gputex 0.1.2 → 0.3.0

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package/dist/three.js ADDED
@@ -0,0 +1,1629 @@
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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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+ if (adapter.features.has("timestamp-query")) {
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+ requiredFeatures.push("timestamp-query");
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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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+ disableF16;
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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, disableF16 = 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.disableF16 = disableF16;
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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.
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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.disableF16 && 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, {
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+ flipY = false,
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+ quality = "fast",
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+ withGpuTime = false
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+ } = {}) {
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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, width, height]));
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+ const pipeline = this._getPipeline(quality);
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+ const bindGroup = device.createBindGroup({
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+ label: `${this.label}-bg`,
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+ layout: pipeline.getBindGroupLayout(0),
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+ entries: [
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+ { binding: 0, resource: srcTex.createView() },
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+ { binding: 1, resource: { buffer: dstBuffer } },
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+ { binding: 2, resource: { buffer: paramsBuffer } }
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+ ]
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+ });
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+ const useTimestamps = withGpuTime && device.features.has("timestamp-query");
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+ const querySet = useTimestamps ? device.createQuerySet({ type: "timestamp", count: 2 }) : null;
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+ const queryBuffer = useTimestamps ? device.createBuffer({
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+ label: `${this.label}-ts-resolve`,
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+ size: 16,
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+ usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
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+ }) : null;
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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: `${this.label}-encode` });
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+ const pass = enc.beginComputePass(
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+ querySet ? { timestampWrites: { querySet, beginningOfPassWriteIndex: 0, endOfPassWriteIndex: 1 } } : void 0
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+ );
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+ pass.setPipeline(pipeline);
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+ pass.setBindGroup(0, bindGroup);
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+ pass.dispatchWorkgroups(Math.ceil(blocksX / wgX), Math.ceil(blocksY / wgY), 1);
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+ pass.end();
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+ if (querySet && queryBuffer) enc.resolveQuerySet(querySet, 0, 2, queryBuffer, 0);
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+ const staging = device.createBuffer({
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+ label: `${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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+ const tsStaging = querySet && queryBuffer ? device.createBuffer({
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+ label: `${this.label}-ts-staging`,
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+ size: 16,
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+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
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+ }) : null;
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+ if (tsStaging && queryBuffer) enc.copyBufferToBuffer(queryBuffer, 0, tsStaging, 0, 16);
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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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+ let gpuMs;
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+ if (tsStaging) {
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+ await tsStaging.mapAsync(GPUMapMode.READ);
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+ const [begin, end] = new BigUint64Array(tsStaging.getMappedRange().slice(0));
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+ tsStaging.unmap();
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+ tsStaging.destroy();
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+ if (end !== void 0 && begin !== void 0 && end > begin) {
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+ gpuMs = Number(end - begin) / 1e6;
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+ }
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+ }
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+ querySet?.destroy();
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+ queryBuffer?.destroy();
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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, gpuMs };
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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// ONE fused pass that projects every pixel onto the decoded-endpoint line\n// (the 4 palette entries are colinear and evenly spaced, so the nearest\n// entry is the rounded projection \u2014 no 4-entry search) while accumulating\n// the least-squares refit sums; the refit endpoints are re-quantised and a\n// final projection pass assigns the indices, packed on the fly.\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 with full 4-entry searches; the lower-error\n// family wins. Mirrors bc1_ref.ts.\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 = (c >> 11u) & 31u;\n let g = (c >> 5u) & 63u;\n let b = c & 31u;\n // 5/6-bit -> 8-bit: (x*527+23)>>6 (6-bit: 259/33) \u2014 round-to-nearest\n // scaling, matching bc1_ref.ts and typical hardware decoders (white ->\n // 255). Integer u32 math is exact. NOTE: this is NOT plain bit-replication\n // ((x<<3)|(x>>2)) \u2014 they differ for some codes (e.g. 5-bit 3 -> 25 vs 24).\n // Selecting indices against this palette is what makes the encoder agree\n // with what the GPU will actually sample.\n let r8 = (r * 527u + 23u) >> 6u;\n let g8 = (g * 259u + 33u) >> 6u;\n let b8 = (b * 527u + 23u) >> 6u;\n return vec3<f32>(vec3<u32>(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 if (QUALITY_HIGH == 0u) {\n // -------- fast: projection + fused LSQ refit + reprojection --------\n var c0 = to565(bbox_hi);\n var c1 = to565(bbox_lo);\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 let p0 = from565(c0);\n let p1 = from565(c1);\n\n // Fused pass: projection assignment + LSQ sums + the seed solution's\n // packed indices and squared error. Level \u2192 BC1 index: 0\u21920 (c0), 1\u21922,\n // 2\u21923, 3\u21921 (c1); as a packed LUT: (0x78 >> 2L) & 3.\n var idx_bits: u32 = 0u;\n let dir = p1 - p0;\n let dd = dot(dir, dir);\n if (dd > 0.0) {\n let inv = 3.0 / dd;\n var sAA: f32 = 0.0; var sBB: f32 = 0.0; var sAB: f32 = 0.0;\n var sAV = vec3<f32>(0.0); var sBV = vec3<f32>(0.0);\n var s_min = 3.0; var s_max = 0.0;\n var seed_err: f32 = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = pixels[k];\n let s = clamp(floor(dot(v - p0, dir) * inv + 0.5), 0.0, 3.0);\n s_min = min(s_min, s); s_max = max(s_max, s);\n let b = s * (1.0 / 3.0); let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * v; sBV = sBV + b * v;\n let e = v - (p0 + b * dir);\n seed_err = seed_err + dot(e, e);\n idx_bits = idx_bits | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));\n }\n let det = sAA * sBB - sAB * sAB;\n // Refit only on a well-conditioned system: when every pixel lands on\n // ONE level (flat blocks \u2014 the 4-colour nudge forces c0 \u2260 c1 even\n // then) the system is rank-1 and det/numerators are pure float noise;\n // the solve would return garbage endpoints. With \u22652 levels\n // det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 ~1.67, so 1e-3 is a safe guard.\n if (s_min < s_max && abs(det) > 1e-3) {\n let e0 = clamp((sBB * sAV - sAB * sBV) / det, vec3<f32>(0.0), vec3<f32>(1.0));\n let e1 = clamp((sAA * sBV - sAB * sAV) / det, vec3<f32>(0.0), vec3<f32>(1.0));\n var nc0 = to565(e0);\n var nc1 = to565(e1);\n if (nc0 == nc1) {\n if (nc1 > 0u) { nc1 = nc1 - 1u; } else { nc0 = nc0 + 1u; }\n } else if (nc0 < nc1) {\n let t = nc0; nc0 = nc1; nc1 = t;\n }\n let np0 = from565(nc0);\n let np1 = from565(nc1);\n let ndir = np1 - np0;\n let ndd = dot(ndir, ndir);\n if (ndd > 0.0 && !(nc0 == c0 && nc1 == c1)) {\n // Reproject against the refit endpoints and accept them only if\n // the block error actually decreases (the refit minimises a\n // continuous objective; after 565 quantisation it can lose).\n let ninv = 3.0 / ndd;\n var refit_err: f32 = 0.0;\n var nidx_bits: u32 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = pixels[k];\n let s = clamp(floor(dot(v - np0, ndir) * ninv + 0.5), 0.0, 3.0);\n let e = v - (np0 + s * (1.0 / 3.0) * ndir);\n refit_err = refit_err + dot(e, e);\n nidx_bits = nidx_bits | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));\n }\n if (refit_err < seed_err) {\n c0 = nc0; c1 = nc1;\n idx_bits = nidx_bits;\n }\n }\n }\n }\n\n let out = block_index * 2u;\n dst[out] = c0 | (c1 << 16u);\n dst[out + 1u] = idx_bits;\n return;\n }\n\n // ------------------------------ high --------------------------------- //\n var best: Best;\n best.err = 1e30;\n\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\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";
328
+
329
+ // src/bc1_fast_f16.wgsl
330
+ var bc1_fast_f16_default = `// bc1 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
331
+ //
332
+ // BC1 quantises endpoints to RGB565 anyway, so the fast path needs nothing
333
+ // f32 can do that f16 can't \u2014 all projection / least-squares math runs in
334
+ // f16 ([0,1] domain). The algorithm is the same family as the BC7/ASTC fast
335
+ // paths rather than a port of bc1.wgsl's fast branch:
336
+ //
337
+ // 1. bbox endpoints, inset by ~half a 565 cell (stb_dxt heuristic)
338
+ // 2. quantise to 565, force 4-colour mode (c0 > c1)
339
+ // 3. ONE fused pass: project every pixel onto the decoded-endpoint line
340
+ // (the 4 palette entries are colinear and evenly spaced, so the nearest
341
+ // entry is the rounded projection \u2014 no 4-entry search) while
342
+ // accumulating the least-squares refit sums, the seed solution's packed
343
+ // indices and its squared error
344
+ // 4. re-quantise the refit endpoints, reproject (indices packed on the
345
+ // fly), and accept the refit only if the block error decreases \u2014
346
+ // flat/single-level blocks skip this pass entirely
347
+ //
348
+ // vs the pre-projection fast branch (build palette + full 4-entry search \xD7 3
349
+ // passes + refit sums pass) this does roughly half the ALU per block. The
350
+ // 565 decode uses exact integer math, so the palette base points are exact.
351
+ //
352
+ // The host selects this module only when the device reports shader-f16,
353
+ // falling back to bc1.wgsl otherwise. "high" never uses this.
354
+ enable f16;
355
+ struct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };
356
+ @group(0) @binding(0) var src_tex: texture_2d<f32>;
357
+ @group(0) @binding(1) var<storage, read_write> dst: array<u32>;
358
+ @group(0) @binding(2) var<uniform> params: Params;
359
+ alias h = f16;
360
+ alias h3 = vec3<f16>;
361
+
362
+ fn to565(c: h3) -> u32 {
363
+ let r = u32(clamp(floor(c.r * h(31.0) + h(0.5)), h(0.0), h(31.0)));
364
+ let g = u32(clamp(floor(c.g * h(63.0) + h(0.5)), h(0.0), h(63.0)));
365
+ let b = u32(clamp(floor(c.b * h(31.0) + h(0.5)), h(0.0), h(31.0)));
366
+ return (r << 11u) | (g << 5u) | b;
367
+ }
368
+
369
+ // Decode a 565 endpoint to [0,1]: (x*527+23)>>6 (6-bit: 259/33) \u2014
370
+ // round-to-nearest scaling, matching bc1_ref.ts / bc1.wgsl and typical
371
+ // hardware decoders. Exact in u32 integer math (f16 could not evaluate the
372
+ // products exactly).
373
+ fn from565(c: u32) -> h3 {
374
+ let r = (c >> 11u) & 31u;
375
+ let g = (c >> 5u) & 63u;
376
+ let b = c & 31u;
377
+ let r8 = (r * 527u + 23u) >> 6u;
378
+ let g8 = (g * 259u + 33u) >> 6u;
379
+ let b8 = (b * 527u + 23u) >> 6u;
380
+ return h3(vec3<f32>(vec3<u32>(r8, g8, b8))) * h(1.0 / 255.0);
381
+ }
382
+
383
+ // Force 4-colour mode: c0 > c1 strictly.
384
+ fn order565(a: u32, b: u32) -> vec2<u32> {
385
+ var c0 = a; var c1 = b;
386
+ if (c0 == c1) {
387
+ if (c1 > 0u) { c1 = c1 - 1u; } else { c0 = c0 + 1u; }
388
+ } else if (c0 < c1) {
389
+ let t = c0; c0 = c1; c1 = t;
390
+ }
391
+ return vec2<u32>(c0, c1);
392
+ }
393
+
394
+ @compute @workgroup_size(8, 8, 1)
395
+ fn encode(@builtin(global_invocation_id) gid: vec3<u32>) {
396
+ if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) { return; }
397
+ let bi = gid.y * params.blocks_x + gid.x;
398
+ let base = vec2<i32>(i32(gid.x) * 4, i32(gid.y) * 4);
399
+ let mx = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);
400
+
401
+ var pix: array<h3, 16>;
402
+ var mn = h3(1.0);
403
+ var mxv = h3(0.0);
404
+ for (var i: u32 = 0u; i < 16u; i = i + 1u) {
405
+ let p = clamp(base + vec2<i32>(i32(i & 3u), i32(i >> 2u)), vec2<i32>(0), mx);
406
+ let px = h3(textureLoad(src_tex, p, 0).rgb);
407
+ pix[i] = px; mn = min(mn, px); mxv = max(mxv, px);
408
+ }
409
+
410
+ // Inset bbox by ~half a 565 cell so the quantised palette hugs the data.
411
+ let inset = (mxv - mn) * h(1.0 / 16.0);
412
+ let seed = order565(to565(clamp(mxv - inset, h3(0.0), h3(1.0))), to565(clamp(mn + inset, h3(0.0), h3(1.0))));
413
+ var c0 = seed.x;
414
+ var c1 = seed.y;
415
+ let p0 = from565(c0);
416
+ let p1 = from565(c1);
417
+
418
+ // Fused pass: projection assignment + LSQ normal-equation sums + the seed
419
+ // solution's packed indices and squared error. Levels s run 0..3 along
420
+ // p0\u2192p1 (palette = p0, p0+\u2153d, p0+\u2154d, p1 \u2014 colinear, evenly spaced, so
421
+ // rounding the projection IS the nearest-entry search). Level \u2192 BC1 index:
422
+ // 0\u21920 (c0), 1\u21922 (\u2154c0+\u2153c1), 2\u21923, 3\u21921 (c1); as a packed LUT: (0x78 >> 2L) & 3.
423
+ var indices: u32 = 0u;
424
+ let dir = p1 - p0;
425
+ let dd = dot(dir, dir);
426
+ if (dd > h(0.0)) {
427
+ let inv = h(3.0) / dd;
428
+ var sAA = h(0.0); var sBB = h(0.0); var sAB = h(0.0);
429
+ var sAV = h3(0.0); var sBV = h3(0.0);
430
+ var s_min = h(3.0); var s_max = h(0.0);
431
+ var seed_err = h(0.0);
432
+ for (var k: u32 = 0u; k < 16u; k = k + 1u) {
433
+ let v = pix[k];
434
+ let s = clamp(floor(dot(v - p0, dir) * inv + h(0.5)), h(0.0), h(3.0));
435
+ s_min = min(s_min, s); s_max = max(s_max, s);
436
+ let b = s * h(1.0 / 3.0); let a = h(1.0) - b;
437
+ sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;
438
+ sAV = sAV + a * v; sBV = sBV + b * v;
439
+ let e = v - (p0 + b * dir);
440
+ seed_err = seed_err + dot(e, e);
441
+ indices = indices | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));
442
+ }
443
+ let det = sAA * sBB - sAB * sAB;
444
+ // Refit only on a well-conditioned system. When every pixel lands on ONE
445
+ // level (flat / near-flat blocks \u2014 note the 4-colour-mode nudge forces
446
+ // c0 \u2260 c1 even for perfectly flat blocks) the system is rank-1: det is 0
447
+ // in exact math and the f16-accumulated det/numerators are pure rounding
448
+ // noise, so the solve returns garbage endpoints. With \u22652 distinct levels
449
+ // det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 15\xB7(1/3)\xB2 \u2248 1.67, far above the ~0.05 f16
450
+ // noise floor \u2014 0.5 separates the two regimes cleanly.
451
+ if (s_min < s_max && abs(det) > h(0.5)) {
452
+ let e0 = clamp((sBB * sAV - sAB * sBV) / det, h3(0.0), h3(1.0));
453
+ let e1 = clamp((sAA * sBV - sAB * sAV) / det, h3(0.0), h3(1.0));
454
+ let refit = order565(to565(e0), to565(e1));
455
+ let np0 = from565(refit.x);
456
+ let np1 = from565(refit.y);
457
+ let ndir = np1 - np0;
458
+ let ndd = dot(ndir, ndir);
459
+ if (ndd > h(0.0) && !(refit.x == c0 && refit.y == c1)) {
460
+ // Reproject against the refit endpoints and accept them only if the
461
+ // block's squared error actually decreases (the refit minimises a
462
+ // continuous objective; after 565 quantisation it can lose).
463
+ let ninv = h(3.0) / ndd;
464
+ var refit_err = h(0.0);
465
+ var nindices: u32 = 0u;
466
+ for (var k: u32 = 0u; k < 16u; k = k + 1u) {
467
+ let v = pix[k];
468
+ let s = clamp(floor(dot(v - np0, ndir) * ninv + h(0.5)), h(0.0), h(3.0));
469
+ let e = v - (np0 + s * h(1.0 / 3.0) * ndir);
470
+ refit_err = refit_err + dot(e, e);
471
+ nindices = nindices | (((0x78u >> (u32(s) * 2u)) & 3u) << (k * 2u));
472
+ }
473
+ if (refit_err < seed_err) {
474
+ c0 = refit.x; c1 = refit.y;
475
+ indices = nindices;
476
+ }
477
+ }
478
+ }
479
+ }
480
+
481
+ let o = bi * 2u;
482
+ dst[o] = c0 | (c1 << 16u);
483
+ dst[o + 1u] = indices;
484
+ }
485
+ `;
486
+
487
+ // src/BC1Encoder.ts
488
+ var BC1Encoder = class extends Encoder {
489
+ static requiredFeature = WebGPUFeature.BC;
490
+ static textureFormats = [TextureFormat.BC1, TextureFormat.BC1_SRGB];
491
+ get label() {
492
+ return "bc1";
493
+ }
494
+ get bytesPerBlock() {
495
+ return 8;
496
+ }
497
+ get supportsSrgb() {
498
+ return true;
499
+ }
500
+ get supportsQuality() {
501
+ return true;
502
+ }
503
+ wgslSource() {
504
+ return bc1_default;
505
+ }
506
+ wgslSourceFastF16() {
507
+ return bc1_fast_f16_default;
508
+ }
509
+ gpuTextureFormat({ colorSpace }) {
510
+ return colorSpace === "srgb" ? "bc1-rgba-unorm-srgb" : "bc1-rgba-unorm";
511
+ }
512
+ };
513
+
514
+ // src/bc5.wgsl
515
+ 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 + O(1) projection assignment per texel.\n// The 8-entry palette in 6-interp mode is colinear and EVENLY spaced from\n// r0 to r1 (levels 0..7 in palette order 0,2,3,4,5,6,7,1), so the nearest\n// entry is the rounded projection onto the r0\u2192r1 axis \u2014 no 8-entry\n// search, and the 3-bit indices are packed on the fly. The LSQ refit is\n// skipped (buys only ~0.36 dB).\n// high (1): full nearest search + refit, matches 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 if (QUALITY_HIGH == 0u) {\n // -------- fast: projection assignment, indices packed on the fly ----\n // level = round(7\xB7(v \u2212 r0)/(r1 \u2212 r0)); level \u2192 BC4 index LUT (0,2,3,4,\n // 5,6,7,1) packed as 3-bit entries in 0x3F58D0. Pixel k's 3 bits start\n // at bit 3k+16 of the (w0,w1) pair (bytes 0..1 are the endpoints).\n let r0f = f32(r0) / 255.0;\n let scale = 7.0 / (f32(r1) / 255.0 - r0f);\n var w0 = r0 | (r1 << 8u);\n var w1 = 0u;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let L = u32(clamp(floor(((*values)[k] - r0f) * scale + 0.5), 0.0, 7.0));\n let idx = (0x3F58D0u >> (L * 3u)) & 7u;\n let bit = 3u * k + 16u;\n if (bit <= 29u) {\n w0 = w0 | (idx << bit);\n } else if (bit >= 32u) {\n w1 = w1 | (idx << (bit - 32u));\n } else {\n // k = 5 straddles the word boundary (bits 31..33).\n w0 = w0 | (idx << bit);\n w1 = w1 | (idx >> (32u - bit));\n }\n }\n return vec2<u32>(w0, w1);\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";
516
+
517
+ // src/bc5_fast_f16.wgsl
518
+ var bc5_fast_f16_default = `// bc5 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
519
+ // Two BC4 halves (R and G), no refit \u2014 same output family as bc5.wgsl's fast
520
+ // branch, tuned for throughput:
521
+ //
522
+ // \u2022 The 8-entry palette in 6-interpolation mode is COLINEAR and EVENLY
523
+ // spaced from r0 to r1 (levels 0..7 in palette order 0,2,3,4,5,6,7,1),
524
+ // so the nearest entry is the rounded projection of v onto the r0\u2192r1
525
+ // axis \u2014 O(1) per pixel instead of an 8-entry distance search.
526
+ // \u2022 Math runs in the exact-integer [0,255] f16 domain: endpoints and pixel
527
+ // values are whole numbers \u2264 255 (exact in f16), so the only rounding is
528
+ // the single 1/(r1\u2212r0) division.
529
+ // \u2022 3-bit indices are packed into the 48-bit field on the fly \u2014 no
530
+ // array<u32,16> private array and no separate packing loop.
531
+ //
532
+ // Level \u2192 BC4 index (0\u2192r0 ... 7\u2192r1): 0,2,3,4,5,6,7,1 \u2014 packed 3-bit LUT
533
+ // 0x3F58D0 = sum(idx[L] << 3L).
534
+ //
535
+ // The host selects this module only when the device reports shader-f16,
536
+ // falling back to bc5.wgsl otherwise. "high" never uses this.
537
+ enable f16;
538
+ alias h = f16;
539
+ struct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };
540
+ @group(0) @binding(0) var src_tex: texture_2d<f32>;
541
+ @group(0) @binding(1) var<storage, read_write> dst: array<u32>;
542
+ @group(0) @binding(2) var<uniform> params: Params;
543
+
544
+ // Encode one channel (16 values in exact-integer [0,255] f16) to a BC4 half.
545
+ fn encode_bc4(values: ptr<function, array<h, 16>>) -> vec2<u32> {
546
+ var vmin = h(255.0);
547
+ var vmax = h(0.0);
548
+ for (var k: u32 = 0u; k < 16u; k = k + 1u) {
549
+ vmin = min(vmin, (*values)[k]);
550
+ vmax = max(vmax, (*values)[k]);
551
+ }
552
+ var r0 = u32(vmax); // values are exact integers \u2014 no rounding needed
553
+ var r1 = u32(vmin);
554
+ if (r0 == r1) {
555
+ // Flat block: nudge to keep 6-interp mode (r0 > r1 strictly).
556
+ if (r1 > 0u) { r1 = r1 - 1u; } else { r0 = r0 + 1u; }
557
+ }
558
+
559
+ // Projection assignment: level = round(7\xB7(v \u2212 r0)/(r1 \u2212 r0)), clamped.
560
+ // |v \u2212 r0| \u2264 r0 \u2212 r1 for every in-block value, so the product stays \u2264 7.
561
+ let r0f = h(f32(r0));
562
+ let scale = h(7.0) / (h(f32(r1)) - r0f);
563
+ var lo: u32 = 0u;
564
+ var hi = r0 | (r1 << 8u); // endpoint bytes live in the low 16 bits of u32[0]
565
+ // Pixel k's 3-bit index starts at bit 3k of the 48-bit field, i.e. bit
566
+ // 3k+16 of u32[0] for k \u2264 4, straddling into u32[1] from k = 5 (bit 31).
567
+ var w0 = hi;
568
+ var w1 = 0u;
569
+ for (var k: u32 = 0u; k < 16u; k = k + 1u) {
570
+ let L = u32(clamp(floor(((*values)[k] - r0f) * scale + h(0.5)), h(0.0), h(7.0)));
571
+ let idx = (0x3F58D0u >> (L * 3u)) & 7u;
572
+ let bit = 3u * k + 16u;
573
+ if (bit <= 29u) {
574
+ w0 = w0 | (idx << bit);
575
+ } else if (bit >= 32u) {
576
+ w1 = w1 | (idx << (bit - 32u));
577
+ } else {
578
+ // k = 5 straddles the word boundary (bits 31..33).
579
+ w0 = w0 | (idx << bit);
580
+ w1 = w1 | (idx >> (32u - bit));
581
+ }
582
+ }
583
+ return vec2<u32>(w0, w1);
584
+ }
585
+
586
+ @compute @workgroup_size(8, 8, 1)
587
+ fn encode(@builtin(global_invocation_id) gid: vec3<u32>) {
588
+ if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) { return; }
589
+ let bi = gid.y * params.blocks_x + gid.x;
590
+ let base = vec2<i32>(i32(gid.x) * 4, i32(gid.y) * 4);
591
+ let mx = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);
592
+ var rv: array<h, 16>;
593
+ var gv: array<h, 16>;
594
+ for (var i: u32 = 0u; i < 16u; i = i + 1u) {
595
+ let p = clamp(base + vec2<i32>(i32(i & 3u), i32(i >> 2u)), vec2<i32>(0), mx);
596
+ let c = textureLoad(src_tex, p, 0);
597
+ rv[i] = h(c.r * 255.0);
598
+ gv[i] = h(c.g * 255.0);
599
+ }
600
+ let rb = encode_bc4(&rv);
601
+ let gb = encode_bc4(&gv);
602
+ let o = bi * 4u;
603
+ dst[o] = rb.x; dst[o + 1u] = rb.y; dst[o + 2u] = gb.x; dst[o + 3u] = gb.y;
604
+ }
605
+ `;
606
+
607
+ // src/BC5Encoder.ts
608
+ var BC5Encoder = class extends Encoder {
609
+ static requiredFeature = WebGPUFeature.BC;
610
+ static textureFormats = [TextureFormat.BC5];
611
+ get label() {
612
+ return "bc5";
613
+ }
614
+ get bytesPerBlock() {
615
+ return 16;
616
+ }
617
+ get supportsSrgb() {
618
+ return false;
619
+ }
620
+ get supportsQuality() {
621
+ return true;
622
+ }
623
+ wgslSource() {
624
+ return bc5_default;
625
+ }
626
+ wgslSourceFastF16() {
627
+ return bc5_fast_f16_default;
628
+ }
629
+ gpuTextureFormat() {
630
+ return "bc5-rg-unorm";
631
+ }
632
+ };
633
+
634
+ // src/bc7.wgsl
635
+ 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 one fused pass that projects\n// each pixel onto the endpoint line (the 16 palette entries are colinear,\n// so the nearest index is the rounded projection \u2014 no palette build, no\n// 16-entry search) while accumulating the least-squares refit sums, then\n// a reprojection against the quantised refit endpoints for the final\n// indices, packed on the fly into two nibble words.\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// matches bc7_ref.ts up to FP tie-breaks.\n//\n// The fast/high branch is selected at pipeline-compile time, so the driver\n// eliminates the unused code entirely.\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// The block is assembled with straight-line constant shifts (see the layout\n// summary in bc7_fast_f16.wgsl) \u2014 a generic write_bits() helper's dynamic\n// word indexing keeps the output array out of registers.\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// One pass over the block: project every pixel onto the e0\u2192e1 line and\n// accumulate the least-squares normal-equation sums; solve for the refit\n// endpoints (in 8-bit space). Indices are not produced here \u2014 the caller\n// reprojects against the quantised refit endpoints anyway.\nstruct Fit { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn proj_fit(pixels: ptr<function, array<vec4<i32>, 16>>, e0: vec4<i32>, e1: vec4<i32>) -> Fit {\n var out: Fit;\n out.valid = false;\n let dir = vec4<f32>(e1 - e0);\n let dd = dot(dir, dir);\n if (dd == 0.0) { return out; }\n let e0f = vec4<f32>(e0);\n let inv = 15.0 / 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 var s_min = 15.0; var s_max = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = vec4<f32>((*pixels)[k]);\n let s = clamp(floor(dot(v - e0f, dir) * inv + 0.5), 0.0, 15.0);\n s_min = min(s_min, s); s_max = max(s_max, s);\n let b = s * (1.0 / 15.0); let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * v; sBV = sBV + b * v;\n }\n // Rank-1 guard: if every pixel projects to ONE level the system is\n // singular \u2014 det and the numerators are pure float rounding noise and the\n // solve returns garbage endpoints. With \u22652 levels det \u2265 15/225 \u2248 0.067.\n if (s_min == s_max) { return out; }\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-3) { 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// ------------------------------- 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 // Both branches produce: 7-bit endpoints + p-bits, and the 16 4-bit indices\n // packed LSB-first into two nibble words (pixel k \u2192 bits 4k..4k+3).\n var e0_7: vec4<i32>;\n var e1_7: vec4<i32>;\n var p0: u32;\n var p1: u32;\n var ilo: u32 = 0u;\n var ihi: u32 = 0u;\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;\n for (var k: u32 = 0u; k < 8u; k = k + 1u) {\n ilo = ilo | (best.indices[k] << (k * 4u));\n }\n for (var k: u32 = 8u; k < 16u; k = k + 1u) {\n ihi = ihi | (best.indices[k] << ((k - 8u) * 4u));\n }\n } else {\n // Seed the fused LSQ fit from the raw bbox, then quantise the refit\n // endpoints and reproject for the final indices.\n let r = proj_fit(&pixels, lo, hi);\n var ep0: Ep;\n var ep1: Ep;\n if (r.valid) { ep0 = pick_ep(r.e0); ep1 = pick_ep(r.e1); }\n else { ep0 = pick_ep(lo); ep1 = pick_ep(hi); }\n let dir = vec4<f32>(ep1.eight - ep0.eight);\n let dd = dot(dir, dir);\n if (dd > 0.0) {\n let e0f = vec4<f32>(ep0.eight);\n let inv = 15.0 / dd;\n for (var k: u32 = 0u; k < 8u; k = k + 1u) {\n let s = clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 15.0);\n ilo = ilo | (u32(s) << (k * 4u));\n }\n for (var k: u32 = 8u; k < 16u; k = k + 1u) {\n let s = clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 15.0);\n ihi = ihi | (u32(s) << ((k - 8u) * 4u));\n }\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. Swapping endpoints reflects\n // every index (i \u2192 15\u2212i), which on packed nibbles is a bitwise NOT.\n if ((ilo & 0x8u) != 0u) {\n let t7 = e0_7; e0_7 = e1_7; e1_7 = t7;\n let tp = p0; p0 = p1; p1 = tp;\n ilo = ~ilo; ihi = ~ihi;\n }\n\n // Straight-line mode-6 packing (see layout at the top of the file).\n let e0 = vec4<u32>(e0_7);\n let e1 = vec4<u32>(e1_7);\n let w0 = 0x40u | (e0.x << 7u) | (e1.x << 14u) | (e0.y << 21u) | (e1.y << 28u);\n let w1 = (e1.y >> 4u) | (e0.z << 3u) | (e1.z << 10u) | (e0.w << 17u) | (e1.w << 24u) | (p0 << 31u);\n let w2 = p1 | ((ilo & 0x7u) << 1u) | (ilo & 0xFFFFFFF0u);\n let w3 = ihi;\n\n let out = block_index * 4u;\n dst[out + 0u] = w0;\n dst[out + 1u] = w1;\n dst[out + 2u] = w2;\n dst[out + 3u] = w3;\n}\n";
636
+
637
+ // src/bc7_fast_f16.wgsl
638
+ var bc7_fast_f16_default = '// bc7 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).\n// Same algorithm family as the f32 fast path in bc7.wgsl (bbox seed \u2192\n// projection-based index assignment with a fused least-squares refit \u2192\n// reproject), tuned for throughput:\n//\n// \u2022 All projection / refit math in f16 ([0,1] domain, so dot products stay\n// well inside f16 range). ~2\xD7 ALU throughput on f16-capable GPUs.\n// \u2022 The LSQ seed pass projects against the RAW bbox endpoints \u2014 quantising\n// the seed first (pick_ep) costs two extra quantisation searches and\n// doesn\'t measurably change where the refit lands.\n// \u2022 Indices are packed into two u32 nibble words ON THE FLY during the\n// final projection pass \u2014 no array<u32,16> private array. The BC7 anchor\n// reflection (i \u2192 15\u2212i) is then just a bitwise NOT of both words.\n// \u2022 The 128-bit block is assembled with straight-line constant shifts\n// instead of a generic write_bits() helper (whose dynamic word indexing\n// defeats register promotion of the output array).\n//\n// The host selects this module only when the device reports shader-f16,\n// falling back to bc7.wgsl otherwise. "high" never uses this.\n//\n// MODE 6 BIT LAYOUT (LSB-first): see bc7.wgsl. Summary:\n// w0: mode(7 bits, 0x40) R0 R1 G0 G1[3:0]\n// w1: G1[6:4] B0 B1 A0 A1 P0\n// w2: P1, pixel0 index (3 bits), pixels 1..7 (4 bits each)\n// w3: pixels 8..15 (4 bits each)\nenable 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;\nalias h = f16;\nalias h4 = vec4<f16>;\n\n// Quantise an ideal endpoint (h4 in [0,1]) to 7-bit + p-bit, choosing the\n// p-bit with the lower quantisation error. `eight` is the decoded value the\n// hardware will interpolate with, back in [0,1].\nstruct Ep { seven: vec4<u32>, eight: h4, p: u32 };\nfn pick_ep(ideal01: h4) -> Ep {\n let ideal = ideal01 * h(255.0);\n let q0 = clamp(floor(ideal * h(0.5) + h(0.5)), h4(0.0), h4(127.0)); // p=0\n let e0 = q0 * h(2.0);\n let q1 = clamp(floor((ideal - h(1.0)) * h(0.5) + h(0.5)), h4(0.0), h4(127.0)); // p=1\n let e1 = q1 * h(2.0) + h(1.0);\n let d0 = e0 - ideal; let d1 = e1 - ideal;\n if (dot(d1, d1) < dot(d0, d0)) { return Ep(vec4<u32>(q1), e1 * h(1.0 / 255.0), 1u); }\n return Ep(vec4<u32>(q0), e0 * h(1.0 / 255.0), 0u);\n}\n\n// One pass over the block: project every pixel onto the e0\u2192e1 line and\n// accumulate the least-squares normal-equation sums; solve for the refit\n// endpoints. Indices are NOT produced here \u2014 the caller reprojects against\n// the quantised refit endpoints anyway.\nstruct Fit { e0: h4, e1: h4, valid: bool };\nfn proj_fit(pix: ptr<function, array<h4, 16>>, e0: h4, e1: h4) -> Fit {\n var out: Fit;\n out.valid = false;\n let dir = e1 - e0;\n let dd = dot(dir, dir);\n if (dd == h(0.0)) { return out; }\n let inv = h(15.0) / dd;\n var sAA = h(0.0); var sBB = h(0.0); var sAB = h(0.0);\n var sAV = h4(0.0); var sBV = h4(0.0);\n var s_min = h(15.0); var s_max = h(0.0);\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = (*pix)[k];\n let s = clamp(floor(dot(v - e0, dir) * inv + h(0.5)), h(0.0), h(15.0));\n s_min = min(s_min, s); s_max = max(s_max, s);\n let b = s * h(1.0 / 15.0); let a = h(1.0) - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * v; sBV = sBV + b * v;\n }\n // Rank-1 guard: if every pixel projects to ONE level the system is\n // singular \u2014 det/numerators are pure f16 rounding noise and the solve\n // returns garbage endpoints. With \u22652 distinct levels\n // det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 15/225 \u2248 0.067, so 0.02 is a safe floor.\n if (s_min == s_max) { return out; }\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < h(0.02)) { return out; }\n out.e0 = clamp((sBB * sAV - sAB * sBV) / det, h4(0.0), h4(1.0));\n out.e1 = clamp((sAA * sBV - sAB * sAV) / det, h4(0.0), h4(1.0));\n out.valid = true;\n return out;\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) { return; }\n let bi = gid.y * params.blocks_x + gid.x;\n let base = vec2<i32>(i32(gid.x) * 4, i32(gid.y) * 4);\n let mx = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);\n\n var pix: array<h4, 16>;\n var lo = h4(1.0);\n var hi = h4(0.0);\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), mx);\n let px = h4(textureLoad(src_tex, p, 0));\n pix[i] = px; lo = min(lo, px); hi = max(hi, px);\n }\n\n // Seed fit from the raw bbox, then quantise the refit endpoints.\n let r = proj_fit(&pix, lo, hi);\n var ep0: Ep;\n var ep1: Ep;\n if (r.valid) { ep0 = pick_ep(r.e0); ep1 = pick_ep(r.e1); }\n else { ep0 = pick_ep(lo); ep1 = pick_ep(hi); }\n\n // Final projection against the decoded endpoints, packing the 4-bit indices\n // into two nibble words as we go (pixel k \u2192 bits 4k..4k+3 of ilo/ihi).\n var ilo: u32 = 0u;\n var ihi: u32 = 0u;\n let dir = ep1.eight - ep0.eight;\n let dd = dot(dir, dir);\n if (dd > h(0.0)) {\n let inv = h(15.0) / dd;\n for (var k: u32 = 0u; k < 8u; k = k + 1u) {\n let s = clamp(floor(dot(pix[k] - ep0.eight, dir) * inv + h(0.5)), h(0.0), h(15.0));\n ilo = ilo | (u32(s) << (k * 4u));\n }\n for (var k: u32 = 8u; k < 16u; k = k + 1u) {\n let s = clamp(floor(dot(pix[k] - ep0.eight, dir) * inv + h(0.5)), h(0.0), h(15.0));\n ihi = ihi | (u32(s) << ((k - 8u) * 4u));\n }\n }\n\n // Anchor rule \u2014 pixel 0\'s index MSB must be 0. Swapping endpoints reflects\n // every index (i \u2192 15\u2212i), which on packed nibbles is a bitwise NOT.\n if ((ilo & 0x8u) != 0u) {\n let t = ep0; ep0 = ep1; ep1 = t;\n ilo = ~ilo; ihi = ~ihi;\n }\n\n // Straight-line mode-6 packing (see layout above).\n let e0 = ep0.seven;\n let e1 = ep1.seven;\n let w0 = 0x40u | (e0.x << 7u) | (e1.x << 14u) | (e0.y << 21u) | (e1.y << 28u);\n let w1 = (e1.y >> 4u) | (e0.z << 3u) | (e1.z << 10u) | (e0.w << 17u) | (e1.w << 24u) | (ep0.p << 31u);\n let w2 = ep1.p | ((ilo & 0x7u) << 1u) | (ilo & 0xFFFFFFF0u);\n let w3 = ihi;\n\n let o = bi * 4u;\n dst[o] = w0; dst[o + 1u] = w1; dst[o + 2u] = w2; dst[o + 3u] = w3;\n}\n';
639
+
640
+ // src/BC7Encoder.ts
641
+ var BC7Encoder = class extends Encoder {
642
+ static requiredFeature = WebGPUFeature.BC;
643
+ static textureFormats = [TextureFormat.BC7, TextureFormat.BC7_SRGB];
644
+ get label() {
645
+ return "bc7";
646
+ }
647
+ get bytesPerBlock() {
648
+ return 16;
649
+ }
650
+ get supportsSrgb() {
651
+ return true;
652
+ }
653
+ get supportsQuality() {
654
+ return true;
655
+ }
656
+ wgslSource() {
657
+ return bc7_default;
658
+ }
659
+ wgslSourceFastF16() {
660
+ return bc7_fast_f16_default;
661
+ }
662
+ gpuTextureFormat({ colorSpace }) {
663
+ return colorSpace === "srgb" ? "bc7-rgba-unorm-srgb" : "bc7-rgba-unorm";
664
+ }
665
+ };
666
+
667
+ // src/astc4x4.wgsl
668
+ 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 one fused pass that projects\n// each pixel onto the endpoint line (the 4 palette entries are colinear,\n// so the nearest is the rounded projection \u2014 no per-entry search) while\n// accumulating the least-squares refit sums, then a reprojection against\n// the quantised refit endpoints with the weights packed on the fly. The\n// endpoint ordering rule is applied before the weight pass, so no\n// reflection is needed.\n// high (1): O(N\xB2) farthest-pair seed, full 4-entry nearest search, one LSQ\n// refit \u2014 matches astc4x4_ref.ts up to FP tie-breaks.\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// One pass over the block: project every pixel onto the e0\u2192e1 line (4 levels,\n// QUANT_4 \u2248 thirds) and accumulate the least-squares normal-equation sums;\n// solve for the refit endpoints. Weights are not produced here \u2014 the caller\n// reprojects against the quantised refit endpoints anyway.\nstruct Fit { e0: vec4<i32>, e1: vec4<i32>, valid: bool };\nfn proj_fit(pixels: ptr<function, array<vec4<i32>, 16>>, e0: vec4<i32>, e1: vec4<i32>) -> Fit {\n var out: Fit;\n out.valid = false;\n let dir = vec4<f32>(e1 - e0);\n let dd = dot(dir, dir);\n if (dd == 0.0) { return out; }\n let e0f = vec4<f32>(e0);\n let inv = 3.0 / 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 var s_min = 3.0; var s_max = 0.0;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let v = vec4<f32>((*pixels)[k]);\n let s = clamp(floor(dot(v - e0f, dir) * inv + 0.5), 0.0, 3.0);\n s_min = min(s_min, s); s_max = max(s_max, s);\n let b = s * (1.0 / 3.0); let a = 1.0 - b;\n sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;\n sAV = sAV + a * v; sBV = sBV + b * v;\n }\n // Rank-1 guard: if every pixel projects to ONE level the system is\n // singular \u2014 det and the numerators are pure float rounding noise and the\n // solve returns garbage endpoints. With \u22652 levels det \u2265 15\xB7(1/3)\xB2 \u2248 1.67.\n if (s_min == s_max) { return out; }\n let det = sAA * sBB - sAB * sAB;\n if (abs(det) < 1e-3) { 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// ------------------------------- 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 // Both branches produce the final endpoints (already ordered so the\n // decoder doesn't apply blue contraction) and the packed weight word\n // (weight k's lsb at bit 31\u22122k, msb at bit 30\u22122k).\n var e0: vec4<i32>;\n var e1: vec4<i32>;\n var w3: u32 = 0u;\n\n if (QUALITY_HIGH != 0u) {\n let fp = farthest_pair(&pixels);\n e0 = fp.a;\n e1 = fp.b;\n var indices: array<u32, 16>;\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 // Endpoint ordering, reflecting the assigned weights.\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 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 } else {\n // Fused LSQ fit seeded from the raw bbox, quantised refit endpoints,\n // ordering applied BEFORE the weight pass so no reflection is needed.\n let r = proj_fit(&pixels, lo, hi);\n e0 = lo;\n e1 = hi;\n if (r.valid) { e0 = r.e0; e1 = r.e1; }\n if (e0.x + e0.y + e0.z > e1.x + e1.y + e1.z) {\n let tmp = e0; e0 = e1; e1 = tmp;\n }\n let dir = vec4<f32>(e1 - e0);\n let dd = dot(dir, dir);\n if (dd > 0.0) {\n let e0f = vec4<f32>(e0);\n let inv = 3.0 / dd;\n for (var k: u32 = 0u; k < 16u; k = k + 1u) {\n let s = u32(clamp(floor(dot(vec4<f32>(pixels[k]) - e0f, dir) * inv + 0.5), 0.0, 3.0));\n w3 = w3 | ((s & 1u) << (31u - 2u * k)) | (((s >> 1u) & 1u) << (30u - 2u * k));\n }\n }\n }\n\n // Straight-line packing: block mode 0x042 @0, partitions\u22121=0 @11, CEM 12\n // @13, endpoints R0 R1 G0 G1 B0 B1 A0 A1 (8 bits each) from bit 17,\n // weights in the last word.\n let E0 = vec4<u32>(e0);\n let E1 = vec4<u32>(e1);\n let w0 = 0x042u | (12u << 13u) | (E0.x << 17u) | (E1.x << 25u);\n let w1 = (E1.x >> 7u) | (E0.y << 1u) | (E1.y << 9u) | (E0.z << 17u) | (E1.z << 25u);\n let w2 = (E1.z >> 7u) | (E0.w << 1u) | (E1.w << 9u);\n\n let out = block_index * 4u;\n dst[out + 0u] = w0;\n dst[out + 1u] = w1;\n dst[out + 2u] = w2;\n dst[out + 3u] = w3;\n}\n";
669
+
670
+ // src/astc4x4_fast_f16.wgsl
671
+ var astc4x4_fast_f16_default = `// astc4x4 "fast" encoder \u2014 f16 variant (requires the shader-f16 feature).
672
+ // Same algorithm family as the f32 fast path in astc4x4.wgsl (bbox seed \u2192
673
+ // projection weight assignment with a fused least-squares refit \u2192
674
+ // reproject), tuned for throughput:
675
+ //
676
+ // \u2022 All projection / refit math in f16 ([0,1] domain).
677
+ // \u2022 The seed pass only accumulates the LSQ sums (no weight output) \u2014 the
678
+ // final weights come from reprojecting against the refit endpoints.
679
+ // \u2022 Endpoint ordering (the blue-contraction rule: sum(e0.rgb) must not
680
+ // exceed sum(e1.rgb)) is applied BEFORE the final projection, so no
681
+ // weight-reflection pass is needed.
682
+ // \u2022 Weights are packed into the reversed-bit-order field on the fly, and
683
+ // the 128-bit block is assembled with straight-line constant shifts
684
+ // instead of a generic write_bits() helper.
685
+ //
686
+ // RESTRICTED SUBSET + BLOCK LAYOUT: see astc4x4.wgsl (single partition,
687
+ // CEM 12, 8-bit endpoints, 2-bit weights).
688
+ //
689
+ // The host selects this module only when the device reports shader-f16,
690
+ // falling back to astc4x4.wgsl otherwise. "high" never uses this.
691
+ enable f16;
692
+ alias h = f16;
693
+ alias h4 = vec4<f16>;
694
+ struct Params { blocks_x: u32, blocks_y: u32, width: u32, height: u32, };
695
+ @group(0) @binding(0) var src_tex: texture_2d<f32>;
696
+ @group(0) @binding(1) var<storage, read_write> dst: array<u32>;
697
+ @group(0) @binding(2) var<uniform> params: Params;
698
+
699
+ struct Fit { e0: h4, e1: h4, valid: bool };
700
+ fn proj_fit(pix: ptr<function, array<h4, 16>>, e0: h4, e1: h4) -> Fit {
701
+ var out: Fit;
702
+ out.valid = false;
703
+ let dir = e1 - e0;
704
+ let dd = dot(dir, dir);
705
+ if (dd == h(0.0)) { return out; }
706
+ let inv = h(3.0) / dd;
707
+ var sAA = h(0.0); var sBB = h(0.0); var sAB = h(0.0);
708
+ var sAV = h4(0.0); var sBV = h4(0.0);
709
+ var s_min = h(3.0); var s_max = h(0.0);
710
+ for (var k: u32 = 0u; k < 16u; k = k + 1u) {
711
+ let v = (*pix)[k];
712
+ let s = clamp(floor(dot(v - e0, dir) * inv + h(0.5)), h(0.0), h(3.0));
713
+ s_min = min(s_min, s); s_max = max(s_max, s);
714
+ let b = s * h(1.0 / 3.0); let a = h(1.0) - b;
715
+ sAA = sAA + a * a; sBB = sBB + b * b; sAB = sAB + a * b;
716
+ sAV = sAV + a * v; sBV = sBV + b * v;
717
+ }
718
+ // Rank-1 guard: if every pixel projects to ONE level the system is
719
+ // singular \u2014 det/numerators are pure f16 rounding noise and the solve
720
+ // returns garbage endpoints. With \u22652 distinct levels
721
+ // det = \u03A3_i<j (b_j \u2212 b_i)\xB2 \u2265 15\xB7(1/3)\xB2 \u2248 1.67 \u2014 0.5 separates cleanly.
722
+ if (s_min == s_max) { return out; }
723
+ let det = sAA * sBB - sAB * sAB;
724
+ if (abs(det) < h(0.5)) { return out; }
725
+ out.e0 = clamp((sBB * sAV - sAB * sBV) / det, h4(0.0), h4(1.0));
726
+ out.e1 = clamp((sAA * sBV - sAB * sAV) / det, h4(0.0), h4(1.0));
727
+ out.valid = true;
728
+ return out;
729
+ }
730
+
731
+ fn q8(e: h4) -> vec4<u32> {
732
+ return vec4<u32>(clamp(floor(e * h(255.0) + h(0.5)), h4(0.0), h4(255.0)));
733
+ }
734
+
735
+ @compute @workgroup_size(8, 8, 1)
736
+ fn encode(@builtin(global_invocation_id) gid: vec3<u32>) {
737
+ if (gid.x >= params.blocks_x || gid.y >= params.blocks_y) { return; }
738
+ let bi = gid.y * params.blocks_x + gid.x;
739
+ let base = vec2<i32>(i32(gid.x) * 4, i32(gid.y) * 4);
740
+ let mx = vec2<i32>(i32(params.width) - 1, i32(params.height) - 1);
741
+
742
+ var pix: array<h4, 16>;
743
+ var lo = h4(1.0);
744
+ var hi = h4(0.0);
745
+ for (var i: u32 = 0u; i < 16u; i = i + 1u) {
746
+ let p = clamp(base + vec2<i32>(i32(i & 3u), i32(i >> 2u)), vec2<i32>(0), mx);
747
+ let px = h4(textureLoad(src_tex, p, 0));
748
+ pix[i] = px; lo = min(lo, px); hi = max(hi, px);
749
+ }
750
+
751
+ let r = proj_fit(&pix, lo, hi);
752
+ var e0 = lo;
753
+ var e1 = hi;
754
+ if (r.valid) { e0 = r.e0; e1 = r.e1; }
755
+ var E0 = q8(e0);
756
+ var E1 = q8(e1);
757
+
758
+ // Blue-contraction ordering, applied before the weight pass so weights are
759
+ // already oriented (no reflection needed).
760
+ if (E0.x + E0.y + E0.z > E1.x + E1.y + E1.z) {
761
+ let t = E0; E0 = E1; E1 = t;
762
+ }
763
+ let d0 = h4(vec4<f32>(E0)) * h(1.0 / 255.0);
764
+ let d1 = h4(vec4<f32>(E1)) * h(1.0 / 255.0);
765
+
766
+ // Weight pass, packing on the fly: weight k's lsb at bit 31\u22122k of the last
767
+ // word, msb at bit 30\u22122k.
768
+ var w3: u32 = 0u;
769
+ let dir = d1 - d0;
770
+ let dd = dot(dir, dir);
771
+ if (dd > h(0.0)) {
772
+ let inv = h(3.0) / dd;
773
+ for (var k: u32 = 0u; k < 16u; k = k + 1u) {
774
+ let s = u32(clamp(floor(dot(pix[k] - d0, dir) * inv + h(0.5)), h(0.0), h(3.0)));
775
+ w3 = w3 | ((s & 1u) << (31u - 2u * k)) | (((s >> 1u) & 1u) << (30u - 2u * k));
776
+ }
777
+ }
778
+
779
+ // Straight-line packing: block mode 0x042 @0, partitions\u22121=0 @11, CEM 12
780
+ // @13, endpoints R0 R1 G0 G1 B0 B1 A0 A1 (8 bits each) from bit 17.
781
+ let w0 = 0x042u | (12u << 13u) | (E0.x << 17u) | (E1.x << 25u);
782
+ let w1 = (E1.x >> 7u) | (E0.y << 1u) | (E1.y << 9u) | (E0.z << 17u) | (E1.z << 25u);
783
+ let w2 = (E1.z >> 7u) | (E0.w << 1u) | (E1.w << 9u);
784
+
785
+ let o = bi * 4u;
786
+ dst[o] = w0; dst[o + 1u] = w1; dst[o + 2u] = w2; dst[o + 3u] = w3;
787
+ }
788
+ `;
789
+
790
+ // src/ASTC4x4Encoder.ts
791
+ var ASTC4x4Encoder = class extends Encoder {
792
+ static requiredFeature = WebGPUFeature.ASTC;
793
+ static textureFormats = [TextureFormat.ASTC_4x4, TextureFormat.ASTC_4x4_SRGB];
794
+ get label() {
795
+ return "astc4x4";
796
+ }
797
+ get bytesPerBlock() {
798
+ return 16;
799
+ }
800
+ get supportsSrgb() {
801
+ return true;
802
+ }
803
+ get supportsQuality() {
804
+ return true;
805
+ }
806
+ wgslSource() {
807
+ return astc4x4_default;
808
+ }
809
+ wgslSourceFastF16() {
810
+ return astc4x4_fast_f16_default;
811
+ }
812
+ gpuTextureFormat({ colorSpace }) {
813
+ return colorSpace === "srgb" ? "astc-4x4-unorm-srgb" : "astc-4x4-unorm";
814
+ }
815
+ };
816
+
817
+ // src/webgl/glsl/fullscreen.vert.glsl
818
+ 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";
819
+
820
+ // src/webgl/webglContext.ts
821
+ var CONTEXT_ATTRS = {
822
+ alpha: false,
823
+ antialias: false,
824
+ depth: false,
825
+ stencil: false,
826
+ premultipliedAlpha: false,
827
+ preserveDrawingBuffer: false,
828
+ // Encoding is GPU-bound; prefer the discrete GPU when the browser exposes a
829
+ // choice. Ignored where unsupported.
830
+ powerPreference: "high-performance"
831
+ };
832
+ function createWebGLContext() {
833
+ if (typeof OffscreenCanvas !== "undefined") {
834
+ const gl = new OffscreenCanvas(1, 1).getContext("webgl2", CONTEXT_ATTRS);
835
+ return gl ?? null;
836
+ }
837
+ if (typeof document !== "undefined") {
838
+ return document.createElement("canvas").getContext("webgl2", CONTEXT_ATTRS);
839
+ }
840
+ return null;
841
+ }
842
+ var sharedContext;
843
+ function getSharedWebGLContext() {
844
+ if (sharedContext === void 0 || sharedContext !== null && sharedContext.isContextLost()) {
845
+ sharedContext = createWebGLContext();
846
+ }
847
+ return sharedContext;
848
+ }
849
+ function isWebGLAvailable() {
850
+ return getSharedWebGLContext() !== null;
851
+ }
852
+
853
+ // src/webgl/WebGLBlockEncoder.ts
854
+ function compileShader(gl, type, source, label) {
855
+ const shader = gl.createShader(type);
856
+ if (!shader) throw new Error(`${label}: gl.createShader failed`);
857
+ gl.shaderSource(shader, source);
858
+ gl.compileShader(shader);
859
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
860
+ const log = gl.getShaderInfoLog(shader);
861
+ gl.deleteShader(shader);
862
+ const kind = type === gl.VERTEX_SHADER ? "vertex" : "fragment";
863
+ throw new Error(`${label}: ${kind} shader compile failed: ${log}`);
864
+ }
865
+ return shader;
866
+ }
867
+ var WebGLBlockEncoder = class {
868
+ /**
869
+ * Create an encoder on the shared process-wide context (or a caller-supplied
870
+ * one). Throws when WebGL2 is unavailable. The `this:` annotation lets
871
+ * `BC7WebGLEncoder.create()` return `BC7WebGLEncoder`.
872
+ */
873
+ static create(gl) {
874
+ const ctx = gl ?? getSharedWebGLContext();
875
+ if (!ctx) throw new Error("WebGL2 not available in this environment");
876
+ return new this({ gl: ctx });
877
+ }
878
+ gl;
879
+ // Set in _buildProgram(), which the constructor calls.
880
+ _program;
881
+ _vao;
882
+ _uSrc = null;
883
+ _uSrcSize = null;
884
+ _uFlipY = null;
885
+ constructor({ gl }) {
886
+ this.gl = gl;
887
+ this._buildProgram();
888
+ }
889
+ _buildProgram() {
890
+ const gl = this.gl;
891
+ const program = gl.createProgram();
892
+ const vao = gl.createVertexArray();
893
+ if (!program || !vao) throw new Error(`${this.label}: failed to allocate WebGL program/VAO`);
894
+ const vert = compileShader(gl, gl.VERTEX_SHADER, fullscreen_vert_default, this.label);
895
+ const frag = compileShader(gl, gl.FRAGMENT_SHADER, this.fragSource(), this.label);
896
+ gl.attachShader(program, vert);
897
+ gl.attachShader(program, frag);
898
+ gl.linkProgram(program);
899
+ gl.deleteShader(vert);
900
+ gl.deleteShader(frag);
901
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
902
+ const log = gl.getProgramInfoLog(program);
903
+ gl.deleteProgram(program);
904
+ throw new Error(`${this.label}: WebGL program link failed: ${log}`);
905
+ }
906
+ this._program = program;
907
+ this._vao = vao;
908
+ this._uSrc = gl.getUniformLocation(program, "uSrc");
909
+ this._uSrcSize = gl.getUniformLocation(program, "uSrcSize");
910
+ this._uFlipY = gl.getUniformLocation(program, "uFlipY");
911
+ }
912
+ /** Release the GL program + VAO. The shared context itself is left intact. */
913
+ destroy() {
914
+ const gl = this.gl;
915
+ if (gl.isContextLost()) return;
916
+ gl.deleteProgram(this._program);
917
+ gl.deleteVertexArray(this._vao);
918
+ }
919
+ /**
920
+ * Upload the source image to a freshly created RGBA8 texture bound on unit 0.
921
+ * Raw pixel sources (ImageData / mip levels) go through the typed-array
922
+ * overload; DOM sources (ImageBitmap / canvas / image) through the element
923
+ * overload. No flip / premultiply / colour conversion — flipY is applied in
924
+ * the shader so each mip level flips by its own height.
925
+ */
926
+ _uploadSource(source, width, height) {
927
+ const gl = this.gl;
928
+ const tex = gl.createTexture();
929
+ if (!tex) throw new Error(`${this.label}: gl.createTexture failed`);
930
+ gl.activeTexture(gl.TEXTURE0);
931
+ gl.bindTexture(gl.TEXTURE_2D, tex);
932
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
933
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
934
+ gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
935
+ gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
936
+ const raw = source;
937
+ if (raw.data && ArrayBuffer.isView(raw.data)) {
938
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, raw.data);
939
+ } else {
940
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, gl.RGBA, gl.UNSIGNED_BYTE, source);
941
+ }
942
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
943
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
944
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
945
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
946
+ return tex;
947
+ }
948
+ /**
949
+ * Encode one image source to raw compressed bytes. `flipY` samples the source
950
+ * bottom-up (matching Three.js's convention) and is applied in the shader;
951
+ * the high-level mipped path bakes the flip into level 0 and passes false.
952
+ */
953
+ encodeToBytes(source, { flipY = false } = {}) {
954
+ const gl = this.gl;
955
+ if (gl.isContextLost()) throw new Error(`${this.label}WebGLEncoder: WebGL context lost`);
956
+ const width = source.width;
957
+ const height = source.height;
958
+ if (!width || !height) {
959
+ throw new Error(`${this.label}WebGLEncoder: source has no dimensions`);
960
+ }
961
+ const paddedWidth = width + 3 & ~3;
962
+ const paddedHeight = height + 3 & ~3;
963
+ const blocksX = paddedWidth >> 2;
964
+ const blocksY = paddedHeight >> 2;
965
+ const blockCount = blocksX * blocksY;
966
+ const outByteLen = blockCount * this.bytesPerBlock;
967
+ const t0 = performance.now();
968
+ const srcTex = this._uploadSource(source, width, height);
969
+ const outTex = gl.createTexture();
970
+ const fbo = gl.createFramebuffer();
971
+ if (!outTex || !fbo) {
972
+ gl.deleteTexture(srcTex);
973
+ if (outTex) gl.deleteTexture(outTex);
974
+ if (fbo) gl.deleteFramebuffer(fbo);
975
+ throw new Error(`${this.label}: failed to allocate output texture/framebuffer`);
976
+ }
977
+ gl.bindTexture(gl.TEXTURE_2D, outTex);
978
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA32UI, blocksX, blocksY);
979
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
980
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
981
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
982
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outTex, 0);
983
+ const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
984
+ if (status !== gl.FRAMEBUFFER_COMPLETE) {
985
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
986
+ gl.deleteFramebuffer(fbo);
987
+ gl.deleteTexture(outTex);
988
+ gl.deleteTexture(srcTex);
989
+ throw new Error(`${this.label}: integer framebuffer incomplete (0x${status.toString(16)})`);
990
+ }
991
+ gl.useProgram(this._program);
992
+ gl.bindVertexArray(this._vao);
993
+ gl.activeTexture(gl.TEXTURE0);
994
+ gl.bindTexture(gl.TEXTURE_2D, srcTex);
995
+ gl.uniform1i(this._uSrc, 0);
996
+ gl.uniform2i(this._uSrcSize, width, height);
997
+ gl.uniform1i(this._uFlipY, flipY ? 1 : 0);
998
+ gl.disable(gl.BLEND);
999
+ gl.disable(gl.DEPTH_TEST);
1000
+ gl.disable(gl.SCISSOR_TEST);
1001
+ gl.viewport(0, 0, blocksX, blocksY);
1002
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
1003
+ const words = new Uint32Array(blockCount * 4);
1004
+ gl.readPixels(0, 0, blocksX, blocksY, gl.RGBA_INTEGER, gl.UNSIGNED_INT, words);
1005
+ let data;
1006
+ if (this.bytesPerBlock === 16) {
1007
+ data = new Uint8Array(words.buffer, 0, outByteLen);
1008
+ } else {
1009
+ const packed = new Uint32Array(blockCount * 2);
1010
+ for (let k = 0; k < blockCount; k++) {
1011
+ packed[k * 2] = words[k * 4];
1012
+ packed[k * 2 + 1] = words[k * 4 + 1];
1013
+ }
1014
+ data = new Uint8Array(packed.buffer, 0, outByteLen);
1015
+ }
1016
+ const encodeMs = performance.now() - t0;
1017
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
1018
+ gl.bindTexture(gl.TEXTURE_2D, null);
1019
+ gl.bindVertexArray(null);
1020
+ gl.deleteFramebuffer(fbo);
1021
+ gl.deleteTexture(outTex);
1022
+ gl.deleteTexture(srcTex);
1023
+ return { width, height, paddedWidth, paddedHeight, data, encodeMs };
1024
+ }
1025
+ };
1026
+
1027
+ // src/webgl/glsl/bc1.frag.glsl
1028
+ 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";
1029
+
1030
+ // src/webgl/BC1WebGLEncoder.ts
1031
+ var BC1WebGLEncoder = class extends WebGLBlockEncoder {
1032
+ get label() {
1033
+ return "bc1";
1034
+ }
1035
+ get bytesPerBlock() {
1036
+ return 8;
1037
+ }
1038
+ get supportsSrgb() {
1039
+ return true;
1040
+ }
1041
+ fragSource() {
1042
+ return bc1_frag_default;
1043
+ }
1044
+ };
1045
+
1046
+ // src/webgl/glsl/bc5.frag.glsl
1047
+ 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";
1048
+
1049
+ // src/webgl/BC5WebGLEncoder.ts
1050
+ var BC5WebGLEncoder = class extends WebGLBlockEncoder {
1051
+ get label() {
1052
+ return "bc5";
1053
+ }
1054
+ get bytesPerBlock() {
1055
+ return 16;
1056
+ }
1057
+ get supportsSrgb() {
1058
+ return false;
1059
+ }
1060
+ fragSource() {
1061
+ return bc5_frag_default;
1062
+ }
1063
+ };
1064
+
1065
+ // src/webgl/glsl/bc7.frag.glsl
1066
+ 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";
1067
+
1068
+ // src/webgl/BC7WebGLEncoder.ts
1069
+ var BC7WebGLEncoder = class extends WebGLBlockEncoder {
1070
+ get label() {
1071
+ return "bc7";
1072
+ }
1073
+ get bytesPerBlock() {
1074
+ return 16;
1075
+ }
1076
+ get supportsSrgb() {
1077
+ return true;
1078
+ }
1079
+ fragSource() {
1080
+ return bc7_frag_default;
1081
+ }
1082
+ };
1083
+
1084
+ // src/webgl/glsl/astc4x4.frag.glsl
1085
+ 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";
1086
+
1087
+ // src/webgl/ASTC4x4WebGLEncoder.ts
1088
+ var ASTC4x4WebGLEncoder = class extends WebGLBlockEncoder {
1089
+ get label() {
1090
+ return "astc4x4";
1091
+ }
1092
+ get bytesPerBlock() {
1093
+ return 16;
1094
+ }
1095
+ get supportsSrgb() {
1096
+ return true;
1097
+ }
1098
+ fragSource() {
1099
+ return astc4x4_frag_default;
1100
+ }
1101
+ };
1102
+
1103
+ // src/webgl/webglCapabilities.ts
1104
+ function detectWebGLCapabilities(gl) {
1105
+ if (!gl || typeof gl.getExtension !== "function") {
1106
+ throw new TypeError("detectWebGLCapabilities: a WebGL2 context (or { getExtension }) is required");
1107
+ }
1108
+ const has = (name) => gl.getExtension(name) != null;
1109
+ return {
1110
+ bptc: has("EXT_texture_compression_bptc"),
1111
+ rgtc: has("EXT_texture_compression_rgtc"),
1112
+ s3tc: has("WEBGL_compressed_texture_s3tc"),
1113
+ s3tcSrgb: has("WEBGL_compressed_texture_s3tc_srgb"),
1114
+ astc: has("WEBGL_compressed_texture_astc")
1115
+ };
1116
+ }
1117
+
1118
+ // src/webgl/selectWebGLFormat.ts
1119
+ var NONE = { format: null, encoderClass: null, astcNormalRemap: false };
1120
+ function selectWebGLFormat(caps, hint, options = {}) {
1121
+ const { colorSpace = "srgb" } = options;
1122
+ const srgb = colorSpace === "srgb";
1123
+ const astc = (astcNormalRemap) => ({
1124
+ format: srgb ? TextureFormat.ASTC_4x4_SRGB : TextureFormat.ASTC_4x4,
1125
+ encoderClass: ASTC4x4WebGLEncoder,
1126
+ astcNormalRemap
1127
+ });
1128
+ if (hint === "normal") {
1129
+ if (caps.rgtc) return { format: TextureFormat.BC5, encoderClass: BC5WebGLEncoder, astcNormalRemap: false };
1130
+ if (caps.astc) return astc(true);
1131
+ return NONE;
1132
+ }
1133
+ if (caps.bptc) {
1134
+ return {
1135
+ format: srgb ? TextureFormat.BC7_SRGB : TextureFormat.BC7,
1136
+ encoderClass: BC7WebGLEncoder,
1137
+ astcNormalRemap: false
1138
+ };
1139
+ }
1140
+ if (caps.astc) return astc(false);
1141
+ if (hint === "color") {
1142
+ if (srgb && caps.s3tcSrgb) {
1143
+ return { format: TextureFormat.BC1_SRGB, encoderClass: BC1WebGLEncoder, astcNormalRemap: false };
1144
+ }
1145
+ if (!srgb && caps.s3tc) {
1146
+ return { format: TextureFormat.BC1, encoderClass: BC1WebGLEncoder, astcNormalRemap: false };
1147
+ }
1148
+ }
1149
+ return NONE;
1150
+ }
1151
+
1152
+ // src/selectFormat.ts
1153
+ function selectFormat(adapter, hint, options = {}) {
1154
+ const { colorSpace = "srgb" } = options;
1155
+ const srgb = colorSpace === "srgb";
1156
+ const caps = detectCapabilities(adapter);
1157
+ if (caps.bc) {
1158
+ if (hint === "normal") {
1159
+ return { format: TextureFormat.BC5, encoderClass: BC5Encoder, astcNormalRemap: false };
1160
+ }
1161
+ return {
1162
+ format: srgb ? TextureFormat.BC7_SRGB : TextureFormat.BC7,
1163
+ encoderClass: BC7Encoder,
1164
+ astcNormalRemap: false
1165
+ };
1166
+ }
1167
+ if (caps.astc) {
1168
+ const format = srgb ? TextureFormat.ASTC_4x4_SRGB : TextureFormat.ASTC_4x4;
1169
+ return {
1170
+ format,
1171
+ encoderClass: ASTC4x4Encoder,
1172
+ astcNormalRemap: hint === "normal"
1173
+ };
1174
+ }
1175
+ return { format: null, encoderClass: null, astcNormalRemap: false };
1176
+ }
1177
+
1178
+ // src/mipgen.ts
1179
+ function generateMipChain(level0) {
1180
+ if (level0.width < 1 || level0.height < 1) {
1181
+ throw new Error(`generateMipChain: level 0 must be at least 1\xD71, got ${level0.width}\xD7${level0.height}`);
1182
+ }
1183
+ if (level0.data.length !== level0.width * level0.height * 4) {
1184
+ throw new Error(
1185
+ `generateMipChain: level 0 data length ${level0.data.length} does not match ${level0.width}\xD7${level0.height}\xD74 = ${level0.width * level0.height * 4}`
1186
+ );
1187
+ }
1188
+ const chain = [level0];
1189
+ let prev = level0;
1190
+ while (prev.width > 1 || prev.height > 1) {
1191
+ prev = downsample2x(prev);
1192
+ chain.push(prev);
1193
+ }
1194
+ return chain;
1195
+ }
1196
+ function downsample2x(src) {
1197
+ const dstW = Math.max(1, src.width >> 1);
1198
+ const dstH = Math.max(1, src.height >> 1);
1199
+ const dst = new Uint8ClampedArray(dstW * dstH * 4);
1200
+ const sW = src.width;
1201
+ const sMaxX = src.width - 1;
1202
+ const sMaxY = src.height - 1;
1203
+ for (let y = 0; y < dstH; y++) {
1204
+ const sy0 = y * 2;
1205
+ const sy1 = Math.min(sy0 + 1, sMaxY);
1206
+ for (let x = 0; x < dstW; x++) {
1207
+ const sx0 = x * 2;
1208
+ const sx1 = Math.min(sx0 + 1, sMaxX);
1209
+ const i00 = (sy0 * sW + sx0) * 4;
1210
+ const i10 = (sy0 * sW + sx1) * 4;
1211
+ const i01 = (sy1 * sW + sx0) * 4;
1212
+ const i11 = (sy1 * sW + sx1) * 4;
1213
+ const o = (y * dstW + x) * 4;
1214
+ dst[o] = src.data[i00] + src.data[i10] + src.data[i01] + src.data[i11] + 2 >> 2;
1215
+ dst[o + 1] = src.data[i00 + 1] + src.data[i10 + 1] + src.data[i01 + 1] + src.data[i11 + 1] + 2 >> 2;
1216
+ dst[o + 2] = src.data[i00 + 2] + src.data[i10 + 2] + src.data[i01 + 2] + src.data[i11 + 2] + 2 >> 2;
1217
+ dst[o + 3] = src.data[i00 + 3] + src.data[i10 + 3] + src.data[i01 + 3] + src.data[i11 + 3] + 2 >> 2;
1218
+ }
1219
+ }
1220
+ return { data: dst, width: dstW, height: dstH };
1221
+ }
1222
+ function padToBlockMultiple(level) {
1223
+ const pw = level.width + 3 & ~3;
1224
+ const ph = level.height + 3 & ~3;
1225
+ if (pw === level.width && ph === level.height) return level;
1226
+ const out = new Uint8ClampedArray(pw * ph * 4);
1227
+ const maxX = level.width - 1;
1228
+ const maxY = level.height - 1;
1229
+ for (let y = 0; y < ph; y++) {
1230
+ const sy = Math.min(y, maxY);
1231
+ for (let x = 0; x < pw; x++) {
1232
+ const sx = Math.min(x, maxX);
1233
+ const si = (sy * level.width + sx) * 4;
1234
+ const di = (y * pw + x) * 4;
1235
+ out[di] = level.data[si];
1236
+ out[di + 1] = level.data[si + 1];
1237
+ out[di + 2] = level.data[si + 2];
1238
+ out[di + 3] = level.data[si + 3];
1239
+ }
1240
+ }
1241
+ return { data: out, width: pw, height: ph };
1242
+ }
1243
+
1244
+ // src/three/compressTexture.ts
1245
+ import { LinearFilter as LinearFilter2, LinearSRGBColorSpace as LinearSRGBColorSpace2, RepeatWrapping as RepeatWrapping2, SRGBColorSpace as SRGBColorSpace2, Texture } from "three";
1246
+
1247
+ // src/three/buildTexture.ts
1248
+ import { RED_GREEN_RGTC2_Format, RGBA_ASTC_4x4_Format, RGBA_BPTC_Format, RGBA_S3TC_DXT1_Format } from "three";
1249
+
1250
+ // src/three/textureAssembly.ts
1251
+ import {
1252
+ CompressedTexture,
1253
+ LinearFilter,
1254
+ LinearMipmapLinearFilter,
1255
+ LinearSRGBColorSpace,
1256
+ RepeatWrapping,
1257
+ SRGBColorSpace
1258
+ } from "three";
1259
+ function assembleCompressedTexture(levels, threeFormat, effectiveSrgb) {
1260
+ if (levels.length === 0) {
1261
+ throw new Error("assembleCompressedTexture: no levels provided");
1262
+ }
1263
+ const mipmaps = levels.map((l) => ({
1264
+ data: l.data,
1265
+ width: l.paddedWidth,
1266
+ height: l.paddedHeight
1267
+ }));
1268
+ const base = levels[0];
1269
+ const texture = new CompressedTexture(mipmaps, base.paddedWidth, base.paddedHeight, threeFormat);
1270
+ texture.colorSpace = effectiveSrgb ? SRGBColorSpace : LinearSRGBColorSpace;
1271
+ texture.magFilter = LinearFilter;
1272
+ texture.minFilter = levels.length > 1 ? LinearMipmapLinearFilter : LinearFilter;
1273
+ texture.generateMipmaps = false;
1274
+ texture.wrapS = texture.wrapT = RepeatWrapping;
1275
+ texture.needsUpdate = true;
1276
+ texture.userData.logicalWidth = base.width;
1277
+ texture.userData.logicalHeight = base.height;
1278
+ texture.userData.mipLevels = levels.length;
1279
+ return texture;
1280
+ }
1281
+
1282
+ // src/three/buildTexture.ts
1283
+ var THREE_FORMAT = {
1284
+ [TextureFormat.BC1]: RGBA_S3TC_DXT1_Format,
1285
+ [TextureFormat.BC1_SRGB]: RGBA_S3TC_DXT1_Format,
1286
+ [TextureFormat.BC5]: RED_GREEN_RGTC2_Format,
1287
+ [TextureFormat.BC7]: RGBA_BPTC_Format,
1288
+ [TextureFormat.BC7_SRGB]: RGBA_BPTC_Format,
1289
+ [TextureFormat.ASTC_4x4]: RGBA_ASTC_4x4_Format,
1290
+ [TextureFormat.ASTC_4x4_SRGB]: RGBA_ASTC_4x4_Format
1291
+ };
1292
+ var SRGB_FORMATS = /* @__PURE__ */ new Set([
1293
+ TextureFormat.BC1_SRGB,
1294
+ TextureFormat.BC7_SRGB,
1295
+ TextureFormat.ASTC_4x4_SRGB
1296
+ ]);
1297
+ function isSrgbFormat(format) {
1298
+ return SRGB_FORMATS.has(format);
1299
+ }
1300
+ function threeFormatFor(format) {
1301
+ return THREE_FORMAT[format];
1302
+ }
1303
+ function buildCompressedTexture(levels, format) {
1304
+ return assembleCompressedTexture(levels, threeFormatFor(format), isSrgbFormat(format));
1305
+ }
1306
+ async function encodeToTexture(encoder, source, { colorSpace = "srgb", quality = "fast", flipY = false } = {}) {
1307
+ const formats = encoder.constructor.textureFormats;
1308
+ const wantSrgb = colorSpace === "srgb" && encoder.supportsSrgb;
1309
+ const format = formats.find((f) => isSrgbFormat(f) === wantSrgb) ?? formats[0];
1310
+ const bytes = await encoder.encodeToBytes(source, { flipY, quality });
1311
+ const texture = buildCompressedTexture([bytes], format);
1312
+ return { ...bytes, texture };
1313
+ }
1314
+
1315
+ // src/three/compressTexture.ts
1316
+ async function sourceToBitmap(source) {
1317
+ const opts = {
1318
+ colorSpaceConversion: "none",
1319
+ premultiplyAlpha: "none"
1320
+ };
1321
+ if (typeof source === "string") {
1322
+ const resp = await fetch(source);
1323
+ if (!resp.ok) {
1324
+ throw new Error(`compressTexture: fetch ${source} failed (${resp.status})`);
1325
+ }
1326
+ const blob = await resp.blob();
1327
+ return createImageBitmap(blob, opts);
1328
+ }
1329
+ if (source instanceof Blob) {
1330
+ return createImageBitmap(source, opts);
1331
+ }
1332
+ if (source instanceof ImageBitmap) {
1333
+ return source;
1334
+ }
1335
+ return createImageBitmap(source, opts);
1336
+ }
1337
+ function bitmapToMipLevel(bitmap, flipY) {
1338
+ const w = bitmap.width, h = bitmap.height;
1339
+ const canvas = typeof OffscreenCanvas !== "undefined" ? new OffscreenCanvas(w, h) : Object.assign(document.createElement("canvas"), { width: w, height: h });
1340
+ const ctx = canvas.getContext("2d", { willReadFrequently: true });
1341
+ if (!ctx) {
1342
+ throw new Error("compressTexture: no 2D context available for mip generation");
1343
+ }
1344
+ if (flipY) {
1345
+ ctx.translate(0, h);
1346
+ ctx.scale(1, -1);
1347
+ }
1348
+ ctx.drawImage(bitmap, 0, 0);
1349
+ const imageData = ctx.getImageData(0, 0, w, h);
1350
+ return { data: imageData.data, width: w, height: h };
1351
+ }
1352
+ function mipLevelToImageData(level) {
1353
+ return new ImageData(level.data, level.width, level.height);
1354
+ }
1355
+ function wrapUncompressed(bitmap, srgb, flipY) {
1356
+ const tex = new Texture(bitmap);
1357
+ tex.colorSpace = srgb ? SRGBColorSpace2 : LinearSRGBColorSpace2;
1358
+ tex.magFilter = LinearFilter2;
1359
+ tex.minFilter = LinearFilter2;
1360
+ tex.wrapS = tex.wrapT = RepeatWrapping2;
1361
+ tex.generateMipmaps = false;
1362
+ tex.flipY = flipY;
1363
+ tex.needsUpdate = true;
1364
+ return tex;
1365
+ }
1366
+ async function compressTexture(source, options = {}) {
1367
+ const {
1368
+ hint = "color",
1369
+ colorSpace = "srgb",
1370
+ flipY = true,
1371
+ mipmaps = false,
1372
+ quality = "fast",
1373
+ device: providedDevice,
1374
+ adapter: providedAdapter
1375
+ } = options;
1376
+ const srgb = colorSpace === "srgb";
1377
+ const bitmap = await sourceToBitmap(source);
1378
+ const viaWebGPU = await encodeViaWebGPU();
1379
+ if (viaWebGPU) return viaWebGPU;
1380
+ const viaWebGL = encodeViaWebGL();
1381
+ if (viaWebGL) return viaWebGL;
1382
+ console.warn(
1383
+ "[compressTexture] No compressed path available (WebGPU and WebGL2 both lack a usable compressed-texture format); returning uncompressed RGBA8."
1384
+ );
1385
+ const tex = wrapUncompressed(bitmap, srgb, flipY);
1386
+ return {
1387
+ texture: tex,
1388
+ format: null,
1389
+ fallbackUncompressed: true,
1390
+ backend: "none",
1391
+ astcNormalRemap: false,
1392
+ width: bitmap.width,
1393
+ height: bitmap.height,
1394
+ mipLevels: 1,
1395
+ encodeMs: 0,
1396
+ destroy: () => {
1397
+ tex.dispose();
1398
+ }
1399
+ };
1400
+ async function encodeViaWebGPU() {
1401
+ if (!("gpu" in navigator)) return null;
1402
+ const adapter = providedAdapter ?? await navigator.gpu.requestAdapter();
1403
+ if (!adapter) return null;
1404
+ const selection = selectFormat(adapter, hint, { colorSpace });
1405
+ if (!selection.format || !selection.encoderClass) return null;
1406
+ let encoder;
1407
+ if (providedDevice) {
1408
+ const EncoderCtor = selection.encoderClass;
1409
+ encoder = new EncoderCtor({ device: providedDevice, adapter, ownsDevice: false });
1410
+ } else {
1411
+ encoder = await selection.encoderClass.create();
1412
+ }
1413
+ try {
1414
+ const needsWriteTexture = needsWriteTextureWorkaround(adapter);
1415
+ if (!mipmaps) {
1416
+ let bytes;
1417
+ if (needsWriteTexture) {
1418
+ const level02 = bitmapToMipLevel(bitmap, flipY);
1419
+ const imageData = mipLevelToImageData(level02);
1420
+ bytes = await encoder.encodeToBytes(imageData, { quality });
1421
+ } else {
1422
+ bytes = await encoder.encodeToBytes(bitmap, { flipY, quality });
1423
+ }
1424
+ const tex3 = buildCompressedTexture([bytes], selection.format);
1425
+ return {
1426
+ texture: tex3,
1427
+ format: selection.format,
1428
+ fallbackUncompressed: false,
1429
+ backend: "webgpu",
1430
+ astcNormalRemap: selection.astcNormalRemap,
1431
+ width: bytes.width,
1432
+ height: bytes.height,
1433
+ mipLevels: 1,
1434
+ encodeMs: bytes.encodeMs,
1435
+ destroy: () => {
1436
+ tex3.dispose();
1437
+ encoder.destroy();
1438
+ }
1439
+ };
1440
+ }
1441
+ const level0 = bitmapToMipLevel(bitmap, flipY);
1442
+ const chain = generateMipChain(level0);
1443
+ const encodedLevels = [];
1444
+ let totalEncodeMs = 0;
1445
+ for (const level of chain) {
1446
+ const padded = padToBlockMultiple(level);
1447
+ const imageData = mipLevelToImageData(padded);
1448
+ const bytes = await encoder.encodeToBytes(imageData, { quality });
1449
+ encodedLevels.push(bytes);
1450
+ totalEncodeMs += bytes.encodeMs;
1451
+ }
1452
+ const tex2 = buildCompressedTexture(encodedLevels, selection.format);
1453
+ return {
1454
+ texture: tex2,
1455
+ format: selection.format,
1456
+ fallbackUncompressed: false,
1457
+ backend: "webgpu",
1458
+ astcNormalRemap: selection.astcNormalRemap,
1459
+ width: level0.width,
1460
+ height: level0.height,
1461
+ mipLevels: encodedLevels.length,
1462
+ encodeMs: totalEncodeMs,
1463
+ destroy: () => {
1464
+ tex2.dispose();
1465
+ encoder.destroy();
1466
+ }
1467
+ };
1468
+ } catch (e) {
1469
+ encoder.destroy();
1470
+ throw e;
1471
+ }
1472
+ }
1473
+ function encodeViaWebGL() {
1474
+ const gl = getSharedWebGLContext();
1475
+ if (!gl) return null;
1476
+ const caps = detectWebGLCapabilities(gl);
1477
+ const selection = selectWebGLFormat(caps, hint, { colorSpace });
1478
+ if (!selection.format || !selection.encoderClass) return null;
1479
+ const encoder = selection.encoderClass.create(gl);
1480
+ try {
1481
+ if (!mipmaps) {
1482
+ const bytes = encoder.encodeToBytes(bitmap, { flipY });
1483
+ const tex3 = buildCompressedTexture([bytes], selection.format);
1484
+ return {
1485
+ texture: tex3,
1486
+ format: selection.format,
1487
+ fallbackUncompressed: false,
1488
+ backend: "webgl",
1489
+ astcNormalRemap: selection.astcNormalRemap,
1490
+ width: bytes.width,
1491
+ height: bytes.height,
1492
+ mipLevels: 1,
1493
+ encodeMs: bytes.encodeMs,
1494
+ destroy: () => {
1495
+ tex3.dispose();
1496
+ encoder.destroy();
1497
+ }
1498
+ };
1499
+ }
1500
+ const level0 = bitmapToMipLevel(bitmap, flipY);
1501
+ const chain = generateMipChain(level0);
1502
+ const encodedLevels = [];
1503
+ let totalEncodeMs = 0;
1504
+ for (const level of chain) {
1505
+ const padded = padToBlockMultiple(level);
1506
+ const bytes = encoder.encodeToBytes(padded);
1507
+ encodedLevels.push(bytes);
1508
+ totalEncodeMs += bytes.encodeMs;
1509
+ }
1510
+ const tex2 = buildCompressedTexture(encodedLevels, selection.format);
1511
+ return {
1512
+ texture: tex2,
1513
+ format: selection.format,
1514
+ fallbackUncompressed: false,
1515
+ backend: "webgl",
1516
+ astcNormalRemap: selection.astcNormalRemap,
1517
+ width: level0.width,
1518
+ height: level0.height,
1519
+ mipLevels: encodedLevels.length,
1520
+ encodeMs: totalEncodeMs,
1521
+ destroy: () => {
1522
+ tex2.dispose();
1523
+ encoder.destroy();
1524
+ }
1525
+ };
1526
+ } catch (e) {
1527
+ encoder.destroy();
1528
+ console.warn("[compressTexture] WebGL fallback encode failed; returning uncompressed RGBA8.", e);
1529
+ return null;
1530
+ }
1531
+ }
1532
+ }
1533
+
1534
+ // src/three/GputexLoader.ts
1535
+ import { Loader } from "three";
1536
+ var GputexLoader = class extends Loader {
1537
+ /** Format-selection hint. Default 'color'. */
1538
+ hint = "color";
1539
+ /** Pick the sRGB or linear variant of the chosen format. Default 'srgb'. */
1540
+ colorSpace = "srgb";
1541
+ /** Flip the image vertically before encoding. Default true (matches Three.js convention). */
1542
+ flipY = true;
1543
+ /** Generate + encode a full mip chain. Default false. */
1544
+ mipmaps = false;
1545
+ /** Encode quality / speed trade-off. Default 'fast' (~2–4× faster, ≤0.36 dB). */
1546
+ quality = "fast";
1547
+ /**
1548
+ * Optional pre-existing WebGPU device. Reusing the renderer's device
1549
+ * avoids spinning up a second WebGPU context for encoding.
1550
+ */
1551
+ device;
1552
+ adapter;
1553
+ /**
1554
+ * Most recent full encode result. Useful when the caller wants format
1555
+ * / mipLevels / astcNormalRemap metadata without threading a separate
1556
+ * callback through `load()`. Cleared when a new load starts.
1557
+ */
1558
+ lastResult = null;
1559
+ /**
1560
+ * THREE.Loader contract: returns void, drives callbacks. `loadAsync`
1561
+ * (inherited from the base class) wraps this with Promise semantics.
1562
+ * Errors routed through `manager.itemError` so the LoadingManager's
1563
+ * aggregate state stays accurate.
1564
+ */
1565
+ load(url, onLoad, _onProgress, onError) {
1566
+ this.lastResult = null;
1567
+ this.manager.itemStart(url);
1568
+ compressTexture(url, {
1569
+ hint: this.hint,
1570
+ colorSpace: this.colorSpace,
1571
+ flipY: this.flipY,
1572
+ mipmaps: this.mipmaps,
1573
+ quality: this.quality,
1574
+ device: this.device,
1575
+ adapter: this.adapter
1576
+ }).then(
1577
+ (result) => {
1578
+ this.lastResult = result;
1579
+ const mip0 = result.texture.mipmaps?.[0];
1580
+ result.texture.userData.gputex = {
1581
+ format: result.format,
1582
+ fallbackUncompressed: result.fallbackUncompressed,
1583
+ backend: result.backend,
1584
+ astcNormalRemap: result.astcNormalRemap,
1585
+ width: result.width,
1586
+ height: result.height,
1587
+ mipLevels: result.mipLevels,
1588
+ encodeMs: result.encodeMs,
1589
+ compressedBytes: result.fallbackUncompressed ? result.width * result.height * 4 : mip0?.data.byteLength ?? 0
1590
+ };
1591
+ onLoad?.(result.texture);
1592
+ this.manager.itemEnd(url);
1593
+ },
1594
+ (err) => {
1595
+ onError?.(err);
1596
+ this.manager.itemError(url);
1597
+ this.manager.itemEnd(url);
1598
+ }
1599
+ );
1600
+ }
1601
+ };
1602
+ export {
1603
+ ASTC4x4Encoder,
1604
+ ASTC4x4WebGLEncoder,
1605
+ BC1Encoder,
1606
+ BC1WebGLEncoder,
1607
+ BC5Encoder,
1608
+ BC5WebGLEncoder,
1609
+ BC7Encoder,
1610
+ BC7WebGLEncoder,
1611
+ Encoder,
1612
+ GputexLoader,
1613
+ TextureFormat,
1614
+ WebGLBlockEncoder,
1615
+ WebGPUFeature,
1616
+ buildCompressedTexture,
1617
+ compressTexture,
1618
+ createWebGLContext,
1619
+ detectCapabilities,
1620
+ detectWebGLCapabilities,
1621
+ encodeToTexture,
1622
+ generateMipChain,
1623
+ getSharedWebGLContext,
1624
+ isWebGLAvailable,
1625
+ padToBlockMultiple,
1626
+ selectFormat,
1627
+ selectWebGLFormat,
1628
+ threeFormatFor
1629
+ };