/*// debugger tools
import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
//*/

import { GPUFeatureName, GPULoadOp, GPUStoreOp, GPUIndexFormat, GPUTextureViewDimension, GPUFeatureMap } from './utils/WebGPUConstants.js';

import WGSLNodeBuilder from './nodes/WGSLNodeBuilder.js';
import Backend from '../common/Backend.js';

import WebGPUUtils from './utils/WebGPUUtils.js';
import WebGPUAttributeUtils from './utils/WebGPUAttributeUtils.js';
import WebGPUBindingUtils from './utils/WebGPUBindingUtils.js';
import WebGPUPipelineUtils from './utils/WebGPUPipelineUtils.js';
import WebGPUTextureUtils from './utils/WebGPUTextureUtils.js';

import { WebGPUCoordinateSystem, TimestampQuery, REVISION, HalfFloatType } from '../../constants.js';
import WebGPUTimestampQueryPool from './utils/WebGPUTimestampQueryPool.js';
import { warnOnce, error } from '../../utils.js';

/**
 * A backend implementation targeting WebGPU.
 *
 * @private
 * @augments Backend
 */
class WebGPUBackend extends Backend {

	/**
	 * WebGPUBackend options.
	 *
	 * @typedef {Object} WebGPUBackend~Options
	 * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
	 * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
	 * @property {boolean} [compatibilityMode=false] - Whether the backend should be in compatibility mode or not.
	 * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
	 * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
	 * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
	 * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
	 * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
	 * @property {boolean} [trackTimestamp=false] - Whether to track timestamps with a Timestamp Query API or not.
	 * @property {string} [powerPreference=undefined] - The power preference.
	 * @property {Object} [requiredLimits=undefined] - Specifies the limits that are required by the device request. The request will fail if the adapter cannot provide these limits.
	 * @property {GPUDevice} [device=undefined] - If there is an existing GPU device on app level, it can be passed to the renderer as a parameter.
	 * @property {number} [outputType=undefined] - Texture type for output to canvas. By default, device's preferred format is used; other formats may incur overhead.
	 */

	/**
	 * Constructs a new WebGPU backend.
	 *
	 * @param {WebGPUBackend~Options} [parameters] - The configuration parameter.
	 */
	constructor( parameters = {} ) {

		super( parameters );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isWebGPUBackend = true;

		// some parameters require default values other than "undefined"
		this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
		this.parameters.compatibilityMode = ( parameters.compatibilityMode === undefined ) ? false : parameters.compatibilityMode;

		this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;

		/**
		 * Indicates whether the backend is in compatibility mode or not.
		 * @type {boolean}
		 * @default false
		 */
		this.compatibilityMode = this.parameters.compatibilityMode;

		/**
		 * A reference to the device.
		 *
		 * @type {?GPUDevice}
		 * @default null
		 */
		this.device = null;

		/**
		 * A reference to the default render pass descriptor.
		 *
		 * @type {?Object}
		 * @default null
		 */
		this.defaultRenderPassdescriptor = null;

		/**
		 * A reference to a backend module holding common utility functions.
		 *
		 * @type {WebGPUUtils}
		 */
		this.utils = new WebGPUUtils( this );

		/**
		 * A reference to a backend module holding shader attribute-related
		 * utility functions.
		 *
		 * @type {WebGPUAttributeUtils}
		 */
		this.attributeUtils = new WebGPUAttributeUtils( this );

		/**
		 * A reference to a backend module holding shader binding-related
		 * utility functions.
		 *
		 * @type {WebGPUBindingUtils}
		 */
		this.bindingUtils = new WebGPUBindingUtils( this );

		/**
		 * A reference to a backend module holding shader pipeline-related
		 * utility functions.
		 *
		 * @type {WebGPUPipelineUtils}
		 */
		this.pipelineUtils = new WebGPUPipelineUtils( this );

		/**
		 * A reference to a backend module holding shader texture-related
		 * utility functions.
		 *
		 * @type {WebGPUTextureUtils}
		 */
		this.textureUtils = new WebGPUTextureUtils( this );

		/**
		 * A map that manages the resolve buffers for occlusion queries.
		 *
		 * @type {Map<number,GPUBuffer>}
		 */
		this.occludedResolveCache = new Map();

	}

	/**
	 * Initializes the backend so it is ready for usage.
	 *
	 * @async
	 * @param {Renderer} renderer - The renderer.
	 * @return {Promise} A Promise that resolves when the backend has been initialized.
	 */
	async init( renderer ) {

		await super.init( renderer );

		//

		const parameters = this.parameters;

		// create the device if it is not passed with parameters

		let device;

		if ( parameters.device === undefined ) {

			const adapterOptions = {
				powerPreference: parameters.powerPreference,
				featureLevel: parameters.compatibilityMode ? 'compatibility' : undefined
			};

			const adapter = ( typeof navigator !== 'undefined' ) ? await navigator.gpu.requestAdapter( adapterOptions ) : null;

			if ( adapter === null ) {

				throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );

			}

			// feature support

			const features = Object.values( GPUFeatureName );

			const supportedFeatures = [];

			for ( const name of features ) {

				if ( adapter.features.has( name ) ) {

					supportedFeatures.push( name );

				}

			}

			const deviceDescriptor = {
				requiredFeatures: supportedFeatures,
				requiredLimits: parameters.requiredLimits
			};

			device = await adapter.requestDevice( deviceDescriptor );

		} else {

			device = parameters.device;

		}

		device.lost.then( ( info ) => {

			if ( info.reason === 'destroyed' ) return;

			const deviceLossInfo = {
				api: 'WebGPU',
				message: info.message || 'Unknown reason',
				reason: info.reason || null,
				originalEvent: info
			};

			renderer.onDeviceLost( deviceLossInfo );

		} );

		this.device = device;

		this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );

		this.updateSize();

	}

	/**
	 * A reference to the context.
	 *
	 * @type {?GPUCanvasContext}
	 * @default null
	 */
	get context() {

		const canvasTarget = this.renderer.getCanvasTarget();
		const canvasData = this.get( canvasTarget );

		let context = canvasData.context;

		if ( context === undefined ) {

			const parameters = this.parameters;

			if ( canvasTarget.isDefaultCanvasTarget === true && parameters.context !== undefined ) {

				context = parameters.context;

			} else {

				context = canvasTarget.domElement.getContext( 'webgpu' );

			}

			// OffscreenCanvas does not have setAttribute, see #22811
			if ( 'setAttribute' in canvasTarget.domElement ) canvasTarget.domElement.setAttribute( 'data-engine', `three.js r${ REVISION } webgpu` );

			const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';

			const toneMappingMode = parameters.outputType === HalfFloatType ? 'extended' : 'standard';

			context.configure( {
				device: this.device,
				format: this.utils.getPreferredCanvasFormat(),
				usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
				alphaMode: alphaMode,
				toneMapping: {
					mode: toneMappingMode
				}
			} );

			canvasData.context = context;

		}

		return context;

	}

	/**
	 * The coordinate system of the backend.
	 *
	 * @type {number}
	 * @readonly
	 */
	get coordinateSystem() {

		return WebGPUCoordinateSystem;

	}

	/**
	 * This method performs a readback operation by moving buffer data from
	 * a storage buffer attribute from the GPU to the CPU.
	 *
	 * @async
	 * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
	 * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
	 */
	async getArrayBufferAsync( attribute ) {

		return await this.attributeUtils.getArrayBufferAsync( attribute );

	}

	/**
	 * Returns the backend's rendering context.
	 *
	 * @return {GPUCanvasContext} The rendering context.
	 */
	getContext() {

		return this.context;

	}

	/**
	 * Returns the default render pass descriptor.
	 *
	 * In WebGPU, the default framebuffer must be configured
	 * like custom framebuffers so the backend needs a render
	 * pass descriptor even when rendering directly to screen.
	 *
	 * @private
	 * @return {Object} The render pass descriptor.
	 */
	_getDefaultRenderPassDescriptor() {

		const renderer = this.renderer;
		const canvasTarget = renderer.getCanvasTarget();
		const canvasData = this.get( canvasTarget );
		const samples = renderer.currentSamples;

		let descriptor = canvasData.descriptor;

		if ( descriptor === undefined || canvasData.samples !== samples ) {

			descriptor = {
				colorAttachments: [ {
					view: null
				} ]
			};

			if ( renderer.depth === true || renderer.stencil === true ) {

				descriptor.depthStencilAttachment = {
					view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
				};

			}

			const colorAttachment = descriptor.colorAttachments[ 0 ];

			if ( samples > 0 ) {

				colorAttachment.view = this.textureUtils.getColorBuffer().createView();

			} else {

				colorAttachment.resolveTarget = undefined;

			}

			canvasData.descriptor = descriptor;
			canvasData.samples = samples;

		}

		const colorAttachment = descriptor.colorAttachments[ 0 ];

		if ( samples > 0 ) {

			colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();

		} else {

			colorAttachment.view = this.context.getCurrentTexture().createView();

		}

		return descriptor;

	}

	/**
	 * Internal to determine if the current render target is a render target array with depth 2D array texture.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
	 *
	 * @private
	 */
	_isRenderCameraDepthArray( renderContext ) {

		return renderContext.depthTexture && renderContext.depthTexture.image.depth > 1 && renderContext.camera.isArrayCamera;

	}

	/**
	 * Returns the render pass descriptor for the given render context.
	 *
	 * @private
	 * @param {RenderContext} renderContext - The render context.
	 * @param {Object} colorAttachmentsConfig - Configuration object for the color attachments.
	 * @return {Object} The render pass descriptor.
	 */
	_getRenderPassDescriptor( renderContext, colorAttachmentsConfig = {} ) {

		const renderTarget = renderContext.renderTarget;
		const renderTargetData = this.get( renderTarget );

		let descriptors = renderTargetData.descriptors;

		if ( descriptors === undefined ||
			renderTargetData.width !== renderTarget.width ||
			renderTargetData.height !== renderTarget.height ||
			renderTargetData.samples !== renderTarget.samples
		) {

			descriptors = {};

			renderTargetData.descriptors = descriptors;

		}

		const cacheKey = renderContext.getCacheKey();
		let descriptorBase = descriptors[ cacheKey ];

		if ( descriptorBase === undefined ) {

			const textures = renderContext.textures;
			const textureViews = [];

			let sliceIndex;

			const isRenderCameraDepthArray = this._isRenderCameraDepthArray( renderContext );

			for ( let i = 0; i < textures.length; i ++ ) {

				const textureData = this.get( textures[ i ] );

				const viewDescriptor = {
					label: `colorAttachment_${ i }`,
					baseMipLevel: renderContext.activeMipmapLevel,
					mipLevelCount: 1,
					baseArrayLayer: renderContext.activeCubeFace,
					arrayLayerCount: 1,
					dimension: GPUTextureViewDimension.TwoD
				};

				if ( renderTarget.isRenderTarget3D ) {

					sliceIndex = renderContext.activeCubeFace;

					viewDescriptor.baseArrayLayer = 0;
					viewDescriptor.dimension = GPUTextureViewDimension.ThreeD;
					viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;

				} else if ( renderTarget.isRenderTarget && textures[ i ].image.depth > 1 ) {

					if ( isRenderCameraDepthArray === true ) {

						const cameras = renderContext.camera.cameras;
						for ( let layer = 0; layer < cameras.length; layer ++ ) {

							const layerViewDescriptor = {
								...viewDescriptor,
								baseArrayLayer: layer,
								arrayLayerCount: 1,
								dimension: GPUTextureViewDimension.TwoD
							};
							const textureView = textureData.texture.createView( layerViewDescriptor );
							textureViews.push( {
								view: textureView,
								resolveTarget: undefined,
								depthSlice: undefined
							} );

						}

					} else {

						viewDescriptor.dimension = GPUTextureViewDimension.TwoDArray;
						viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;

					}

				}

				if ( isRenderCameraDepthArray !== true ) {

					const textureView = textureData.texture.createView( viewDescriptor );

					let view, resolveTarget;

					if ( textureData.msaaTexture !== undefined ) {

						view = textureData.msaaTexture.createView();
						resolveTarget = textureView;

					} else {

						view = textureView;
						resolveTarget = undefined;

					}

					textureViews.push( {
						view,
						resolveTarget,
						depthSlice: sliceIndex
					} );

				}

			}

			descriptorBase = { textureViews };

			if ( renderContext.depth ) {

				const depthTextureData = this.get( renderContext.depthTexture );
				const options = {};
				if ( renderContext.depthTexture.isArrayTexture || renderContext.depthTexture.isCubeTexture ) {

					options.dimension = GPUTextureViewDimension.TwoD;
					options.arrayLayerCount = 1;
					options.baseArrayLayer = renderContext.activeCubeFace;

				}

				descriptorBase.depthStencilView = depthTextureData.texture.createView( options );

			}

			descriptors[ cacheKey ] = descriptorBase;

			renderTargetData.width = renderTarget.width;
			renderTargetData.height = renderTarget.height;
			renderTargetData.samples = renderTarget.samples;
			renderTargetData.activeMipmapLevel = renderContext.activeMipmapLevel;
			renderTargetData.activeCubeFace = renderContext.activeCubeFace;

		}

		const descriptor = {
			colorAttachments: []
		};

		// Apply dynamic properties to cached views
		for ( let i = 0; i < descriptorBase.textureViews.length; i ++ ) {

			const viewInfo = descriptorBase.textureViews[ i ];

			let clearValue = { r: 0, g: 0, b: 0, a: 1 };
			if ( i === 0 && colorAttachmentsConfig.clearValue ) {

				clearValue = colorAttachmentsConfig.clearValue;

			}

			descriptor.colorAttachments.push( {
				view: viewInfo.view,
				depthSlice: viewInfo.depthSlice,
				resolveTarget: viewInfo.resolveTarget,
				loadOp: colorAttachmentsConfig.loadOp || GPULoadOp.Load,
				storeOp: colorAttachmentsConfig.storeOp || GPUStoreOp.Store,
				clearValue: clearValue
			} );

		}

		if ( descriptorBase.depthStencilView ) {

			descriptor.depthStencilAttachment = {
				view: descriptorBase.depthStencilView
			};

		}

		return descriptor;

	}

	/**
	 * This method is executed at the beginning of a render call and prepares
	 * the WebGPU state for upcoming render calls
	 *
	 * @param {RenderContext} renderContext - The render context.
	 */
	beginRender( renderContext ) {

		const renderContextData = this.get( renderContext );

		//

		const device = this.device;
		const occlusionQueryCount = renderContext.occlusionQueryCount;

		let occlusionQuerySet;

		if ( occlusionQueryCount > 0 ) {

			if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
			if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();

			// Get a reference to the array of objects with queries. The renderContextData property
			// can be changed by another render pass before the buffer.mapAsyc() completes.
			renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
			renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
			renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;

			//

			occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount, label: `occlusionQuerySet_${ renderContext.id }` } );

			renderContextData.occlusionQuerySet = occlusionQuerySet;
			renderContextData.occlusionQueryIndex = 0;
			renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );

			renderContextData.lastOcclusionObject = null;

		}

		let descriptor;

		if ( renderContext.textures === null ) {

			descriptor = this._getDefaultRenderPassDescriptor();

		} else {

			descriptor = this._getRenderPassDescriptor( renderContext, { loadOp: GPULoadOp.Load } );

		}

		this.initTimestampQuery( TimestampQuery.RENDER, this.getTimestampUID( renderContext ), descriptor );

		descriptor.occlusionQuerySet = occlusionQuerySet;

		const depthStencilAttachment = descriptor.depthStencilAttachment;

		if ( renderContext.textures !== null ) {

			const colorAttachments = descriptor.colorAttachments;

			for ( let i = 0; i < colorAttachments.length; i ++ ) {

				const colorAttachment = colorAttachments[ i ];

				if ( renderContext.clearColor ) {

					colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
					colorAttachment.loadOp = GPULoadOp.Clear;

				} else {

					colorAttachment.loadOp = GPULoadOp.Load;

				}

				colorAttachment.storeOp = GPUStoreOp.Store;

			}

		} else {

			const colorAttachment = descriptor.colorAttachments[ 0 ];

			if ( renderContext.clearColor ) {

				colorAttachment.clearValue = renderContext.clearColorValue;
				colorAttachment.loadOp = GPULoadOp.Clear;

			} else {

				colorAttachment.loadOp = GPULoadOp.Load;

			}

		  	colorAttachment.storeOp = GPUStoreOp.Store;

		}

		//

		if ( renderContext.depth ) {

			if ( renderContext.clearDepth ) {

				depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
				depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;

			} else {

				depthStencilAttachment.depthLoadOp = GPULoadOp.Load;

			}

		  depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;

		}

		if ( renderContext.stencil ) {

		  if ( renderContext.clearStencil ) {

				depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
				depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;

			} else {

				depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;

			}

		  depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;

		}

		//

		const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );

		// shadow arrays - prepare bundle encoders for each camera in an array camera

		if ( this._isRenderCameraDepthArray( renderContext ) === true ) {

			const cameras = renderContext.camera.cameras;

			if ( ! renderContextData.layerDescriptors || renderContextData.layerDescriptors.length !== cameras.length ) {

				this._createDepthLayerDescriptors( renderContext, renderContextData, descriptor, cameras );

			} else {

				this._updateDepthLayerDescriptors( renderContext, renderContextData, cameras );

			}

			// Create bundle encoders for each layer
			renderContextData.bundleEncoders = [];
			renderContextData.bundleSets = [];

			// Create separate bundle encoders for each camera in the array
			for ( let i = 0; i < cameras.length; i ++ ) {

				const bundleEncoder = this.pipelineUtils.createBundleEncoder(
					renderContext,
					'renderBundleArrayCamera_' + i
				);

				// Initialize state tracking for this bundle
				const bundleSets = {
					attributes: {},
					bindingGroups: [],
					pipeline: null,
					index: null
				};

				renderContextData.bundleEncoders.push( bundleEncoder );
				renderContextData.bundleSets.push( bundleSets );

			}

			// We'll complete the bundles in finishRender
			renderContextData.currentPass = null;

		} else {

			const currentPass = encoder.beginRenderPass( descriptor );
			renderContextData.currentPass = currentPass;

			if ( renderContext.viewport ) {

				this.updateViewport( renderContext );

			}

			if ( renderContext.scissor ) {

				this.updateScissor( renderContext );

			}

		}

		//

		renderContextData.descriptor = descriptor;
		renderContextData.encoder = encoder;
		renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
		renderContextData.renderBundles = [];

	}

	/**
	 * This method creates layer descriptors for each camera in an array camera
	 * to prepare for rendering to a depth array texture.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 * @param {Object} renderContextData - The render context data.
	 * @param {Object} descriptor  - The render pass descriptor.
	 * @param {ArrayCamera} cameras - The array camera.
	 *
	 * @private
	 */
	_createDepthLayerDescriptors( renderContext, renderContextData, descriptor, cameras ) {

		const depthStencilAttachment = descriptor.depthStencilAttachment;
		renderContextData.layerDescriptors = [];

		const depthTextureData = this.get( renderContext.depthTexture );
		if ( ! depthTextureData.viewCache ) {

			depthTextureData.viewCache = [];

		}

		for ( let i = 0; i < cameras.length; i ++ ) {

			const layerDescriptor = {
				...descriptor,
				colorAttachments: [ {
					...descriptor.colorAttachments[ 0 ],
					view: descriptor.colorAttachments[ i ].view
				} ]
			};

			if ( descriptor.depthStencilAttachment ) {

				const layerIndex = i;

				if ( ! depthTextureData.viewCache[ layerIndex ] ) {

					depthTextureData.viewCache[ layerIndex ] = depthTextureData.texture.createView( {
						dimension: GPUTextureViewDimension.TwoD,
						baseArrayLayer: i,
						arrayLayerCount: 1
					} );

				}

				layerDescriptor.depthStencilAttachment = {
					view: depthTextureData.viewCache[ layerIndex ],
					depthLoadOp: depthStencilAttachment.depthLoadOp || GPULoadOp.Clear,
					depthStoreOp: depthStencilAttachment.depthStoreOp || GPUStoreOp.Store,
					depthClearValue: depthStencilAttachment.depthClearValue || 1.0
				};

				if ( renderContext.stencil ) {

					layerDescriptor.depthStencilAttachment.stencilLoadOp = depthStencilAttachment.stencilLoadOp;
					layerDescriptor.depthStencilAttachment.stencilStoreOp = depthStencilAttachment.stencilStoreOp;
					layerDescriptor.depthStencilAttachment.stencilClearValue = depthStencilAttachment.stencilClearValue;

				}

			} else {

				layerDescriptor.depthStencilAttachment = { ...depthStencilAttachment };

			}

			renderContextData.layerDescriptors.push( layerDescriptor );

		}

	}

	/**
	 * This method updates the layer descriptors for each camera in an array camera
	 * to prepare for rendering to a depth array texture.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 * @param {Object} renderContextData - The render context data.
	 * @param {ArrayCamera} cameras - The array camera.
	 *
	 */
	_updateDepthLayerDescriptors( renderContext, renderContextData, cameras ) {

		for ( let i = 0; i < cameras.length; i ++ ) {

			const layerDescriptor = renderContextData.layerDescriptors[ i ];

			if ( layerDescriptor.depthStencilAttachment ) {

				const depthAttachment = layerDescriptor.depthStencilAttachment;

				if ( renderContext.depth ) {

					if ( renderContext.clearDepth ) {

						depthAttachment.depthClearValue = renderContext.clearDepthValue;
						depthAttachment.depthLoadOp = GPULoadOp.Clear;

					} else {

						depthAttachment.depthLoadOp = GPULoadOp.Load;

					}

				}

				if ( renderContext.stencil ) {

					if ( renderContext.clearStencil ) {

						depthAttachment.stencilClearValue = renderContext.clearStencilValue;
						depthAttachment.stencilLoadOp = GPULoadOp.Clear;

					} else {

						depthAttachment.stencilLoadOp = GPULoadOp.Load;

					}

				}

			}

		}

	}

	/**
	 * This method is executed at the end of a render call and finalizes work
	 * after draw calls.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 */
	finishRender( renderContext ) {

		const renderContextData = this.get( renderContext );
		const occlusionQueryCount = renderContext.occlusionQueryCount;

		if ( renderContextData.renderBundles.length > 0 ) {

			renderContextData.currentPass.executeBundles( renderContextData.renderBundles );

		}

		if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {

			renderContextData.currentPass.endOcclusionQuery();

		}

		// shadow arrays - Execute bundles for each layer

		const encoder = renderContextData.encoder;

		if ( this._isRenderCameraDepthArray( renderContext ) === true ) {

		  const bundles = [];

		  for ( let i = 0; i < renderContextData.bundleEncoders.length; i ++ ) {

				const bundleEncoder = renderContextData.bundleEncoders[ i ];
				bundles.push( bundleEncoder.finish() );

			}

		  for ( let i = 0; i < renderContextData.layerDescriptors.length; i ++ ) {

				if ( i < bundles.length ) {

					const layerDescriptor = renderContextData.layerDescriptors[ i ];
					const renderPass = encoder.beginRenderPass( layerDescriptor );

					if ( renderContext.viewport ) {

						const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
						renderPass.setViewport( x, y, width, height, minDepth, maxDepth );

					}

					if ( renderContext.scissor ) {

						const { x, y, width, height } = renderContext.scissorValue;
						renderPass.setScissorRect( x, y, width, height );

					}

					renderPass.executeBundles( [ bundles[ i ] ] );

					renderPass.end();

				}

			}

		} else if ( renderContextData.currentPass ) {

		  renderContextData.currentPass.end();

		}

		if ( occlusionQueryCount > 0 ) {

			const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results

			//

			let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );

			if ( queryResolveBuffer === undefined ) {

				queryResolveBuffer = this.device.createBuffer(
					{
						size: bufferSize,
						usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
					}
				);

				this.occludedResolveCache.set( bufferSize, queryResolveBuffer );

			}

			//

			const readBuffer = this.device.createBuffer(
				{
					size: bufferSize,
					usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
				}
			);

			// two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
			renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
			renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );

			renderContextData.occlusionQueryBuffer = readBuffer;

			//

			this.resolveOccludedAsync( renderContext );

		}

		this.device.queue.submit( [ renderContextData.encoder.finish() ] );


		//

		if ( renderContext.textures !== null ) {

			const textures = renderContext.textures;

			for ( let i = 0; i < textures.length; i ++ ) {

				const texture = textures[ i ];

				if ( texture.generateMipmaps === true ) {

					this.textureUtils.generateMipmaps( texture );

				}

			}

		}

	}

	/**
	 * Returns `true` if the given 3D object is fully occluded by other
	 * 3D objects in the scene.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 * @param {Object3D} object - The 3D object to test.
	 * @return {boolean} Whether the 3D object is fully occluded or not.
	 */
	isOccluded( renderContext, object ) {

		const renderContextData = this.get( renderContext );

		return renderContextData.occluded && renderContextData.occluded.has( object );

	}

	/**
	 * This method processes the result of occlusion queries and writes it
	 * into render context data.
	 *
	 * @async
	 * @param {RenderContext} renderContext - The render context.
	 * @return {Promise} A Promise that resolves when the occlusion query results have been processed.
	 */
	async resolveOccludedAsync( renderContext ) {

		const renderContextData = this.get( renderContext );

		// handle occlusion query results

		const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;

		if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {

			const occluded = new WeakSet();

			renderContextData.currentOcclusionQueryObjects = null;
			renderContextData.currentOcclusionQueryBuffer = null;

			await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );

			const buffer = currentOcclusionQueryBuffer.getMappedRange();
			const results = new BigUint64Array( buffer );

			for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {

				if ( results[ i ] === BigInt( 0 ) ) {

					occluded.add( currentOcclusionQueryObjects[ i ] );

				}

			}

			currentOcclusionQueryBuffer.destroy();

			renderContextData.occluded = occluded;

		}

	}

	/**
	 * Updates the viewport with the values from the given render context.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 */
	updateViewport( renderContext ) {

		const { currentPass } = this.get( renderContext );
		const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;

		currentPass.setViewport( x, y, width, height, minDepth, maxDepth );

	}

	/**
	 * Updates the scissor with the values from the given render context.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 */
	updateScissor( renderContext ) {

		const { currentPass } = this.get( renderContext );
		const { x, y, width, height } = renderContext.scissorValue;

		currentPass.setScissorRect( x, y, width, height );

	}

	/**
	 * Returns the clear color and alpha into a single
	 * color object.
	 *
	 * @return {Color4} The clear color.
	 */
	getClearColor() {

		const clearColor = super.getClearColor();

		// only premultiply alpha when alphaMode is "premultiplied"

		if ( this.renderer.alpha === true ) {

			clearColor.r *= clearColor.a;
			clearColor.g *= clearColor.a;
			clearColor.b *= clearColor.a;

		}

		return clearColor;

	}

	/**
	 * Performs a clear operation.
	 *
	 * @param {boolean} color - Whether the color buffer should be cleared or not.
	 * @param {boolean} depth - Whether the depth buffer should be cleared or not.
	 * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
	 * @param {?RenderContext} [renderTargetContext=null] - The render context of the current set render target.
	 */
	clear( color, depth, stencil, renderTargetContext = null ) {

		const device = this.device;
		const renderer = this.renderer;

		let colorAttachments = [];
		let depthStencilAttachment;
		let clearValue;

		let supportsDepth;
		let supportsStencil;

		if ( color ) {

			const clearColor = this.getClearColor();
			clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };

		}

		if ( renderTargetContext === null ) {

			supportsDepth = renderer.depth;
			supportsStencil = renderer.stencil;

			const descriptor = this._getDefaultRenderPassDescriptor();

			if ( color ) {

				colorAttachments = descriptor.colorAttachments;

				const colorAttachment = colorAttachments[ 0 ];

				colorAttachment.clearValue = clearValue;
				colorAttachment.loadOp = GPULoadOp.Clear;
				colorAttachment.storeOp = GPUStoreOp.Store;

			}

			if ( supportsDepth || supportsStencil ) {

				depthStencilAttachment = descriptor.depthStencilAttachment;

			}

		} else {

			supportsDepth = renderTargetContext.depth;
			supportsStencil = renderTargetContext.stencil;

			const clearConfig = {
				loadOp: color ? GPULoadOp.Clear : GPULoadOp.Load,
				clearValue: color ? clearValue : undefined
			};

			if ( supportsDepth ) {

				clearConfig.depthLoadOp = depth ? GPULoadOp.Clear : GPULoadOp.Load;
				clearConfig.depthClearValue = depth ? renderer.getClearDepth() : undefined;
				clearConfig.depthStoreOp = GPUStoreOp.Store;

			}

			if ( supportsStencil ) {

				clearConfig.stencilLoadOp = stencil ? GPULoadOp.Clear : GPULoadOp.Load;
				clearConfig.stencilClearValue = stencil ? renderer.getClearStencil() : undefined;
				clearConfig.stencilStoreOp = GPUStoreOp.Store;

			}

			const descriptor = this._getRenderPassDescriptor( renderTargetContext, clearConfig );

			colorAttachments = descriptor.colorAttachments;
			depthStencilAttachment = descriptor.depthStencilAttachment;

		}

		if ( supportsDepth && depthStencilAttachment ) {

			if ( depth ) {

				depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
				depthStencilAttachment.depthClearValue = renderer.getClearDepth();
				depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;

			} else {

				depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
				depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;

			}

		}

		//

		if ( supportsStencil && depthStencilAttachment ) {

			if ( stencil ) {

				depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
				depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
				depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;

			} else {

				depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
				depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;

			}

		}

		//

		const encoder = device.createCommandEncoder( { label: 'clear' } );
		const currentPass = encoder.beginRenderPass( {
			colorAttachments,
			depthStencilAttachment
		} );

		currentPass.end();

		device.queue.submit( [ encoder.finish() ] );

	}

	// compute

	/**
	 * This method is executed at the beginning of a compute call and
	 * prepares the state for upcoming compute tasks.
	 *
	 * @param {Node|Array<Node>} computeGroup - The compute node(s).
	 */
	beginCompute( computeGroup ) {

		const groupGPU = this.get( computeGroup );

		//

		const descriptor = {
			label: 'computeGroup_' + computeGroup.id
		};

		this.initTimestampQuery( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ), descriptor );

		groupGPU.cmdEncoderGPU = this.device.createCommandEncoder( { label: 'computeGroup_' + computeGroup.id } );

		groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );

	}

	/**
	 * Executes a compute command for the given compute node.
	 *
	 * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
	 * @param {Node} computeNode - The compute node.
	 * @param {Array<BindGroup>} bindings - The bindings.
	 * @param {ComputePipeline} pipeline - The compute pipeline.
	 * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
	 * - A single number representing count, or
	 * - An array [x, y, z] representing dispatch size, or
	 * - A IndirectStorageBufferAttribute for indirect dispatch size.
	 */
	compute( computeGroup, computeNode, bindings, pipeline, dispatchSize = null ) {

		const computeNodeData = this.get( computeNode );
		const { passEncoderGPU } = this.get( computeGroup );

		// pipeline

		const pipelineGPU = this.get( pipeline ).pipeline;

		this.pipelineUtils.setPipeline( passEncoderGPU, pipelineGPU );

		// bind groups

		for ( let i = 0, l = bindings.length; i < l; i ++ ) {

			const bindGroup = bindings[ i ];
			const bindingsData = this.get( bindGroup );

			passEncoderGPU.setBindGroup( i, bindingsData.group );

		}

		if ( dispatchSize === null ) {

			dispatchSize = computeNode.count;

		}

		// When the dispatchSize is set with a StorageBuffer from the GPU.

		if ( dispatchSize && typeof dispatchSize === 'object' && dispatchSize.isIndirectStorageBufferAttribute ) {

			const dispatchBuffer = this.get( dispatchSize ).buffer;

			passEncoderGPU.dispatchWorkgroupsIndirect( dispatchBuffer, 0 );

			return;

		}

		if ( typeof dispatchSize === 'number' ) {

			// If a single number is given, we calculate the dispatch size based on the workgroup size

			const count = dispatchSize;

			if ( computeNodeData.dispatchSize === undefined || computeNodeData.count !== count ) {

				// cache dispatch size to avoid recalculating it every time

				computeNodeData.dispatchSize = [ 0, 1, 1 ];
				computeNodeData.count = count;

				const workgroupSize = computeNode.workgroupSize;

				let size = workgroupSize[ 0 ];

				for ( let i = 1; i < workgroupSize.length; i ++ )
					size *= workgroupSize[ i ];

				const dispatchCount = Math.ceil( count / size );

				//

				const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;

				dispatchSize = [ dispatchCount, 1, 1 ];

				if ( dispatchCount > maxComputeWorkgroupsPerDimension ) {

					dispatchSize[ 0 ] = Math.min( dispatchCount, maxComputeWorkgroupsPerDimension );
					dispatchSize[ 1 ] = Math.ceil( dispatchCount / maxComputeWorkgroupsPerDimension );

				}

				computeNodeData.dispatchSize = dispatchSize;

			}

			dispatchSize = computeNodeData.dispatchSize;

		}

		//

		passEncoderGPU.dispatchWorkgroups(
			dispatchSize[ 0 ],
			dispatchSize[ 1 ] || 1,
			dispatchSize[ 2 ] || 1
		);

	}

	/**
	 * This method is executed at the end of a compute call and
	 * finalizes work after compute tasks.
	 *
	 * @param {Node|Array<Node>} computeGroup - The compute node(s).
	 */
	finishCompute( computeGroup ) {

		const groupData = this.get( computeGroup );

		groupData.passEncoderGPU.end();

		this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );

	}

	// render object

	/**
	 * Executes a draw command for the given render object.
	 *
	 * @param {RenderObject} renderObject - The render object to draw.
	 * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
	 */
	draw( renderObject, info ) {

		const { object, material, context, pipeline } = renderObject;
		const bindings = renderObject.getBindings();
		const renderContextData = this.get( context );
		const pipelineData = this.get( pipeline );
		const pipelineGPU = pipelineData.pipeline;

		if ( pipelineData.error === true ) return;

		const index = renderObject.getIndex();
		const hasIndex = ( index !== null );


		const drawParams = renderObject.getDrawParameters();
		if ( drawParams === null ) return;

		// pipeline

		const setPipelineAndBindings = ( passEncoderGPU, currentSets ) => {

			// pipeline
			this.pipelineUtils.setPipeline( passEncoderGPU, pipelineGPU );
			currentSets.pipeline = pipelineGPU;

			// bind groups
			const currentBindingGroups = currentSets.bindingGroups;
			for ( let i = 0, l = bindings.length; i < l; i ++ ) {

				const bindGroup = bindings[ i ];
				const bindingsData = this.get( bindGroup );
				if ( currentBindingGroups[ bindGroup.index ] !== bindGroup.id ) {

					passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
					currentBindingGroups[ bindGroup.index ] = bindGroup.id;

				}

			}

			// attributes

			// index

			if ( hasIndex === true ) {

				if ( currentSets.index !== index ) {

					const buffer = this.get( index ).buffer;
					const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;

					passEncoderGPU.setIndexBuffer( buffer, indexFormat );

					currentSets.index = index;

				}

			}
			// vertex buffers

			const vertexBuffers = renderObject.getVertexBuffers();

			for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {

				const vertexBuffer = vertexBuffers[ i ];

				if ( currentSets.attributes[ i ] !== vertexBuffer ) {

					const buffer = this.get( vertexBuffer ).buffer;
					passEncoderGPU.setVertexBuffer( i, buffer );

					currentSets.attributes[ i ] = vertexBuffer;

				}

			}
			// stencil

			if ( context.stencil === true && material.stencilWrite === true && renderContextData.currentStencilRef !== material.stencilRef ) {

				passEncoderGPU.setStencilReference( material.stencilRef );
				renderContextData.currentStencilRef = material.stencilRef;

			}


		};

		// Define draw function
		const draw = ( passEncoderGPU, currentSets ) => {

			setPipelineAndBindings( passEncoderGPU, currentSets );

			if ( object.isBatchedMesh === true ) {

				const starts = object._multiDrawStarts;
				const counts = object._multiDrawCounts;
				const drawCount = object._multiDrawCount;
				const drawInstances = object._multiDrawInstances;

				if ( drawInstances !== null ) {

					// @deprecated, r174
					warnOnce( 'WebGPUBackend: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );

				}

				for ( let i = 0; i < drawCount; i ++ ) {

					const count = drawInstances ? drawInstances[ i ] : 1;
					const firstInstance = count > 1 ? 0 : i;

					if ( hasIndex === true ) {

						passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / index.array.BYTES_PER_ELEMENT, 0, firstInstance );

					} else {

						passEncoderGPU.draw( counts[ i ], count, starts[ i ], firstInstance );

					}

					info.update( object, counts[ i ], count );

				}

			} else if ( hasIndex === true ) {

				const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParams;

				const indirect = renderObject.getIndirect();

				if ( indirect !== null ) {

					const buffer = this.get( indirect ).buffer;
					const indirectOffset = renderObject.getIndirectOffset();
					const indirectOffsets = Array.isArray( indirectOffset ) ? indirectOffset : [ indirectOffset ];

					for ( let i = 0; i < indirectOffsets.length; i ++ ) {

						passEncoderGPU.drawIndexedIndirect( buffer, indirectOffsets[ i ] );

					}

				} else {

					passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );

				}

				info.update( object, indexCount, instanceCount );

			} else {

				const { vertexCount, instanceCount, firstVertex } = drawParams;

				const indirect = renderObject.getIndirect();

				if ( indirect !== null ) {

					const buffer = this.get( indirect ).buffer;
					const indirectOffset = renderObject.getIndirectOffset();
					const indirectOffsets = Array.isArray( indirectOffset ) ? indirectOffset : [ indirectOffset ];

					for ( let i = 0; i < indirectOffsets.length; i ++ ) {

						passEncoderGPU.drawIndirect( buffer, indirectOffsets[ i ] );

					}


				} else {

					passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );

				}

				info.update( object, vertexCount, instanceCount );

			}

		};

		if ( renderObject.camera.isArrayCamera && renderObject.camera.cameras.length > 0 ) {

			const cameraData = this.get( renderObject.camera );
			const cameras = renderObject.camera.cameras;
			const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' );

			if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {

				const bindingsData = this.get( cameraIndex );
				const indexesGPU = [];

				const data = new Uint32Array( [ 0, 0, 0, 0 ] );

				for ( let i = 0, len = cameras.length; i < len; i ++ ) {

					data[ 0 ] = i;

					const { layoutGPU } = bindingsData.layout;

					const bindGroupIndex = this.bindingUtils.createBindGroupIndex( data, layoutGPU );

					indexesGPU.push( bindGroupIndex );

				}

				cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this

			}

			const pixelRatio = this.renderer.getPixelRatio();

			for ( let i = 0, len = cameras.length; i < len; i ++ ) {

				const subCamera = cameras[ i ];

				if ( object.layers.test( subCamera.layers ) ) {

					const vp = subCamera.viewport;



					let pass = renderContextData.currentPass;
					let sets = renderContextData.currentSets;
					if ( renderContextData.bundleEncoders ) {

						const bundleEncoder = renderContextData.bundleEncoders[ i ];
						const bundleSets = renderContextData.bundleSets[ i ];
						pass = bundleEncoder;
						sets = bundleSets;

					}



					if ( vp ) {

						pass.setViewport(
							Math.floor( vp.x * pixelRatio ),
							Math.floor( vp.y * pixelRatio ),
							Math.floor( vp.width * pixelRatio ),
							Math.floor( vp.height * pixelRatio ),
							context.viewportValue.minDepth,
							context.viewportValue.maxDepth
						);

					}


					// Set camera index binding for this layer
					if ( cameraIndex && cameraData.indexesGPU ) {

						pass.setBindGroup( cameraIndex.index, cameraData.indexesGPU[ i ] );
						sets.bindingGroups[ cameraIndex.index ] = cameraIndex.id;

					}

					draw( pass, sets );


				}

			}

		} else {

			// Regular single camera rendering
			if ( renderContextData.currentPass ) {

				// Handle occlusion queries
				if ( renderContextData.occlusionQuerySet !== undefined ) {

					const lastObject = renderContextData.lastOcclusionObject;
					if ( lastObject !== object ) {

						if ( lastObject !== null && lastObject.occlusionTest === true ) {

							renderContextData.currentPass.endOcclusionQuery();
							renderContextData.occlusionQueryIndex ++;

						}

						if ( object.occlusionTest === true ) {

							renderContextData.currentPass.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
							renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;

						}

						renderContextData.lastOcclusionObject = object;

					}

				}

				draw( renderContextData.currentPass, renderContextData.currentSets );

			}

		}

	}

	// cache key

	/**
	 * Returns `true` if the render pipeline requires an update.
	 *
	 * @param {RenderObject} renderObject - The render object.
	 * @return {boolean} Whether the render pipeline requires an update or not.
	 */
	needsRenderUpdate( renderObject ) {

		const data = this.get( renderObject );

		const { object, material } = renderObject;

		const utils = this.utils;

		const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
		const colorSpace = utils.getCurrentColorSpace( renderObject.context );
		const colorFormat = utils.getCurrentColorFormat( renderObject.context );
		const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
		const primitiveTopology = utils.getPrimitiveTopology( object, material );

		let needsUpdate = false;

		if ( data.material !== material || data.materialVersion !== material.version ||
			data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
			data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
			data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
			data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
			data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
			data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
			data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
			data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
			data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
			data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
			data.primitiveTopology !== primitiveTopology ||
			data.clippingContextCacheKey !== renderObject.clippingContextCacheKey
		) {

			data.material = material; data.materialVersion = material.version;
			data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
			data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
			data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
			data.colorWrite = material.colorWrite;
			data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
			data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
			data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
			data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
			data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
			data.sampleCount = sampleCount;
			data.colorSpace = colorSpace;
			data.colorFormat = colorFormat;
			data.depthStencilFormat = depthStencilFormat;
			data.primitiveTopology = primitiveTopology;
			data.clippingContextCacheKey = renderObject.clippingContextCacheKey;

			needsUpdate = true;

		}

		return needsUpdate;

	}

	/**
	 * Returns a cache key that is used to identify render pipelines.
	 *
	 * @param {RenderObject} renderObject - The render object.
	 * @return {string} The cache key.
	 */
	getRenderCacheKey( renderObject ) {

		const { object, material } = renderObject;

		const utils = this.utils;
		const renderContext = renderObject.context;

		// meshes with negative scale have a different frontFace render pipeline
		// descriptor value so the following must be honored in the cache key

		const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

		return [
			material.transparent, material.blending, material.premultipliedAlpha,
			material.blendSrc, material.blendDst, material.blendEquation,
			material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
			material.colorWrite,
			material.depthWrite, material.depthTest, material.depthFunc,
			material.stencilWrite, material.stencilFunc,
			material.stencilFail, material.stencilZFail, material.stencilZPass,
			material.stencilFuncMask, material.stencilWriteMask,
			material.side,
			frontFaceCW,
			utils.getSampleCountRenderContext( renderContext ),
			utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
			utils.getPrimitiveTopology( object, material ),
			renderObject.getGeometryCacheKey(),
			renderObject.clippingContextCacheKey
		].join();

	}

	// textures

	/**
	 * Updates a GPU sampler for the given texture.
	 *
	 * @param {Texture} texture - The texture to update the sampler for.
	 * @return {string} The current sampler key.
	 */
	updateSampler( texture ) {

		return this.textureUtils.updateSampler( texture );

	}

	/**
	 * Creates a default texture for the given texture that can be used
	 * as a placeholder until the actual texture is ready for usage.
	 *
	 * @param {Texture} texture - The texture to create a default texture for.
	 * @return {boolean} Whether the sampler has been updated or not.
	 */
	createDefaultTexture( texture ) {

		return this.textureUtils.createDefaultTexture( texture );

	}

	/**
	 * Defines a texture on the GPU for the given texture object.
	 *
	 * @param {Texture} texture - The texture.
	 * @param {Object} [options={}] - Optional configuration parameter.
	 */
	createTexture( texture, options ) {

		this.textureUtils.createTexture( texture, options );

	}

	/**
	 * Uploads the updated texture data to the GPU.
	 *
	 * @param {Texture} texture - The texture.
	 * @param {Object} [options={}] - Optional configuration parameter.
	 */
	updateTexture( texture, options ) {

		this.textureUtils.updateTexture( texture, options );

	}

	/**
	 * Generates mipmaps for the given texture.
	 *
	 * @param {Texture} texture - The texture.
	 */
	generateMipmaps( texture ) {

		this.textureUtils.generateMipmaps( texture );

	}

	/**
	 * Destroys the GPU data for the given texture object.
	 *
	 * @param {Texture} texture - The texture.
	 * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
	 */
	destroyTexture( texture, isDefaultTexture = false ) {

		this.textureUtils.destroyTexture( texture, isDefaultTexture );

	}

	/**
	 * Returns texture data as a typed array.
	 *
	 * @async
	 * @param {Texture} texture - The texture to copy.
	 * @param {number} x - The x coordinate of the copy origin.
	 * @param {number} y - The y coordinate of the copy origin.
	 * @param {number} width - The width of the copy.
	 * @param {number} height - The height of the copy.
	 * @param {number} faceIndex - The face index.
	 * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
	 */
	async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {

		return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );

	}

	/**
	 * Inits a time stamp query for the given render context.
	 *
	 * @param {string} type - The type of the timestamp query (e.g. 'render', 'compute').
	 * @param {number} uid - Unique id for the context (e.g. render context id).
	 * @param {Object} descriptor - The query descriptor.
	 */
	initTimestampQuery( type, uid, descriptor ) {

		if ( ! this.trackTimestamp ) return;

		if ( ! this.timestampQueryPool[ type ] ) {

			// TODO: Variable maxQueries?
			this.timestampQueryPool[ type ] = new WebGPUTimestampQueryPool( this.device, type, 2048 );

		}

		const timestampQueryPool = this.timestampQueryPool[ type ];

		const baseOffset = timestampQueryPool.allocateQueriesForContext( uid );

		descriptor.timestampWrites = {
			querySet: timestampQueryPool.querySet,
			beginningOfPassWriteIndex: baseOffset,
			endOfPassWriteIndex: baseOffset + 1,
		};

	}


	// node builder

	/**
	 * Returns a node builder for the given render object.
	 *
	 * @param {RenderObject} object - The render object.
	 * @param {Renderer} renderer - The renderer.
	 * @return {WGSLNodeBuilder} The node builder.
	 */
	createNodeBuilder( object, renderer ) {

		return new WGSLNodeBuilder( object, renderer );

	}

	// program

	/**
	 * Creates a shader program from the given programmable stage.
	 *
	 * @param {ProgrammableStage} program - The programmable stage.
	 */
	createProgram( program ) {

		const programGPU = this.get( program );

		programGPU.module = {
			module: this.device.createShaderModule( { code: program.code, label: program.stage + ( program.name !== '' ? `_${ program.name }` : '' ) } ),
			entryPoint: 'main'
		};

	}

	/**
	 * Destroys the shader program of the given programmable stage.
	 *
	 * @param {ProgrammableStage} program - The programmable stage.
	 */
	destroyProgram( program ) {

		this.delete( program );

	}

	// pipelines

	/**
	 * Creates a render pipeline for the given render object.
	 *
	 * @param {RenderObject} renderObject - The render object.
	 * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
	 */
	createRenderPipeline( renderObject, promises ) {

		this.pipelineUtils.createRenderPipeline( renderObject, promises );

	}

	/**
	 * Creates a compute pipeline for the given compute node.
	 *
	 * @param {ComputePipeline} computePipeline - The compute pipeline.
	 * @param {Array<BindGroup>} bindings - The bindings.
	 */
	createComputePipeline( computePipeline, bindings ) {

		this.pipelineUtils.createComputePipeline( computePipeline, bindings );

	}

	/**
	 * Prepares the state for encoding render bundles.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 */
	beginBundle( renderContext ) {

		const renderContextData = this.get( renderContext );

		renderContextData._currentPass = renderContextData.currentPass;
		renderContextData._currentSets = renderContextData.currentSets;

		renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
		renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );

	}

	/**
	 * After processing render bundles this method finalizes related work.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 * @param {RenderBundle} bundle - The render bundle.
	 */
	finishBundle( renderContext, bundle ) {

		const renderContextData = this.get( renderContext );

		const bundleEncoder = renderContextData.currentPass;
		const bundleGPU = bundleEncoder.finish();

		this.get( bundle ).bundleGPU = bundleGPU;

		// restore render pass state

		renderContextData.currentSets = renderContextData._currentSets;
		renderContextData.currentPass = renderContextData._currentPass;

	}

	/**
	 * Adds a render bundle to the render context data.
	 *
	 * @param {RenderContext} renderContext - The render context.
	 * @param {RenderBundle} bundle - The render bundle to add.
	 */
	addBundle( renderContext, bundle ) {

		const renderContextData = this.get( renderContext );

		renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );

	}

	// bindings

	/**
	 * Creates bindings from the given bind group definition.
	 *
	 * @param {BindGroup} bindGroup - The bind group.
	 * @param {Array<BindGroup>} bindings - Array of bind groups.
	 * @param {number} cacheIndex - The cache index.
	 * @param {number} version - The version.
	 */
	createBindings( bindGroup, bindings, cacheIndex, version ) {

		this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );

	}

	/**
	 * Updates the given bind group definition.
	 *
	 * @param {BindGroup} bindGroup - The bind group.
	 * @param {Array<BindGroup>} bindings - Array of bind groups.
	 * @param {number} cacheIndex - The cache index.
	 * @param {number} version - The version.
	 */
	updateBindings( bindGroup, bindings, cacheIndex, version ) {

		this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );

	}

	/**
	 * Updates a buffer binding.
	 *
	 *  @param {Buffer} binding - The buffer binding to update.
	 */
	updateBinding( binding ) {

		this.bindingUtils.updateBinding( binding );

	}

	/**
	 * Delete data associated with the current bind group.
	 *
	 * @param {BindGroup} bindGroup - The bind group.
	 */
	deleteBindGroupData( bindGroup ) {

		this.bindingUtils.deleteBindGroupData( bindGroup );

	}

	// attributes

	/**
	 * Creates the buffer of an indexed shader attribute.
	 *
	 * @param {BufferAttribute} attribute - The indexed buffer attribute.
	 */
	createIndexAttribute( attribute ) {

		let usage = GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST;

		if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {

			usage |= GPUBufferUsage.STORAGE;

		}

		this.attributeUtils.createAttribute( attribute, usage );

	}

	/**
	 * Creates the GPU buffer of a shader attribute.
	 *
	 * @param {BufferAttribute} attribute - The buffer attribute.
	 */
	createAttribute( attribute ) {

		this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );

	}

	/**
	 * Creates the GPU buffer of a storage attribute.
	 *
	 * @param {BufferAttribute} attribute - The buffer attribute.
	 */
	createStorageAttribute( attribute ) {

		this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );

	}

	/**
	 * Creates the GPU buffer of an indirect storage attribute.
	 *
	 * @param {BufferAttribute} attribute - The buffer attribute.
	 */
	createIndirectStorageAttribute( attribute ) {

		this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );

	}

	/**
	 * Updates the GPU buffer of a shader attribute.
	 *
	 * @param {BufferAttribute} attribute - The buffer attribute to update.
	 */
	updateAttribute( attribute ) {

		this.attributeUtils.updateAttribute( attribute );

	}

	/**
	 * Destroys the GPU buffer of a shader attribute.
	 *
	 * @param {BufferAttribute} attribute - The buffer attribute to destroy.
	 */
	destroyAttribute( attribute ) {

		this.attributeUtils.destroyAttribute( attribute );

	}

	// canvas

	/**
	 * Triggers an update of the default render pass descriptor.
	 */
	updateSize() {

		this.delete( this.renderer.getCanvasTarget() );

	}

	// utils public

	/**
	 * Returns the maximum anisotropy texture filtering value.
	 *
	 * @return {number} The maximum anisotropy texture filtering value.
	 */
	getMaxAnisotropy() {

		return 16;

	}

	/**
	 * Checks if the given feature is supported by the backend.
	 *
	 * @param {string} name - The feature's name.
	 * @return {boolean} Whether the feature is supported or not.
	 */
	hasFeature( name ) {

		if ( GPUFeatureMap[ name ] !== undefined ) name = GPUFeatureMap[ name ];

		return this.device.features.has( name );

	}

	/**
	 * Copies data of the given source texture to the given destination texture.
	 *
	 * @param {Texture} srcTexture - The source texture.
	 * @param {Texture} dstTexture - The destination texture.
	 * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
	 * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
	 * @param {number} [srcLevel=0] - The mipmap level to copy.
	 * @param {number} [dstLevel=0] - The destination mip level to copy to.
	 */
	copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {

		let dstX = 0;
		let dstY = 0;
		let dstZ = 0;

		let srcX = 0;
		let srcY = 0;
		let srcZ = 0;

		let srcWidth = srcTexture.image.width;
		let srcHeight = srcTexture.image.height;
		let srcDepth = 1;


		if ( srcRegion !== null ) {

			if ( srcRegion.isBox3 === true ) {

				srcX = srcRegion.min.x;
				srcY = srcRegion.min.y;
				srcZ = srcRegion.min.z;
				srcWidth = srcRegion.max.x - srcRegion.min.x;
				srcHeight = srcRegion.max.y - srcRegion.min.y;
				srcDepth = srcRegion.max.z - srcRegion.min.z;

			} else {

				// Assume it's a Box2
				srcX = srcRegion.min.x;
				srcY = srcRegion.min.y;
				srcWidth = srcRegion.max.x - srcRegion.min.x;
				srcHeight = srcRegion.max.y - srcRegion.min.y;
				srcDepth = 1;

			}

		}


		if ( dstPosition !== null ) {

			dstX = dstPosition.x;
			dstY = dstPosition.y;
			dstZ = dstPosition.z || 0;

		}

		const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );

		const sourceGPU = this.get( srcTexture ).texture;
		const destinationGPU = this.get( dstTexture ).texture;

		encoder.copyTextureToTexture(
			{
				texture: sourceGPU,
				mipLevel: srcLevel,
				origin: { x: srcX, y: srcY, z: srcZ }
			},
			{
				texture: destinationGPU,
				mipLevel: dstLevel,
				origin: { x: dstX, y: dstY, z: dstZ }
			},
			[
				srcWidth,
				srcHeight,
				srcDepth
			]
		);

		this.device.queue.submit( [ encoder.finish() ] );

		if ( dstLevel === 0 && dstTexture.generateMipmaps ) {

			this.textureUtils.generateMipmaps( dstTexture );

		}

	}

	/**
	 * Copies the current bound framebuffer to the given texture.
	 *
	 * @param {Texture} texture - The destination texture.
	 * @param {RenderContext} renderContext - The render context.
	 * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
	 */
	copyFramebufferToTexture( texture, renderContext, rectangle ) {

		const renderContextData = this.get( renderContext );

		let sourceGPU = null;

		if ( renderContext.renderTarget ) {

			if ( texture.isDepthTexture ) {

				sourceGPU = this.get( renderContext.depthTexture ).texture;

			} else {

				sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;

			}

		} else {

			if ( texture.isDepthTexture ) {

				sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );

			} else {

				sourceGPU = this.context.getCurrentTexture();

			}

		}

		const destinationGPU = this.get( texture ).texture;

		if ( sourceGPU.format !== destinationGPU.format ) {

			error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );

			return;

		}

		let encoder;

		if ( renderContextData.currentPass ) {

			renderContextData.currentPass.end();

			encoder = renderContextData.encoder;

		} else {

			encoder = this.device.createCommandEncoder( { label: 'copyFramebufferToTexture_' + texture.id } );

		}

		encoder.copyTextureToTexture(
			{
				texture: sourceGPU,
				origin: [ rectangle.x, rectangle.y, 0 ],
			},
			{
				texture: destinationGPU
			},
			[
				rectangle.z,
				rectangle.w
			]
		);

		// mipmaps must be genereated with the same encoder otherwise the copied texture data
		// might be out-of-sync, see #31768

		if ( texture.generateMipmaps ) {

			this.textureUtils.generateMipmaps( texture, encoder );

		}

		if ( renderContextData.currentPass ) {

			const { descriptor } = renderContextData;

			for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {

				descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;

			}

			if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
			if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;

			renderContextData.currentPass = encoder.beginRenderPass( descriptor );
			renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };

			if ( renderContext.viewport ) {

				this.updateViewport( renderContext );

			}

			if ( renderContext.scissor ) {

				this.updateScissor( renderContext );

			}

		} else {

			this.device.queue.submit( [ encoder.finish() ] );

		}

	}

	dispose() {

		this.bindingUtils.dispose();
		this.textureUtils.dispose();

		if ( this.occludedResolveCache ) {

			for ( const buffer of this.occludedResolveCache.values() ) {

				buffer.destroy();

			}

			this.occludedResolveCache.clear();

		}

		if ( this.timestampQueryPool ) {

			for ( const queryPool of Object.values( this.timestampQueryPool ) ) {

				if ( queryPool !== null ) queryPool.dispose();

			}

		}

		if ( this.parameters.device === undefined && this.device !== null ) {

			this.device.destroy();

		}

	}

}

export default WebGPUBackend;
