gputex 0.1.2 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +33 -9
- package/dist/index.d.ts +12 -152
- package/dist/index.js +6 -443
- package/dist/three.d.ts +141 -0
- package/dist/three.js +1304 -0
- package/package.json +10 -1
package/dist/index.js
CHANGED
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@@ -41,46 +41,7 @@ function detectCapabilities(adapter) {
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return { bc, astc, etc2, supportedFormats };
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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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// 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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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) {
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const { vendor, architecture } = adapter.info ?? {};
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return vendor === "img-tec" && architecture === "d-series";
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}
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function uploadSourceTexture(device, srcTex, source, width, height, flipY, useWriteTexture) {
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if (useWriteTexture && source instanceof ImageData) {
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device.queue.writeTexture({ texture: srcTex }, source.data, { bytesPerRow: width * 4 }, [width, height, 1]);
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@@ -242,45 +203,14 @@ var Encoder = class {
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return !feat || this.device.features.has(feat);
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}
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// ------------------------------------------------------------------ //
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// Shared
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// Shared encodeToBytes() — pad, upload, dispatch, readback. //
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// ------------------------------------------------------------------ //
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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, { 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 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 = 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;
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return {
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width: bytes.width,
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height: bytes.height,
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paddedWidth: bytes.paddedWidth,
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paddedHeight: bytes.paddedHeight,
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data: bytes.data,
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texture,
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encodeMs: bytes.encodeMs
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};
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}
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/**
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* Encode one image source to raw compressed bytes
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*
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*
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*
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*
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* Public (not protected) because `compressTexture()` calls it across the
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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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* Encode one image source to raw compressed bytes. This is the encoder's
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* native, engine-agnostic output. `compressTexture()` and
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* `encodeToTexture()` (both in `gputex/three`) call it and then wrap the
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* bytes into a `CompressedTexture`; callers targeting another engine feed
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* `data` into that engine's compressed-texture upload directly.
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*/
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async encodeToBytes(source, { flipY = false, quality = "fast" } = {}) {
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const device = this.device;
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@@ -350,29 +280,8 @@ var Encoder = class {
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paramsBuffer.destroy();
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return { width, height, paddedWidth, paddedHeight, data, encodeMs };
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}
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/**
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* Assemble a `CompressedTexture` from pre-encoded mip levels. Called
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* by `compressTexture()` after it has run each level through
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* `encodeToBytes()`. Centralised here so the single-level and mipped
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* paths share the same format / colour-space / wrap settings.
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*
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* `levels[0]` is the base level; its padded dimensions become the
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* texture's overall size. Filter setup assumes at least 2 levels →
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* trilinear; 1 level → bilinear.
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*/
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buildMippedTexture(levels, { colorSpace = "srgb" } = {}) {
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if (levels.length === 0) {
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throw new Error(`${this.label}Encoder.buildMippedTexture: no levels provided`);
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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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return assembleCompressedTexture(levels, threeFormat, effectiveSrgb);
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}
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};
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// src/BC1Encoder.ts
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import { RGBA_S3TC_DXT1_Format } from "three";
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// src/bc1.wgsl
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var bc1_default = "// BC1 (DXT1) compute shader encoder.\n//\n// Each invocation encodes one 4x4 pixel block into an 8-byte BC1 block\n// written as 2 x u32 into the destination storage buffer.\n//\n// BC1 block layout (little-endian):\n// u32[0]: color0 (low 16) | color1 (high 16) both in RGB565\n// u32[1]: 16 x 2-bit indices, pixel 0 = bits 0..1, pixel 15 = bits 30..31\n//\n// We always force the 4-color mode (color0 > color1, numeric 16-bit):\n// idx 0 -> color0\n// idx 1 -> color1\n// idx 2 -> (2*color0 + color1) / 3\n// idx 3 -> ( color0 + 2*color1) / 3\n//\n// QUALITY LEVELS (pipeline-overridable constant `QUALITY_HIGH`)\n// fast (0, default): bounding-box endpoints, inset by ~half a 565 cell, then\n// a single least-squares endpoint refit (the refit is accepted only if it\n// lowers the block's squared error). This is what the WebGL2 fragment\n// fallback runs too.\n// high (1): endpoints are seeded from the block's principal colour axis\n// (covariance power-iteration) as well as the bbox diagonal, each refined by\n// several least-squares passes; the lower-error family wins. Mirrors\n// bc1_ref.ts. Strictly \u2265 fast in quality, at the cost of the eigen-solve.\n//\n// Algorithm per block:\n// 1. Load the 16 pixels; compute the bounding box (and, for high, the mean).\n// 2. Seed endpoints (bbox diagonal; high also tries the principal axis).\n// 3. Quantize to RGB565, force 4-color mode, assign each pixel its nearest\n// palette entry (full 4-entry L2 search in the decoded colour space).\n// 4. Least-squares refit: re-solve the endpoints for the current indices,\n// re-quantize, re-assign; keep the result only when error decreases.\n\n// 0 = fast (default), 1 = 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 to565(c: vec3<f32>) -> u32 {\n // Round-to-nearest quantization into 5-6-5.\n let r = u32(clamp(floor(c.r * 31.0 + 0.5), 0.0, 31.0));\n let g = u32(clamp(floor(c.g * 63.0 + 0.5), 0.0, 63.0));\n let b = u32(clamp(floor(c.b * 31.0 + 0.5), 0.0, 31.0));\n return (r << 11u) | (g << 5u) | b;\n}\n\nfn from565(c: u32) -> vec3<f32> {\n let r = f32((c >> 11u) & 31u);\n let g = f32((c >> 5u) & 63u);\n let b = f32( c & 31u);\n // 5/6-bit -> 8-bit. floor((x*527+23)/64) == (x<<3)|(x>>2), i.e. the exact\n // bit-replication a BC1 decoder performs (white -> 255). The inputs are\n // small integers and /64 is exact in f32, so this matches the hardware and\n // is portable. Selecting indices against this palette is what makes the\n // encoder agree with what the GPU will actually sample.\n let r8 = floor((r * 527.0 + 23.0) / 64.0);\n let g8 = floor((g * 259.0 + 33.0) / 64.0);\n let b8 = floor((b * 527.0 + 23.0) / 64.0);\n return vec3<f32>(r8, g8, b8) / 255.0;\n}\n\n// 4-color-mode interpolation weights: palette[j] = wa(j)*c0 + wb(j)*c1.\nfn wa(j: u32) -> f32 {\n switch j {\n case 0u: { return 1.0; }\n case 1u: { return 0.0; }\n case 2u: { return 2.0 / 3.0; }\n default: { return 1.0 / 3.0; } // case 3u\n }\n}\nfn wb(j: u32) -> f32 {\n switch j {\n case 0u: { return 0.0; }\n case 1u: { return 1.0; }\n case 2u: { return 1.0 / 3.0; }\n default: { return 2.0 / 3.0; } // case 3u\n }\n}\n\nfn build_palette(c0: u32, c1: u32, pal: ptr<function, array<vec3<f32>, 4>>) {\n let p0 = from565(c0);\n let p1 = from565(c1);\n for (var j: u32 = 0u; j < 4u; j = j + 1u) {\n (*pal)[j] = wa(j) * p0 + wb(j) * p1;\n }\n}\n\n// Assign each of the 16 pixels its nearest palette entry (full 4-entry L2),\n// writing indices into `out_idx` and returning the total squared error.\nfn assign_indices(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n pal: ptr<function, array<vec3<f32>, 4>>,\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 c = (*pixels)[k];\n var best_j: u32 = 0u;\n var best_d: f32 = 1e30;\n for (var j: u32 = 0u; j < 4u; j = j + 1u) {\n let d = (*pal)[j] - c;\n let d2 = dot(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// One least-squares refit pass: solve the 2x2 normal equations for the endpoint\n// colours that minimise \u03A3\u2016wa\xB7e0 + wb\xB7e1 \u2212 c\u2016\xB2 under the current indices. The\n// three channels share the scalar sums, so it's one 2x2 solve with vec3 RHS.\nstruct RefitResult { e0: vec3<f32>, e1: vec3<f32>, valid: bool };\nfn refit(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n indices: ptr<function, array<u32, 16>>,\n) -> RefitResult {\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV: vec3<f32> = vec3<f32>(0.0);\n var sBV: vec3<f32> = vec3<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let a = wa((*indices)[k]);\n let b = wb((*indices)[k]);\n let v = (*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 var out: RefitResult;\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-9) {\n out.valid = false;\n return out;\n }\n out.e0 = clamp((sBB * sAV - sAB * sBV) / det, vec3<f32>(0.0), vec3<f32>(1.0));\n out.e1 = clamp((sAA * sBV - sAB * sAV) / det, vec3<f32>(0.0), vec3<f32>(1.0));\n out.valid = true;\n return out;\n}\n\n// Candidate solution tracked across endpoint seeds / refit passes.\nstruct Best { c0: u32, c1: u32, indices: array<u32, 16>, err: f32 };\n\n// Quantize (hi, lo) to 565, force 4-color mode, assign indices, then refine with\n// up to `max_refits` least-squares passes. Commits to `*best` only on strict\n// improvement.\nfn fit_from_endpoints(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n hi: vec3<f32>,\n lo: vec3<f32>,\n max_refits: u32,\n best: ptr<function, Best>,\n) {\n var c0 = to565(hi);\n var c1 = to565(lo);\n // 4-color mode requires color0 > color1.\n if (c0 == c1) {\n if (c1 > 0u) { c1 = c1 - 1u; } else { c0 = c0 + 1u; }\n } else if (c0 < c1) {\n let t = c0; c0 = c1; c1 = t;\n }\n\n var pal: array<vec3<f32>, 4>;\n var idx: array<u32, 16>;\n build_palette(c0, c1, &pal);\n var err = assign_indices(pixels, &pal, &idx);\n if (err < (*best).err) {\n (*best).c0 = c0; (*best).c1 = c1; (*best).indices = idx; (*best).err = err;\n }\n\n for (var rp: u32 = 0u; rp < max_refits; rp = rp + 1u) {\n let r = refit(pixels, &idx);\n if (!r.valid) { break; }\n var nc0 = to565(r.e0);\n var nc1 = to565(r.e1);\n // A refit that flips/equalises the endpoints would change decode mode;\n // keep 4-color mode, and stop once it stops moving.\n if (nc0 < nc1) { let t = nc0; nc0 = nc1; nc1 = t; }\n if (nc0 == nc1) { break; }\n if (nc0 == c0 && nc1 == c1) { break; }\n build_palette(nc0, nc1, &pal);\n let nerr = assign_indices(pixels, &pal, &idx);\n c0 = nc0; c1 = nc1; err = nerr;\n if (nerr < (*best).err) {\n (*best).c0 = nc0; (*best).c1 = nc1; (*best).indices = idx; (*best).err = nerr;\n }\n }\n}\n\n// Principal colour axis via covariance power-iteration, seeded with the bbox\n// diagonal. Returns a unit axis, or vec3(0) for a degenerate (constant) block.\nfn principal_axis(\n pixels: ptr<function, array<vec3<f32>, 16>>,\n mean: vec3<f32>,\n seed: vec3<f32>,\n) -> vec3<f32> {\n // Symmetric 3x3 covariance, stored as its three rows.\n var c0v = vec3<f32>(0.0);\n var c1v = vec3<f32>(0.0);\n var c2v = vec3<f32>(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let d = (*pixels)[k] - mean;\n c0v = c0v + d.x * d;\n c1v = c1v + d.y * d;\n c2v = c2v + d.z * d;\n }\n var v = seed;\n var len = length(v);\n if (len < 1e-9) { return vec3<f32>(0.0); }\n v = v / len;\n for (var iter: u32 = 0u; iter < 8u; iter = iter + 1u) {\n let nv = vec3<f32>(dot(c0v, v), dot(c1v, v), dot(c2v, v));\n len = length(nv);\n if (len < 1e-12) { return vec3<f32>(0.0); }\n v = nv / len;\n }\n return v;\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 var pixels: array<vec3<f32>, 16>;\n var bb_min = vec3<f32>(1.0, 1.0, 1.0);\n var bb_max = vec3<f32>(0.0, 0.0, 0.0);\n var mean = vec3<f32>(0.0);\n\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 textures.\n let p = clamp(base + vec2<i32>(lx, ly), vec2<i32>(0, 0), max_xy);\n let c = textureLoad(src_tex, p, 0).rgb;\n pixels[i] = c;\n bb_min = min(bb_min, c);\n bb_max = max(bb_max, c);\n mean = mean + c;\n }\n mean = mean * (1.0 / 16.0);\n\n // Inset the bounding box by ~half an RGB565 cell (1/16) so the quantized\n // 4-color palette covers the real data range more tightly (stb_dxt heuristic).\n let inset = (bb_max - bb_min) / 16.0;\n let bbox_hi = clamp(bb_max - inset, vec3<f32>(0.0), vec3<f32>(1.0));\n let bbox_lo = clamp(bb_min + inset, vec3<f32>(0.0), vec3<f32>(1.0));\n\n var best: Best;\n best.err = 1e30;\n\n if (QUALITY_HIGH != 0u) {\n // Seed from the principal colour axis: project all texels onto it, take the\n // extreme projections as endpoints, inset along the axis. Then also try the\n // bbox seed and keep whichever family yields the lower error.\n let axis = principal_axis(&pixels, mean, bb_max - bb_min);\n if (dot(axis, axis) > 0.0) {\n var t_min: f32 = 1e30;\n var t_max: f32 = -1e30;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let t = dot(pixels[k] - mean, axis);\n t_min = min(t_min, t);\n t_max = max(t_max, t);\n }\n let pad = (t_max - t_min) / 16.0;\n let pca_hi = clamp(mean + (t_max - pad) * axis, vec3<f32>(0.0), vec3<f32>(1.0));\n let pca_lo = clamp(mean + (t_min + pad) * axis, vec3<f32>(0.0), vec3<f32>(1.0));\n fit_from_endpoints(&pixels, pca_hi, pca_lo, 3u, &best);\n }\n fit_from_endpoints(&pixels, bbox_hi, bbox_lo, 3u, &best);\n } else {\n fit_from_endpoints(&pixels, bbox_hi, bbox_lo, 1u, &best);\n }\n\n var indices: u32 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n indices = indices | ((best.indices[k] & 3u) << (k * 2u));\n }\n\n let out = block_index * 2u;\n dst[out] = best.c0 | (best.c1 << 16u);\n dst[out + 1u] = indices;\n}\n";
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@@ -398,14 +307,8 @@ var BC1Encoder = class extends Encoder {
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gpuTextureFormat({ colorSpace }) {
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return colorSpace === "srgb" ? "bc1-rgba-unorm-srgb" : "bc1-rgba-unorm";
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}
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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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threeTextureFormat() {
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// src/BC7Encoder.ts
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import { RGBA_BPTC_Format } from "three";
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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";
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@@ -553,14 +450,8 @@ var BC7Encoder = class extends Encoder {
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gpuTextureFormat({ colorSpace }) {
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return colorSpace === "srgb" ? "bc7-rgba-unorm-srgb" : "bc7-rgba-unorm";
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}
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threeTextureFormat() {
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// src/ASTC4x4Encoder.ts
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import { RGBA_ASTC_4x4_Format } from "three";
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// src/astc4x4.wgsl
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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";
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@@ -592,9 +483,6 @@ var ASTC4x4Encoder = class extends Encoder {
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gpuTextureFormat({ colorSpace }) {
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return colorSpace === "srgb" ? "astc-4x4-unorm-srgb" : "astc-4x4-unorm";
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}
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threeTextureFormat() {
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return RGBA_ASTC_4x4_Format;
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}
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};
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// src/webgl/glsl/fullscreen.vert.glsl
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@@ -805,19 +693,8 @@ var WebGLBlockEncoder = class {
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gl.deleteTexture(srcTex);
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return { width, height, paddedWidth, paddedHeight, data, encodeMs };
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}
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/** Wrap pre-encoded levels into a CompressedTexture. Shared with the WebGPU path. */
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buildMippedTexture(levels, { colorSpace = "srgb" } = {}) {
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if (levels.length === 0) {
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throw new Error(`${this.label}WebGLEncoder.buildMippedTexture: no levels provided`);
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}
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const effectiveSrgb = colorSpace === "srgb" && this.supportsSrgb;
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return assembleCompressedTexture(levels, this.threeTextureFormat(), effectiveSrgb);
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}
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};
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// src/webgl/BC1WebGLEncoder.ts
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import { RGBA_S3TC_DXT1_Format as RGBA_S3TC_DXT1_Format2 } from "three";
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// src/webgl/glsl/bc1.frag.glsl
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var bc1_frag_default = "#version 300 es\n// BC1 (DXT1) fragment-shader encoder \u2014 WebGL2 port of bc1.wgsl (fast path).\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. This is the *fast* path only (the WGSL\n// `QUALITY_HIGH == 0` branch): bbox endpoints, 1/16 inset, RGB565 quantisation,\n// forced 4-colour mode, full 4-entry L2 index search, then a single\n// least-squares endpoint refit accepted only when it lowers the block's error.\n// See bc1.wgsl for the full derivation.\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\n// 4-colour-mode interpolation weights: pal[j] = WA[j]*c0 + WB[j]*c1.\nconst float WA[4] = float[4](1.0, 0.0, 2.0 / 3.0, 1.0 / 3.0);\nconst float WB[4] = float[4](0.0, 1.0, 1.0 / 3.0, 2.0 / 3.0);\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 // 5/6-bit \u2192 8-bit. floor((x*527+23)/64) == (x<<3)|(x>>2): exact hardware\n // bit-replication (white \u2192 255), so index selection matches the GPU decode.\n float r8 = floor((r * 527.0 + 23.0) / 64.0);\n float g8 = floor((g * 259.0 + 33.0) / 64.0);\n float b8 = floor((b * 527.0 + 23.0) / 64.0);\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 bbox by ~half an RGB565 cell (1/16) to tighten the quantised\n // 4-colour 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 // 4-colour mode requires color0 > color1.\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 // Build the palette in decoded space, assign each pixel its nearest entry.\n vec3 pal[4];\n vec3 p0 = from565(c0);\n vec3 p1 = from565(c1);\n for (int j = 0; j < 4; j++) pal[j] = WA[j] * p0 + WB[j] * p1;\n\n uint idx[16];\n float err = 0.0;\n for (int k = 0; k < 16; k++) {\n vec3 c = pixels[k];\n uint bestJ = 0u;\n float bestD = 1e30;\n for (int j = 0; j < 4; j++) {\n vec3 d = pal[j] - c;\n float d2 = dot(d, d);\n if (d2 < bestD) { bestD = d2; bestJ = uint(j); }\n }\n idx[k] = bestJ;\n err += bestD;\n }\n\n // One least-squares refit: re-solve the endpoints for the current indices,\n // re-quantise, re-assign; keep it only if the squared error drops.\n float sAA = 0.0, sBB = 0.0, sAB = 0.0;\n vec3 sAV = vec3(0.0), sBV = vec3(0.0);\n for (int k = 0; k < 16; k++) {\n float a = WA[int(idx[k])];\n float b = WB[int(idx[k])];\n vec3 v = pixels[k];\n sAA += a * a; sBB += b * b; sAB += a * b; sAV += a * v; sBV += b * v;\n }\n float det = sAA * sBB - sAB * sAB;\n if (abs(det) > 1e-9) {\n vec3 e0 = clamp((sBB * sAV - sAB * sBV) / det, vec3(0.0), vec3(1.0));\n vec3 e1 = clamp((sAA * sBV - sAB * sAV) / det, vec3(0.0), vec3(1.0));\n uint nc0 = to565(e0);\n uint nc1 = to565(e1);\n if (nc0 < nc1) { uint t = nc0; nc0 = nc1; nc1 = t; }\n if (nc0 != nc1 && !(nc0 == c0 && nc1 == c1)) {\n vec3 q0 = from565(nc0);\n vec3 q1 = from565(nc1);\n vec3 pal2[4];\n for (int j = 0; j < 4; j++) pal2[j] = WA[j] * q0 + WB[j] * q1;\n uint idx2[16];\n float nerr = 0.0;\n for (int k = 0; k < 16; k++) {\n vec3 c = pixels[k];\n uint bestJ = 0u;\n float bestD = 1e30;\n for (int j = 0; j < 4; j++) {\n vec3 d = pal2[j] - c;\n float d2 = dot(d, d);\n if (d2 < bestD) { bestD = d2; bestJ = uint(j); }\n }\n idx2[k] = bestJ;\n nerr += bestD;\n }\n if (nerr < err) {\n c0 = nc0; c1 = nc1;\n for (int k = 0; k < 16; k++) idx[k] = idx2[k];\n }\n }\n }\n\n uint indices = 0u;\n for (int k = 0; k < 16; k++) indices |= (idx[k] & 3u) << (uint(k) * 2u);\n\n outColor = uvec4(c0 | (c1 << 16), indices, 0u, 0u);\n}\n";
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@@ -835,14 +712,8 @@ var BC1WebGLEncoder = class extends WebGLBlockEncoder {
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fragSource() {
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return bc1_frag_default;
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}
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threeTextureFormat() {
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|
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|
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return RGBA_S3TC_DXT1_Format2;
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-
}
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};
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-
// src/webgl/BC5WebGLEncoder.ts
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|
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import { RED_GREEN_RGTC2_Format as RED_GREEN_RGTC2_Format2 } from "three";
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|
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-
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// src/webgl/glsl/bc5.frag.glsl
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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";
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@@ -860,14 +731,8 @@ var BC5WebGLEncoder = class extends WebGLBlockEncoder {
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fragSource() {
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return bc5_frag_default;
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}
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863
|
-
threeTextureFormat() {
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|
864
|
-
return RED_GREEN_RGTC2_Format2;
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865
|
-
}
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866
734
|
};
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|
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// src/webgl/BC7WebGLEncoder.ts
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|
869
|
-
import { RGBA_BPTC_Format as RGBA_BPTC_Format2 } from "three";
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870
|
-
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// src/webgl/glsl/bc7.frag.glsl
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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";
|
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738
|
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@@ -885,14 +750,8 @@ var BC7WebGLEncoder = class extends WebGLBlockEncoder {
|
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885
750
|
fragSource() {
|
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751
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return bc7_frag_default;
|
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752
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}
|
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888
|
-
threeTextureFormat() {
|
|
889
|
-
return RGBA_BPTC_Format2;
|
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890
|
-
}
|
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891
753
|
};
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892
754
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893
|
-
// src/webgl/ASTC4x4WebGLEncoder.ts
|
|
894
|
-
import { RGBA_ASTC_4x4_Format as RGBA_ASTC_4x4_Format2 } from "three";
|
|
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|
-
|
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896
755
|
// src/webgl/glsl/astc4x4.frag.glsl
|
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897
756
|
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";
|
|
898
757
|
|
|
@@ -910,9 +769,6 @@ var ASTC4x4WebGLEncoder = class extends WebGLBlockEncoder {
|
|
|
910
769
|
fragSource() {
|
|
911
770
|
return astc4x4_frag_default;
|
|
912
771
|
}
|
|
913
|
-
threeTextureFormat() {
|
|
914
|
-
return RGBA_ASTC_4x4_Format2;
|
|
915
|
-
}
|
|
916
772
|
};
|
|
917
773
|
|
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918
774
|
// src/webgl/webglCapabilities.ts
|
|
@@ -990,9 +846,6 @@ function selectFormat(adapter, hint, options = {}) {
|
|
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990
846
|
return { format: null, encoderClass: null, astcNormalRemap: false };
|
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991
847
|
}
|
|
992
848
|
|
|
993
|
-
// src/compressTexture.ts
|
|
994
|
-
import { LinearFilter as LinearFilter3, LinearSRGBColorSpace as LinearSRGBColorSpace3, RepeatWrapping as RepeatWrapping3, SRGBColorSpace as SRGBColorSpace3, Texture } from "three";
|
|
995
|
-
|
|
996
849
|
// src/mipgen.ts
|
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997
850
|
function generateMipChain(level0) {
|
|
998
851
|
if (level0.width < 1 || level0.height < 1) {
|
|
@@ -1058,294 +911,6 @@ function padToBlockMultiple(level) {
|
|
|
1058
911
|
}
|
|
1059
912
|
return { data: out, width: pw, height: ph };
|
|
1060
913
|
}
|
|
1061
|
-
|
|
1062
|
-
// src/compressTexture.ts
|
|
1063
|
-
async function sourceToBitmap(source) {
|
|
1064
|
-
const opts = {
|
|
1065
|
-
colorSpaceConversion: "none",
|
|
1066
|
-
premultiplyAlpha: "none"
|
|
1067
|
-
};
|
|
1068
|
-
if (typeof source === "string") {
|
|
1069
|
-
const resp = await fetch(source);
|
|
1070
|
-
if (!resp.ok) {
|
|
1071
|
-
throw new Error(`compressTexture: fetch ${source} failed (${resp.status})`);
|
|
1072
|
-
}
|
|
1073
|
-
const blob = await resp.blob();
|
|
1074
|
-
return createImageBitmap(blob, opts);
|
|
1075
|
-
}
|
|
1076
|
-
if (source instanceof Blob) {
|
|
1077
|
-
return createImageBitmap(source, opts);
|
|
1078
|
-
}
|
|
1079
|
-
if (source instanceof ImageBitmap) {
|
|
1080
|
-
return source;
|
|
1081
|
-
}
|
|
1082
|
-
return createImageBitmap(source, opts);
|
|
1083
|
-
}
|
|
1084
|
-
function bitmapToMipLevel(bitmap, flipY) {
|
|
1085
|
-
const w = bitmap.width, h = bitmap.height;
|
|
1086
|
-
const canvas = typeof OffscreenCanvas !== "undefined" ? new OffscreenCanvas(w, h) : Object.assign(document.createElement("canvas"), { width: w, height: h });
|
|
1087
|
-
const ctx = canvas.getContext("2d", { willReadFrequently: true });
|
|
1088
|
-
if (!ctx) {
|
|
1089
|
-
throw new Error("compressTexture: no 2D context available for mip generation");
|
|
1090
|
-
}
|
|
1091
|
-
if (flipY) {
|
|
1092
|
-
ctx.translate(0, h);
|
|
1093
|
-
ctx.scale(1, -1);
|
|
1094
|
-
}
|
|
1095
|
-
ctx.drawImage(bitmap, 0, 0);
|
|
1096
|
-
const imageData = ctx.getImageData(0, 0, w, h);
|
|
1097
|
-
return { data: imageData.data, width: w, height: h };
|
|
1098
|
-
}
|
|
1099
|
-
function mipLevelToImageData(level) {
|
|
1100
|
-
return new ImageData(level.data, level.width, level.height);
|
|
1101
|
-
}
|
|
1102
|
-
function wrapUncompressed(bitmap, srgb, flipY) {
|
|
1103
|
-
const tex = new Texture(bitmap);
|
|
1104
|
-
tex.colorSpace = srgb ? SRGBColorSpace3 : LinearSRGBColorSpace3;
|
|
1105
|
-
tex.magFilter = LinearFilter3;
|
|
1106
|
-
tex.minFilter = LinearFilter3;
|
|
1107
|
-
tex.wrapS = tex.wrapT = RepeatWrapping3;
|
|
1108
|
-
tex.generateMipmaps = false;
|
|
1109
|
-
tex.flipY = flipY;
|
|
1110
|
-
tex.needsUpdate = true;
|
|
1111
|
-
return tex;
|
|
1112
|
-
}
|
|
1113
|
-
async function compressTexture(source, options = {}) {
|
|
1114
|
-
const {
|
|
1115
|
-
hint = "color",
|
|
1116
|
-
colorSpace = "srgb",
|
|
1117
|
-
flipY = true,
|
|
1118
|
-
mipmaps = false,
|
|
1119
|
-
quality = "fast",
|
|
1120
|
-
device: providedDevice,
|
|
1121
|
-
adapter: providedAdapter
|
|
1122
|
-
} = options;
|
|
1123
|
-
const srgb = colorSpace === "srgb";
|
|
1124
|
-
const bitmap = await sourceToBitmap(source);
|
|
1125
|
-
const viaWebGPU = await encodeViaWebGPU();
|
|
1126
|
-
if (viaWebGPU) return viaWebGPU;
|
|
1127
|
-
const viaWebGL = encodeViaWebGL();
|
|
1128
|
-
if (viaWebGL) return viaWebGL;
|
|
1129
|
-
console.warn(
|
|
1130
|
-
"[compressTexture] No compressed path available (WebGPU and WebGL2 both lack a usable compressed-texture format); returning uncompressed RGBA8."
|
|
1131
|
-
);
|
|
1132
|
-
const tex = wrapUncompressed(bitmap, srgb, flipY);
|
|
1133
|
-
return {
|
|
1134
|
-
texture: tex,
|
|
1135
|
-
format: null,
|
|
1136
|
-
fallbackUncompressed: true,
|
|
1137
|
-
backend: "none",
|
|
1138
|
-
astcNormalRemap: false,
|
|
1139
|
-
width: bitmap.width,
|
|
1140
|
-
height: bitmap.height,
|
|
1141
|
-
mipLevels: 1,
|
|
1142
|
-
encodeMs: 0,
|
|
1143
|
-
destroy: () => {
|
|
1144
|
-
tex.dispose();
|
|
1145
|
-
}
|
|
1146
|
-
};
|
|
1147
|
-
async function encodeViaWebGPU() {
|
|
1148
|
-
if (!("gpu" in navigator)) return null;
|
|
1149
|
-
const adapter = providedAdapter ?? await navigator.gpu.requestAdapter();
|
|
1150
|
-
if (!adapter) return null;
|
|
1151
|
-
const selection = selectFormat(adapter, hint, { colorSpace });
|
|
1152
|
-
if (!selection.format || !selection.encoderClass) return null;
|
|
1153
|
-
let encoder;
|
|
1154
|
-
if (providedDevice) {
|
|
1155
|
-
const EncoderCtor = selection.encoderClass;
|
|
1156
|
-
encoder = new EncoderCtor({ device: providedDevice, adapter, ownsDevice: false });
|
|
1157
|
-
} else {
|
|
1158
|
-
encoder = await selection.encoderClass.create();
|
|
1159
|
-
}
|
|
1160
|
-
try {
|
|
1161
|
-
const needsWriteTexture = needsWriteTextureWorkaround(adapter);
|
|
1162
|
-
if (!mipmaps) {
|
|
1163
|
-
let bytes;
|
|
1164
|
-
if (needsWriteTexture) {
|
|
1165
|
-
const level02 = bitmapToMipLevel(bitmap, flipY);
|
|
1166
|
-
const imageData = mipLevelToImageData(level02);
|
|
1167
|
-
bytes = await encoder.encodeToBytes(imageData, { quality });
|
|
1168
|
-
} else {
|
|
1169
|
-
bytes = await encoder.encodeToBytes(bitmap, { flipY, quality });
|
|
1170
|
-
}
|
|
1171
|
-
const tex3 = encoder.buildMippedTexture([bytes], { colorSpace });
|
|
1172
|
-
return {
|
|
1173
|
-
texture: tex3,
|
|
1174
|
-
format: selection.format,
|
|
1175
|
-
fallbackUncompressed: false,
|
|
1176
|
-
backend: "webgpu",
|
|
1177
|
-
astcNormalRemap: selection.astcNormalRemap,
|
|
1178
|
-
width: bytes.width,
|
|
1179
|
-
height: bytes.height,
|
|
1180
|
-
mipLevels: 1,
|
|
1181
|
-
encodeMs: bytes.encodeMs,
|
|
1182
|
-
destroy: () => {
|
|
1183
|
-
tex3.dispose();
|
|
1184
|
-
encoder.destroy();
|
|
1185
|
-
}
|
|
1186
|
-
};
|
|
1187
|
-
}
|
|
1188
|
-
const level0 = bitmapToMipLevel(bitmap, flipY);
|
|
1189
|
-
const chain = generateMipChain(level0);
|
|
1190
|
-
const encodedLevels = [];
|
|
1191
|
-
let totalEncodeMs = 0;
|
|
1192
|
-
for (const level of chain) {
|
|
1193
|
-
const padded = padToBlockMultiple(level);
|
|
1194
|
-
const imageData = mipLevelToImageData(padded);
|
|
1195
|
-
const bytes = await encoder.encodeToBytes(imageData, { quality });
|
|
1196
|
-
encodedLevels.push(bytes);
|
|
1197
|
-
totalEncodeMs += bytes.encodeMs;
|
|
1198
|
-
}
|
|
1199
|
-
const tex2 = encoder.buildMippedTexture(encodedLevels, { colorSpace });
|
|
1200
|
-
return {
|
|
1201
|
-
texture: tex2,
|
|
1202
|
-
format: selection.format,
|
|
1203
|
-
fallbackUncompressed: false,
|
|
1204
|
-
backend: "webgpu",
|
|
1205
|
-
astcNormalRemap: selection.astcNormalRemap,
|
|
1206
|
-
width: level0.width,
|
|
1207
|
-
height: level0.height,
|
|
1208
|
-
mipLevels: encodedLevels.length,
|
|
1209
|
-
encodeMs: totalEncodeMs,
|
|
1210
|
-
destroy: () => {
|
|
1211
|
-
tex2.dispose();
|
|
1212
|
-
encoder.destroy();
|
|
1213
|
-
}
|
|
1214
|
-
};
|
|
1215
|
-
} catch (e) {
|
|
1216
|
-
encoder.destroy();
|
|
1217
|
-
throw e;
|
|
1218
|
-
}
|
|
1219
|
-
}
|
|
1220
|
-
function encodeViaWebGL() {
|
|
1221
|
-
const gl = getSharedWebGLContext();
|
|
1222
|
-
if (!gl) return null;
|
|
1223
|
-
const caps = detectWebGLCapabilities(gl);
|
|
1224
|
-
const selection = selectWebGLFormat(caps, hint, { colorSpace });
|
|
1225
|
-
if (!selection.format || !selection.encoderClass) return null;
|
|
1226
|
-
const encoder = selection.encoderClass.create(gl);
|
|
1227
|
-
try {
|
|
1228
|
-
if (!mipmaps) {
|
|
1229
|
-
const bytes = encoder.encodeToBytes(bitmap, { flipY });
|
|
1230
|
-
const tex3 = encoder.buildMippedTexture([bytes], { colorSpace });
|
|
1231
|
-
return {
|
|
1232
|
-
texture: tex3,
|
|
1233
|
-
format: selection.format,
|
|
1234
|
-
fallbackUncompressed: false,
|
|
1235
|
-
backend: "webgl",
|
|
1236
|
-
astcNormalRemap: selection.astcNormalRemap,
|
|
1237
|
-
width: bytes.width,
|
|
1238
|
-
height: bytes.height,
|
|
1239
|
-
mipLevels: 1,
|
|
1240
|
-
encodeMs: bytes.encodeMs,
|
|
1241
|
-
destroy: () => {
|
|
1242
|
-
tex3.dispose();
|
|
1243
|
-
encoder.destroy();
|
|
1244
|
-
}
|
|
1245
|
-
};
|
|
1246
|
-
}
|
|
1247
|
-
const level0 = bitmapToMipLevel(bitmap, flipY);
|
|
1248
|
-
const chain = generateMipChain(level0);
|
|
1249
|
-
const encodedLevels = [];
|
|
1250
|
-
let totalEncodeMs = 0;
|
|
1251
|
-
for (const level of chain) {
|
|
1252
|
-
const padded = padToBlockMultiple(level);
|
|
1253
|
-
const bytes = encoder.encodeToBytes(padded);
|
|
1254
|
-
encodedLevels.push(bytes);
|
|
1255
|
-
totalEncodeMs += bytes.encodeMs;
|
|
1256
|
-
}
|
|
1257
|
-
const tex2 = encoder.buildMippedTexture(encodedLevels, { colorSpace });
|
|
1258
|
-
return {
|
|
1259
|
-
texture: tex2,
|
|
1260
|
-
format: selection.format,
|
|
1261
|
-
fallbackUncompressed: false,
|
|
1262
|
-
backend: "webgl",
|
|
1263
|
-
astcNormalRemap: selection.astcNormalRemap,
|
|
1264
|
-
width: level0.width,
|
|
1265
|
-
height: level0.height,
|
|
1266
|
-
mipLevels: encodedLevels.length,
|
|
1267
|
-
encodeMs: totalEncodeMs,
|
|
1268
|
-
destroy: () => {
|
|
1269
|
-
tex2.dispose();
|
|
1270
|
-
encoder.destroy();
|
|
1271
|
-
}
|
|
1272
|
-
};
|
|
1273
|
-
} catch (e) {
|
|
1274
|
-
encoder.destroy();
|
|
1275
|
-
console.warn("[compressTexture] WebGL fallback encode failed; returning uncompressed RGBA8.", e);
|
|
1276
|
-
return null;
|
|
1277
|
-
}
|
|
1278
|
-
}
|
|
1279
|
-
}
|
|
1280
|
-
|
|
1281
|
-
// src/GputexLoader.ts
|
|
1282
|
-
import { Loader } from "three";
|
|
1283
|
-
var GputexLoader = class extends Loader {
|
|
1284
|
-
/** Format-selection hint. Default 'color'. */
|
|
1285
|
-
hint = "color";
|
|
1286
|
-
/** Pick the sRGB or linear variant of the chosen format. Default 'srgb'. */
|
|
1287
|
-
colorSpace = "srgb";
|
|
1288
|
-
/** Flip the image vertically before encoding. Default true (matches Three.js convention). */
|
|
1289
|
-
flipY = true;
|
|
1290
|
-
/** Generate + encode a full mip chain. Default false. */
|
|
1291
|
-
mipmaps = false;
|
|
1292
|
-
/** Encode quality / speed trade-off. Default 'fast' (~2–4× faster, ≤0.36 dB). */
|
|
1293
|
-
quality = "fast";
|
|
1294
|
-
/**
|
|
1295
|
-
* Optional pre-existing WebGPU device. Reusing the renderer's device
|
|
1296
|
-
* avoids spinning up a second WebGPU context for encoding.
|
|
1297
|
-
*/
|
|
1298
|
-
device;
|
|
1299
|
-
adapter;
|
|
1300
|
-
/**
|
|
1301
|
-
* Most recent full encode result. Useful when the caller wants format
|
|
1302
|
-
* / mipLevels / astcNormalRemap metadata without threading a separate
|
|
1303
|
-
* callback through `load()`. Cleared when a new load starts.
|
|
1304
|
-
*/
|
|
1305
|
-
lastResult = null;
|
|
1306
|
-
/**
|
|
1307
|
-
* THREE.Loader contract: returns void, drives callbacks. `loadAsync`
|
|
1308
|
-
* (inherited from the base class) wraps this with Promise semantics.
|
|
1309
|
-
* Errors routed through `manager.itemError` so the LoadingManager's
|
|
1310
|
-
* aggregate state stays accurate.
|
|
1311
|
-
*/
|
|
1312
|
-
load(url, onLoad, _onProgress, onError) {
|
|
1313
|
-
this.lastResult = null;
|
|
1314
|
-
this.manager.itemStart(url);
|
|
1315
|
-
compressTexture(url, {
|
|
1316
|
-
hint: this.hint,
|
|
1317
|
-
colorSpace: this.colorSpace,
|
|
1318
|
-
flipY: this.flipY,
|
|
1319
|
-
mipmaps: this.mipmaps,
|
|
1320
|
-
quality: this.quality,
|
|
1321
|
-
device: this.device,
|
|
1322
|
-
adapter: this.adapter
|
|
1323
|
-
}).then(
|
|
1324
|
-
(result) => {
|
|
1325
|
-
this.lastResult = result;
|
|
1326
|
-
const mip0 = result.texture.mipmaps?.[0];
|
|
1327
|
-
result.texture.userData.gputex = {
|
|
1328
|
-
format: result.format,
|
|
1329
|
-
fallbackUncompressed: result.fallbackUncompressed,
|
|
1330
|
-
backend: result.backend,
|
|
1331
|
-
astcNormalRemap: result.astcNormalRemap,
|
|
1332
|
-
width: result.width,
|
|
1333
|
-
height: result.height,
|
|
1334
|
-
mipLevels: result.mipLevels,
|
|
1335
|
-
encodeMs: result.encodeMs,
|
|
1336
|
-
compressedBytes: result.fallbackUncompressed ? result.width * result.height * 4 : mip0?.data.byteLength ?? 0
|
|
1337
|
-
};
|
|
1338
|
-
onLoad?.(result.texture);
|
|
1339
|
-
this.manager.itemEnd(url);
|
|
1340
|
-
},
|
|
1341
|
-
(err) => {
|
|
1342
|
-
onError?.(err);
|
|
1343
|
-
this.manager.itemError(url);
|
|
1344
|
-
this.manager.itemEnd(url);
|
|
1345
|
-
}
|
|
1346
|
-
);
|
|
1347
|
-
}
|
|
1348
|
-
};
|
|
1349
914
|
export {
|
|
1350
915
|
ASTC4x4Encoder,
|
|
1351
916
|
ASTC4x4WebGLEncoder,
|
|
@@ -1356,11 +921,9 @@ export {
|
|
|
1356
921
|
BC7Encoder,
|
|
1357
922
|
BC7WebGLEncoder,
|
|
1358
923
|
Encoder,
|
|
1359
|
-
GputexLoader,
|
|
1360
924
|
TextureFormat,
|
|
1361
925
|
WebGLBlockEncoder,
|
|
1362
926
|
WebGPUFeature,
|
|
1363
|
-
compressTexture,
|
|
1364
927
|
createWebGLContext,
|
|
1365
928
|
detectCapabilities,
|
|
1366
929
|
detectWebGLCapabilities,
|