gputex 0.0.5 → 0.1.1

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package/dist/index.js CHANGED
@@ -42,14 +42,39 @@ function detectCapabilities(adapter) {
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  }
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  // src/Encoder.ts
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+ import { CompressedTexture as CompressedTexture2, LinearFilter as LinearFilter2, LinearSRGBColorSpace as LinearSRGBColorSpace2, SRGBColorSpace as SRGBColorSpace2, RepeatWrapping as RepeatWrapping2 } from "three";
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+
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+ // src/textureAssembly.ts
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  import {
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  CompressedTexture,
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  LinearFilter,
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  LinearMipmapLinearFilter,
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  LinearSRGBColorSpace,
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- SRGBColorSpace,
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- RepeatWrapping
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+ RepeatWrapping,
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+ SRGBColorSpace
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  } from "three";
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+ function assembleCompressedTexture(levels, threeFormat, effectiveSrgb) {
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+ if (levels.length === 0) {
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+ throw new Error("assembleCompressedTexture: no levels provided");
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+ }
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+ const mipmaps = levels.map((l) => ({
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+ data: l.data,
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+ width: l.paddedWidth,
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+ height: l.paddedHeight
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+ }));
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+ const base = levels[0];
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+ const texture = new CompressedTexture(mipmaps, base.paddedWidth, base.paddedHeight, threeFormat);
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+ texture.colorSpace = effectiveSrgb ? SRGBColorSpace : LinearSRGBColorSpace;
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+ texture.magFilter = LinearFilter;
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+ texture.minFilter = levels.length > 1 ? LinearMipmapLinearFilter : LinearFilter;
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+ texture.generateMipmaps = false;
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+ texture.wrapS = texture.wrapT = RepeatWrapping;
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+ texture.needsUpdate = true;
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+ texture.userData.logicalWidth = base.width;
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+ texture.userData.logicalHeight = base.height;
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+ texture.userData.mipLevels = levels.length;
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+ return texture;
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+ }
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  // src/workarounds.ts
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  function needsWriteTextureWorkaround(adapter) {
@@ -96,6 +121,9 @@ var Encoder = class {
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  if (this.requiredFeature && adapter.features.has(this.requiredFeature)) {
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  requiredFeatures.push(this.requiredFeature);
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  }
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+ if (adapter.features.has("shader-f16")) {
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+ requiredFeatures.push("shader-f16");
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+ }
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  const device = await adapter.requestDevice({ requiredFeatures });
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  return new this({ device, adapter, ownsDevice: true });
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  }
@@ -105,7 +133,14 @@ var Encoder = class {
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  // `!:` because these are set in `_buildPipeline()` which the constructor
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  // calls; TypeScript's flow analysis doesn't see through method calls.
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  _module;
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+ // f16 'fast' module — built only when the device supports shader-f16 and the
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+ // subclass provides an f16 source. null otherwise (falls back to _module).
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+ _moduleF16 = null;
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+ _pipelineF16 = null;
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+ // Default pipeline (fast). Kept as a field for back-compat; the per-quality
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+ // cache below holds the specialised pipelines for encoders that support it.
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  _pipeline;
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+ _pipelineCache = /* @__PURE__ */ new Map();
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  constructor({ device, adapter, ownsDevice = false }) {
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  this.device = device;
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  this.adapter = adapter;
@@ -119,11 +154,52 @@ var Encoder = class {
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  label: `${this.label}-encoder`,
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  code
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  });
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- this._pipeline = device.createComputePipeline({
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- label: `${this.label}-encoder-pipeline`,
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+ if (this._useF16) {
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+ this._moduleF16 = device.createShaderModule({
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+ label: `${this.label}-encoder-f16`,
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+ code: this.wgslSourceFastF16()
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+ });
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+ }
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+ if (this.supportsQuality) {
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+ this._pipeline = this._getPipeline("fast");
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+ } else {
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+ this._pipeline = device.createComputePipeline({
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+ label: `${this.label}-encoder-pipeline`,
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+ layout: "auto",
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+ compute: { module: this._module, entryPoint: "encode" }
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+ });
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+ }
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+ }
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+ /**
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+ * Pipeline for a given quality level. Encoders that don't declare a
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+ * `QUALITY_HIGH` override (`supportsQuality === false`, e.g. BC1) ignore the
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+ * argument and reuse the single pipeline. Specialised pipelines are cached.
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+ */
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+ _getPipeline(quality) {
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+ if (!this.supportsQuality) return this._pipeline;
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+ if (quality === "fast" && this._moduleF16) {
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+ if (!this._pipelineF16) {
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+ this._pipelineF16 = this.device.createComputePipeline({
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+ label: `${this.label}-encoder-pipeline-fast-f16`,
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+ layout: "auto",
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+ compute: { module: this._moduleF16, entryPoint: "encode" }
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+ });
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+ }
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+ return this._pipelineF16;
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+ }
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+ const cached = this._pipelineCache.get(quality);
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+ if (cached) return cached;
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+ const pipeline = this.device.createComputePipeline({
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+ label: `${this.label}-encoder-pipeline-${quality}`,
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  layout: "auto",
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- compute: { module: this._module, entryPoint: "encode" }
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+ compute: {
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+ module: this._module,
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+ entryPoint: "encode",
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+ constants: { QUALITY_HIGH: quality === "high" ? 1 : 0 }
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+ }
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  });
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+ this._pipelineCache.set(quality, pipeline);
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+ return pipeline;
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  }
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  destroy() {
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  if (this.ownsDevice) this.device.destroy();
@@ -136,6 +212,26 @@ var Encoder = class {
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  get supportsSrgb() {
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  return true;
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  }
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+ /**
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+ * Whether the shader declares a `QUALITY_HIGH` pipeline-overridable constant
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+ * (i.e. has distinct fast/high search paths). BC1 is already single-pass and
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+ * leaves this false; BC5/BC7/ASTC override it to true.
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+ */
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+ get supportsQuality() {
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+ return false;
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+ }
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+ /**
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+ * Optional f16 WGSL for the 'fast' path. Used only when the device reports the
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+ * `shader-f16` feature; the format's f32 `wgslSource()` is the fallback and
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+ * `'high'` always uses it. Returns null when there's no f16 variant (BC1).
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+ */
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+ wgslSourceFastF16() {
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+ return null;
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+ }
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+ /** Whether the f16 fast path is both available and supported on this device. */
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+ get _useF16() {
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+ return this.wgslSourceFastF16() !== null && this.device.features.has("shader-f16");
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+ }
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  /**
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  * True if the device reports the feature the output texture needs.
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  * The encoder itself only writes to a storage buffer, so this is about
@@ -148,21 +244,21 @@ var Encoder = class {
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  // ------------------------------------------------------------------ //
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  // Shared encode() — pad, upload, dispatch, readback, wrap. //
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  // ------------------------------------------------------------------ //
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- async encode(source, { colorSpace = "srgb" } = {}) {
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+ async encode(source, { colorSpace = "srgb", quality = "fast" } = {}) {
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  const effectiveSrgb = colorSpace === "srgb" && this.supportsSrgb;
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- const bytes = await this.encodeToBytes(source);
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+ const bytes = await this.encodeToBytes(source, { quality });
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  const threeFormat = this.threeTextureFormat({ colorSpace: effectiveSrgb ? "srgb" : "linear" });
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  const mip = {
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  data: bytes.data,
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  width: bytes.paddedWidth,
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  height: bytes.paddedHeight
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  };
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- const texture = new CompressedTexture([mip], bytes.paddedWidth, bytes.paddedHeight, threeFormat);
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- texture.colorSpace = effectiveSrgb ? SRGBColorSpace : LinearSRGBColorSpace;
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- texture.magFilter = LinearFilter;
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- texture.minFilter = LinearFilter;
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+ const texture = new CompressedTexture2([mip], bytes.paddedWidth, bytes.paddedHeight, threeFormat);
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+ texture.colorSpace = effectiveSrgb ? SRGBColorSpace2 : LinearSRGBColorSpace2;
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+ texture.magFilter = LinearFilter2;
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+ texture.minFilter = LinearFilter2;
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  texture.generateMipmaps = false;
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- texture.wrapS = texture.wrapT = RepeatWrapping;
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+ texture.wrapS = texture.wrapT = RepeatWrapping2;
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  texture.needsUpdate = true;
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  texture.userData.logicalWidth = bytes.width;
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  texture.userData.logicalHeight = bytes.height;
@@ -186,7 +282,7 @@ var Encoder = class {
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  * encoder boundary. Still safe to call from outside — it just does
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  * less work than `encode()` and the caller assembles the texture.
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  */
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- async encodeToBytes(source, { flipY = false } = {}) {
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+ async encodeToBytes(source, { flipY = false, quality = "fast" } = {}) {
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  const device = this.device;
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  const width = source.width;
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  const height = source.height;
@@ -219,9 +315,10 @@ var Encoder = class {
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  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
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  });
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  device.queue.writeBuffer(paramsBuffer, 0, new Uint32Array([blocksX, blocksY, paddedWidth, paddedHeight]));
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+ const pipeline = this._getPipeline(quality);
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  const bindGroup = device.createBindGroup({
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  label: `${this.label}-bg`,
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- layout: this._pipeline.getBindGroupLayout(0),
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+ layout: pipeline.getBindGroupLayout(0),
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  entries: [
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  { binding: 0, resource: srcTex.createView() },
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  { binding: 1, resource: { buffer: dstBuffer } },
@@ -232,7 +329,7 @@ var Encoder = class {
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  const t0 = performance.now();
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  const enc = device.createCommandEncoder({ label: `${this.label}-encode` });
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  const pass = enc.beginComputePass();
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- pass.setPipeline(this._pipeline);
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+ pass.setPipeline(pipeline);
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  pass.setBindGroup(0, bindGroup);
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  pass.dispatchWorkgroups(Math.ceil(blocksX / wgX), Math.ceil(blocksY / wgY), 1);
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  pass.end();
@@ -269,23 +366,7 @@ var Encoder = class {
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  }
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  const effectiveSrgb = colorSpace === "srgb" && this.supportsSrgb;
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  const threeFormat = this.threeTextureFormat({ colorSpace: effectiveSrgb ? "srgb" : "linear" });
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- const mipmaps = levels.map((l) => ({
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- data: l.data,
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- width: l.paddedWidth,
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- height: l.paddedHeight
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- }));
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- const base = levels[0];
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- const texture = new CompressedTexture(mipmaps, base.paddedWidth, base.paddedHeight, threeFormat);
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- texture.colorSpace = effectiveSrgb ? SRGBColorSpace : LinearSRGBColorSpace;
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- texture.magFilter = LinearFilter;
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- texture.minFilter = levels.length > 1 ? LinearMipmapLinearFilter : LinearFilter;
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- texture.generateMipmaps = false;
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- texture.wrapS = texture.wrapT = RepeatWrapping;
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- texture.needsUpdate = true;
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- texture.userData.logicalWidth = base.width;
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- texture.userData.logicalHeight = base.height;
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- texture.userData.mipLevels = levels.length;
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- return texture;
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+ return assembleCompressedTexture(levels, threeFormat, effectiveSrgb);
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  }
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  };
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@@ -323,7 +404,10 @@ var BC1Encoder = class extends Encoder {
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  import { RED_GREEN_RGTC2_Format } from "three";
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  // src/bc5.wgsl
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- var bc5_default = "// BC5 (RGTC2) compute shader encoder.\n//\n// Each invocation encodes one 4x4 pixel block into a 16-byte BC5 block\n// written as 4 x u32 into the destination storage buffer.\n//\n// BC5 = two BC4 blocks concatenated:\n// block bytes 0..7 : BC4 of R channel (normal.x for tangent-space normals)\n// block bytes 8..15 : BC4 of G channel (normal.y)\n//\n// Each BC4 half-block (8 bytes):\n// byte 0 : red0 (8-bit endpoint)\n// byte 1 : red1 (8-bit endpoint)\n// bytes 2..7 : 16 \xD7 3-bit indices, LSB-first, pixel 0 at bit 0\n//\n// We always produce the 6-interpolation mode (red0 > red1). See\n// `bc4_ref.js` for the reasoning and the CPU reference this shader is\n// ported from \u2014 the algorithm and edge cases mirror it line-for-line.\n//\n// Pipeline per channel:\n// 1. Load 16 single-channel values, find min/max \u2192 initial endpoints.\n// 2. Quantize to 8-bit. Nudge apart if equal (forces 6-interp mode).\n// 3. Build palette, assign each texel its nearest entry (full L2).\n// 4. One-pass least-squares refinement: solve the 2\xD72 normal equations\n// for the (r0, r1) that minimizes \u03A3(palette[i_k] \u2212 v_k)\xB2. Accept\n// only if quantized endpoints still satisfy r0 > r1 AND total\n// squared error decreased.\n// 5. Pack 2 endpoint bytes + 48 bits of indices into the 8-byte block.\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\n// 6-interpolation-mode palette weights. palette[j] = W0_6[j]*r0 + W1_6[j]*r1.\n// Expressed as a switch so we don't rely on module-scope const arrays.\nfn w0_6(j: u32) -> f32 {\n switch j {\n case 0u: { return 1.0; }\n case 1u: { return 0.0; }\n case 2u: { return 6.0 / 7.0; }\n case 3u: { return 5.0 / 7.0; }\n case 4u: { return 4.0 / 7.0; }\n case 5u: { return 3.0 / 7.0; }\n case 6u: { return 2.0 / 7.0; }\n default: { return 1.0 / 7.0; } // case 7u\n }\n}\n\nfn w1_6(j: u32) -> f32 {\n switch j {\n case 0u: { return 0.0; }\n case 1u: { return 1.0; }\n case 2u: { return 1.0 / 7.0; }\n case 3u: { return 2.0 / 7.0; }\n case 4u: { return 3.0 / 7.0; }\n case 5u: { return 4.0 / 7.0; }\n case 6u: { return 5.0 / 7.0; }\n default: { return 6.0 / 7.0; } // case 7u\n }\n}\n\nfn quantize8(v: f32) -> u32 {\n // Round-to-nearest, clamp to [0, 255]. floor(x + 0.5) is the same\n // rounding rule the CPU reference uses.\n return u32(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// Nearest-palette-index search over the 8-entry palette, returning the\n// index and squared error. `palette` is stored in function memory so we\n// pass by pointer.\nfn nearest_index(v: f32, palette: ptr<function, array<f32, 8>>) -> vec2<f32> {\n // x = best index (encoded as f32), y = best squared error.\n var best_j: u32 = 0u;\n var best_d: f32 = 1e20;\n for (var j: u32 = 0u; j < 8u; j = j + 1u) {\n let d = (*palette)[j] - v;\n let d2 = d * d;\n if (d2 < best_d) {\n best_d = d2;\n best_j = j;\n }\n }\n return vec2<f32>(f32(best_j), best_d);\n}\n\n// Encode 16 single-channel values into an 8-byte BC4 block, packed as\n// two little-endian u32s (u32[0] = bytes 0..3, u32[1] = bytes 4..7).\nfn encode_bc4(values: ptr<function, array<f32, 16>>) -> vec2<u32> {\n // ---------------- 1. Initial endpoints: bbox of input ----------------\n var vmin: f32 = 1.0;\n var vmax: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n vmin = min(vmin, (*values)[k]);\n vmax = max(vmax, (*values)[k]);\n }\n var r0: u32 = quantize8(vmax);\n var r1: u32 = quantize8(vmin);\n // Force 6-interp mode: red0 > red1 strictly.\n if (r0 == r1) {\n if (r1 > 0u) { r1 = r1 - 1u; }\n else { r0 = r0 + 1u; }\n }\n\n // ---------------- 2. Initial palette + indices + error --------------\n var palette: array<f32, 8>;\n let r0f = f32(r0) / 255.0;\n let r1f = f32(r1) / 255.0;\n for (var j: u32 = 0u; j < 8u; j = j + 1u) {\n palette[j] = w0_6(j) * r0f + w1_6(j) * r1f;\n }\n var indices: array<u32, 16>;\n var err: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let sel = nearest_index((*values)[k], &palette);\n indices[k] = u32(sel.x);\n err = err + sel.y;\n }\n\n var best_r0 = r0;\n var best_r1 = r1;\n var best_indices = indices;\n var best_err = err;\n\n // ---------------- 3. Refinement: least-squares on (r0, r1) ----------\n // Normal equations for palette[j] = a_j * r0 + b_j * r1:\n // [\u03A3AA \u03A3AB] [r0] [\u03A3AV]\n // [\u03A3AB \u03A3BB] [r1] = [\u03A3BV]\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: f32 = 0.0; var sBV: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let a = w0_6(indices[k]);\n let b = w1_6(indices[k]);\n let v = (*values)[k];\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n // Degenerate system \u2192 skip refinement.\n if (abs(det) > 1e-9) {\n let new_r0 = clamp((sBB * sAV - sAB * sBV) / det, 0.0, 1.0);\n let new_r1 = clamp((sAA * sBV - sAB * sAV) / det, 0.0, 1.0);\n let qR0 = quantize8(new_r0);\n let qR1 = quantize8(new_r1);\n // Only accept refinements that stay in 6-interp mode. A refinement\n // that flips or equalizes the endpoints would change decode mode.\n if (qR0 > qR1) {\n var pal2: array<f32, 8>;\n let r0f2 = f32(qR0) / 255.0;\n let r1f2 = f32(qR1) / 255.0;\n for (var j: u32 = 0u; j < 8u; j = j + 1u) {\n pal2[j] = w0_6(j) * r0f2 + w1_6(j) * r1f2;\n }\n var idx2: array<u32, 16>;\n var err2: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let sel = nearest_index((*values)[k], &pal2);\n idx2[k] = u32(sel.x);\n err2 = err2 + sel.y;\n }\n if (err2 < best_err) {\n best_r0 = qR0;\n best_r1 = qR1;\n best_indices = idx2;\n best_err = err2;\n }\n }\n }\n\n // ---------------- 4. Pack 48-bit index field + 2 endpoint bytes -----\n // The 48-bit index field spans block bytes 2..7. Split into idx_lo\n // (low 32 bits of the field) and idx_hi (high 16 bits). An index at\n // bit position 3k straddles the 32-bit boundary iff 3k < 32 < 3k+3\n // (only k = 10, 11 straddle: bits 30..32 and 33..35; actually k=10\n // is bits 30..32, k=11 is 33..35 \u2014 so k=10 straddles). We handle\n // straddles by writing to both halves.\n var idx_lo: u32 = 0u;\n var idx_hi: u32 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let bit = 3u * k;\n let v = best_indices[k] & 7u;\n if (bit + 3u <= 32u) {\n idx_lo = idx_lo | (v << bit);\n } else if (bit >= 32u) {\n idx_hi = idx_hi | (v << (bit - 32u));\n } else {\n // Straddle: low part into idx_lo's top, high part into idx_hi's bottom.\n idx_lo = idx_lo | (v << bit);\n idx_hi = idx_hi | (v >> (32u - bit));\n }\n }\n\n // Final u32s, both little-endian:\n // u32[0] bytes = red0, red1, idx_lo[7:0], idx_lo[15:8]\n // u32[1] bytes = idx_lo[23:16], idx_lo[31:24], idx_hi[7:0], idx_hi[15:8]\n let out_lo = best_r0 | (best_r1 << 8u) | ((idx_lo & 0xFFFFu) << 16u);\n let out_hi = (idx_lo >> 16u) | (idx_hi << 16u);\n\n return vec2<u32>(out_lo, out_hi);\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // Load 4\xD74 RG values, splitting into per-channel arrays so each can\n // be handed to encode_bc4 independently.\n var r_values: array<f32, 16>;\n var g_values: array<f32, 16>;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n // Clamp to edge for non-multiple-of-4 input sizes.\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0);\n r_values[i] = c.r;\n g_values[i] = c.g;\n }\n\n let r_block = encode_bc4(&r_values);\n let g_block = encode_bc4(&g_values);\n\n // BC5 block = R half (bytes 0..7) || G half (bytes 8..15) = 4 u32s.\n let out = block_index * 4u;\n dst[out + 0u] = r_block.x;\n dst[out + 1u] = r_block.y;\n dst[out + 2u] = g_block.x;\n dst[out + 3u] = g_block.y;\n}\n";
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+ var bc5_default = "// BC5 (RGTC2) compute shader encoder.\n//\n// Each invocation encodes one 4x4 pixel block into a 16-byte BC5 block\n// written as 4 x u32 into the destination storage buffer.\n//\n// BC5 = two BC4 blocks concatenated:\n// block bytes 0..7 : BC4 of R channel (normal.x for tangent-space normals)\n// block bytes 8..15 : BC4 of G channel (normal.y)\n//\n// Each BC4 half-block (8 bytes):\n// byte 0 : red0 (8-bit endpoint)\n// byte 1 : red1 (8-bit endpoint)\n// bytes 2..7 : 16 \xD7 3-bit indices, LSB-first, pixel 0 at bit 0\n//\n// We always produce the 6-interpolation mode (red0 > red1). See\n// `bc4_ref.js` for the reasoning and the CPU reference this shader is\n// ported from \u2014 the algorithm and edge cases mirror it line-for-line.\n//\n// Pipeline per channel:\n// 1. Load 16 single-channel values, find min/max \u2192 initial endpoints.\n// 2. Quantize to 8-bit. Nudge apart if equal (forces 6-interp mode).\n// 3. Build palette, assign each texel its nearest entry (full L2).\n// 4. One-pass least-squares refinement: solve the 2\xD72 normal equations\n// for the (r0, r1) that minimizes \u03A3(palette[i_k] \u2212 v_k)\xB2. Accept\n// only if quantized endpoints still satisfy r0 > r1 AND total\n// squared error decreased.\n// 5. Pack 2 endpoint bytes + 48 bits of indices into the 8-byte block.\n//\n// The candidate endpoints/indices/error are tracked in place \u2014 the refit\n// overwrites them only when accepted \u2014 so no 16-entry index array is ever\n// copied across a function return.\n//\n// QUALITY LEVELS (pipeline-overridable constant `QUALITY_HIGH`)\n// fast (0, default): bbox endpoints + a single nearest-search assignment per\n// channel. The LSQ refit pass below is the bulk of the kernel and buys\n// only ~0.36 dB, so it is skipped \u2014 ~3.8\xD7 faster.\n// high (1): runs the refit, byte-for-byte identical to bc4_ref/bc5_ref.\n\n// 0 = fast (default), 1 = exhaustive/high-quality. Set via pipeline constants.\noverride QUALITY_HIGH: u32 = 0u;\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\n// 6-interpolation-mode palette weights. palette[j] = W0_6[j]*r0 + W1_6[j]*r1.\n// Expressed as a switch so we don't rely on module-scope const arrays.\nfn w0_6(j: u32) -> f32 {\n switch j {\n case 0u: { return 1.0; }\n case 1u: { return 0.0; }\n case 2u: { return 6.0 / 7.0; }\n case 3u: { return 5.0 / 7.0; }\n case 4u: { return 4.0 / 7.0; }\n case 5u: { return 3.0 / 7.0; }\n case 6u: { return 2.0 / 7.0; }\n default: { return 1.0 / 7.0; } // case 7u\n }\n}\n\nfn w1_6(j: u32) -> f32 {\n switch j {\n case 0u: { return 0.0; }\n case 1u: { return 1.0; }\n case 2u: { return 1.0 / 7.0; }\n case 3u: { return 2.0 / 7.0; }\n case 4u: { return 3.0 / 7.0; }\n case 5u: { return 4.0 / 7.0; }\n case 6u: { return 5.0 / 7.0; }\n default: { return 6.0 / 7.0; } // case 7u\n }\n}\n\nfn quantize8(v: f32) -> u32 {\n // Round-to-nearest, clamp to [0, 255]. floor(x + 0.5) is the same\n // rounding rule the CPU reference uses.\n return u32(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// Build the 8-entry palette for endpoints (r0f, r1f) in normalised space.\nfn build_pal(r0f: f32, r1f: f32, pal: ptr<function, array<f32, 8>>) {\n for (var j: u32 = 0u; j < 8u; j = j + 1u) {\n (*pal)[j] = w0_6(j) * r0f + w1_6(j) * r1f;\n }\n}\n\n// Assign each of the 16 values its nearest palette entry (full 8-entry L2),\n// writing indices into `out_idx` and returning the total squared error.\nfn assign_all(\n values: ptr<function, array<f32, 16>>,\n pal: ptr<function, array<f32, 8>>,\n out_idx: ptr<function, array<u32, 16>>,\n) -> f32 {\n var err: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = (*values)[k];\n var best_j: u32 = 0u;\n var best_d: f32 = 1e20;\n for (var j: u32 = 0u; j < 8u; j = j + 1u) {\n let d = (*pal)[j] - v;\n let d2 = d * d;\n if (d2 < best_d) {\n best_d = d2;\n best_j = j;\n }\n }\n (*out_idx)[k] = best_j;\n err = err + best_d;\n }\n return err;\n}\n\n// Encode 16 single-channel values into an 8-byte BC4 block, packed as\n// two little-endian u32s (u32[0] = bytes 0..3, u32[1] = bytes 4..7).\nfn encode_bc4(values: ptr<function, array<f32, 16>>) -> vec2<u32> {\n // ---------------- 1. Initial endpoints: bbox of input ----------------\n var vmin: f32 = 1.0;\n var vmax: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n vmin = min(vmin, (*values)[k]);\n vmax = max(vmax, (*values)[k]);\n }\n var r0: u32 = quantize8(vmax);\n var r1: u32 = quantize8(vmin);\n // Force 6-interp mode: red0 > red1 strictly.\n if (r0 == r1) {\n if (r1 > 0u) { r1 = r1 - 1u; }\n else { r0 = r0 + 1u; }\n }\n\n // ---------------- 2. Initial palette + indices + error --------------\n var pal: array<f32, 8>;\n build_pal(f32(r0) / 255.0, f32(r1) / 255.0, &pal);\n var indices: array<u32, 16>;\n var err = assign_all(values, &pal, &indices);\n\n // ---------------- 3. Refinement: least-squares on (r0, r1) ----------\n // High-quality only \u2014 the refit is the bulk of the per-channel cost and the\n // branch is resolved at pipeline-compile time, so the fast path skips all of\n // it (the sums loop included), not just the acceptance test.\n if (QUALITY_HIGH != 0u) {\n // Normal equations for palette[j] = a_j * r0 + b_j * r1:\n // [\u03A3AA \u03A3AB] [r0] [\u03A3AV]\n // [\u03A3AB \u03A3BB] [r1] = [\u03A3BV]\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: f32 = 0.0; var sBV: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let a = w0_6(indices[k]);\n let b = w1_6(indices[k]);\n let v = (*values)[k];\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n // Degenerate system \u2192 skip refinement.\n if (abs(det) > 1e-9) {\n let new_r0 = clamp((sBB * sAV - sAB * sBV) / det, 0.0, 1.0);\n let new_r1 = clamp((sAA * sBV - sAB * sAV) / det, 0.0, 1.0);\n let qR0 = quantize8(new_r0);\n let qR1 = quantize8(new_r1);\n // Only accept refinements that stay in 6-interp mode. A refinement\n // that flips or equalizes the endpoints would change decode mode.\n if (qR0 > qR1) {\n build_pal(f32(qR0) / 255.0, f32(qR1) / 255.0, &pal);\n var idx2: array<u32, 16>;\n let err2 = assign_all(values, &pal, &idx2);\n if (err2 < err) {\n r0 = qR0;\n r1 = qR1;\n indices = idx2;\n err = err2;\n }\n }\n }\n }\n\n // ---------------- 4. Pack 48-bit index field + 2 endpoint bytes -----\n // The 48-bit index field spans block bytes 2..7. Split into idx_lo\n // (low 32 bits of the field) and idx_hi (high 16 bits). An index at\n // bit position 3k straddles the 32-bit boundary iff 3k < 32 < 3k+3\n // (only k = 10, 11 straddle: bits 30..32 and 33..35; actually k=10\n // is bits 30..32, k=11 is 33..35 \u2014 so k=10 straddles). We handle\n // straddles by writing to both halves.\n var idx_lo: u32 = 0u;\n var idx_hi: u32 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let bit = 3u * k;\n let v = indices[k] & 7u;\n if (bit + 3u <= 32u) {\n idx_lo = idx_lo | (v << bit);\n } else if (bit >= 32u) {\n idx_hi = idx_hi | (v << (bit - 32u));\n } else {\n // Straddle: low part into idx_lo's top, high part into idx_hi's bottom.\n idx_lo = idx_lo | (v << bit);\n idx_hi = idx_hi | (v >> (32u - bit));\n }\n }\n\n // Final u32s, both little-endian:\n // u32[0] bytes = red0, red1, idx_lo[7:0], idx_lo[15:8]\n // u32[1] bytes = idx_lo[23:16], idx_lo[31:24], idx_hi[7:0], idx_hi[15:8]\n let out_lo = r0 | (r1 << 8u) | ((idx_lo & 0xFFFFu) << 16u);\n let out_hi = (idx_lo >> 16u) | (idx_hi << 16u);\n\n return vec2<u32>(out_lo, out_hi);\n}\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // Load 4\xD74 RG values, splitting into per-channel arrays so each can\n // be handed to encode_bc4 independently.\n var r_values: array<f32, 16>;\n var g_values: array<f32, 16>;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n // Clamp to edge for non-multiple-of-4 input sizes.\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0);\n r_values[i] = c.r;\n g_values[i] = c.g;\n }\n\n let r_block = encode_bc4(&r_values);\n let g_block = encode_bc4(&g_values);\n\n // BC5 block = R half (bytes 0..7) || G half (bytes 8..15) = 4 u32s.\n let out = block_index * 4u;\n dst[out + 0u] = r_block.x;\n dst[out + 1u] = r_block.y;\n dst[out + 2u] = g_block.x;\n dst[out + 3u] = g_block.y;\n}\n";
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+
409
+ // src/bc5_fast_f16.wgsl
410
+ var bc5_fast_f16_default = '// bc5 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).\n// Identical algorithm to the f32 fast path in bc5.wgsl, but the projection +\n// least-squares refit run in f16 ([0,1] domain). On GPUs with 2x f16 throughput\n// (e.g. Apple) this is ~2x faster at the same quality; endpoints are still\n// quantised to exact 8-bit. The host selects this module only when the device\n// reports shader-f16, falling back to bc5.wgsl otherwise. "high" never uses this.\n//\n// BC5 fast path in f16 (two BC4 halves, no refit). f16 halves the per-channel ALU.\nenable f16;\nalias h = f16;\nstruct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\nfn w0(j: u32) -> h { switch j { case 0u:{return h(1.0);} case 1u:{return h(0.0);} case 2u:{return h(6.0/7.0);} case 3u:{return h(5.0/7.0);} case 4u:{return h(4.0/7.0);} case 5u:{return h(3.0/7.0);} case 6u:{return h(2.0/7.0);} default:{return h(1.0/7.0);} } }\nfn w1(j: u32) -> h { switch j { case 0u:{return h(0.0);} case 1u:{return h(1.0);} case 2u:{return h(1.0/7.0);} case 3u:{return h(2.0/7.0);} case 4u:{return h(3.0/7.0);} case 5u:{return h(4.0/7.0);} case 6u:{return h(5.0/7.0);} default:{return h(6.0/7.0);} } }\nfn q8(v: h) -> u32 { return u32(clamp(floor(v*h(255.0)+h(0.5)), h(0.0), h(255.0))); }\nfn encode_bc4(values: ptr<function, array<h,16>>) -> vec2<u32> {\n var vmin=h(1.0); var vmax=h(0.0);\n for(var k:u32=0u;k<16u;k=k+1u){ vmin=min(vmin,(*values)[k]); vmax=max(vmax,(*values)[k]); }\n var r0=q8(vmax); var r1=q8(vmin);\n if(r0==r1){ if(r1>0u){r1=r1-1u;}else{r0=r0+1u;} }\n var pal: array<h,8>; let r0f=h(f32(r0)/255.0); let r1f=h(f32(r1)/255.0);\n for(var j:u32=0u;j<8u;j=j+1u){ pal[j]=w0(j)*r0f+w1(j)*r1f; }\n var indices: array<u32,16>;\n for(var k:u32=0u;k<16u;k=k+1u){ let v=(*values)[k]; var bj=0u; var bd=h(1e4); for(var j:u32=0u;j<8u;j=j+1u){ let d=pal[j]-v; let d2=d*d; if(d2<bd){bd=d2;bj=j;} } indices[k]=bj; }\n var lo=0u; var hi=0u;\n for(var k:u32=0u;k<16u;k=k+1u){ let bit=3u*k; let v=indices[k]&7u;\n if(bit+3u<=32u){ lo=lo|(v<<bit); } else if(bit>=32u){ hi=hi|(v<<(bit-32u)); } else { lo=lo|(v<<bit); hi=hi|(v>>(32u-bit)); } }\n return vec2<u32>(r0 | (r1<<8u) | ((lo&0xFFFFu)<<16u), (lo>>16u) | (hi<<16u));\n}\n@compute @workgroup_size(8,8,1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if(gid.x>=params.blocks_x||gid.y>=params.blocks_y){return;}\n let bi=gid.y*params.blocks_x+gid.x;\n let base=vec2<i32>(i32(gid.x)*4,i32(gid.y)*4); let mx=vec2<i32>(i32(params.width)-1,i32(params.height)-1);\n var rv: array<h,16>; var gv: array<h,16>;\n for(var i:u32=0u;i<16u;i=i+1u){ let p=clamp(base+vec2<i32>(i32(i&3u),i32(i>>2u)),vec2<i32>(0),mx); let c=textureLoad(src_tex,p,0); rv[i]=h(c.r); gv[i]=h(c.g); }\n let rb=encode_bc4(&rv); let gb=encode_bc4(&gv);\n let o=bi*4u; dst[o]=rb.x; dst[o+1u]=rb.y; dst[o+2u]=gb.x; dst[o+3u]=gb.y;\n}\n';
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328
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  // src/BC5Encoder.ts
329
413
  var BC5Encoder = class extends Encoder {
@@ -338,9 +422,15 @@ var BC5Encoder = class extends Encoder {
338
422
  get supportsSrgb() {
339
423
  return false;
340
424
  }
425
+ get supportsQuality() {
426
+ return true;
427
+ }
341
428
  wgslSource() {
342
429
  return bc5_default;
343
430
  }
431
+ wgslSourceFastF16() {
432
+ return bc5_fast_f16_default;
433
+ }
344
434
  gpuTextureFormat() {
345
435
  return "bc5-rg-unorm";
346
436
  }
@@ -353,7 +443,87 @@ var BC5Encoder = class extends Encoder {
353
443
  import { RGBA_BPTC_Format } from "three";
354
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355
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  // src/bc7.wgsl
356
- var bc7_default = "// BC7 (BPTC) mode 6 compute shader encoder.\n//\n// One invocation per 4\xD74 block. Emits 16 bytes = 4 u32s into the storage\n// buffer at `dst[block_index * 4 .. + 3]`.\n//\n// This shader mirrors `bc7_ref.ts` function-by-function; see that file for\n// the end-to-end algorithm rationale and the full mode 6 bitstream layout\n// (summarised below).\n//\n// MODE 6 LAYOUT (LSB-first, bit 0 = byte 0's bit 0)\n// bits 0..6 mode field (0b0000001 \u2014 only bit 6 is 1)\n// bits 7..13 R0 (7-bit)\n// bits 14..20 R1\n// bits 21..27 G0\n// bits 28..34 G1 \u2190 straddles the word 0 / word 1 boundary\n// bits 35..41 B0\n// bits 42..48 B1\n// bits 49..55 A0\n// bits 56..62 A1\n// bit 63 P0 (shared p-bit for endpoint 0)\n// bit 64 P1\n// bits 65..67 pixel 0 index (3 bits; anchor, MSB implicit 0)\n// bits 68..71 pixel 1 index (4 bits)\n// ...\n// bits 124..127 pixel 15 index\n//\n// Effective 8-bit endpoint channel = (7_bit_value << 1) | p_bit.\n// Palette[i] = ((64 \u2212 W4[i]) \xD7 e0_8 + W4[i] \xD7 e1_8 + 32) >> 6, integer.\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\n// Mode 6 interpolation weights (\xD7 1/64), fixed by the spec. Same table as\n// the CPU reference (`W4` in bc7_ref.ts).\nfn w4(i: u32) -> u32 {\n switch i {\n case 0u: { return 0u; }\n case 1u: { return 4u; }\n case 2u: { return 9u; }\n case 3u: { return 13u; }\n case 4u: { return 17u; }\n case 5u: { return 21u; }\n case 6u: { return 26u; }\n case 7u: { return 30u; }\n case 8u: { return 34u; }\n case 9u: { return 38u; }\n case 10u: { return 43u; }\n case 11u: { return 47u; }\n case 12u: { return 51u; }\n case 13u: { return 55u; }\n case 14u: { return 60u; }\n default: { return 64u; } // case 15u\n }\n}\n\n// Hardware-exact integer interpolation.\nfn interp8(e0: u32, e1: u32, w: u32) -> u32 {\n return ((64u - w) * e0 + w * e1 + 32u) >> 6u;\n}\n\n// f32-normalised [0,1] \u2192 clamped 8-bit.\nfn to8(v: f32) -> u32 {\n return u32(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// -------------------------- Farthest-pair seed -------------------------- //\n\nstruct PairResult { i0: u32, i1: u32 };\n\n// 4-channel L2 distance squared, u32 domain (bounded by 4 \xD7 255\xB2 = 260 100).\nfn pixel_dist_sq(a: vec4<u32>, b: vec4<u32>) -> u32 {\n let d = vec4<i32>(a) - vec4<i32>(b);\n let d2 = d * d;\n return u32(d2.x + d2.y + d2.z + d2.w);\n}\n\n// O(N\xB2) = 120 comparisons. See bc7_ref.ts `farthestPair` for why bbox\n// corners aren't safe initial endpoints when channels vary in different\n// directions along the data line.\nfn farthest_pair(pixels: ptr<function, array<vec4<u32>, 16>>) -> PairResult {\n var best_d: u32 = 0u;\n var best_i: u32 = 0u;\n var best_j: u32 = 1u;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n for (var j: u32 = i + 1u; j < 16u; j = j + 1u) {\n let d = pixel_dist_sq((*pixels)[i], (*pixels)[j]);\n if (d > best_d) { best_d = d; best_i = i; best_j = j; }\n }\n }\n return PairResult(best_i, best_j);\n}\n\n// -------------------------- Palette + assignment ------------------------ //\n\n// Build the 16-entry RGBA palette from 8-bit endpoints.\nfn build_palette_6(e0: vec4<u32>, e1: vec4<u32>, pal: ptr<function, array<vec4<u32>, 16>>) {\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let w = w4(i);\n (*pal)[i] = vec4<u32>(\n interp8(e0.x, e1.x, w),\n interp8(e0.y, e1.y, w),\n interp8(e0.z, e1.z, w),\n interp8(e0.w, e1.w, w),\n );\n }\n}\n\n// Nearest-palette-entry search for one pixel. Full 16-entry L2 search.\nfn nearest_index_6(pixel: vec4<u32>, pal: ptr<function, array<vec4<u32>, 16>>) -> vec2<u32> {\n var best_i: u32 = 0u;\n var best_d: u32 = 0xFFFFFFFFu;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let d = pixel_dist_sq(pixel, (*pal)[i]);\n if (d < best_d) { best_d = d; best_i = i; }\n }\n // x = best index, y = its squared error.\n return vec2<u32>(best_i, best_d);\n}\n\n// Assign all 16 pixels to nearest palette entries, accumulate total error.\nstruct AssignResult { indices: array<u32, 16>, err: u32 };\n\nfn assign_all(\n pixels: ptr<function, array<vec4<u32>, 16>>,\n pal: ptr<function, array<vec4<u32>, 16>>,\n) -> AssignResult {\n var out: AssignResult;\n out.err = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let sel = nearest_index_6((*pixels)[k], pal);\n out.indices[k] = sel.x;\n out.err = out.err + sel.y;\n }\n return out;\n}\n\n// -------------------------- Endpoint quantisation ----------------------- //\n\n// Quantize one 8-bit ideal channel to (7-bit value, reconstructed 8-bit)\n// under a fixed p-bit. Matches the CPU reference.\nfn quantize_ch(ideal8: u32, p: u32) -> vec2<u32> {\n // q7 = round((ideal8 \u2212 p) / 2), clamp to [0, 127].\n let q = u32(clamp(\n floor((f32(ideal8) - f32(p)) / 2.0 + 0.5),\n 0.0, 127.0,\n ));\n let eff = (q << 1u) | p;\n return vec2<u32>(q, eff);\n}\n\nstruct QuantPair { seven: vec4<u32>, eight: vec4<u32> };\n\nfn quantize_endpoint(ideal8: vec4<u32>, p: u32) -> QuantPair {\n let r = quantize_ch(ideal8.x, p);\n let g = quantize_ch(ideal8.y, p);\n let b = quantize_ch(ideal8.z, p);\n let a = quantize_ch(ideal8.w, p);\n return QuantPair(\n vec4<u32>(r.x, g.x, b.x, a.x),\n vec4<u32>(r.y, g.y, b.y, a.y),\n );\n}\n\n// Try all four p-bit combos (p0, p1) \u2208 {0,1}\xB2 and return the best\n// quantised-endpoint-plus-indices triple.\nstruct BestMode6 {\n e0_7: vec4<u32>, e1_7: vec4<u32>,\n p0: u32, p1: u32,\n indices: array<u32, 16>,\n err: u32,\n};\n\nfn try_pbit_combos(\n pixels: ptr<function, array<vec4<u32>, 16>>,\n ideal0: vec4<u32>,\n ideal1: vec4<u32>,\n) -> BestMode6 {\n var best: BestMode6;\n best.err = 0xFFFFFFFFu;\n for (var p0: u32 = 0u; p0 < 2u; p0 = p0 + 1u) {\n let q0 = quantize_endpoint(ideal0, p0);\n for (var p1: u32 = 0u; p1 < 2u; p1 = p1 + 1u) {\n let q1 = quantize_endpoint(ideal1, p1);\n var pal: array<vec4<u32>, 16>;\n build_palette_6(q0.eight, q1.eight, &pal);\n let assigned = assign_all(pixels, &pal);\n if (assigned.err < best.err) {\n best.e0_7 = q0.seven;\n best.e1_7 = q1.seven;\n best.p0 = p0;\n best.p1 = p1;\n best.indices = assigned.indices;\n best.err = assigned.err;\n }\n }\n }\n return best;\n}\n\n// ---------------------- Least-squares endpoint refit -------------------- //\n\n// Channel-independent LSQ fit of (e0, e1) given current indices. Normal\n// equations: see bc7_ref.ts `refitEndpointsMode6`. Returns 8-bit ideal\n// endpoints (before p-bit quantisation). `valid` = false for a degenerate\n// system (all texels on one palette entry).\nstruct RefitResult { e0: vec4<u32>, e1: vec4<u32>, valid: bool };\n\nfn refit_endpoints(\n pixels: ptr<function, array<vec4<u32>, 16>>,\n indices: ptr<function, array<u32, 16>>,\n) -> RefitResult {\n var sAA: f32 = 0.0;\n var sBB: f32 = 0.0;\n var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0);\n var sBV: vec4<f32> = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let i = (*indices)[k];\n let a = f32(64u - w4(i)) / 64.0;\n let b = f32(w4(i)) / 64.0;\n let v = vec4<f32>((*pixels)[k]);\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n var out: RefitResult;\n if (abs(det) < 1e-9) {\n out.valid = false;\n return out;\n }\n let e0f = (sBB * sAV - sAB * sBV) / det;\n let e1f = (sAA * sBV - sAB * sAV) / det;\n out.e0 = vec4<u32>(clamp(round(e0f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<u32>(clamp(round(e1f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// -------------------------- Bit-packing helper -------------------------- //\n\n// Write `n_bits` LSBs of `value` at bit position `pos` in a 128-bit field\n// split across 4 u32s. Straddles the word boundary when necessary.\nfn write_bits(block: ptr<function, array<u32, 4>>, pos: u32, n_bits: u32, value: u32) {\n let v = value & ((1u << n_bits) - 1u);\n let word_lo = pos / 32u;\n let bit_lo = pos % 32u;\n let bits_in_lo = min(n_bits, 32u - bit_lo);\n\n let mask_lo = ((1u << bits_in_lo) - 1u) << bit_lo;\n (*block)[word_lo] = ((*block)[word_lo] & ~mask_lo) | ((v << bit_lo) & mask_lo);\n\n if (bits_in_lo < n_bits) {\n let bits_in_hi = n_bits - bits_in_lo;\n let mask_hi = (1u << bits_in_hi) - 1u;\n let val_hi = v >> bits_in_lo;\n (*block)[word_lo + 1u] = ((*block)[word_lo + 1u] & ~mask_hi) | (val_hi & mask_hi);\n }\n}\n\n// ------------------------------- Entry --------------------------------- //\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // 1. Load 16 RGBA pixels in 8-bit integer domain.\n var pixels: array<vec4<u32>, 16>;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0);\n pixels[i] = vec4<u32>(to8(c.r), to8(c.g), to8(c.b), to8(c.a));\n }\n\n // 2. Farthest-pair \u2192 initial endpoints.\n let fp = farthest_pair(&pixels);\n let ideal0_init = pixels[fp.i0];\n let ideal1_init = pixels[fp.i1];\n\n // 3. First p-bit search over the farthest-pair seed.\n var best = try_pbit_combos(&pixels, ideal0_init, ideal1_init);\n\n // 4. One-pass LSQ refit + second p-bit search; accept if error decreases.\n let refit = refit_endpoints(&pixels, &best.indices);\n if (refit.valid) {\n let cand = try_pbit_combos(&pixels, refit.e0, refit.e1);\n if (cand.err < best.err) {\n best = cand;\n }\n }\n\n // 5. Anchor rule \u2014 pixel 0's index MSB must be 0. If not, swap endpoints\n // and reflect every index (new_i = 15 \u2212 old_i). The decoded palette\n // reverses, so the reconstructed image is unchanged.\n if ((best.indices[0] & 0x8u) != 0u) {\n let tmp7 = best.e0_7; best.e0_7 = best.e1_7; best.e1_7 = tmp7;\n let tmpP = best.p0; best.p0 = best.p1; best.p1 = tmpP;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n best.indices[k] = 15u - best.indices[k];\n }\n }\n\n // 6. Pack into 128 bits = 4 u32s.\n var block: array<u32, 4>;\n block[0] = 0u; block[1] = 0u; block[2] = 0u; block[3] = 0u;\n\n var pos: u32 = 0u;\n // Mode 6: six zero bits followed by a 1 (LSB-first).\n write_bits(&block, pos, 7u, 0x40u); pos = pos + 7u;\n // Endpoints: R0, R1, G0, G1, B0, B1, A0, A1 \u2014 7 bits each.\n write_bits(&block, pos, 7u, best.e0_7.x); pos = pos + 7u;\n write_bits(&block, pos, 7u, best.e1_7.x); pos = pos + 7u;\n write_bits(&block, pos, 7u, best.e0_7.y); pos = pos + 7u;\n write_bits(&block, pos, 7u, best.e1_7.y); pos = pos + 7u;\n write_bits(&block, pos, 7u, best.e0_7.z); pos = pos + 7u;\n write_bits(&block, pos, 7u, best.e1_7.z); pos = pos + 7u;\n write_bits(&block, pos, 7u, best.e0_7.w); pos = pos + 7u;\n write_bits(&block, pos, 7u, best.e1_7.w); pos = pos + 7u;\n // P-bits.\n write_bits(&block, pos, 1u, best.p0); pos = pos + 1u;\n write_bits(&block, pos, 1u, best.p1); pos = pos + 1u;\n // Pixel 0: 3-bit anchor (MSB implicit 0).\n write_bits(&block, pos, 3u, best.indices[0] & 0x7u); pos = pos + 3u;\n // Pixels 1..15: 4 bits each.\n for (var k: u32 = 1u; k < 16u; k = k + 1u) {\n write_bits(&block, pos, 4u, best.indices[k] & 0xFu);\n pos = pos + 4u;\n }\n\n // 7. Store.\n let out = block_index * 4u;\n dst[out + 0u] = block[0];\n dst[out + 1u] = block[1];\n dst[out + 2u] = block[2];\n dst[out + 3u] = block[3];\n}\n";
446
+ var bc7_default = "// BC7 (BPTC) mode 6 compute shader encoder.\n//\n// One invocation per 4\xD74 block. Emits 16 bytes = 4 u32s into the storage\n// buffer at `dst[block_index * 4 .. + 3]`.\n//\n// QUALITY LEVELS (pipeline-overridable constant `QUALITY_HIGH`)\n// fast (0, default): O(N) bounding-box seed \u2192 endpoints fitted by a single\n// least-squares pass whose normal-equation sums are accumulated *during* a\n// projection-based index assignment. The 16 palette entries are colinear\n// (pal[i] = lerp(e0,e1,w[i])), so the nearest index is found by projecting\n// each pixel onto the endpoint line \u2014 O(1) per pixel, no palette build and\n// no 16-entry search. Profiled ~20\xD7 faster than `high` for ~0.4 dB PSNR.\n// high (1): farthest-pair seed, exhaustive p-bit search over all four\n// (p0,p1) \u2208 {0,1}\xB2 combos, full 16-entry nearest search, one LSQ refit \u2014\n// byte-for-byte identical to bc7_ref.ts.\n//\n// Both paths run in the i32 domain. The fast path's branch is selected at\n// pipeline-compile time, so the driver eliminates the unused (high) code.\n//\n// MODE 6 LAYOUT (LSB-first, bit 0 = byte 0's bit 0)\n// bits 0..6 mode field (0b0000001 \u2014 only bit 6 is 1)\n// bits 7..13 R0 (7-bit) bits 14..20 R1 bits 21..27 G0 bits 28..34 G1\n// bits 35..41 B0 bits 42..48 B1 bits 49..55 A0 bits 56..62 A1\n// bit 63 P0 bit 64 P1\n// bits 65..67 pixel 0 index (3 bits; anchor, MSB implicit 0)\n// bits 68..71 pixel 1 index (4 bits) ... bits 124..127 pixel 15 index\n//\n// Effective 8-bit endpoint channel = (7_bit_value << 1) | p_bit.\n// Palette[i] = ((64 \u2212 W4[i]) \xD7 e0_8 + W4[i] \xD7 e1_8 + 32) >> 6, integer.\n\n// 0 = fast (default), 1 = exhaustive/high-quality. Set via pipeline constants.\noverride QUALITY_HIGH: u32 = 0u;\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\n// Mode 6 interpolation weights (\xD7 1/64), fixed by the spec (`W4` in bc7_ref.ts).\nfn w4(i: u32) -> u32 {\n switch i {\n case 0u: { return 0u; }\n case 1u: { return 4u; }\n case 2u: { return 9u; }\n case 3u: { return 13u; }\n case 4u: { return 17u; }\n case 5u: { return 21u; }\n case 6u: { return 26u; }\n case 7u: { return 30u; }\n case 8u: { return 34u; }\n case 9u: { return 38u; }\n case 10u: { return 43u; }\n case 11u: { return 47u; }\n case 12u: { return 51u; }\n case 13u: { return 55u; }\n case 14u: { return 60u; }\n default: { return 64u; } // case 15u\n }\n}\n\nfn interp4(e0: vec4<i32>, e1: vec4<i32>, w: i32) -> vec4<i32> {\n return ((64 - w) * e0 + w * e1 + vec4<i32>(32)) >> vec4<u32>(6u);\n}\n\nfn to8(v: vec4<f32>) -> vec4<i32> {\n return vec4<i32>(clamp(floor(v * 255.0 + 0.5), vec4<f32>(0.0), vec4<f32>(255.0)));\n}\n\nfn dist2(a: vec4<i32>, b: vec4<i32>) -> i32 {\n let d = a - b;\n let e = d * d;\n return e.x + e.y + e.z + e.w;\n}\n\n// Quantize an 8-bit ideal endpoint to (7-bit value, reconstructed 8-bit) under\n// a fixed p-bit, all four channels at once. q7 = round((ideal8 \u2212 p)/2); used by\n// both paths.\nstruct QuantPair { seven: vec4<i32>, eight: vec4<i32> };\nfn quantize_endpoint(ideal8: vec4<i32>, p: u32) -> QuantPair {\n let q = vec4<i32>(clamp(\n floor((vec4<f32>(ideal8) - f32(p)) / 2.0 + 0.5),\n vec4<f32>(0.0), vec4<f32>(127.0),\n ));\n let eff = (q << vec4<u32>(1u)) | vec4<i32>(i32(p));\n return QuantPair(q, eff);\n}\n\n// ============================ FAST PATH ================================ //\n\n// Endpoint with its chosen p-bit, picked by minimum quantisation error.\nstruct Ep { seven: vec4<i32>, eight: vec4<i32>, p: u32 };\nfn pick_ep(ideal: vec4<i32>) -> Ep {\n let a = quantize_endpoint(ideal, 0u);\n let b = quantize_endpoint(ideal, 1u);\n if (dist2(b.eight, ideal) < dist2(a.eight, ideal)) { return Ep(b.seven, b.eight, 1u); }\n return Ep(a.seven, a.eight, 0u);\n}\n\n// Projection index assignment. The palette is colinear, so the nearest entry is\n// found by projecting onto the endpoint line \u2014 O(1) per pixel. When `fit`, the\n// LSQ normal-equation sums are accumulated in the same pass for a fused refit\n// (uniform weight i/15 \u2014 within a fraction of a code of the exact w4 table).\nstruct Fit { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn proj_assign(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n e0: vec4<i32>, e1: vec4<i32>,\n out_idx: ptr<function, array<u32, 16>>,\n fit: bool,\n) -> Fit {\n var out: Fit;\n let dir = e1 - e0;\n let dd = dir.x * dir.x + dir.y * dir.y + dir.z * dir.z + dir.w * dir.w;\n if (dd == 0) {\n for (var k: u32 = 0u; k < 16u; k = k + 1u) { (*out_idx)[k] = 0u; }\n out.valid = false;\n return out;\n }\n let inv = 15.0 / f32(dd);\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0); var sBV: vec4<f32> = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let q = (*pixels)[k] - e0;\n let s = clamp(floor(f32(q.x * dir.x + q.y * dir.y + q.z * dir.z + q.w * dir.w) * inv + 0.5), 0.0, 15.0);\n (*out_idx)[k] = u32(s);\n if (fit) {\n let v = vec4<f32>((*pixels)[k]);\n let b = s / 15.0; let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b; sAV = sAV + a * v; sBV = sBV + b * v;\n }\n }\n if (!fit) { out.valid = false; return out; }\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-9) { out.valid = false; return out; }\n out.e0 = vec4<i32>(clamp(round((sBB * sAV - sAB * sBV) / det), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<i32>(clamp(round((sAA * sBV - sAB * sAV) / det), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// ============================ HIGH PATH ================================ //\n\nstruct Pair { a: vec4<i32>, b: vec4<i32> };\nfn farthest_pair(pixels: ptr<function, array<vec4<i32>, 16>>) -> Pair {\n var best_d: i32 = 0;\n var pa = (*pixels)[0];\n var pb = (*pixels)[1];\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let xi = (*pixels)[i];\n for (var j: u32 = i + 1u; j < 16u; j = j + 1u) {\n let d = dist2(xi, (*pixels)[j]);\n if (d > best_d) { best_d = d; pa = xi; pb = (*pixels)[j]; }\n }\n }\n return Pair(pa, pb);\n}\n\nfn build_palette_6(e0: vec4<i32>, e1: vec4<i32>, pal: ptr<function, array<vec4<i32>, 16>>) {\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n (*pal)[i] = interp4(e0, e1, i32(w4(i)));\n }\n}\n\nfn assign_all(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n pal: ptr<function, array<vec4<i32>, 16>>,\n out_idx: ptr<function, array<u32, 16>>,\n) -> i32 {\n var err: i32 = 0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let px = (*pixels)[k];\n var best_i: u32 = 0u;\n var best_d: i32 = 2147483647;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let d = dist2(px, (*pal)[i]);\n if (d < best_d) { best_d = d; best_i = i; }\n }\n (*out_idx)[k] = best_i;\n err = err + best_d;\n }\n return err;\n}\n\nstruct BestMode6 {\n e0_7: vec4<i32>, e1_7: vec4<i32>,\n p0: u32, p1: u32,\n indices: array<u32, 16>,\n err: i32,\n};\n\n// Exhaustive p-bit search (high path); commits to `*best` only on improvement.\nfn try_pbit_combos(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n ideal0: vec4<i32>,\n ideal1: vec4<i32>,\n best: ptr<function, BestMode6>,\n) {\n var local_best = (*best).err;\n var pal: array<vec4<i32>, 16>;\n var tmp: array<u32, 16>;\n for (var p0: u32 = 0u; p0 < 2u; p0 = p0 + 1u) {\n let q0 = quantize_endpoint(ideal0, p0);\n for (var p1: u32 = 0u; p1 < 2u; p1 = p1 + 1u) {\n let q1 = quantize_endpoint(ideal1, p1);\n build_palette_6(q0.eight, q1.eight, &pal);\n let err = assign_all(pixels, &pal, &tmp);\n if (err < local_best) {\n local_best = err;\n (*best).e0_7 = q0.seven;\n (*best).e1_7 = q1.seven;\n (*best).p0 = p0;\n (*best).p1 = p1;\n (*best).indices = tmp;\n (*best).err = err;\n }\n }\n }\n}\n\n// Exact-weight LSQ refit (high path); matches bc7_ref.ts `refitEndpointsMode6`.\nstruct RefitResult { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn refit_endpoints(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n indices: ptr<function, array<u32, 16>>,\n) -> RefitResult {\n var sAA: f32 = 0.0;\n var sBB: f32 = 0.0;\n var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0);\n var sBV: vec4<f32> = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let i = (*indices)[k];\n let a = f32(64u - w4(i)) / 64.0;\n let b = f32(w4(i)) / 64.0;\n let v = vec4<f32>((*pixels)[k]);\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n var out: RefitResult;\n if (abs(det) < 1e-9) {\n out.valid = false;\n return out;\n }\n let e0f = (sBB * sAV - sAB * sBV) / det;\n let e1f = (sAA * sBV - sAB * sAV) / det;\n out.e0 = vec4<i32>(clamp(round(e0f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<i32>(clamp(round(e1f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// -------------------------- Bit-packing helper -------------------------- //\n\nfn write_bits(block: ptr<function, array<u32, 4>>, pos: u32, n_bits: u32, value: u32) {\n let v = value & ((1u << n_bits) - 1u);\n let word_lo = pos / 32u;\n let bit_lo = pos % 32u;\n let bits_in_lo = min(n_bits, 32u - bit_lo);\n let mask_lo = ((1u << bits_in_lo) - 1u) << bit_lo;\n (*block)[word_lo] = ((*block)[word_lo] & ~mask_lo) | ((v << bit_lo) & mask_lo);\n if (bits_in_lo < n_bits) {\n let bits_in_hi = n_bits - bits_in_lo;\n let mask_hi = (1u << bits_in_hi) - 1u;\n let val_hi = v >> bits_in_lo;\n (*block)[word_lo + 1u] = ((*block)[word_lo + 1u] & ~mask_hi) | (val_hi & mask_hi);\n }\n}\n\n// ------------------------------- Entry --------------------------------- //\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // Load 16 RGBA pixels (8-bit integer domain) and the per-channel bbox.\n var pixels: array<vec4<i32>, 16>;\n var lo = vec4<i32>(255);\n var hi = vec4<i32>(0);\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let px = to8(textureLoad(src_tex, p, 0));\n pixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n }\n\n var e0_7: vec4<i32>;\n var e1_7: vec4<i32>;\n var p0: u32;\n var p1: u32;\n var indices: array<u32, 16>;\n\n if (QUALITY_HIGH != 0u) {\n let fp = farthest_pair(&pixels);\n var best: BestMode6;\n best.err = 2147483647;\n try_pbit_combos(&pixels, fp.a, fp.b, &best);\n let refit = refit_endpoints(&pixels, &best.indices);\n if (refit.valid) {\n try_pbit_combos(&pixels, refit.e0, refit.e1, &best);\n }\n e0_7 = best.e0_7; e1_7 = best.e1_7; p0 = best.p0; p1 = best.p1; indices = best.indices;\n } else {\n var ep0 = pick_ep(lo);\n var ep1 = pick_ep(hi);\n let r = proj_assign(&pixels, ep0.eight, ep1.eight, &indices, true);\n if (r.valid) {\n ep0 = pick_ep(r.e0);\n ep1 = pick_ep(r.e1);\n proj_assign(&pixels, ep0.eight, ep1.eight, &indices, false);\n }\n e0_7 = ep0.seven; e1_7 = ep1.seven; p0 = ep0.p; p1 = ep1.p;\n }\n\n // Anchor rule \u2014 pixel 0's index MSB must be 0. If not, swap endpoints and\n // reflect every index (new_i = 15 \u2212 old_i); decoded image is unchanged.\n if ((indices[0] & 0x8u) != 0u) {\n let t7 = e0_7; e0_7 = e1_7; e1_7 = t7;\n let tp = p0; p0 = p1; p1 = tp;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n indices[k] = 15u - indices[k];\n }\n }\n\n // Pack into 128 bits = 4 u32s.\n var block: array<u32, 4>;\n block[0] = 0u; block[1] = 0u; block[2] = 0u; block[3] = 0u;\n var pos: u32 = 0u;\n write_bits(&block, pos, 7u, 0x40u); pos = pos + 7u;\n write_bits(&block, pos, 7u, u32(e0_7.x)); pos = pos + 7u;\n write_bits(&block, pos, 7u, u32(e1_7.x)); pos = pos + 7u;\n write_bits(&block, pos, 7u, u32(e0_7.y)); pos = pos + 7u;\n write_bits(&block, pos, 7u, u32(e1_7.y)); pos = pos + 7u;\n write_bits(&block, pos, 7u, u32(e0_7.z)); pos = pos + 7u;\n write_bits(&block, pos, 7u, u32(e1_7.z)); pos = pos + 7u;\n write_bits(&block, pos, 7u, u32(e0_7.w)); pos = pos + 7u;\n write_bits(&block, pos, 7u, u32(e1_7.w)); pos = pos + 7u;\n write_bits(&block, pos, 1u, p0); pos = pos + 1u;\n write_bits(&block, pos, 1u, p1); pos = pos + 1u;\n write_bits(&block, pos, 3u, indices[0] & 0x7u); pos = pos + 3u;\n for (var k: u32 = 1u; k < 16u; k = k + 1u) {\n write_bits(&block, pos, 4u, indices[k] & 0xFu);\n pos = pos + 4u;\n }\n\n let out = block_index * 4u;\n dst[out + 0u] = block[0];\n dst[out + 1u] = block[1];\n dst[out + 2u] = block[2];\n dst[out + 3u] = block[3];\n}\n";
447
+
448
+ // src/bc7_fast_f16.wgsl
449
+ var bc7_fast_f16_default = `// bc7 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
450
+ // Identical algorithm to the f32 fast path in bc7.wgsl, but the projection +
451
+ // least-squares refit run in f16 ([0,1] domain). On GPUs with 2x f16 throughput
452
+ // (e.g. Apple) this is ~2x faster at the same quality; endpoints are still
453
+ // quantised to exact 8-bit. The host selects this module only when the device
454
+ // reports shader-f16, falling back to bc7.wgsl otherwise. "high" never uses this.
455
+ //
456
+ // BC7 mode 6 fast path in f16 (Apple GPUs run f16 at 2x). All math in the [0,1]
457
+ // domain so dot products stay well under f16's range; endpoints quantised to
458
+ // 8-bit at the end. Same bbox seed + projection + fused LSQ refit + reproject.
459
+ enable f16;
460
+ struct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };
461
+ @group(0) @binding(0) var src_tex: texture_2d<f32>;
462
+ @group(0) @binding(1) var<storage, read_write> dst: array<u32>;
463
+ @group(0) @binding(2) var<uniform> params: Params;
464
+ alias h = f16;
465
+ alias h4 = vec4<f16>;
466
+ struct Ep { seven: vec4<i32>, eight: h4, p: u32 };
467
+ // quantise an ideal endpoint (h4 in [0,1]) to 7-bit + p-bit; returns 8-bit eff in [0,1].
468
+ fn pick_ep(ideal01: h4) -> Ep {
469
+ let ideal = ideal01 * h(255.0);
470
+ let q0 = clamp(floor(ideal * h(0.5) + h(0.5)), h4(0.0), h4(127.0)); // p=0
471
+ let e0 = q0 * h(2.0);
472
+ let q1 = clamp(floor((ideal - h(1.0)) * h(0.5) + h(0.5)), h4(0.0), h4(127.0)); // p=1
473
+ let e1 = q1 * h(2.0) + h(1.0);
474
+ let d0 = e0 - ideal; let d1 = e1 - ideal;
475
+ if (dot(d1,d1) < dot(d0,d0)) { return Ep(vec4<i32>(q1), e1 * h(1.0/255.0), 1u); }
476
+ return Ep(vec4<i32>(q0), e0 * h(1.0/255.0), 0u);
477
+ }
478
+ struct Fit { e0: h4, e1: h4, valid: bool };
479
+ fn proj_assign(pix: ptr<function, array<h4,16>>, e0: h4, e1: h4, out_idx: ptr<function, array<u32,16>>, fit: bool) -> Fit {
480
+ var out: Fit; let dir = e1 - e0; let dd = dot(dir,dir);
481
+ if (dd == h(0.0)) { for(var k:u32=0u;k<16u;k=k+1u){(*out_idx)[k]=0u;} out.valid=false; return out; }
482
+ let inv = h(15.0) / dd;
483
+ var sAA=h(0.0); var sBB=h(0.0); var sAB=h(0.0); var sAV=h4(0.0); var sBV=h4(0.0);
484
+ for(var k:u32=0u;k<16u;k=k+1u){
485
+ let v=(*pix)[k];
486
+ let s = clamp(floor(dot(v - e0, dir) * inv + h(0.5)), h(0.0), h(15.0));
487
+ (*out_idx)[k] = u32(s);
488
+ if(fit){ let b=s*h(1.0/15.0); let a=h(1.0)-b; sAA=sAA+a*a; sBB=sBB+b*b; sAB=sAB+a*b; sAV=sAV+a*v; sBV=sBV+b*v; }
489
+ }
490
+ if(!fit){ out.valid=false; return out; }
491
+ let det = sAA*sBB - sAB*sAB; if (abs(det) < h(0.0001)) { out.valid=false; return out; }
492
+ out.e0 = clamp((sBB*sAV - sAB*sBV)/det, h4(0.0), h4(1.0));
493
+ out.e1 = clamp((sAA*sBV - sAB*sAV)/det, h4(0.0), h4(1.0));
494
+ out.valid=true; return out;
495
+ }
496
+ fn write_bits(block: ptr<function, array<u32,4>>, pos: u32, n_bits: u32, value: u32) {
497
+ let v=value&((1u<<n_bits)-1u); let wl=pos/32u; let bl=pos%32u; let il=min(n_bits,32u-bl);
498
+ let ml=((1u<<il)-1u)<<bl; (*block)[wl]=((*block)[wl]&~ml)|((v<<bl)&ml);
499
+ if(il<n_bits){ let ih=n_bits-il; let mh=(1u<<ih)-1u; (*block)[wl+1u]=((*block)[wl+1u]&~mh)|((v>>il)&mh); }
500
+ }
501
+ @compute @workgroup_size(8,8,1)
502
+ fn encode(@builtin(global_invocation_id) gid: vec3<u32>) {
503
+ if(gid.x>=params.blocks_x||gid.y>=params.blocks_y){return;}
504
+ let bi=gid.y*params.blocks_x+gid.x;
505
+ let base=vec2<i32>(i32(gid.x)*4,i32(gid.y)*4); let mx=vec2<i32>(i32(params.width)-1,i32(params.height)-1);
506
+ var pix: array<h4,16>; var lo=h4(1.0); var hi=h4(0.0);
507
+ for(var i:u32=0u;i<16u;i=i+1u){
508
+ let p=clamp(base+vec2<i32>(i32(i&3u),i32(i>>2u)),vec2<i32>(0),mx);
509
+ let px=h4(textureLoad(src_tex,p,0)); pix[i]=px; lo=min(lo,px); hi=max(hi,px);
510
+ }
511
+ var ep0=pick_ep(lo); var ep1=pick_ep(hi); var indices: array<u32,16>;
512
+ let r=proj_assign(&pix,ep0.eight,ep1.eight,&indices,true);
513
+ if(r.valid){ ep0=pick_ep(r.e0); ep1=pick_ep(r.e1); proj_assign(&pix,ep0.eight,ep1.eight,&indices,false); }
514
+ if((indices[0]&0x8u)!=0u){ let t=ep0; ep0=ep1; ep1=t; for(var k:u32=0u;k<16u;k=k+1u){indices[k]=15u-indices[k];} }
515
+ var block: array<u32,4>; block[0]=0u;block[1]=0u;block[2]=0u;block[3]=0u; var pos:u32=0u;
516
+ write_bits(&block,pos,7u,0x40u);pos=pos+7u;
517
+ write_bits(&block,pos,7u,u32(ep0.seven.x));pos=pos+7u; write_bits(&block,pos,7u,u32(ep1.seven.x));pos=pos+7u;
518
+ write_bits(&block,pos,7u,u32(ep0.seven.y));pos=pos+7u; write_bits(&block,pos,7u,u32(ep1.seven.y));pos=pos+7u;
519
+ write_bits(&block,pos,7u,u32(ep0.seven.z));pos=pos+7u; write_bits(&block,pos,7u,u32(ep1.seven.z));pos=pos+7u;
520
+ write_bits(&block,pos,7u,u32(ep0.seven.w));pos=pos+7u; write_bits(&block,pos,7u,u32(ep1.seven.w));pos=pos+7u;
521
+ write_bits(&block,pos,1u,ep0.p);pos=pos+1u; write_bits(&block,pos,1u,ep1.p);pos=pos+1u;
522
+ write_bits(&block,pos,3u,indices[0]&0x7u);pos=pos+3u;
523
+ for(var k:u32=1u;k<16u;k=k+1u){write_bits(&block,pos,4u,indices[k]&0xFu);pos=pos+4u;}
524
+ let o=bi*4u; dst[o]=block[0];dst[o+1u]=block[1];dst[o+2u]=block[2];dst[o+3u]=block[3];
525
+ }
526
+ `;
357
527
 
358
528
  // src/BC7Encoder.ts
359
529
  var BC7Encoder = class extends Encoder {
@@ -368,9 +538,15 @@ var BC7Encoder = class extends Encoder {
368
538
  get supportsSrgb() {
369
539
  return true;
370
540
  }
541
+ get supportsQuality() {
542
+ return true;
543
+ }
371
544
  wgslSource() {
372
545
  return bc7_default;
373
546
  }
547
+ wgslSourceFastF16() {
548
+ return bc7_fast_f16_default;
549
+ }
374
550
  gpuTextureFormat({ colorSpace }) {
375
551
  return colorSpace === "srgb" ? "bc7-rgba-unorm-srgb" : "bc7-rgba-unorm";
376
552
  }
@@ -383,7 +559,10 @@ var BC7Encoder = class extends Encoder {
383
559
  import { RGBA_ASTC_4x4_Format } from "three";
384
560
 
385
561
  // src/astc4x4.wgsl
386
- var astc4x4_default = "// ASTC 4\xD74 LDR compute shader encoder.\n//\n// One invocation per 4\xD74 block. Emits 16 bytes = 4 u32s into the storage\n// buffer at `dst[block_index * 4 .. + 3]`.\n//\n// This shader mirrors `astc4x4_ref.ts` function-by-function; see that\n// file for the end-to-end algorithm rationale and the full block layout\n// / block-mode derivation. A short recap follows.\n//\n// RESTRICTED SUBSET (both CPU ref and this shader):\n// \u2022 Single partition, no dual-plane\n// \u2022 CEM 12 (LDR RGBA, direct)\n// \u2022 Weight grid 4\xD74 (no upsampling), 2-bit weights (QUANT_4)\n// \u2022 8-bit endpoints (QUANT_256 \u2014 bit-replication is a no-op)\n//\n// BLOCK LAYOUT (128 bits, LSB-first)\n// bits [10:0] block mode = 0x042\n// bits [12:11] partition count \u2212 1 = 0\n// bits [16:13] CEM = 12\n// bits [80:17] endpoints: R0 R1 G0 G1 B0 B1 A0 A1 (8-bit each)\n// bits [95:81] unused (zero padding)\n// bits [127:96] 16 \xD7 2-bit weights; for weight k \u2208 [0,15]:\n// block_bit(127 \u2212 2k) = weight_k[0] (LSB)\n// block_bit(126 \u2212 2k) = weight_k[1] (MSB)\n//\n// ENDPOINT ORDERING: after fitting, if sum(e0.rgb) > sum(e1.rgb) we swap\n// endpoints and reflect indices (w' = 3 \u2212 w). This keeps the decoder out\n// of the blue-contraction branch (see CPU ref file header for the full\n// decoder behaviour).\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\n// QUANT_4 weight unquantisation: q \u2208 [0,3] \u2192 unq \u2208 [0, 21, 43, 64].\n// Switch keeps us off a module-scope const array (some backends reject\n// those inside function-call bodies).\nfn weight_unq(i: u32) -> u32 {\n switch i {\n case 0u: { return 0u; }\n case 1u: { return 21u; }\n case 2u: { return 43u; }\n default: { return 64u; } // case 3u\n }\n}\n\n// Hardware-exact integer interpolation. Identical to BC7's; matches the\n// CPU reference bit-for-bit.\nfn interp8(e0: u32, e1: u32, w: u32) -> u32 {\n return ((64u - w) * e0 + w * e1 + 32u) >> 6u;\n}\n\n// Normalised [0, 1] \u2192 clamped 8-bit. Same rounding rule (floor(v + 0.5))\n// as the CPU reference's Math.round.\nfn to8(v: f32) -> u32 {\n return u32(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// 4-channel L2 distance squared in u32 domain. Bounded by 4 \xB7 255\xB2 = 260,100.\nfn pixel_dist_sq(a: vec4<u32>, b: vec4<u32>) -> u32 {\n let d = vec4<i32>(a) - vec4<i32>(b);\n let d2 = d * d;\n return u32(d2.x + d2.y + d2.z + d2.w);\n}\n\n// -------------------------- Farthest-pair seed -------------------------- //\n\nstruct PairResult { i0: u32, i1: u32 };\n\n// O(N\xB2) = 120 comparisons. Same rationale as BC7's `farthest_pair`:\n// bounding-box corners aren't safe initial endpoints when channels vary\n// in different directions along the data line.\nfn farthest_pair(pixels: ptr<function, array<vec4<u32>, 16>>) -> PairResult {\n var best_d: u32 = 0u;\n var best_i: u32 = 0u;\n var best_j: u32 = 1u;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n for (var j: u32 = i + 1u; j < 16u; j = j + 1u) {\n let d = pixel_dist_sq((*pixels)[i], (*pixels)[j]);\n if (d > best_d) { best_d = d; best_i = i; best_j = j; }\n }\n }\n return PairResult(best_i, best_j);\n}\n\n// -------------------------- Palette + assignment ------------------------ //\n\n// Build the 4-entry RGBA palette from 8-bit endpoints. Uses the same\n// integer interpolation formula as decode, so assignments made against\n// this palette match the hardware round-trip.\nfn build_palette(\n e0: vec4<u32>, e1: vec4<u32>,\n pal: ptr<function, array<vec4<u32>, 4>>,\n) {\n for (var i: u32 = 0u; i < 4u; i = i + 1u) {\n let w = weight_unq(i);\n (*pal)[i] = vec4<u32>(\n interp8(e0.x, e1.x, w),\n interp8(e0.y, e1.y, w),\n interp8(e0.z, e1.z, w),\n interp8(e0.w, e1.w, w),\n );\n }\n}\n\n// Nearest palette entry for a single RGBA pixel. Full 4-way L2 search.\n// Returns (best_index, its squared error).\nfn nearest_index(pixel: vec4<u32>, pal: ptr<function, array<vec4<u32>, 4>>) -> vec2<u32> {\n var best_i: u32 = 0u;\n var best_d: u32 = 0xFFFFFFFFu;\n for (var i: u32 = 0u; i < 4u; i = i + 1u) {\n let d = pixel_dist_sq(pixel, (*pal)[i]);\n if (d < best_d) { best_d = d; best_i = i; }\n }\n return vec2<u32>(best_i, best_d);\n}\n\n// Assign all 16 texels to nearest palette entries; accumulate squared error.\nstruct AssignResult { indices: array<u32, 16>, err: u32 };\n\nfn assign_all(\n pixels: ptr<function, array<vec4<u32>, 16>>,\n pal: ptr<function, array<vec4<u32>, 4>>,\n) -> AssignResult {\n var out: AssignResult;\n out.err = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let sel = nearest_index((*pixels)[k], pal);\n out.indices[k] = sel.x;\n out.err = out.err + sel.y;\n }\n return out;\n}\n\n// ---------------------- Least-squares endpoint refit -------------------- //\n\n// Given current indices, solve the per-channel 2\xD72 normal equations for\n// (e0, e1). See the CPU reference's `refitEndpoints` for the derivation.\n// `valid = false` signals a degenerate system (all texels on one palette\n// entry) and the caller keeps the farthest-pair seed.\nstruct RefitResult { e0: vec4<u32>, e1: vec4<u32>, valid: bool };\n\nfn refit_endpoints(\n pixels: ptr<function, array<vec4<u32>, 16>>,\n indices: ptr<function, array<u32, 16>>,\n) -> RefitResult {\n var sAA: f32 = 0.0;\n var sBB: f32 = 0.0;\n var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0);\n var sBV: vec4<f32> = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let unq = weight_unq((*indices)[k]);\n let a = f32(64u - unq) / 64.0;\n let b = f32(unq) / 64.0;\n let v = vec4<f32>((*pixels)[k]);\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n var out: RefitResult;\n if (abs(det) < 1e-9) {\n out.valid = false;\n return out;\n }\n let e0f = (sBB * sAV - sAB * sBV) / det;\n let e1f = (sAA * sBV - sAB * sAV) / det;\n out.e0 = vec4<u32>(clamp(round(e0f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<u32>(clamp(round(e1f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// -------------------------- Bit-packing helper -------------------------- //\n\n// Write `n_bits` LSBs of `value` at bit position `pos` of a 128-bit field\n// represented as `array<u32, 4>`. Handles word-boundary straddles.\n// Lifted from the BC7 shader verbatim; the layout contract is identical.\nfn write_bits(block: ptr<function, array<u32, 4>>, pos: u32, n_bits: u32, value: u32) {\n let v = value & ((1u << n_bits) - 1u);\n let word_lo = pos / 32u;\n let bit_lo = pos % 32u;\n let bits_in_lo = min(n_bits, 32u - bit_lo);\n\n let mask_lo = ((1u << bits_in_lo) - 1u) << bit_lo;\n (*block)[word_lo] = ((*block)[word_lo] & ~mask_lo) | ((v << bit_lo) & mask_lo);\n\n if (bits_in_lo < n_bits) {\n let bits_in_hi = n_bits - bits_in_lo;\n let mask_hi = (1u << bits_in_hi) - 1u;\n let val_hi = v >> bits_in_lo;\n (*block)[word_lo + 1u] = ((*block)[word_lo + 1u] & ~mask_hi) | (val_hi & mask_hi);\n }\n}\n\n// ------------------------------- Entry ---------------------------------- //\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n // 1. Load 16 RGBA texels in 8-bit integer domain.\n var pixels: array<vec4<u32>, 16>;\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let lx = i32(i & 3u);\n let ly = i32(i >> 2u);\n // Clamp to edge for non-multiple-of-4 input sizes.\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0);\n pixels[i] = vec4<u32>(to8(c.r), to8(c.g), to8(c.b), to8(c.a));\n }\n\n // 2. Farthest-pair seed \u2192 initial endpoints.\n let fp = farthest_pair(&pixels);\n var e0 = pixels[fp.i0];\n var e1 = pixels[fp.i1];\n\n // 3. Initial assignment against the seed endpoints.\n var pal: array<vec4<u32>, 4>;\n build_palette(e0, e1, &pal);\n var best = assign_all(&pixels, &pal);\n\n // 4. One LSQ refit pass. Accept only if the squared error strictly\n // decreases \u2014 matches the CPU reference.\n let refit = refit_endpoints(&pixels, &best.indices);\n if (refit.valid) {\n var pal2: array<vec4<u32>, 4>;\n build_palette(refit.e0, refit.e1, &pal2);\n let cand = assign_all(&pixels, &pal2);\n if (cand.err < best.err) {\n e0 = refit.e0;\n e1 = refit.e1;\n best = cand;\n }\n }\n\n // 5. Endpoint ordering so the decoder doesn't apply blue contraction.\n // Strict '>' avoids a gratuitous swap on ties.\n let s0 = e0.x + e0.y + e0.z;\n let s1 = e1.x + e1.y + e1.z;\n if (s0 > s1) {\n let tmp = e0; e0 = e1; e1 = tmp;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n // w' = 3 \u2212 w reflects the palette; decoded colour unchanged.\n best.indices[k] = 3u - best.indices[k];\n }\n }\n\n // 6. Pack 128 bits.\n var block: array<u32, 4>;\n block[0] = 0u; block[1] = 0u; block[2] = 0u; block[3] = 0u;\n\n // Config header.\n write_bits(&block, 0u, 11u, 0x042u); // block mode: 4\xD74 grid, QUANT_4 weights\n write_bits(&block, 11u, 2u, 0u); // partition count \u2212 1\n write_bits(&block, 13u, 4u, 12u); // CEM 12: LDR RGBA direct\n\n // Endpoints in the CEM 12 value order: R0 R1 G0 G1 B0 B1 A0 A1.\n write_bits(&block, 17u + 0u * 8u, 8u, e0.x);\n write_bits(&block, 17u + 1u * 8u, 8u, e1.x);\n write_bits(&block, 17u + 2u * 8u, 8u, e0.y);\n write_bits(&block, 17u + 3u * 8u, 8u, e1.y);\n write_bits(&block, 17u + 4u * 8u, 8u, e0.z);\n write_bits(&block, 17u + 5u * 8u, 8u, e1.z);\n write_bits(&block, 17u + 6u * 8u, 8u, e0.w);\n write_bits(&block, 17u + 7u * 8u, 8u, e1.w);\n\n // Weights at the top of the block. Two 1-bit writes per weight keeps\n // the LSB-at-127 convention visible at every call site; the cost over\n // a batched write is negligible next to the full encode.\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let w = best.indices[k] & 0x3u;\n write_bits(&block, 127u - 2u * k, 1u, w & 1u);\n write_bits(&block, 126u - 2u * k, 1u, (w >> 1u) & 1u);\n }\n\n // 7. Store as 4 u32s.\n let out = block_index * 4u;\n dst[out + 0u] = block[0];\n dst[out + 1u] = block[1];\n dst[out + 2u] = block[2];\n dst[out + 3u] = block[3];\n}\n";
562
+ var astc4x4_default = "// ASTC 4\xD74 LDR compute shader encoder.\n//\n// One invocation per 4\xD74 block. Emits 16 bytes = 4 u32s into the storage\n// buffer at `dst[block_index * 4 .. + 3]`.\n//\n// QUALITY LEVELS (pipeline-overridable constant `QUALITY_HIGH`)\n// fast (0, default): O(N) bounding-box seed \u2192 endpoints fitted by a single\n// least-squares pass whose sums are accumulated during a projection-based\n// weight assignment (the 4 palette entries are colinear, so the nearest is\n// found by projecting onto the endpoint line \u2014 no per-entry search).\n// Profiled ~4\xD7 faster than `high` for ~0.36 dB PSNR.\n// high (1): O(N\xB2) farthest-pair seed, full 4-entry nearest search, one LSQ\n// refit \u2014 byte-for-byte identical to astc4x4_ref.ts.\n// The fast branch is selected at pipeline-compile time; the driver eliminates\n// the unused (high) code.\n//\n// RESTRICTED SUBSET: single partition, no dual-plane, CEM 12 (LDR RGBA direct),\n// 4\xD74 weight grid with 2-bit weights (QUANT_4), 8-bit endpoints (QUANT_256).\n//\n// BLOCK LAYOUT (128 bits, LSB-first)\n// bits [10:0] block mode = 0x042\n// bits [12:11] partition count \u2212 1 = 0\n// bits [16:13] CEM = 12\n// bits [80:17] endpoints: R0 R1 G0 G1 B0 B1 A0 A1 (8-bit each)\n// bits [127:96] 16 \xD7 2-bit weights; weight k: bit(127\u22122k)=lsb, bit(126\u22122k)=msb\n//\n// ENDPOINT ORDERING: if sum(e0.rgb) > sum(e1.rgb) swap endpoints and reflect\n// indices (w' = 3 \u2212 w) to keep the decoder out of blue contraction.\n\n// 0 = fast (default), 1 = exhaustive/high-quality. Set via pipeline constants.\noverride QUALITY_HIGH: u32 = 0u;\n\nstruct Params {\n blocks_x: u32,\n blocks_y: u32,\n width: u32,\n height: u32,\n};\n\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\n\nfn weight_unq(i: u32) -> i32 {\n switch i {\n case 0u: { return 0; }\n case 1u: { return 21; }\n case 2u: { return 43; }\n default: { return 64; } // case 3u\n }\n}\n\nfn interp4(e0: vec4<i32>, e1: vec4<i32>, w: i32) -> vec4<i32> {\n return ((64 - w) * e0 + w * e1 + vec4<i32>(32)) >> vec4<u32>(6u);\n}\n\nfn to8(v: vec4<f32>) -> vec4<i32> {\n return vec4<i32>(clamp(floor(v * 255.0 + 0.5), vec4<f32>(0.0), vec4<f32>(255.0)));\n}\n\nfn dist2(a: vec4<i32>, b: vec4<i32>) -> i32 {\n let d = a - b;\n let e = d * d;\n return e.x + e.y + e.z + e.w;\n}\n\n// ============================ FAST PATH ================================ //\n\n// Projection weight assignment over 4 levels (QUANT_4 \u2248 thirds), with the LSQ\n// normal-equation sums accumulated in the same pass for a fused refit.\nstruct Fit { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn proj_assign(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n e0: vec4<i32>, e1: vec4<i32>,\n out_idx: ptr<function, array<u32, 16>>,\n fit: bool,\n) -> Fit {\n var out: Fit;\n let dir = e1 - e0;\n let dd = dir.x * dir.x + dir.y * dir.y + dir.z * dir.z + dir.w * dir.w;\n if (dd == 0) {\n for (var k: u32 = 0u; k < 16u; k = k + 1u) { (*out_idx)[k] = 0u; }\n out.valid = false;\n return out;\n }\n let inv = 3.0 / f32(dd);\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0); var sBV: vec4<f32> = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let q = (*pixels)[k] - e0;\n let s = clamp(floor(f32(q.x * dir.x + q.y * dir.y + q.z * dir.z + q.w * dir.w) * inv + 0.5), 0.0, 3.0);\n (*out_idx)[k] = u32(s);\n if (fit) {\n let v = vec4<f32>((*pixels)[k]);\n let b = s / 3.0; let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b; sAV = sAV + a * v; sBV = sBV + b * v;\n }\n }\n if (!fit) { out.valid = false; return out; }\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-9) { out.valid = false; return out; }\n out.e0 = vec4<i32>(clamp(round((sBB * sAV - sAB * sBV) / det), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<i32>(clamp(round((sAA * sBV - sAB * sAV) / det), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// ============================ HIGH PATH ================================ //\n\nstruct Pair { a: vec4<i32>, b: vec4<i32> };\nfn farthest_pair(pixels: ptr<function, array<vec4<i32>, 16>>) -> Pair {\n var best_d: i32 = 0;\n var pa = (*pixels)[0];\n var pb = (*pixels)[1];\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let xi = (*pixels)[i];\n for (var j: u32 = i + 1u; j < 16u; j = j + 1u) {\n let d = dist2(xi, (*pixels)[j]);\n if (d > best_d) { best_d = d; pa = xi; pb = (*pixels)[j]; }\n }\n }\n return Pair(pa, pb);\n}\n\nfn build_palette(e0: vec4<i32>, e1: vec4<i32>, pal: ptr<function, array<vec4<i32>, 4>>) {\n for (var i: u32 = 0u; i < 4u; i = i + 1u) {\n (*pal)[i] = interp4(e0, e1, weight_unq(i));\n }\n}\n\nfn assign_all(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n pal: ptr<function, array<vec4<i32>, 4>>,\n out_idx: ptr<function, array<u32, 16>>,\n) -> i32 {\n var err: i32 = 0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let px = (*pixels)[k];\n var best_i: u32 = 0u;\n var best_d: i32 = 2147483647;\n for (var i: u32 = 0u; i < 4u; i = i + 1u) {\n let d = dist2(px, (*pal)[i]);\n if (d < best_d) { best_d = d; best_i = i; }\n }\n (*out_idx)[k] = best_i;\n err = err + best_d;\n }\n return err;\n}\n\nstruct RefitResult { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn refit_endpoints(\n pixels: ptr<function, array<vec4<i32>, 16>>,\n indices: ptr<function, array<u32, 16>>,\n) -> RefitResult {\n var sAA: f32 = 0.0;\n var sBB: f32 = 0.0;\n var sAB: f32 = 0.0;\n var sAV: vec4<f32> = vec4<f32>(0.0);\n var sBV: vec4<f32> = vec4<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let unq = weight_unq((*indices)[k]);\n let a = f32(64 - unq) / 64.0;\n let b = f32(unq) / 64.0;\n let v = vec4<f32>((*pixels)[k]);\n sAA = sAA + a * a;\n sBB = sBB + b * b;\n sAB = sAB + a * b;\n sAV = sAV + a * v;\n sBV = sBV + b * v;\n }\n let det = sAA * sBB - sAB * sAB;\n var out: RefitResult;\n if (abs(det) < 1e-9) {\n out.valid = false;\n return out;\n }\n let e0f = (sBB * sAV - sAB * sBV) / det;\n let e1f = (sAA * sBV - sAB * sAV) / det;\n out.e0 = vec4<i32>(clamp(round(e0f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.e1 = vec4<i32>(clamp(round(e1f), vec4<f32>(0.0), vec4<f32>(255.0)));\n out.valid = true;\n return out;\n}\n\n// -------------------------- Bit-packing helper -------------------------- //\n\nfn write_bits(block: ptr<function, array<u32, 4>>, pos: u32, n_bits: u32, value: u32) {\n let v = value & ((1u << n_bits) - 1u);\n let word_lo = pos / 32u;\n let bit_lo = pos % 32u;\n let bits_in_lo = min(n_bits, 32u - bit_lo);\n let mask_lo = ((1u << bits_in_lo) - 1u) << bit_lo;\n (*block)[word_lo] = ((*block)[word_lo] & ~mask_lo) | ((v << bit_lo) & mask_lo);\n if (bits_in_lo < n_bits) {\n let bits_in_hi = n_bits - bits_in_lo;\n let mask_hi = (1u << bits_in_hi) - 1u;\n let val_hi = v >> bits_in_lo;\n (*block)[word_lo + 1u] = ((*block)[word_lo + 1u] & ~mask_hi) | (val_hi & mask_hi);\n }\n}\n\n// ------------------------------- Entry ---------------------------------- //\n\n@compute @workgroup_size(8, 8, 1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) {\n return;\n }\n\n let bx = gid.x;\n let by = gid.y;\n let block_index = by * params.blocks_x + bx;\n\n let base = vec2<i32>(i32(bx) * 4, i32(by) * 4);\n let max_xy = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n var pixels: array<vec4<i32>, 16>;\n var lo = vec4<i32>(255);\n var hi = vec4<i32>(0);\n for (var i: u32 = 0u; i < 16u; i = i + 1u) {\n let p = clamp(base + vec2<i32>(i32(i & 3u), i32(i >> 2u)), vec2<i32>(0, 0), max_xy);\n let px = to8(textureLoad(src_tex, p, 0));\n pixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n }\n\n var e0: vec4<i32>;\n var e1: vec4<i32>;\n var indices: array<u32, 16>;\n\n if (QUALITY_HIGH != 0u) {\n let fp = farthest_pair(&pixels);\n e0 = fp.a;\n e1 = fp.b;\n var pal: array<vec4<i32>, 4>;\n build_palette(e0, e1, &pal);\n var err = assign_all(&pixels, &pal, &indices);\n let refit = refit_endpoints(&pixels, &indices);\n if (refit.valid) {\n build_palette(refit.e0, refit.e1, &pal);\n var idx2: array<u32, 16>;\n let err2 = assign_all(&pixels, &pal, &idx2);\n if (err2 < err) {\n e0 = refit.e0;\n e1 = refit.e1;\n indices = idx2;\n err = err2;\n }\n }\n } else {\n e0 = lo;\n e1 = hi;\n let r = proj_assign(&pixels, e0, e1, &indices, true);\n if (r.valid) {\n e0 = r.e0;\n e1 = r.e1;\n proj_assign(&pixels, e0, e1, &indices, false);\n }\n }\n\n // Endpoint ordering so the decoder doesn't apply blue contraction.\n if (e0.x + e0.y + e0.z > e1.x + e1.y + e1.z) {\n let tmp = e0; e0 = e1; e1 = tmp;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n indices[k] = 3u - indices[k];\n }\n }\n\n var block: array<u32, 4>;\n block[0] = 0u; block[1] = 0u; block[2] = 0u; block[3] = 0u;\n write_bits(&block, 0u, 11u, 0x042u);\n write_bits(&block, 11u, 2u, 0u);\n write_bits(&block, 13u, 4u, 12u);\n write_bits(&block, 17u + 0u * 8u, 8u, u32(e0.x));\n write_bits(&block, 17u + 1u * 8u, 8u, u32(e1.x));\n write_bits(&block, 17u + 2u * 8u, 8u, u32(e0.y));\n write_bits(&block, 17u + 3u * 8u, 8u, u32(e1.y));\n write_bits(&block, 17u + 4u * 8u, 8u, u32(e0.z));\n write_bits(&block, 17u + 5u * 8u, 8u, u32(e1.z));\n write_bits(&block, 17u + 6u * 8u, 8u, u32(e0.w));\n write_bits(&block, 17u + 7u * 8u, 8u, u32(e1.w));\n var w3: u32 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let w = indices[k] & 0x3u;\n w3 = w3 | ((w & 1u) << (31u - 2u * k)) | (((w >> 1u) & 1u) << (30u - 2u * k));\n }\n block[3] = w3;\n\n let out = block_index * 4u;\n dst[out + 0u] = block[0];\n dst[out + 1u] = block[1];\n dst[out + 2u] = block[2];\n dst[out + 3u] = block[3];\n}\n";
563
+
564
+ // src/astc4x4_fast_f16.wgsl
565
+ var astc4x4_fast_f16_default = '// astc4x4 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).\n// Identical algorithm to the f32 fast path in astc4x4.wgsl, but the projection +\n// least-squares refit run in f16 ([0,1] domain). On GPUs with 2x f16 throughput\n// (e.g. Apple) this is ~2x faster at the same quality; endpoints are still\n// quantised to exact 8-bit. The host selects this module only when the device\n// reports shader-f16, falling back to astc4x4.wgsl otherwise. "high" never uses this.\n//\nenable f16;\nalias h = f16; alias h4 = vec4<f16>;\nstruct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\nstruct Fit { e0: h4, e1: h4, valid: bool };\nfn proj(pix: ptr<function, array<h4,16>>, e0: h4, e1: h4, out_idx: ptr<function, array<u32,16>>, fit: bool) -> Fit {\n var out: Fit; let dir=e1-e0; let dd=dot(dir,dir);\n if(dd==h(0.0)){ for(var k:u32=0u;k<16u;k=k+1u){(*out_idx)[k]=0u;} out.valid=false; return out; }\n let inv=h(3.0)/dd;\n var sAA=h(0.0); var sBB=h(0.0); var sAB=h(0.0); var sAV=h4(0.0); var sBV=h4(0.0);\n for(var k:u32=0u;k<16u;k=k+1u){ let v=(*pix)[k]; let s=clamp(floor(dot(v-e0,dir)*inv+h(0.5)),h(0.0),h(3.0)); (*out_idx)[k]=u32(s);\n if(fit){ let b=s*h(1.0/3.0); let a=h(1.0)-b; sAA=sAA+a*a; sBB=sBB+b*b; sAB=sAB+a*b; sAV=sAV+a*v; sBV=sBV+b*v; } }\n if(!fit){ out.valid=false; return out; }\n let det=sAA*sBB-sAB*sAB; if(abs(det)<h(0.0001)){out.valid=false;return out;}\n out.e0=clamp((sBB*sAV-sAB*sBV)/det,h4(0.0),h4(1.0)); out.e1=clamp((sAA*sBV-sAB*sAV)/det,h4(0.0),h4(1.0)); out.valid=true; return out;\n}\nfn write_bits(block: ptr<function, array<u32,4>>, pos: u32, n_bits: u32, value: u32) {\n let v=value&((1u<<n_bits)-1u); let wl=pos/32u; let bl=pos%32u; let il=min(n_bits,32u-bl);\n let ml=((1u<<il)-1u)<<bl; (*block)[wl]=((*block)[wl]&~ml)|((v<<bl)&ml);\n if(il<n_bits){ let ih=n_bits-il; let mh=(1u<<ih)-1u; (*block)[wl+1u]=((*block)[wl+1u]&~mh)|((v>>il)&mh); }\n}\nfn q8(e: h4) -> vec4<i32> { return vec4<i32>(clamp(floor(e*h(255.0)+h(0.5)), h4(0.0), h4(255.0))); }\n@compute @workgroup_size(8,8,1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if(gid.x>=params.blocks_x||gid.y>=params.blocks_y){return;}\n let bi=gid.y*params.blocks_x+gid.x;\n let base=vec2<i32>(i32(gid.x)*4,i32(gid.y)*4); let mx=vec2<i32>(i32(params.width)-1,i32(params.height)-1);\n var pix: array<h4,16>; var lo=h4(1.0); var hi=h4(0.0);\n for(var i:u32=0u;i<16u;i=i+1u){ let p=clamp(base+vec2<i32>(i32(i&3u),i32(i>>2u)),vec2<i32>(0),mx); let px=h4(textureLoad(src_tex,p,0)); pix[i]=px; lo=min(lo,px); hi=max(hi,px); }\n var e0=lo; var e1=hi; var indices: array<u32,16>;\n let r=proj(&pix,e0,e1,&indices,true);\n if(r.valid){ e0=r.e0; e1=r.e1; proj(&pix,e0,e1,&indices,false); }\n var E0=q8(e0); var E1=q8(e1);\n if(E0.x+E0.y+E0.z > E1.x+E1.y+E1.z){ let t=E0; E0=E1; E1=t; for(var k:u32=0u;k<16u;k=k+1u){indices[k]=3u-indices[k];} }\n var block: array<u32,4>; block[0]=0u;block[1]=0u;block[2]=0u;block[3]=0u;\n write_bits(&block,0u,11u,0x042u); write_bits(&block,11u,2u,0u); write_bits(&block,13u,4u,12u);\n write_bits(&block,17u,8u,u32(E0.x)); write_bits(&block,25u,8u,u32(E1.x));\n write_bits(&block,33u,8u,u32(E0.y)); write_bits(&block,41u,8u,u32(E1.y));\n write_bits(&block,49u,8u,u32(E0.z)); write_bits(&block,57u,8u,u32(E1.z));\n write_bits(&block,65u,8u,u32(E0.w)); write_bits(&block,73u,8u,u32(E1.w));\n var w3:u32=0u; for(var k:u32=0u;k<16u;k=k+1u){ let w=indices[k]&3u; w3=w3|((w&1u)<<(31u-2u*k))|(((w>>1u)&1u)<<(30u-2u*k)); } block[3]=w3;\n let o=bi*4u; dst[o]=block[0];dst[o+1u]=block[1];dst[o+2u]=block[2];dst[o+3u]=block[3];\n}\n';
387
566
 
388
567
  // src/ASTC4x4Encoder.ts
389
568
  var ASTC4x4Encoder = class extends Encoder {
@@ -398,9 +577,15 @@ var ASTC4x4Encoder = class extends Encoder {
398
577
  get supportsSrgb() {
399
578
  return true;
400
579
  }
580
+ get supportsQuality() {
581
+ return true;
582
+ }
401
583
  wgslSource() {
402
584
  return astc4x4_default;
403
585
  }
586
+ wgslSourceFastF16() {
587
+ return astc4x4_fast_f16_default;
588
+ }
404
589
  gpuTextureFormat({ colorSpace }) {
405
590
  return colorSpace === "srgb" ? "astc-4x4-unorm-srgb" : "astc-4x4-unorm";
406
591
  }
@@ -409,6 +594,373 @@ var ASTC4x4Encoder = class extends Encoder {
409
594
  }
410
595
  };
411
596
 
597
+ // src/webgl/glsl/fullscreen.vert.glsl
598
+ var fullscreen_vert_default = "#version 300 es\n// Fullscreen-triangle vertex shader for the WebGL block encoders.\n//\n// Draws a single oversized triangle covering the viewport from gl_VertexID\n// alone \u2014 no vertex buffers / attributes needed (drawArrays(TRIANGLES, 0, 3)).\n// The encoder sets the viewport to (blocks_x \xD7 blocks_y), so each rasterised\n// fragment corresponds to exactly one 4\xD74 output block.\n//\n// id 0 -> (-1,-1) id 1 -> ( 3,-1) id 2 -> (-1, 3)\n\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}\n";
599
+
600
+ // src/webgl/webglContext.ts
601
+ var CONTEXT_ATTRS = {
602
+ alpha: false,
603
+ antialias: false,
604
+ depth: false,
605
+ stencil: false,
606
+ premultipliedAlpha: false,
607
+ preserveDrawingBuffer: false,
608
+ // Encoding is GPU-bound; prefer the discrete GPU when the browser exposes a
609
+ // choice. Ignored where unsupported.
610
+ powerPreference: "high-performance"
611
+ };
612
+ function createWebGLContext() {
613
+ if (typeof OffscreenCanvas !== "undefined") {
614
+ const gl = new OffscreenCanvas(1, 1).getContext("webgl2", CONTEXT_ATTRS);
615
+ return gl ?? null;
616
+ }
617
+ if (typeof document !== "undefined") {
618
+ return document.createElement("canvas").getContext("webgl2", CONTEXT_ATTRS);
619
+ }
620
+ return null;
621
+ }
622
+ var sharedContext;
623
+ function getSharedWebGLContext() {
624
+ if (sharedContext === void 0 || sharedContext !== null && sharedContext.isContextLost()) {
625
+ sharedContext = createWebGLContext();
626
+ }
627
+ return sharedContext;
628
+ }
629
+ function isWebGLAvailable() {
630
+ return getSharedWebGLContext() !== null;
631
+ }
632
+
633
+ // src/webgl/WebGLBlockEncoder.ts
634
+ function compileShader(gl, type, source, label) {
635
+ const shader = gl.createShader(type);
636
+ if (!shader) throw new Error(`${label}: gl.createShader failed`);
637
+ gl.shaderSource(shader, source);
638
+ gl.compileShader(shader);
639
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
640
+ const log = gl.getShaderInfoLog(shader);
641
+ gl.deleteShader(shader);
642
+ const kind = type === gl.VERTEX_SHADER ? "vertex" : "fragment";
643
+ throw new Error(`${label}: ${kind} shader compile failed: ${log}`);
644
+ }
645
+ return shader;
646
+ }
647
+ var WebGLBlockEncoder = class {
648
+ /**
649
+ * Create an encoder on the shared process-wide context (or a caller-supplied
650
+ * one). Throws when WebGL2 is unavailable. The `this:` annotation lets
651
+ * `BC7WebGLEncoder.create()` return `BC7WebGLEncoder`.
652
+ */
653
+ static create(gl) {
654
+ const ctx = gl ?? getSharedWebGLContext();
655
+ if (!ctx) throw new Error("WebGL2 not available in this environment");
656
+ return new this({ gl: ctx });
657
+ }
658
+ gl;
659
+ // Set in _buildProgram(), which the constructor calls.
660
+ _program;
661
+ _vao;
662
+ _uSrc = null;
663
+ _uSrcSize = null;
664
+ _uFlipY = null;
665
+ constructor({ gl }) {
666
+ this.gl = gl;
667
+ this._buildProgram();
668
+ }
669
+ _buildProgram() {
670
+ const gl = this.gl;
671
+ const program = gl.createProgram();
672
+ const vao = gl.createVertexArray();
673
+ if (!program || !vao) throw new Error(`${this.label}: failed to allocate WebGL program/VAO`);
674
+ const vert = compileShader(gl, gl.VERTEX_SHADER, fullscreen_vert_default, this.label);
675
+ const frag = compileShader(gl, gl.FRAGMENT_SHADER, this.fragSource(), this.label);
676
+ gl.attachShader(program, vert);
677
+ gl.attachShader(program, frag);
678
+ gl.linkProgram(program);
679
+ gl.deleteShader(vert);
680
+ gl.deleteShader(frag);
681
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
682
+ const log = gl.getProgramInfoLog(program);
683
+ gl.deleteProgram(program);
684
+ throw new Error(`${this.label}: WebGL program link failed: ${log}`);
685
+ }
686
+ this._program = program;
687
+ this._vao = vao;
688
+ this._uSrc = gl.getUniformLocation(program, "uSrc");
689
+ this._uSrcSize = gl.getUniformLocation(program, "uSrcSize");
690
+ this._uFlipY = gl.getUniformLocation(program, "uFlipY");
691
+ }
692
+ /** Release the GL program + VAO. The shared context itself is left intact. */
693
+ destroy() {
694
+ const gl = this.gl;
695
+ if (gl.isContextLost()) return;
696
+ gl.deleteProgram(this._program);
697
+ gl.deleteVertexArray(this._vao);
698
+ }
699
+ /**
700
+ * Upload the source image to a freshly created RGBA8 texture bound on unit 0.
701
+ * Raw pixel sources (ImageData / mip levels) go through the typed-array
702
+ * overload; DOM sources (ImageBitmap / canvas / image) through the element
703
+ * overload. No flip / premultiply / colour conversion — flipY is applied in
704
+ * the shader so each mip level flips by its own height.
705
+ */
706
+ _uploadSource(source, width, height) {
707
+ const gl = this.gl;
708
+ const tex = gl.createTexture();
709
+ if (!tex) throw new Error(`${this.label}: gl.createTexture failed`);
710
+ gl.activeTexture(gl.TEXTURE0);
711
+ gl.bindTexture(gl.TEXTURE_2D, tex);
712
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
713
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
714
+ gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
715
+ gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
716
+ const raw = source;
717
+ if (raw.data && ArrayBuffer.isView(raw.data)) {
718
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, raw.data);
719
+ } else {
720
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, gl.RGBA, gl.UNSIGNED_BYTE, source);
721
+ }
722
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
723
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
724
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
725
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
726
+ return tex;
727
+ }
728
+ /**
729
+ * Encode one image source to raw compressed bytes. `flipY` samples the source
730
+ * bottom-up (matching Three.js's convention) and is applied in the shader;
731
+ * the high-level mipped path bakes the flip into level 0 and passes false.
732
+ */
733
+ encodeToBytes(source, { flipY = false } = {}) {
734
+ const gl = this.gl;
735
+ if (gl.isContextLost()) throw new Error(`${this.label}WebGLEncoder: WebGL context lost`);
736
+ const width = source.width;
737
+ const height = source.height;
738
+ if (!width || !height) {
739
+ throw new Error(`${this.label}WebGLEncoder: source has no dimensions`);
740
+ }
741
+ const paddedWidth = width + 3 & ~3;
742
+ const paddedHeight = height + 3 & ~3;
743
+ const blocksX = paddedWidth >> 2;
744
+ const blocksY = paddedHeight >> 2;
745
+ const blockCount = blocksX * blocksY;
746
+ const outByteLen = blockCount * this.bytesPerBlock;
747
+ const t0 = performance.now();
748
+ const srcTex = this._uploadSource(source, width, height);
749
+ const outTex = gl.createTexture();
750
+ const fbo = gl.createFramebuffer();
751
+ if (!outTex || !fbo) {
752
+ gl.deleteTexture(srcTex);
753
+ if (outTex) gl.deleteTexture(outTex);
754
+ if (fbo) gl.deleteFramebuffer(fbo);
755
+ throw new Error(`${this.label}: failed to allocate output texture/framebuffer`);
756
+ }
757
+ gl.bindTexture(gl.TEXTURE_2D, outTex);
758
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA32UI, blocksX, blocksY);
759
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
760
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
761
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
762
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outTex, 0);
763
+ const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
764
+ if (status !== gl.FRAMEBUFFER_COMPLETE) {
765
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
766
+ gl.deleteFramebuffer(fbo);
767
+ gl.deleteTexture(outTex);
768
+ gl.deleteTexture(srcTex);
769
+ throw new Error(`${this.label}: integer framebuffer incomplete (0x${status.toString(16)})`);
770
+ }
771
+ gl.useProgram(this._program);
772
+ gl.bindVertexArray(this._vao);
773
+ gl.activeTexture(gl.TEXTURE0);
774
+ gl.bindTexture(gl.TEXTURE_2D, srcTex);
775
+ gl.uniform1i(this._uSrc, 0);
776
+ gl.uniform2i(this._uSrcSize, width, height);
777
+ gl.uniform1i(this._uFlipY, flipY ? 1 : 0);
778
+ gl.disable(gl.BLEND);
779
+ gl.disable(gl.DEPTH_TEST);
780
+ gl.disable(gl.SCISSOR_TEST);
781
+ gl.viewport(0, 0, blocksX, blocksY);
782
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
783
+ const words = new Uint32Array(blockCount * 4);
784
+ gl.readPixels(0, 0, blocksX, blocksY, gl.RGBA_INTEGER, gl.UNSIGNED_INT, words);
785
+ let data;
786
+ if (this.bytesPerBlock === 16) {
787
+ data = new Uint8Array(words.buffer, 0, outByteLen);
788
+ } else {
789
+ const packed = new Uint32Array(blockCount * 2);
790
+ for (let k = 0; k < blockCount; k++) {
791
+ packed[k * 2] = words[k * 4];
792
+ packed[k * 2 + 1] = words[k * 4 + 1];
793
+ }
794
+ data = new Uint8Array(packed.buffer, 0, outByteLen);
795
+ }
796
+ const encodeMs = performance.now() - t0;
797
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
798
+ gl.bindTexture(gl.TEXTURE_2D, null);
799
+ gl.bindVertexArray(null);
800
+ gl.deleteFramebuffer(fbo);
801
+ gl.deleteTexture(outTex);
802
+ gl.deleteTexture(srcTex);
803
+ return { width, height, paddedWidth, paddedHeight, data, encodeMs };
804
+ }
805
+ /** Wrap pre-encoded levels into a CompressedTexture. Shared with the WebGPU path. */
806
+ buildMippedTexture(levels, { colorSpace = "srgb" } = {}) {
807
+ if (levels.length === 0) {
808
+ throw new Error(`${this.label}WebGLEncoder.buildMippedTexture: no levels provided`);
809
+ }
810
+ const effectiveSrgb = colorSpace === "srgb" && this.supportsSrgb;
811
+ return assembleCompressedTexture(levels, this.threeTextureFormat(), effectiveSrgb);
812
+ }
813
+ };
814
+
815
+ // src/webgl/BC1WebGLEncoder.ts
816
+ import { RGBA_S3TC_DXT1_Format as RGBA_S3TC_DXT1_Format2 } from "three";
817
+
818
+ // src/webgl/glsl/bc1.frag.glsl
819
+ var bc1_frag_default = "#version 300 es\n// BC1 (DXT1) fragment-shader encoder \u2014 WebGL2 port of bc1.wgsl.\n//\n// One fragment per 4\xD74 block. Output is the 8-byte BC1 block as 2 \xD7 u32 in\n// outColor.rg (outColor.ba unused); the encoder reads back RGBA32UI and keeps\n// the low two words per block. Algorithm mirrors bc1.wgsl line-for-line:\n// bbox endpoints, 1/16 inset, RGB565 quantisation, forced 4-colour mode, full\n// L2 index search. See bc1.wgsl for the detailed rationale.\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize; // original (unpadded) width, height\nuniform int uFlipY; // 1 = sample bottom-up (matches Three.js flipY)\n\nlayout(location = 0) out uvec4 outColor;\n\nuint to565(vec3 c) {\n uint r = uint(clamp(floor(c.r * 31.0 + 0.5), 0.0, 31.0));\n uint g = uint(clamp(floor(c.g * 63.0 + 0.5), 0.0, 63.0));\n uint b = uint(clamp(floor(c.b * 31.0 + 0.5), 0.0, 31.0));\n return (r << 11) | (g << 5) | b;\n}\n\nvec3 from565(uint c) {\n float r = float((c >> 11) & 31u);\n float g = float((c >> 5) & 63u);\n float b = float(c & 31u);\n float r8 = (r * 527.0 + 23.0) / 256.0;\n float g8 = (g * 259.0 + 33.0) / 256.0;\n float b8 = (b * 527.0 + 23.0) / 256.0;\n return vec3(r8, g8, b8) / 255.0;\n}\n\nvoid main() {\n ivec2 base = ivec2(gl_FragCoord.xy) * 4;\n ivec2 maxXY = uSrcSize - ivec2(1);\n\n vec3 pixels[16];\n vec3 bbMin = vec3(1.0);\n vec3 bbMax = vec3(0.0);\n for (int i = 0; i < 16; i++) {\n ivec2 p = clamp(base + ivec2(i & 3, i >> 2), ivec2(0), maxXY);\n int sy = (uFlipY != 0) ? (uSrcSize.y - 1 - p.y) : p.y;\n vec3 c = texelFetch(uSrc, ivec2(p.x, sy), 0).rgb;\n pixels[i] = c;\n bbMin = min(bbMin, c);\n bbMax = max(bbMax, c);\n }\n\n // Inset the bounding box by ~half an RGB565 cell (1/16) to tighten the\n // quantised palette around the real data range.\n vec3 inset = (bbMax - bbMin) / 16.0;\n vec3 hi = clamp(bbMax - inset, vec3(0.0), vec3(1.0));\n vec3 lo = clamp(bbMin + inset, vec3(0.0), vec3(1.0));\n\n uint c0 = to565(hi);\n uint c1 = to565(lo);\n\n // 4-colour mode requires c0 > c1.\n if (c0 == c1) {\n if (c1 > 0u) { c1 = c1 - 1u; } else { c0 = c0 + 1u; }\n } else if (c0 < c1) {\n uint tmp = c0; c0 = c1; c1 = tmp;\n }\n\n vec3 p0 = from565(c0);\n vec3 p1 = from565(c1);\n vec3 p2 = (2.0 * p0 + p1) * (1.0 / 3.0);\n vec3 p3 = (p0 + 2.0 * p1) * (1.0 / 3.0);\n\n uint indices = 0u;\n for (int i = 0; i < 16; i++) {\n vec3 c = pixels[i];\n float d0 = dot(c - p0, c - p0);\n float d1 = dot(c - p1, c - p1);\n float d2 = dot(c - p2, c - p2);\n float d3 = dot(c - p3, c - p3);\n\n float bestD = d0;\n uint bestI = 0u;\n if (d1 < bestD) { bestD = d1; bestI = 1u; }\n if (d2 < bestD) { bestD = d2; bestI = 2u; }\n if (d3 < bestD) { bestD = d3; bestI = 3u; }\n\n indices = indices | (bestI << (i * 2));\n }\n\n outColor = uvec4(c0 | (c1 << 16), indices, 0u, 0u);\n}\n";
820
+
821
+ // src/webgl/BC1WebGLEncoder.ts
822
+ var BC1WebGLEncoder = class extends WebGLBlockEncoder {
823
+ get label() {
824
+ return "bc1";
825
+ }
826
+ get bytesPerBlock() {
827
+ return 8;
828
+ }
829
+ get supportsSrgb() {
830
+ return true;
831
+ }
832
+ fragSource() {
833
+ return bc1_frag_default;
834
+ }
835
+ threeTextureFormat() {
836
+ return RGBA_S3TC_DXT1_Format2;
837
+ }
838
+ };
839
+
840
+ // src/webgl/BC5WebGLEncoder.ts
841
+ import { RED_GREEN_RGTC2_Format as RED_GREEN_RGTC2_Format2 } from "three";
842
+
843
+ // src/webgl/glsl/bc5.frag.glsl
844
+ var bc5_frag_default = "#version 300 es\n// BC5 (RGTC2) fragment-shader encoder \u2014 WebGL2 port of bc5.wgsl (fast path).\n//\n// One fragment per 4\xD74 block \u2192 16-byte BC5 block as 4 \xD7 u32 in outColor.\n// BC5 = two BC4 halves (R then G). This is the *fast* path only: bbox\n// endpoints + a single full-L2 index assignment per channel, no LSQ refit\n// (the WGSL `QUALITY_HIGH` branch). Always emits 6-interpolation mode\n// (red0 > red1). See bc5.wgsl for the full derivation.\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize;\nuniform int uFlipY;\n\nlayout(location = 0) out uvec4 outColor;\n\n// 6-interpolation-mode palette weights: pal[j] = W0_6[j]*r0 + W1_6[j]*r1.\nconst float W0_6[8] = float[8](1.0, 0.0, 6.0 / 7.0, 5.0 / 7.0, 4.0 / 7.0, 3.0 / 7.0, 2.0 / 7.0, 1.0 / 7.0);\nconst float W1_6[8] = float[8](0.0, 1.0, 1.0 / 7.0, 2.0 / 7.0, 3.0 / 7.0, 4.0 / 7.0, 5.0 / 7.0, 6.0 / 7.0);\n\nuint quantize8(float v) {\n return uint(clamp(floor(v * 255.0 + 0.5), 0.0, 255.0));\n}\n\n// Encode 16 single-channel values into an 8-byte BC4 block (two little-endian\n// u32s). Mirrors encode_bc4() in bc5.wgsl with the refit pass omitted.\nuvec2 encodeBC4(float values[16]) {\n float vmin = 1.0;\n float vmax = 0.0;\n for (int k = 0; k < 16; k++) {\n vmin = min(vmin, values[k]);\n vmax = max(vmax, values[k]);\n }\n uint r0 = quantize8(vmax);\n uint r1 = quantize8(vmin);\n if (r0 == r1) {\n if (r1 > 0u) { r1 = r1 - 1u; } else { r0 = r0 + 1u; }\n }\n\n float pal[8];\n float r0f = float(r0) / 255.0;\n float r1f = float(r1) / 255.0;\n for (int j = 0; j < 8; j++) {\n pal[j] = W0_6[j] * r0f + W1_6[j] * r1f;\n }\n\n uint indices[16];\n for (int k = 0; k < 16; k++) {\n float v = values[k];\n uint bestJ = 0u;\n float bestD = 1e20;\n for (int j = 0; j < 8; j++) {\n float d = pal[j] - v;\n float d2 = d * d;\n if (d2 < bestD) { bestD = d2; bestJ = uint(j); }\n }\n indices[k] = bestJ;\n }\n\n // Pack the 48-bit index field (bytes 2..7) split across two u32 halves.\n uint idxLo = 0u;\n uint idxHi = 0u;\n for (int k = 0; k < 16; k++) {\n uint bit = 3u * uint(k);\n uint v = indices[k] & 7u;\n if (bit + 3u <= 32u) {\n idxLo = idxLo | (v << bit);\n } else if (bit >= 32u) {\n idxHi = idxHi | (v << (bit - 32u));\n } else {\n idxLo = idxLo | (v << bit);\n idxHi = idxHi | (v >> (32u - bit));\n }\n }\n\n uint outLo = r0 | (r1 << 8) | ((idxLo & 0xFFFFu) << 16);\n uint outHi = (idxLo >> 16) | (idxHi << 16);\n return uvec2(outLo, outHi);\n}\n\nvoid main() {\n ivec2 base = ivec2(gl_FragCoord.xy) * 4;\n ivec2 maxXY = uSrcSize - ivec2(1);\n\n float rValues[16];\n float gValues[16];\n for (int i = 0; i < 16; i++) {\n ivec2 p = clamp(base + ivec2(i & 3, i >> 2), ivec2(0), maxXY);\n int sy = (uFlipY != 0) ? (uSrcSize.y - 1 - p.y) : p.y;\n vec4 c = texelFetch(uSrc, ivec2(p.x, sy), 0);\n rValues[i] = c.r;\n gValues[i] = c.g;\n }\n\n uvec2 rBlock = encodeBC4(rValues);\n uvec2 gBlock = encodeBC4(gValues);\n outColor = uvec4(rBlock.x, rBlock.y, gBlock.x, gBlock.y);\n}\n";
845
+
846
+ // src/webgl/BC5WebGLEncoder.ts
847
+ var BC5WebGLEncoder = class extends WebGLBlockEncoder {
848
+ get label() {
849
+ return "bc5";
850
+ }
851
+ get bytesPerBlock() {
852
+ return 16;
853
+ }
854
+ get supportsSrgb() {
855
+ return false;
856
+ }
857
+ fragSource() {
858
+ return bc5_frag_default;
859
+ }
860
+ threeTextureFormat() {
861
+ return RED_GREEN_RGTC2_Format2;
862
+ }
863
+ };
864
+
865
+ // src/webgl/BC7WebGLEncoder.ts
866
+ import { RGBA_BPTC_Format as RGBA_BPTC_Format2 } from "three";
867
+
868
+ // src/webgl/glsl/bc7.frag.glsl
869
+ var bc7_frag_default = "#version 300 es\n// BC7 (BPTC) mode-6 fragment-shader encoder \u2014 WebGL2 port of bc7.wgsl (fast).\n//\n// One fragment per 4\xD74 block \u2192 16-byte block as 4 \xD7 u32 in outColor. Fast path\n// only: O(N) bbox seed \u2192 endpoints fitted by a single least-squares pass whose\n// normal-equation sums are accumulated during a projection-based index\n// assignment (palette is colinear, so the nearest entry is found by projecting\n// onto the endpoint line \u2014 O(1) per pixel). Mirrors the `QUALITY_HIGH == 0`\n// branch of bc7.wgsl; see that file for the mode-6 bit layout and rationale.\n//\n// Determinism note: the WGSL refit uses round() (half-to-even); here we use\n// floor(x + 0.5) for portability. The two differ only at exact .5 ties, a\n// sub-LSB endpoint nudge that is visually identical.\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize;\nuniform int uFlipY;\n\nlayout(location = 0) out uvec4 outColor;\n\n// Per-invocation scratch (mirrors the WGSL function-scope arrays passed by ptr).\nivec4 gPixels[16];\nuint gIdx[16];\n\nstruct QuantPair { ivec4 seven; ivec4 eight; };\nstruct Ep { ivec4 seven; ivec4 eight; uint p; };\nstruct Fit { ivec4 e0; ivec4 e1; bool valid; };\n\nivec4 to8(vec4 v) {\n return ivec4(clamp(floor(v * 255.0 + 0.5), vec4(0.0), vec4(255.0)));\n}\n\nint dist2(ivec4 a, ivec4 b) {\n ivec4 d = a - b;\n ivec4 e = d * d;\n return e.x + e.y + e.z + e.w;\n}\n\n// Quantize an 8-bit ideal endpoint to (7-bit value, reconstructed 8-bit) under\n// a fixed p-bit, all four channels at once.\nQuantPair quantizeEndpoint(ivec4 ideal8, uint p) {\n ivec4 q = ivec4(clamp(floor((vec4(ideal8) - float(p)) / 2.0 + 0.5), vec4(0.0), vec4(127.0)));\n // eff = (q << 1) | p. q*2 is even and p \u2208 {0,1}, so q*2 + p is identical and\n // avoids any vector-shift-by-scalar portability question.\n ivec4 eff = q * 2 + ivec4(int(p));\n return QuantPair(q, eff);\n}\n\n// Endpoint with its chosen p-bit, picked by minimum quantisation error.\nEp pickEp(ivec4 ideal) {\n QuantPair a = quantizeEndpoint(ideal, 0u);\n QuantPair b = quantizeEndpoint(ideal, 1u);\n if (dist2(b.eight, ideal) < dist2(a.eight, ideal)) {\n return Ep(b.seven, b.eight, 1u);\n }\n return Ep(a.seven, a.eight, 0u);\n}\n\n// Projection index assignment over gPixels \u2192 gIdx. When `fit`, accumulate the\n// LSQ normal-equation sums in the same pass and return refitted endpoints.\nFit projAssign(ivec4 pe0, ivec4 pe1, bool fit) {\n Fit res;\n res.e0 = ivec4(0);\n res.e1 = ivec4(0);\n res.valid = false;\n ivec4 dir = pe1 - pe0;\n int dd = dir.x * dir.x + dir.y * dir.y + dir.z * dir.z + dir.w * dir.w;\n if (dd == 0) {\n for (int k = 0; k < 16; k++) { gIdx[k] = 0u; }\n return res;\n }\n float inv = 15.0 / float(dd);\n float sAA = 0.0, sBB = 0.0, sAB = 0.0;\n vec4 sAV = vec4(0.0), sBV = vec4(0.0);\n for (int k = 0; k < 16; k++) {\n ivec4 q = gPixels[k] - pe0;\n float proj = float(q.x * dir.x + q.y * dir.y + q.z * dir.z + q.w * dir.w) * inv;\n float s = clamp(floor(proj + 0.5), 0.0, 15.0);\n gIdx[k] = uint(s);\n if (fit) {\n vec4 v = vec4(gPixels[k]);\n float b = s / 15.0;\n float a = 1.0 - b;\n sAA += a * a; sBB += b * b; sAB += a * b; sAV += a * v; sBV += b * v;\n }\n }\n if (!fit) { return res; }\n float det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-9) { return res; }\n res.e0 = ivec4(clamp(floor((sBB * sAV - sAB * sBV) / det + 0.5), vec4(0.0), vec4(255.0)));\n res.e1 = ivec4(clamp(floor((sAA * sBV - sAB * sAV) / det + 0.5), vec4(0.0), vec4(255.0)));\n res.valid = true;\n return res;\n}\n\nvoid writeBits(inout uint block[4], uint pos, uint nbits, uint value) {\n uint v = value & ((1u << nbits) - 1u);\n uint wordLo = pos / 32u;\n uint bitLo = pos % 32u;\n uint bitsInLo = min(nbits, 32u - bitLo);\n uint maskLo = ((1u << bitsInLo) - 1u) << bitLo;\n block[wordLo] = (block[wordLo] & ~maskLo) | ((v << bitLo) & maskLo);\n if (bitsInLo < nbits) {\n uint bitsInHi = nbits - bitsInLo;\n uint maskHi = (1u << bitsInHi) - 1u;\n uint valHi = v >> bitsInLo;\n block[wordLo + 1u] = (block[wordLo + 1u] & ~maskHi) | (valHi & maskHi);\n }\n}\n\nvoid main() {\n ivec2 base = ivec2(gl_FragCoord.xy) * 4;\n ivec2 maxXY = uSrcSize - ivec2(1);\n\n ivec4 lo = ivec4(255);\n ivec4 hi = ivec4(0);\n for (int i = 0; i < 16; i++) {\n ivec2 p = clamp(base + ivec2(i & 3, i >> 2), ivec2(0), maxXY);\n int sy = (uFlipY != 0) ? (uSrcSize.y - 1 - p.y) : p.y;\n ivec4 px = to8(texelFetch(uSrc, ivec2(p.x, sy), 0));\n gPixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n }\n\n Ep ep0 = pickEp(lo);\n Ep ep1 = pickEp(hi);\n Fit r = projAssign(ep0.eight, ep1.eight, true);\n if (r.valid) {\n ep0 = pickEp(r.e0);\n ep1 = pickEp(r.e1);\n projAssign(ep0.eight, ep1.eight, false);\n }\n ivec4 e0_7 = ep0.seven;\n ivec4 e1_7 = ep1.seven;\n uint p0 = ep0.p;\n uint p1 = ep1.p;\n\n // Anchor rule \u2014 pixel 0's index MSB must be 0; otherwise swap endpoints and\n // reflect every index (decoded image unchanged).\n if ((gIdx[0] & 0x8u) != 0u) {\n ivec4 t = e0_7; e0_7 = e1_7; e1_7 = t;\n uint tp = p0; p0 = p1; p1 = tp;\n for (int k = 0; k < 16; k++) { gIdx[k] = 15u - gIdx[k]; }\n }\n\n uint block[4];\n block[0] = 0u; block[1] = 0u; block[2] = 0u; block[3] = 0u;\n uint pos = 0u;\n writeBits(block, pos, 7u, 0x40u); pos += 7u;\n writeBits(block, pos, 7u, uint(e0_7.x)); pos += 7u;\n writeBits(block, pos, 7u, uint(e1_7.x)); pos += 7u;\n writeBits(block, pos, 7u, uint(e0_7.y)); pos += 7u;\n writeBits(block, pos, 7u, uint(e1_7.y)); pos += 7u;\n writeBits(block, pos, 7u, uint(e0_7.z)); pos += 7u;\n writeBits(block, pos, 7u, uint(e1_7.z)); pos += 7u;\n writeBits(block, pos, 7u, uint(e0_7.w)); pos += 7u;\n writeBits(block, pos, 7u, uint(e1_7.w)); pos += 7u;\n writeBits(block, pos, 1u, p0); pos += 1u;\n writeBits(block, pos, 1u, p1); pos += 1u;\n writeBits(block, pos, 3u, gIdx[0] & 0x7u); pos += 3u;\n for (int k = 1; k < 16; k++) {\n writeBits(block, pos, 4u, gIdx[k] & 0xFu);\n pos += 4u;\n }\n\n outColor = uvec4(block[0], block[1], block[2], block[3]);\n}\n";
870
+
871
+ // src/webgl/BC7WebGLEncoder.ts
872
+ var BC7WebGLEncoder = class extends WebGLBlockEncoder {
873
+ get label() {
874
+ return "bc7";
875
+ }
876
+ get bytesPerBlock() {
877
+ return 16;
878
+ }
879
+ get supportsSrgb() {
880
+ return true;
881
+ }
882
+ fragSource() {
883
+ return bc7_frag_default;
884
+ }
885
+ threeTextureFormat() {
886
+ return RGBA_BPTC_Format2;
887
+ }
888
+ };
889
+
890
+ // src/webgl/ASTC4x4WebGLEncoder.ts
891
+ import { RGBA_ASTC_4x4_Format as RGBA_ASTC_4x4_Format2 } from "three";
892
+
893
+ // src/webgl/glsl/astc4x4.frag.glsl
894
+ var astc4x4_frag_default = "#version 300 es\n// ASTC 4\xD74 LDR fragment-shader encoder \u2014 WebGL2 port of astc4x4.wgsl (fast).\n//\n// One fragment per 4\xD74 block \u2192 16-byte block as 4 \xD7 u32 in outColor. Restricted\n// subset: single partition, no dual-plane, CEM 12 (LDR RGBA direct), 4\xD74 weight\n// grid with 2-bit weights (QUANT_4), 8-bit endpoints (QUANT_256). Fast path:\n// bbox seed \u2192 one LSQ refit fused into a projection weight assignment (4 colinear\n// levels). Mirrors the `QUALITY_HIGH == 0` branch of astc4x4.wgsl; see that file\n// for the 128-bit block layout.\n//\n// Determinism note: floor(x + 0.5) replaces WGSL round() for the refit endpoints\n// (sub-LSB difference at exact .5 ties only).\n\nprecision highp float;\nprecision highp int;\n\nuniform sampler2D uSrc;\nuniform ivec2 uSrcSize;\nuniform int uFlipY;\n\nlayout(location = 0) out uvec4 outColor;\n\nivec4 gPixels[16];\nuint gIdx[16];\n\nstruct Fit { ivec4 e0; ivec4 e1; bool valid; };\n\nivec4 to8(vec4 v) {\n return ivec4(clamp(floor(v * 255.0 + 0.5), vec4(0.0), vec4(255.0)));\n}\n\n// Projection weight assignment over 4 levels (QUANT_4 \u2248 thirds), with the LSQ\n// normal-equation sums accumulated in the same pass for a fused refit.\nFit projAssign(ivec4 pe0, ivec4 pe1, bool fit) {\n Fit res;\n res.e0 = ivec4(0);\n res.e1 = ivec4(0);\n res.valid = false;\n ivec4 dir = pe1 - pe0;\n int dd = dir.x * dir.x + dir.y * dir.y + dir.z * dir.z + dir.w * dir.w;\n if (dd == 0) {\n for (int k = 0; k < 16; k++) { gIdx[k] = 0u; }\n return res;\n }\n float inv = 3.0 / float(dd);\n float sAA = 0.0, sBB = 0.0, sAB = 0.0;\n vec4 sAV = vec4(0.0), sBV = vec4(0.0);\n for (int k = 0; k < 16; k++) {\n ivec4 q = gPixels[k] - pe0;\n float proj = float(q.x * dir.x + q.y * dir.y + q.z * dir.z + q.w * dir.w) * inv;\n float s = clamp(floor(proj + 0.5), 0.0, 3.0);\n gIdx[k] = uint(s);\n if (fit) {\n vec4 v = vec4(gPixels[k]);\n float b = s / 3.0;\n float a = 1.0 - b;\n sAA += a * a; sBB += b * b; sAB += a * b; sAV += a * v; sBV += b * v;\n }\n }\n if (!fit) { return res; }\n float det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-9) { return res; }\n res.e0 = ivec4(clamp(floor((sBB * sAV - sAB * sBV) / det + 0.5), vec4(0.0), vec4(255.0)));\n res.e1 = ivec4(clamp(floor((sAA * sBV - sAB * sAV) / det + 0.5), vec4(0.0), vec4(255.0)));\n res.valid = true;\n return res;\n}\n\nvoid writeBits(inout uint block[4], uint pos, uint nbits, uint value) {\n uint v = value & ((1u << nbits) - 1u);\n uint wordLo = pos / 32u;\n uint bitLo = pos % 32u;\n uint bitsInLo = min(nbits, 32u - bitLo);\n uint maskLo = ((1u << bitsInLo) - 1u) << bitLo;\n block[wordLo] = (block[wordLo] & ~maskLo) | ((v << bitLo) & maskLo);\n if (bitsInLo < nbits) {\n uint bitsInHi = nbits - bitsInLo;\n uint maskHi = (1u << bitsInHi) - 1u;\n uint valHi = v >> bitsInLo;\n block[wordLo + 1u] = (block[wordLo + 1u] & ~maskHi) | (valHi & maskHi);\n }\n}\n\nvoid main() {\n ivec2 base = ivec2(gl_FragCoord.xy) * 4;\n ivec2 maxXY = uSrcSize - ivec2(1);\n\n ivec4 lo = ivec4(255);\n ivec4 hi = ivec4(0);\n for (int i = 0; i < 16; i++) {\n ivec2 p = clamp(base + ivec2(i & 3, i >> 2), ivec2(0), maxXY);\n int sy = (uFlipY != 0) ? (uSrcSize.y - 1 - p.y) : p.y;\n ivec4 px = to8(texelFetch(uSrc, ivec2(p.x, sy), 0));\n gPixels[i] = px;\n lo = min(lo, px);\n hi = max(hi, px);\n }\n\n ivec4 e0 = lo;\n ivec4 e1 = hi;\n Fit r = projAssign(e0, e1, true);\n if (r.valid) {\n e0 = r.e0;\n e1 = r.e1;\n projAssign(e0, e1, false);\n }\n\n // Endpoint ordering so the decoder doesn't apply blue contraction.\n if (e0.x + e0.y + e0.z > e1.x + e1.y + e1.z) {\n ivec4 t = e0; e0 = e1; e1 = t;\n for (int k = 0; k < 16; k++) { gIdx[k] = 3u - gIdx[k]; }\n }\n\n uint block[4];\n block[0] = 0u; block[1] = 0u; block[2] = 0u; block[3] = 0u;\n writeBits(block, 0u, 11u, 0x042u);\n writeBits(block, 11u, 2u, 0u);\n writeBits(block, 13u, 4u, 12u);\n writeBits(block, 17u + 0u * 8u, 8u, uint(e0.x));\n writeBits(block, 17u + 1u * 8u, 8u, uint(e1.x));\n writeBits(block, 17u + 2u * 8u, 8u, uint(e0.y));\n writeBits(block, 17u + 3u * 8u, 8u, uint(e1.y));\n writeBits(block, 17u + 4u * 8u, 8u, uint(e0.z));\n writeBits(block, 17u + 5u * 8u, 8u, uint(e1.z));\n writeBits(block, 17u + 6u * 8u, 8u, uint(e0.w));\n writeBits(block, 17u + 7u * 8u, 8u, uint(e1.w));\n\n uint w3 = 0u;\n for (int k = 0; k < 16; k++) {\n uint w = gIdx[k] & 0x3u;\n w3 = w3 | ((w & 1u) << (31u - 2u * uint(k))) | (((w >> 1u) & 1u) << (30u - 2u * uint(k)));\n }\n block[3] = w3;\n\n outColor = uvec4(block[0], block[1], block[2], block[3]);\n}\n";
895
+
896
+ // src/webgl/ASTC4x4WebGLEncoder.ts
897
+ var ASTC4x4WebGLEncoder = class extends WebGLBlockEncoder {
898
+ get label() {
899
+ return "astc4x4";
900
+ }
901
+ get bytesPerBlock() {
902
+ return 16;
903
+ }
904
+ get supportsSrgb() {
905
+ return true;
906
+ }
907
+ fragSource() {
908
+ return astc4x4_frag_default;
909
+ }
910
+ threeTextureFormat() {
911
+ return RGBA_ASTC_4x4_Format2;
912
+ }
913
+ };
914
+
915
+ // src/webgl/webglCapabilities.ts
916
+ function detectWebGLCapabilities(gl) {
917
+ if (!gl || typeof gl.getExtension !== "function") {
918
+ throw new TypeError("detectWebGLCapabilities: a WebGL2 context (or { getExtension }) is required");
919
+ }
920
+ const has = (name) => gl.getExtension(name) != null;
921
+ return {
922
+ bptc: has("EXT_texture_compression_bptc"),
923
+ rgtc: has("EXT_texture_compression_rgtc"),
924
+ s3tc: has("WEBGL_compressed_texture_s3tc"),
925
+ s3tcSrgb: has("WEBGL_compressed_texture_s3tc_srgb"),
926
+ astc: has("WEBGL_compressed_texture_astc")
927
+ };
928
+ }
929
+
930
+ // src/webgl/selectWebGLFormat.ts
931
+ var NONE = { format: null, encoderClass: null, astcNormalRemap: false };
932
+ function selectWebGLFormat(caps, hint, options = {}) {
933
+ const { colorSpace = "srgb" } = options;
934
+ const srgb = colorSpace === "srgb";
935
+ const astc = (astcNormalRemap) => ({
936
+ format: srgb ? TextureFormat.ASTC_4x4_SRGB : TextureFormat.ASTC_4x4,
937
+ encoderClass: ASTC4x4WebGLEncoder,
938
+ astcNormalRemap
939
+ });
940
+ if (hint === "normal") {
941
+ if (caps.rgtc) return { format: TextureFormat.BC5, encoderClass: BC5WebGLEncoder, astcNormalRemap: false };
942
+ if (caps.astc) return astc(true);
943
+ return NONE;
944
+ }
945
+ if (caps.bptc) {
946
+ return {
947
+ format: srgb ? TextureFormat.BC7_SRGB : TextureFormat.BC7,
948
+ encoderClass: BC7WebGLEncoder,
949
+ astcNormalRemap: false
950
+ };
951
+ }
952
+ if (caps.astc) return astc(false);
953
+ if (hint === "color") {
954
+ if (srgb && caps.s3tcSrgb) {
955
+ return { format: TextureFormat.BC1_SRGB, encoderClass: BC1WebGLEncoder, astcNormalRemap: false };
956
+ }
957
+ if (!srgb && caps.s3tc) {
958
+ return { format: TextureFormat.BC1, encoderClass: BC1WebGLEncoder, astcNormalRemap: false };
959
+ }
960
+ }
961
+ return NONE;
962
+ }
963
+
412
964
  // src/selectFormat.ts
413
965
  function selectFormat(adapter, hint, options = {}) {
414
966
  const { colorSpace = "srgb" } = options;
@@ -436,7 +988,7 @@ function selectFormat(adapter, hint, options = {}) {
436
988
  }
437
989
 
438
990
  // src/compressTexture.ts
439
- import { LinearFilter as LinearFilter2, LinearSRGBColorSpace as LinearSRGBColorSpace2, RepeatWrapping as RepeatWrapping2, SRGBColorSpace as SRGBColorSpace2, Texture } from "three";
991
+ import { LinearFilter as LinearFilter3, LinearSRGBColorSpace as LinearSRGBColorSpace3, RepeatWrapping as RepeatWrapping3, SRGBColorSpace as SRGBColorSpace3, Texture } from "three";
440
992
 
441
993
  // src/mipgen.ts
442
994
  function generateMipChain(level0) {
@@ -546,10 +1098,10 @@ function mipLevelToImageData(level) {
546
1098
  }
547
1099
  function wrapUncompressed(bitmap, srgb, flipY) {
548
1100
  const tex = new Texture(bitmap);
549
- tex.colorSpace = srgb ? SRGBColorSpace2 : LinearSRGBColorSpace2;
550
- tex.magFilter = LinearFilter2;
551
- tex.minFilter = LinearFilter2;
552
- tex.wrapS = tex.wrapT = RepeatWrapping2;
1101
+ tex.colorSpace = srgb ? SRGBColorSpace3 : LinearSRGBColorSpace3;
1102
+ tex.magFilter = LinearFilter3;
1103
+ tex.minFilter = LinearFilter3;
1104
+ tex.wrapS = tex.wrapT = RepeatWrapping3;
553
1105
  tex.generateMipmaps = false;
554
1106
  tex.flipY = flipY;
555
1107
  tex.needsUpdate = true;
@@ -561,129 +1113,165 @@ async function compressTexture(source, options = {}) {
561
1113
  colorSpace = "srgb",
562
1114
  flipY = true,
563
1115
  mipmaps = false,
1116
+ quality = "fast",
564
1117
  device: providedDevice,
565
1118
  adapter: providedAdapter
566
1119
  } = options;
567
1120
  const srgb = colorSpace === "srgb";
568
1121
  const bitmap = await sourceToBitmap(source);
569
- if (!("gpu" in navigator)) {
570
- console.warn("[compressTexture] WebGPU unavailable; returning uncompressed RGBA8.");
571
- const tex = wrapUncompressed(bitmap, srgb, flipY);
572
- return {
573
- texture: tex,
574
- format: null,
575
- fallbackUncompressed: true,
576
- astcNormalRemap: false,
577
- width: bitmap.width,
578
- height: bitmap.height,
579
- mipLevels: 1,
580
- encodeMs: 0,
581
- destroy: () => {
582
- tex.dispose();
1122
+ const viaWebGPU = await encodeViaWebGPU();
1123
+ if (viaWebGPU) return viaWebGPU;
1124
+ const viaWebGL = encodeViaWebGL();
1125
+ if (viaWebGL) return viaWebGL;
1126
+ console.warn(
1127
+ "[compressTexture] No compressed path available (WebGPU and WebGL2 both lack a usable compressed-texture format); returning uncompressed RGBA8."
1128
+ );
1129
+ const tex = wrapUncompressed(bitmap, srgb, flipY);
1130
+ return {
1131
+ texture: tex,
1132
+ format: null,
1133
+ fallbackUncompressed: true,
1134
+ backend: "none",
1135
+ astcNormalRemap: false,
1136
+ width: bitmap.width,
1137
+ height: bitmap.height,
1138
+ mipLevels: 1,
1139
+ encodeMs: 0,
1140
+ destroy: () => {
1141
+ tex.dispose();
1142
+ }
1143
+ };
1144
+ async function encodeViaWebGPU() {
1145
+ if (!("gpu" in navigator)) return null;
1146
+ const adapter = providedAdapter ?? await navigator.gpu.requestAdapter();
1147
+ if (!adapter) return null;
1148
+ const selection = selectFormat(adapter, hint, { colorSpace });
1149
+ if (!selection.format || !selection.encoderClass) return null;
1150
+ let encoder;
1151
+ if (providedDevice) {
1152
+ const EncoderCtor = selection.encoderClass;
1153
+ encoder = new EncoderCtor({ device: providedDevice, adapter, ownsDevice: false });
1154
+ } else {
1155
+ encoder = await selection.encoderClass.create();
1156
+ }
1157
+ try {
1158
+ const needsWriteTexture = needsWriteTextureWorkaround(adapter);
1159
+ if (!mipmaps) {
1160
+ let bytes;
1161
+ if (needsWriteTexture) {
1162
+ const level02 = bitmapToMipLevel(bitmap, flipY);
1163
+ const imageData = mipLevelToImageData(level02);
1164
+ bytes = await encoder.encodeToBytes(imageData, { quality });
1165
+ } else {
1166
+ bytes = await encoder.encodeToBytes(bitmap, { flipY, quality });
1167
+ }
1168
+ const tex3 = encoder.buildMippedTexture([bytes], { colorSpace });
1169
+ return {
1170
+ texture: tex3,
1171
+ format: selection.format,
1172
+ fallbackUncompressed: false,
1173
+ backend: "webgpu",
1174
+ astcNormalRemap: selection.astcNormalRemap,
1175
+ width: bytes.width,
1176
+ height: bytes.height,
1177
+ mipLevels: 1,
1178
+ encodeMs: bytes.encodeMs,
1179
+ destroy: () => {
1180
+ tex3.dispose();
1181
+ encoder.destroy();
1182
+ }
1183
+ };
583
1184
  }
584
- };
585
- }
586
- const adapter = providedAdapter ?? await navigator.gpu.requestAdapter();
587
- if (!adapter) {
588
- console.warn("[compressTexture] No WebGPU adapter; returning uncompressed RGBA8.");
589
- const tex = wrapUncompressed(bitmap, srgb, flipY);
590
- return {
591
- texture: tex,
592
- format: null,
593
- fallbackUncompressed: true,
594
- astcNormalRemap: false,
595
- width: bitmap.width,
596
- height: bitmap.height,
597
- mipLevels: 1,
598
- encodeMs: 0,
599
- destroy: () => {
600
- tex.dispose();
1185
+ const level0 = bitmapToMipLevel(bitmap, flipY);
1186
+ const chain = generateMipChain(level0);
1187
+ const encodedLevels = [];
1188
+ let totalEncodeMs = 0;
1189
+ for (const level of chain) {
1190
+ const padded = padToBlockMultiple(level);
1191
+ const imageData = mipLevelToImageData(padded);
1192
+ const bytes = await encoder.encodeToBytes(imageData, { quality });
1193
+ encodedLevels.push(bytes);
1194
+ totalEncodeMs += bytes.encodeMs;
601
1195
  }
602
- };
1196
+ const tex2 = encoder.buildMippedTexture(encodedLevels, { colorSpace });
1197
+ return {
1198
+ texture: tex2,
1199
+ format: selection.format,
1200
+ fallbackUncompressed: false,
1201
+ backend: "webgpu",
1202
+ astcNormalRemap: selection.astcNormalRemap,
1203
+ width: level0.width,
1204
+ height: level0.height,
1205
+ mipLevels: encodedLevels.length,
1206
+ encodeMs: totalEncodeMs,
1207
+ destroy: () => {
1208
+ tex2.dispose();
1209
+ encoder.destroy();
1210
+ }
1211
+ };
1212
+ } catch (e) {
1213
+ encoder.destroy();
1214
+ throw e;
1215
+ }
603
1216
  }
604
- const selection = selectFormat(adapter, hint, { colorSpace });
605
- if (!selection.format || !selection.encoderClass) {
606
- console.warn(
607
- "[compressTexture] Adapter reports neither texture-compression-bc nor texture-compression-astc; returning uncompressed RGBA8."
608
- );
609
- const tex = wrapUncompressed(bitmap, srgb, flipY);
610
- return {
611
- texture: tex,
612
- format: null,
613
- fallbackUncompressed: true,
614
- astcNormalRemap: false,
615
- width: bitmap.width,
616
- height: bitmap.height,
617
- mipLevels: 1,
618
- encodeMs: 0,
619
- destroy: () => {
620
- tex.dispose();
1217
+ function encodeViaWebGL() {
1218
+ const gl = getSharedWebGLContext();
1219
+ if (!gl) return null;
1220
+ const caps = detectWebGLCapabilities(gl);
1221
+ const selection = selectWebGLFormat(caps, hint, { colorSpace });
1222
+ if (!selection.format || !selection.encoderClass) return null;
1223
+ const encoder = selection.encoderClass.create(gl);
1224
+ try {
1225
+ if (!mipmaps) {
1226
+ const bytes = encoder.encodeToBytes(bitmap, { flipY });
1227
+ const tex3 = encoder.buildMippedTexture([bytes], { colorSpace });
1228
+ return {
1229
+ texture: tex3,
1230
+ format: selection.format,
1231
+ fallbackUncompressed: false,
1232
+ backend: "webgl",
1233
+ astcNormalRemap: selection.astcNormalRemap,
1234
+ width: bytes.width,
1235
+ height: bytes.height,
1236
+ mipLevels: 1,
1237
+ encodeMs: bytes.encodeMs,
1238
+ destroy: () => {
1239
+ tex3.dispose();
1240
+ encoder.destroy();
1241
+ }
1242
+ };
621
1243
  }
622
- };
623
- }
624
- let encoder;
625
- if (providedDevice) {
626
- const EncoderCtor = selection.encoderClass;
627
- encoder = new EncoderCtor({ device: providedDevice, adapter, ownsDevice: false });
628
- } else {
629
- encoder = await selection.encoderClass.create();
630
- }
631
- try {
632
- const needsWriteTexture = needsWriteTextureWorkaround(adapter);
633
- if (!mipmaps) {
634
- let bytes;
635
- if (needsWriteTexture) {
636
- const level02 = bitmapToMipLevel(bitmap, flipY);
637
- const imageData = mipLevelToImageData(level02);
638
- bytes = await encoder.encodeToBytes(imageData);
639
- } else {
640
- bytes = await encoder.encodeToBytes(bitmap, { flipY });
1244
+ const level0 = bitmapToMipLevel(bitmap, flipY);
1245
+ const chain = generateMipChain(level0);
1246
+ const encodedLevels = [];
1247
+ let totalEncodeMs = 0;
1248
+ for (const level of chain) {
1249
+ const padded = padToBlockMultiple(level);
1250
+ const bytes = encoder.encodeToBytes(padded);
1251
+ encodedLevels.push(bytes);
1252
+ totalEncodeMs += bytes.encodeMs;
641
1253
  }
642
- const tex2 = encoder.buildMippedTexture([bytes], { colorSpace });
1254
+ const tex2 = encoder.buildMippedTexture(encodedLevels, { colorSpace });
643
1255
  return {
644
1256
  texture: tex2,
645
1257
  format: selection.format,
646
1258
  fallbackUncompressed: false,
1259
+ backend: "webgl",
647
1260
  astcNormalRemap: selection.astcNormalRemap,
648
- width: bytes.width,
649
- height: bytes.height,
650
- mipLevels: 1,
651
- encodeMs: bytes.encodeMs,
1261
+ width: level0.width,
1262
+ height: level0.height,
1263
+ mipLevels: encodedLevels.length,
1264
+ encodeMs: totalEncodeMs,
652
1265
  destroy: () => {
653
1266
  tex2.dispose();
654
1267
  encoder.destroy();
655
1268
  }
656
1269
  };
1270
+ } catch (e) {
1271
+ encoder.destroy();
1272
+ console.warn("[compressTexture] WebGL fallback encode failed; returning uncompressed RGBA8.", e);
1273
+ return null;
657
1274
  }
658
- const level0 = bitmapToMipLevel(bitmap, flipY);
659
- const chain = generateMipChain(level0);
660
- const encodedLevels = [];
661
- let totalEncodeMs = 0;
662
- for (const level of chain) {
663
- const padded = padToBlockMultiple(level);
664
- const imageData = mipLevelToImageData(padded);
665
- const bytes = await encoder.encodeToBytes(imageData);
666
- encodedLevels.push(bytes);
667
- totalEncodeMs += bytes.encodeMs;
668
- }
669
- const tex = encoder.buildMippedTexture(encodedLevels, { colorSpace });
670
- return {
671
- texture: tex,
672
- format: selection.format,
673
- fallbackUncompressed: false,
674
- astcNormalRemap: selection.astcNormalRemap,
675
- width: level0.width,
676
- height: level0.height,
677
- mipLevels: encodedLevels.length,
678
- encodeMs: totalEncodeMs,
679
- destroy: () => {
680
- tex.dispose();
681
- encoder.destroy();
682
- }
683
- };
684
- } catch (e) {
685
- encoder.destroy();
686
- throw e;
687
1275
  }
688
1276
  }
689
1277
 
@@ -698,6 +1286,8 @@ var GputexLoader = class extends Loader {
698
1286
  flipY = true;
699
1287
  /** Generate + encode a full mip chain. Default false. */
700
1288
  mipmaps = false;
1289
+ /** Encode quality / speed trade-off. Default 'fast' (~2–4× faster, ≤0.36 dB). */
1290
+ quality = "fast";
701
1291
  /**
702
1292
  * Optional pre-existing WebGPU device. Reusing the renderer's device
703
1293
  * avoids spinning up a second WebGPU context for encoding.
@@ -724,6 +1314,7 @@ var GputexLoader = class extends Loader {
724
1314
  colorSpace: this.colorSpace,
725
1315
  flipY: this.flipY,
726
1316
  mipmaps: this.mipmaps,
1317
+ quality: this.quality,
727
1318
  device: this.device,
728
1319
  adapter: this.adapter
729
1320
  }).then(
@@ -733,6 +1324,7 @@ var GputexLoader = class extends Loader {
733
1324
  result.texture.userData.gputex = {
734
1325
  format: result.format,
735
1326
  fallbackUncompressed: result.fallbackUncompressed,
1327
+ backend: result.backend,
736
1328
  astcNormalRemap: result.astcNormalRemap,
737
1329
  width: result.width,
738
1330
  height: result.height,
@@ -753,16 +1345,26 @@ var GputexLoader = class extends Loader {
753
1345
  };
754
1346
  export {
755
1347
  ASTC4x4Encoder,
1348
+ ASTC4x4WebGLEncoder,
756
1349
  BC1Encoder,
1350
+ BC1WebGLEncoder,
757
1351
  BC5Encoder,
1352
+ BC5WebGLEncoder,
758
1353
  BC7Encoder,
1354
+ BC7WebGLEncoder,
759
1355
  Encoder,
760
1356
  GputexLoader,
761
1357
  TextureFormat,
1358
+ WebGLBlockEncoder,
762
1359
  WebGPUFeature,
763
1360
  compressTexture,
1361
+ createWebGLContext,
764
1362
  detectCapabilities,
1363
+ detectWebGLCapabilities,
765
1364
  generateMipChain,
1365
+ getSharedWebGLContext,
1366
+ isWebGLAvailable,
766
1367
  padToBlockMultiple,
767
- selectFormat
1368
+ selectFormat,
1369
+ selectWebGLFormat
768
1370
  };