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//! Texture management and GPU uploads.
use std::{collections::HashMap, sync::LazyLock};
use awsm_renderer_core::{
buffers::{BufferDescriptor, BufferUsage},
compare::CompareFunction,
cubemap::{self, CubemapBytesLayout, CubemapFace},
error::AwsmCoreError,
image::ImageData,
renderer::AwsmRendererWebGpu,
sampler::{AddressMode, FilterMode, MipmapFilterMode, SamplerDescriptor},
texture::{
texture_pool::{TextureColorInfo, TexturePool, TexturePoolEntryInfo},
TextureFormat,
},
};
use indexmap::IndexSet;
use ordered_float::OrderedFloat;
use slotmap::{new_key_type, SecondaryMap, SlotMap};
use thiserror::Error;
use crate::{
bind_groups::{BindGroupCreate, BindGroups},
buffer::dynamic_uniform::DynamicUniformBuffer,
error::AwsmError,
render_passes::RenderPassInitContext,
AwsmRenderer, AwsmRendererLogging,
};
static TEXTURE_TRANSFORM_BUFFER_USAGE: LazyLock<BufferUsage> =
LazyLock::new(|| BufferUsage::new().with_storage().with_copy_dst());
/// Initial capacity for texture transform storage.
pub const TEXTURE_TRANSFORMS_INITIAL_CAPACITY: usize = 32; // 32 elements is a good starting point
/// Byte size for a single texture transform.
pub const TEXTURE_TRANSFORMS_BYTE_SIZE: usize = 32; // 32 bytes per texture transform (must match shader struct size)
/// A UV flow's offset at elapsed time `t`: `base + velocity * t` (recompute from
/// base, no drift). Shared by `advance_texture_flows` (real dt) and
/// `set_texture_flows_elapsed` (pinned absolute time, §7) so both agree.
fn flow_offset(base: [f32; 2], velocity: [f32; 2], t: f32) -> [f32; 2] {
[base[0] + velocity[0] * t, base[1] + velocity[1] * t]
}
#[cfg(test)]
mod flow_tests {
use super::flow_offset;
fn close(a: [f32; 2], b: [f32; 2]) -> bool {
(a[0] - b[0]).abs() < 1e-5 && (a[1] - b[1]).abs() < 1e-5
}
#[test]
fn flow_offset_is_base_plus_velocity_times_time() {
// Deterministic: same t → same offset; t scales linearly from base.
assert!(close(flow_offset([0.1, 0.2], [0.3, 0.0], 0.0), [0.1, 0.2]));
assert!(close(flow_offset([0.1, 0.2], [0.3, 0.0], 2.0), [0.7, 0.2]));
assert!(close(
flow_offset([0.0, 0.0], [0.3, -0.5], 2.0),
[0.6, -1.0]
));
// Idempotent at a fixed t (the §7 determinism property): bit-identical.
assert_eq!(
flow_offset([0.1, 0.2], [0.3, 0.0], 1.5),
flow_offset([0.1, 0.2], [0.3, 0.0], 1.5),
);
}
}
impl AwsmRenderer {
// this should ideally only be called after all the textures have been loaded
/// Uploads texture pool data and refreshes dependent pipelines.
///
/// On a cold PSO disk cache this is the biggest single phase of
/// boot-time wall-clock by a wide margin: every render-pass that
/// indexes into the texture pool (opaque + decal + transparent)
/// has its shader text templated against the pool's
/// `(arrays_len, samplers_len)`, so when the pool grows from 0
/// to the real count, every existing PSO is invalidated and the
/// driver has to compile every variant from scratch.
///
/// Architecture: bind-group rebuilds run synchronously up front
/// (no Dawn work), then a single `Shaders::ensure_keys` pools the
/// opaque + decal + per-mesh-transparent shader cache keys, then
/// a single `ComputePipelines::ensure_keys` pools opaque + decal
/// pipeline cache keys, then a single
/// `RenderPipelines::ensure_keys` pools the per-mesh transparent
/// keys. Three awaits total instead of the previous six (per
/// pass: one shader-batch + one pipeline-batch × three passes),
/// each running its compiles in parallel through Dawn's pool.
/// Read back a pooled texture as PNG bytes (GPU→CPU). Looks up the texture's
/// array + layer + dimensions, copies that layer to a mappable buffer, and
/// encodes a PNG (sRGB-corrected per the texture's upload colour space).
/// Used by the editor's image-query seam to snapshot file/raster textures.
#[cfg(feature = "texture-export")]
pub async fn texture_png_bytes(
&self,
key: TextureKey,
) -> std::result::Result<Vec<u8>, AwsmError> {
let (array_index, layer_index, srgb) = {
let e = self.textures.get_entry(key)?;
(e.array_index, e.layer_index, e.color.srgb_to_linear)
};
let (texture, width, height, format) = {
let array = self
.textures
.pool
.array_by_index(array_index)
.ok_or(AwsmTextureError::TextureNotFound(key))?;
let texture = array
.gpu_texture
.clone()
.ok_or(AwsmTextureError::TextureNotFound(key))?;
(texture, array.width, array.height, array.format)
};
let png = self
.gpu
.export_texture_as_png(
&texture,
width,
height,
layer_index as u32,
format,
None,
false,
Some(srgb),
)
.await?;
Ok(png)
}
pub(crate) async fn finalize_gpu_textures(&mut self) -> std::result::Result<(), AwsmError> {
// Take the sampler-pool dirty bit *before* the pool write —
// both bits feed the same rebuild gate below. Without this OR,
// `ensure_sampler_in_pool` (cache-hit texture bound to a
// not-yet-pooled sampler) would land in the set but the
// texture-pool bind group + dependent pipeline layouts would
// still reflect the old sampler count, so `sampler_index()`
// would point past the end of the bound sampler array. The
// editor's `MaterialDef` override + the particles_sync path
// are the canonical callers.
let sampler_pool_dirty = self.textures.take_sampler_pool_dirty();
let pool_dirty = self
.textures
.write_gpu_texture_pool(&self.logging, &self.gpu)
.await?;
// A custom-material register/alpha-edit can need the masked variant
// (re)built with no texture change (procedural cutout). Take the flag so
// the rebuild below runs; with an unchanged pool the opaque/transparent
// descriptors below are cache hits and only the new masked variant compiles.
let force_masked = std::mem::take(&mut self.masked_dynamic_dirty);
let was_dirty = pool_dirty || sampler_pool_dirty;
if !was_dirty && !force_masked {
return Ok(());
}
self.bind_groups.mark_create(BindGroupCreate::TexturePool);
// -----------------------------------------------------------
// Phase A — sync bind-group + pipeline-layout rebuild
// -----------------------------------------------------------
// Every pass that indexes into the texture pool needs its
// bind-group + pipeline-layout cache entry rebuilt against
// the new pool dimensions. These are pure hash registrations
// — no Dawn compile work.
let opaque_bind_groups = {
let mut render_pass_ctx = RenderPassInitContext {
gpu: &mut self.gpu,
pipelines: &mut self.pipelines,
shaders: &mut self.shaders,
textures: &mut self.textures,
render_texture_formats: &mut self.render_textures.formats,
bind_group_layouts: &mut self.bind_group_layouts,
pipeline_layouts: &mut self.pipeline_layouts,
features: &self.features,
anti_aliasing: &self.anti_aliasing,
post_processing: &self.post_processing,
prep_config: &self.prep_config,
max_edge_budget: self.material_edge_buffers.as_ref().map(|b| b.max_edge_budget).unwrap_or(crate::render_passes::material_opaque::edge_buffers::DEFAULT_MAX_EDGE_BUDGET_DESKTOP),
};
self.render_passes
.material_opaque
.bind_groups
.clone_because_texture_pool_changed(&mut render_pass_ctx)?
};
let transparent_bind_groups = {
let mut render_pass_ctx = RenderPassInitContext {
gpu: &mut self.gpu,
pipelines: &mut self.pipelines,
shaders: &mut self.shaders,
textures: &mut self.textures,
render_texture_formats: &mut self.render_textures.formats,
bind_group_layouts: &mut self.bind_group_layouts,
pipeline_layouts: &mut self.pipeline_layouts,
features: &self.features,
anti_aliasing: &self.anti_aliasing,
post_processing: &self.post_processing,
prep_config: &self.prep_config,
max_edge_budget: self.material_edge_buffers.as_ref().map(|b| b.max_edge_budget).unwrap_or(crate::render_passes::material_opaque::edge_buffers::DEFAULT_MAX_EDGE_BUDGET_DESKTOP),
};
self.render_passes
.material_transparent
.bind_groups
.clone_because_texture_pool_changed(&mut render_pass_ctx)?
};
let decal_bind_groups = if let Some(decal) = self.render_passes.material_decal.as_ref() {
let mut render_pass_ctx = RenderPassInitContext {
gpu: &mut self.gpu,
pipelines: &mut self.pipelines,
shaders: &mut self.shaders,
textures: &mut self.textures,
render_texture_formats: &mut self.render_textures.formats,
bind_group_layouts: &mut self.bind_group_layouts,
pipeline_layouts: &mut self.pipeline_layouts,
features: &self.features,
anti_aliasing: &self.anti_aliasing,
post_processing: &self.post_processing,
prep_config: &self.prep_config,
max_edge_budget: self.material_edge_buffers.as_ref().map(|b| b.max_edge_budget).unwrap_or(crate::render_passes::material_opaque::edge_buffers::DEFAULT_MAX_EDGE_BUDGET_DESKTOP),
};
Some(
decal
.bind_groups
.clone_because_texture_pool_changed(&mut render_pass_ctx)?,
)
} else {
None
};
self.render_passes.material_opaque.bind_groups = opaque_bind_groups;
self.render_passes.material_transparent.bind_groups = transparent_bind_groups;
if let Some(new_bg) = decal_bind_groups {
if let Some(decal) = self.render_passes.material_decal.as_mut() {
decal.bind_groups = new_bg;
}
}
// Transparent has no global pipeline set, just a layout key
// that gets used by the per-mesh batch below — refresh it.
self.render_passes
.material_transparent
.pipelines
.refresh_pipeline_layout(
&self.gpu,
&mut self.bind_group_layouts,
&mut self.pipeline_layouts,
&self.render_passes.material_transparent.bind_groups,
)?;
// -----------------------------------------------------------
// Phase B — collect every shader cache key across every pass
// -----------------------------------------------------------
use crate::render_passes::material_transparent::pipeline::TransparentMeshPipelineRequest;
// Build one request per mesh. The previous OR-style dedup
// ("skip if buffer_info OR material was already seen") was a
// pre-existing bug — for mesh sets like (A,M1), (B,M2),
// (A,M2), (B,M1) it skips the third / fourth pair even
// though they produce different pipeline cache keys (e.g.
// when M1 and M2 differ in `writes_depth`), leaving
// those meshes with stale pipeline-key map entries after
// the layout change. `Shaders::ensure_keys` and
// `RenderPipelines::ensure_keys` both dedupe internally by
// their cache keys, so the cost of sending all meshes is
// just a couple of extra hash probes per mesh.
let mut transparent_requests: Vec<TransparentMeshPipelineRequest> = Vec::new();
for (mesh_key, mesh) in self.meshes.iter() {
// Only transparent-pass meshes get a transparent pipeline — an
// opaque (incl. opaque-dynamic) material can't compile against the
// transparent fragment contract.
if !self.materials.is_transparency_pass(mesh.material_key) {
continue;
}
let buffer_info_key = self.meshes.buffer_info_key(mesh_key)?;
let writes_depth = self.materials.transparent_writes_depth(mesh.material_key);
let (base, pbr_features) = self.materials.transparent_variant(mesh.material_key);
let dynamic_shader_id = matches!(base, crate::dynamic_materials::ShadingBase::Custom)
.then(|| self.materials.shader_id(mesh.material_key));
let dynamic_shader =
dynamic_shader_id.and_then(|id| self.dynamic_materials.shader_info_for(id));
let dynamic_vertex_shader =
dynamic_shader_id.and_then(|id| self.dynamic_materials.vertex_shader_info_for(id));
transparent_requests.push(TransparentMeshPipelineRequest {
mesh,
mesh_key,
buffer_info_key,
writes_depth,
base,
pbr_features,
dynamic_shader_id,
dynamic_shader,
dynamic_vertex_shader,
});
}
let mut all_shader_keys: Vec<crate::shaders::ShaderCacheKey> = Vec::new();
{
let mut render_pass_ctx = RenderPassInitContext {
gpu: &mut self.gpu,
pipelines: &mut self.pipelines,
shaders: &mut self.shaders,
textures: &mut self.textures,
render_texture_formats: &mut self.render_textures.formats,
bind_group_layouts: &mut self.bind_group_layouts,
pipeline_layouts: &mut self.pipeline_layouts,
features: &self.features,
anti_aliasing: &self.anti_aliasing,
post_processing: &self.post_processing,
prep_config: &self.prep_config,
max_edge_budget: self.material_edge_buffers.as_ref().map(|b| b.max_edge_budget).unwrap_or(crate::render_passes::material_opaque::edge_buffers::DEFAULT_MAX_EDGE_BUDGET_DESKTOP),
};
all_shader_keys.extend(
crate::render_passes::material_opaque::pipeline::MaterialOpaquePipelines::build_shader_cache_keys(
&mut render_pass_ctx,
&self.render_passes.material_opaque.bind_groups,
)?,
);
if let Some(decal) = self.render_passes.material_decal.as_ref() {
all_shader_keys.extend(
crate::render_passes::material_decal::pipeline::MaterialDecalPipelines::build_shader_cache_keys(
&mut render_pass_ctx,
&decal.bind_groups,
)?,
);
}
}
all_shader_keys.extend(
crate::render_passes::material_transparent::pipeline::MaterialTransparentPipelines::shader_cache_keys_for_requests(
transparent_requests.iter(),
&self.render_passes.material_transparent.bind_groups,
&self.meshes.buffer_infos,
&self.anti_aliasing,
)?
.into_iter()
.map(crate::shaders::ShaderCacheKey::from),
);
// Single cross-pass shader compile batch.
self.shaders.ensure_keys(&self.gpu, all_shader_keys).await?;
// -----------------------------------------------------------
// Phase C — build pipeline cache keys (shaders are warm)
// -----------------------------------------------------------
let (opaque_descs, decal_descs) = {
let mut render_pass_ctx = RenderPassInitContext {
gpu: &mut self.gpu,
pipelines: &mut self.pipelines,
shaders: &mut self.shaders,
textures: &mut self.textures,
render_texture_formats: &mut self.render_textures.formats,
bind_group_layouts: &mut self.bind_group_layouts,
pipeline_layouts: &mut self.pipeline_layouts,
features: &self.features,
anti_aliasing: &self.anti_aliasing,
post_processing: &self.post_processing,
prep_config: &self.prep_config,
max_edge_budget: self.material_edge_buffers.as_ref().map(|b| b.max_edge_budget).unwrap_or(crate::render_passes::material_opaque::edge_buffers::DEFAULT_MAX_EDGE_BUDGET_DESKTOP),
};
let opaque_descs = crate::render_passes::material_opaque::pipeline::MaterialOpaquePipelines::build_descriptors(
&mut render_pass_ctx,
&self.render_passes.material_opaque.bind_groups,
)
.await?;
let decal_descs = if let Some(decal) = self.render_passes.material_decal.as_ref() {
Some(
crate::render_passes::material_decal::pipeline::MaterialDecalPipelines::build_descriptors(
&mut render_pass_ctx,
&decal.bind_groups,
)
.await?,
)
} else {
None
};
(opaque_descs, decal_descs)
};
let transparent_pipeline_cache_keys = self
.render_passes
.material_transparent
.pipelines
.pipeline_cache_keys_for_requests(
&self.gpu,
transparent_requests.iter(),
&mut self.shaders,
&self.render_passes.material_transparent.bind_groups,
&self.meshes.buffer_infos,
&self.anti_aliasing,
&self.render_textures.formats,
)
.await?;
// -----------------------------------------------------------
// Phase D — one batched compute + one batched render compile
// -----------------------------------------------------------
let opaque_pipeline_count = opaque_descs.pipeline_cache_keys.len();
let mut compute_cache_keys = opaque_descs.pipeline_cache_keys.clone();
if let Some(ref decal_descs) = decal_descs {
compute_cache_keys.extend(decal_descs.pipeline_cache_keys.iter().cloned());
}
let compute_pipeline_keys = self
.pipelines
.compute
.ensure_keys(
&self.gpu,
&self.shaders,
&self.pipeline_layouts,
compute_cache_keys,
)
.await?;
let transparent_pipeline_keys = self
.pipelines
.render
.ensure_keys(
&self.gpu,
&self.shaders,
&self.pipeline_layouts,
transparent_pipeline_cache_keys,
)
.await?;
// -----------------------------------------------------------
// Phase E — sync fold-up of resolved keys
// -----------------------------------------------------------
let (opaque_keys_slice, decal_keys_slice) =
compute_pipeline_keys.split_at(opaque_pipeline_count);
self.render_passes.material_opaque.pipelines =
crate::render_passes::material_opaque::pipeline::MaterialOpaquePipelines::from_resolved(
opaque_descs.slots,
opaque_keys_slice.to_vec(),
);
if let (Some(decal_descs), Some(decal)) =
(decal_descs, self.render_passes.material_decal.as_mut())
{
decal.pipelines =
crate::render_passes::material_decal::pipeline::MaterialDecalPipelines::from_resolved(
decal_descs.is_msaa,
decal_keys_slice.to_vec(),
);
}
let mesh_keys: Vec<_> = transparent_requests.iter().map(|r| r.mesh_key).collect();
self.render_passes
.material_transparent
.pipelines
.install_per_mesh_keys(mesh_keys, transparent_pipeline_keys);
// -----------------------------------------------------------
// Masked (alpha-tested) geometry — rebuild against the new pool
// -----------------------------------------------------------
// The masked group-0 carries the texture pool, so its layout changes
// when the pool grows. Relayout the bind group + pipeline pool, then
// (re)compile the built-in PBR masked variant (its base-color cutout
// samples the pool), plus every registered MASK custom material that
// carries a 2nd alpha-only WGSL window.
{
// Collect the registered MASK customs first (releases the
// dynamic_materials borrow before the RenderPassInitContext below).
let custom_masked: Vec<(
awsm_renderer_materials::MaterialShaderId,
crate::render_passes::geometry::shader::masked_cache_key::DynamicAlphaShaderInfo,
)> = self
.dynamic_materials
.iter()
.map(|(id, _)| id)
.collect::<Vec<_>>()
.into_iter()
.filter_map(|id| {
self.dynamic_materials
.alpha_info_for(id)
.map(|info| (id, info))
})
.collect();
// Collect the registered CUSTOM-VERTEX materials (those whose
// registration carries a non-empty `wgsl_vertex`). Each gets one
// custom-vertex geometry variant — strictly additive + opt-in: a
// material with no `wgsl_vertex` never enters this list, so the
// shared geometry path is byte-identical for everyone else.
let custom_vertex: Vec<(
awsm_renderer_materials::MaterialShaderId,
crate::render_passes::geometry::shader::cache_key::DynamicVertexShaderInfo,
)> = self
.dynamic_materials
.iter()
.map(|(id, _)| id)
.collect::<Vec<_>>()
.into_iter()
.filter_map(|id| {
self.dynamic_materials
.vertex_shader_info_for(id)
.map(|info| (id, info))
})
.collect();
// Collect the COMBINED materials — those that are BOTH glTF MASK
// (carry an alpha-only WGSL window) AND custom-vertex (carry a
// `wgsl_vertex` body). Each gets one combined geometry + one combined
// shadow variant so a Mask + custom-vertex material renders DISPLACED
// AND alpha-cut (and casts a matching displaced + cutout shadow). A
// material missing either body never enters this list (non-regression
// — the plain masked / custom-vertex / solid paths are untouched).
#[allow(clippy::type_complexity)]
let custom_masked_vertex: Vec<(
awsm_renderer_materials::MaterialShaderId,
crate::render_passes::geometry::shader::cache_key::DynamicVertexShaderInfo,
crate::render_passes::geometry::shader::masked_cache_key::DynamicAlphaShaderInfo,
)> = self
.dynamic_materials
.iter()
.map(|(id, _)| id)
.collect::<Vec<_>>()
.into_iter()
.filter_map(|id| {
match (
self.dynamic_materials.vertex_shader_info_for(id),
self.dynamic_materials.alpha_info_for(id),
) {
(Some(v), Some(a)) => Some((id, v, a)),
_ => None,
}
})
.collect();
let new_masked_bg = {
let mut ctx = RenderPassInitContext {
gpu: &mut self.gpu,
pipelines: &mut self.pipelines,
shaders: &mut self.shaders,
textures: &mut self.textures,
render_texture_formats: &mut self.render_textures.formats,
bind_group_layouts: &mut self.bind_group_layouts,
pipeline_layouts: &mut self.pipeline_layouts,
features: &self.features,
anti_aliasing: &self.anti_aliasing,
post_processing: &self.post_processing,
prep_config: &self.prep_config,
max_edge_budget: self.material_edge_buffers.as_ref().map(|b| b.max_edge_budget).unwrap_or(crate::render_passes::material_opaque::edge_buffers::DEFAULT_MAX_EDGE_BUDGET_DESKTOP),
};
self.render_passes
.geometry
.masked_bind_group
.clone_because_texture_pool_changed(&mut ctx)?
};
self.render_passes.geometry.masked_bind_group = new_masked_bg;
let mut ctx = RenderPassInitContext {
gpu: &mut self.gpu,
pipelines: &mut self.pipelines,
shaders: &mut self.shaders,
textures: &mut self.textures,
render_texture_formats: &mut self.render_textures.formats,
bind_group_layouts: &mut self.bind_group_layouts,
pipeline_layouts: &mut self.pipeline_layouts,
features: &self.features,
anti_aliasing: &self.anti_aliasing,
post_processing: &self.post_processing,
prep_config: &self.prep_config,
max_edge_budget: self.material_edge_buffers.as_ref().map(|b| b.max_edge_budget).unwrap_or(crate::render_passes::material_opaque::edge_buffers::DEFAULT_MAX_EDGE_BUDGET_DESKTOP),
};
self.render_passes.geometry.masked_pipelines.relayout(
&mut ctx,
&self.render_passes.geometry.masked_bind_group,
&self.render_passes.geometry.bind_groups,
)?;
// Built-in MASK materials route alpha-tested-OPAQUE: PBR, Unlit,
// Toon share the same header prefix (shader_id, alpha_mode,
// alpha_cutoff, base_color_tex(5), base_color_factor(4)), so the
// masked fragment's base-color path covers them with one WGSL —
// only the cache-key shader_id differs. FlipBook gets its OWN
// masked WGSL arm (the mask alpha is the time-varying atlas cell,
// evaluated by the shared cell math the shaded material also runs).
for (shader_id, base) in [
(
awsm_renderer_materials::MaterialShaderId::PBR,
crate::dynamic_materials::ShadingBase::Pbr,
),
(
awsm_renderer_materials::MaterialShaderId::UNLIT,
crate::dynamic_materials::ShadingBase::Unlit,
),
(
awsm_renderer_materials::MaterialShaderId::TOON,
crate::dynamic_materials::ShadingBase::Toon,
),
(
awsm_renderer_materials::MaterialShaderId::FLIPBOOK,
crate::dynamic_materials::ShadingBase::Flipbook,
),
] {
let variant = crate::render_passes::geometry::masked_pipeline::MaskedVariant {
shader_id,
base,
dynamic_alpha: None,
};
self.render_passes
.geometry
.masked_pipelines
.ensure_variant(
&mut ctx,
&self.render_passes.geometry.masked_bind_group,
&variant,
)
.await?;
}
// Custom MASK materials — one masked variant each, emitting the
// author's alpha-only fragment. Iterate by reference so the same
// list feeds the masked-shadow build below.
for (shader_id, info) in &custom_masked {
let variant = crate::render_passes::geometry::masked_pipeline::MaskedVariant {
shader_id: *shader_id,
base: crate::dynamic_materials::ShadingBase::Custom,
dynamic_alpha: Some(info.clone()),
};
self.render_passes
.geometry
.masked_pipelines
.ensure_variant(
&mut ctx,
&self.render_passes.geometry.masked_bind_group,
&variant,
)
.await?;
}
// -------------------------------------------------------------
// Custom-vertex geometry — rebuild against the new pool. The
// custom-vertex variant reuses the masked group-0 bind group (its
// `material_data_load` reads the `materials` buffer + samples the
// texture pool the masked group declares), so its pipeline layout
// also changes when the pool grows. Relayout the pool, then compile
// one variant per registered custom-vertex material (non-instanced
// shape; instanced custom-vertex is a follow-on). Mirrors the
// masked-custom build above. The render path falls back to the plain
// geometry pipeline until these land, so the mesh always draws.
// -------------------------------------------------------------
self.render_passes
.geometry
.custom_vertex_pipelines
.relayout(
&mut ctx,
&self.render_passes.geometry.masked_bind_group,
&self.render_passes.geometry.bind_groups,
)?;
for (shader_id, info) in &custom_vertex {
let variant =
crate::render_passes::geometry::custom_vertex_pipeline::CustomVertexVariant {
shader_id: *shader_id,
dynamic_vertex: info.clone(),
instancing_transforms: false,
};
self.render_passes
.geometry
.custom_vertex_pipelines
.ensure_variant(
&mut ctx,
&self.render_passes.geometry.masked_bind_group,
&variant,
)
.await?;
}
// -------------------------------------------------------------
// COMBINED masked + custom-vertex geometry — so a material that is
// BOTH Mask AND custom-vertex renders DISPLACED *and* alpha-cut.
// Reuses the masked group-0 bind group (same as the plain masked +
// custom-vertex pools), so its layout also changes on a pool grow.
// Relayout the pool, then compile one combined variant per registered
// Mask + custom-vertex material (non-instanced shape). The render path
// falls back via precedence to the plain custom-vertex / masked /
// solid pipeline until these land, so the mesh always draws.
// -------------------------------------------------------------
self.render_passes
.geometry
.masked_custom_vertex_pipelines
.relayout(
&mut ctx,
&self.render_passes.geometry.masked_bind_group,
&self.render_passes.geometry.bind_groups,
)?;
for (shader_id, vertex_info, alpha_info) in &custom_masked_vertex {
let variant =
crate::render_passes::geometry::masked_custom_vertex_pipeline::MaskedCustomVertexVariant {
shader_id: *shader_id,
// A registered material with both a `wgsl_vertex` body and
// an alpha body is a dynamic (Custom) material; its MASK
// cutout takes the Custom alpha path.
base: crate::dynamic_materials::ShadingBase::Custom,
dynamic_vertex: vertex_info.clone(),
dynamic_alpha: Some(alpha_info.clone()),
};
self.render_passes
.geometry
.masked_custom_vertex_pipelines
.ensure_variant(
&mut ctx,
&self.render_passes.geometry.masked_bind_group,
&variant,
)
.await?;
}
// -------------------------------------------------------------
// Masked (alpha-tested) SHADOW casters — same per-shader-id pool,
// for hole-shaped (cutout) shadows (B2). The masked-shadow group-0
// carries the texture pool too, so relayout it against the new pool,
// then compile the built-in PBR/Unlit/Toon variants (base-color
// cutout) + every registered MASK custom (alpha-only WGSL). The
// shadow render path falls back to the solid pipeline until these
// land, so a masked caster always casts *some* shadow.
// -------------------------------------------------------------
let new_shadow_masked_bg = self
.render_passes
.shadow_masked
.bind_group
.clone_because_texture_pool_changed(&mut ctx)?;
self.render_passes.shadow_masked.bind_group = new_shadow_masked_bg;
self.render_passes.shadow_masked.pipelines.relayout(
&mut ctx,
&self.render_passes.shadow_masked.bind_group,
&self.render_passes.geometry.bind_groups,
)?;
for (shader_id, base) in [
(
awsm_renderer_materials::MaterialShaderId::PBR,
crate::dynamic_materials::ShadingBase::Pbr,
),
(
awsm_renderer_materials::MaterialShaderId::UNLIT,
crate::dynamic_materials::ShadingBase::Unlit,
),
(
awsm_renderer_materials::MaterialShaderId::TOON,
crate::dynamic_materials::ShadingBase::Toon,
),
(
awsm_renderer_materials::MaterialShaderId::FLIPBOOK,
crate::dynamic_materials::ShadingBase::Flipbook,
),
] {
let variant = crate::render_passes::shadow_masked::pipeline::MaskedShadowVariant {
shader_id,
base,
dynamic_alpha: None,
};
self.render_passes
.shadow_masked
.pipelines
.ensure_variant(
&mut ctx,
&self.render_passes.shadow_masked.bind_group,
&variant,
)
.await?;
}
for (shader_id, info) in &custom_masked {
let variant = crate::render_passes::shadow_masked::pipeline::MaskedShadowVariant {
shader_id: *shader_id,
base: crate::dynamic_materials::ShadingBase::Custom,
dynamic_alpha: Some(info.clone()),
};
self.render_passes
.shadow_masked
.pipelines
.ensure_variant(
&mut ctx,
&self.render_passes.shadow_masked.bind_group,
&variant,
)
.await?;
}
// -------------------------------------------------------------
// Custom-vertex SHADOW casters — so a custom-vertex material's
// shadow is DISPLACED identically to its geometry (no detached /
// smooth shadow). Same per-shader-id lazy pool as the masked-shadow
// pass; reuses the (vertex-augmented) masked-shadow group-0 bind group
// (its hook's `material_data_load` reads `materials` + samples the
// pool the masked-shadow group declares — with VERTEX visibility), so
// its layout also changes when the pool grows. Relayout the pool
// against the just-rebuilt masked-shadow bind group, then compile one
// variant per registered custom-vertex material (non-instanced shape;
// instanced is a follow-on). The shadow render path falls back to the
// solid pipeline until these land, so a custom-vertex caster always
// casts *some* shadow (un-displaced). Strictly additive + opt-in: a
// material with no `wgsl_vertex` never enters `custom_vertex`, so
// shadows are byte-identical for everyone else (non-regression).
// -------------------------------------------------------------
self.render_passes.shadow_custom_vertex.pipelines.relayout(
&mut ctx,
&self.render_passes.shadow_masked.bind_group,
&self.render_passes.geometry.bind_groups,
)?;
for (shader_id, info) in &custom_vertex {
let variant =
crate::render_passes::shadow_custom_vertex::pipeline::ShadowCustomVertexVariant {
shader_id: *shader_id,
dynamic_vertex: info.clone(),
};
self.render_passes
.shadow_custom_vertex
.pipelines
.ensure_variant(
&mut ctx,
&self.render_passes.shadow_masked.bind_group,
&variant,
)
.await?;
}
// -------------------------------------------------------------
// COMBINED masked + custom-vertex SHADOW casters — so a material
// that is BOTH Mask AND custom-vertex casts a DISPLACED *and* cutout
// shadow. Same per-shader-id lazy pool as the masked-shadow +
// custom-vertex-shadow passes; reuses the (vertex-augmented)
// masked-shadow group-0 bind group, so its layout also changes on a
// pool grow. Relayout the pool against the just-rebuilt masked-shadow
// bind group, then compile one combined variant per registered Mask +
// custom-vertex material (non-instanced shape). The shadow render path
// falls back via precedence until these land, so a combined caster
// always casts *some* shadow.
// -------------------------------------------------------------
self.render_passes
.shadow_masked_custom_vertex
.pipelines
.relayout(
&mut ctx,
&self.render_passes.shadow_masked.bind_group,
&self.render_passes.geometry.bind_groups,
)?;
for (shader_id, vertex_info, alpha_info) in &custom_masked_vertex {
let variant =
crate::render_passes::shadow_masked_custom_vertex::pipeline::ShadowMaskedCustomVertexVariant {
shader_id: *shader_id,
base: crate::dynamic_materials::ShadingBase::Custom,
dynamic_vertex: vertex_info.clone(),
dynamic_alpha: Some(alpha_info.clone()),
};
self.render_passes
.shadow_masked_custom_vertex
.pipelines
.ensure_variant(
&mut ctx,
&self.render_passes.shadow_masked.bind_group,
&variant,
)
.await?;
}
}
// Re-launch the compile for every currently-registered
// scheduler material entry.
//
// The opaque-pipeline rebuild above only emits descriptors for
// the `OpaquePipelineSlot::Empty*` slots (`MaterialOpaquePipelines::
// shader_descriptors_and_layouts` passes `include_first_party:
// false`), and `from_resolved` constructs the typed cache
// from those slots wholesale — wiping any first-party /
// dynamic material pipeline keys that were previously
// compiled. That wipe is intentional: their underlying
// shaders were compiled with the OLD `texture_pool_arrays_len`
// template substitution, and the new `texture_pool_textures`
// BGL doesn't match the OLD pipeline's layout, so reusing
// those keys would either silently sample the
// `default → vec4(0)` branch (the bug that motivated the
// Stage 3 silhouette-quality fix in `53202fa`) or fail
// outright at dispatch validation.
//
// Mirror that wipe on the edge_pipelines per-pass cache: the
// edge_resolve shaders also depend on the OLD
// `texture_pool_arrays_len`, and after the wipe above the
// dispatch path skips the affected materials via the Option
// guards on `get_compute_pipeline_key`. Without clearing
// `edge_pipelines.per_shader` + the global skybox /
// final_blend keys here too, edge dispatch would still hit
// the OLD-pool-shape pipelines until the new ones land.
self.render_passes
.material_opaque
.edge_pipelines
.clear_dynamic_pipelines();
// Force a recompile against the new texture-pool layout. A pool grow
// doesn't change the bucket SET (dispatch_hash / count unchanged), so it
// wouldn't trip `ensure_scene_pipelines`' layout-change detector on its
// own — but it DOES invalidate every opaque/classify/edge pipeline
// (their cache keys embed `texture_pool_arrays_len` /
// `texture_pool_samplers_len`). Reset the ensure fingerprint so the
// `ensure_scene_pipelines` later in THIS commit treats the pool change
// as a layout change: it re-runs the buffer-relayout (idempotent — the
// buffers are already the right size, so a no-op) + the cache-clear +
// generation-bump (dropping any in-flight old-pool resolutions), then
// recompiles every bucket against the new pool. `finalize_gpu_textures`
// runs at the START of `commit_load`, so `mark_variants_dirty` here is
// consumed by the commit's own `reconcile_material_variants`.
self.last_ensured_bucket_layout = None;
self.materials.mark_variants_dirty();
// (Removed: the eager `edge_pipelines.ensure_compiled(...)` block that
// used to recompile the full edge-resolve set HERE, against the new
// texture-pool layout. Because `finalize_gpu_textures` runs several
// times across a load (gltf populate, scene-loader, IBL/skybox batches),
// that eager edge compile fired ~3× per load at a different
// `texture_pool_arrays_len` each time — the TTFR recompile this design
// deletes. The edge set now compiles exactly ONCE per load: the
// `reset` above (`last_ensured_bucket_layout = None` +
// `mark_variants_dirty`) forces `commit_load`'s single
// `reconcile_material_variants` → `ensure_scene_pipelines` →
// `launch_edge_resolve_compile` to rebuild it against the final pool.)
Ok(())
}
/// Updates one face of a cubemap texture in-place from raw bytes.
pub fn update_cubemap_texture_face(
&self,
texture_key: CubemapTextureKey,
face: CubemapFace,
mip_level: u32,
width: u32,
height: u32,
data: &[u8],
layout: CubemapBytesLayout,
) -> crate::error::Result<()> {
let texture = self.textures.get_cubemap(texture_key)?;
cubemap::update_texture_face(
&self.gpu, texture, face, mip_level, width, height, data, layout,
)?;
Ok(())
}
/// Updates all six faces of a cubemap texture in-place from one contiguous byte buffer.
///
/// Data must be packed in face order: +X, -X, +Y, -Y, +Z, -Z.
pub fn update_cubemap_texture_all_faces(
&self,
texture_key: CubemapTextureKey,
mip_level: u32,
width: u32,
height: u32,
data: &[u8],
layout: CubemapBytesLayout,
) -> crate::error::Result<()> {
let texture = self.textures.get_cubemap(texture_key)?;
cubemap::update_texture_all_faces(
&self.gpu, texture, mip_level, width, height, data, layout,
)?;
Ok(())
}
/// Removes a pool texture. Consumers should ensure no live material
/// still binds `key` (i.e. trigger a re-resolve cascade before
/// calling), then drop their cached handle. Returns `true` if the
/// key existed; `false` if it was already gone.
pub fn remove_texture(&mut self, key: TextureKey) -> bool {
self.textures.remove(key)
}
/// Regenerates mipmaps for an existing cubemap texture.
pub async fn regenerate_cubemap_texture_mipmaps(
&self,
texture_key: CubemapTextureKey,
mip_levels: u32,
) -> crate::error::Result<()> {
let texture = self.textures.get_cubemap(texture_key)?;
cubemap::regenerate_texture_mipmaps(&self.gpu, texture, mip_levels).await?;
Ok(())
}
}
/// Texture pool, samplers, and texture transforms.
pub struct Textures {
pub pool: TexturePool<TextureKey>,
pub pool_sampler_set: IndexSet<SamplerKey>,
pub texture_transform_identity_offset: usize,
pool_textures: SlotMap<TextureKey, TexturePoolEntryInfo<TextureKey>>,
cubemaps: SlotMap<CubemapTextureKey, web_sys::GpuTexture>,
samplers: SlotMap<SamplerKey, web_sys::GpuSampler>,
sampler_cache: HashMap<SamplerCacheKey, SamplerKey>,
// We keep a mirror of the sampler address modes so that materials can adjust UVs manually when
sampler_address_modes: SecondaryMap<SamplerKey, (Option<AddressMode>, Option<AddressMode>)>,
// Stores the CPU-side `TextureTransform` per key (not just `()`), so an
// animation track can read-modify-write a single component (offset / scale /
// rotation) while preserving the others. The GPU bytes live in
// `texture_transforms_buffer`; this is the authoritative struct mirror.
texture_transforms: SlotMap<TextureTransformKey, TextureTransform>,
// UV-flow (auto-scroll) state per transform key. `advance_texture_flows(dt)`
// (driven each frame by `update_animations`) accumulates `velocity * elapsed`
// into the transform's offset (recompute-from-`base_offset`, so no drift).
// Empty unless a binding declares `TextureRef.flow` — zero per-frame cost
// otherwise. (B3 — texture flow over the B1 UV transform.)
texture_flows: SecondaryMap<TextureTransformKey, TextureFlow>,
// Pooled scratch for the per-frame flow flush — reused (capacity retained)
// so an active UV flow does NOT heap-allocate every frame in the render hot
// path. Borrowed out via `mem::take` while `update_texture_transform` needs
// `&mut self`. Empty/cap-0 until the first flow ticks.
texture_flow_scratch: Vec<(TextureTransformKey, [f32; 2])>,
texture_transforms_buffer: DynamicUniformBuffer<TextureTransformKey>,
texture_transforms_gpu_dirty: bool,
pub(crate) texture_transforms_gpu_buffer: web_sys::GpuBuffer,
texture_transforms_uploader: crate::buffer::mapped_uploader::MappedUploader,
/// Set when `pool_sampler_set` mutates without an accompanying
/// pool-array `gpu_dirty` flip (i.e. `ensure_sampler_in_pool` or
/// `add_image` inserting a sampler that wasn't already present).
/// `finalize_gpu_textures` ORs this with the pool-write dirty bit
/// when deciding whether to rebuild material bind groups /
/// pipeline layouts — without it, a new sampler would land in the
/// set but `sampler_index()` would point past the end of the
/// previously-cached bind group's sampler array.
sampler_pool_dirty: bool,
}
/// Cache key for samplers.
#[derive(Default, Debug, Clone, PartialEq, Eq)]
pub struct SamplerCacheKey {
pub address_mode_u: Option<AddressMode>,
pub address_mode_v: Option<AddressMode>,
pub address_mode_w: Option<AddressMode>,
pub compare: Option<CompareFunction>,
pub lod_min_clamp: Option<OrderedFloat<f32>>,
pub lod_max_clamp: Option<OrderedFloat<f32>>,
pub max_anisotropy: Option<u16>,
pub mag_filter: Option<FilterMode>,
pub min_filter: Option<FilterMode>,
pub mipmap_filter: Option<MipmapFilterMode>,
}
impl SamplerCacheKey {
/// Returns true if anisotropy is allowed with the current filters.
pub fn allowed_ansiotropy(&self) -> bool {
match (self.min_filter, self.mag_filter, self.mipmap_filter) {
(Some(FilterMode::Nearest), _, _)
| (_, Some(FilterMode::Nearest), _)
| (_, _, Some(MipmapFilterMode::Nearest)) => false,
_ => true,
}
}
}
impl std::hash::Hash for SamplerCacheKey {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.address_mode_u.map(|x| x as u32).hash(state);
self.address_mode_v.map(|x| x as u32).hash(state);
self.address_mode_w.map(|x| x as u32).hash(state);
self.compare.map(|x| x as u32).hash(state);
self.lod_min_clamp.hash(state);
self.lod_max_clamp.hash(state);
self.max_anisotropy.hash(state);
self.mag_filter.map(|x| x as u32).hash(state);
self.min_filter.map(|x| x as u32).hash(state);
self.mipmap_filter.map(|x| x as u32).hash(state);
}
}
/// Per-key UV-flow state: a `[u,v]` velocity (UV/sec) accumulated into the
/// transform's offset, recomputed from `base_offset` each frame so it can't drift.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct TextureFlow {
/// The offset the flow accumulates ON TOP of (the binding's authored offset).
pub base_offset: [f32; 2],
/// UV-units per second.
pub velocity: [f32; 2],
/// Seconds accumulated since the flow was (re)set.
pub elapsed: f32,
}
/// Texture transform parameters.
#[derive(Debug, Clone, PartialEq)]
pub struct TextureTransform {
pub offset: [f32; 2],
pub origin: [f32; 2],
pub rotation: f32,
pub scale: [f32; 2],
}
impl TextureTransform {
/// Returns an identity transform.
pub fn identity() -> Self {
Self {
offset: [0.0, 0.0],
origin: [0.0, 0.0],
rotation: 0.0,
scale: [1.0, 1.0],
}
}
/// Packs the transform into GPU bytes.
pub fn as_gpu_bytes(&self) -> [u8; TEXTURE_TRANSFORMS_BYTE_SIZE] {
let mut bytes = [0u8; TEXTURE_TRANSFORMS_BYTE_SIZE];
let sx = self.scale[0];
let sy = self.scale[1];
let ox = self.offset[0];
let oy = self.offset[1];
let px = self.origin[0];
let py = self.origin[1];
let c = self.rotation.cos();
let s = self.rotation.sin();
// M = R * S
// glTF rotation matrix (counter-clockwise, with V pointing down):
// [ cos sin ] * [ sx 0 ] = [ cos*sx sin*sy ]
// [ -sin cos ] [ 0 sy ] [ -sin*sx cos*sy ]
let m00 = c * sx;
let m01 = s * sy;
let m10 = -s * sx;
let m11 = c * sy;
// B = offset + origin - M * origin
let mx_px = m00 * px + m01 * py;
let my_py = m10 * px + m11 * py;
let bx = ox + px - mx_px;
let by = oy + py - my_py;
bytes[0..4].copy_from_slice(&m00.to_le_bytes());
bytes[4..8].copy_from_slice(&m01.to_le_bytes());
bytes[8..12].copy_from_slice(&m10.to_le_bytes());
bytes[12..16].copy_from_slice(&m11.to_le_bytes());
bytes[16..20].copy_from_slice(&bx.to_le_bytes());
bytes[20..24].copy_from_slice(&by.to_le_bytes());
bytes
}
}
impl Textures {
/// Live GPU-texture-resource counts `(pool_textures, cubemaps, samplers)` for
/// leak diagnostics (surfaced via `memory_stats`). `memory_stats` historically
/// counted only pipelines/shaders/transforms/meshes — textures were a blind
/// spot, yet "Destroyed texture" GPU-validation spam + Chrome "aw snap" point
/// at texture/sampler accumulation. A growing count under add/delete churn of
/// textured materials / imported models signals a leak.
pub fn resource_counts(&self) -> (usize, usize, usize) {
(
self.pool_textures.len(),
self.cubemaps.len(),
self.samplers.len(),
)
}
/// Creates texture storage and GPU buffers.
pub fn new(gpu: &AwsmRendererWebGpu) -> Result<Self> {
let samplers = SlotMap::with_key();
let sampler_cache = HashMap::new();
let sampler_address_modes = SecondaryMap::new();
let texture_transforms_gpu_buffer = gpu.create_buffer(
&BufferDescriptor::new(
Some("Texture Transforms"),
TEXTURE_TRANSFORMS_INITIAL_CAPACITY * TEXTURE_TRANSFORMS_BYTE_SIZE,
*TEXTURE_TRANSFORM_BUFFER_USAGE,
)
.into(),
)?;
let mut texture_transforms_buffer = DynamicUniformBuffer::new(
TEXTURE_TRANSFORMS_INITIAL_CAPACITY,
TEXTURE_TRANSFORMS_BYTE_SIZE,
None,
Some("Texture Transforms".to_string()),
);
let mut texture_transforms = SlotMap::with_key();
let texture_transform_identity_offset = {
let transform = TextureTransform::identity();
let key = texture_transforms.insert(transform.clone());
texture_transforms_buffer.update(key, &transform.as_gpu_bytes());
texture_transforms_buffer
.offset(key)
.expect("just inserted key must have offset")
};
Ok(Self {
pool: TexturePool::new(),
pool_sampler_set: IndexSet::new(),
pool_textures: SlotMap::with_key(),
cubemaps: SlotMap::with_key(),
texture_transforms,
texture_flows: SecondaryMap::new(),
texture_flow_scratch: Vec::new(),
texture_transforms_buffer,
texture_transforms_gpu_buffer,
texture_transforms_gpu_dirty: true,
texture_transform_identity_offset,
samplers,
sampler_cache,
sampler_address_modes,
texture_transforms_uploader: crate::buffer::mapped_uploader::MappedUploader::new(
"Texture Transforms",
),
sampler_pool_dirty: false,
})
}
/// Mapped-ring upload telemetry for the texture transforms buffer.
pub fn texture_transforms_upload_stats(
&self,
) -> crate::buffer::mapped_staging_ring::UploadStats {
self.texture_transforms_uploader.stats()
}
/// Adds an image to the texture pool and returns its key.
pub fn add_image(
&mut self,
image_data: ImageData,
texture_format: TextureFormat,
sampler_key: SamplerKey,
color: TextureColorInfo,
) -> Result<TextureKey> {
let key = self.pool_textures.try_insert_with_key(|key| {
self.pool.add_image(key, image_data, texture_format, color);
self.pool
.entry(key)
.ok_or(AwsmTextureError::TextureNotFound(key))
})?;
// `add_image` always flips the pool-array `gpu_dirty` bit, so
// a *new* sampler insertion here will get picked up by the
// standard `finalize_gpu_textures` rebuild path regardless of
// `sampler_pool_dirty`. We still flip the flag so the
// bookkeeping stays consistent with `ensure_sampler_in_pool`
// — and so the rebuild gate is correct even if a future
// change to `pool.add_image` ever skips the array dirty flag.
if self.pool_sampler_set.insert(sampler_key) {
self.sampler_pool_dirty = true;
}
Ok(key)
}
/// Adds a texture from raw RGBA8 bytes by packing them through a synchronous
/// `OffscreenCanvas` → `ImageBitmap` round-trip and inserting via the
/// standard pool path. Caller is responsible for triggering
/// `AwsmRenderer::finalize_gpu_textures()` after a batch of additions so
/// the new bitmaps actually upload to the GPU.
pub fn add_image_rgba_raw(
&mut self,
rgba_bytes: &[u8],
width: u32,
height: u32,
sampler_key: SamplerKey,
color: TextureColorInfo,
) -> Result<TextureKey> {
use wasm_bindgen::JsCast;
let expected_len = (width as usize)
.checked_mul(height as usize)
.and_then(|n| n.checked_mul(4))
.ok_or_else(|| {
AwsmTextureError::ImageBitmapCreate(format!(
"rgba dims overflow: width={width} height={height}"
))
})?;
if rgba_bytes.len() != expected_len {
return Err(AwsmTextureError::ImageBitmapCreate(format!(
"rgba length mismatch: got {} bytes, want {expected_len} (width={width} height={height})",
rgba_bytes.len()
)));
}
let canvas = web_sys::OffscreenCanvas::new(width, height)
.map_err(|e| AwsmTextureError::ImageBitmapCreate(format!("{e:?}")))?;
let ctx_obj = canvas
.get_context("2d")
.map_err(|e| AwsmTextureError::ImageBitmapCreate(format!("get_context: {e:?}")))?
.ok_or_else(|| {
AwsmTextureError::ImageBitmapCreate("2d context unavailable".to_string())
})?;
let ctx: web_sys::OffscreenCanvasRenderingContext2d = ctx_obj.dyn_into().map_err(|_| {
AwsmTextureError::ImageBitmapCreate("cast OffscreenCanvas 2d context".to_string())
})?;
// The FFI binding accepts `Clamped<&[u8]>`; web-sys will copy the
// slice into a Wasm-side Uint8ClampedArray when constructing the
// ImageData.
let image_data = web_sys::ImageData::new_with_u8_clamped_array_and_sh(
wasm_bindgen::Clamped(rgba_bytes),
width,
height,
)
.map_err(|e| AwsmTextureError::ImageBitmapCreate(format!("ImageData::new: {e:?}")))?;
ctx.put_image_data(&image_data, 0, 0)
.map_err(|e| AwsmTextureError::ImageBitmapCreate(format!("put_image_data: {e:?}")))?;
let bitmap = canvas
.transfer_to_image_bitmap()
.map_err(|e| AwsmTextureError::ImageBitmapCreate(format!("transfer: {e:?}")))?;
self.add_image(
ImageData::Bitmap {
image: bitmap,
options: None,
},
TextureFormat::Rgba8unorm,
sampler_key,
color,
)
}
/// Inserts a texture transform and returns its key.
pub fn insert_texture_transform(
&mut self,
transform: &TextureTransform,
) -> TextureTransformKey {
let key = self.texture_transforms.insert(transform.clone());
let bytes = transform.as_gpu_bytes();
self.texture_transforms_buffer.update(key, &bytes);
self.texture_transforms_gpu_dirty = true;
key
}
/// Updates an existing texture transform (CPU mirror + GPU bytes).
pub fn update_texture_transform(
&mut self,
key: TextureTransformKey,
transform: &TextureTransform,
) {
if let Some(slot) = self.texture_transforms.get_mut(key) {
*slot = transform.clone();
}
let bytes = transform.as_gpu_bytes();
self.texture_transforms_buffer.update(key, &bytes);
self.texture_transforms_gpu_dirty = true;
}
/// The current CPU-side transform for `key` (the read half of the
/// read-modify-write an animation track does on one component).
pub fn get_texture_transform(&self, key: TextureTransformKey) -> Option<&TextureTransform> {
self.texture_transforms.get(key)
}
/// Register (or clear) UV flow for a transform key — `velocity` in UV-units/sec
/// accumulated onto `base_offset` each frame by [`Self::advance_texture_flows`].
/// `velocity == [0,0]` clears the flow (and snaps the offset back to base).
pub fn set_texture_flow(
&mut self,
key: TextureTransformKey,
base_offset: [f32; 2],
velocity: [f32; 2],
) {
if velocity == [0.0, 0.0] {
self.texture_flows.remove(key);
if let Some(t) = self.texture_transforms.get(key).cloned() {
let mut t = t;
if t.offset != base_offset {
t.offset = base_offset;
self.update_texture_transform(key, &t);
}
}
return;
}
self.texture_flows.insert(
key,
TextureFlow {
base_offset,
velocity,
elapsed: 0.0,
},
);
}
/// Advance every registered UV flow by `dt` seconds: `offset = base_offset +
/// velocity * elapsed` (recompute-from-base, no drift), re-uploading the
/// touched transforms. Called each frame from `update_animations`; a no-op
/// when nothing flows.
pub fn advance_texture_flows(&mut self, dt: f32) {
if self.texture_flows.is_empty() {
return;
}
for (_key, flow) in self.texture_flows.iter_mut() {
flow.elapsed += dt;
}
self.flush_texture_flow_offsets();
}
/// Pin every UV flow to an ABSOLUTE elapsed time `t` (instead of integrating
/// real `dt`): `offset = base_offset + velocity * t`. Used when the renderer's
/// time source is pinned (`set_frame_time`, §7) so a flow scroll is
/// **deterministic** for temporal screenshots — re-capturing at the same `t`
/// yields the same offset. Idempotent; a no-op when nothing flows.
pub fn set_texture_flows_elapsed(&mut self, t: f32) {
if self.texture_flows.is_empty() {
return;
}
for (_key, flow) in self.texture_flows.iter_mut() {
flow.elapsed = t;
}
self.flush_texture_flow_offsets();
}
/// Recompute every flow's offset from its (already-updated) `elapsed` and
/// re-upload the touched transforms. Splitting the offset compute from the
/// `update_texture_transform` (which needs `&mut self`) needs a temporary —
/// it reuses the pooled `texture_flow_scratch` (`mem::take`, capacity
/// retained) so an active flow does NOT allocate every frame.
fn flush_texture_flow_offsets(&mut self) {
let mut updates = std::mem::take(&mut self.texture_flow_scratch);
updates.clear();
updates.extend(self.texture_flows.iter().map(|(key, flow)| {
(
key,
flow_offset(flow.base_offset, flow.velocity, flow.elapsed),
)
}));
for &(key, offset) in &updates {
if let Some(mut t) = self.texture_transforms.get(key).cloned() {
t.offset = offset;
self.update_texture_transform(key, &t);
}
}
self.texture_flow_scratch = updates;
}
/// Removes a texture transform.
pub fn remove_texture_transform(&mut self, key: TextureTransformKey) {
self.texture_transforms.remove(key);
self.texture_flows.remove(key);
self.texture_transforms_buffer.remove(key);
self.texture_transforms_gpu_dirty = true;
}
/// Returns the byte offset for a texture transform.
pub fn get_texture_transform_offset(&self, key: TextureTransformKey) -> Option<usize> {
self.texture_transforms_buffer.offset(key)
}
/// Returns the slot index for a texture transform.
pub fn get_texture_transform_slot_index(&self, key: TextureTransformKey) -> Option<usize> {
self.texture_transforms_buffer.slot_index(key)
}
/// Inserts a cubemap texture and returns its key.
pub fn insert_cubemap(&mut self, texture: web_sys::GpuTexture) -> CubemapTextureKey {
self.cubemaps.insert(texture)
}
/// Returns a cubemap texture by key.
pub fn get_cubemap(&self, key: CubemapTextureKey) -> Result<&web_sys::GpuTexture> {
self.cubemaps
.get(key)
.ok_or(AwsmTextureError::CubemapTextureNotFound(key))
}
async fn write_gpu_texture_pool(
&mut self,
logging: &AwsmRendererLogging,
gpu: &AwsmRendererWebGpu,
) -> Result<bool> {
let _maybe_span_guard = if logging.render_timings.sub_frame() {
Some(tracing::span!(tracing::Level::INFO, "Textures GPU write").entered())
} else {
None
};
self.pool.write_gpu(gpu).await.map_err(|e| e.into())
}
/// Writes texture transform data to the GPU if dirty.
pub fn write_texture_transforms_gpu(
&mut self,
logging: &AwsmRendererLogging,
gpu: &AwsmRendererWebGpu,
bind_groups: &mut BindGroups,
) -> Result<()> {
if self.texture_transforms_gpu_dirty {
let _maybe_span_guard = if logging.render_timings.sub_frame() {
Some(tracing::span!(tracing::Level::INFO, "Texture Transforms GPU write").entered())
} else {
None
};
let mut resized = false;
if let Some(new_size) = self.texture_transforms_buffer.take_gpu_needs_resize() {
self.texture_transforms_gpu_buffer = gpu.create_buffer(
&BufferDescriptor::new(
Some("Texture Transforms"),
new_size,
*TEXTURE_TRANSFORM_BUFFER_USAGE,
)
.into(),
)?;
bind_groups.mark_create(BindGroupCreate::TextureTransformsResize);
resized = true;
}
if resized {
self.texture_transforms_buffer.clear_dirty_ranges();
gpu.write_buffer(
&self.texture_transforms_gpu_buffer,
None,
self.texture_transforms_buffer.raw_slice(),
None,
None,
)?;
} else {
let ranges = self.texture_transforms_buffer.take_dirty_ranges();
self.texture_transforms_uploader.write_dirty_ranges(
gpu,
&self.texture_transforms_gpu_buffer,
self.texture_transforms_buffer.raw_slice().len(),
self.texture_transforms_buffer.raw_slice(),
&ranges,
)?;
}
self.texture_transforms_gpu_dirty = false;
}
Ok(())
}
/// Removes a texture from the pool + slotmap. Returns `true` if the
/// key existed; `false` if it was already gone. The pool recycles
/// the freed layer slot for the next matching add — see
/// [`TexturePool::remove`] for the invariants. Callers are
/// responsible for ensuring no live material still binds this key
/// (the renderer doesn't trace texture → material refs).
pub fn remove(&mut self, key: TextureKey) -> bool {
if self.pool.remove(key).is_some() {
self.pool_textures.remove(key);
true
} else {
false
}
}
/// Returns pool entry info for a texture key.
pub fn get_entry(&self, key: TextureKey) -> Result<&TexturePoolEntryInfo<TextureKey>> {
self.pool_textures
.get(key)
.ok_or(AwsmTextureError::TextureNotFound(key))
}
/// Returns a sampler key, inserting if missing.
pub fn get_sampler_key(
&mut self,
gpu: &AwsmRendererWebGpu,
cache_key: SamplerCacheKey,
) -> Result<SamplerKey> {
if let Some(sampler_key) = self.sampler_cache.get(&cache_key) {
return Ok(*sampler_key);
}
create_sampler_key(
gpu,
cache_key,
&mut self.samplers,
&mut self.sampler_cache,
&mut self.sampler_address_modes,
)
}
/// Register `sampler_key` in `pool_sampler_set` if it's not already
/// there, marking the sampler-pool dirty bit so the next
/// `finalize_gpu_textures` call rebuilds the texture-pool bind
/// group + dependent pipeline layouts. Returns `true` when the
/// insertion was new (and therefore a rebuild is required), `false`
/// when the sampler was already in the pool.
///
/// `add_image` already inserts the sampler that was passed at upload
/// time, but a sampler that's only ever bound to a *cache-hit*
/// texture (the editor's MaterialDef override path resolving a
/// renderer-gltf-seeded `TextureKey`) wouldn't reach `add_image` —
/// it'd silently fail `sampler_index` lookup at draw time and the
/// shader would `SkipTexture` (rendering the material's base-color
/// factor alone, i.e. pure white for a `[1,1,1,1]` default).
///
/// Call this from any path that binds an existing `TextureKey` to
/// a new sampler that wasn't previously in the pool, then ensure
/// `AwsmRenderer::finalize_gpu_textures()` runs at the batch end
/// — both the editor (`instance_batcher`, `particles_sync`) and
/// the glTF populate path already do so unconditionally, which is
/// why this returns `bool` rather than triggering a rebuild
/// itself: the rebuild is async + expensive and should stay
/// batched.
pub fn ensure_sampler_in_pool(&mut self, sampler_key: SamplerKey) -> bool {
let inserted = self.pool_sampler_set.insert(sampler_key);
if inserted {
self.sampler_pool_dirty = true;
}
inserted
}
/// Consume the sampler-pool dirty bit. `finalize_gpu_textures`
/// ORs the returned value with the pool-write dirty bit when
/// deciding whether to rebuild material bind groups + pipeline
/// layouts.
pub(crate) fn take_sampler_pool_dirty(&mut self) -> bool {
std::mem::take(&mut self.sampler_pool_dirty)
}
/// Returns a sampler by key.
pub fn get_sampler(&self, key: SamplerKey) -> Result<&web_sys::GpuSampler> {
self.samplers
.get(key)
.ok_or(AwsmTextureError::SamplerNotFound(key))
}
/// Returns cached sampler address modes.
pub fn sampler_address_modes(
&self,
key: SamplerKey,
) -> (Option<AddressMode>, Option<AddressMode>) {
self.sampler_address_modes
.get(key)
.copied()
.unwrap_or((None, None))
}
}
fn create_sampler_key(
gpu: &AwsmRendererWebGpu,
cache_key: SamplerCacheKey,
samplers: &mut SlotMap<SamplerKey, web_sys::GpuSampler>,
sampler_cache: &mut HashMap<SamplerCacheKey, SamplerKey>,
sampler_address_modes: &mut SecondaryMap<
SamplerKey,
(Option<AddressMode>, Option<AddressMode>),
>,
) -> Result<SamplerKey> {
let descriptor = SamplerDescriptor {
label: None,
address_mode_u: cache_key.address_mode_u,
address_mode_v: cache_key.address_mode_v,
address_mode_w: cache_key.address_mode_w,
compare: cache_key.compare,
lod_min_clamp: cache_key.lod_min_clamp.map(|x| x.into_inner()),
lod_max_clamp: cache_key.lod_max_clamp.map(|x| x.into_inner()),
max_anisotropy: cache_key.max_anisotropy,
mag_filter: cache_key.mag_filter,
min_filter: cache_key.min_filter,
mipmap_filter: cache_key.mipmap_filter,
};
// tracing::info!("address_mode_u: {address_mode_u:?}, address_mode_v: {address_mode_v:?}, address_mode_w: {address_mode_w:?}, compare: {compare:?}, lod_min_clamp: {lod_min_clamp:?}, lod_max_clamp: {lod_max_clamp:?}, max_anisotropy: {max_anisotropy:?}, mag_filter: {mag_filter:?}, min_filter: {min_filter:?}, mipmap_filter: {mipmap_filter:?}",
// address_mode_u = cache_key.address_mode_u,
// address_mode_v = cache_key.address_mode_v,
// address_mode_w = cache_key.address_mode_w,
// compare = cache_key.compare,
// lod_min_clamp = cache_key.lod_min_clamp,
// lod_max_clamp = cache_key.lod_max_clamp,
// max_anisotropy = cache_key.max_anisotropy,
// mag_filter = cache_key.mag_filter,
// min_filter = cache_key.min_filter,
// mipmap_filter = cache_key.mipmap_filter,
// );
let sampler = gpu.create_sampler(Some(&descriptor.into()));
let key = samplers.insert(sampler);
let address_mode_u = cache_key.address_mode_u;
let address_mode_v = cache_key.address_mode_v;
sampler_cache.insert(cache_key, key);
// Persist the original (U,V) wrap modes so that shader-side helpers can reproduce the
sampler_address_modes.insert(key, (address_mode_u, address_mode_v));
Ok(key)
}
// `TextureKey`, `TextureTransformKey`, `SamplerKey` moved to
// `awsm-renderer-core::keys` so the `awsm-renderer-materials` crate can reference
// them without depending on `awsm-renderer`. Re-exported here for backward
// compat with existing callers that import via `awsm_renderer`.
pub use awsm_renderer_core::keys::{SamplerKey, TextureKey, TextureTransformKey};
impl awsm_renderer_materials::TextureContext for Textures {
fn pool_array_by_index(
&self,
index: usize,
) -> Option<&awsm_renderer_core::texture::texture_pool::TexturePoolArray<TextureKey>> {
self.pool.array_by_index(index)
}
fn texture_entry(&self, key: TextureKey) -> Option<&TexturePoolEntryInfo<TextureKey>> {
self.pool_textures.get(key)
}
fn sampler_index(&self, key: SamplerKey) -> Option<u32> {
self.pool_sampler_set.get_index_of(&key).map(|i| i as u32)
}
fn sampler_address_modes(&self, key: SamplerKey) -> (Option<AddressMode>, Option<AddressMode>) {
self.sampler_address_modes
.get(key)
.copied()
.unwrap_or((None, None))
}
fn texture_transform_offset(&self, key: TextureTransformKey) -> Option<usize> {
self.get_texture_transform_offset(key)
}
fn texture_transform_identity_offset(&self) -> usize {
self.texture_transform_identity_offset
}
}
new_key_type! {
/// Opaque key for cubemap textures.
pub struct CubemapTextureKey;
}
/// Result type for texture operations.
pub type Result<T> = std::result::Result<T, AwsmTextureError>;
/// Texture-related errors.
#[derive(Error, Debug)]
pub enum AwsmTextureError {
#[error("[texture] {0:?}")]
Core(#[from] AwsmCoreError),
#[error("[texture] pool failure")]
Pool,
#[error("[texture] sampler not found: {0:?}")]
SamplerNotFound(SamplerKey),
#[error("[texture] texture not found: {0:?}")]
TextureNotFound(TextureKey),
#[error("[texture] subemap texture not found: {0:?}")]
CubemapTextureNotFound(CubemapTextureKey),
#[error("[texture] no clamp sampler found in mega-texture")]
NoClampSamplerInMegaTexture,
#[error("[texture] runtime image bitmap creation failed: {0}")]
ImageBitmapCreate(String),
}