gputex 0.1.2 → 0.2.0

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package/dist/three.js ADDED
@@ -0,0 +1,1304 @@
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+ // src/TextureFormat.ts
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+ var TextureFormat = {
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+ BC1: "BC1",
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+ BC1_SRGB: "BC1_SRGB",
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+ BC5: "BC5",
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+ BC7: "BC7",
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+ BC7_SRGB: "BC7_SRGB",
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+ ASTC_4x4: "ASTC_4x4",
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+ ASTC_4x4_SRGB: "ASTC_4x4_SRGB"
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+ };
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+ var WebGPUFeature = {
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+ BC: "texture-compression-bc",
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+ ASTC: "texture-compression-astc",
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+ ETC2: "texture-compression-etc2"
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+ };
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+
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+ // src/capabilities.ts
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+ var FORMATS_BY_FEATURE = {
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+ [WebGPUFeature.BC]: [
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+ TextureFormat.BC1,
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+ TextureFormat.BC1_SRGB,
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+ TextureFormat.BC5,
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+ TextureFormat.BC7,
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+ TextureFormat.BC7_SRGB
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+ ],
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+ [WebGPUFeature.ASTC]: [TextureFormat.ASTC_4x4, TextureFormat.ASTC_4x4_SRGB],
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+ // ETC2 has no encoder yet — explicit empty keeps exhaustiveness check.
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+ [WebGPUFeature.ETC2]: []
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+ };
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+ function detectCapabilities(adapter) {
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+ if (!adapter || !adapter.features || typeof adapter.features.has !== "function") {
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+ throw new TypeError("detectCapabilities: adapter.features (Set-like) is required");
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+ }
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+ const has = (f) => adapter.features.has(f);
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+ const bc = has(WebGPUFeature.BC);
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+ const astc = has(WebGPUFeature.ASTC);
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+ const etc2 = has(WebGPUFeature.ETC2);
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+ const supportedFormats = [];
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+ if (bc) supportedFormats.push(...FORMATS_BY_FEATURE[WebGPUFeature.BC]);
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+ if (astc) supportedFormats.push(...FORMATS_BY_FEATURE[WebGPUFeature.ASTC]);
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+ return { bc, astc, etc2, supportedFormats };
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+ }
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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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+ } else {
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+ device.queue.copyExternalImageToTexture({ source, flipY }, { texture: srcTex }, [
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+ width,
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+ height,
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+ 1
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+ ]);
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+ }
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+ }
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+
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+ // src/Encoder.ts
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+ var Encoder = class {
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+ /**
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+ * Subclasses set this to the WebGPU feature string the output texture
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+ * needs for sampling ('texture-compression-bc' / 'texture-compression-astc').
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+ * `null` means no feature is required (e.g. a pure-storage debug pipeline).
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+ */
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+ static requiredFeature = null;
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+ /**
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+ * Create an encoder that owns its own WebGPU device. Requests the
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+ * subclass's `requiredFeature` if the adapter reports it — missing the
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+ * feature is non-fatal at encode time (the storage buffer is still
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+ * written), it only prevents the resulting CompressedTexture from being
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+ * sampled.
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+ *
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+ * The `this: EncoderConstructor<T>` annotation lets `BC1Encoder.create()`
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+ * return `Promise<BC1Encoder>` instead of `Promise<Encoder>`.
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+ */
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+ static async create() {
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+ if (!("gpu" in navigator)) {
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+ throw new Error("WebGPU not available in this browser");
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+ }
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+ const adapter = await navigator.gpu.requestAdapter();
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+ if (!adapter) throw new Error("No WebGPU adapter");
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+ const requiredFeatures = [];
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+ if (this.requiredFeature && adapter.features.has(this.requiredFeature)) {
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+ requiredFeatures.push(this.requiredFeature);
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+ }
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+ if (adapter.features.has("shader-f16")) {
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+ requiredFeatures.push("shader-f16");
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+ }
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+ const device = await adapter.requestDevice({ requiredFeatures });
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+ return new this({ device, adapter, ownsDevice: true });
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+ }
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+ device;
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+ adapter;
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+ ownsDevice;
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+ // `!:` because these are set in `_buildPipeline()` which the constructor
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+ // calls; TypeScript's flow analysis doesn't see through method calls.
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+ _module;
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+ // f16 'fast' module — built only when the device supports shader-f16 and the
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+ // subclass provides an f16 source. null otherwise (falls back to _module).
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+ _moduleF16 = null;
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+ _pipelineF16 = null;
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+ // Default pipeline (fast). Kept as a field for back-compat; the per-quality
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+ // cache below holds the specialised pipelines for encoders that support it.
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+ _pipeline;
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+ _pipelineCache = /* @__PURE__ */ new Map();
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+ constructor({ device, adapter, ownsDevice = false }) {
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+ this.device = device;
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+ this.adapter = adapter;
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+ this.ownsDevice = ownsDevice;
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+ this._buildPipeline();
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+ }
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+ _buildPipeline() {
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+ const device = this.device;
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+ const code = this.wgslSource();
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+ this._module = device.createShaderModule({
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+ label: `${this.label}-encoder`,
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+ code
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+ });
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+ if (this._useF16) {
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+ this._moduleF16 = device.createShaderModule({
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+ label: `${this.label}-encoder-f16`,
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+ code: this.wgslSourceFastF16()
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+ });
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+ }
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+ if (this.supportsQuality) {
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+ this._pipeline = this._getPipeline("fast");
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+ } else {
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+ this._pipeline = device.createComputePipeline({
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+ label: `${this.label}-encoder-pipeline`,
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+ layout: "auto",
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+ compute: { module: this._module, entryPoint: "encode" }
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+ });
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+ }
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+ }
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+ /**
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+ * Pipeline for a given quality level. Encoders that don't declare a
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+ * `QUALITY_HIGH` override (`supportsQuality === false`, e.g. BC1) ignore the
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+ * argument and reuse the single pipeline. Specialised pipelines are cached.
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+ */
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+ _getPipeline(quality) {
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+ if (!this.supportsQuality) return this._pipeline;
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+ if (quality === "fast" && this._moduleF16) {
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+ if (!this._pipelineF16) {
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+ this._pipelineF16 = this.device.createComputePipeline({
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+ label: `${this.label}-encoder-pipeline-fast-f16`,
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+ layout: "auto",
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+ compute: { module: this._moduleF16, entryPoint: "encode" }
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+ });
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+ }
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+ return this._pipelineF16;
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+ }
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+ const cached = this._pipelineCache.get(quality);
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+ if (cached) return cached;
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+ const pipeline = this.device.createComputePipeline({
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+ label: `${this.label}-encoder-pipeline-${quality}`,
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+ layout: "auto",
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+ compute: {
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+ module: this._module,
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+ entryPoint: "encode",
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+ constants: { QUALITY_HIGH: quality === "high" ? 1 : 0 }
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+ }
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+ });
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+ this._pipelineCache.set(quality, pipeline);
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+ return pipeline;
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+ }
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+ destroy() {
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+ if (this.ownsDevice) this.device.destroy();
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+ }
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+ /** WGSL `@workgroup_size` dimensions. Default 8×8×1. */
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+ get workgroupSize() {
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+ return [8, 8, 1];
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+ }
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+ /** Whether this format has an sRGB variant. Default true. */
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+ get supportsSrgb() {
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+ return true;
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+ }
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+ /**
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+ * Whether the shader declares a `QUALITY_HIGH` pipeline-overridable constant
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+ * (i.e. has distinct fast/high search paths). Default false (e.g. a stub or a
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+ * format with a single path); BC1/BC5/BC7/ASTC override it to true.
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+ */
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+ get supportsQuality() {
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+ return false;
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+ }
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+ /**
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+ * Optional f16 WGSL for the 'fast' path. Used only when the device reports the
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+ * `shader-f16` feature; the format's f32 `wgslSource()` is the fallback and
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+ * `'high'` always uses it. Returns null when there's no f16 variant (BC1).
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+ */
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+ wgslSourceFastF16() {
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+ return null;
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+ }
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+ /** Whether the f16 fast path is both available and supported on this device. */
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+ get _useF16() {
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+ return this.wgslSourceFastF16() !== null && this.device.features.has("shader-f16");
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+ }
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+ /**
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+ * True if the device reports the feature the output texture needs.
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+ * The encoder itself only writes to a storage buffer, so this is about
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+ * whether the result can actually be sampled.
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+ */
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+ get supportsSampling() {
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+ const feat = this.constructor.requiredFeature;
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+ return !feat || this.device.features.has(feat);
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+ }
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+ // ------------------------------------------------------------------ //
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+ // Shared encodeToBytes() — pad, upload, dispatch, readback. //
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+ // ------------------------------------------------------------------ //
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+ /**
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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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+ const width = source.width;
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+ const height = source.height;
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+ if (!width || !height) {
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+ throw new Error(`${this.label}Encoder: source has no dimensions`);
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+ }
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+ const paddedWidth = width + 3 & ~3;
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+ const paddedHeight = height + 3 & ~3;
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+ const blocksX = paddedWidth >> 2;
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+ const blocksY = paddedHeight >> 2;
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+ const blockCount = blocksX * blocksY;
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+ const outByteLen = blockCount * this.bytesPerBlock;
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+ const srcTex = device.createTexture({
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+ label: `${this.label}-src`,
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+ size: [paddedWidth, paddedHeight, 1],
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+ format: "rgba8unorm",
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+ // RENDER_ATTACHMENT is required by copyExternalImageToTexture
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+ // (internally a blit) even though we never render into this texture.
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+ usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT
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+ });
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+ uploadSourceTexture(device, srcTex, source, width, height, flipY, source instanceof ImageData);
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+ const dstBuffer = device.createBuffer({
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+ label: `${this.label}-dst`,
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+ size: outByteLen,
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+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC
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+ });
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+ const paramsBuffer = device.createBuffer({
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+ label: `${this.label}-params`,
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+ size: 16,
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+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
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+ });
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+ device.queue.writeBuffer(paramsBuffer, 0, new Uint32Array([blocksX, blocksY, paddedWidth, paddedHeight]));
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+ const pipeline = this._getPipeline(quality);
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+ const bindGroup = device.createBindGroup({
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+ label: `${this.label}-bg`,
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+ layout: pipeline.getBindGroupLayout(0),
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+ entries: [
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+ { binding: 0, resource: srcTex.createView() },
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+ { binding: 1, resource: { buffer: dstBuffer } },
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+ { binding: 2, resource: { buffer: paramsBuffer } }
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+ ]
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+ });
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+ const [wgX, wgY] = this.workgroupSize;
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+ const t0 = performance.now();
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+ const enc = device.createCommandEncoder({ label: `${this.label}-encode` });
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+ const pass = enc.beginComputePass();
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+ pass.setPipeline(pipeline);
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+ pass.setBindGroup(0, bindGroup);
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+ pass.dispatchWorkgroups(Math.ceil(blocksX / wgX), Math.ceil(blocksY / wgY), 1);
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+ pass.end();
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+ const staging = device.createBuffer({
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+ label: `${this.label}-staging`,
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+ size: outByteLen,
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+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
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+ });
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+ enc.copyBufferToBuffer(dstBuffer, 0, staging, 0, outByteLen);
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+ device.queue.submit([enc.finish()]);
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+ await staging.mapAsync(GPUMapMode.READ);
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+ const data = new Uint8Array(staging.getMappedRange().slice(0));
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+ staging.unmap();
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+ const encodeMs = performance.now() - t0;
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+ srcTex.destroy();
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+ dstBuffer.destroy();
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+ staging.destroy();
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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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+
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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";
291
+
292
+ // src/BC1Encoder.ts
293
+ var BC1Encoder = class extends Encoder {
294
+ static requiredFeature = WebGPUFeature.BC;
295
+ static textureFormats = [TextureFormat.BC1, TextureFormat.BC1_SRGB];
296
+ get label() {
297
+ return "bc1";
298
+ }
299
+ get bytesPerBlock() {
300
+ return 8;
301
+ }
302
+ get supportsSrgb() {
303
+ return true;
304
+ }
305
+ get supportsQuality() {
306
+ return true;
307
+ }
308
+ wgslSource() {
309
+ return bc1_default;
310
+ }
311
+ gpuTextureFormat({ colorSpace }) {
312
+ return colorSpace === "srgb" ? "bc1-rgba-unorm-srgb" : "bc1-rgba-unorm";
313
+ }
314
+ };
315
+
316
+ // src/bc5.wgsl
317
+ 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";
318
+
319
+ // src/bc5_fast_f16.wgsl
320
+ var bc5_fast_f16_default = '// bc5 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).\n// Identical algorithm to the f32 fast path in bc5.wgsl, but the projection +\n// least-squares refit run in f16 ([0,1] domain). On GPUs with 2x f16 throughput\n// (e.g. Apple) this is ~2x faster at the same quality; endpoints are still\n// quantised to exact 8-bit. The host selects this module only when the device\n// reports shader-f16, falling back to bc5.wgsl otherwise. "high" never uses this.\n//\n// BC5 fast path in f16 (two BC4 halves, no refit). f16 halves the per-channel ALU.\nenable f16;\nalias h = f16;\nstruct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\nfn w0(j: u32) -> h { switch j { case 0u:{return h(1.0);} case 1u:{return h(0.0);} case 2u:{return h(6.0/7.0);} case 3u:{return h(5.0/7.0);} case 4u:{return h(4.0/7.0);} case 5u:{return h(3.0/7.0);} case 6u:{return h(2.0/7.0);} default:{return h(1.0/7.0);} } }\nfn w1(j: u32) -> h { switch j { case 0u:{return h(0.0);} case 1u:{return h(1.0);} case 2u:{return h(1.0/7.0);} case 3u:{return h(2.0/7.0);} case 4u:{return h(3.0/7.0);} case 5u:{return h(4.0/7.0);} case 6u:{return h(5.0/7.0);} default:{return h(6.0/7.0);} } }\nfn q8(v: h) -> u32 { return u32(clamp(floor(v*h(255.0)+h(0.5)), h(0.0), h(255.0))); }\nfn encode_bc4(values: ptr<function, array<h,16>>) -> vec2<u32> {\n var vmin=h(1.0); var vmax=h(0.0);\n for(var k:u32=0u;k<16u;k=k+1u){ vmin=min(vmin,(*values)[k]); vmax=max(vmax,(*values)[k]); }\n var r0=q8(vmax); var r1=q8(vmin);\n if(r0==r1){ if(r1>0u){r1=r1-1u;}else{r0=r0+1u;} }\n var pal: array<h,8>; let r0f=h(f32(r0)/255.0); let r1f=h(f32(r1)/255.0);\n for(var j:u32=0u;j<8u;j=j+1u){ pal[j]=w0(j)*r0f+w1(j)*r1f; }\n var indices: array<u32,16>;\n for(var k:u32=0u;k<16u;k=k+1u){ let v=(*values)[k]; var bj=0u; var bd=h(1e4); for(var j:u32=0u;j<8u;j=j+1u){ let d=pal[j]-v; let d2=d*d; if(d2<bd){bd=d2;bj=j;} } indices[k]=bj; }\n var lo=0u; var hi=0u;\n for(var k:u32=0u;k<16u;k=k+1u){ let bit=3u*k; let v=indices[k]&7u;\n if(bit+3u<=32u){ lo=lo|(v<<bit); } else if(bit>=32u){ hi=hi|(v<<(bit-32u)); } else { lo=lo|(v<<bit); hi=hi|(v>>(32u-bit)); } }\n return vec2<u32>(r0 | (r1<<8u) | ((lo&0xFFFFu)<<16u), (lo>>16u) | (hi<<16u));\n}\n@compute @workgroup_size(8,8,1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if(gid.x>=params.blocks_x||gid.y>=params.blocks_y){return;}\n let bi=gid.y*params.blocks_x+gid.x;\n let base=vec2<i32>(i32(gid.x)*4,i32(gid.y)*4); let mx=vec2<i32>(i32(params.width)-1,i32(params.height)-1);\n var rv: array<h,16>; var gv: array<h,16>;\n for(var i:u32=0u;i<16u;i=i+1u){ let p=clamp(base+vec2<i32>(i32(i&3u),i32(i>>2u)),vec2<i32>(0),mx); let c=textureLoad(src_tex,p,0); rv[i]=h(c.r); gv[i]=h(c.g); }\n let rb=encode_bc4(&rv); let gb=encode_bc4(&gv);\n let o=bi*4u; dst[o]=rb.x; dst[o+1u]=rb.y; dst[o+2u]=gb.x; dst[o+3u]=gb.y;\n}\n';
321
+
322
+ // src/BC5Encoder.ts
323
+ var BC5Encoder = class extends Encoder {
324
+ static requiredFeature = WebGPUFeature.BC;
325
+ static textureFormats = [TextureFormat.BC5];
326
+ get label() {
327
+ return "bc5";
328
+ }
329
+ get bytesPerBlock() {
330
+ return 16;
331
+ }
332
+ get supportsSrgb() {
333
+ return false;
334
+ }
335
+ get supportsQuality() {
336
+ return true;
337
+ }
338
+ wgslSource() {
339
+ return bc5_default;
340
+ }
341
+ wgslSourceFastF16() {
342
+ return bc5_fast_f16_default;
343
+ }
344
+ gpuTextureFormat() {
345
+ return "bc5-rg-unorm";
346
+ }
347
+ };
348
+
349
+ // src/bc7.wgsl
350
+ 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";
351
+
352
+ // src/bc7_fast_f16.wgsl
353
+ var bc7_fast_f16_default = `// bc7 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
354
+ // Identical algorithm to the f32 fast path in bc7.wgsl, but the projection +
355
+ // least-squares refit run in f16 ([0,1] domain). On GPUs with 2x f16 throughput
356
+ // (e.g. Apple) this is ~2x faster at the same quality; endpoints are still
357
+ // quantised to exact 8-bit. The host selects this module only when the device
358
+ // reports shader-f16, falling back to bc7.wgsl otherwise. "high" never uses this.
359
+ //
360
+ // BC7 mode 6 fast path in f16 (Apple GPUs run f16 at 2x). All math in the [0,1]
361
+ // domain so dot products stay well under f16's range; endpoints quantised to
362
+ // 8-bit at the end. Same bbox seed + projection + fused LSQ refit + reproject.
363
+ enable f16;
364
+ struct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };
365
+ @group(0) @binding(0) var src_tex: texture_2d<f32>;
366
+ @group(0) @binding(1) var<storage, read_write> dst: array<u32>;
367
+ @group(0) @binding(2) var<uniform> params: Params;
368
+ alias h = f16;
369
+ alias h4 = vec4<f16>;
370
+ struct Ep { seven: vec4<i32>, eight: h4, p: u32 };
371
+ // quantise an ideal endpoint (h4 in [0,1]) to 7-bit + p-bit; returns 8-bit eff in [0,1].
372
+ fn pick_ep(ideal01: h4) -> Ep {
373
+ let ideal = ideal01 * h(255.0);
374
+ let q0 = clamp(floor(ideal * h(0.5) + h(0.5)), h4(0.0), h4(127.0)); // p=0
375
+ let e0 = q0 * h(2.0);
376
+ let q1 = clamp(floor((ideal - h(1.0)) * h(0.5) + h(0.5)), h4(0.0), h4(127.0)); // p=1
377
+ let e1 = q1 * h(2.0) + h(1.0);
378
+ let d0 = e0 - ideal; let d1 = e1 - ideal;
379
+ if (dot(d1,d1) < dot(d0,d0)) { return Ep(vec4<i32>(q1), e1 * h(1.0/255.0), 1u); }
380
+ return Ep(vec4<i32>(q0), e0 * h(1.0/255.0), 0u);
381
+ }
382
+ struct Fit { e0: h4, e1: h4, valid: bool };
383
+ fn proj_assign(pix: ptr<function, array<h4,16>>, e0: h4, e1: h4, out_idx: ptr<function, array<u32,16>>, fit: bool) -> Fit {
384
+ var out: Fit; let dir = e1 - e0; let dd = dot(dir,dir);
385
+ if (dd == h(0.0)) { for(var k:u32=0u;k<16u;k=k+1u){(*out_idx)[k]=0u;} out.valid=false; return out; }
386
+ let inv = h(15.0) / dd;
387
+ var sAA=h(0.0); var sBB=h(0.0); var sAB=h(0.0); var sAV=h4(0.0); var sBV=h4(0.0);
388
+ for(var k:u32=0u;k<16u;k=k+1u){
389
+ let v=(*pix)[k];
390
+ let s = clamp(floor(dot(v - e0, dir) * inv + h(0.5)), h(0.0), h(15.0));
391
+ (*out_idx)[k] = u32(s);
392
+ if(fit){ let b=s*h(1.0/15.0); let a=h(1.0)-b; sAA=sAA+a*a; sBB=sBB+b*b; sAB=sAB+a*b; sAV=sAV+a*v; sBV=sBV+b*v; }
393
+ }
394
+ if(!fit){ out.valid=false; return out; }
395
+ let det = sAA*sBB - sAB*sAB; if (abs(det) < h(0.0001)) { out.valid=false; return out; }
396
+ out.e0 = clamp((sBB*sAV - sAB*sBV)/det, h4(0.0), h4(1.0));
397
+ out.e1 = clamp((sAA*sBV - sAB*sAV)/det, h4(0.0), h4(1.0));
398
+ out.valid=true; return out;
399
+ }
400
+ fn write_bits(block: ptr<function, array<u32,4>>, pos: u32, n_bits: u32, value: u32) {
401
+ let v=value&((1u<<n_bits)-1u); let wl=pos/32u; let bl=pos%32u; let il=min(n_bits,32u-bl);
402
+ let ml=((1u<<il)-1u)<<bl; (*block)[wl]=((*block)[wl]&~ml)|((v<<bl)&ml);
403
+ if(il<n_bits){ let ih=n_bits-il; let mh=(1u<<ih)-1u; (*block)[wl+1u]=((*block)[wl+1u]&~mh)|((v>>il)&mh); }
404
+ }
405
+ @compute @workgroup_size(8,8,1)
406
+ fn encode(@builtin(global_invocation_id) gid: vec3<u32>) {
407
+ if(gid.x>=params.blocks_x||gid.y>=params.blocks_y){return;}
408
+ let bi=gid.y*params.blocks_x+gid.x;
409
+ let base=vec2<i32>(i32(gid.x)*4,i32(gid.y)*4); let mx=vec2<i32>(i32(params.width)-1,i32(params.height)-1);
410
+ var pix: array<h4,16>; var lo=h4(1.0); var hi=h4(0.0);
411
+ for(var i:u32=0u;i<16u;i=i+1u){
412
+ let p=clamp(base+vec2<i32>(i32(i&3u),i32(i>>2u)),vec2<i32>(0),mx);
413
+ let px=h4(textureLoad(src_tex,p,0)); pix[i]=px; lo=min(lo,px); hi=max(hi,px);
414
+ }
415
+ var ep0=pick_ep(lo); var ep1=pick_ep(hi); var indices: array<u32,16>;
416
+ let r=proj_assign(&pix,ep0.eight,ep1.eight,&indices,true);
417
+ if(r.valid){ ep0=pick_ep(r.e0); ep1=pick_ep(r.e1); proj_assign(&pix,ep0.eight,ep1.eight,&indices,false); }
418
+ if((indices[0]&0x8u)!=0u){ let t=ep0; ep0=ep1; ep1=t; for(var k:u32=0u;k<16u;k=k+1u){indices[k]=15u-indices[k];} }
419
+ var block: array<u32,4>; block[0]=0u;block[1]=0u;block[2]=0u;block[3]=0u; var pos:u32=0u;
420
+ write_bits(&block,pos,7u,0x40u);pos=pos+7u;
421
+ write_bits(&block,pos,7u,u32(ep0.seven.x));pos=pos+7u; write_bits(&block,pos,7u,u32(ep1.seven.x));pos=pos+7u;
422
+ write_bits(&block,pos,7u,u32(ep0.seven.y));pos=pos+7u; write_bits(&block,pos,7u,u32(ep1.seven.y));pos=pos+7u;
423
+ write_bits(&block,pos,7u,u32(ep0.seven.z));pos=pos+7u; write_bits(&block,pos,7u,u32(ep1.seven.z));pos=pos+7u;
424
+ write_bits(&block,pos,7u,u32(ep0.seven.w));pos=pos+7u; write_bits(&block,pos,7u,u32(ep1.seven.w));pos=pos+7u;
425
+ write_bits(&block,pos,1u,ep0.p);pos=pos+1u; write_bits(&block,pos,1u,ep1.p);pos=pos+1u;
426
+ write_bits(&block,pos,3u,indices[0]&0x7u);pos=pos+3u;
427
+ for(var k:u32=1u;k<16u;k=k+1u){write_bits(&block,pos,4u,indices[k]&0xFu);pos=pos+4u;}
428
+ let o=bi*4u; dst[o]=block[0];dst[o+1u]=block[1];dst[o+2u]=block[2];dst[o+3u]=block[3];
429
+ }
430
+ `;
431
+
432
+ // src/BC7Encoder.ts
433
+ var BC7Encoder = class extends Encoder {
434
+ static requiredFeature = WebGPUFeature.BC;
435
+ static textureFormats = [TextureFormat.BC7, TextureFormat.BC7_SRGB];
436
+ get label() {
437
+ return "bc7";
438
+ }
439
+ get bytesPerBlock() {
440
+ return 16;
441
+ }
442
+ get supportsSrgb() {
443
+ return true;
444
+ }
445
+ get supportsQuality() {
446
+ return true;
447
+ }
448
+ wgslSource() {
449
+ return bc7_default;
450
+ }
451
+ wgslSourceFastF16() {
452
+ return bc7_fast_f16_default;
453
+ }
454
+ gpuTextureFormat({ colorSpace }) {
455
+ return colorSpace === "srgb" ? "bc7-rgba-unorm-srgb" : "bc7-rgba-unorm";
456
+ }
457
+ };
458
+
459
+ // src/astc4x4.wgsl
460
+ 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";
461
+
462
+ // src/astc4x4_fast_f16.wgsl
463
+ var astc4x4_fast_f16_default = '// astc4x4 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).\n// Identical algorithm to the f32 fast path in astc4x4.wgsl, but the projection +\n// least-squares refit run in f16 ([0,1] domain). On GPUs with 2x f16 throughput\n// (e.g. Apple) this is ~2x faster at the same quality; endpoints are still\n// quantised to exact 8-bit. The host selects this module only when the device\n// reports shader-f16, falling back to astc4x4.wgsl otherwise. "high" never uses this.\n//\nenable f16;\nalias h = f16; alias h4 = vec4<f16>;\nstruct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };\n@group(0) @binding(0) var src_tex: texture_2d<f32>;\n@group(0) @binding(1) var<storage, read_write> dst: array<u32>;\n@group(0) @binding(2) var<uniform> params: Params;\nstruct Fit { e0: h4, e1: h4, valid: bool };\nfn proj(pix: ptr<function, array<h4,16>>, e0: h4, e1: h4, out_idx: ptr<function, array<u32,16>>, fit: bool) -> Fit {\n var out: Fit; let dir=e1-e0; let dd=dot(dir,dir);\n if(dd==h(0.0)){ for(var k:u32=0u;k<16u;k=k+1u){(*out_idx)[k]=0u;} out.valid=false; return out; }\n let inv=h(3.0)/dd;\n var sAA=h(0.0); var sBB=h(0.0); var sAB=h(0.0); var sAV=h4(0.0); var sBV=h4(0.0);\n for(var k:u32=0u;k<16u;k=k+1u){ let v=(*pix)[k]; let s=clamp(floor(dot(v-e0,dir)*inv+h(0.5)),h(0.0),h(3.0)); (*out_idx)[k]=u32(s);\n if(fit){ let b=s*h(1.0/3.0); let a=h(1.0)-b; sAA=sAA+a*a; sBB=sBB+b*b; sAB=sAB+a*b; sAV=sAV+a*v; sBV=sBV+b*v; } }\n if(!fit){ out.valid=false; return out; }\n let det=sAA*sBB-sAB*sAB; if(abs(det)<h(0.0001)){out.valid=false;return out;}\n out.e0=clamp((sBB*sAV-sAB*sBV)/det,h4(0.0),h4(1.0)); out.e1=clamp((sAA*sBV-sAB*sAV)/det,h4(0.0),h4(1.0)); out.valid=true; return out;\n}\nfn write_bits(block: ptr<function, array<u32,4>>, pos: u32, n_bits: u32, value: u32) {\n let v=value&((1u<<n_bits)-1u); let wl=pos/32u; let bl=pos%32u; let il=min(n_bits,32u-bl);\n let ml=((1u<<il)-1u)<<bl; (*block)[wl]=((*block)[wl]&~ml)|((v<<bl)&ml);\n if(il<n_bits){ let ih=n_bits-il; let mh=(1u<<ih)-1u; (*block)[wl+1u]=((*block)[wl+1u]&~mh)|((v>>il)&mh); }\n}\nfn q8(e: h4) -> vec4<i32> { return vec4<i32>(clamp(floor(e*h(255.0)+h(0.5)), h4(0.0), h4(255.0))); }\n@compute @workgroup_size(8,8,1)\nfn encode(@builtin(global_invocation_id) gid: vec3<u32>) {\n if(gid.x>=params.blocks_x||gid.y>=params.blocks_y){return;}\n let bi=gid.y*params.blocks_x+gid.x;\n let base=vec2<i32>(i32(gid.x)*4,i32(gid.y)*4); let mx=vec2<i32>(i32(params.width)-1,i32(params.height)-1);\n var pix: array<h4,16>; var lo=h4(1.0); var hi=h4(0.0);\n for(var i:u32=0u;i<16u;i=i+1u){ let p=clamp(base+vec2<i32>(i32(i&3u),i32(i>>2u)),vec2<i32>(0),mx); let px=h4(textureLoad(src_tex,p,0)); pix[i]=px; lo=min(lo,px); hi=max(hi,px); }\n var e0=lo; var e1=hi; var indices: array<u32,16>;\n let r=proj(&pix,e0,e1,&indices,true);\n if(r.valid){ e0=r.e0; e1=r.e1; proj(&pix,e0,e1,&indices,false); }\n var E0=q8(e0); var E1=q8(e1);\n if(E0.x+E0.y+E0.z > E1.x+E1.y+E1.z){ let t=E0; E0=E1; E1=t; for(var k:u32=0u;k<16u;k=k+1u){indices[k]=3u-indices[k];} }\n var block: array<u32,4>; block[0]=0u;block[1]=0u;block[2]=0u;block[3]=0u;\n write_bits(&block,0u,11u,0x042u); write_bits(&block,11u,2u,0u); write_bits(&block,13u,4u,12u);\n write_bits(&block,17u,8u,u32(E0.x)); write_bits(&block,25u,8u,u32(E1.x));\n write_bits(&block,33u,8u,u32(E0.y)); write_bits(&block,41u,8u,u32(E1.y));\n write_bits(&block,49u,8u,u32(E0.z)); write_bits(&block,57u,8u,u32(E1.z));\n write_bits(&block,65u,8u,u32(E0.w)); write_bits(&block,73u,8u,u32(E1.w));\n var w3:u32=0u; for(var k:u32=0u;k<16u;k=k+1u){ let w=indices[k]&3u; w3=w3|((w&1u)<<(31u-2u*k))|(((w>>1u)&1u)<<(30u-2u*k)); } block[3]=w3;\n let o=bi*4u; dst[o]=block[0];dst[o+1u]=block[1];dst[o+2u]=block[2];dst[o+3u]=block[3];\n}\n';
464
+
465
+ // src/ASTC4x4Encoder.ts
466
+ var ASTC4x4Encoder = class extends Encoder {
467
+ static requiredFeature = WebGPUFeature.ASTC;
468
+ static textureFormats = [TextureFormat.ASTC_4x4, TextureFormat.ASTC_4x4_SRGB];
469
+ get label() {
470
+ return "astc4x4";
471
+ }
472
+ get bytesPerBlock() {
473
+ return 16;
474
+ }
475
+ get supportsSrgb() {
476
+ return true;
477
+ }
478
+ get supportsQuality() {
479
+ return true;
480
+ }
481
+ wgslSource() {
482
+ return astc4x4_default;
483
+ }
484
+ wgslSourceFastF16() {
485
+ return astc4x4_fast_f16_default;
486
+ }
487
+ gpuTextureFormat({ colorSpace }) {
488
+ return colorSpace === "srgb" ? "astc-4x4-unorm-srgb" : "astc-4x4-unorm";
489
+ }
490
+ };
491
+
492
+ // src/webgl/glsl/fullscreen.vert.glsl
493
+ var fullscreen_vert_default = "#version 300 es\n// Fullscreen-triangle vertex shader for the WebGL block encoders.\n//\n// Draws a single oversized triangle covering the viewport from gl_VertexID\n// alone \u2014 no vertex buffers / attributes needed (drawArrays(TRIANGLES, 0, 3)).\n// The encoder sets the viewport to (blocks_x \xD7 blocks_y), so each rasterised\n// fragment corresponds to exactly one 4\xD74 output block.\n//\n// id 0 -> (-1,-1) id 1 -> ( 3,-1) id 2 -> (-1, 3)\n\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}\n";
494
+
495
+ // src/webgl/webglContext.ts
496
+ var CONTEXT_ATTRS = {
497
+ alpha: false,
498
+ antialias: false,
499
+ depth: false,
500
+ stencil: false,
501
+ premultipliedAlpha: false,
502
+ preserveDrawingBuffer: false,
503
+ // Encoding is GPU-bound; prefer the discrete GPU when the browser exposes a
504
+ // choice. Ignored where unsupported.
505
+ powerPreference: "high-performance"
506
+ };
507
+ function createWebGLContext() {
508
+ if (typeof OffscreenCanvas !== "undefined") {
509
+ const gl = new OffscreenCanvas(1, 1).getContext("webgl2", CONTEXT_ATTRS);
510
+ return gl ?? null;
511
+ }
512
+ if (typeof document !== "undefined") {
513
+ return document.createElement("canvas").getContext("webgl2", CONTEXT_ATTRS);
514
+ }
515
+ return null;
516
+ }
517
+ var sharedContext;
518
+ function getSharedWebGLContext() {
519
+ if (sharedContext === void 0 || sharedContext !== null && sharedContext.isContextLost()) {
520
+ sharedContext = createWebGLContext();
521
+ }
522
+ return sharedContext;
523
+ }
524
+ function isWebGLAvailable() {
525
+ return getSharedWebGLContext() !== null;
526
+ }
527
+
528
+ // src/webgl/WebGLBlockEncoder.ts
529
+ function compileShader(gl, type, source, label) {
530
+ const shader = gl.createShader(type);
531
+ if (!shader) throw new Error(`${label}: gl.createShader failed`);
532
+ gl.shaderSource(shader, source);
533
+ gl.compileShader(shader);
534
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
535
+ const log = gl.getShaderInfoLog(shader);
536
+ gl.deleteShader(shader);
537
+ const kind = type === gl.VERTEX_SHADER ? "vertex" : "fragment";
538
+ throw new Error(`${label}: ${kind} shader compile failed: ${log}`);
539
+ }
540
+ return shader;
541
+ }
542
+ var WebGLBlockEncoder = class {
543
+ /**
544
+ * Create an encoder on the shared process-wide context (or a caller-supplied
545
+ * one). Throws when WebGL2 is unavailable. The `this:` annotation lets
546
+ * `BC7WebGLEncoder.create()` return `BC7WebGLEncoder`.
547
+ */
548
+ static create(gl) {
549
+ const ctx = gl ?? getSharedWebGLContext();
550
+ if (!ctx) throw new Error("WebGL2 not available in this environment");
551
+ return new this({ gl: ctx });
552
+ }
553
+ gl;
554
+ // Set in _buildProgram(), which the constructor calls.
555
+ _program;
556
+ _vao;
557
+ _uSrc = null;
558
+ _uSrcSize = null;
559
+ _uFlipY = null;
560
+ constructor({ gl }) {
561
+ this.gl = gl;
562
+ this._buildProgram();
563
+ }
564
+ _buildProgram() {
565
+ const gl = this.gl;
566
+ const program = gl.createProgram();
567
+ const vao = gl.createVertexArray();
568
+ if (!program || !vao) throw new Error(`${this.label}: failed to allocate WebGL program/VAO`);
569
+ const vert = compileShader(gl, gl.VERTEX_SHADER, fullscreen_vert_default, this.label);
570
+ const frag = compileShader(gl, gl.FRAGMENT_SHADER, this.fragSource(), this.label);
571
+ gl.attachShader(program, vert);
572
+ gl.attachShader(program, frag);
573
+ gl.linkProgram(program);
574
+ gl.deleteShader(vert);
575
+ gl.deleteShader(frag);
576
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
577
+ const log = gl.getProgramInfoLog(program);
578
+ gl.deleteProgram(program);
579
+ throw new Error(`${this.label}: WebGL program link failed: ${log}`);
580
+ }
581
+ this._program = program;
582
+ this._vao = vao;
583
+ this._uSrc = gl.getUniformLocation(program, "uSrc");
584
+ this._uSrcSize = gl.getUniformLocation(program, "uSrcSize");
585
+ this._uFlipY = gl.getUniformLocation(program, "uFlipY");
586
+ }
587
+ /** Release the GL program + VAO. The shared context itself is left intact. */
588
+ destroy() {
589
+ const gl = this.gl;
590
+ if (gl.isContextLost()) return;
591
+ gl.deleteProgram(this._program);
592
+ gl.deleteVertexArray(this._vao);
593
+ }
594
+ /**
595
+ * Upload the source image to a freshly created RGBA8 texture bound on unit 0.
596
+ * Raw pixel sources (ImageData / mip levels) go through the typed-array
597
+ * overload; DOM sources (ImageBitmap / canvas / image) through the element
598
+ * overload. No flip / premultiply / colour conversion — flipY is applied in
599
+ * the shader so each mip level flips by its own height.
600
+ */
601
+ _uploadSource(source, width, height) {
602
+ const gl = this.gl;
603
+ const tex = gl.createTexture();
604
+ if (!tex) throw new Error(`${this.label}: gl.createTexture failed`);
605
+ gl.activeTexture(gl.TEXTURE0);
606
+ gl.bindTexture(gl.TEXTURE_2D, tex);
607
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
608
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
609
+ gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
610
+ gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
611
+ const raw = source;
612
+ if (raw.data && ArrayBuffer.isView(raw.data)) {
613
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, raw.data);
614
+ } else {
615
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, gl.RGBA, gl.UNSIGNED_BYTE, source);
616
+ }
617
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
618
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
619
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
620
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
621
+ return tex;
622
+ }
623
+ /**
624
+ * Encode one image source to raw compressed bytes. `flipY` samples the source
625
+ * bottom-up (matching Three.js's convention) and is applied in the shader;
626
+ * the high-level mipped path bakes the flip into level 0 and passes false.
627
+ */
628
+ encodeToBytes(source, { flipY = false } = {}) {
629
+ const gl = this.gl;
630
+ if (gl.isContextLost()) throw new Error(`${this.label}WebGLEncoder: WebGL context lost`);
631
+ const width = source.width;
632
+ const height = source.height;
633
+ if (!width || !height) {
634
+ throw new Error(`${this.label}WebGLEncoder: source has no dimensions`);
635
+ }
636
+ const paddedWidth = width + 3 & ~3;
637
+ const paddedHeight = height + 3 & ~3;
638
+ const blocksX = paddedWidth >> 2;
639
+ const blocksY = paddedHeight >> 2;
640
+ const blockCount = blocksX * blocksY;
641
+ const outByteLen = blockCount * this.bytesPerBlock;
642
+ const t0 = performance.now();
643
+ const srcTex = this._uploadSource(source, width, height);
644
+ const outTex = gl.createTexture();
645
+ const fbo = gl.createFramebuffer();
646
+ if (!outTex || !fbo) {
647
+ gl.deleteTexture(srcTex);
648
+ if (outTex) gl.deleteTexture(outTex);
649
+ if (fbo) gl.deleteFramebuffer(fbo);
650
+ throw new Error(`${this.label}: failed to allocate output texture/framebuffer`);
651
+ }
652
+ gl.bindTexture(gl.TEXTURE_2D, outTex);
653
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA32UI, blocksX, blocksY);
654
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
655
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
656
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
657
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outTex, 0);
658
+ const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
659
+ if (status !== gl.FRAMEBUFFER_COMPLETE) {
660
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
661
+ gl.deleteFramebuffer(fbo);
662
+ gl.deleteTexture(outTex);
663
+ gl.deleteTexture(srcTex);
664
+ throw new Error(`${this.label}: integer framebuffer incomplete (0x${status.toString(16)})`);
665
+ }
666
+ gl.useProgram(this._program);
667
+ gl.bindVertexArray(this._vao);
668
+ gl.activeTexture(gl.TEXTURE0);
669
+ gl.bindTexture(gl.TEXTURE_2D, srcTex);
670
+ gl.uniform1i(this._uSrc, 0);
671
+ gl.uniform2i(this._uSrcSize, width, height);
672
+ gl.uniform1i(this._uFlipY, flipY ? 1 : 0);
673
+ gl.disable(gl.BLEND);
674
+ gl.disable(gl.DEPTH_TEST);
675
+ gl.disable(gl.SCISSOR_TEST);
676
+ gl.viewport(0, 0, blocksX, blocksY);
677
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
678
+ const words = new Uint32Array(blockCount * 4);
679
+ gl.readPixels(0, 0, blocksX, blocksY, gl.RGBA_INTEGER, gl.UNSIGNED_INT, words);
680
+ let data;
681
+ if (this.bytesPerBlock === 16) {
682
+ data = new Uint8Array(words.buffer, 0, outByteLen);
683
+ } else {
684
+ const packed = new Uint32Array(blockCount * 2);
685
+ for (let k = 0; k < blockCount; k++) {
686
+ packed[k * 2] = words[k * 4];
687
+ packed[k * 2 + 1] = words[k * 4 + 1];
688
+ }
689
+ data = new Uint8Array(packed.buffer, 0, outByteLen);
690
+ }
691
+ const encodeMs = performance.now() - t0;
692
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
693
+ gl.bindTexture(gl.TEXTURE_2D, null);
694
+ gl.bindVertexArray(null);
695
+ gl.deleteFramebuffer(fbo);
696
+ gl.deleteTexture(outTex);
697
+ gl.deleteTexture(srcTex);
698
+ return { width, height, paddedWidth, paddedHeight, data, encodeMs };
699
+ }
700
+ };
701
+
702
+ // src/webgl/glsl/bc1.frag.glsl
703
+ 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";
704
+
705
+ // src/webgl/BC1WebGLEncoder.ts
706
+ var BC1WebGLEncoder = class extends WebGLBlockEncoder {
707
+ get label() {
708
+ return "bc1";
709
+ }
710
+ get bytesPerBlock() {
711
+ return 8;
712
+ }
713
+ get supportsSrgb() {
714
+ return true;
715
+ }
716
+ fragSource() {
717
+ return bc1_frag_default;
718
+ }
719
+ };
720
+
721
+ // src/webgl/glsl/bc5.frag.glsl
722
+ 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";
723
+
724
+ // src/webgl/BC5WebGLEncoder.ts
725
+ var BC5WebGLEncoder = class extends WebGLBlockEncoder {
726
+ get label() {
727
+ return "bc5";
728
+ }
729
+ get bytesPerBlock() {
730
+ return 16;
731
+ }
732
+ get supportsSrgb() {
733
+ return false;
734
+ }
735
+ fragSource() {
736
+ return bc5_frag_default;
737
+ }
738
+ };
739
+
740
+ // src/webgl/glsl/bc7.frag.glsl
741
+ 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";
742
+
743
+ // src/webgl/BC7WebGLEncoder.ts
744
+ var BC7WebGLEncoder = class extends WebGLBlockEncoder {
745
+ get label() {
746
+ return "bc7";
747
+ }
748
+ get bytesPerBlock() {
749
+ return 16;
750
+ }
751
+ get supportsSrgb() {
752
+ return true;
753
+ }
754
+ fragSource() {
755
+ return bc7_frag_default;
756
+ }
757
+ };
758
+
759
+ // src/webgl/glsl/astc4x4.frag.glsl
760
+ 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";
761
+
762
+ // src/webgl/ASTC4x4WebGLEncoder.ts
763
+ var ASTC4x4WebGLEncoder = class extends WebGLBlockEncoder {
764
+ get label() {
765
+ return "astc4x4";
766
+ }
767
+ get bytesPerBlock() {
768
+ return 16;
769
+ }
770
+ get supportsSrgb() {
771
+ return true;
772
+ }
773
+ fragSource() {
774
+ return astc4x4_frag_default;
775
+ }
776
+ };
777
+
778
+ // src/webgl/webglCapabilities.ts
779
+ function detectWebGLCapabilities(gl) {
780
+ if (!gl || typeof gl.getExtension !== "function") {
781
+ throw new TypeError("detectWebGLCapabilities: a WebGL2 context (or { getExtension }) is required");
782
+ }
783
+ const has = (name) => gl.getExtension(name) != null;
784
+ return {
785
+ bptc: has("EXT_texture_compression_bptc"),
786
+ rgtc: has("EXT_texture_compression_rgtc"),
787
+ s3tc: has("WEBGL_compressed_texture_s3tc"),
788
+ s3tcSrgb: has("WEBGL_compressed_texture_s3tc_srgb"),
789
+ astc: has("WEBGL_compressed_texture_astc")
790
+ };
791
+ }
792
+
793
+ // src/webgl/selectWebGLFormat.ts
794
+ var NONE = { format: null, encoderClass: null, astcNormalRemap: false };
795
+ function selectWebGLFormat(caps, hint, options = {}) {
796
+ const { colorSpace = "srgb" } = options;
797
+ const srgb = colorSpace === "srgb";
798
+ const astc = (astcNormalRemap) => ({
799
+ format: srgb ? TextureFormat.ASTC_4x4_SRGB : TextureFormat.ASTC_4x4,
800
+ encoderClass: ASTC4x4WebGLEncoder,
801
+ astcNormalRemap
802
+ });
803
+ if (hint === "normal") {
804
+ if (caps.rgtc) return { format: TextureFormat.BC5, encoderClass: BC5WebGLEncoder, astcNormalRemap: false };
805
+ if (caps.astc) return astc(true);
806
+ return NONE;
807
+ }
808
+ if (caps.bptc) {
809
+ return {
810
+ format: srgb ? TextureFormat.BC7_SRGB : TextureFormat.BC7,
811
+ encoderClass: BC7WebGLEncoder,
812
+ astcNormalRemap: false
813
+ };
814
+ }
815
+ if (caps.astc) return astc(false);
816
+ if (hint === "color") {
817
+ if (srgb && caps.s3tcSrgb) {
818
+ return { format: TextureFormat.BC1_SRGB, encoderClass: BC1WebGLEncoder, astcNormalRemap: false };
819
+ }
820
+ if (!srgb && caps.s3tc) {
821
+ return { format: TextureFormat.BC1, encoderClass: BC1WebGLEncoder, astcNormalRemap: false };
822
+ }
823
+ }
824
+ return NONE;
825
+ }
826
+
827
+ // src/selectFormat.ts
828
+ function selectFormat(adapter, hint, options = {}) {
829
+ const { colorSpace = "srgb" } = options;
830
+ const srgb = colorSpace === "srgb";
831
+ const caps = detectCapabilities(adapter);
832
+ if (caps.bc) {
833
+ if (hint === "normal") {
834
+ return { format: TextureFormat.BC5, encoderClass: BC5Encoder, astcNormalRemap: false };
835
+ }
836
+ return {
837
+ format: srgb ? TextureFormat.BC7_SRGB : TextureFormat.BC7,
838
+ encoderClass: BC7Encoder,
839
+ astcNormalRemap: false
840
+ };
841
+ }
842
+ if (caps.astc) {
843
+ const format = srgb ? TextureFormat.ASTC_4x4_SRGB : TextureFormat.ASTC_4x4;
844
+ return {
845
+ format,
846
+ encoderClass: ASTC4x4Encoder,
847
+ astcNormalRemap: hint === "normal"
848
+ };
849
+ }
850
+ return { format: null, encoderClass: null, astcNormalRemap: false };
851
+ }
852
+
853
+ // src/mipgen.ts
854
+ function generateMipChain(level0) {
855
+ if (level0.width < 1 || level0.height < 1) {
856
+ throw new Error(`generateMipChain: level 0 must be at least 1\xD71, got ${level0.width}\xD7${level0.height}`);
857
+ }
858
+ if (level0.data.length !== level0.width * level0.height * 4) {
859
+ throw new Error(
860
+ `generateMipChain: level 0 data length ${level0.data.length} does not match ${level0.width}\xD7${level0.height}\xD74 = ${level0.width * level0.height * 4}`
861
+ );
862
+ }
863
+ const chain = [level0];
864
+ let prev = level0;
865
+ while (prev.width > 1 || prev.height > 1) {
866
+ prev = downsample2x(prev);
867
+ chain.push(prev);
868
+ }
869
+ return chain;
870
+ }
871
+ function downsample2x(src) {
872
+ const dstW = Math.max(1, src.width >> 1);
873
+ const dstH = Math.max(1, src.height >> 1);
874
+ const dst = new Uint8ClampedArray(dstW * dstH * 4);
875
+ const sW = src.width;
876
+ const sMaxX = src.width - 1;
877
+ const sMaxY = src.height - 1;
878
+ for (let y = 0; y < dstH; y++) {
879
+ const sy0 = y * 2;
880
+ const sy1 = Math.min(sy0 + 1, sMaxY);
881
+ for (let x = 0; x < dstW; x++) {
882
+ const sx0 = x * 2;
883
+ const sx1 = Math.min(sx0 + 1, sMaxX);
884
+ const i00 = (sy0 * sW + sx0) * 4;
885
+ const i10 = (sy0 * sW + sx1) * 4;
886
+ const i01 = (sy1 * sW + sx0) * 4;
887
+ const i11 = (sy1 * sW + sx1) * 4;
888
+ const o = (y * dstW + x) * 4;
889
+ dst[o] = src.data[i00] + src.data[i10] + src.data[i01] + src.data[i11] + 2 >> 2;
890
+ dst[o + 1] = src.data[i00 + 1] + src.data[i10 + 1] + src.data[i01 + 1] + src.data[i11 + 1] + 2 >> 2;
891
+ dst[o + 2] = src.data[i00 + 2] + src.data[i10 + 2] + src.data[i01 + 2] + src.data[i11 + 2] + 2 >> 2;
892
+ dst[o + 3] = src.data[i00 + 3] + src.data[i10 + 3] + src.data[i01 + 3] + src.data[i11 + 3] + 2 >> 2;
893
+ }
894
+ }
895
+ return { data: dst, width: dstW, height: dstH };
896
+ }
897
+ function padToBlockMultiple(level) {
898
+ const pw = level.width + 3 & ~3;
899
+ const ph = level.height + 3 & ~3;
900
+ if (pw === level.width && ph === level.height) return level;
901
+ const out = new Uint8ClampedArray(pw * ph * 4);
902
+ const maxX = level.width - 1;
903
+ const maxY = level.height - 1;
904
+ for (let y = 0; y < ph; y++) {
905
+ const sy = Math.min(y, maxY);
906
+ for (let x = 0; x < pw; x++) {
907
+ const sx = Math.min(x, maxX);
908
+ const si = (sy * level.width + sx) * 4;
909
+ const di = (y * pw + x) * 4;
910
+ out[di] = level.data[si];
911
+ out[di + 1] = level.data[si + 1];
912
+ out[di + 2] = level.data[si + 2];
913
+ out[di + 3] = level.data[si + 3];
914
+ }
915
+ }
916
+ return { data: out, width: pw, height: ph };
917
+ }
918
+
919
+ // src/three/compressTexture.ts
920
+ import { LinearFilter as LinearFilter2, LinearSRGBColorSpace as LinearSRGBColorSpace2, RepeatWrapping as RepeatWrapping2, SRGBColorSpace as SRGBColorSpace2, Texture } from "three";
921
+
922
+ // src/three/buildTexture.ts
923
+ import { RED_GREEN_RGTC2_Format, RGBA_ASTC_4x4_Format, RGBA_BPTC_Format, RGBA_S3TC_DXT1_Format } from "three";
924
+
925
+ // src/three/textureAssembly.ts
926
+ import {
927
+ CompressedTexture,
928
+ LinearFilter,
929
+ LinearMipmapLinearFilter,
930
+ LinearSRGBColorSpace,
931
+ RepeatWrapping,
932
+ SRGBColorSpace
933
+ } from "three";
934
+ function assembleCompressedTexture(levels, threeFormat, effectiveSrgb) {
935
+ if (levels.length === 0) {
936
+ throw new Error("assembleCompressedTexture: no levels provided");
937
+ }
938
+ const mipmaps = levels.map((l) => ({
939
+ data: l.data,
940
+ width: l.paddedWidth,
941
+ height: l.paddedHeight
942
+ }));
943
+ const base = levels[0];
944
+ const texture = new CompressedTexture(mipmaps, base.paddedWidth, base.paddedHeight, threeFormat);
945
+ texture.colorSpace = effectiveSrgb ? SRGBColorSpace : LinearSRGBColorSpace;
946
+ texture.magFilter = LinearFilter;
947
+ texture.minFilter = levels.length > 1 ? LinearMipmapLinearFilter : LinearFilter;
948
+ texture.generateMipmaps = false;
949
+ texture.wrapS = texture.wrapT = RepeatWrapping;
950
+ texture.needsUpdate = true;
951
+ texture.userData.logicalWidth = base.width;
952
+ texture.userData.logicalHeight = base.height;
953
+ texture.userData.mipLevels = levels.length;
954
+ return texture;
955
+ }
956
+
957
+ // src/three/buildTexture.ts
958
+ var THREE_FORMAT = {
959
+ [TextureFormat.BC1]: RGBA_S3TC_DXT1_Format,
960
+ [TextureFormat.BC1_SRGB]: RGBA_S3TC_DXT1_Format,
961
+ [TextureFormat.BC5]: RED_GREEN_RGTC2_Format,
962
+ [TextureFormat.BC7]: RGBA_BPTC_Format,
963
+ [TextureFormat.BC7_SRGB]: RGBA_BPTC_Format,
964
+ [TextureFormat.ASTC_4x4]: RGBA_ASTC_4x4_Format,
965
+ [TextureFormat.ASTC_4x4_SRGB]: RGBA_ASTC_4x4_Format
966
+ };
967
+ var SRGB_FORMATS = /* @__PURE__ */ new Set([
968
+ TextureFormat.BC1_SRGB,
969
+ TextureFormat.BC7_SRGB,
970
+ TextureFormat.ASTC_4x4_SRGB
971
+ ]);
972
+ function isSrgbFormat(format) {
973
+ return SRGB_FORMATS.has(format);
974
+ }
975
+ function threeFormatFor(format) {
976
+ return THREE_FORMAT[format];
977
+ }
978
+ function buildCompressedTexture(levels, format) {
979
+ return assembleCompressedTexture(levels, threeFormatFor(format), isSrgbFormat(format));
980
+ }
981
+ async function encodeToTexture(encoder, source, { colorSpace = "srgb", quality = "fast", flipY = false } = {}) {
982
+ const formats = encoder.constructor.textureFormats;
983
+ const wantSrgb = colorSpace === "srgb" && encoder.supportsSrgb;
984
+ const format = formats.find((f) => isSrgbFormat(f) === wantSrgb) ?? formats[0];
985
+ const bytes = await encoder.encodeToBytes(source, { flipY, quality });
986
+ const texture = buildCompressedTexture([bytes], format);
987
+ return { ...bytes, texture };
988
+ }
989
+
990
+ // src/three/compressTexture.ts
991
+ async function sourceToBitmap(source) {
992
+ const opts = {
993
+ colorSpaceConversion: "none",
994
+ premultiplyAlpha: "none"
995
+ };
996
+ if (typeof source === "string") {
997
+ const resp = await fetch(source);
998
+ if (!resp.ok) {
999
+ throw new Error(`compressTexture: fetch ${source} failed (${resp.status})`);
1000
+ }
1001
+ const blob = await resp.blob();
1002
+ return createImageBitmap(blob, opts);
1003
+ }
1004
+ if (source instanceof Blob) {
1005
+ return createImageBitmap(source, opts);
1006
+ }
1007
+ if (source instanceof ImageBitmap) {
1008
+ return source;
1009
+ }
1010
+ return createImageBitmap(source, opts);
1011
+ }
1012
+ function bitmapToMipLevel(bitmap, flipY) {
1013
+ const w = bitmap.width, h = bitmap.height;
1014
+ const canvas = typeof OffscreenCanvas !== "undefined" ? new OffscreenCanvas(w, h) : Object.assign(document.createElement("canvas"), { width: w, height: h });
1015
+ const ctx = canvas.getContext("2d", { willReadFrequently: true });
1016
+ if (!ctx) {
1017
+ throw new Error("compressTexture: no 2D context available for mip generation");
1018
+ }
1019
+ if (flipY) {
1020
+ ctx.translate(0, h);
1021
+ ctx.scale(1, -1);
1022
+ }
1023
+ ctx.drawImage(bitmap, 0, 0);
1024
+ const imageData = ctx.getImageData(0, 0, w, h);
1025
+ return { data: imageData.data, width: w, height: h };
1026
+ }
1027
+ function mipLevelToImageData(level) {
1028
+ return new ImageData(level.data, level.width, level.height);
1029
+ }
1030
+ function wrapUncompressed(bitmap, srgb, flipY) {
1031
+ const tex = new Texture(bitmap);
1032
+ tex.colorSpace = srgb ? SRGBColorSpace2 : LinearSRGBColorSpace2;
1033
+ tex.magFilter = LinearFilter2;
1034
+ tex.minFilter = LinearFilter2;
1035
+ tex.wrapS = tex.wrapT = RepeatWrapping2;
1036
+ tex.generateMipmaps = false;
1037
+ tex.flipY = flipY;
1038
+ tex.needsUpdate = true;
1039
+ return tex;
1040
+ }
1041
+ async function compressTexture(source, options = {}) {
1042
+ const {
1043
+ hint = "color",
1044
+ colorSpace = "srgb",
1045
+ flipY = true,
1046
+ mipmaps = false,
1047
+ quality = "fast",
1048
+ device: providedDevice,
1049
+ adapter: providedAdapter
1050
+ } = options;
1051
+ const srgb = colorSpace === "srgb";
1052
+ const bitmap = await sourceToBitmap(source);
1053
+ const viaWebGPU = await encodeViaWebGPU();
1054
+ if (viaWebGPU) return viaWebGPU;
1055
+ const viaWebGL = encodeViaWebGL();
1056
+ if (viaWebGL) return viaWebGL;
1057
+ console.warn(
1058
+ "[compressTexture] No compressed path available (WebGPU and WebGL2 both lack a usable compressed-texture format); returning uncompressed RGBA8."
1059
+ );
1060
+ const tex = wrapUncompressed(bitmap, srgb, flipY);
1061
+ return {
1062
+ texture: tex,
1063
+ format: null,
1064
+ fallbackUncompressed: true,
1065
+ backend: "none",
1066
+ astcNormalRemap: false,
1067
+ width: bitmap.width,
1068
+ height: bitmap.height,
1069
+ mipLevels: 1,
1070
+ encodeMs: 0,
1071
+ destroy: () => {
1072
+ tex.dispose();
1073
+ }
1074
+ };
1075
+ async function encodeViaWebGPU() {
1076
+ if (!("gpu" in navigator)) return null;
1077
+ const adapter = providedAdapter ?? await navigator.gpu.requestAdapter();
1078
+ if (!adapter) return null;
1079
+ const selection = selectFormat(adapter, hint, { colorSpace });
1080
+ if (!selection.format || !selection.encoderClass) return null;
1081
+ let encoder;
1082
+ if (providedDevice) {
1083
+ const EncoderCtor = selection.encoderClass;
1084
+ encoder = new EncoderCtor({ device: providedDevice, adapter, ownsDevice: false });
1085
+ } else {
1086
+ encoder = await selection.encoderClass.create();
1087
+ }
1088
+ try {
1089
+ const needsWriteTexture = needsWriteTextureWorkaround(adapter);
1090
+ if (!mipmaps) {
1091
+ let bytes;
1092
+ if (needsWriteTexture) {
1093
+ const level02 = bitmapToMipLevel(bitmap, flipY);
1094
+ const imageData = mipLevelToImageData(level02);
1095
+ bytes = await encoder.encodeToBytes(imageData, { quality });
1096
+ } else {
1097
+ bytes = await encoder.encodeToBytes(bitmap, { flipY, quality });
1098
+ }
1099
+ const tex3 = buildCompressedTexture([bytes], selection.format);
1100
+ return {
1101
+ texture: tex3,
1102
+ format: selection.format,
1103
+ fallbackUncompressed: false,
1104
+ backend: "webgpu",
1105
+ astcNormalRemap: selection.astcNormalRemap,
1106
+ width: bytes.width,
1107
+ height: bytes.height,
1108
+ mipLevels: 1,
1109
+ encodeMs: bytes.encodeMs,
1110
+ destroy: () => {
1111
+ tex3.dispose();
1112
+ encoder.destroy();
1113
+ }
1114
+ };
1115
+ }
1116
+ const level0 = bitmapToMipLevel(bitmap, flipY);
1117
+ const chain = generateMipChain(level0);
1118
+ const encodedLevels = [];
1119
+ let totalEncodeMs = 0;
1120
+ for (const level of chain) {
1121
+ const padded = padToBlockMultiple(level);
1122
+ const imageData = mipLevelToImageData(padded);
1123
+ const bytes = await encoder.encodeToBytes(imageData, { quality });
1124
+ encodedLevels.push(bytes);
1125
+ totalEncodeMs += bytes.encodeMs;
1126
+ }
1127
+ const tex2 = buildCompressedTexture(encodedLevels, selection.format);
1128
+ return {
1129
+ texture: tex2,
1130
+ format: selection.format,
1131
+ fallbackUncompressed: false,
1132
+ backend: "webgpu",
1133
+ astcNormalRemap: selection.astcNormalRemap,
1134
+ width: level0.width,
1135
+ height: level0.height,
1136
+ mipLevels: encodedLevels.length,
1137
+ encodeMs: totalEncodeMs,
1138
+ destroy: () => {
1139
+ tex2.dispose();
1140
+ encoder.destroy();
1141
+ }
1142
+ };
1143
+ } catch (e) {
1144
+ encoder.destroy();
1145
+ throw e;
1146
+ }
1147
+ }
1148
+ function encodeViaWebGL() {
1149
+ const gl = getSharedWebGLContext();
1150
+ if (!gl) return null;
1151
+ const caps = detectWebGLCapabilities(gl);
1152
+ const selection = selectWebGLFormat(caps, hint, { colorSpace });
1153
+ if (!selection.format || !selection.encoderClass) return null;
1154
+ const encoder = selection.encoderClass.create(gl);
1155
+ try {
1156
+ if (!mipmaps) {
1157
+ const bytes = encoder.encodeToBytes(bitmap, { flipY });
1158
+ const tex3 = buildCompressedTexture([bytes], selection.format);
1159
+ return {
1160
+ texture: tex3,
1161
+ format: selection.format,
1162
+ fallbackUncompressed: false,
1163
+ backend: "webgl",
1164
+ astcNormalRemap: selection.astcNormalRemap,
1165
+ width: bytes.width,
1166
+ height: bytes.height,
1167
+ mipLevels: 1,
1168
+ encodeMs: bytes.encodeMs,
1169
+ destroy: () => {
1170
+ tex3.dispose();
1171
+ encoder.destroy();
1172
+ }
1173
+ };
1174
+ }
1175
+ const level0 = bitmapToMipLevel(bitmap, flipY);
1176
+ const chain = generateMipChain(level0);
1177
+ const encodedLevels = [];
1178
+ let totalEncodeMs = 0;
1179
+ for (const level of chain) {
1180
+ const padded = padToBlockMultiple(level);
1181
+ const bytes = encoder.encodeToBytes(padded);
1182
+ encodedLevels.push(bytes);
1183
+ totalEncodeMs += bytes.encodeMs;
1184
+ }
1185
+ const tex2 = buildCompressedTexture(encodedLevels, selection.format);
1186
+ return {
1187
+ texture: tex2,
1188
+ format: selection.format,
1189
+ fallbackUncompressed: false,
1190
+ backend: "webgl",
1191
+ astcNormalRemap: selection.astcNormalRemap,
1192
+ width: level0.width,
1193
+ height: level0.height,
1194
+ mipLevels: encodedLevels.length,
1195
+ encodeMs: totalEncodeMs,
1196
+ destroy: () => {
1197
+ tex2.dispose();
1198
+ encoder.destroy();
1199
+ }
1200
+ };
1201
+ } catch (e) {
1202
+ encoder.destroy();
1203
+ console.warn("[compressTexture] WebGL fallback encode failed; returning uncompressed RGBA8.", e);
1204
+ return null;
1205
+ }
1206
+ }
1207
+ }
1208
+
1209
+ // src/three/GputexLoader.ts
1210
+ import { Loader } from "three";
1211
+ var GputexLoader = class extends Loader {
1212
+ /** Format-selection hint. Default 'color'. */
1213
+ hint = "color";
1214
+ /** Pick the sRGB or linear variant of the chosen format. Default 'srgb'. */
1215
+ colorSpace = "srgb";
1216
+ /** Flip the image vertically before encoding. Default true (matches Three.js convention). */
1217
+ flipY = true;
1218
+ /** Generate + encode a full mip chain. Default false. */
1219
+ mipmaps = false;
1220
+ /** Encode quality / speed trade-off. Default 'fast' (~2–4× faster, ≤0.36 dB). */
1221
+ quality = "fast";
1222
+ /**
1223
+ * Optional pre-existing WebGPU device. Reusing the renderer's device
1224
+ * avoids spinning up a second WebGPU context for encoding.
1225
+ */
1226
+ device;
1227
+ adapter;
1228
+ /**
1229
+ * Most recent full encode result. Useful when the caller wants format
1230
+ * / mipLevels / astcNormalRemap metadata without threading a separate
1231
+ * callback through `load()`. Cleared when a new load starts.
1232
+ */
1233
+ lastResult = null;
1234
+ /**
1235
+ * THREE.Loader contract: returns void, drives callbacks. `loadAsync`
1236
+ * (inherited from the base class) wraps this with Promise semantics.
1237
+ * Errors routed through `manager.itemError` so the LoadingManager's
1238
+ * aggregate state stays accurate.
1239
+ */
1240
+ load(url, onLoad, _onProgress, onError) {
1241
+ this.lastResult = null;
1242
+ this.manager.itemStart(url);
1243
+ compressTexture(url, {
1244
+ hint: this.hint,
1245
+ colorSpace: this.colorSpace,
1246
+ flipY: this.flipY,
1247
+ mipmaps: this.mipmaps,
1248
+ quality: this.quality,
1249
+ device: this.device,
1250
+ adapter: this.adapter
1251
+ }).then(
1252
+ (result) => {
1253
+ this.lastResult = result;
1254
+ const mip0 = result.texture.mipmaps?.[0];
1255
+ result.texture.userData.gputex = {
1256
+ format: result.format,
1257
+ fallbackUncompressed: result.fallbackUncompressed,
1258
+ backend: result.backend,
1259
+ astcNormalRemap: result.astcNormalRemap,
1260
+ width: result.width,
1261
+ height: result.height,
1262
+ mipLevels: result.mipLevels,
1263
+ encodeMs: result.encodeMs,
1264
+ compressedBytes: result.fallbackUncompressed ? result.width * result.height * 4 : mip0?.data.byteLength ?? 0
1265
+ };
1266
+ onLoad?.(result.texture);
1267
+ this.manager.itemEnd(url);
1268
+ },
1269
+ (err) => {
1270
+ onError?.(err);
1271
+ this.manager.itemError(url);
1272
+ this.manager.itemEnd(url);
1273
+ }
1274
+ );
1275
+ }
1276
+ };
1277
+ export {
1278
+ ASTC4x4Encoder,
1279
+ ASTC4x4WebGLEncoder,
1280
+ BC1Encoder,
1281
+ BC1WebGLEncoder,
1282
+ BC5Encoder,
1283
+ BC5WebGLEncoder,
1284
+ BC7Encoder,
1285
+ BC7WebGLEncoder,
1286
+ Encoder,
1287
+ GputexLoader,
1288
+ TextureFormat,
1289
+ WebGLBlockEncoder,
1290
+ WebGPUFeature,
1291
+ buildCompressedTexture,
1292
+ compressTexture,
1293
+ createWebGLContext,
1294
+ detectCapabilities,
1295
+ detectWebGLCapabilities,
1296
+ encodeToTexture,
1297
+ generateMipChain,
1298
+ getSharedWebGLContext,
1299
+ isWebGLAvailable,
1300
+ padToBlockMultiple,
1301
+ selectFormat,
1302
+ selectWebGLFormat,
1303
+ threeFormatFor
1304
+ };