
2059
+ const currentBindingGroups = currentSets.bindingGroups;
2060
+
2061
+ for ( let i = 0, l = bindings.length; i < l; i ++ ) {
2062
+
2063
+ // the camera index slot is bound per sub-camera in draw()
2064
+
2065
+ if ( i === cameraIndexSlot ) continue;
2066
+
2067
+ // compare native bind groups
2068
+
2069
+ const bindGroup = bindings[ i ];
2070
+ const bindGroupGPU = this.get( bindGroup ).group;
2071
+
2072
+ if ( currentBindingGroups[ i ] !== bindGroupGPU ) {
2073
+
2074
+ passEncoderGPU.setBindGroup( i, bindGroupGPU );
2075
+ currentBindingGroups[ i ] = bindGroupGPU;
2076
+
2077
+ }
2078
+
2079
+ }
2080
+
2081
+ // attributes
2082
+
2083
+ // index
2084
+
2085
+ if ( hasIndex === true ) {
2086
+
2087
+ if ( currentSets.index !== index ) {
2088
+
2089
+ const buffer = this.get( index ).buffer;
2090
+ const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
2091
+
2092
+ passEncoderGPU.setIndexBuffer( buffer, indexFormat );
2093
+
2094
+ currentSets.index = index;
2095
+
2096
+ }
2097
+
2098
+ }
2099
+
2100
+ for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {
2101
+
2102
+ const vertexBuffer = vertexBuffers[ i ];
2103
+
2104
+ if ( currentSets.attributes[ i ] !== vertexBuffer ) {
2105
+
2106
+ const buffer = this.get( vertexBuffer ).buffer;
2107
+ passEncoderGPU.setVertexBuffer( i, buffer );
2108
+
2109
+ currentSets.attributes[ i ] = vertexBuffer;
2110
+
2111
+ }
2112
+
2113
+ }
2114
+ // stencil
2115
+
2116
+ if ( context.stencil === true && material.stencilWrite === true && renderContextData.currentStencilRef !== material.stencilRef ) {
2117
+
2118
+ passEncoderGPU.setStencilReference( material.stencilRef );
2119
+ renderContextData.currentStencilRef = material.stencilRef;
2120
+
2121
+ }
2122
+
2123
+ // blend constant
2124
+
2125
+ if ( material.blending === CustomBlending && passEncoderGPU.setBlendConstant !== undefined ) {
2126
+
2127
+ const blendColor = material.blendColor;
2128
+ const blendAlpha = material.blendAlpha;
2129
+
2130
+ if ( blendColor.equals( renderContextData.currentBlendColor ) === false || blendAlpha !== renderContextData.currentBlendAlpha ) {
2131
+
2132
+ _blendConstant.r = blendColor.r;
2133
+ _blendConstant.g = blendColor.g;
2134
+ _blendConstant.b = blendColor.b;
2135
+ _blendConstant.a = blendAlpha;
2136
+
2137
+ passEncoderGPU.setBlendConstant( _blendConstant );
2138
+
2139
+ renderContextData.currentBlendColor.copy( blendColor );
2140
+ renderContextData.currentBlendAlpha = blendAlpha;
2141
+
2142
+ }
2143
+
2144
+ }
2145
+
2146
+ if ( object.isBatchedMesh === true ) {
2147
+
2148
+ const starts = object._multiDrawStarts;
2149
+ const counts = object._multiDrawCounts;
2150
+ const drawCount = object._multiDrawCount;
2151
+ const bytesPerElement = object._multiDrawBytesPerElement;
2152
+
2153
+ for ( let i = 0; i < drawCount; i ++ ) {
2154
+
2155
+ if ( hasIndex === true ) {
2156
+
2157
+ passEncoderGPU.drawIndexed( counts[ i ], 1, starts[ i ] / bytesPerElement, 0, i );
2158
+
2159
+ } else {
2160
+
2161
+ passEncoderGPU.draw( counts[ i ], 1, starts[ i ], i );
2162
+
2163
+ }
2164
+
2165
+ info.update( object, counts[ i ], 1 );
2166
+
2167
+ }
2168
+
2169
+ } else if ( hasIndex === true ) {
2170
+
2171
+ const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParams;
2172
+
2173
+ const indirect = renderObject.getIndirect();
2174
+
2175
+ if ( indirect !== null ) {
2176
+
2177
+ const buffer = this.get( indirect ).buffer;
2178
+ const indirectOffset = renderObject.getIndirectOffset();
2179
+ const indirectOffsets = Array.isArray( indirectOffset ) ? indirectOffset : [ indirectOffset ];
2180
+
2181
+ for ( let i = 0; i < indirectOffsets.length; i ++ ) {
2182
+
2183
+ passEncoderGPU.drawIndexedIndirect( buffer, indirectOffsets[ i ] );
2184
+
2185
+ }
2186
+
2187
+ } else {
2188
+
2189
+ passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );
2190
+
2191
+ }
2192
+
2193
+ info.update( object, indexCount, instanceCount );
2194
+
2195
+ } else {
2196
+
2197
+ const { vertexCount, instanceCount, firstVertex } = drawParams;
2198
+
2199
+ const indirect = renderObject.getIndirect();
2200
+
2201
+ if ( indirect !== null ) {
2202
+
2203
+ const buffer = this.get( indirect ).buffer;
2204
+ const indirectOffset = renderObject.getIndirectOffset();
2205
+ const indirectOffsets = Array.isArray( indirectOffset ) ? indirectOffset : [ indirectOffset ];
2206
+
2207
+ for ( let i = 0; i < indirectOffsets.length; i ++ ) {
2208
+
2209
+ passEncoderGPU.drawIndirect( buffer, indirectOffsets[ i ] );
2210
+
2211
+ }
2212
+
2213
+
2214
+ } else {
2215
+
2216
+ passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );
2217
+
2218
+ }
2219
+
2220
+ info.update( object, vertexCount, instanceCount );
2221
+
2222
+ }
2223
+
2224
+ }
2225
+
2226
+ // render object
2227
+
2228
+ /**
2229
+ * Executes a draw command for the given render object.
2230
+ *
2231
+ * @param {RenderObject} renderObject - The render object to draw.
2232
+ * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
2233
+ */
2234
+ draw( renderObject, info ) {
2235
+
2236
+ const { object, context, pipeline } = renderObject;
2237
+ const renderContextData = this.get( context );
2238
+ const pipelineData = this.get( pipeline );
2239
+ const pipelineGPU = pipelineData.pipeline;
2240
+
2241
+ // Skip if pipeline has error
2242
+ if ( pipelineData.error === true ) return;
2243
+
2244
+ const drawParams = renderObject.getDrawParameters();
2245
+ if ( drawParams === null ) return;
2246
+
2247
+ const bindings = renderObject.getBindings();
2248
+
2249
+ // vertex buffers
2250
+
2251
+ const vertexBuffers = renderObject.getVertexBuffers();
2252
+
2253
+ if ( renderObject.camera.isArrayCamera && renderObject.camera.cameras.length > 0 ) {
2254
+
2255
+ const cameraData = this.get( renderObject.camera );
2256
+ const cameras = renderObject.camera.cameras;
2257
+ const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' );
2258
+
2259
+ if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {
2260
+
2261
+ const bindingsData = this.get( cameraIndex );
2262
+ const indexesGPU = [];
2263
+
2264
+ const data = new Uint32Array( [ 0, 0, 0, 0 ] );
2265
+
2266
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
2267
+
2268
+ data[ 0 ] = i;
2269
+
2270
+ const { layoutGPU } = bindingsData.layout;
2271
+
2272
+ const bindGroupIndex = this.bindingUtils.createBindGroupIndex( data, layoutGPU );
2273
+
2274
+ indexesGPU.push( bindGroupIndex );
2275
+
2276
+ }
2277
+
2278
+ cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this
2279
+
2280
+ }
2281
+
2282
+ const renderTarget = context.renderTarget;
2283
+ const pixelRatio = ( renderTarget === null || renderTarget.isPostProcessingRenderTarget === true ) ? this.renderer.getPixelRatio() : 1;
2284
+ const indexPos = cameraIndex ? bindings.indexOf( cameraIndex ) : - 1;
2285
+
2286
+ for ( let i = 0, len = cameras.length; i < len; i ++ ) {
2287
+
2288
+ const subCamera = cameras[ i ];
2289
+
2290
+ if ( object.layers.test( subCamera.layers ) ) {
2291
+
2292
+ const vp = subCamera.viewport;
2293
+
2294
+ let pass = renderContextData.currentPass;
2295
+ let sets = renderContextData.currentSets;
2296
+ const isBundleEncoder = renderContextData.bundleEncoders !== undefined;
2297
+
2298
+ if ( isBundleEncoder ) {
2299
+
2300
+ const bundleEncoder = renderContextData.bundleEncoders[ i ];
2301
+ const bundleSets = renderContextData.bundleSets[ i ];
2302
+ pass = bundleEncoder;
2303
+ sets = bundleSets;
2304
+
2305
+ }
2306
+ // GPURenderBundleEncoder does not support setViewport, only GPURenderPassEncoder does
2307
+
2308
+ if ( vp && ! isBundleEncoder ) {
2309
+
2310
+ pass.setViewport(
2311
+ Math.floor( vp.x * pixelRatio ),
2312
+ Math.floor( vp.y * pixelRatio ),
2313
+ Math.floor( vp.width * pixelRatio ),
2314
+ Math.floor( vp.height * pixelRatio ),
2315
+ context.viewportValue.minDepth,
2316
+ context.viewportValue.maxDepth
2317
+ );
2318
+
2319
+ }
2320
+
2321
+ // Set camera index binding for this layer
2322
+ if ( indexPos !== - 1 && cameraData.indexesGPU ) {
2323
+
2324
+ const cameraIndexGPU = cameraData.indexesGPU[ i ];
2325
+
2326
+ if ( sets.bindingGroups[ indexPos ] !== cameraIndexGPU ) {
2327
+
2328
+ pass.setBindGroup( indexPos, cameraIndexGPU );
2329
+ sets.bindingGroups[ indexPos ] = cameraIndexGPU;
2330
+
2331
+ }
2332
+
2333
+ }
2334
+
2335
+ this._draw( renderObject, info, renderContextData, pipelineGPU, bindings, vertexBuffers, drawParams, pass, sets, indexPos );
2336
+
2337
+ }
2338
+
2339
+ }
2340
+
2341
+ } else {
2342
+
2343
+ // Regular single camera rendering
2344
+ if ( renderContextData.currentPass ) {
2345
+
2346
+ // Handle occlusion queries
2347
+
2348
+ if ( renderContextData.currentPass instanceof GPURenderBundleEncoder ) {
2349
+
2350
+ if ( object.occlusionTest === true ) {
2351
+
2352
+ warnOnce( 'WebGPUBackend: Occlusion queries can not be recorded into render bundles.' );
2353
+
2354
+ }
2355
+
2356
+ } else if ( renderContextData.occlusionQuerySet !== undefined ) {
2357
+
2358
+ const lastObject = renderContextData.lastOcclusionObject;
2359
+ if ( lastObject !== object ) {
2360
+
2361
+ if ( lastObject !== null && lastObject.occlusionTest === true ) {
2362
+
2363
+ renderContextData.currentPass.endOcclusionQuery();
2364
+ renderContextData.occlusionQueryIndex ++;
2365
+
2366
+ }
2367
+
2368
+ if ( object.occlusionTest === true ) {
2369
+
2370
+ renderContextData.currentPass.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
2371
+ renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;
2372
+
2373
+ }
2374
+
2375
+ renderContextData.lastOcclusionObject = object;
2376
+
2377
+ }
2378
+
2379
+ }
2380
+
2381
+ this._draw( renderObject, info, renderContextData, pipelineGPU, bindings, vertexBuffers, drawParams, renderContextData.currentPass, renderContextData.currentSets );
2382
+
2383
+ }
2384
+
2385
+ }
2386
+
2387
+ }
2388
+
2389
+ // cache key
2390
+
2391
+ /**
2392
+ * Returns `true` if the render pipeline requires an update.
2393
+ *
2394
+ * @param {RenderObject} renderObject - The render object.
2395
+ * @return {boolean} Whether the render pipeline requires an update or not.
2396
+ */
2397
+ needsRenderUpdate( renderObject ) {
2398
+
2399
+ const data = this.get( renderObject );
2400
+
2401
+ const { object, material } = renderObject;
2402
+
2403
+ const utils = this.utils;
2404
+
2405
+ const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
2406
+ const colorSpace = utils.getCurrentColorSpace( renderObject.context );
2407
+ const colorFormat = utils.getCurrentColorFormat( renderObject.context );
2408
+ const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
2409
+ const primitiveTopology = utils.getPrimitiveTopology( object, material );
2410
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinantAffine() < 0 );
2411
+
2412
+ let needsUpdate = false;
2413
+
2414
+ if ( data.material !== material || data.materialVersion !== material.version ||
2415
+ data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
2416
+ data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
2417
+ data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
2418
+ data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
2419
+ data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
2420
+ data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
2421
+ data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
2422
+ data.polygonOffset !== material.polygonOffset || data.polygonOffsetFactor !== material.polygonOffsetFactor || data.polygonOffsetUnits !== material.polygonOffsetUnits ||
2423
+ data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
2424
+ data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
2425
+ data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
2426
+ data.primitiveTopology !== primitiveTopology ||
2427
+ data.frontFaceCW !== frontFaceCW ||
2428
+ data.clippingContextCacheKey !== renderObject.clippingContextCacheKey
2429
+ ) {
2430
+
2431
+ data.material = material; data.materialVersion = material.version;
2432
+ data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
2433
+ data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
2434
+ data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
2435
+ data.colorWrite = material.colorWrite;
2436
+ data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
2437
+ data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
2438
+ data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
2439
+ data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
2440
+ data.polygonOffset = material.polygonOffset; data.polygonOffsetFactor = material.polygonOffsetFactor; data.polygonOffsetUnits = material.polygonOffsetUnits;
2441
+ data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
2442
+ data.sampleCount = sampleCount;
2443
+ data.colorSpace = colorSpace;
2444
+ data.colorFormat = colorFormat;
2445
+ data.depthStencilFormat = depthStencilFormat;
2446
+ data.primitiveTopology = primitiveTopology;
2447
+ data.frontFaceCW = frontFaceCW;
2448
+ data.clippingContextCacheKey = renderObject.clippingContextCacheKey;
2449
+
2450
+ needsUpdate = true;
2451
+
2452
+ }
2453
+
2454
+ return needsUpdate;
2455
+
2456
+ }
2457
+
2458
+ /**
2459
+ * Returns a cache key that is used to identify render pipelines.
2460
+ *
2461
+ * @param {RenderObject} renderObject - The render object.
2462
+ * @return {string} The cache key.
2463
+ */
2464
+ getRenderCacheKey( renderObject ) {
2465
+
2466
+ const { object, material } = renderObject;
2467
+
2468
+ const utils = this.utils;
2469
+ const renderContext = renderObject.context;
2470
+
2471
+ // meshes with negative scale have a different frontFace render pipeline
2472
+ // descriptor value so the following must be honored in the cache key
2473
+
2474
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinantAffine() < 0 );
2475
+
2476
+ return [
2477
+ material.transparent, material.blending, material.premultipliedAlpha,
2478
+ material.blendSrc, material.blendDst, material.blendEquation,
2479
+ material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
2480
+ material.colorWrite,
2481
+ material.depthWrite, material.depthTest, material.depthFunc,
2482
+ material.stencilWrite, material.stencilFunc,
2483
+ material.stencilFail, material.stencilZFail, material.stencilZPass,
2484
+ material.stencilFuncMask, material.stencilWriteMask,
2485
+ material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits,
2486
+ material.side, material.alphaToCoverage,
2487
+ frontFaceCW,
2488
+ utils.getSampleCountRenderContext( renderContext ),
2489
+ utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
2490
+ utils.getPrimitiveTopology( object, material ),
2491
+ renderObject.getGeometryCacheKey(),
2492
+ renderObject.clippingContextCacheKey
2493
+ ].join();
2494
+
2495
+ }
2496
+
2497
+ // textures
2498
+
2499
+ /**
2500
+ * Updates a GPU sampler for the given texture.
2501
+ *
2502
+ * @param {Sampler} binding - The sampler binding to update.
2503
+ * @return {string} The current sampler key.
2504
+ */
2505
+ updateSampler( binding ) {
2506
+
2507
+ return this.textureUtils.updateSampler( binding );
2508
+
2509
+ }
2510
+
2511
+ /**
2512
+ * Frees the GPU sampler for the given sampler binding.
2513
+ *
2514
+ * @param {Sampler} binding - The sampler binding to free.
2515
+ */
2516
+ destroySampler( binding ) {
2517
+
2518
+ this.textureUtils.destroySampler( binding );
2519
+
2520
+ }
2521
+
2522
+ /**
2523
+ * Creates a default texture for the given texture that can be used
2524
+ * as a placeholder until the actual texture is ready for usage.
2525
+ *
2526
+ * @param {Texture} texture - The texture to create a default texture for.
2527
+ * @return {boolean} Whether the sampler has been updated or not.
2528
+ */
2529
+ createDefaultTexture( texture ) {
2530
+
2531
+ return this.textureUtils.createDefaultTexture( texture );
2532
+
2533
+ }
2534
+
2535
+ /**
2536
+ * Defines a texture on the GPU for the given texture object.
2537
+ *
2538
+ * @param {Texture} texture - The texture.
2539
+ * @param {Object} [options={}] - Optional configuration parameter.
2540
+ */
2541
+ createTexture( texture, options ) {
2542
+
2543
+ this.textureUtils.createTexture( texture, options );
2544
+
2545
+ }
2546
+
2547
+ /**
2548
+ * Uploads the updated texture data to the GPU.
2549
+ *
2550
+ * @param {Texture} texture - The texture.
2551
+ * @param {Object} [options={}] - Optional configuration parameter.
2552
+ */
2553
+ updateTexture( texture, options ) {
2554
+
2555
+ this.textureUtils.updateTexture( texture, options );
2556
+
2557
+ }
2558
+
2559
+ /**
2560
+ * Generates mipmaps for the given texture.
2561
+ *
2562
+ * @param {Texture} texture - The texture.
2563
+ */
2564
+ generateMipmaps( texture ) {
2565
+
2566
+ this.textureUtils.generateMipmaps( texture );
2567
+
2568
+ }
2569
+
2570
+ /**
2571
+ * Destroys the GPU data for the given texture object.
2572
+ *
2573
+ * @param {Texture} texture - The texture.
2574
+ * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
2575
+ */
2576
+ destroyTexture( texture, isDefaultTexture = false ) {
2577
+
2578
+ this.textureUtils.destroyTexture( texture, isDefaultTexture );
2579
+
2580
+ }
2581
+
2582
+ /**
2583
+ * Returns texture data as a typed array.
2584
+ *
2585
+ * @async
2586
+ * @param {Texture} texture - The texture to copy.
2587
+ * @param {number} x - The x coordinate of the copy origin.
2588
+ * @param {number} y - The y coordinate of the copy origin.
2589
+ * @param {number} width - The width of the copy.
2590
+ * @param {number} height - The height of the copy.
2591
+ * @param {number} faceIndex - The cube face, depth slice or array layer index.
2592
+ * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
2593
+ */
2594
+ async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
2595
+
2596
+ return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
2597
+
2598
+ }
2599
+
2600
+ /**
2601
+ * Inits a time stamp query for the given render context.
2602
+ *
2603
+ * @param {string} type - The type of the timestamp query (e.g. 'render', 'compute').
2604
+ * @param {number} uid - Unique id for the context (e.g. render context id).
2605
+ * @param {Object} descriptor - The query descriptor.
2606
+ */
2607
+ initTimestampQuery( type, uid, descriptor ) {
2608
+
2609
+ if ( ! this.trackTimestamp ) return;
2610
+
2611
+ if ( ! this.timestampQueryPool[ type ] ) {
2612
+
2613
+ // TODO: Variable maxQueries?
2614
+ this.timestampQueryPool[ type ] = new WebGPUTimestampQueryPool( this.device, type, 2048 );
2615
+
2616
+ }
2617
+
2618
+ const timestampQueryPool = this.timestampQueryPool[ type ];
2619
+
2620
+ const baseOffset = timestampQueryPool.allocateQueriesForContext( uid );
2621
+
2622
+ _renderPassTimestampWrites.querySet = timestampQueryPool.querySet;
2623
+ _renderPassTimestampWrites.beginningOfPassWriteIndex = baseOffset;
2624
+ _renderPassTimestampWrites.endOfPassWriteIndex = baseOffset + 1;
2625
+
2626
+ descriptor.timestampWrites = _renderPassTimestampWrites;
2627
+
2628
+ }
2629
+
2630
+
2631
+ // node builder
2632
+
2633
+ /**
2634
+ * Returns a node builder for the given render object.
2635
+ *
2636
+ * @param {RenderObject} object - The render object.
2637
+ * @param {Renderer} renderer - The renderer.
2638
+ * @return {WGSLNodeBuilder} The node builder.
2639
+ */
2640
+ createNodeBuilder( object, renderer ) {
2641
+
2642
+ return new WGSLNodeBuilder( object, renderer );
2643
+
2644
+ }
2645
+
2646
+ // program
2647
+
2648
+ /**
2649
+ * Creates a shader program from the given programmable stage.
2650
+ *
2651
+ * @param {ProgrammableStage} program - The programmable stage.
2652
+ */
2653
+ createProgram( program ) {
2654
+
2655
+ const programGPU = this.get( program );
2656
+
2657
+ _shaderModuleDescriptor.label = program.stage + ( program.name !== '' ? `_${ program.name }` : '' );
2658
+ _shaderModuleDescriptor.code = program.code;
2659
+
2660
+ programGPU.module = {
2661
+ module: this.device.createShaderModule( _shaderModuleDescriptor ),
2662
+ entryPoint: 'main'
2663
+ };
2664
+
2665
+ _shaderModuleDescriptor.reset();
2666
+
2667
+ }
2668
+
2669
+ /**
2670
+ * Destroys the shader program of the given programmable stage.
2671
+ *
2672
+ * @param {ProgrammableStage} program - The programmable stage.
2673
+ */
2674
+ destroyProgram( program ) {
2675
+
2676
+ this.delete( program );
2677
+
2678
+ }
2679
+
2680
+ // pipelines
2681
+
2682
+ /**
2683
+ * Creates a render pipeline for the given render object.
2684
+ *
2685
+ * @param {RenderObject} renderObject - The render object.
2686
+ * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
2687
+ */
2688
+ createRenderPipeline( renderObject, promises ) {
2689
+
2690
+ this.pipelineUtils.createRenderPipeline( renderObject, promises );
2691
+
2692
+ }
2693
+
2694
+ /**
2695
+ * Creates a compute pipeline for the given compute node.
2696
+ *
2697
+ * @param {ComputePipeline} computePipeline - The compute pipeline.
2698
+ * @param {Array<BindGroup>} bindings - The bindings.
2699
+ * @param {?Array<Promise>} [promises=null] - Optional compilation promises.
2700
+ */
2701
+ createComputePipeline( computePipeline, bindings, promises = null ) {
2702
+
2703
+ this.pipelineUtils.createComputePipeline( computePipeline, bindings, promises );
2704
+
2705
+ }
2706
+
2707
+ /**
2708
+ * Prepares the state for encoding render bundles.
2709
+ *
2710
+ * @param {RenderContext} renderContext - The render context.
2711
+ */
2712
+ beginBundle( renderContext ) {
2713
+
2714
+ const renderContextData = this.get( renderContext );
2715
+
2716
+ renderContextData._currentPass = renderContextData.currentPass;
2717
+ renderContextData._currentSets = renderContextData.currentSets;
2718
+
2719
+ renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
2720
+ renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );
2721
+
2722
+ }
2723
+
2724
+ /**
2725
+ * After processing render bundles this method finalizes related work.
2726
+ *
2727
+ * @param {RenderContext} renderContext - The render context.
2728
+ * @param {RenderBundle} bundle - The render bundle.
2729
+ */
2730
+ finishBundle( renderContext, bundle ) {
2731
+
2732
+ const renderContextData = this.get( renderContext );
2733
+
2734
+ const bundleEncoder = renderContextData.currentPass;
2735
+ const bundleGPU = bundleEncoder.finish();
2736
+
2737
+ this.get( bundle ).bundleGPU = bundleGPU;
2738
+
2739
+ // restore render pass state
2740
+
2741
+ renderContextData.currentSets = renderContextData._currentSets;
2742
+ renderContextData.currentPass = renderContextData._currentPass;
2743
+ renderContextData._currentPass = null;
2744
+ renderContextData._currentSets = null;
2745
+
2746
+ }
2747
+
2748
+ /**
2749
+ * Adds a render bundle to the render context data.
2750
+ *
2751
+ * @param {RenderContext} renderContext - The render context.
2752
+ * @param {RenderBundle} bundle - The render bundle to add.
2753
+ */
2754
+ addBundle( renderContext, bundle ) {
2755
+
2756
+ const renderContextData = this.get( renderContext );
2757
+
2758
+ renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );
2759
+
2760
+ }
2761
+
2762
+ // bindings
2763
+
2764
+ /**
2765
+ * Creates a uniform buffer.
2766
+ *
2767
+ * @param {Buffer} uniformBuffer - The uniform buffer.
2768
+ */
2769
+ createUniformBuffer( uniformBuffer ) {
2770
+
2771
+ const uniformBufferData = this.get( uniformBuffer );
2772
+
2773
+ if ( uniformBufferData.buffer === undefined ) {
2774
+
2775
+ const byteLength = uniformBuffer.byteLength;
2776
+
2777
+ const slice = this.uniformArena.allocate( byteLength );
2778
+
2779
+ if ( slice !== null ) {
2780
+
2781
+ uniformBufferData.slice = slice;
2782
+ uniformBufferData.buffer = slice.buffer;
2783
+ return;
2784
+
2785
+ }
2786
+
2787
+ const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
2788
+
2789
+ const visibilities = [];
2790
+
2791
+ if ( uniformBuffer.visibility & GPUShaderStage.VERTEX ) {
2792
+
2793
+ visibilities.push( 'vertex' );
2794
+
2795
+ }
2796
+
2797
+ if ( uniformBuffer.visibility & GPUShaderStage.FRAGMENT ) {
2798
+
2799
+ visibilities.push( 'fragment' );
2800
+
2801
+ }
2802
+
2803
+ if ( uniformBuffer.visibility & GPUShaderStage.COMPUTE ) {
2804
+
2805
+ visibilities.push( 'compute' );
2806
+
2807
+ }
2808
+
2809
+ const bufferVisibility = `(${visibilities.join( ',' )})`;
2810
+
2811
+ _bufferDescriptor.label = `bindingBuffer${uniformBuffer.id}_${uniformBuffer.name}_${bufferVisibility}`;
2812
+ _bufferDescriptor.size = byteLength;
2813
+ _bufferDescriptor.usage = usage;
2814
+
2815
+ const bufferGPU = this.device.createBuffer( _bufferDescriptor );
2816
+
2817
+ _bufferDescriptor.reset();
2818
+
2819
+ uniformBufferData.buffer = bufferGPU;
2820
+
2821
+ }
2822
+
2823
+ }
2824
+
2825
+ /**
2826
+ * Destroys the GPU data for the given uniform buffer.
2827
+ *
2828
+ * @param {Buffer} uniformBuffer - The uniform buffer.
2829
+ */
2830
+ destroyUniformBuffer( uniformBuffer ) {
2831
+
2832
+ const uniformBufferData = this.get( uniformBuffer );
2833
+
2834
+ if ( uniformBufferData.slice !== undefined ) this.uniformArena.release( uniformBufferData.slice );
2835
+ else uniformBufferData.buffer.destroy();
2836
+
2837
+ this.delete( uniformBuffer );
2838
+
2839
+ }
2840
+
2841
+ /**
2842
+ * Creates bindings from the given bind group definition.
2843
+ *
2844
+ * @param {BindGroup} bindGroup - The bind group.
2845
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
2846
+ * @param {string} cacheKey - The cache key.
2847
+ * @param {number} version - The version.
2848
+ */
2849
+ createBindings( bindGroup, bindings, cacheKey, version ) {
2850
+
2851
+ this.bindingUtils.createBindings( bindGroup, bindings, cacheKey, version );
2852
+
2853
+ }
2854
+
2855
+ /**
2856
+ * Updates the given bind group definition.
2857
+ *
2858
+ * @param {BindGroup} bindGroup - The bind group.
2859
+ * @param {Array<BindGroup>} bindings - Array of bind groups.
2860
+ * @param {string} cacheKey - The cache key.
2861
+ * @param {number} version - The version.
2862
+ */
2863
+ updateBindings( bindGroup, bindings, cacheKey, version ) {
2864
+
2865
+ this.bindingUtils.createBindings( bindGroup, bindings, cacheKey, version );
2866
+
2867
+ }
2868
+
2869
+ /**
2870
+ * Updates a buffer binding.
2871
+ *
2872
+ * @param {Buffer} binding - The buffer binding to update.
2873
+ */
2874
+ updateBinding( binding ) {
2875
+
2876
+ this.bindingUtils.updateBinding( binding );
2877
+
2878
+ }
2879
+
2880
+ /**
2881
+ * Delete data associated with the current bind group.
2882
+ *
2883
+ * @param {BindGroup} bindGroup - The bind group.
2884
+ */
2885
+ deleteBindGroupData( bindGroup ) {
2886
+
2887
+ this.bindingUtils.deleteBindGroupData( bindGroup );
2888
+
2889
+ }
2890
+
2891
+ // attributes
2892
+
2893
+ /**
2894
+ * Creates the buffer of an indexed shader attribute.
2895
+ *
2896
+ * @param {BufferAttribute} attribute - The indexed buffer attribute.
2897
+ */
2898
+ createIndexAttribute( attribute ) {
2899
+
2900
+ let usage = GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST;
2901
+
2902
+ if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
2903
+
2904
+ usage |= GPUBufferUsage.STORAGE;
2905
+
2906
+ }
2907
+
2908
+ this.attributeUtils.createAttribute( attribute, usage );
2909
+
2910
+ }
2911
+
2912
+ /**
2913
+ * Creates the GPU buffer of a shader attribute.
2914
+ *
2915
+ * @param {BufferAttribute} attribute - The buffer attribute.
2916
+ */
2917
+ createAttribute( attribute ) {
2918
+
2919
+ this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
2920
+
2921
+ }
2922
+
2923
+ /**
2924
+ * Creates the GPU buffer of a storage attribute.
2925
+ *
2926
+ * @param {BufferAttribute} attribute - The buffer attribute.
2927
+ */
2928
+ createStorageAttribute( attribute ) {
2929
+
2930
+ this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
2931
+
2932
+ }
2933
+
2934
+ /**
2935
+ * Creates the GPU buffer of an indirect storage attribute.
2936
+ *
2937
+ * @param {BufferAttribute} attribute - The buffer attribute.
2938
+ */
2939
+ createIndirectStorageAttribute( attribute ) {
2940
+
2941
+ this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
2942
+
2943
+ }
2944
+
2945
+ /**
2946
+ * Updates the GPU buffer of a shader attribute.
2947
+ *
2948
+ * @param {BufferAttribute} attribute - The buffer attribute to update.
2949
+ */
2950
+ updateAttribute( attribute ) {
2951
+
2952
+ this.attributeUtils.updateAttribute( attribute );
2953
+
2954
+ }
2955
+
2956
+ /**
2957
+ * Destroys the GPU buffer of a shader attribute.
2958
+ *
2959
+ * @param {BufferAttribute} attribute - The buffer attribute to destroy.
2960
+ */
2961
+ destroyAttribute( attribute ) {
2962
+
2963
+ this.attributeUtils.destroyAttribute( attribute );
2964
+
2965
+ }
2966
+
2967
+ // canvas
2968
+
2969
+ /**
2970
+ * Triggers an update of the default render pass descriptor.
2971
+ */
2972
+ updateSize() {
2973
+
2974
+ this.delete( this.renderer.getCanvasTarget() );
2975
+
2976
+ }
2977
+
2978
+ // utils public
2979
+
2980
+ /**
2981
+ * Checks if the given feature is supported by the backend.
2982
+ *
2983
+ * @param {string} name - The feature's name.
2984
+ * @return {boolean} Whether the feature is supported or not.
2985
+ */
2986
+ hasFeature( name ) {
2987
+
2988
+ if ( GPUFeatureMap[ name ] !== undefined ) name = GPUFeatureMap[ name ];
2989
+
2990
+ return this.device.features.has( name );
2991
+
2992
+ }
2993
+
2994
+ /**
2995
+ * Copies data of the given source texture to the given destination texture.
2996
+ *
2997
+ * @param {Texture} srcTexture - The source texture.
2998
+ * @param {Texture} dstTexture - The destination texture.
2999
+ * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
3000
+ * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
3001
+ * @param {number} [srcLevel=0] - The mipmap level to copy.
3002
+ * @param {number} [dstLevel=0] - The destination mip level to copy to.
3003
+ */
3004
+ copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
3005
+
3006
+ let dstX = 0;
3007
+ let dstY = 0;
3008
+ let dstZ = 0;
3009
+
3010
+ let srcX = 0;
3011
+ let srcY = 0;
3012
+ let srcZ = 0;
3013
+
3014
+ let srcWidth = srcTexture.image.width;
3015
+ let srcHeight = srcTexture.image.height;
3016
+ let srcDepth = 1;
3017
+
3018
+
3019
+ if ( srcRegion !== null ) {
3020
+
3021
+ if ( srcRegion.isBox3 === true ) {
3022
+
3023
+ srcX = srcRegion.min.x;
3024
+ srcY = srcRegion.min.y;
3025
+ srcZ = srcRegion.min.z;
3026
+ srcWidth = srcRegion.max.x - srcRegion.min.x;
3027
+ srcHeight = srcRegion.max.y - srcRegion.min.y;
3028
+ srcDepth = srcRegion.max.z - srcRegion.min.z;
3029
+
3030
+ } else {
3031
+
3032
+ // Assume it's a Box2
3033
+ srcX = srcRegion.min.x;
3034
+ srcY = srcRegion.min.y;
3035
+ srcWidth = srcRegion.max.x - srcRegion.min.x;
3036
+ srcHeight = srcRegion.max.y - srcRegion.min.y;
3037
+ srcDepth = 1;
3038
+
3039
+ }
3040
+
3041
+ }
3042
+
3043
+
3044
+ if ( dstPosition !== null ) {
3045
+
3046
+ dstX = dstPosition.x;
3047
+ dstY = dstPosition.y;
3048
+ dstZ = dstPosition.z || 0;
3049
+
3050
+ }
3051
+
3052
+ _commandEncoderDescriptor.label = 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id;
3053
+ const encoder = this.device.createCommandEncoder( _commandEncoderDescriptor );
3054
+ _commandEncoderDescriptor.reset();
3055
+
3056
+ const sourceGPU = this.get( srcTexture ).texture;
3057
+ const destinationGPU = this.get( dstTexture ).texture;
3058
+
3059
+ _texelCopyTextureInfoSrc.texture = sourceGPU;
3060
+ _texelCopyTextureInfoSrc.mipLevel = srcLevel;
3061
+ _texelCopyTextureInfoSrc.origin.x = srcX;
3062
+ _texelCopyTextureInfoSrc.origin.y = srcY;
3063
+ _texelCopyTextureInfoSrc.origin.z = srcZ;
3064
+
3065
+ _texelCopyTextureInfoDst.texture = destinationGPU;
3066
+ _texelCopyTextureInfoDst.mipLevel = dstLevel;
3067
+ _texelCopyTextureInfoDst.origin.x = dstX;
3068
+ _texelCopyTextureInfoDst.origin.y = dstY;
3069
+ _texelCopyTextureInfoDst.origin.z = dstZ;
3070
+
3071
+ _extent3D.width = srcWidth;
3072
+ _extent3D.height = srcHeight;
3073
+ _extent3D.depthOrArrayLayers = srcDepth;
3074
+
3075
+ encoder.copyTextureToTexture(
3076
+ _texelCopyTextureInfoSrc,
3077
+ _texelCopyTextureInfoDst,
3078
+ _extent3D
3079
+ );
3080
+
3081
+ _texelCopyTextureInfoSrc.reset();
3082
+ _texelCopyTextureInfoDst.reset();
3083
+ _extent3D.reset();
3084
+
3085
+ submit( this.device, encoder.finish() );
3086
+
3087
+ if ( dstLevel === 0 && dstTexture.generateMipmaps ) {
3088
+
3089
+ this.textureUtils.generateMipmaps( dstTexture );
3090
+
3091
+ }
3092
+
3093
+ }
3094
+
3095
+ /**
3096
+ * Copies the current bound framebuffer to the given texture.
3097
+ *
3098
+ * @param {Texture} texture - The destination texture.
3099
+ * @param {RenderContext} renderContext - The render context.
3100
+ * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
3101
+ */
3102
+ copyFramebufferToTexture( texture, renderContext, rectangle ) {
3103
+
3104
+ const renderContextData = this.get( renderContext );
3105
+
3106
+ let sourceGPU = null;
3107
+
3108
+ if ( renderContext.renderTarget ) {
3109
+
3110
+ if ( texture.isDepthTexture ) {
3111
+
3112
+ sourceGPU = this.get( renderContext.depthTexture ).texture;
3113
+
3114
+ } else {
3115
+
3116
+ sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;
3117
+
3118
+ }
3119
+
3120
+ } else {
3121
+
3122
+ if ( texture.isDepthTexture ) {
3123
+
3124
+ sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );
3125
+
3126
+ } else {
3127
+
3128
+ sourceGPU = this.context.getCurrentTexture();
3129
+
3130
+ }
3131
+
3132
+ }
3133
+
3134
+ const destinationGPU = this.get( texture ).texture;
3135
+
3136
+ if ( sourceGPU.format !== destinationGPU.format ) {
3137
+
3138
+ error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );
3139
+
3140
+ return;
3141
+
3142
+ }
3143
+
3144
+ if ( this._isRenderCameraDepthArray( renderContext ) === true ) {
3145
+
3146
+ // Layered draws are only executed in finishRender(), so preserve this copy as a render-stage boundary.
3147
+ const bundles = this._finishArrayCameraBundleEncoders( renderContextData );
3148
+
3149
+ renderContextData.arrayCameraRenderStages.push( {
3150
+ bundles,
3151
+ framebufferCopy: {
3152
+ texture,
3153
+ sourceGPU,
3154
+ destinationGPU,
3155
+ rectangle: { x: rectangle.x, y: rectangle.y, z: rectangle.z, w: rectangle.w },
3156
+ // ViewportTextureNode restores this flag before the deferred copy executes.
3157
+ generateMipmaps: texture.generateMipmaps
3158
+ }
3159
+ } );
3160
+
3161
+ this._createArrayCameraBundleEncoders( renderContext, renderContextData );
3162
+
3163
+ return;
3164
+
3165
+ }
3166
+
3167
+ let encoder;
3168
+
3169
+ if ( renderContextData.currentPass ) {
3170
+
3171
+ renderContextData.currentPass.end();
3172
+
3173
+ encoder = renderContextData.encoder;
3174
+
3175
+ } else {
3176
+
3177
+ _commandEncoderDescriptor.label = 'copyFramebufferToTexture_' + texture.id;
3178
+ encoder = this.device.createCommandEncoder( _commandEncoderDescriptor );
3179
+ _commandEncoderDescriptor.reset();
3180
+
3181
+ }
3182
+
3183
+ // mipmaps must be genereated with the same encoder otherwise the copied texture data
3184
+ // might be out-of-sync, see #31768
3185
+
3186
+ this._copyFramebufferToTexture( encoder, texture, sourceGPU, destinationGPU, rectangle );
3187
+
3188
+ if ( renderContextData.currentPass ) {
3189
+
3190
+ const { descriptor } = renderContextData;
3191
+
3192
+ for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {
3193
+
3194
+ descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;
3195
+
3196
+ }
3197
+
3198
+ if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
3199
+ if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
3200
+
3201
+ renderContextData.currentPass = encoder.beginRenderPass( descriptor );
3202
+
3203
+ this._resetRenderContextData( renderContextData );
3204
+
3205
+ if ( renderContext.viewport ) {
3206
+
3207
+ this.updateViewport( renderContext );
3208
+
3209
+ }
3210
+
3211
+ if ( renderContext.scissor ) {
3212
+
3213
+ this.updateScissor( renderContext );
3214
+
3215
+ }
3216
+
3217
+ } else {
3218
+
3219
+ submit( this.device, encoder.finish() );
3220
+
3221
+ }
3222
+
3223
+ }
3224
+
3225
+ /**
3226
+ * Encodes a framebuffer copy from a specific texture-array layer.
3227
+ *
3228
+ * @param {GPUCommandEncoder} encoder - The command encoder.
3229
+ * @param {Texture} texture - The destination texture.
3230
+ * @param {GPUTexture} sourceGPU - The source GPU texture.
3231
+ * @param {GPUTexture} destinationGPU - The destination GPU texture.
3232
+ * @param {Object} rectangle - The source rectangle.
3233
+ * @param {number} [sourceLayer=0] - The source array layer.
3234
+ * @param {boolean} [generateMipmaps=texture.generateMipmaps] - Whether mipmaps should be generated.
3235
+ * @private
3236
+ */
3237
+ _copyFramebufferToTexture( encoder, texture, sourceGPU, destinationGPU, rectangle, sourceLayer = 0, generateMipmaps = texture.generateMipmaps ) {
3238
+
3239
+ _texelCopyTextureInfoSrc.texture = sourceGPU;
3240
+ _texelCopyTextureInfoSrc.origin.x = rectangle.x;
3241
+ _texelCopyTextureInfoSrc.origin.y = rectangle.y;
3242
+ _texelCopyTextureInfoSrc.origin.z = sourceLayer;
3243
+
3244
+ _texelCopyTextureInfoDst.texture = destinationGPU;
3245
+
3246
+ _extent3D.width = rectangle.z;
3247
+ _extent3D.height = rectangle.w;
3248
+
3249
+ encoder.copyTextureToTexture(
3250
+ _texelCopyTextureInfoSrc,
3251
+ _texelCopyTextureInfoDst,
3252
+ _extent3D
3253
+ );
3254
+
3255
+ _texelCopyTextureInfoSrc.reset();
3256
+ _texelCopyTextureInfoDst.reset();
3257
+ _extent3D.reset();
3258
+
3259
+ if ( generateMipmaps ) {
3260
+
3261
+ this.textureUtils.generateMipmaps( texture, encoder );
3262
+
3263
+ }
3264
+
3265
+ }
3266
+
3267
+ /**
3268
+ * Checks if the given compatibility is supported by the backend.
3269
+ *
3270
+ * @param {string} name - The compatibility name.
3271
+ * @return {boolean} Whether the compatibility is supported or not.
3272
+ */
3273
+ hasCompatibility( name ) {
3274
+
3275
+ if ( this._compatibility[ name ] !== undefined ) {
3276
+
3277
+ return this._compatibility[ name ];
3278
+
3279
+ }
3280
+
3281
+ return super.hasCompatibility( name );
3282
+
3283
+ }
3284
+
3285
+ async dispose() {
3286
+
3287
+ await super.dispose();
3288
+
3289
+ this.bindingUtils.dispose();
3290
+ this.textureUtils.dispose();
3291
+
3292
+ if ( this.uniformArena ) {
3293
+
3294
+ beforeSubmit( this.device, null );
3295
+ this.uniformArena.dispose();
3296
+
3297
+ }
3298
+
3299
+ if ( this.occludedResolveCache ) {
3300
+
3301
+ for ( const buffer of this.occludedResolveCache.values() ) {
3302
+
3303
+ buffer.destroy();
3304
+
3305
+ }
3306
+
3307
+ this.occludedResolveCache.clear();
3308
+
3309
+ }
3310
+
3311
+ if ( this.parameters.device === undefined && this.device !== null ) {
3312
+
3313
+ this.device.destroy();
3314
+
3315
+ }
3316
+
3317
+ }
3318
+
3319
+ }
3320
+
3321
+ export default WebGPUBackend;