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- import { Logger } from "../Misc/logger";
- import { Nullable, DataArray, IndicesArray, FloatArray, Immutable } from "../types";
- import { Color4 } from "../Maths/math";
- import { Engine } from "../Engines/engine";
- import { InstancingAttributeInfo } from "../Engines/instancingAttributeInfo";
- import { RenderTargetCreationOptions } from "../Materials/Textures/renderTargetCreationOptions";
- import { InternalTexture, InternalTextureSource } from "../Materials/Textures/internalTexture";
- import { IEffectCreationOptions, Effect } from "../Materials/effect";
- import { EffectFallbacks } from "../Materials/effectFallbacks";
- import { _TimeToken } from "../Instrumentation/timeToken";
- import { Constants } from "./constants";
- import * as WebGPUConstants from './WebGPU/webgpuConstants';
- import { VertexBuffer } from "../Meshes/buffer";
- import { WebGPUPipelineContext, IWebGPUPipelineContextVertexInputsCache, IWebGPURenderPipelineStageDescriptor } from './WebGPU/webgpuPipelineContext';
- import { IPipelineContext } from './IPipelineContext';
- import { DataBuffer } from '../Meshes/dataBuffer';
- import { WebGPUDataBuffer } from '../Meshes/WebGPU/webgpuDataBuffer';
- import { BaseTexture } from "../Materials/Textures/baseTexture";
- import { IShaderProcessor } from "./Processors/iShaderProcessor";
- import { WebGPUShaderProcessor } from "./WebGPU/webgpuShaderProcessors";
- import { ShaderProcessingContext } from "./Processors/shaderProcessingOptions";
- import { WebGPUShaderProcessingContext } from "./WebGPU/webgpuShaderProcessingContext";
- import { Tools } from "../Misc/tools";
- import { WebGPUTextureHelper } from './WebGPU/webgpuTextureHelper';
- import { ISceneLike, ThinEngine } from './thinEngine';
- import { Scene } from '../scene';
- import { WebGPUBufferManager } from './WebGPU/webgpuBufferManager';
- import { DepthTextureCreationOptions } from './depthTextureCreationOptions';
- import { HardwareTextureWrapper } from '../Materials/Textures/hardwareTextureWrapper';
- import { WebGPUHardwareTexture } from './WebGPU/webgpuHardwareTexture';
- import { IColor4Like } from '../Maths/math.like';
- import { IWebRequest } from '../Misc/interfaces/iWebRequest';
- import { UniformBuffer } from '../Materials/uniformBuffer';
- declare type VideoTexture = import("../Materials/Textures/videoTexture").VideoTexture;
- declare type RenderTargetTexture = import("../Materials/Textures/renderTargetTexture").RenderTargetTexture;
- // TODO WEBGPU remove when not needed anymore
- function assert(condition: any, msg?: string): asserts condition {
- if (!condition) {
- throw new Error(msg);
- }
- }
- const dbgShowShaderCode = false;
- const dbgSanityChecks = true;
- const dbgGenerateLogs = true;
- const dbgVerboseLogsForFirstFrames = true;
- const dbgVerboseLogsNumFrames = 10;
- const dbgShowWarningsNotImplemented = true;
- export const dbgShowDebugInliningProcess = false;
- /**
- * Options to load the associated Glslang library
- */
- export interface GlslangOptions {
- /**
- * Defines an existing instance of Glslang (usefull in modules who do not access the global instance).
- */
- glslang?: any;
- /**
- * Defines the URL of the glslang JS File.
- */
- jsPath?: string;
- /**
- * Defines the URL of the glslang WASM File.
- */
- wasmPath?: string;
- }
- /**
- * Options to create the WebGPU engine
- */
- export interface WebGPUEngineOptions extends GPURequestAdapterOptions {
- /**
- * If delta time between frames should be constant
- * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- deterministicLockstep?: boolean;
- /**
- * Maximum about of steps between frames (Default: 4)
- * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- lockstepMaxSteps?: number;
- /**
- * Defines the seconds between each deterministic lock step
- */
- timeStep?: number;
- /**
- * Defines that engine should ignore modifying touch action attribute and style
- * If not handle, you might need to set it up on your side for expected touch devices behavior.
- */
- doNotHandleTouchAction?: boolean;
- /**
- * Defines if webaudio should be initialized as well
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- audioEngine?: boolean;
- /**
- * Defines the category of adapter to use.
- * Is it the discrete or integrated device.
- */
- powerPreference?: GPUPowerPreference;
- /**
- * Defines the device descriptor used to create a device.
- */
- deviceDescriptor?: GPUDeviceDescriptor;
- /**
- * Defines the requested Swap Chain Format.
- */
- swapChainFormat?: GPUTextureFormat;
- /**
- * Defines wether MSAA is enabled on the canvas.
- */
- antialiasing?: boolean;
- /**
- * Defines wether the stencil buffer should be enabled.
- */
- stencil?: boolean;
- }
- /**
- * The web GPU engine class provides support for WebGPU version of babylon.js.
- */
- export class WebGPUEngine extends Engine {
- // Default glslang options.
- private static readonly _glslangDefaultOptions: GlslangOptions = {
- jsPath: "https://preview.babylonjs.com/glslang/glslang.js",
- wasmPath: "https://preview.babylonjs.com/glslang/glslang.wasm"
- };
- // Page Life cycle and constants
- private readonly _uploadEncoderDescriptor = { label: "upload" };
- private readonly _renderEncoderDescriptor = { label: "render" };
- private readonly _renderTargetEncoderDescriptor = { label: "renderTarget" };
- private readonly _clearDepthValue = 1;
- private readonly _clearReverseDepthValue = 0;
- private readonly _clearStencilValue = 0;
- private readonly _defaultSampleCount = 4; // Only supported value for now.
- // Engine Life Cycle
- private _canvas: HTMLCanvasElement;
- private _options: WebGPUEngineOptions;
- private _glslang: any = null;
- private _adapter: GPUAdapter;
- private _adapterSupportedExtensions: GPUExtensionName[];
- private _device: GPUDevice;
- private _deviceEnabledExtensions: GPUExtensionName[];
- private _context: GPUCanvasContext;
- private _swapChain: GPUSwapChain;
- private _swapChainTexture: GPUTexture;
- private _mainPassSampleCount: number;
- private _textureHelper: WebGPUTextureHelper;
- private _bufferManager: WebGPUBufferManager;
- private _deferredReleaseTextures: Array<[InternalTexture, Nullable<HardwareTextureWrapper>, Nullable<BaseTexture>, Nullable<InternalTexture>]> = [];
- private _counters: {
- numPipelineDescriptorCreation: number;
- numBindGroupsCreation: number;
- } = {
- numPipelineDescriptorCreation: 0,
- numBindGroupsCreation: 0,
- };
- // Some of the internal state might change during the render pass.
- // This happens mainly during clear for the state
- // And when the frame starts to swap the target texture from the swap chain
- private _mainTexture: GPUTexture;
- private _depthTexture: GPUTexture;
- private _mainColorAttachments: GPURenderPassColorAttachmentDescriptor[];
- private _mainTextureExtends: GPUExtent3D;
- private _mainDepthAttachment: GPURenderPassDepthStencilAttachmentDescriptor;
- private _depthTextureFormat: GPUTextureFormat | undefined;
- private _colorFormat: GPUTextureFormat;
- // Frame Life Cycle (recreated each frame)
- private _uploadEncoder: GPUCommandEncoder;
- private _renderEncoder: GPUCommandEncoder;
- private _renderTargetEncoder: GPUCommandEncoder;
- private _commandBuffers: GPUCommandBuffer[] = [null as any, null as any, null as any];
- // Frame Buffer Life Cycle (recreated for each render target pass)
- private _currentRenderPass: Nullable<GPURenderPassEncoder> = null;
- private _mainRenderPass: Nullable<GPURenderPassEncoder> = null;
- private _currentRenderTargetColorAttachmentViewDescriptor: GPUTextureViewDescriptor;
- private _currentRenderTargetDepthAttachmentViewDescriptor: GPUTextureViewDescriptor;
- // DrawCall Life Cycle
- // Effect is on the parent class
- // protected _currentEffect: Nullable<Effect> = null;
- private _currentVertexBuffers: Nullable<{ [key: string]: Nullable<VertexBuffer> }> = null;
- private _currentIndexBuffer: Nullable<DataBuffer> = null;
- private __colorWrite = true;
- private _uniformsBuffers: { [name: string]: WebGPUDataBuffer } = {};
- // Caches
- private _compiledShaders: { [key: string]: {
- stages: IWebGPURenderPipelineStageDescriptor,
- availableAttributes: { [key: string]: number },
- availableUBOs: { [key: string]: { setIndex: number, bindingIndex: number} },
- availableSamplers: { [key: string]: { setIndex: number, bindingIndex: number} },
- orderedAttributes: string[],
- orderedUBOsAndSamplers: { name: string, isSampler: boolean }[][],
- leftOverUniforms: { name: string, type: string, length: number }[],
- leftOverUniformsByName: { [name: string]: string },
- sources: {
- vertex: string,
- fragment: string,
- rawVertex: string,
- rawFragment: string,
- }
- } } = {};
- /**
- * Gets a boolean indicating that the engine supports uniform buffers
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- */
- public get supportsUniformBuffers(): boolean {
- return true;
- }
- /** Gets the supported extensions by the WebGPU adapter */
- public get supportedExtensions(): Immutable<GPUExtensionName[]> {
- return this._adapterSupportedExtensions;
- }
- /** Gets the currently enabled extensions on the WebGPU device */
- public get enabledExtensions(): Immutable<GPUExtensionName[]> {
- return this._deviceEnabledExtensions;
- }
- /**
- * Create a new instance of the gpu engine.
- * @param canvas Defines the canvas to use to display the result
- * @param options Defines the options passed to the engine to create the GPU context dependencies
- */
- public constructor(canvas: HTMLCanvasElement, options: WebGPUEngineOptions = {}) {
- super(null);
- ThinEngine.Features.forceBitmapOverHTMLImageElement = true;
- ThinEngine.Features.supportRenderAndCopyToLodForFloatTextures = true;
- ThinEngine.Features.framebuffersHaveYTopToBottom = true;
- ThinEngine.Features.supportDepthStencilTexture = true;
- ThinEngine.Features.supportShadowSamplers = true;
- ThinEngine.Features.uniformBufferHardCheckMatrix = true;
- ThinEngine.Features.allowTexturePrefiltering = true;
- ThinEngine.Features.trackUbosInFrame = true;
- ThinEngine.Features._collectUbosUpdatedInFrame = true;
- options.deviceDescriptor = options.deviceDescriptor || { };
- options.swapChainFormat = options.swapChainFormat || WebGPUConstants.TextureFormat.BGRA8Unorm;
- options.antialiasing = false; //options.antialiasing === undefined ? true : options.antialiasing;
- options.stencil = options.stencil ?? true;
- Logger.Log(`Babylon.js v${Engine.Version} - WebGPU engine`);
- if (!navigator.gpu) {
- Logger.Error("WebGPU is not supported by your browser.");
- return;
- }
- this._isWebGPU = true;
- this._shaderPlatformName = "WEBGPU";
- if (options.deterministicLockstep === undefined) {
- options.deterministicLockstep = false;
- }
- if (options.lockstepMaxSteps === undefined) {
- options.lockstepMaxSteps = 4;
- }
- if (options.audioEngine === undefined) {
- options.audioEngine = true;
- }
- this._deterministicLockstep = options.deterministicLockstep;
- this._lockstepMaxSteps = options.lockstepMaxSteps;
- this._timeStep = options.timeStep || 1 / 60;
- this._doNotHandleContextLost = true;
- this._canvas = canvas;
- this._options = options;
- this.premultipliedAlpha = false;
- this._hardwareScalingLevel = 1;
- this._mainPassSampleCount = options.antialiasing ? this._defaultSampleCount : 1;
- this._isStencilEnable = options.stencil;
- this._depthCullingState.depthTest = true;
- this._depthCullingState.depthFunc = Constants.LEQUAL;
- this._depthCullingState.depthMask = true;
- this._sharedInit(canvas, !!options.doNotHandleTouchAction, options.audioEngine);
- // TODO. WEBGPU. Use real way to do it.
- this._canvas.style.transform = "scaleY(-1)";
- }
- //------------------------------------------------------------------------------
- // Initialization
- //------------------------------------------------------------------------------
- /**
- * Initializes the WebGPU context and dependencies.
- * @param glslangOptions Defines the GLSLang compiler options if necessary
- * @returns a promise notifying the readiness of the engine.
- */
- public initAsync(glslangOptions?: GlslangOptions): Promise<void> {
- return this._initGlslang(glslangOptions)
- .then((glslang: any) => {
- this._glslang = glslang;
- return navigator.gpu!.requestAdapter(this._options);
- })
- .then((adapter: GPUAdapter | null) => {
- this._adapter = adapter!;
- this._adapterSupportedExtensions = this._adapter.extensions.slice(0);
- const deviceDescriptor = this._options.deviceDescriptor;
- if (deviceDescriptor?.extensions) {
- const requestedExtensions = deviceDescriptor.extensions;
- const validExtensions = [];
- const iterator = requestedExtensions[Symbol.iterator]();
- while (true) {
- const { done, value : extension } = iterator.next();
- if (done) {
- break;
- }
- if (this._adapterSupportedExtensions.indexOf(extension) >= 0) {
- validExtensions.push(extension);
- }
- }
- deviceDescriptor.extensions = validExtensions;
- }
- return this._adapter.requestDevice(this._options.deviceDescriptor);
- })
- .then((device: GPUDevice | null) => {
- this._device = device!;
- this._deviceEnabledExtensions = this._device.extensions.slice(0);
- })
- .then(() => {
- this._bufferManager = new WebGPUBufferManager(this._device);
- this._textureHelper = new WebGPUTextureHelper(this._device, this._glslang, this._bufferManager);
- if (dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) {
- (this as any)._count = 0;
- console.log("%c frame #" + (this as any)._count + " - begin", "background: #ffff00");
- }
- }
- this._uploadEncoder = this._device.createCommandEncoder(this._uploadEncoderDescriptor);
- this._renderEncoder = this._device.createCommandEncoder(this._renderEncoderDescriptor);
- this._renderTargetEncoder = this._device.createCommandEncoder(this._renderTargetEncoderDescriptor);
- this._initializeLimits();
- this._initializeContextAndSwapChain();
- this._initializeMainAttachments();
- this.resize();
- })
- .catch((e: any) => {
- Logger.Error("Can not create WebGPU Device and/or context.");
- Logger.Error(e);
- });
- }
- private _initGlslang(glslangOptions?: GlslangOptions): Promise<any> {
- glslangOptions = glslangOptions || { };
- glslangOptions = {
- ...WebGPUEngine._glslangDefaultOptions,
- ...glslangOptions
- };
- if (glslangOptions.glslang) {
- return Promise.resolve(glslangOptions.glslang);
- }
- if ((window as any).glslang) {
- return (window as any).glslang(glslangOptions!.wasmPath);
- }
- if (glslangOptions.jsPath && glslangOptions.wasmPath) {
- return Tools.LoadScriptAsync(glslangOptions.jsPath)
- .then(() => {
- return (window as any).glslang(glslangOptions!.wasmPath);
- });
- }
- return Promise.reject("gslang is not available.");
- }
- private _initializeLimits(): void {
- // Init caps
- // TODO WEBGPU Real Capability check once limits will be working.
- this._caps = {
- maxTexturesImageUnits: 16,
- maxVertexTextureImageUnits: 16,
- maxCombinedTexturesImageUnits: 32,
- maxTextureSize: 2048,
- maxCubemapTextureSize: 2048,
- maxRenderTextureSize: 2048,
- maxVertexAttribs: 16,
- maxVaryingVectors: 16,
- maxFragmentUniformVectors: 1024,
- maxVertexUniformVectors: 1024,
- standardDerivatives: true,
- astc: null,
- s3tc: (this._deviceEnabledExtensions.indexOf(WebGPUConstants.ExtensionName.TextureCompressionBC) >= 0 ? true : undefined) as any,
- pvrtc: null,
- etc1: null,
- etc2: null,
- bptc: this._deviceEnabledExtensions.indexOf(WebGPUConstants.ExtensionName.TextureCompressionBC) >= 0 ? true : undefined,
- maxAnisotropy: 0, // TODO: Retrieve this smartly. Currently set to D3D11 maximum allowable value.
- uintIndices: true,
- fragmentDepthSupported: true,
- highPrecisionShaderSupported: true,
- colorBufferFloat: true,
- textureFloat: true,
- textureFloatLinearFiltering: true,
- textureFloatRender: true,
- textureHalfFloat: true,
- textureHalfFloatLinearFiltering: true,
- textureHalfFloatRender: true,
- textureLOD: true,
- drawBuffersExtension: true,
- depthTextureExtension: true,
- vertexArrayObject: false,
- instancedArrays: true,
- canUseTimestampForTimerQuery: false,
- blendMinMax: true,
- maxMSAASamples: 8 // TODO WEBGPU what is the right value?
- };
- this._caps.parallelShaderCompile = null as any;
- }
- private _initializeContextAndSwapChain(): void {
- this._context = this._canvas.getContext('gpupresent') as unknown as GPUCanvasContext;
- this._swapChain = this._context.configureSwapChain({
- device: this._device,
- format: this._options.swapChainFormat!,
- usage: WebGPUConstants.TextureUsage.OutputAttachment | WebGPUConstants.TextureUsage.CopySrc,
- });
- this._colorFormat = this._options.swapChainFormat!;
- if (dbgGenerateLogs) {
- this._context.getSwapChainPreferredFormat(this._device).then((format) => {
- console.log("Swap chain preferred format:", format);
- });
- }
- }
- // Set default values as WebGL with depth and stencil attachment for the broadest Compat.
- private _initializeMainAttachments(): void {
- this._mainTextureExtends = {
- width: this.getRenderWidth(),
- height: this.getRenderHeight(),
- depth: 1
- };
- if (this._options.antialiasing) {
- const mainTextureDescriptor: GPUTextureDescriptor = {
- size: this._mainTextureExtends,
- mipLevelCount: 1,
- sampleCount: this._mainPassSampleCount,
- dimension: WebGPUConstants.TextureDimension.E2d,
- format: WebGPUConstants.TextureFormat.BGRA8Unorm,
- usage: WebGPUConstants.TextureUsage.OutputAttachment,
- };
- if (this._mainTexture) {
- this._mainTexture.destroy();
- }
- this._mainTexture = this._device.createTexture(mainTextureDescriptor);
- this._mainColorAttachments = [{
- attachment: this._mainTexture.createView(),
- loadValue: new Color4(0, 0, 0, 1),
- storeOp: WebGPUConstants.StoreOp.Clear // Better than "Store" as we don't need to reuse the content of the multisampled texture
- }];
- }
- else {
- this._mainColorAttachments = [{
- attachment: undefined as any,
- loadValue: new Color4(0, 0, 0, 1),
- storeOp: WebGPUConstants.StoreOp.Store
- }];
- }
- this._depthTextureFormat = this._getMainDepthTextureFormat();
- const depthTextureDescriptor: GPUTextureDescriptor = {
- size: this._mainTextureExtends,
- mipLevelCount: 1,
- sampleCount: this._mainPassSampleCount,
- dimension: WebGPUConstants.TextureDimension.E2d,
- format: this._depthTextureFormat,
- usage: WebGPUConstants.TextureUsage.OutputAttachment
- };
- if (this._depthTexture) {
- this._depthTexture.destroy();
- }
- this._depthTexture = this._device.createTexture(depthTextureDescriptor);
- this._mainDepthAttachment = {
- attachment: this._depthTexture.createView(),
- depthLoadValue: this._clearDepthValue,
- depthStoreOp: WebGPUConstants.StoreOp.Store,
- stencilLoadValue: this._clearStencilValue,
- stencilStoreOp: WebGPUConstants.StoreOp.Store,
- };
- if (this._mainRenderPass !== null) {
- this._endMainRenderPass();
- }
- }
- /**
- * Gets a shader processor implementation fitting with the current engine type.
- * @returns The shader processor implementation.
- */
- protected _getShaderProcessor(): Nullable<IShaderProcessor> {
- return new WebGPUShaderProcessor();
- }
- /** @hidden */
- public _getShaderProcessingContext(): Nullable<ShaderProcessingContext> {
- return new WebGPUShaderProcessingContext();
- }
- //------------------------------------------------------------------------------
- // Static Pipeline WebGPU States
- //------------------------------------------------------------------------------
- public wipeCaches(bruteForce?: boolean): void {
- if (this.preventCacheWipeBetweenFrames && !bruteForce) {
- return;
- }
- this.resetTextureCache();
- //this._currentEffect = null; // can't reset _currentEffect, else some crashes can occur (for eg in ProceduralTexture which calls bindFrameBuffer (which calls wipeCaches) after having called enableEffect and before drawing into the texture)
- this._currentIndexBuffer = null;
- this._currentVertexBuffers = null;
- if (bruteForce) {
- this._currentProgram = null;
- this._stencilState.reset();
- this._depthCullingState.reset();
- this._depthCullingState.depthFunc = Constants.LEQUAL;
- this._alphaState.reset();
- this._alphaMode = Constants.ALPHA_ADD;
- this._alphaEquation = Constants.ALPHA_DISABLE;
- this.__colorWrite = true;
- }
- this._cachedVertexBuffers = null;
- this._cachedIndexBuffer = null;
- this._cachedEffectForVertexBuffers = null;
- }
- public setColorWrite(enable: boolean): void {
- this.__colorWrite = enable;
- }
- public getColorWrite(): boolean {
- return this.__colorWrite;
- }
- //------------------------------------------------------------------------------
- // Dynamic WebGPU States
- //------------------------------------------------------------------------------
- private _viewportsCurrent: Array<{ x: number, y: number, w: number, h: number }> = [{ x: 0, y: 0, w: 0, h: 0 }, { x: 0, y: 0, w: 0, h: 0 }];
- private _resetCurrentViewport(index: number) {
- this._viewportsCurrent[index].x = 0;
- this._viewportsCurrent[index].y = 0;
- this._viewportsCurrent[index].w = 0;
- this._viewportsCurrent[index].h = 0;
- }
- private _applyViewport(renderPass: GPURenderPassEncoder): void {
- const index = renderPass === this._mainRenderPass ? 0 : 1;
- const x = this._viewportCached.x,
- y = this._viewportCached.y,
- w = this._viewportCached.z,
- h = this._viewportCached.w;
- if (this._viewportsCurrent[index].x !== x || this._viewportsCurrent[index].y !== y ||
- this._viewportsCurrent[index].w !== w || this._viewportsCurrent[index].h !== h)
- {
- this._viewportsCurrent[index].x = x;
- this._viewportsCurrent[index].y = y;
- this._viewportsCurrent[index].w = w;
- this._viewportsCurrent[index].h = h;
- renderPass.setViewport(x, y, w, h, 0, 1);
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - _viewport applied - (", x, y, w, h, ") current pass is main pass=" + (renderPass === this._mainRenderPass));
- }
- }
- }
- }
- /** @hidden */
- public _viewport(x: number, y: number, width: number, height: number): void {
- this._viewportCached.x = x;
- this._viewportCached.y = y;
- this._viewportCached.z = width;
- this._viewportCached.w = height;
- }
- public enableScissor(x: number, y: number, width: number, height: number): void {
- const renderPass = this._getCurrentRenderPass();
- renderPass.setScissorRect(x, y, width, height);
- }
- public disableScissor() {
- const renderPass = this._getCurrentRenderPass();
- renderPass.setScissorRect(0, 0, this.getRenderWidth(), this.getRenderHeight());
- }
- public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {
- // Some PGs are using color3...
- if (color && color.a === undefined) {
- color.a = 1;
- }
- // We need to recreate the render pass so that the new parameters for clear color / depth / stencil are taken into account
- if (this._currentRenderTarget) {
- if (this._currentRenderPass) {
- this._endRenderTargetRenderPass();
- }
- this._startRenderTargetRenderPass(this._currentRenderTarget!, backBuffer ? color : null, depth, stencil);
- } else {
- if (this.useReverseDepthBuffer) {
- this._depthCullingState.depthFunc = Constants.GREATER;
- }
- this._mainColorAttachments[0].loadValue = backBuffer && color ? color : WebGPUConstants.LoadOp.Load;
- this._mainDepthAttachment.depthLoadValue = depth ? (this.useReverseDepthBuffer ? this._clearReverseDepthValue : this._clearDepthValue) : WebGPUConstants.LoadOp.Load;
- this._mainDepthAttachment.stencilLoadValue = stencil ? this._clearStencilValue : WebGPUConstants.LoadOp.Load;
- if (this._mainRenderPass) {
- this._endMainRenderPass();
- }
- this._startMainRenderPass();
- }
- }
- //------------------------------------------------------------------------------
- // Vertex/Index Buffers
- //------------------------------------------------------------------------------
- public createVertexBuffer(data: DataArray): DataBuffer {
- let view: ArrayBufferView;
- if (data instanceof Array) {
- view = new Float32Array(data);
- }
- else if (data instanceof ArrayBuffer) {
- view = new Uint8Array(data);
- }
- else {
- view = data;
- }
- const dataBuffer = this._bufferManager.createBuffer(view, WebGPUConstants.BufferUsage.Vertex | WebGPUConstants.BufferUsage.CopyDst);
- return dataBuffer;
- }
- public createDynamicVertexBuffer(data: DataArray): DataBuffer {
- return this.createVertexBuffer(data);
- }
- public updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {
- const dataBuffer = vertexBuffer as WebGPUDataBuffer;
- if (byteOffset === undefined) {
- byteOffset = 0;
- }
- let view: ArrayBufferView;
- if (byteLength === undefined) {
- if (data instanceof Array) {
- view = new Float32Array(data);
- }
- else if (data instanceof ArrayBuffer) {
- view = new Uint8Array(data);
- }
- else {
- view = data;
- }
- byteLength = view.byteLength;
- } else {
- if (data instanceof Array) {
- view = new Float32Array(data);
- }
- else if (data instanceof ArrayBuffer) {
- view = new Uint8Array(data);
- }
- else {
- view = data;
- }
- }
- this._bufferManager.setSubData(dataBuffer, byteOffset, view, 0, byteLength);
- }
- public createIndexBuffer(data: IndicesArray): DataBuffer {
- let is32Bits = true;
- let view: ArrayBufferView;
- if (data instanceof Uint32Array || data instanceof Int32Array) {
- view = data;
- }
- else if (data instanceof Uint16Array) {
- view = data;
- is32Bits = false;
- }
- else {
- if (data.length > 65535) {
- view = new Uint32Array(data);
- }
- else {
- view = new Uint16Array(data);
- is32Bits = false;
- }
- }
- const dataBuffer = this._bufferManager.createBuffer(view, WebGPUConstants.BufferUsage.Index | WebGPUConstants.BufferUsage.CopyDst);
- dataBuffer.is32Bits = is32Bits;
- return dataBuffer;
- }
- public updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset: number = 0): void {
- const gpuBuffer = indexBuffer as WebGPUDataBuffer;
- var view: ArrayBufferView;
- if (indices instanceof Uint16Array) {
- if (indexBuffer.is32Bits) {
- view = Uint32Array.from(indices);
- }
- else {
- view = indices;
- }
- }
- else if (indices instanceof Uint32Array) {
- if (indexBuffer.is32Bits) {
- view = indices;
- }
- else {
- view = Uint16Array.from(indices);
- }
- }
- else {
- if (indexBuffer.is32Bits) {
- view = new Uint32Array(indices);
- }
- else {
- view = new Uint16Array(indices);
- }
- }
- this._bufferManager.setSubData(gpuBuffer, offset, view);
- }
- public bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
- throw "Not implemented on WebGPU so far.";
- }
- public updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void {
- throw "Not implemented on WebGPU so far.";
- }
- public bindBuffers(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void {
- this._currentIndexBuffer = indexBuffer;
- this._currentVertexBuffers = vertexBuffers;
- }
- /** @hidden */
- public _releaseBuffer(buffer: DataBuffer): boolean {
- return this._bufferManager.releaseBuffer(buffer);
- }
- //------------------------------------------------------------------------------
- // UBO
- //------------------------------------------------------------------------------
- public createUniformBuffer(elements: FloatArray): DataBuffer {
- let view: Float32Array;
- if (elements instanceof Array) {
- view = new Float32Array(elements);
- }
- else {
- view = elements;
- }
- const dataBuffer = this._bufferManager.createBuffer(view, WebGPUConstants.BufferUsage.Uniform | WebGPUConstants.BufferUsage.CopyDst);
- return dataBuffer;
- }
- public createDynamicUniformBuffer(elements: FloatArray): DataBuffer {
- return this.createUniformBuffer(elements);
- }
- public updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void {
- if (offset === undefined) {
- offset = 0;
- }
- const dataBuffer = uniformBuffer as WebGPUDataBuffer;
- let view: Float32Array;
- if (count === undefined) {
- if (elements instanceof Float32Array) {
- view = elements;
- } else {
- view = new Float32Array(elements);
- }
- count = view.byteLength;
- } else {
- if (elements instanceof Float32Array) {
- view = elements;
- } else {
- view = new Float32Array(elements);
- }
- }
- this._bufferManager.setSubData(dataBuffer, offset, view, 0, count);
- }
- public bindUniformBufferBase(buffer: DataBuffer, location: number, name: string): void {
- this._uniformsBuffers[name] = buffer as WebGPUDataBuffer;
- }
- //------------------------------------------------------------------------------
- // Effects
- //------------------------------------------------------------------------------
- public createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks,
- onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect {
- const vertex = baseName.vertexElement || baseName.vertex || baseName.vertexToken || baseName.vertexSource || baseName;
- const fragment = baseName.fragmentElement || baseName.fragment || baseName.fragmentToken || baseName.fragmentSource || baseName;
- const name = vertex + "+" + fragment + "@" + (defines ? defines : (<IEffectCreationOptions>attributesNamesOrOptions).defines);
- /*const shader = this._compiledShaders[name];
- if (shader) {
- return new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters, name, shader.sources);
- }
- else {
- return new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters, name);
- }*/
- if (this._compiledEffects[name]) {
- var compiledEffect = <Effect>this._compiledEffects[name];
- if (onCompiled && compiledEffect.isReady()) {
- onCompiled(compiledEffect);
- }
- return compiledEffect;
- }
- var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters, name);
- this._compiledEffects[name] = effect;
- return effect;
- }
- private _compileRawShaderToSpirV(source: string, type: string): Uint32Array {
- return this._glslang.compileGLSL(source, type);
- }
- private _compileShaderToSpirV(source: string, type: string, defines: Nullable<string>, shaderVersion: string): Uint32Array {
- return this._compileRawShaderToSpirV(shaderVersion + (defines ? defines + "\n" : "") + source, type);
- }
- private _createPipelineStageDescriptor(vertexShader: Uint32Array, fragmentShader: Uint32Array): IWebGPURenderPipelineStageDescriptor {
- return {
- vertexStage: {
- module: this._device.createShaderModule({
- code: vertexShader,
- }),
- entryPoint: "main",
- },
- fragmentStage: {
- module: this._device.createShaderModule({
- code: fragmentShader,
- }),
- entryPoint: "main"
- }
- };
- }
- private _compileRawPipelineStageDescriptor(vertexCode: string, fragmentCode: string): IWebGPURenderPipelineStageDescriptor {
- var vertexShader = this._compileRawShaderToSpirV(vertexCode, "vertex");
- var fragmentShader = this._compileRawShaderToSpirV(fragmentCode, "fragment");
- return this._createPipelineStageDescriptor(vertexShader, fragmentShader);
- }
- private _compilePipelineStageDescriptor(vertexCode: string, fragmentCode: string, defines: Nullable<string>): IWebGPURenderPipelineStageDescriptor {
- this.onBeforeShaderCompilationObservable.notifyObservers(this);
- var shaderVersion = "#version 450\n";
- var vertexShader = this._compileShaderToSpirV(vertexCode, "vertex", defines, shaderVersion);
- var fragmentShader = this._compileShaderToSpirV(fragmentCode, "fragment", defines, shaderVersion);
- let program = this._createPipelineStageDescriptor(vertexShader, fragmentShader);
- this.onAfterShaderCompilationObservable.notifyObservers(this);
- return program;
- }
- public createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- throw "Not available on WebGPU";
- }
- public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- throw "Not available on WebGPU";
- }
- public createPipelineContext(shaderProcessingContext: Nullable<ShaderProcessingContext>): IPipelineContext {
- var pipelineContext = new WebGPUPipelineContext(shaderProcessingContext! as WebGPUShaderProcessingContext, this);
- pipelineContext.engine = this;
- return pipelineContext;
- }
- /** @hidden */
- public _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rawVertexSourceCode: string, rawFragmentSourceCode: string,
- rebuildRebind: any,
- defines: Nullable<string>,
- transformFeedbackVaryings: Nullable<string[]>,
- key: string) {
- const webGpuContext = pipelineContext as WebGPUPipelineContext;
- // TODO WEBGPU. Check if caches could be reuse from piepline ???
- const shader = this._compiledShaders[key];
- if (shader) {
- webGpuContext.stages = shader.stages;
- webGpuContext.availableAttributes = shader.availableAttributes;
- webGpuContext.availableUBOs = shader.availableUBOs;
- webGpuContext.availableSamplers = shader.availableSamplers;
- webGpuContext.orderedAttributes = shader.orderedAttributes;
- webGpuContext.orderedUBOsAndSamplers = shader.orderedUBOsAndSamplers;
- webGpuContext.leftOverUniforms = shader.leftOverUniforms;
- webGpuContext.leftOverUniformsByName = shader.leftOverUniformsByName;
- webGpuContext.sources = shader.sources;
- }
- else {
- if (dbgShowShaderCode) {
- console.log(defines);
- console.log(vertexSourceCode);
- console.log(fragmentSourceCode);
- }
- webGpuContext.sources = {
- fragment: fragmentSourceCode,
- vertex: vertexSourceCode,
- rawVertex: rawVertexSourceCode,
- rawFragment: rawFragmentSourceCode,
- };
- if (createAsRaw) {
- webGpuContext.stages = this._compileRawPipelineStageDescriptor(vertexSourceCode, fragmentSourceCode);
- }
- else {
- webGpuContext.stages = this._compilePipelineStageDescriptor(vertexSourceCode, fragmentSourceCode, defines);
- }
- this._compiledShaders[key] = {
- stages: webGpuContext.stages,
- availableAttributes: webGpuContext.availableAttributes,
- availableUBOs: webGpuContext.availableUBOs,
- availableSamplers: webGpuContext.availableSamplers,
- orderedAttributes: webGpuContext.orderedAttributes,
- orderedUBOsAndSamplers: webGpuContext.orderedUBOsAndSamplers,
- leftOverUniforms: webGpuContext.leftOverUniforms,
- leftOverUniformsByName: webGpuContext.leftOverUniformsByName,
- sources: webGpuContext.sources
- };
- }
- }
- public getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {
- const results = new Array(attributesNames.length);
- const gpuPipelineContext = (pipelineContext as WebGPUPipelineContext);
- // TODO WEBGPU. Hard coded for WebGPU until an introspection lib is available.
- // Should be done at processing time, not need to double the work in here.
- for (let i = 0; i < attributesNames.length; i++) {
- const attributeName = attributesNames[i];
- const attributeLocation = gpuPipelineContext.availableAttributes[attributeName];
- if (attributeLocation === undefined) {
- continue;
- }
- results[i] = attributeLocation;
- }
- return results;
- }
- public enableEffect(effect: Nullable<Effect>): void {
- if (!effect || effect === this._currentEffect) {
- return;
- }
- this._currentEffect = effect;
- if (effect.onBind) {
- effect.onBind(effect);
- }
- if (effect._onBindObservable) {
- effect._onBindObservable.notifyObservers(effect);
- }
- }
- public _releaseEffect(effect: Effect): void {
- // Effect gets garbage collected without explicit destroy in WebGPU.
- }
- /**
- * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
- */
- public releaseEffects() {
- // Effect gets garbage collected without explicit destroy in WebGPU.
- }
- public _deletePipelineContext(pipelineContext: IPipelineContext): void {
- const webgpuPipelineContext = pipelineContext as WebGPUPipelineContext;
- if (webgpuPipelineContext) {
- pipelineContext.dispose();
- }
- }
- //------------------------------------------------------------------------------
- // Textures
- //------------------------------------------------------------------------------
- public get needPOTTextures(): boolean {
- return false;
- }
- private _getMainDepthTextureFormat(): GPUTextureFormat {
- return this.isStencilEnable ? WebGPUConstants.TextureFormat.Depth24PlusStencil8 : WebGPUConstants.TextureFormat.Depth32Float;
- }
- /** @hidden */
- public _createHardwareTexture(): HardwareTextureWrapper {
- return new WebGPUHardwareTexture();
- }
- /** @hidden */
- public _releaseTexture(texture: InternalTexture): void {
- const hardwareTexture = texture._hardwareTexture;
- const irradianceTexture = texture._irradianceTexture;
- const depthStencilTexture = texture._depthStencilTexture;
- const index = this._internalTexturesCache.indexOf(texture);
- if (index !== -1) {
- this._internalTexturesCache.splice(index, 1);
- }
- // We can't destroy the objects just now because they could be used in the current frame - we delay the destroying after the end of the frame
- this._deferredReleaseTextures.push([texture, hardwareTexture, irradianceTexture, depthStencilTexture]);
- }
- private _getSamplerFilterDescriptor(internalTexture: InternalTexture): {
- magFilter: GPUFilterMode,
- minFilter: GPUFilterMode,
- mipmapFilter: GPUFilterMode
- } {
- let magFilter: GPUFilterMode, minFilter: GPUFilterMode, mipmapFilter: GPUFilterMode;
- switch (internalTexture.samplingMode) {
- case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
- magFilter = WebGPUConstants.FilterMode.Linear;
- minFilter = WebGPUConstants.FilterMode.Linear;
- mipmapFilter = WebGPUConstants.FilterMode.Nearest;
- break;
- case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
- magFilter = WebGPUConstants.FilterMode.Linear;
- minFilter = WebGPUConstants.FilterMode.Linear;
- mipmapFilter = WebGPUConstants.FilterMode.Linear;
- break;
- case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
- magFilter = WebGPUConstants.FilterMode.Nearest;
- minFilter = WebGPUConstants.FilterMode.Nearest;
- mipmapFilter = WebGPUConstants.FilterMode.Linear;
- break;
- case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
- magFilter = WebGPUConstants.FilterMode.Nearest;
- minFilter = WebGPUConstants.FilterMode.Nearest;
- mipmapFilter = WebGPUConstants.FilterMode.Nearest;
- break;
- case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
- magFilter = WebGPUConstants.FilterMode.Nearest;
- minFilter = WebGPUConstants.FilterMode.Linear;
- mipmapFilter = WebGPUConstants.FilterMode.Nearest;
- break;
- case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
- magFilter = WebGPUConstants.FilterMode.Nearest;
- minFilter = WebGPUConstants.FilterMode.Linear;
- mipmapFilter = WebGPUConstants.FilterMode.Linear;
- break;
- case Engine.TEXTURE_NEAREST_LINEAR:
- magFilter = WebGPUConstants.FilterMode.Nearest;
- minFilter = WebGPUConstants.FilterMode.Linear;
- mipmapFilter = WebGPUConstants.FilterMode.Nearest;
- break;
- case Engine.TEXTURE_NEAREST_NEAREST:
- magFilter = WebGPUConstants.FilterMode.Nearest;
- minFilter = WebGPUConstants.FilterMode.Nearest;
- mipmapFilter = WebGPUConstants.FilterMode.Nearest;
- break;
- case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
- magFilter = WebGPUConstants.FilterMode.Linear;
- minFilter = WebGPUConstants.FilterMode.Nearest;
- mipmapFilter = WebGPUConstants.FilterMode.Nearest;
- break;
- case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
- magFilter = WebGPUConstants.FilterMode.Linear;
- minFilter = WebGPUConstants.FilterMode.Nearest;
- mipmapFilter = WebGPUConstants.FilterMode.Linear;
- break;
- case Engine.TEXTURE_LINEAR_LINEAR:
- magFilter = WebGPUConstants.FilterMode.Linear;
- minFilter = WebGPUConstants.FilterMode.Linear;
- mipmapFilter = WebGPUConstants.FilterMode.Nearest;
- break;
- case Engine.TEXTURE_LINEAR_NEAREST:
- magFilter = WebGPUConstants.FilterMode.Linear;
- minFilter = WebGPUConstants.FilterMode.Nearest;
- mipmapFilter = WebGPUConstants.FilterMode.Nearest;
- break;
- default:
- magFilter = WebGPUConstants.FilterMode.Linear;
- minFilter = WebGPUConstants.FilterMode.Linear;
- mipmapFilter = WebGPUConstants.FilterMode.Linear;
- break;
- }
- return {
- magFilter,
- minFilter,
- mipmapFilter
- };
- }
- /** @hidden */
- public _getWebGPUInternalFormat(format: number): GPUTextureFormat {
- let internalFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;
- switch (format) {
- case Constants.TEXTUREFORMAT_ALPHA:
- throw "TEXTUREFORMAT_ALPHA format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_LUMINANCE:
- throw "TEXTUREFORMAT_LUMINANCE format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
- throw "TEXTUREFORMAT_LUMINANCE_ALPHA format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RED:
- internalFormat = WebGPUConstants.TextureFormat.R8Snorm;
- case Constants.TEXTUREFORMAT_RG:
- internalFormat = WebGPUConstants.TextureFormat.RG8Snorm;
- case Constants.TEXTUREFORMAT_RGB:
- throw "RGB format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA:
- internalFormat = WebGPUConstants.TextureFormat.RGBA8Unorm;
- }
- return internalFormat;
- }
- /** @hidden */
- public _getRGBABufferInternalSizedFormat(type: number, format?: number): number {
- return Constants.TEXTUREFORMAT_RGBA;
- }
- private _getWebGPUTextureFormat(type: number, format: number): GPUTextureFormat {
- switch (format) {
- case Constants.TEXTUREFORMAT_DEPTH24_STENCIL8:
- return WebGPUConstants.TextureFormat.Depth24PlusStencil8;
- case Constants.TEXTUREFORMAT_DEPTH32_FLOAT:
- return WebGPUConstants.TextureFormat.Depth32Float;
- case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:
- return WebGPUConstants.TextureFormat.BC7RGBAUnorm;
- case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:
- return WebGPUConstants.TextureFormat.BC6HRGBUFloat;
- case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:
- return WebGPUConstants.TextureFormat.BC6HRGBSFloat;
- case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:
- return WebGPUConstants.TextureFormat.BC3RGBAUnorm;
- case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:
- return WebGPUConstants.TextureFormat.BC2RGBAUnorm;
- case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:
- return WebGPUConstants.TextureFormat.BC1RGBAUNorm;
- }
- switch (type) {
- case Constants.TEXTURETYPE_BYTE:
- switch (format) {
- case Constants.TEXTUREFORMAT_RED:
- return WebGPUConstants.TextureFormat.R8Snorm;
- case Constants.TEXTUREFORMAT_RG:
- return WebGPUConstants.TextureFormat.RG8Snorm;
- case Constants.TEXTUREFORMAT_RGB:
- throw "RGB format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RED_INTEGER:
- return WebGPUConstants.TextureFormat.R8Sint;
- case Constants.TEXTUREFORMAT_RG_INTEGER:
- return WebGPUConstants.TextureFormat.RG8Sint;
- case Constants.TEXTUREFORMAT_RGB_INTEGER:
- throw "RGB_INTEGER format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA_INTEGER:
- return WebGPUConstants.TextureFormat.RGBA8Sint;
- default:
- return WebGPUConstants.TextureFormat.RGBA8Snorm;
- }
- case Constants.TEXTURETYPE_UNSIGNED_BYTE:
- switch (format) {
- case Constants.TEXTUREFORMAT_RED:
- return WebGPUConstants.TextureFormat.R8Unorm;
- case Constants.TEXTUREFORMAT_RG:
- return WebGPUConstants.TextureFormat.RG8Unorm;
- case Constants.TEXTUREFORMAT_RGB:
- throw "TEXTUREFORMAT_RGB format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA:
- return WebGPUConstants.TextureFormat.RGBA8Unorm;
- case Constants.TEXTUREFORMAT_BGRA:
- return WebGPUConstants.TextureFormat.BGRA8Unorm;
- case Constants.TEXTUREFORMAT_RED_INTEGER:
- return WebGPUConstants.TextureFormat.R8Uint;
- case Constants.TEXTUREFORMAT_RG_INTEGER:
- return WebGPUConstants.TextureFormat.RG8Uint;
- case Constants.TEXTUREFORMAT_RGB_INTEGER:
- throw "RGB_INTEGER format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA_INTEGER:
- return WebGPUConstants.TextureFormat.RGBA8Uint;
- case Constants.TEXTUREFORMAT_ALPHA:
- throw "TEXTUREFORMAT_ALPHA format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_LUMINANCE:
- throw "TEXTUREFORMAT_LUMINANCE format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
- throw "TEXTUREFORMAT_LUMINANCE_ALPHA format not supported in WebGPU";
- default:
- return WebGPUConstants.TextureFormat.RGBA8Unorm;
- }
- case Constants.TEXTURETYPE_SHORT:
- switch (format) {
- case Constants.TEXTUREFORMAT_RED_INTEGER:
- return WebGPUConstants.TextureFormat.R16Sint;
- case Constants.TEXTUREFORMAT_RG_INTEGER:
- return WebGPUConstants.TextureFormat.RG16Sint;
- case Constants.TEXTUREFORMAT_RGB_INTEGER:
- throw "TEXTUREFORMAT_RGB_INTEGER format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA_INTEGER:
- return WebGPUConstants.TextureFormat.RGBA16Sint;
- default:
- return WebGPUConstants.TextureFormat.RGBA16Sint;
- }
- case Constants.TEXTURETYPE_UNSIGNED_SHORT:
- switch (format) {
- case Constants.TEXTUREFORMAT_RED_INTEGER:
- return WebGPUConstants.TextureFormat.R16Uint;
- case Constants.TEXTUREFORMAT_RG_INTEGER:
- return WebGPUConstants.TextureFormat.RG16Uint;
- case Constants.TEXTUREFORMAT_RGB_INTEGER:
- throw "TEXTUREFORMAT_RGB_INTEGER format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA_INTEGER:
- return WebGPUConstants.TextureFormat.RGBA16Uint;
- default:
- return WebGPUConstants.TextureFormat.RGBA16Uint;
- }
- case Constants.TEXTURETYPE_INT:
- switch (format) {
- case Constants.TEXTUREFORMAT_RED_INTEGER:
- return WebGPUConstants.TextureFormat.R32Sint;
- case Constants.TEXTUREFORMAT_RG_INTEGER:
- return WebGPUConstants.TextureFormat.RG32Sint;
- case Constants.TEXTUREFORMAT_RGB_INTEGER:
- throw "TEXTUREFORMAT_RGB_INTEGER format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA_INTEGER:
- return WebGPUConstants.TextureFormat.RGBA32Sint;
- default:
- return WebGPUConstants.TextureFormat.RGBA32Sint;
- }
- case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
- switch (format) {
- case Constants.TEXTUREFORMAT_RED_INTEGER:
- return WebGPUConstants.TextureFormat.R32Uint;
- case Constants.TEXTUREFORMAT_RG_INTEGER:
- return WebGPUConstants.TextureFormat.RG32Uint;
- case Constants.TEXTUREFORMAT_RGB_INTEGER:
- throw "TEXTUREFORMAT_RGB_INTEGER format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA_INTEGER:
- return WebGPUConstants.TextureFormat.RGBA32Uint;
- default:
- return WebGPUConstants.TextureFormat.RGBA32Uint;
- }
- case Constants.TEXTURETYPE_FLOAT:
- switch (format) {
- case Constants.TEXTUREFORMAT_RED:
- return WebGPUConstants.TextureFormat.R32Float; // By default. Other possibility is R16Float.
- case Constants.TEXTUREFORMAT_RG:
- return WebGPUConstants.TextureFormat.RG32Float; // By default. Other possibility is RG16Float.
- case Constants.TEXTUREFORMAT_RGB:
- throw "TEXTUREFORMAT_RGB format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA:
- return WebGPUConstants.TextureFormat.RGBA32Float; // By default. Other possibility is RGBA16Float.
- default:
- return WebGPUConstants.TextureFormat.RGBA32Float;
- }
- case Constants.TEXTURETYPE_HALF_FLOAT:
- switch (format) {
- case Constants.TEXTUREFORMAT_RED:
- return WebGPUConstants.TextureFormat.R16Float;
- case Constants.TEXTUREFORMAT_RG:
- return WebGPUConstants.TextureFormat.RG16Float;
- case Constants.TEXTUREFORMAT_RGB:
- throw "TEXTUREFORMAT_RGB format not supported in WebGPU";
- case Constants.TEXTUREFORMAT_RGBA:
- return WebGPUConstants.TextureFormat.RGBA16Float;
- default:
- return WebGPUConstants.TextureFormat.RGBA16Float;
- }
- case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
- throw "TEXTURETYPE_UNSIGNED_SHORT_5_6_5 format not supported in WebGPU";
- case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
- throw "TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV format not supported in WebGPU";
- case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
- throw "TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV format not supported in WebGPU";
- case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
- throw "TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 format not supported in WebGPU";
- case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
- throw "TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 format not supported in WebGPU";
- case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
- switch (format) {
- case Constants.TEXTUREFORMAT_RGBA:
- return WebGPUConstants.TextureFormat.RGB10A2Unorm;
- case Constants.TEXTUREFORMAT_RGBA_INTEGER:
- throw "TEXTUREFORMAT_RGBA_INTEGER format not supported in WebGPU when type is TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV";
- default:
- return WebGPUConstants.TextureFormat.RGB10A2Unorm;
- }
- }
- return WebGPUConstants.TextureFormat.RGBA8Unorm;
- }
- private _getWrappingMode(mode: number): GPUAddressMode {
- switch (mode) {
- case Engine.TEXTURE_WRAP_ADDRESSMODE:
- return WebGPUConstants.AddressMode.Repeat;
- case Engine.TEXTURE_CLAMP_ADDRESSMODE:
- return WebGPUConstants.AddressMode.ClampToEdge;
- case Engine.TEXTURE_MIRROR_ADDRESSMODE:
- return WebGPUConstants.AddressMode.MirrorRepeat;
- }
- return WebGPUConstants.AddressMode.Repeat;
- }
- private _getSamplerWrappingDescriptor(internalTexture: InternalTexture): {
- addressModeU: GPUAddressMode,
- addressModeV: GPUAddressMode,
- addressModeW: GPUAddressMode
- } {
- return {
- addressModeU: this._getWrappingMode(internalTexture._cachedWrapU!),
- addressModeV: this._getWrappingMode(internalTexture._cachedWrapV!),
- addressModeW: this._getWrappingMode(internalTexture._cachedWrapR!),
- };
- }
- private _getSamplerDescriptor(internalTexture: InternalTexture): GPUSamplerDescriptor {
- return {
- ...this._getSamplerFilterDescriptor(internalTexture),
- ...this._getSamplerWrappingDescriptor(internalTexture),
- compare: internalTexture._comparisonFunction ? this._getCompareFunction(internalTexture._comparisonFunction) : undefined,
- };
- }
- public createTexture(url: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,
- onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,
- buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null, fallback: Nullable<InternalTexture> = null, format: Nullable<number> = null,
- forcedExtension: Nullable<string> = null, mimeType?: string): InternalTexture {
- // TODO WEBGPU. this._options.textureSize
- return this._createTextureBase(
- url, noMipmap, invertY, scene, samplingMode, onLoad, onError,
- (texture: InternalTexture, extension: string, scene: Nullable<ISceneLike>, img: HTMLImageElement | ImageBitmap | { width: number, height: number }, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
- processFunction: (width: number, height: number, img: HTMLImageElement | ImageBitmap | { width: number, height: number }, extension: string, texture: InternalTexture, continuationCallback: () => void) => boolean, samplingMode: number) => {
- const imageBitmap = img as (ImageBitmap | { width: number, height: number}); // we will never get an HTMLImageElement in WebGPU
- texture.baseWidth = imageBitmap.width;
- texture.baseHeight = imageBitmap.height;
- texture.width = imageBitmap.width;
- texture.height = imageBitmap.height;
- texture.format = format ?? -1;
- processFunction(texture.width, texture.height, imageBitmap, extension, texture, () => {});
- if (!texture._hardwareTexture?.underlyingResource) { // the texture could have been created before reaching this point so don't recreate it if already existing
- const gpuTextureWrapper = this._createGPUTextureForInternalTexture(texture, imageBitmap.width, imageBitmap.height);
- if (this._textureHelper.isImageBitmap(imageBitmap)) {
- this._textureHelper.updateTexture(imageBitmap, gpuTextureWrapper.underlyingResource!, imageBitmap.width, imageBitmap.height, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0, this._uploadEncoder);
- if (!noMipmap && !isCompressed) {
- this._generateMipmaps(texture);
- }
- }
- } else if (!noMipmap && !isCompressed) {
- this._generateMipmaps(texture);
- }
- if (scene) {
- scene._removePendingData(texture);
- }
- texture.isReady = true;
- texture.onLoadedObservable.notifyObservers(texture);
- texture.onLoadedObservable.clear();
- },
- () => false,
- buffer, fallback, format, forcedExtension, mimeType
- );
- }
- /** @hidden */
- public _setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean) {
- texture.samplingMode = loadMipmap ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
- texture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;
- texture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;
- }
- public createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad: Nullable<(data?: any) => void> = null,
- onError: Nullable<(message?: string, exception?: any) => void> = null, format?: number, forcedExtension: any = null, createPolynomials: boolean = false, lodScale: number = 0, lodOffset: number = 0, fallback: Nullable<InternalTexture> = null): InternalTexture {
- return this.createCubeTextureBase(
- rootUrl, scene, files, !!noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback,
- null,
- (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {
- const imageBitmaps = imgs as ImageBitmap[]; // we will always get an ImageBitmap array in WebGPU
- const width = imageBitmaps[0].width;
- const height = width;
- this._setCubeMapTextureParams(texture, !noMipmap);
- texture.format = format ?? -1;
- const gpuTextureWrapper = this._createGPUTextureForInternalTexture(texture, width, height);
- this._textureHelper.updateCubeTextures(imageBitmaps, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, false, false, 0, 0, this._uploadEncoder);
- if (!noMipmap) {
- this._generateMipmaps(texture);
- }
- texture.isReady = true;
- texture.onLoadedObservable.notifyObservers(texture);
- texture.onLoadedObservable.clear();
- if (onLoad) {
- onLoad();
- }
- }
- );
- }
- public createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number,
- compression: Nullable<string> = null, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture
- {
- const texture = new InternalTexture(this, InternalTextureSource.Raw);
- texture.baseWidth = width;
- texture.baseHeight = height;
- texture.width = width;
- texture.height = height;
- texture.format = format;
- texture.generateMipMaps = generateMipMaps;
- texture.samplingMode = samplingMode;
- texture.invertY = invertY;
- texture._compression = compression;
- texture.type = type;
- if (!this._doNotHandleContextLost) {
- texture._bufferView = data;
- }
- this._createGPUTextureForInternalTexture(texture, width, height);
- this.updateRawTexture(texture, data, format, invertY, compression, type);
- this._internalTexturesCache.push(texture);
- return texture;
- }
- public createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number,
- generateMipMaps: boolean, invertY: boolean, samplingMode: number,
- compression: Nullable<string> = null): InternalTexture
- {
- const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);
- texture.isCube = true;
- texture.format = format === Constants.TEXTUREFORMAT_RGB ? Constants.TEXTUREFORMAT_RGBA : format;
- texture.type = type;
- texture.generateMipMaps = generateMipMaps;
- texture.width = size;
- texture.height = size;
- if (!this._doNotHandleContextLost) {
- texture._bufferViewArray = data;
- }
- this._createGPUTextureForInternalTexture(texture);
- if (data) {
- this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
- }
- return texture;
- }
- public createRawCubeTextureFromUrl(url: string, scene: Nullable<Scene>, size: number, format: number, type: number, noMipmap: boolean,
- callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,
- mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>,
- onLoad: Nullable<() => void> = null,
- onError: Nullable<(message?: string, exception?: any) => void> = null,
- samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,
- invertY: boolean = false): InternalTexture
- {
- const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);
- scene?._addPendingData(texture);
- texture.url = url;
- this._internalTexturesCache.push(texture);
- const onerror = (request?: IWebRequest, exception?: any) => {
- scene?._removePendingData(texture);
- if (onError && request) {
- onError(request.status + " " + request.statusText, exception);
- }
- };
- const internalCallback = (data: any) => {
- const width = texture.width;
- const faceDataArrays = callback(data);
- if (!faceDataArrays) {
- return;
- }
- const faces = [0, 2, 4, 1, 3, 5];
- if (mipmapGenerator) {
- const needConversion = format === Constants.TEXTUREFORMAT_RGB;
- const mipData = mipmapGenerator(faceDataArrays);
- const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- const faces = [0, 1, 2, 3, 4, 5];
- for (let level = 0; level < mipData.length; level++) {
- const mipSize = width >> level;
- const allFaces = [];
- for (let faceIndex = 0; faceIndex < 6; faceIndex++) {
- let mipFaceData = mipData[level][faces[faceIndex]];
- if (needConversion) {
- mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
- }
- allFaces.push(new Uint8Array(mipFaceData.buffer, mipFaceData.byteOffset, mipFaceData.byteLength));
- }
- this._textureHelper.updateCubeTextures(allFaces, gpuTextureWrapper.underlyingResource!, mipSize, mipSize, gpuTextureWrapper.format, invertY, false, 0, 0, this._uploadEncoder);
- }
- }
- else {
- const allFaces = [];
- for (let faceIndex = 0; faceIndex < 6; faceIndex++) {
- allFaces.push(faceDataArrays[faces[faceIndex]]);
- }
- this.updateRawCubeTexture(texture, allFaces, format, type, invertY);
- }
- texture.isReady = true;
- scene?._removePendingData(texture);
- if (onLoad) {
- onLoad();
- }
- };
- this._loadFile(url, (data) => {
- internalCallback(data);
- }, undefined, scene?.offlineProvider, true, onerror);
- return texture;
- }
- public createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number,
- compression: Nullable<string> = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture
- {
- var source = InternalTextureSource.Raw2DArray;
- var texture = new InternalTexture(this, source);
- if (dbgShowWarningsNotImplemented) {
- console.warn("createRawTexture2DArray not implemented yet in WebGPU");
- }
- return texture;
- }
- public createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number,
- compression: Nullable<string> = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture
- {
- var source = InternalTextureSource.Raw2DArray;
- var texture = new InternalTexture(this, source);
- if (dbgShowWarningsNotImplemented) {
- console.warn("createRawTexture3D not implemented yet in WebGPU");
- }
- return texture;
- }
- public generateMipMapsForCubemap(texture: InternalTexture, unbind = true) {
- if (texture.generateMipMaps) {
- let gpuTexture = texture._hardwareTexture?.underlyingResource;
- if (!gpuTexture) {
- this._createGPUTextureForInternalTexture(texture);
- }
- this._generateMipmaps(texture);
- }
- }
- public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps: boolean = false): void {
- if (generateMipMaps) {
- texture.generateMipMaps = true;
- this._generateMipmaps(texture);
- }
- texture.samplingMode = samplingMode;
- }
- public updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable<number>, wrapV: Nullable<number> = null, wrapR: Nullable<number> = null): void {
- if (wrapU !== null) {
- texture._cachedWrapU = wrapU;
- }
- if (wrapV !== null) {
- texture._cachedWrapV = wrapV;
- }
- if ((texture.is2DArray || texture.is3D) && (wrapR !== null)) {
- texture._cachedWrapR = wrapR;
- }
- }
- private _setInternalTexture(name: string, internalTexture: Nullable<InternalTexture>): void {
- if (this._currentEffect) {
- const webgpuPipelineContext = this._currentEffect._pipelineContext as WebGPUPipelineContext;
- if (webgpuPipelineContext.samplers[name]) {
- if (webgpuPipelineContext.samplers[name]!.texture !== internalTexture) {
- webgpuPipelineContext.bindGroups = null as any; // the bind groups need to be rebuilt (at least the bind group owning this texture, but it's easier to just have them all rebuilt)
- }
- webgpuPipelineContext.samplers[name]!.texture = internalTexture!;
- }
- else {
- // TODO WEBGPU. 121 mapping samplers <-> availableSamplers
- const availableSampler = webgpuPipelineContext.availableSamplers[name];
- if (availableSampler) {
- webgpuPipelineContext.samplers[name] = {
- setIndex: availableSampler.setIndex,
- textureBinding: availableSampler.bindingIndex,
- samplerBinding: availableSampler.bindingIndex + 1,
- texture: internalTexture!
- };
- }
- }
- }
- }
- public setTexture(channel: number, _: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>, name: string): void {
- this._setTexture(channel, texture, false, false, name);
- }
- protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false, name = ""): boolean {
- if (this._currentEffect) {
- const webgpuPipelineContext = this._currentEffect._pipelineContext as WebGPUPipelineContext;
- if (!texture) {
- if (webgpuPipelineContext.samplers[name] && webgpuPipelineContext.samplers[name]!.texture) {
- webgpuPipelineContext.bindGroups = null as any; // the bind groups need to be rebuilt (at least the bind group owning this texture, but it's easier to just have them all rebuilt)
- }
- webgpuPipelineContext.samplers[name] = null;
- return false;
- }
- // Video
- if ((<VideoTexture>texture).video) {
- this._activeChannel = channel;
- (<VideoTexture>texture).update();
- } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) { // Delay loading
- texture.delayLoad();
- return false;
- }
- let internalTexture: Nullable<InternalTexture> = null;
- if (depthStencilTexture) {
- internalTexture = (<RenderTargetTexture>texture).depthStencilTexture!;
- }
- else if (texture.isReady()) {
- internalTexture = <InternalTexture>texture.getInternalTexture();
- }
- else if (texture.isCube) {
- internalTexture = this.emptyCubeTexture;
- if (dbgGenerateLogs) {
- console.log("Using a temporary empty cube texture. internalTexture.uniqueId=", texture.uniqueId, texture);
- }
- }
- else if (texture.is3D) {
- internalTexture = this.emptyTexture3D;
- if (dbgGenerateLogs) {
- console.log("Using a temporary empty 3D texture. internalTexture.uniqueId=", texture.uniqueId, texture);
- }
- }
- else if (texture.is2DArray) {
- internalTexture = this.emptyTexture2DArray;
- if (dbgGenerateLogs) {
- console.log("Using a temporary empty 2D array texture. internalTexture.uniqueId=", texture.uniqueId, texture);
- }
- }
- else {
- internalTexture = this.emptyTexture;
- if (dbgGenerateLogs) {
- console.log("Using a temporary empty texture. internalTexture.uniqueId=", texture.uniqueId, texture);
- }
- }
- if (internalTexture && !internalTexture.isMultiview) {
- // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
- if (internalTexture.isCube && internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
- internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
- const textureWrapMode = (texture.coordinatesMode !== Constants.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Constants.TEXTURE_SKYBOX_MODE) ? Constants.TEXTURE_WRAP_ADDRESSMODE : Constants.TEXTURE_CLAMP_ADDRESSMODE;
- texture.wrapU = textureWrapMode;
- texture.wrapV = textureWrapMode;
- }
- this._setAnisotropicLevel(0, internalTexture, texture.anisotropicFilteringLevel);
- }
- if (internalTexture) {
- internalTexture._cachedWrapU = texture.wrapU;
- internalTexture._cachedWrapV = texture.wrapV;
- internalTexture._cachedWrapR = texture.wrapR;
- }
- if (dbgSanityChecks && internalTexture && (internalTexture as any)._released) {
- console.error("using a released texture in engine.setTexture!", internalTexture);
- debugger;
- }
- this._setInternalTexture(name, internalTexture);
- } else {
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - _setTexture called with a null _currentEffect! texture=", texture);
- }
- }
- }
- return true;
- }
- /** @hidden */
- public _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number) {
- if (internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST
- && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR
- && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR) {
- anisotropicFilteringLevel = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
- }
- if (internalTexture._cachedAnisotropicFilteringLevel !== anisotropicFilteringLevel) {
- //this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(anisotropicFilteringLevel, this._caps.maxAnisotropy), internalTexture);
- internalTexture._cachedAnisotropicFilteringLevel = anisotropicFilteringLevel;
- if (dbgShowWarningsNotImplemented) {
- console.warn("_setAnisotropicLevel not implemented yet");
- }
- }
- }
- public bindSamplers(effect: Effect): void { }
- public _bindTextureDirectly(target: number, texture: InternalTexture, forTextureDataUpdate = false, force = false): boolean {
- if (this._boundTexturesCache[this._activeChannel] !== texture) {
- this._boundTexturesCache[this._activeChannel] = texture;
- return true;
- }
- return false;
- }
- /** @hidden */
- public _bindTexture(channel: number, texture: InternalTexture, name: string): void {
- if (channel === undefined) {
- return;
- }
- if (texture) {
- texture._associatedChannel = channel;
- }
- this._activeChannel = channel;
- this._setInternalTexture(name, texture);
- }
- private _createGPUTextureForInternalTexture(texture: InternalTexture, width?: number, height?: number): WebGPUHardwareTexture {
- if (!texture._hardwareTexture) {
- texture._hardwareTexture = this._createHardwareTexture();
- }
- if (width === undefined) {
- width = texture.width;
- }
- if (height === undefined) {
- height = texture.height;
- }
- const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- gpuTextureWrapper.format = this._getWebGPUTextureFormat(texture.type, texture.format);
- const textureUsages =
- texture._source === InternalTextureSource.RenderTarget ? WebGPUConstants.TextureUsage.Sampled | WebGPUConstants.TextureUsage.CopySrc | WebGPUConstants.TextureUsage.OutputAttachment :
- texture._source === InternalTextureSource.Depth ? WebGPUConstants.TextureUsage.Sampled | WebGPUConstants.TextureUsage.OutputAttachment : -1;
- const generateMipMaps = texture._source === InternalTextureSource.RenderTarget ? false : texture.generateMipMaps;
- if (texture.isCube) {
- const gpuTexture = this._textureHelper.createCubeTexture({ width, height }, texture.generateMipMaps, texture.generateMipMaps, texture.invertY, false, gpuTextureWrapper.format, texture.samples || 1, this._uploadEncoder, textureUsages);
- gpuTextureWrapper.set(gpuTexture);
- gpuTextureWrapper.createView({
- dimension: WebGPUConstants.TextureViewDimension.Cube,
- mipLevelCount: generateMipMaps ? WebGPUTextureHelper.computeNumMipmapLevels(width!, height!) : 1,
- baseArrayLayer: 0,
- baseMipLevel: 0,
- aspect: WebGPUConstants.TextureAspect.All
- });
- } else {
- const gpuTexture = this._textureHelper.createTexture({ width, height }, texture.generateMipMaps, texture.generateMipMaps, texture.invertY, false, gpuTextureWrapper.format, texture.samples || 1, this._uploadEncoder, textureUsages);
- gpuTextureWrapper.set(gpuTexture);
- gpuTextureWrapper.createView({
- dimension: WebGPUConstants.TextureViewDimension.E2d,
- mipLevelCount: generateMipMaps ? WebGPUTextureHelper.computeNumMipmapLevels(width!, height!) : 1,
- baseArrayLayer: 0,
- baseMipLevel: 0,
- aspect: WebGPUConstants.TextureAspect.All
- });
- }
- texture.width = texture.baseWidth = width;
- texture.height = texture.baseHeight = height;
- return gpuTextureWrapper;
- }
- private _generateMipmaps(texture: InternalTexture) {
- const gpuTexture = texture._hardwareTexture?.underlyingResource;
- if (!gpuTexture) {
- return;
- }
- const format = (texture._hardwareTexture as WebGPUHardwareTexture).format;
- const mipmapCount = WebGPUTextureHelper.computeNumMipmapLevels(texture.width, texture.height);
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - generate mipmaps called - width=", texture.width, "height=", texture.height, "isCube=", texture.isCube);
- }
- }
- if (texture.isCube) {
- this._textureHelper.generateCubeMipmaps(gpuTexture, format, mipmapCount, this._uploadEncoder);
- } else {
- this._textureHelper.generateMipmaps(gpuTexture, format, mipmapCount, 0, this._uploadEncoder);
- }
- }
- public updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha: boolean = false, format?: number, forceBindTexture?: boolean): void {
- if (!texture) {
- return;
- }
- const width = canvas.width, height = canvas.height;
- let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- if (!texture._hardwareTexture?.underlyingResource) {
- gpuTextureWrapper = this._createGPUTextureForInternalTexture(texture, width, height);
- }
- if (dbgSanityChecks && (texture as any)._released) {
- console.error("Using a released texture in updateDynamicTexture!", texture, gpuTextureWrapper);
- }
- createImageBitmap(canvas).then((bitmap) => {
- this._textureHelper.updateTexture(bitmap, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, 0, 0, invertY, premulAlpha, 0, 0, this._uploadEncoder);
- if (texture.generateMipMaps) {
- this._generateMipmaps(texture);
- }
- texture.isReady = true;
- });
- }
- public updateTextureData(texture: InternalTexture, imageData: ArrayBufferView, xOffset: number, yOffset: number, width: number, height: number, faceIndex: number = 0, lod: number = 0): void {
- let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- if (!texture._hardwareTexture?.underlyingResource) {
- gpuTextureWrapper = this._createGPUTextureForInternalTexture(texture);
- }
- const data = new Uint8Array(imageData.buffer, imageData.byteOffset, imageData.byteLength);
- this._textureHelper.updateTexture(data, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, faceIndex, lod, texture.invertY, false, xOffset, yOffset, this._uploadEncoder);
- }
- public updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void {
- if (!texture || texture._isDisabled) {
- return;
- }
- if (this._videoTextureSupported === undefined) {
- this._videoTextureSupported = true;
- }
- let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- if (!texture._hardwareTexture?.underlyingResource) {
- gpuTextureWrapper = this._createGPUTextureForInternalTexture(texture);
- }
- createImageBitmap(video).then((bitmap) => {
- this._textureHelper.updateTexture(bitmap, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, 0, 0, !invertY, false, 0, 0, this._uploadEncoder);
- if (texture.generateMipMaps) {
- this._generateMipmaps(texture);
- }
- texture.isReady = true;
- }).catch((msg) => {
- // Sometimes createImageBitmap(video) fails with "Failed to execute 'createImageBitmap' on 'Window': The provided element's player has no current data."
- // Just keep going on
- texture.isReady = true;
- });
- }
- /** @hidden */
- public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {
- let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- if (!texture._hardwareTexture?.underlyingResource) {
- texture.format = internalFormat;
- gpuTextureWrapper = this._createGPUTextureForInternalTexture(texture, width, height);
- }
- const data = new Uint8Array(imageData.buffer, imageData.byteOffset, imageData.byteLength);
- this._textureHelper.updateTexture(data, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, faceIndex, lod, texture.invertY, false, 0, 0, this._uploadEncoder);
- }
- /** @hidden */
- public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0, babylonInternalFormat?: number, useTextureWidthAndHeight = false): void {
- // TODO WEBPU babylonInternalFormat not handled.
- // Note that it is used only by BasisTools.LoadTextureFromTranscodeResult when transcoding could not be done, and in that case the texture format used (TEXTURETYPE_UNSIGNED_SHORT_5_6_5) is not compatible with WebGPU...
- const lodMaxWidth = Math.round(Math.log(texture.width) * Math.LOG2E);
- const lodMaxHeight = Math.round(Math.log(texture.height) * Math.LOG2E);
- const width = useTextureWidthAndHeight ? texture.width : Math.pow(2, Math.max(lodMaxWidth - lod, 0));
- const height = useTextureWidthAndHeight ? texture.height : Math.pow(2, Math.max(lodMaxHeight - lod, 0));
- let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- if (!texture._hardwareTexture?.underlyingResource) {
- gpuTextureWrapper = this._createGPUTextureForInternalTexture(texture, width, height);
- }
- const data = new Uint8Array(imageData.buffer, imageData.byteOffset, imageData.byteLength);
- this._textureHelper.updateTexture(data, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, faceIndex, lod, texture.invertY, false, 0, 0, this._uploadEncoder);
- }
- /** @hidden */
- public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {
- this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
- }
- /** @hidden */
- public _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex: number = 0, lod: number = 0) {
- let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- if (!texture._hardwareTexture?.underlyingResource) {
- gpuTextureWrapper = this._createGPUTextureForInternalTexture(texture);
- }
- const bitmap = image as ImageBitmap; // in WebGPU we will always get an ImageBitmap, not an HTMLImageElement
- const width = Math.ceil(texture.width / (1 << lod));
- const height = Math.ceil(texture.height / (1 << lod));
- this._textureHelper.updateTexture(bitmap, gpuTextureWrapper.underlyingResource!, width, height, gpuTextureWrapper.format, faceIndex, lod, texture.invertY, false, 0, 0, this._uploadEncoder);
- }
- public updateRawTexture(texture: Nullable<InternalTexture>, bufferView: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string> = null, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): void {
- if (!texture) {
- return;
- }
- if (!this._doNotHandleContextLost) {
- texture._bufferView = bufferView;
- texture.invertY = invertY;
- texture._compression = compression;
- }
- if (bufferView) {
- const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- const needConversion = format === Constants.TEXTUREFORMAT_RGB;
- if (needConversion) {
- bufferView = _convertRGBtoRGBATextureData(bufferView, texture.width, texture.height, type);
- }
- const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);
- this._textureHelper.updateTexture(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0, this._uploadEncoder);
- if (texture.generateMipMaps) {
- this._generateMipmaps(texture);
- }
- }
- texture.isReady = true;
- }
- public updateRawCubeTexture(texture: InternalTexture, bufferView: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string> = null, level: number = 0): void {
- texture._bufferViewArray = bufferView;
- texture.invertY = invertY;
- texture._compression = compression;
- const gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- const needConversion = format === Constants.TEXTUREFORMAT_RGB;
- const data = [];
- for (let i = 0; i < bufferView.length; ++i) {
- let faceData = bufferView[i];
- if (needConversion) {
- faceData = _convertRGBtoRGBATextureData(bufferView[i], texture.width, texture.height, type);
- }
- data.push(new Uint8Array(faceData.buffer, faceData.byteOffset, faceData.byteLength));
- }
- this._textureHelper.updateCubeTextures(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, gpuTextureWrapper.format, invertY, false, 0, 0, this._uploadEncoder);
- if (texture.generateMipMaps) {
- this._generateMipmaps(texture);
- }
- texture.isReady = true;
- }
- public updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string> = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT): void {
- if (dbgShowWarningsNotImplemented) {
- console.warn("updateRawTexture2DArray not implemented yet in WebGPU");
- }
- }
- public updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string> = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT): void {
- if (dbgShowWarningsNotImplemented) {
- console.warn("updateRawTexture2DArray not implemented yet in WebGPU");
- }
- }
- public readPixels(x: number, y: number, width: number, height: number, hasAlpha = true): Promise<ArrayBufferView> {
- return this._textureHelper.readPixels(this._swapChainTexture, x, y, width, height, this._options.swapChainFormat!);
- }
- /** @hidden */
- public _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex = -1, level = 0, buffer: Nullable<ArrayBufferView> = null): Promise<ArrayBufferView> {
- let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- return this._textureHelper.readPixels(gpuTextureWrapper.underlyingResource!, 0, 0, width, height, gpuTextureWrapper.format, faceIndex, level, buffer);
- }
- //------------------------------------------------------------------------------
- // Render Target Textures
- //------------------------------------------------------------------------------
- public createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture {
- let fullOptions = new RenderTargetCreationOptions();
- if (options !== undefined && typeof options === "object") {
- fullOptions.generateMipMaps = options.generateMipMaps;
- fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
- fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
- fullOptions.type = options.type === undefined ? Constants.TEXTURETYPE_UNSIGNED_INT : options.type;
- fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
- fullOptions.format = options.format === undefined ? Constants.TEXTUREFORMAT_RGBA : options.format;
- fullOptions.samples = options.samples ?? this._mainPassSampleCount;
- } else {
- fullOptions.generateMipMaps = <boolean>options;
- fullOptions.generateDepthBuffer = true;
- fullOptions.generateStencilBuffer = false;
- fullOptions.type = Constants.TEXTURETYPE_UNSIGNED_INT;
- fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;
- fullOptions.format = Constants.TEXTUREFORMAT_RGBA;
- fullOptions.samples = this._mainPassSampleCount;
- }
- const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);
- const width = size.width || size;
- const height = size.height || size;
- const layers = size.layers || 0;
- texture._depthStencilBuffer = {};
- texture._framebuffer = {};
- texture.baseWidth = width;
- texture.baseHeight = height;
- texture.width = width;
- texture.height = height;
- texture.depth = layers;
- texture.isReady = true;
- texture.samples = fullOptions.samples;
- texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
- texture.samplingMode = fullOptions.samplingMode;
- texture.type = fullOptions.type;
- texture.format = fullOptions.format;
- texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
- texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
- this._internalTexturesCache.push(texture);
- if (texture._generateDepthBuffer || texture._generateStencilBuffer) {
- texture._depthStencilTexture = this.createDepthStencilTexture({ width, height, layers }, {
- bilinearFiltering:
- fullOptions.samplingMode === undefined ||
- fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE || fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||
- fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE || fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||
- fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST || fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||
- fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR || fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST,
- comparisonFunction: 0,
- generateStencil: texture._generateStencilBuffer,
- isCube: texture.isCube,
- samples: texture.samples,
- });
- }
- if (options !== undefined && typeof options === "object" && options.createMipMaps && !fullOptions.generateMipMaps) {
- texture.generateMipMaps = true;
- }
- this._createGPUTextureForInternalTexture(texture);
- if (options !== undefined && typeof options === "object" && options.createMipMaps && !fullOptions.generateMipMaps) {
- texture.generateMipMaps = false;
- }
- return texture;
- }
- public createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture {
- let fullOptions = {
- generateMipMaps: true,
- generateDepthBuffer: true,
- generateStencilBuffer: false,
- type: Constants.TEXTURETYPE_UNSIGNED_INT,
- samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,
- format: Constants.TEXTUREFORMAT_RGBA,
- samples: this._mainPassSampleCount,
- ...options
- };
- fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
- const texture = new InternalTexture(this, InternalTextureSource.RenderTarget);
- texture.width = size;
- texture.height = size;
- texture.depth = 0;
- texture.isReady = true;
- texture.isCube = true;
- texture.samples = fullOptions.samples;
- texture.generateMipMaps = fullOptions.generateMipMaps;
- texture.samplingMode = fullOptions.samplingMode;
- texture.type = fullOptions.type;
- texture.format = fullOptions.format;
- texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
- texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
- this._internalTexturesCache.push(texture);
- if (texture._generateDepthBuffer || texture._generateStencilBuffer) {
- texture._depthStencilTexture = this.createDepthStencilTexture({ width: texture.width, height: texture.height, layers: texture.depth }, {
- bilinearFiltering:
- fullOptions.samplingMode === undefined ||
- fullOptions.samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE || fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR ||
- fullOptions.samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE || fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR ||
- fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST || fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR ||
- fullOptions.samplingMode === Constants.TEXTURE_NEAREST_LINEAR || fullOptions.samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST,
- comparisonFunction: 0,
- generateStencil: texture._generateStencilBuffer,
- isCube: texture.isCube,
- samples: texture.samples,
- });
- }
- if (options && options.createMipMaps && !fullOptions.generateMipMaps) {
- texture.generateMipMaps = true;
- }
- this._createGPUTextureForInternalTexture(texture);
- if (options && options.createMipMaps && !fullOptions.generateMipMaps) {
- texture.generateMipMaps = false;
- }
- return texture;
- }
- /** @hidden */
- public _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | { width: number, height: number, layers?: number }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number, samples = 1): void {
- const width = (<{ width: number, height: number, layers?: number }>size).width || <number>size;
- const height = (<{ width: number, height: number, layers?: number }>size).height || <number>size;
- const layers = (<{ width: number, height: number, layers?: number }>size).layers || 0;
- internalTexture.baseWidth = width;
- internalTexture.baseHeight = height;
- internalTexture.width = width;
- internalTexture.height = height;
- internalTexture.is2DArray = layers > 0;
- internalTexture.depth = layers;
- internalTexture.isReady = true;
- internalTexture.samples = samples;
- internalTexture.generateMipMaps = false;
- internalTexture._generateDepthBuffer = true;
- internalTexture._generateStencilBuffer = generateStencil;
- internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;
- internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_INT;
- internalTexture._comparisonFunction = comparisonFunction;
- }
- /** @hidden */
- public _createDepthStencilTexture(size: number | { width: number, height: number, layers?: number }, options: DepthTextureCreationOptions): InternalTexture {
- const internalTexture = new InternalTexture(this, InternalTextureSource.Depth);
- const internalOptions = {
- bilinearFiltering: false,
- comparisonFunction: 0,
- generateStencil: false,
- samples: this._mainPassSampleCount,
- ...options
- };
- internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;
- this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);
- this._createGPUTextureForInternalTexture(internalTexture);
- return internalTexture;
- }
- /** @hidden */
- public _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture {
- const internalTexture = new InternalTexture(this, InternalTextureSource.Depth);
- internalTexture.isCube = true;
- const internalOptions = {
- bilinearFiltering: false,
- comparisonFunction: 0,
- generateStencil: false,
- samples: this._mainPassSampleCount,
- ...options
- };
- internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;
- this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);
- this._createGPUTextureForInternalTexture(internalTexture);
- return internalTexture;
- }
- public updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number {
- // samples is used at creation time in WebGPU, you can't change it afterwards
- return samples;
- }
- //------------------------------------------------------------------------------
- // Render Commands
- //------------------------------------------------------------------------------
- /**
- * Begin a new frame
- */
- public beginFrame(): void {
- super.beginFrame();
- }
- /**
- * End the current frame
- */
- public endFrame() {
- this._endMainRenderPass();
- this.flushFramebuffer();
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - counters - numPipelineDescriptorCreation=", this._counters.numPipelineDescriptorCreation, ", numBindGroupsCreation=", this._counters.numBindGroupsCreation);
- }
- }
- for (let i = 0; i < this._deferredReleaseTextures.length; ++i) {
- const [texture, hardwareTexture, irradianceTexture, depthStencilTexture] = this._deferredReleaseTextures[i];
- hardwareTexture?.release();
- irradianceTexture?.dispose();
- depthStencilTexture?.dispose();
- // TODO WEBGPU remove debug code
- if ((texture as any)._swapped) {
- delete (texture as any)._swapped;
- } else {
- (texture as any)._released = true;
- }
- }
- this._deferredReleaseTextures.length = 0;
- this._bufferManager.destroyDeferredBuffers();
- if (ThinEngine.Features._collectUbosUpdatedInFrame) {
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- const list: Array<string> = [];
- for (const name in UniformBuffer._updatedUbosInFrame) {
- list.push(name + ":" + UniformBuffer._updatedUbosInFrame[name]);
- }
- console.log("frame #" + (this as any)._count + " - updated ubos -", list.join(", "));
- }
- }
- UniformBuffer._updatedUbosInFrame = {};
- }
- this._counters.numPipelineDescriptorCreation = 0;
- this._counters.numBindGroupsCreation = 0;
- super.endFrame();
- if (dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("%c frame #" + (this as any)._count + " - end", "background: #ffff00");
- }
- if ((this as any)._count < dbgVerboseLogsNumFrames) {
- (this as any)._count++;
- if ((this as any)._count !== dbgVerboseLogsNumFrames) {
- console.log("%c frame #" + (this as any)._count + " - begin", "background: #ffff00");
- }
- }
- }
- }
- //------------------------------------------------------------------------------
- // Render Pass
- //------------------------------------------------------------------------------
- private _startRenderTargetRenderPass(internalTexture: InternalTexture, clearColor: Nullable<IColor4Like>, clearDepth: boolean, clearStencil: boolean = false) {
- const gpuTexture = (internalTexture._hardwareTexture as WebGPUHardwareTexture).underlyingResource!;
- const depthStencilTexture = internalTexture._depthStencilTexture;
- const gpuDepthStencilTexture = depthStencilTexture?._hardwareTexture?.underlyingResource as Nullable<GPUTexture>;
- const colorTextureView = gpuTexture.createView(this._currentRenderTargetColorAttachmentViewDescriptor);
- const depthTextureView = gpuDepthStencilTexture?.createView(this._currentRenderTargetDepthAttachmentViewDescriptor);
- this._renderTargetEncoder.pushDebugGroup("start render target rendering");
- const renderPassDescriptor = {
- colorAttachments: [{
- attachment: colorTextureView,
- loadValue: clearColor !== null ? clearColor : WebGPUConstants.LoadOp.Load,
- storeOp: WebGPUConstants.StoreOp.Store
- }],
- depthStencilAttachment: depthStencilTexture && gpuDepthStencilTexture ? {
- attachment: depthTextureView!,
- depthLoadValue: clearDepth && depthStencilTexture._generateDepthBuffer ? this._clearDepthValue : WebGPUConstants.LoadOp.Load,
- depthStoreOp: WebGPUConstants.StoreOp.Store,
- stencilLoadValue: clearStencil && depthStencilTexture._generateStencilBuffer ? this._clearStencilValue : WebGPUConstants.LoadOp.Load,
- stencilStoreOp: WebGPUConstants.StoreOp.Store,
- } : undefined
- };
- const renderPass = this._renderTargetEncoder.beginRenderPass(renderPassDescriptor);
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - render target begin pass - internalTexture.uniqueId=", internalTexture.uniqueId, renderPassDescriptor);
- }
- }
- this._currentRenderPass = renderPass;
- this._resetCurrentViewport(1);
- }
- private _endRenderTargetRenderPass() {
- if (this._currentRenderPass) {
- this._currentRenderPass.endPass();
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - render target end pass - internalTexture.uniqueId=", this._currentRenderTarget?.uniqueId);
- }
- }
- this._renderTargetEncoder.popDebugGroup();
- this._resetCurrentViewport(1);
- }
- }
- private _getCurrentRenderPass(): GPURenderPassEncoder {
- if (this._currentRenderTarget && !this._currentRenderPass) {
- this._startRenderTargetRenderPass(this._currentRenderTarget, null, false, false);
- } else if (!this._currentRenderPass) {
- this._startMainRenderPass();
- }
- return this._currentRenderPass!;
- }
- private _startMainRenderPass(): void {
- if (this._mainRenderPass) {
- this._endMainRenderPass();
- }
- this._swapChainTexture = this._swapChain.getCurrentTexture();
- // Resolve in case of MSAA
- if (this._options.antialiasing) {
- this._mainColorAttachments[0].resolveTarget = this._swapChainTexture.createView();
- }
- else {
- this._mainColorAttachments[0].attachment = this._swapChainTexture.createView();
- }
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - main begin pass - texture width=" + (this._mainTextureExtends as any).width, " height=" + (this._mainTextureExtends as any).height, this._mainColorAttachments, this._mainDepthAttachment);
- }
- }
- this._renderEncoder.pushDebugGroup("start main rendering");
- this._currentRenderPass = this._renderEncoder.beginRenderPass({
- colorAttachments: this._mainColorAttachments,
- depthStencilAttachment: this._mainDepthAttachment
- });
- this._mainRenderPass = this._currentRenderPass;
- this._resetCurrentViewport(0);
- }
- private _endMainRenderPass(): void {
- if (this._mainRenderPass !== null) {
- this._mainRenderPass.endPass();
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - main end pass");
- }
- }
- this._renderEncoder.popDebugGroup();
- this._resetCurrentViewport(0);
- if (this._mainRenderPass === this._currentRenderPass) {
- this._currentRenderPass = null;
- }
- this._mainRenderPass = null;
- }
- }
- public bindFramebuffer(texture: InternalTexture, faceIndex: number = 0, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel = 0, layer = 0): void {
- const hardwareTexture = texture._hardwareTexture as Nullable<WebGPUHardwareTexture>;
- const gpuTexture = hardwareTexture?.underlyingResource as Nullable<GPUTexture>;
- if (!hardwareTexture || !gpuTexture) {
- if (dbgSanityChecks) {
- console.error("bindFramebuffer: Trying to bind a texture that does not have a hardware texture or that has a webgpu texture empty!", texture, hardwareTexture, gpuTexture);
- }
- return;
- }
- if (this._currentRenderTarget) {
- this.unBindFramebuffer(this._currentRenderTarget);
- }
- this._currentRenderTarget = texture;
- this._setDepthTextureFormat(this._currentRenderTarget._depthStencilTexture ? this._getWebGPUTextureFormat(-1, this._currentRenderTarget._depthStencilTexture.format) : undefined);
- this._setColorFormat(this._getWebGPUTextureFormat(this._currentRenderTarget.type, this._currentRenderTarget.format));
- // TODO WEBGPU handle array layer
- this._currentRenderTargetColorAttachmentViewDescriptor = {
- format: this._colorFormat,
- dimension: WebGPUConstants.TextureViewDimension.E2d,
- mipLevelCount: 1,
- baseArrayLayer: faceIndex,
- baseMipLevel: lodLevel,
- arrayLayerCount: 1,
- aspect: WebGPUConstants.TextureAspect.All
- };
- this._currentRenderTargetDepthAttachmentViewDescriptor = {
- format: this._depthTextureFormat,
- dimension: WebGPUConstants.TextureViewDimension.E2d,
- mipLevelCount: 1,
- baseArrayLayer: 0,
- baseMipLevel: 0,
- arrayLayerCount: 1,
- aspect: WebGPUConstants.TextureAspect.All
- };
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - bindFramebuffer called - face=", faceIndex, "lodLevel=", lodLevel, this._currentRenderTargetColorAttachmentViewDescriptor, this._currentRenderTargetDepthAttachmentViewDescriptor);
- }
- }
- this._currentRenderPass = null; // lazy creation of the render pass, hoping the render pass will be created by a call to clear()...
- if (this._cachedViewport && !forceFullscreenViewport) {
- this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
- } else {
- if (!requiredWidth) {
- requiredWidth = texture.width;
- if (lodLevel) {
- requiredWidth = requiredWidth / Math.pow(2, lodLevel);
- }
- }
- if (!requiredHeight) {
- requiredHeight = texture.height;
- if (lodLevel) {
- requiredHeight = requiredHeight / Math.pow(2, lodLevel);
- }
- }
- this._viewport(0, 0, requiredWidth, requiredHeight);
- }
- this.wipeCaches();
- }
- public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
- // TODO WEBGPU remove the assert debugging code
- assert(this._currentRenderTarget === null || (this._currentRenderTarget !== null && texture === this._currentRenderTarget), "unBindFramebuffer - the texture we wan't to unbind is not the same than the currentRenderTarget! texture=" + texture + ", this._currentRenderTarget=" + this._currentRenderTarget);
- if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPass) {
- this._endRenderTargetRenderPass();
- }
- this._currentRenderTarget = null;
- if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
- this._generateMipmaps(texture);
- }
- if (onBeforeUnbind) {
- onBeforeUnbind();
- }
- this._currentRenderPass = this._mainRenderPass;
- this._setDepthTextureFormat(this._getMainDepthTextureFormat());
- this._setColorFormat(this._options.swapChainFormat!);
- }
- public flushFramebuffer(): void {
- this._commandBuffers[0] = this._uploadEncoder.finish();
- this._commandBuffers[1] = this._renderTargetEncoder.finish();
- this._commandBuffers[2] = this._renderEncoder.finish();
- this._device.defaultQueue.submit(this._commandBuffers);
- this._uploadEncoder = this._device.createCommandEncoder(this._uploadEncoderDescriptor);
- this._renderEncoder = this._device.createCommandEncoder(this._renderEncoderDescriptor);
- this._renderTargetEncoder = this._device.createCommandEncoder(this._renderTargetEncoderDescriptor);
- }
- public restoreDefaultFramebuffer(): void {
- if (this._currentRenderTarget) {
- this.unBindFramebuffer(this._currentRenderTarget);
- } else {
- this._currentRenderPass = this._mainRenderPass;
- this._setDepthTextureFormat(this._getMainDepthTextureFormat());
- this._setColorFormat(this._options.swapChainFormat!);
- }
- if (this._currentRenderPass) {
- if (this._cachedViewport) {
- this.setViewport(this._cachedViewport);
- }
- }
- this.wipeCaches();
- }
- /** @hidden */
- public _releaseFramebufferObjects(texture: InternalTexture): void {
- }
- //------------------------------------------------------------------------------
- // Render
- //------------------------------------------------------------------------------
- public setZOffset(value: number): void {
- if (value !== this._depthCullingState.zOffset) {
- this._depthCullingState.zOffset = value;
- }
- }
- private _setColorFormat(format: GPUTextureFormat): void {
- if (this._colorFormat === format) {
- return;
- }
- this._colorFormat = format;
- }
- private _setDepthTextureFormat(format: GPUTextureFormat | undefined): void {
- if (this._depthTextureFormat === format) {
- return;
- }
- this._depthTextureFormat = format;
- }
- public setDepthBuffer(enable: boolean): void {
- if (this._depthCullingState.depthTest !== enable) {
- this._depthCullingState.depthTest = enable;
- }
- }
- public setDepthWrite(enable: boolean): void {
- if (this._depthCullingState.depthMask !== enable) {
- this._depthCullingState.depthMask = enable;
- }
- }
- public setStencilBuffer(enable: boolean): void {
- if (this._stencilState.stencilTest !== enable) {
- this._stencilState.stencilTest = enable;
- }
- }
- public setStencilMask(mask: number): void {
- if (this._stencilState.stencilMask !== mask) {
- this._stencilState.stencilMask = mask;
- }
- }
- public setStencilFunction(stencilFunc: number) {
- if (this._stencilState.stencilFunc !== stencilFunc) {
- this._stencilState.stencilFunc = stencilFunc;
- }
- }
- public setStencilFunctionReference(reference: number) {
- if (this._stencilState.stencilFuncRef !== reference) {
- this._stencilState.stencilFuncRef = reference;
- }
- }
- public setStencilFunctionMask(mask: number) {
- if (this._stencilState.stencilFuncMask !== mask) {
- this._stencilState.stencilFuncMask = mask;
- }
- }
- public setStencilOperationFail(operation: number): void {
- if (this._stencilState.stencilOpStencilFail !== operation) {
- this._stencilState.stencilOpStencilFail = operation;
- }
- }
- public setStencilOperationDepthFail(operation: number): void {
- if (this._stencilState.stencilOpDepthFail !== operation) {
- this._stencilState.stencilOpDepthFail = operation;
- }
- }
- public setStencilOperationPass(operation: number): void {
- if (this._stencilState.stencilOpStencilDepthPass !== operation) {
- this._stencilState.stencilOpStencilDepthPass = operation;
- }
- }
- public setDitheringState(value: boolean): void {
- // Does not exist in WebGPU
- }
- public setRasterizerState(value: boolean): void {
- // Does not exist in WebGPU
- }
- public setDepthFunction(depthFunc: number) {
- if (this._depthCullingState.depthFunc !== depthFunc) {
- this._depthCullingState.depthFunc = depthFunc;
- }
- }
- public setDepthFunctionToGreater(): void {
- if (this._depthCullingState.depthFunc !== Constants.GREATER) {
- this._depthCullingState.depthFunc = Constants.GREATER;
- }
- }
- public setDepthFunctionToGreaterOrEqual(): void {
- if (this._depthCullingState.depthFunc !== Constants.GEQUAL) {
- this._depthCullingState.depthFunc = Constants.GEQUAL;
- }
- }
- public setDepthFunctionToLess(): void {
- if (this._depthCullingState.depthFunc !== Constants.LESS) {
- this._depthCullingState.depthFunc = Constants.LESS;
- }
- }
- public setDepthFunctionToLessOrEqual(): void {
- if (this._depthCullingState.depthFunc !== Constants.LEQUAL) {
- this._depthCullingState.depthFunc = Constants.LEQUAL;
- }
- }
- private _indexFormatInRenderPass(topology: GPUPrimitiveTopology): boolean {
- return topology === WebGPUConstants.PrimitiveTopology.PointList ||
- topology === WebGPUConstants.PrimitiveTopology.LineList ||
- topology === WebGPUConstants.PrimitiveTopology.TriangleList;
- }
- private _getTopology(fillMode: number): GPUPrimitiveTopology {
- switch (fillMode) {
- // Triangle views
- case Constants.MATERIAL_TriangleFillMode:
- return WebGPUConstants.PrimitiveTopology.TriangleList;
- case Constants.MATERIAL_PointFillMode:
- return WebGPUConstants.PrimitiveTopology.PointList;
- case Constants.MATERIAL_WireFrameFillMode:
- return WebGPUConstants.PrimitiveTopology.LineList;
- // Draw modes
- case Constants.MATERIAL_PointListDrawMode:
- return WebGPUConstants.PrimitiveTopology.PointList;
- case Constants.MATERIAL_LineListDrawMode:
- return WebGPUConstants.PrimitiveTopology.LineList;
- case Constants.MATERIAL_LineLoopDrawMode:
- // return this._gl.LINE_LOOP;
- // TODO WEBGPU. Line Loop Mode Fallback at buffer load time.
- throw "LineLoop is an unsupported fillmode in WebGPU";
- case Constants.MATERIAL_LineStripDrawMode:
- return WebGPUConstants.PrimitiveTopology.LineStrip;
- case Constants.MATERIAL_TriangleStripDrawMode:
- return WebGPUConstants.PrimitiveTopology.TriangleStrip;
- case Constants.MATERIAL_TriangleFanDrawMode:
- // return this._gl.TRIANGLE_FAN;
- // TODO WEBGPU. Triangle Fan Mode Fallback at buffer load time.
- throw "TriangleFan is an unsupported fillmode in WebGPU";
- default:
- return WebGPUConstants.PrimitiveTopology.TriangleList;
- }
- }
- private _getCompareFunction(compareFunction: Nullable<number>): GPUCompareFunction {
- switch (compareFunction) {
- case Constants.ALWAYS:
- return WebGPUConstants.CompareFunction.Always;
- case Constants.EQUAL:
- return WebGPUConstants.CompareFunction.Equal;
- case Constants.GREATER:
- return WebGPUConstants.CompareFunction.Greater;
- case Constants.GEQUAL:
- return WebGPUConstants.CompareFunction.GreaterEqual;
- case Constants.LESS:
- return WebGPUConstants.CompareFunction.Less;
- case Constants.LEQUAL:
- return WebGPUConstants.CompareFunction.LessEqual;
- case Constants.NEVER:
- return WebGPUConstants.CompareFunction.Never;
- case Constants.NOTEQUAL:
- return WebGPUConstants.CompareFunction.NotEqual;
- default:
- return WebGPUConstants.CompareFunction.Less;
- }
- }
- private _getOpFunction(operation: Nullable<number>, defaultOp: GPUStencilOperation): GPUStencilOperation {
- switch (operation) {
- case Constants.KEEP:
- return WebGPUConstants.StencilOperation.Keep;
- case Constants.ZERO:
- return WebGPUConstants.StencilOperation.Zero;
- case Constants.REPLACE:
- return WebGPUConstants.StencilOperation.Replace;
- case Constants.INVERT:
- return WebGPUConstants.StencilOperation.Invert;
- case Constants.INCR:
- return WebGPUConstants.StencilOperation.IncrementClamp;
- case Constants.DECR:
- return WebGPUConstants.StencilOperation.DecrementClamp;
- case Constants.INCR_WRAP:
- return WebGPUConstants.StencilOperation.IncrementWrap;
- case Constants.DECR_WRAP:
- return WebGPUConstants.StencilOperation.DecrementWrap;
- default:
- return defaultOp;
- }
- }
- private _getDepthStencilStateDescriptor(): GPUDepthStencilStateDescriptor | undefined {
- if (this._depthTextureFormat === undefined) {
- return undefined;
- }
- const stencilFrontBack: GPUStencilStateFaceDescriptor = {
- compare: this._getCompareFunction(this._stencilState.stencilFunc),
- depthFailOp: this._getOpFunction(this._stencilState.stencilOpDepthFail, WebGPUConstants.StencilOperation.Keep),
- failOp: this._getOpFunction(this._stencilState.stencilOpStencilFail, WebGPUConstants.StencilOperation.Keep),
- passOp: this._getOpFunction(this._stencilState.stencilOpStencilDepthPass, WebGPUConstants.StencilOperation.Replace)
- };
- return {
- depthWriteEnabled: this.getDepthWrite(),
- depthCompare: this.getDepthBuffer() ? this._getCompareFunction(this.getDepthFunction()) : WebGPUConstants.CompareFunction.Always,
- format: this._depthTextureFormat,
- stencilFront: stencilFrontBack,
- stencilBack: stencilFrontBack,
- stencilReadMask: this._stencilState.stencilFuncMask,
- stencilWriteMask: this._stencilState.stencilMask,
- };
- }
- /**
- * Set various states to the webGL context
- * @param culling defines backface culling state
- * @param zOffset defines the value to apply to zOffset (0 by default)
- * @param force defines if states must be applied even if cache is up to date
- * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
- */
- public setState(culling: boolean, zOffset: number = 0, force?: boolean, reverseSide = false): void {
- // Culling
- if (this._depthCullingState.cull !== culling || force) {
- this._depthCullingState.cull = culling;
- }
- // Cull face
- // var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
- var cullFace = this.cullBackFaces ? 1 : 2;
- if (this._depthCullingState.cullFace !== cullFace || force) {
- this._depthCullingState.cullFace = cullFace;
- }
- // Z offset
- this.setZOffset(zOffset);
- // Front face
- // var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
- var frontFace = reverseSide ? 1 : 2;
- if (this._depthCullingState.frontFace !== frontFace || force) {
- this._depthCullingState.frontFace = frontFace;
- }
- }
- private _getFrontFace(): GPUFrontFace {
- switch (this._depthCullingState.frontFace) {
- case 1:
- return WebGPUConstants.FrontFace.CCW;
- default:
- return WebGPUConstants.FrontFace.CW;
- }
- }
- private _getCullMode(): GPUCullMode {
- if (this._depthCullingState.cull === false) {
- return WebGPUConstants.CullMode.None;
- }
- if (this._depthCullingState.cullFace === 2) {
- return WebGPUConstants.CullMode.Front;
- }
- else {
- return WebGPUConstants.CullMode.Back;
- }
- }
- private _getRasterizationStateDescriptor(): GPURasterizationStateDescriptor {
- return {
- frontFace: this._getFrontFace(),
- cullMode: this._getCullMode(),
- depthBias: 0,
- depthBiasClamp: 0,
- depthBiasSlopeScale: this._depthCullingState.zOffset,
- };
- }
- private _getWriteMask(): number {
- if (this.__colorWrite) {
- return WebGPUConstants.ColorWrite.All;
- }
- return 0;
- }
- /**
- * Sets the current alpha mode
- * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
- * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
- */
- public setAlphaMode(mode: number, noDepthWriteChange: boolean = false): void {
- if (this._alphaMode === mode) {
- return;
- }
- switch (mode) {
- case Engine.ALPHA_DISABLE:
- this._alphaState.alphaBlend = false;
- break;
- case Engine.ALPHA_PREMULTIPLIED:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
- this._alphaState.setAlphaBlendFunctionParameters(1, 0x0303, 1, 1);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
- this._alphaState.setAlphaBlendFunctionParameters(1, 0x0303, 1, 0x0303);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_COMBINE:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
- this._alphaState.setAlphaBlendFunctionParameters(0x0302, 0x0303, 1, 1);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_ONEONE:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
- this._alphaState.setAlphaBlendFunctionParameters(1, 1, 0, 1);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_ADD:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
- this._alphaState.setAlphaBlendFunctionParameters(0x0302, 1, 0, 1);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_SUBTRACT:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
- this._alphaState.setAlphaBlendFunctionParameters(0, 0x0301, 1, 1);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_MULTIPLY:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
- this._alphaState.setAlphaBlendFunctionParameters(0x0306, 0, 1, 1);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_MAXIMIZED:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
- this._alphaState.setAlphaBlendFunctionParameters(0x0302, 0x0301, 1, 1);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_INTERPOLATE:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
- this._alphaState.setAlphaBlendFunctionParameters(0x8001, 0x8002, 0x8003, 0x8004);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_SCREENMODE:
- // this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
- this._alphaState.setAlphaBlendFunctionParameters(1, 0x0301, 1, 0x0303);
- this._alphaState.alphaBlend = true;
- break;
- }
- if (!noDepthWriteChange) {
- this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
- }
- this._alphaMode = mode;
- }
- private _getAphaBlendOperation(operation: Nullable<number>): GPUBlendOperation {
- switch (operation) {
- case 0x8006:
- return WebGPUConstants.BlendOperation.Add;
- case 0x800A:
- return WebGPUConstants.BlendOperation.Subtract;
- case 0x800B:
- return WebGPUConstants.BlendOperation.ReverseSubtract;
- default:
- return WebGPUConstants.BlendOperation.Add;
- }
- }
- private _getAphaBlendFactor(factor: Nullable<number>): GPUBlendFactor {
- switch (factor) {
- case 0:
- return WebGPUConstants.BlendFactor.Zero;
- case 1:
- return WebGPUConstants.BlendFactor.One;
- case 0x0300:
- return WebGPUConstants.BlendFactor.SrcColor;
- case 0x0301:
- return WebGPUConstants.BlendFactor.OneMinusSrcColor;
- case 0x0302:
- return WebGPUConstants.BlendFactor.SrcAlpha;
- case 0x0303:
- return WebGPUConstants.BlendFactor.OneMinusSrcAlpha;
- case 0x0304:
- return WebGPUConstants.BlendFactor.DstAlpha;
- case 0x0305:
- return WebGPUConstants.BlendFactor.OneMinusDstAlpha;
- case 0x0306:
- return WebGPUConstants.BlendFactor.DstColor;
- case 0x0307:
- return WebGPUConstants.BlendFactor.OneMinusDstColor;
- case 0x0308:
- return WebGPUConstants.BlendFactor.SrcAlphaSaturated;
- case 0x8001:
- return WebGPUConstants.BlendFactor.BlendColor;
- case 0x8002:
- return WebGPUConstants.BlendFactor.OneMinusBlendColor;
- case 0x8003:
- return WebGPUConstants.BlendFactor.BlendColor;
- case 0x8004:
- return WebGPUConstants.BlendFactor.OneMinusBlendColor;
- default:
- return WebGPUConstants.BlendFactor.One;
- }
- }
- private _getAphaBlendState(): GPUBlendDescriptor {
- if (!this._alphaState.alphaBlend) {
- return { };
- }
- return {
- srcFactor: this._getAphaBlendFactor(this._alphaState._blendFunctionParameters[2]),
- dstFactor: this._getAphaBlendFactor(this._alphaState._blendFunctionParameters[3]),
- operation: this._getAphaBlendOperation(this._alphaState._blendEquationParameters[1]),
- };
- }
- private _getColorBlendState(): GPUBlendDescriptor {
- if (!this._alphaState.alphaBlend) {
- return { };
- }
- return {
- srcFactor: this._getAphaBlendFactor(this._alphaState._blendFunctionParameters[0]),
- dstFactor: this._getAphaBlendFactor(this._alphaState._blendFunctionParameters[1]),
- operation: this._getAphaBlendOperation(this._alphaState._blendEquationParameters[0]),
- };
- }
- private _getColorStateDescriptors(): GPUColorStateDescriptor[] {
- return [{
- format: this._colorFormat,
- alphaBlend: this._getAphaBlendState(),
- colorBlend: this._getColorBlendState(),
- writeMask: this._getWriteMask(),
- }];
- }
- private _getStages(): IWebGPURenderPipelineStageDescriptor {
- const webgpuPipelineContext = this._currentEffect!._pipelineContext as WebGPUPipelineContext;
- return webgpuPipelineContext.stages!;
- }
- private _getVertexInputDescriptorFormat(vertexBuffer: VertexBuffer): GPUVertexFormat {
- const kind = vertexBuffer.getKind();
- const type = vertexBuffer.type;
- const normalized = vertexBuffer.normalized;
- const size = vertexBuffer.getSize();
- switch (type) {
- case VertexBuffer.BYTE:
- switch (size) {
- case 2:
- return normalized ? WebGPUConstants.VertexFormat.Char2Norm : WebGPUConstants.VertexFormat.Char2;
- case 4:
- return normalized ? WebGPUConstants.VertexFormat.Char4Norm : WebGPUConstants.VertexFormat.Char4;
- }
- case VertexBuffer.UNSIGNED_BYTE:
- switch (size) {
- case 2:
- return normalized ? WebGPUConstants.VertexFormat.Uchar2Norm : WebGPUConstants.VertexFormat.Uchar2;
- case 4:
- return normalized ? WebGPUConstants.VertexFormat.Uchar4Norm : WebGPUConstants.VertexFormat.Uchar4;
- }
- case VertexBuffer.SHORT:
- switch (size) {
- case 2:
- return normalized ? WebGPUConstants.VertexFormat.Short2Norm : WebGPUConstants.VertexFormat.Short2;
- case 4:
- return normalized ? WebGPUConstants.VertexFormat.Short4Norm : WebGPUConstants.VertexFormat.Short4;
- }
- case VertexBuffer.UNSIGNED_SHORT:
- switch (size) {
- case 2:
- return normalized ? WebGPUConstants.VertexFormat.Ushort2Norm : WebGPUConstants.VertexFormat.Ushort2;
- case 4:
- return normalized ? WebGPUConstants.VertexFormat.Ushort4Norm : WebGPUConstants.VertexFormat.Ushort4;
- }
- case VertexBuffer.INT:
- switch (size) {
- case 1:
- return WebGPUConstants.VertexFormat.Int;
- case 2:
- return WebGPUConstants.VertexFormat.Int2;
- case 3:
- return WebGPUConstants.VertexFormat.Int3;
- case 4:
- return WebGPUConstants.VertexFormat.Int4;
- }
- case VertexBuffer.UNSIGNED_INT:
- switch (size) {
- case 1:
- return WebGPUConstants.VertexFormat.Uint;
- case 2:
- return WebGPUConstants.VertexFormat.Uint2;
- case 3:
- return WebGPUConstants.VertexFormat.Uint3;
- case 4:
- return WebGPUConstants.VertexFormat.Uint4;
- }
- case VertexBuffer.FLOAT:
- switch (size) {
- case 1:
- return WebGPUConstants.VertexFormat.Float;
- case 2:
- return WebGPUConstants.VertexFormat.Float2;
- case 3:
- return WebGPUConstants.VertexFormat.Float3;
- case 4:
- return WebGPUConstants.VertexFormat.Float4;
- }
- }
- throw new Error("Invalid Format '" + kind + "'");
- }
- private _getVertexInputDescriptor(topology: GPUPrimitiveTopology): GPUVertexStateDescriptor {
- const descriptors: GPUVertexBufferLayoutDescriptor[] = [];
- const effect = this._currentEffect!;
- const attributes = effect.getAttributesNames();
- for (var index = 0; index < attributes.length; index++) {
- const location = effect.getAttributeLocation(index);
- if (location >= 0) {
- const vertexBuffer = this._currentVertexBuffers![attributes[index]];
- if (!vertexBuffer) {
- continue;
- }
- const positionAttributeDescriptor: GPUVertexAttributeDescriptor = {
- shaderLocation: location,
- offset: 0, // not available in WebGL
- format: this._getVertexInputDescriptorFormat(vertexBuffer),
- };
- // TODO WEBGPU. Factorize the one with the same underlying buffer.
- const vertexBufferDescriptor: GPUVertexBufferLayoutDescriptor = {
- arrayStride: vertexBuffer.byteStride,
- stepMode: vertexBuffer.getIsInstanced() ? WebGPUConstants.InputStepMode.Instance : WebGPUConstants.InputStepMode.Vertex,
- attributes: [positionAttributeDescriptor]
- };
- descriptors.push(vertexBufferDescriptor);
- }
- }
- if (!this._currentIndexBuffer) {
- return {
- indexFormat: !this._indexFormatInRenderPass(topology) ? WebGPUConstants.IndexFormat.Uint32 : undefined,
- vertexBuffers: descriptors
- };
- }
- const inputStateDescriptor: GPUVertexStateDescriptor = {
- vertexBuffers: descriptors
- };
- if (!this._indexFormatInRenderPass(topology)) {
- inputStateDescriptor.indexFormat = this._currentIndexBuffer!.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16;
- }
- return inputStateDescriptor;
- }
- private _getPipelineLayout(): GPUPipelineLayout {
- const bindGroupLayouts: GPUBindGroupLayout[] = [];
- const webgpuPipelineContext = this._currentEffect!._pipelineContext as WebGPUPipelineContext;
- for (let i = 0; i < webgpuPipelineContext.orderedUBOsAndSamplers.length; i++) {
- const setDefinition = webgpuPipelineContext.orderedUBOsAndSamplers[i];
- if (setDefinition === undefined) {
- const entries: GPUBindGroupLayoutEntry[] = [];
- const uniformsBindGroupLayout = this._device.createBindGroupLayout({
- entries,
- });
- bindGroupLayouts[i] = uniformsBindGroupLayout;
- continue;
- }
- const entries: GPUBindGroupLayoutEntry[] = [];
- for (let j = 0; j < setDefinition.length; j++) {
- const bindingDefinition = webgpuPipelineContext.orderedUBOsAndSamplers[i][j];
- if (bindingDefinition === undefined) {
- continue;
- }
- // TODO WEBGPU. Optimize shared samplers visibility for vertex/framgent.
- if (bindingDefinition.isSampler) {
- entries.push({
- binding: j,
- visibility: WebGPUConstants.ShaderStage.Vertex | WebGPUConstants.ShaderStage.Fragment,
- type: WebGPUConstants.BindingType.SampledTexture,
- viewDimension: bindingDefinition.textureDimension,
- // TODO WEBGPU. Handle texture component type properly.
- // textureComponentType?: GPUTextureComponentType,
- // multisampled?: boolean;
- // hasDynamicOffset?: boolean;
- // storageTextureFormat?: GPUTextureFormat;
- // minBufferBindingSize?: number;
- }, {
- // TODO WEBGPU. No Magic + 1 (coming from current 1 texture 1 sampler startegy).
- binding: j + 1,
- visibility: WebGPUConstants.ShaderStage.Vertex | WebGPUConstants.ShaderStage.Fragment,
- type: bindingDefinition.isComparisonSampler ? WebGPUConstants.BindingType.ComparisonSampler : WebGPUConstants.BindingType.Sampler
- });
- }
- else {
- entries.push({
- binding: j,
- visibility: WebGPUConstants.ShaderStage.Vertex | WebGPUConstants.ShaderStage.Fragment,
- type: WebGPUConstants.BindingType.UniformBuffer,
- });
- }
- }
- if (entries.length > 0) {
- const uniformsBindGroupLayout = this._device.createBindGroupLayout({
- entries,
- });
- bindGroupLayouts[i] = uniformsBindGroupLayout;
- }
- }
- webgpuPipelineContext.bindGroupLayouts = bindGroupLayouts;
- return this._device.createPipelineLayout({ bindGroupLayouts });
- }
- private _getRenderPipeline(topology: GPUPrimitiveTopology): GPURenderPipeline {
- // This is wrong to cache this way but workarounds the need of cache in the simple demo context.
- const webgpuPipelineContext = this._currentEffect!._pipelineContext as WebGPUPipelineContext;
- /*if (webgpuPipelineContext.renderPipeline) {
- return webgpuPipelineContext.renderPipeline;
- }*/
- this._counters.numPipelineDescriptorCreation++;
- // Unsupported at the moment but needs to be extracted from the MSAA param.
- const rasterizationStateDescriptor = this._getRasterizationStateDescriptor();
- const depthStateDescriptor = this._getDepthStencilStateDescriptor();
- const colorStateDescriptors = this._getColorStateDescriptors();
- const stages = this._getStages();
- const inputStateDescriptor = this._getVertexInputDescriptor(topology);
- const pipelineLayout = this._getPipelineLayout();
- webgpuPipelineContext.renderPipeline = this._device.createRenderPipeline({
- sampleCount: this._currentRenderTarget ? this._currentRenderTarget.samples : this._mainPassSampleCount,
- primitiveTopology: topology,
- rasterizationState: rasterizationStateDescriptor,
- depthStencilState: depthStateDescriptor,
- colorStates: colorStateDescriptors,
- ...stages,
- vertexState: inputStateDescriptor,
- layout: pipelineLayout,
- });
- return webgpuPipelineContext.renderPipeline;
- }
- private _getVertexInputsToRender(): IWebGPUPipelineContextVertexInputsCache {
- const effect = this._currentEffect!;
- const webgpuPipelineContext = this._currentEffect!._pipelineContext as WebGPUPipelineContext;
- let vertexInputs = webgpuPipelineContext.vertexInputs;
- /*!!if (vertexInputs) {
- return vertexInputs;
- }*/
- vertexInputs = {
- indexBuffer: null,
- indexOffset: 0,
- vertexStartSlot: 0,
- vertexBuffers: [],
- vertexOffsets: [],
- };
- webgpuPipelineContext.vertexInputs = vertexInputs;
- if (this._currentIndexBuffer) {
- // TODO WEBGPU. Check if cache would be worth it.
- vertexInputs.indexBuffer = this._currentIndexBuffer.underlyingResource;
- vertexInputs.indexOffset = 0;
- }
- else {
- vertexInputs.indexBuffer = null;
- }
- const attributes = effect.getAttributesNames();
- for (var index = 0; index < attributes.length; index++) {
- const order = effect.getAttributeLocation(index);
- if (order >= 0) {
- const vertexBuffer = this._currentVertexBuffers![attributes[index]];
- if (!vertexBuffer) {
- continue;
- }
- var buffer = vertexBuffer.getBuffer();
- if (buffer) {
- vertexInputs.vertexBuffers.push(buffer.underlyingResource);
- vertexInputs.vertexOffsets.push(vertexBuffer.byteOffset);
- }
- }
- }
- // TODO WEBGPU. Optimize buffer reusability and types as more are now allowed.
- return vertexInputs;
- }
- private _getBindGroupsToRender(): GPUBindGroup[] {
- const webgpuPipelineContext = this._currentEffect!._pipelineContext as WebGPUPipelineContext;
- let bindGroups = webgpuPipelineContext.bindGroups;
- /*if (bindGroups) {
- if (webgpuPipelineContext.uniformBuffer) {
- webgpuPipelineContext.uniformBuffer.update();
- }
- return bindGroups;
- }*/
- this._counters.numBindGroupsCreation++;
- if (webgpuPipelineContext.uniformBuffer) {
- this.bindUniformBufferBase(webgpuPipelineContext.uniformBuffer.getBuffer()!, 0, "LeftOver");
- webgpuPipelineContext.uniformBuffer.update();
- }
- bindGroups = [];
- webgpuPipelineContext.bindGroups = bindGroups;
- const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts;
- for (let i = 0; i < webgpuPipelineContext.orderedUBOsAndSamplers.length; i++) {
- const setDefinition = webgpuPipelineContext.orderedUBOsAndSamplers[i];
- if (setDefinition === undefined) {
- let groupLayout: GPUBindGroupLayout;
- if (bindGroupLayouts && bindGroupLayouts[i]) {
- groupLayout = bindGroupLayouts[i];
- }
- else {
- groupLayout = webgpuPipelineContext.renderPipeline.getBindGroupLayout(i);
- }
- bindGroups[i] = this._device.createBindGroup({
- layout: groupLayout,
- entries: [],
- });
- continue;
- }
- const entries: GPUBindGroupEntry[] = [];
- for (let j = 0; j < setDefinition.length; j++) {
- const bindingDefinition = webgpuPipelineContext.orderedUBOsAndSamplers[i][j];
- if (bindingDefinition === undefined) {
- continue;
- }
- // TODO WEBGPU. Authorize shared samplers and Vertex Textures.
- if (bindingDefinition.isSampler) {
- const bindingInfo = webgpuPipelineContext.samplers[bindingDefinition.name];
- if (bindingInfo) {
- if (dbgSanityChecks && bindingInfo.texture === null) {
- console.error("Trying to bind a null texture! bindingDefinition=", bindingDefinition, " | bindingInfo=", bindingInfo);
- debugger;
- }
- const hardwareTexture = bindingInfo.texture._hardwareTexture as WebGPUHardwareTexture;
- if (!hardwareTexture.sampler) {
- const samplerDescriptor: GPUSamplerDescriptor = this._getSamplerDescriptor(bindingInfo.texture!);
- const gpuSampler = this._device.createSampler(samplerDescriptor);
- hardwareTexture.sampler = gpuSampler;
- }
- if (dbgSanityChecks && !hardwareTexture.view) {
- console.error("Trying to bind a null gpu texture! bindingDefinition=", bindingDefinition, " | bindingInfo=", bindingInfo, " | isReady=", bindingInfo.texture.isReady);
- debugger;
- }
- // TODO WEBGPU remove this code
- if ((bindingInfo.texture as any)._released) {
- console.error("Trying to bind a released texture!", bindingInfo.texture, bindingInfo);
- debugger;
- }
- entries.push({
- binding: bindingInfo.textureBinding,
- resource: hardwareTexture.view!,
- }, {
- binding: bindingInfo.samplerBinding,
- resource: hardwareTexture.sampler!,
- });
- }
- else {
- Logger.Error("Sampler has not been bound: " + bindingDefinition.name);
- }
- }
- else {
- const dataBuffer = this._uniformsBuffers[bindingDefinition.name];
- if (dataBuffer) {
- const webgpuBuffer = dataBuffer.underlyingResource as GPUBuffer;
- entries.push({
- binding: j,
- resource: {
- buffer: webgpuBuffer,
- offset: 0,
- size: dataBuffer.capacity,
- },
- });
- }
- else {
- Logger.Error("UBO has not been bound: " + bindingDefinition.name);
- }
- }
- }
- if (entries.length > 0) {
- let groupLayout: GPUBindGroupLayout;
- if (bindGroupLayouts && bindGroupLayouts[i]) {
- groupLayout = bindGroupLayouts[i];
- }
- else {
- groupLayout = webgpuPipelineContext.renderPipeline.getBindGroupLayout(i);
- }
- bindGroups[i] = this._device.createBindGroup({
- layout: groupLayout,
- entries,
- });
- }
- }
- return bindGroups;
- }
- private _bindVertexInputs(vertexInputs: IWebGPUPipelineContextVertexInputsCache, setIndexFormat: boolean): void {
- const renderPass = this._bundleEncoder || this._getCurrentRenderPass();
- if (vertexInputs.indexBuffer) {
- // TODO WEBGPU. Check if cache would be worth it.
- if (setIndexFormat) {
- renderPass.setIndexBuffer(vertexInputs.indexBuffer, this._currentIndexBuffer!.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16, vertexInputs.indexOffset);
- } else {
- renderPass.setIndexBuffer(vertexInputs.indexBuffer, vertexInputs.indexOffset);
- }
- }
- // TODO WEBGPU. Optimize buffer reusability and types as more are now allowed.
- for (let i = 0; i < vertexInputs.vertexBuffers.length; i++) {
- const buf = vertexInputs.vertexBuffers[i];
- if (buf) {
- renderPass.setVertexBuffer(vertexInputs.vertexStartSlot + i, buf, vertexInputs.vertexOffsets[i]);
- }
- }
- }
- private _setRenderBindGroups(bindGroups: GPUBindGroup[]): void {
- // TODO WEBGPU. Only set groups if changes happened.
- const renderPass = this._bundleEncoder || this._getCurrentRenderPass();
- for (let i = 0; i < bindGroups.length; i++) {
- renderPass.setBindGroup(i, bindGroups[i]);
- }
- }
- private _setRenderPipeline(fillMode: number): void {
- const renderPass = this._bundleEncoder || this._getCurrentRenderPass();
- const topology = this._getTopology(fillMode);
- const setIndexFormatInRenderPass = this._indexFormatInRenderPass(topology);
- const pipeline = this._getRenderPipeline(topology);
- renderPass.setPipeline(pipeline);
- const vertexInputs = this._getVertexInputsToRender();
- this._bindVertexInputs(vertexInputs, setIndexFormatInRenderPass);
- const bindGroups = this._getBindGroupsToRender();
- this._setRenderBindGroups(bindGroups);
- if (this._stencilState.stencilTest) {
- this._getCurrentRenderPass().setStencilReference(this._stencilState.stencilFuncRef);
- }
- // TODO WebGPU add back the dirty mechanism, but we need to distinguish between the main render pass and the RTT pass (if any)
- if (this._alphaState.alphaBlend /* && this._alphaState._isBlendConstantsDirty*/ && renderPass !== this._bundleEncoder) {
- // TODO WebGPU. should use renderPass.
- this._getCurrentRenderPass().setBlendColor(this._alphaState._blendConstants as any);
- }
- if (renderPass !== this._bundleEncoder) {
- this._applyViewport(renderPass as GPURenderPassEncoder);
- }
- }
- public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount: number = 1): void {
- const renderPass = this._bundleEncoder || this._getCurrentRenderPass();
- this._setRenderPipeline(fillMode);
- renderPass.drawIndexed(indexCount, instancesCount || 1, indexStart, 0, 0);
- }
- public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount: number = 1): void {
- const renderPass = this._bundleEncoder || this._getCurrentRenderPass();
- this._currentIndexBuffer = null;
- this._setRenderPipeline(fillMode);
- renderPass.draw(verticesCount, instancesCount || 1, verticesStart, 0);
- }
- /**
- * Force a specific size of the canvas
- * @param width defines the new canvas' width
- * @param height defines the new canvas' height
- * @returns true if the size was changed
- */
- public setSize(width: number, height: number): boolean {
- if (!super.setSize(width, height)) {
- return false;
- }
- if (dbgVerboseLogsForFirstFrames) {
- if (!(this as any)._count || (this as any)._count < dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - setSize called -", width, height);
- }
- }
- this._initializeMainAttachments();
- return true;
- }
- public applyStates() {
- }
- //------------------------------------------------------------------------------
- // Render Bundle
- //------------------------------------------------------------------------------
- private _bundleEncoder: Nullable<GPURenderBundleEncoder>;
- /**
- * Start recording all the gpu calls into a bundle.
- */
- public startRecordBundle(): void {
- // TODO. WebGPU. options should be dynamic.
- this._bundleEncoder = this._device.createRenderBundleEncoder({
- colorFormats: [ WebGPUConstants.TextureFormat.BGRA8Unorm ],
- depthStencilFormat: WebGPUConstants.TextureFormat.Depth24PlusStencil8,
- sampleCount: this._mainPassSampleCount,
- });
- }
- /**
- * Stops recording the bundle.
- * @returns the recorded bundle
- */
- public stopRecordBundle(): GPURenderBundle {
- const bundle = this._bundleEncoder!.finish();
- this._bundleEncoder = null;
- return bundle;
- }
- /**
- * Execute the previously recorded bundle.
- * @param bundles defines the bundle to replay
- */
- public executeBundles(bundles: GPURenderBundle[]): void {
- const renderPass = this._getCurrentRenderPass();
- renderPass.executeBundles(bundles);
- }
- //------------------------------------------------------------------------------
- // Dispose
- //------------------------------------------------------------------------------
- /**
- * Dispose and release all associated resources
- */
- public dispose(): void {
- this._compiledShaders = { };
- if (this._mainTexture) {
- this._mainTexture.destroy();
- }
- if (this._depthTexture) {
- this._depthTexture.destroy();
- }
- super.dispose();
- }
- //------------------------------------------------------------------------------
- // Misc
- //------------------------------------------------------------------------------
- public getRenderWidth(useScreen = false): number {
- if (!useScreen && this._currentRenderTarget) {
- return this._currentRenderTarget.width;
- }
- return this._canvas.width;
- }
- public getRenderHeight(useScreen = false): number {
- if (!useScreen && this._currentRenderTarget) {
- return this._currentRenderTarget.height;
- }
- return this._canvas.height;
- }
- public getRenderingCanvas(): Nullable<HTMLCanvasElement> {
- return this._canvas;
- }
- //------------------------------------------------------------------------------
- // Errors
- //------------------------------------------------------------------------------
- public getError(): number {
- // TODO WEBGPU. from the webgpu errors.
- return 0;
- }
- //------------------------------------------------------------------------------
- // Unused WebGPU
- //------------------------------------------------------------------------------
- public areAllEffectsReady(): boolean {
- // No parallel shader compilation.
- return true;
- }
- public _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {
- // No parallel shader compilation.
- // No Async, so direct launch
- action();
- }
- public _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean {
- // No parallel shader compilation.
- return true;
- }
- public _getUnpackAlignement(): number {
- return 1;
- }
- public _unpackFlipY(value: boolean) { }
- // TODO WEBGPU. All of the below should go once engine split with baseEngine.
- /** @hidden */
- public _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): { min: number; mag: number } {
- throw "_getSamplingParameters is not available in WebGPU";
- }
- public bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {
- }
- public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[] {
- return [];
- }
- public setIntArray(uniform: WebGLUniformLocation, array: Int32Array): boolean {
- return false;
- }
- public setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): boolean {
- return false;
- }
- public setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): boolean {
- return false;
- }
- public setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): boolean {
- return false;
- }
- public setArray(uniform: WebGLUniformLocation, array: number[]): boolean {
- return false;
- }
- public setArray2(uniform: WebGLUniformLocation, array: number[]): boolean {
- return false;
- }
- public setArray3(uniform: WebGLUniformLocation, array: number[]): boolean {
- return false;
- }
- public setArray4(uniform: WebGLUniformLocation, array: number[]): boolean {
- return false;
- }
- public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): boolean {
- return false;
- }
- public setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): boolean {
- return false;
- }
- public setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): boolean {
- return false;
- }
- public setFloat(uniform: WebGLUniformLocation, value: number): boolean {
- return false;
- }
- public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): boolean {
- return false;
- }
- public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): boolean {
- return false;
- }
- public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): boolean {
- return false;
- }
- }
- /** @hidden */
- function _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {
- // Create new RGBA data container.
- var rgbaData: any;
- if (textureType === Constants.TEXTURETYPE_FLOAT) {
- rgbaData = new Float32Array(width * height * 4);
- }
- else {
- rgbaData = new Uint32Array(width * height * 4);
- }
- // Convert each pixel.
- for (let x = 0; x < width; x++) {
- for (let y = 0; y < height; y++) {
- let index = (y * width + x) * 3;
- let newIndex = (y * width + x) * 4;
- // Map Old Value to new value.
- rgbaData[newIndex + 0] = rgbData[index + 0];
- rgbaData[newIndex + 1] = rgbData[index + 1];
- rgbaData[newIndex + 2] = rgbData[index + 2];
- // Add fully opaque alpha channel.
- rgbaData[newIndex + 3] = 1;
- }
- }
- return rgbaData;
- }
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