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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, 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 } 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';
- import { WebGPURenderPassWrapper } from './WebGPU/webgpuRenderPassWrapper';
- import { IMultiRenderTargetOptions } from '../Materials/Textures/multiRenderTarget';
- import { WebGPUCacheSampler } from "./WebGPU/webgpuCacheSampler";
- import { WebGPUShaderManager } from "./WebGPU/webgpuShaderManager";
- import { WebGPUCacheRenderPipeline } from "./WebGPU/webgpuCacheRenderPipeline";
- import "../Shaders/clearQuad.vertex";
- import "../Shaders/clearQuad.fragment";
- 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);
- }
- }
- /**
- * 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;
- /**
- * Defines wether we should generate debug markers in the gpu command lists (can be seen with PIX for eg)
- */
- enableGPUDebugMarkers?: boolean;
- /**
- * Options to load the associated Glslang library
- */
- glslangOptions?: GlslangOptions;
- }
- /**
- * 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 _shaderManager: WebGPUShaderManager;
- private _cacheSampler: WebGPUCacheSampler;
- private _cacheRenderPipeline: WebGPUCacheRenderPipeline;
- private _emptyVertexBuffer: VertexBuffer;
- private _lastCachedWrapU: number;
- private _lastCachedWrapV: number;
- private _lastCachedWrapR: number;
- private _mrtAttachments: number[];
- private _counters: {
- numBindGroupsCreation: number;
- } = {
- 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 _mainTextureExtends: GPUExtent3D;
- 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 _mainRenderPassWrapper: WebGPURenderPassWrapper = new WebGPURenderPassWrapper();
- private _rttRenderPassWrapper: WebGPURenderPassWrapper = new WebGPURenderPassWrapper();
- private _pendingDebugCommands: Array<[string, Nullable<string>]> = [];
- // 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 } = {};
- private _forceEnableEffect = false;
- // TODO WEBGPU remove those variables when code stabilized
- /** @hidden */
- public dbgShowShaderCode = false;
- /** @hidden */
- public dbgSanityChecks = false;
- /** @hidden */
- public dbgGenerateLogs = false;
- /** @hidden */
- public dbgVerboseLogsForFirstFrames = false;
- /** @hidden */
- public dbgVerboseLogsNumFrames = 10;
- /** @hidden */
- public dbgShowWarningsNotImplemented = false;
- /**
- * Sets this to true to disable the cache for the samplers. You should do it only for testing purpose!
- */
- public get disableCacheSamplers(): boolean {
- return this._cacheSampler ? this._cacheSampler.disabled : false;
- }
- public set disableCacheSamplers(disable: boolean) {
- if (this._cacheSampler) {
- this._cacheSampler.disabled = disable;
- }
- }
- /**
- * Sets this to true to disable the cache for the render pipelines. You should do it only for testing purpose!
- */
- public get disableCacheRenderPipelines(): boolean {
- return this._cacheRenderPipeline ? this._cacheRenderPipeline.disabled : false;
- }
- public set disableCacheRenderPipelines(disable: boolean) {
- if (this._cacheRenderPipeline) {
- this._cacheRenderPipeline.disabled = disable;
- }
- }
- /**
- * Gets a boolean indicating if the engine can be instanciated (ie. if a WebGPU context can be found)
- * @returns true if the engine can be created
- */
- public static get IsSupported(): boolean {
- return !!navigator.gpu;
- }
- /**
- * Gets a boolean indicating that the engine supports uniform buffers
- */
- 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;
- }
- /**
- * Returns the name of the engine
- */
- public get name(): string {
- return "WebGPU";
- }
- /**
- * Returns a string describing the current engine
- */
- public get description(): string {
- let description = this.name + this.version;
- return description;
- }
- /**
- * Returns the version of the engine
- */
- public get version(): number {
- return 1;
- }
- /**
- * Create a new instance of the gpu engine asynchronously
- * @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
- * @returns a promise that resolves with the created engine
- */
- public static CreateAsync(canvas: HTMLCanvasElement, options: WebGPUEngineOptions = {}): Promise<WebGPUEngine> {
- const engine = new WebGPUEngine(canvas, options);
- return new Promise((resolve) => {
- engine.initAsync(options.glslangOptions).then(() => resolve(engine));
- });
- }
- /**
- * 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);
- options.deviceDescriptor = options.deviceDescriptor || { };
- options.swapChainFormat = options.swapChainFormat || WebGPUConstants.TextureFormat.BGRA8Unorm;
- options.antialiasing = options.antialiasing === undefined ? true : options.antialiasing;
- options.stencil = options.stencil ?? true;
- options.enableGPUDebugMarkers = options.enableGPUDebugMarkers ?? false;
- Logger.Log(`Babylon.js v${Engine.Version} - ${this.description} 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 = false;
- 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);
- this._shaderProcessor = this._getShaderProcessor();
- // 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 ?? this._options?.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);
- this._shaderManager = new WebGPUShaderManager(this._device);
- this._cacheSampler = new WebGPUCacheSampler(this._device);
- if (this.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._emptyVertexBuffer = new VertexBuffer(this, [0], "", false, false, 1, false, 0, 1);
- this._cacheRenderPipeline = new WebGPUCacheRenderPipeline(this._device, this._emptyVertexBuffer);
- this._cacheRenderPipeline.setDepthCompare(this._depthCullingState.depthFunc);
- //this._cacheRenderPipeline.disabled = true;
- this._textureHelper.setCommandEncoder(this._uploadEncoder);
- this._initializeLimits();
- this._initializeContextAndSwapChain();
- this._initializeMainAttachments();
- this.resize();
- })
- .catch((e: any) => {
- Logger.Error("Can not create WebGPU Device and/or context.");
- Logger.Error(e);
- if (console.trace) {
- console.trace();
- }
- });
- }
- 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: 16, // TODO WEBGPU: Retrieve this smartly
- 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,
- timerQuery: undefined,
- canUseTimestampForTimerQuery: false,
- multiview: false,
- oculusMultiview: false,
- parallelShaderCompile: undefined,
- blendMinMax: true,
- maxMSAASamples: 4,
- canUseGLInstanceID: true,
- };
- this._caps.parallelShaderCompile = null as any;
- this._features = {
- forceBitmapOverHTMLImageElement: true,
- supportRenderAndCopyToLodForFloatTextures: true,
- supportDepthStencilTexture: true,
- supportShadowSamplers: true,
- uniformBufferHardCheckMatrix: true,
- allowTexturePrefiltering: true,
- trackUbosInFrame: true,
- supportCSM: true,
- basisNeedsPOT: false,
- support3DTextures: false, // TODO WEBGPU change to true when Chrome supports 3D textures
- needTypeSuffixInShaderConstants: true,
- supportMSAA: true,
- supportSSAO2: true,
- supportExtendedTextureFormats: true,
- supportSwitchCaseInShader: true,
- supportSyncTextureRead: false,
- _collectUbosUpdatedInFrame: true,
- };
- }
- 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!;
- this._mainRenderPassWrapper.colorAttachmentGPUTextures = [new WebGPUHardwareTexture()];
- this._mainRenderPassWrapper.colorAttachmentGPUTextures[0].format = this._colorFormat;
- if (this.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
- };
- let mainColorAttachments: GPURenderPassColorAttachmentDescriptor[];
- if (this._options.antialiasing) {
- const mainTextureDescriptor: GPUTextureDescriptor = {
- size: this._mainTextureExtends,
- mipLevelCount: 1,
- sampleCount: this._mainPassSampleCount,
- dimension: WebGPUConstants.TextureDimension.E2d,
- format: this._options.swapChainFormat!,
- usage: WebGPUConstants.TextureUsage.OutputAttachment,
- };
- if (this._mainTexture) {
- this._mainTexture.destroy();
- }
- this._mainTexture = this._device.createTexture(mainTextureDescriptor);
- mainColorAttachments = [{
- attachment: this._mainTexture.createView(),
- loadValue: new Color4(0, 0, 0, 1),
- storeOp: WebGPUConstants.StoreOp.Store
- }];
- }
- else {
- mainColorAttachments = [{
- attachment: undefined as any,
- loadValue: new Color4(0, 0, 0, 1),
- storeOp: WebGPUConstants.StoreOp.Store
- }];
- }
- this._mainRenderPassWrapper.depthTextureFormat = this.isStencilEnable ? WebGPUConstants.TextureFormat.Depth24PlusStencil8 : WebGPUConstants.TextureFormat.Depth32Float;
- this._setDepthTextureFormat(this._mainRenderPassWrapper);
- const depthTextureDescriptor: GPUTextureDescriptor = {
- size: this._mainTextureExtends,
- mipLevelCount: 1,
- sampleCount: this._mainPassSampleCount,
- dimension: WebGPUConstants.TextureDimension.E2d,
- format: this._mainRenderPassWrapper.depthTextureFormat,
- usage: WebGPUConstants.TextureUsage.OutputAttachment
- };
- if (this._depthTexture) {
- this._depthTexture.destroy();
- }
- this._depthTexture = this._device.createTexture(depthTextureDescriptor);
- const mainDepthAttachment: GPURenderPassDepthStencilAttachmentDescriptor = {
- attachment: this._depthTexture.createView(),
- depthLoadValue: this._clearDepthValue,
- depthStoreOp: WebGPUConstants.StoreOp.Store,
- stencilLoadValue: this._clearStencilValue,
- stencilStoreOp: WebGPUConstants.StoreOp.Store,
- };
- this._mainRenderPassWrapper.renderPassDescriptor = {
- colorAttachments: mainColorAttachments,
- depthStencilAttachment: mainDepthAttachment
- };
- if (this._mainRenderPassWrapper.renderPass !== null) {
- this._endMainRenderPass();
- }
- }
- /**
- * Force a specific size of the canvas
- * @param width defines the new canvas' width
- * @param height defines the new canvas' height
- * @param forceSetSize true to force setting the sizes of the underlying canvas
- * @returns true if the size was changed
- */
- public setSize(width: number, height: number, forceSetSize = false): boolean {
- if (!super.setSize(width, height, forceSetSize)) {
- return false;
- }
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - setSize called -", width, height);
- }
- }
- this._initializeMainAttachments();
- return true;
- }
- /**
- * 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
- //------------------------------------------------------------------------------
- /**
- * Force the entire cache to be cleared
- * You should not have to use this function unless your engine needs to share the WebGPU context with another engine
- * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
- */
- public wipeCaches(bruteForce?: boolean): void {
- if (this.preventCacheWipeBetweenFrames && !bruteForce) {
- return;
- }
- //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)
- // _forceEnableEffect = true assumes the role of _currentEffect = null
- this._forceEnableEffect = true;
- this._currentIndexBuffer = null;
- this._currentVertexBuffers = null;
- this._cacheRenderPipeline.setBuffers(null, null);
- if (bruteForce) {
- this._currentProgram = null;
- this._stencilState.reset();
- this._cacheRenderPipeline.resetStencilState();
- this._depthCullingState.reset();
- this._depthCullingState.depthFunc = Constants.LEQUAL;
- this._cacheRenderPipeline.resetDepthCullingState();
- this._cacheRenderPipeline.setDepthCompare(Constants.LEQUAL);
- this._alphaState.reset();
- this._alphaMode = Constants.ALPHA_ADD;
- this._alphaEquation = Constants.ALPHA_DISABLE;
- this._cacheRenderPipeline.setAlphaBlendFactors(this._alphaState._blendFunctionParameters, this._alphaState._blendEquationParameters);
- this._cacheRenderPipeline.setAlphaBlendEnabled(false);
- this.setColorWrite(true);
- }
- this._cachedVertexBuffers = null;
- this._cachedIndexBuffer = null;
- this._cachedEffectForVertexBuffers = null;
- }
- /**
- * Enable or disable color writing
- * @param enable defines the state to set
- */
- public setColorWrite(enable: boolean): void {
- this.__colorWrite = enable;
- this._cacheRenderPipeline.setWriteMask(enable ? 0xF : 0);
- }
- /**
- * Gets a boolean indicating if color writing is enabled
- * @returns the current color writing state
- */
- 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._mainRenderPassWrapper.renderPass ? 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 (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - viewport applied - (", x, y, w, h, ") current pass is main pass=" + (renderPass === this._mainRenderPassWrapper.renderPass));
- }
- }
- }
- }
- /** @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;
- }
- private _scissorsCurrent: 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 }];
- protected _scissorCached = { x: 0, y: 0, z: 0, w: 0 };
- private _resetCurrentScissor(index: number) {
- this._scissorsCurrent[index].x = 0;
- this._scissorsCurrent[index].y = 0;
- this._scissorsCurrent[index].w = 0;
- this._scissorsCurrent[index].h = 0;
- }
- private _applyScissor(renderPass: GPURenderPassEncoder): void {
- const index = renderPass === this._mainRenderPassWrapper.renderPass ? 0 : 1;
- const x = this._scissorCached.x,
- y = this._scissorCached.y,
- w = this._scissorCached.z,
- h = this._scissorCached.w;
- if (this._scissorsCurrent[index].x !== x || this._scissorsCurrent[index].y !== y ||
- this._scissorsCurrent[index].w !== w || this._scissorsCurrent[index].h !== h)
- {
- this._scissorsCurrent[index].x = x;
- this._scissorsCurrent[index].y = y;
- this._scissorsCurrent[index].w = w;
- this._scissorsCurrent[index].h = h;
- renderPass.setScissorRect(x, y, w, h);
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - scissor applied - (", x, y, w, h, ") current pass is main pass=" + (renderPass === this._mainRenderPassWrapper.renderPass));
- }
- }
- }
- }
- private _scissorIsActive() {
- return this._scissorCached.x !== 0 ||
- this._scissorCached.y !== 0 ||
- (this._scissorCached.z !== this.getRenderWidth() && this._scissorCached.z !== 0) ||
- (this._scissorCached.w !== this.getRenderHeight() && this._scissorCached.w !== 0);
- }
- public enableScissor(x: number, y: number, width: number, height: number): void {
- this._scissorCached.x = x;
- this._scissorCached.y = y;
- this._scissorCached.z = width;
- this._scissorCached.w = height;
- }
- public disableScissor() {
- this._scissorCached.x = 0;
- this._scissorCached.y = 0;
- this._scissorCached.z = this.getRenderWidth();
- this._scissorCached.w = this.getRenderHeight();
- }
- /**
- * Clear the current render buffer or the current render target (if any is set up)
- * @param color defines the color to use
- * @param backBuffer defines if the back buffer must be cleared
- * @param depth defines if the depth buffer must be cleared
- * @param stencil defines if the stencil buffer must be cleared
- */
- 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;
- }
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - clear called - backBuffer=", backBuffer, " depth=", depth, " stencil=", stencil);
- }
- }
- // 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, backBuffer ? color : null, depth, stencil);
- } else {
- this._startMainRenderPass(true, backBuffer ? color : null, depth, stencil);
- }
- }
- /**
- * Clears a list of attachments
- * @param attachments list of the attachments
- * @param colorMain clear color for the main attachment (the first one)
- * @param colorOthers clear color for the other attachments
- * @param clearDepth true to clear the depth buffer. Used only for the first attachment
- * @param clearStencil true to clear the stencil buffer. Used only for the first attachment
- */
- public clearAttachments(attachments: number[], colorMain: Nullable<IColor4Like>, colorOthers: Nullable<IColor4Like>, clearDepth: boolean, clearStencil: boolean): void {
- if (attachments.length === 0 || !this._currentRenderTarget) {
- return;
- }
- if (this._currentRenderPass) {
- this._endRenderTargetRenderPass();
- }
- this._startRenderTargetRenderPass(this._currentRenderTarget!, colorMain, colorOthers, clearDepth, clearStencil);
- }
- //------------------------------------------------------------------------------
- // Vertex/Index Buffers
- //------------------------------------------------------------------------------
- /**
- * Creates a vertex buffer
- * @param data the data for the vertex buffer
- * @returns the new buffer
- */
- 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;
- }
- /**
- * Creates a vertex buffer
- * @param data the data for the dynamic vertex buffer
- * @returns the new buffer
- */
- public createDynamicVertexBuffer(data: DataArray): DataBuffer {
- return this.createVertexBuffer(data);
- }
- /**
- * Updates a vertex buffer.
- * @param vertexBuffer the vertex buffer to update
- * @param data the data used to update the vertex buffer
- * @param byteOffset the byte offset of the data
- * @param byteLength the byte length of the 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);
- }
- /**
- * Creates a new index buffer
- * @param indices defines the content of the index buffer
- * @param updatable defines if the index buffer must be updatable - not used in WebGPU
- * @returns a new buffer
- */
- public createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer {
- let is32Bits = true;
- let view: ArrayBufferView;
- if (indices instanceof Uint32Array || indices instanceof Int32Array) {
- view = indices;
- }
- else if (indices instanceof Uint16Array) {
- view = indices;
- is32Bits = false;
- }
- else {
- if (indices.length > 65535) {
- view = new Uint32Array(indices);
- }
- else {
- view = new Uint16Array(indices);
- is32Bits = false;
- }
- }
- const dataBuffer = this._bufferManager.createBuffer(view, WebGPUConstants.BufferUsage.Index | WebGPUConstants.BufferUsage.CopyDst);
- dataBuffer.is32Bits = is32Bits;
- return dataBuffer;
- }
- /**
- * Update an index buffer
- * @param indexBuffer defines the target index buffer
- * @param indices defines the data to update
- * @param offset defines the offset in the target index buffer where update should start
- */
- 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);
- }
- /** @hidden */
- public bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
- throw "Not implemented on WebGPU so far.";
- }
- /** @hidden */
- public updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void {
- throw "Not implemented on WebGPU so far.";
- }
- /**
- * Bind a list of vertex buffers with the engine
- * @param vertexBuffers defines the list of vertex buffers to bind
- * @param indexBuffer defines the index buffer to bind
- * @param effect defines the effect associated with the vertex buffers
- */
- public bindBuffers(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void {
- this._currentIndexBuffer = indexBuffer;
- this._currentVertexBuffers = vertexBuffers;
- this._cacheRenderPipeline.setBuffers(vertexBuffers, indexBuffer);
- }
- /** @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
- //------------------------------------------------------------------------------
- /**
- * Create a new effect (used to store vertex/fragment shaders)
- * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
- * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
- * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
- * @param samplers defines an array of string used to represent textures
- * @param defines defines the string containing the defines to use to compile the shaders
- * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
- * @param onCompiled defines a function to call when the effect creation is successful
- * @param onError defines a function to call when the effect creation has failed
- * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
- * @returns the new Effect
- */
- 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);
- 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;
- }
- /** @hidden */
- public createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- throw "Not available on WebGPU";
- }
- /** @hidden */
- public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- throw "Not available on WebGPU";
- }
- /**
- * Creates a new pipeline context
- * @param shaderProcessingContext defines the shader processing context used during the processing if available
- * @returns the new pipeline
- */
- public createPipelineContext(shaderProcessingContext: Nullable<ShaderProcessingContext>): IPipelineContext {
- return new WebGPUPipelineContext(shaderProcessingContext! as WebGPUShaderProcessingContext, this);
- }
- /** @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;
- if (this.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);
- }
- }
- /**
- * Gets the list of active attributes for a given WebGPU program
- * @param pipelineContext defines the pipeline context to use
- * @param attributesNames defines the list of attribute names to get
- * @returns an array of indices indicating the offset of each attribute
- */
- 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.shaderProcessingContext.availableAttributes[attributeName];
- if (attributeLocation === undefined) {
- continue;
- }
- results[i] = attributeLocation;
- }
- return results;
- }
- /**
- * Activates an effect, mkaing it the current one (ie. the one used for rendering)
- * @param effect defines the effect to activate
- */
- public enableEffect(effect: Nullable<Effect>): void {
- if (!effect || effect === this._currentEffect && !this._forceEnableEffect) {
- return;
- }
- this._currentEffect = effect;
- this._forceEnableEffect = false;
- if (effect.onBind) {
- effect.onBind(effect);
- }
- if (effect._onBindObservable) {
- effect._onBindObservable.notifyObservers(effect);
- }
- }
- /** @hidden */
- 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
- //------------------------------------------------------------------------------
- /**
- * Gets a boolean indicating that only power of 2 textures are supported
- * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
- */
- public get needPOTTextures(): boolean {
- return false;
- }
- /** @hidden */
- public _createHardwareTexture(): HardwareTextureWrapper {
- return new WebGPUHardwareTexture();
- }
- /** @hidden */
- public _releaseTexture(texture: InternalTexture): void {
- const index = this._internalTexturesCache.indexOf(texture);
- if (index !== -1) {
- this._internalTexturesCache.splice(index, 1);
- }
- this._textureHelper.releaseTexture(texture);
- }
- /** @hidden */
- public _getRGBABufferInternalSizedFormat(type: number, format?: number): number {
- return Constants.TEXTUREFORMAT_RGBA;
- }
- public updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void {
- texture._comparisonFunction = comparisonFunction;
- }
- /**
- * Usually called from Texture.ts.
- * Passed information to create a hardware texture
- * @param url defines a value which contains one of the following:
- * * A conventional http URL, e.g. 'http://...' or 'file://...'
- * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
- * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
- * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
- * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
- * @param scene needed for loading to the correct scene
- * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
- * @param onLoad optional callback to be called upon successful completion
- * @param onError optional callback to be called upon failure
- * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
- * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
- * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
- * @param forcedExtension defines the extension to use to pick the right loader
- * @param mimeType defines an optional mime type
- * @param loaderOptions options to be passed to the loader
- * @returns a InternalTexture for assignment back into BABYLON.Texture
- */
- 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, loaderOptions?: any): InternalTexture {
- 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._textureHelper.createGPUTextureForInternalTexture(texture, imageBitmap.width, imageBitmap.height);
- if (WebGPUTextureHelper.IsImageBitmap(imageBitmap)) {
- this._textureHelper.updateTexture(imageBitmap, gpuTextureWrapper.underlyingResource!, imageBitmap.width, imageBitmap.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0, this._uploadEncoder);
- if (!noMipmap && !isCompressed) {
- this._generateMipmaps(texture, this._uploadEncoder);
- }
- }
- } else if (!noMipmap && !isCompressed) {
- this._generateMipmaps(texture, this._uploadEncoder);
- }
- if (scene) {
- scene._removePendingData(texture);
- }
- texture.isReady = true;
- texture.onLoadedObservable.notifyObservers(texture);
- texture.onLoadedObservable.clear();
- },
- () => false,
- buffer, fallback, format, forcedExtension, mimeType, loaderOptions
- );
- }
- /** @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;
- }
- /**
- * Creates a cube texture
- * @param rootUrl defines the url where the files to load is located
- * @param scene defines the current scene
- * @param files defines the list of files to load (1 per face)
- * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
- * @param onLoad defines an optional callback raised when the texture is loaded
- * @param onError defines an optional callback raised if there is an issue to load the texture
- * @param format defines the format of the data
- * @param forcedExtension defines the extension to use to pick the right loader
- * @param createPolynomials if a polynomial sphere should be created for the cube texture
- * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
- * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
- * @param fallback defines texture to use while falling back when (compressed) texture file not found.
- * @param loaderOptions options to be passed to the loader
- * @returns the cube texture as an InternalTexture
- */
- 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._textureHelper.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, this._uploadEncoder);
- }
- texture.isReady = true;
- texture.onLoadedObservable.notifyObservers(texture);
- texture.onLoadedObservable.clear();
- if (onLoad) {
- onLoad();
- }
- }
- );
- }
- /**
- * Creates a raw texture
- * @param data defines the data to store in the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param format defines the format of the data
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
- * @param compression defines the compression used (null by default)
- * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
- * @returns the raw texture inside an InternalTexture
- */
- 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._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
- this.updateRawTexture(texture, data, format, invertY, compression, type);
- this._internalTexturesCache.push(texture);
- return texture;
- }
- /**
- * Creates a new raw cube texture
- * @param data defines the array of data to use to create each face
- * @param size defines the size of the textures
- * @param format defines the format of the data
- * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
- * @param compression defines the compression used (null by default)
- * @returns the cube texture as an InternalTexture
- */
- 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;
- texture.samplingMode = samplingMode;
- if (!this._doNotHandleContextLost) {
- texture._bufferViewArray = data;
- }
- this._textureHelper.createGPUTextureForInternalTexture(texture);
- if (data) {
- this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
- }
- return texture;
- }
- /**
- * Creates a new raw cube texture from a specified url
- * @param url defines the url where the data is located
- * @param scene defines the current scene
- * @param size defines the size of the textures
- * @param format defines the format of the data
- * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
- * @param noMipmap defines if the engine should avoid generating the mip levels
- * @param callback defines a callback used to extract texture data from loaded data
- * @param mipmapGenerator defines to provide an optional tool to generate mip levels
- * @param onLoad defines a callback called when texture is loaded
- * @param onError defines a callback called if there is an error
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
- * @param invertY defines if data must be stored with Y axis inverted
- * @returns the cube texture as an InternalTexture
- */
- 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;
- }
- /**
- * Creates a new raw 2D array texture
- * @param data defines the data used to create the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param depth defines the number of layers of the texture
- * @param format defines the format of the texture
- * @param generateMipMaps defines if the engine must generate mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
- * @param compression defines the compressed used (can be null)
- * @param textureType defines the compressed used (can be null)
- * @returns a new raw 2D array texture (stored in an InternalTexture)
- */
- 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 (this.dbgShowWarningsNotImplemented) {
- console.warn("createRawTexture2DArray not implemented yet in WebGPU");
- }
- return texture;
- }
- /**
- * Creates a new raw 3D texture
- * @param data defines the data used to create the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param depth defines the depth of the texture
- * @param format defines the format of the texture
- * @param generateMipMaps defines if the engine must generate mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
- * @param compression defines the compressed used (can be null)
- * @param textureType defines the compressed used (can be null)
- * @returns a new raw 3D texture (stored in an InternalTexture)
- */
- 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
- {
- const source = InternalTextureSource.Raw3D;
- const texture = new InternalTexture(this, source);
- texture.baseWidth = width;
- texture.baseHeight = height;
- texture.baseDepth = depth;
- texture.width = width;
- texture.height = height;
- texture.depth = depth;
- texture.format = format;
- texture.type = textureType;
- texture.generateMipMaps = generateMipMaps;
- texture.samplingMode = samplingMode;
- texture.is3D = true;
- if (!this._doNotHandleContextLost) {
- texture._bufferView = data;
- }
- this._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
- this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
- this._internalTexturesCache.push(texture);
- return texture;
- }
- public generateMipMapsForCubemap(texture: InternalTexture, unbind = true) {
- if (texture.generateMipMaps) {
- let gpuTexture = texture._hardwareTexture?.underlyingResource;
- if (!gpuTexture) {
- this._textureHelper.createGPUTextureForInternalTexture(texture);
- }
- this._generateMipmaps(texture, texture.source === InternalTextureSource.RenderTarget || texture.source === InternalTextureSource.MultiRenderTarget ? this._renderTargetEncoder : undefined);
- }
- }
- /**
- * Update the sampling mode of a given texture
- * @param samplingMode defines the required sampling mode
- * @param texture defines the texture to update
- * @param generateMipMaps defines whether to generate mipmaps for the texture
- */
- public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps: boolean = false): void {
- if (generateMipMaps) {
- texture.generateMipMaps = true;
- this._generateMipmaps(texture);
- }
- texture.samplingMode = samplingMode;
- }
- /**
- * Update the sampling mode of a given texture
- * @param texture defines the texture to update
- * @param wrapU defines the texture wrap mode of the u coordinates
- * @param wrapV defines the texture wrap mode of the v coordinates
- * @param wrapR defines the texture wrap mode of the r coordinates
- */
- public updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable<number>, wrapV: Nullable<number> = null, wrapR: Nullable<number> = null): void {
- if (wrapU !== null) {
- texture._cachedWrapU = wrapU;
- this._lastCachedWrapU = wrapU;
- }
- if (wrapV !== null) {
- texture._cachedWrapV = wrapV;
- this._lastCachedWrapV = wrapV;
- }
- if ((texture.is2DArray || texture.is3D) && (wrapR !== null)) {
- texture._cachedWrapR = wrapR;
- this._lastCachedWrapR = wrapR;
- }
- }
- /**
- * Update the dimensions of a texture
- * @param texture texture to update
- * @param width new width of the texture
- * @param height new height of the texture
- * @param depth new depth of the texture
- */
- public updateTextureDimensions(texture: InternalTexture, width: number, height: number, depth: number = 1): void {
- if (!texture._hardwareTexture) {
- // the gpu texture is not created yet, so when it is it will be created with the right dimensions
- return;
- }
- if (texture.width === width && texture.height === height && texture.depth === depth) {
- return;
- }
- texture._hardwareTexture.release(); // don't defer the releasing! Else we will release at the end of this frame the gpu texture we are about to create in the next line...
- this._textureHelper.createGPUTextureForInternalTexture(texture, width, height, depth);
- }
- private _setInternalTexture(name: string, internalTexture: Nullable<InternalTexture>, baseName?: string, textureIndex = 0): void {
- baseName = baseName ?? name;
- if (this._currentEffect) {
- const webgpuPipelineContext = this._currentEffect._pipelineContext as WebGPUPipelineContext;
- if (webgpuPipelineContext.textures[name]) {
- if (webgpuPipelineContext.textures[name]!.texture !== internalTexture) {
- webgpuPipelineContext.bindGroupsCache = {}; // 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.textures[name]!.texture = internalTexture!;
- }
- else {
- const availableSampler = webgpuPipelineContext.shaderProcessingContext.availableSamplers[baseName];
- if (availableSampler) {
- webgpuPipelineContext.samplers[baseName] = {
- samplerBinding: availableSampler.sampler.bindingIndex,
- firstTextureName: name,
- };
- webgpuPipelineContext.textures[name] = {
- textureBinding: availableSampler.textures[textureIndex].bindingIndex,
- texture: internalTexture!,
- };
- }
- }
- }
- }
- /**
- * Sets a texture to the according uniform.
- * @param channel The texture channel
- * @param unused unused parameter
- * @param texture The texture to apply
- * @param name The name of the uniform in the effect
- */
- public setTexture(channel: number, unused: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>, name: string): void {
- this._setTexture(channel, texture, false, false, name, name);
- }
- /**
- * Sets an array of texture to the WebGPU context
- * @param channel defines the channel where the texture array must be set
- * @param unused unused parameter
- * @param textures defines the array of textures to bind
- * @param name name of the channel
- */
- public setTextureArray(channel: number, unused: Nullable<WebGLUniformLocation>, textures: BaseTexture[], name: string): void {
- for (var index = 0; index < textures.length; index++) {
- this._setTexture(-1, textures[index], true, false, name + index.toString(), name, index);
- }
- }
- protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false, name = "", baseName?: string, textureIndex = 0): boolean {
- // name == baseName for a texture that is not part of a texture array
- // Else, name is something like 'myTexture0' / 'myTexture1' / ... and baseName is 'myTexture'
- // baseName is used to look up the sampler in the WebGPUPipelineContext.samplers map
- // name is used to look up the texture in the WebGPUPipelineContext.textures map
- baseName = baseName ?? name;
- if (this._currentEffect) {
- const webgpuPipelineContext = this._currentEffect._pipelineContext as WebGPUPipelineContext;
- if (!texture) {
- if (webgpuPipelineContext.textures[name] && webgpuPipelineContext.textures[name]!.texture) {
- webgpuPipelineContext.bindGroupsCache = {}; // 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.textures[name] = null;
- return false;
- }
- // Video
- if ((<VideoTexture>texture).video) {
- (<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;
- }
- else if (texture.is3D) {
- internalTexture = this.emptyTexture3D;
- }
- else if (texture.is2DArray) {
- internalTexture = this.emptyTexture2DArray;
- }
- else {
- internalTexture = this.emptyTexture;
- }
- 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;
- }
- internalTexture._cachedWrapU = texture.wrapU;
- if (this._lastCachedWrapU !== texture.wrapU) {
- this._lastCachedWrapU = texture.wrapU;
- }
- internalTexture._cachedWrapV = texture.wrapV;
- if (this._lastCachedWrapV !== texture.wrapV) {
- this._lastCachedWrapV = texture.wrapV;
- }
- internalTexture._cachedWrapR = texture.wrapR;
- if (internalTexture.is3D && this._lastCachedWrapR !== texture.wrapR) {
- this._lastCachedWrapR = texture.wrapR;
- }
- this._setAnisotropicLevel(0, internalTexture, texture.anisotropicFilteringLevel);
- }
- this._setInternalTexture(name, internalTexture, baseName, textureIndex);
- } else {
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.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._cachedAnisotropicFilteringLevel !== anisotropicFilteringLevel) {
- internalTexture._cachedAnisotropicFilteringLevel = Math.min(anisotropicFilteringLevel, this._caps.maxAnisotropy);
- }
- }
- /** @hidden */
- public _bindTexture(channel: number, texture: InternalTexture, name: string): void {
- if (channel === undefined) {
- return;
- }
- if (texture) {
- if (this._lastCachedWrapU !== null) {
- texture._cachedWrapU = this._lastCachedWrapU;
- }
- if (this._lastCachedWrapV !== null) {
- texture._cachedWrapV = this._lastCachedWrapV;
- }
- if (this._lastCachedWrapR !== null) {
- texture._cachedWrapR = this._lastCachedWrapR;
- }
- }
- this._setInternalTexture(name, texture);
- }
- private _generateMipmaps(texture: InternalTexture, commandEncoder?: GPUCommandEncoder) {
- const gpuTexture = texture._hardwareTexture?.underlyingResource;
- if (!gpuTexture) {
- return;
- }
- // try as much as possible to use the command encoder corresponding to the current pass.
- // If not possible (because the pass is started - generateMipmaps itself creates a pass and it's not allowed to have a pass inside a pass), use _uploadEncoder
- commandEncoder = commandEncoder ?? (this._currentRenderTarget && !this._currentRenderPass ? this._renderTargetEncoder : !this._currentRenderPass ? this._renderEncoder : this._uploadEncoder);
- const format = (texture._hardwareTexture as WebGPUHardwareTexture).format;
- const mipmapCount = WebGPUTextureHelper.ComputeNumMipmapLevels(texture.width, texture.height);
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.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, commandEncoder);
- } else {
- this._textureHelper.generateMipmaps(gpuTexture, format, mipmapCount, 0, commandEncoder);
- }
- }
- /**
- * Update the content of a texture
- * @param texture defines the texture to update
- * @param canvas defines the source containing the data
- * @param invertY defines if data must be stored with Y axis inverted
- * @param premulAlpha defines if alpha is stored as premultiplied
- * @param format defines the format of the data
- * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
- */
- 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._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
- }
- createImageBitmap(canvas).then((bitmap) => {
- this._textureHelper.updateTexture(bitmap, gpuTextureWrapper.underlyingResource!, width, height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, premulAlpha, 0, 0, this._uploadEncoder);
- if (texture.generateMipMaps) {
- this._generateMipmaps(texture, this._uploadEncoder);
- }
- texture.isReady = true;
- });
- }
- /**
- * Update a portion of an internal texture
- * @param texture defines the texture to update
- * @param imageData defines the data to store into the texture
- * @param xOffset defines the x coordinates of the update rectangle
- * @param yOffset defines the y coordinates of the update rectangle
- * @param width defines the width of the update rectangle
- * @param height defines the height of the update rectangle
- * @param faceIndex defines the face index if texture is a cube (0 by default)
- * @param lod defines the lod level to update (0 by default)
- */
- 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._textureHelper.createGPUTextureForInternalTexture(texture);
- }
- const data = new Uint8Array(imageData.buffer, imageData.byteOffset, imageData.byteLength);
- this._textureHelper.updateTexture(data, gpuTextureWrapper.underlyingResource!, width, height, texture.depth, gpuTextureWrapper.format, faceIndex, lod, texture.invertY, false, xOffset, yOffset, this._uploadEncoder);
- }
- /**
- * Update a video texture
- * @param texture defines the texture to update
- * @param video defines the video element to use
- * @param invertY defines if data must be stored with Y axis inverted
- */
- 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._textureHelper.createGPUTextureForInternalTexture(texture);
- }
- createImageBitmap(video).then((bitmap) => {
- this._textureHelper.updateTexture(bitmap, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, !invertY, false, 0, 0, this._uploadEncoder);
- if (texture.generateMipMaps) {
- this._generateMipmaps(texture, this._uploadEncoder);
- }
- 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._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
- }
- const data = new Uint8Array(imageData.buffer, imageData.byteOffset, imageData.byteLength);
- this._textureHelper.updateTexture(data, gpuTextureWrapper.underlyingResource!, width, height, texture.depth, gpuTextureWrapper.format, faceIndex, lod, false, 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._textureHelper.createGPUTextureForInternalTexture(texture, width, height);
- }
- const data = new Uint8Array(imageData.buffer, imageData.byteOffset, imageData.byteLength);
- this._textureHelper.updateTexture(data, gpuTextureWrapper.underlyingResource!, width, height, texture.depth, 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._textureHelper.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, texture.depth, gpuTextureWrapper.format, faceIndex, lod, texture.invertY, false, 0, 0, this._uploadEncoder);
- }
- /**
- * Update a raw texture
- * @param texture defines the texture to update
- * @param bufferView defines the data to store in the texture
- * @param format defines the format of the data
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the compression used (null by default)
- * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
- */
- 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, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0, this._uploadEncoder);
- if (texture.generateMipMaps) {
- this._generateMipmaps(texture, this._uploadEncoder);
- }
- }
- texture.isReady = true;
- }
- /**
- * Update a raw cube texture
- * @param texture defines the texture to udpdate
- * @param bufferView defines the data to store
- * @param format defines the data format
- * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the compression used (null by default)
- * @param level defines which level of the texture to update
- */
- 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, this._uploadEncoder);
- }
- texture.isReady = true;
- }
- /**
- * Update a raw 2D array texture
- * @param texture defines the texture to update
- * @param bufferView defines the data to store
- * @param format defines the data format
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the used compression (can be null)
- * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
- */
- public updateRawTexture2DArray(texture: InternalTexture, bufferView: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string> = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT): void {
- if (this.dbgShowWarningsNotImplemented) {
- console.warn("updateRawTexture2DArray not implemented yet in WebGPU");
- }
- }
- /**
- * Update a raw 3D texture
- * @param texture defines the texture to update
- * @param bufferView defines the data to store
- * @param format defines the data format
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the used compression (can be null)
- * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
- */
- public updateRawTexture3D(texture: InternalTexture, bufferView: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string> = null, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT): void {
- if (!this._doNotHandleContextLost) {
- texture._bufferView = bufferView;
- texture.format = format;
- 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, textureType);
- }
- const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);
- this._textureHelper.updateTexture(data, gpuTextureWrapper.underlyingResource!, texture.width, texture.height, texture.depth, gpuTextureWrapper.format, 0, 0, invertY, false, 0, 0, this._uploadEncoder);
- if (texture.generateMipMaps) {
- this._generateMipmaps(texture, this._uploadEncoder);
- }
- }
- texture.isReady = true;
- }
- /**
- * Reads pixels from the current frame buffer. Please note that this function can be slow
- * @param x defines the x coordinate of the rectangle where pixels must be read
- * @param y defines the y coordinate of the rectangle where pixels must be read
- * @param width defines the width of the rectangle where pixels must be read
- * @param height defines the height of the rectangle where pixels must be read
- * @param hasAlpha defines whether the output should have alpha or not (defaults to true)
- * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels
- * @returns a ArrayBufferView promise (Uint8Array) containing RGBA colors
- */
- public readPixels(x: number, y: number, width: number, height: number, hasAlpha = true, flushRenderer = true): Promise<ArrayBufferView> {
- const renderPassWrapper = this._rttRenderPassWrapper.renderPass ? this._rttRenderPassWrapper : this._mainRenderPassWrapper;
- const gpuTexture = renderPassWrapper.colorAttachmentGPUTextures![0].underlyingResource;
- const gpuTextureFormat = renderPassWrapper.colorAttachmentGPUTextures![0].format;
- if (!gpuTexture) {
- // we are calling readPixels before startMainRenderPass has been called and no RTT is bound, so swapChainTexture is not setup yet!
- return Promise.resolve(new Uint8Array(0));
- }
- if (flushRenderer) {
- this.flushFramebuffer();
- }
- return this._textureHelper.readPixels(gpuTexture, x, y, width, height, gpuTextureFormat);
- }
- /** @hidden */
- public _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex = -1, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true): Promise<ArrayBufferView> {
- let gpuTextureWrapper = texture._hardwareTexture as WebGPUHardwareTexture;
- if (flushRenderer) {
- this.flushFramebuffer();
- }
- return this._textureHelper.readPixels(gpuTextureWrapper.underlyingResource!, 0, 0, width, height, gpuTextureWrapper.format, faceIndex, level, buffer);
- }
- /** @hidden */
- public _readTexturePixelsSync(texture: InternalTexture, width: number, height: number, faceIndex = -1, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true): ArrayBufferView {
- throw "_readTexturePixelsSync is unsupported in WebGPU!";
- }
- //------------------------------------------------------------------------------
- // Render Target Textures
- //------------------------------------------------------------------------------
- /**
- * Creates a new render target texture
- * @param size defines the size of the texture
- * @param options defines the options used to create the texture
- * @returns a new render target texture stored in an InternalTexture
- */
- 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 ?? 1;
- } 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 = 1;
- }
- 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;
- texture.is2DArray = layers > 0;
- 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._textureHelper.createGPUTextureForInternalTexture(texture);
- if (options !== undefined && typeof options === "object" && options.createMipMaps && !fullOptions.generateMipMaps) {
- texture.generateMipMaps = false;
- }
- return texture;
- }
- /**
- * Create a multi render target texture
- * @param size defines the size of the texture
- * @param options defines the creation options
- * @returns the cube texture as an InternalTexture
- */
- public createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[] {
- let generateMipMaps = false;
- let generateDepthBuffer = true;
- let generateStencilBuffer = false;
- let generateDepthTexture = false;
- let textureCount = 1;
- let defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;
- let defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;
- let types = new Array<number>();
- let samplingModes = new Array<number>();
- if (options !== undefined) {
- generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
- generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
- generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
- generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
- textureCount = options.textureCount || 1;
- if (options.types) {
- types = options.types;
- }
- if (options.samplingModes) {
- samplingModes = options.samplingModes;
- }
- }
- const width = size.width || size;
- const height = size.height || size;
- let depthStencilTexture = null;
- if (generateDepthBuffer || generateStencilBuffer || generateDepthTexture) {
- depthStencilTexture = this.createDepthStencilTexture({ width, height }, {
- bilinearFiltering: false,
- comparisonFunction: 0,
- generateStencil: generateStencilBuffer,
- isCube: false,
- samples: 1,
- });
- }
- const textures = [];
- const attachments = [];
- for (let i = 0; i < textureCount; i++) {
- let samplingMode = samplingModes[i] || defaultSamplingMode;
- let type = types[i] || defaultType;
- if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
- // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
- samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
- }
- else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
- // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
- samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
- }
- if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
- type = Constants.TEXTURETYPE_UNSIGNED_INT;
- Logger.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
- }
- const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);
- textures.push(texture);
- attachments.push(i + 1);
- texture._depthStencilTexture = i === 0 ? depthStencilTexture : null;
- texture._framebuffer = {};
- texture._depthStencilBuffer = {};
- texture.baseWidth = width;
- texture.baseHeight = height;
- texture.width = width;
- texture.height = height;
- texture.isReady = true;
- texture.samples = 1;
- texture.generateMipMaps = generateMipMaps;
- texture.samplingMode = samplingMode;
- texture.type = type;
- texture._generateDepthBuffer = generateDepthBuffer;
- texture._generateStencilBuffer = generateStencilBuffer ? true : false;
- texture._attachments = attachments;
- texture._textureArray = textures;
- this._internalTexturesCache.push(texture);
- this._textureHelper.createGPUTextureForInternalTexture(texture);
- }
- if (depthStencilTexture) {
- textures.push(depthStencilTexture);
- this._internalTexturesCache.push(depthStencilTexture);
- }
- return textures;
- }
- /**
- * Creates a new render target cube texture
- * @param size defines the size of the texture
- * @param options defines the options used to create the texture
- * @returns a new render target cube texture stored in an InternalTexture
- */
- 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: 1,
- ...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._textureHelper.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: 1,
- ...options
- };
- // TODO WEBGPU allow to choose the format?
- 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._textureHelper.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: 1,
- ...options
- };
- // TODO WEBGPU allow to choose the format?
- 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._textureHelper.createGPUTextureForInternalTexture(internalTexture);
- return internalTexture;
- }
- public updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number {
- if (!texture || texture.samples === samples) {
- return samples;
- }
- samples = Math.min(samples, this.getCaps().maxMSAASamples);
- this._textureHelper.createMSAATexture(texture, samples);
- if (texture._depthStencilTexture) {
- this._textureHelper.createMSAATexture(texture._depthStencilTexture, samples);
- texture._depthStencilTexture.samples = samples;
- }
- texture.samples = samples;
- return samples;
- }
- /**
- * Update the sample count for a given multiple render target texture
- * @param textures defines the textures to update
- * @param samples defines the sample count to set
- * @returns the effective sample count (could be 0 if multisample render targets are not supported)
- */
- public updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number {
- if (!textures || textures[0].samples === samples) {
- return samples;
- }
- samples = Math.min(samples, this.getCaps().maxMSAASamples);
- // Note that the last texture of textures is the depth texture (if the depth texture has been generated by the MRT class) and so the MSAA texture
- // will be recreated for this texture too. As a consequence, there's no need to explicitely recreate the MSAA texture for textures[0]._depthStencilTexture
- for (let i = 0; i < textures.length; ++i) {
- const texture = textures[i];
- this._textureHelper.createMSAATexture(texture, samples);
- texture.samples = samples;
- }
- return samples;
- }
- //------------------------------------------------------------------------------
- // Render Commands
- //------------------------------------------------------------------------------
- /**
- * Begin a new frame
- */
- public beginFrame(): void {
- super.beginFrame();
- }
- /**
- * End the current frame
- */
- public endFrame() {
- this._endMainRenderPass();
- this.flushFramebuffer();
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - counters - numBindGroupsCreation=", this._counters.numBindGroupsCreation);
- }
- }
- this._textureHelper.destroyDeferredTextures();
- this._bufferManager.destroyDeferredBuffers();
- if (this._features._collectUbosUpdatedInFrame) {
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.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.numBindGroupsCreation = 0;
- this._cacheRenderPipeline.endFrame();
- this._pendingDebugCommands.length = 0;
- super.endFrame();
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if ((this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("%c frame #" + (this as any)._count + " - end", "background: #ffff00");
- }
- if ((this as any)._count < this.dbgVerboseLogsNumFrames) {
- (this as any)._count++;
- if ((this as any)._count !== this.dbgVerboseLogsNumFrames) {
- console.log("%c frame #" + (this as any)._count + " - begin", "background: #ffff00");
- }
- }
- }
- }
- /**
- * Force a WebGPU flush (ie. a flush of all waiting commands)
- */
- public flushFramebuffer(): void {
- // we need to end the current render pass (main or rtt) if any as we are not allowed to submit the command buffers when being in a pass
- let currentPassType = 0; // 0 if no pass, 1 for rtt, 2 for main pass
- if (this._currentRenderPass) {
- if (this._currentRenderTarget) {
- if (this._currentRenderPass) {
- currentPassType = 1;
- this._endRenderTargetRenderPass();
- }
- } else {
- currentPassType = 2;
- this._endMainRenderPass();
- }
- }
- 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);
- this._textureHelper.setCommandEncoder(this._uploadEncoder);
- // restart the render pass
- if (currentPassType === 1) {
- this._startRenderTargetRenderPass(this._currentRenderTarget!, null, null, false, false);
- } else if (currentPassType === 2) {
- this._startMainRenderPass(false);
- }
- }
- //------------------------------------------------------------------------------
- // Render Pass
- //------------------------------------------------------------------------------
- private _startRenderTargetRenderPass(internalTexture: InternalTexture, clearColorMain: Nullable<IColor4Like>, clearColorOtherAttachments: Nullable<IColor4Like>, clearDepth: boolean, clearStencil: boolean) {
- const gpuWrapper = internalTexture._hardwareTexture as WebGPUHardwareTexture;
- const gpuTexture = gpuWrapper.underlyingResource!;
- const depthStencilTexture = internalTexture._depthStencilTexture;
- const gpuDepthStencilWrapper = depthStencilTexture?._hardwareTexture as Nullable<WebGPUHardwareTexture>;
- const gpuDepthStencilTexture = gpuDepthStencilWrapper?.underlyingResource as Nullable<GPUTexture>;
- const gpuDepthStencilMSAATexture = gpuDepthStencilWrapper?.msaaTexture;
- const depthTextureView = gpuDepthStencilTexture?.createView(this._rttRenderPassWrapper.depthAttachmentViewDescriptor!);
- const depthMSAATextureView = gpuDepthStencilMSAATexture?.createView(this._rttRenderPassWrapper.depthAttachmentViewDescriptor!);
- const colorAttachments: GPURenderPassColorAttachmentDescriptor[] = [];
- if (internalTexture._attachments && internalTexture._textureArray) {
- // multi render targets
- for (let i = 0; i < internalTexture._attachments.length; ++i) {
- const index = internalTexture._attachments[i];
- const mrtTexture = internalTexture._textureArray[index - 1];
- const gpuMRTWrapper = mrtTexture?._hardwareTexture as Nullable<WebGPUHardwareTexture>;
- const gpuMRTTexture = gpuMRTWrapper?.underlyingResource;
- if (gpuMRTWrapper && gpuMRTTexture) {
- const viewDescriptor = {
- ...this._rttRenderPassWrapper.colorAttachmentViewDescriptor,
- format: gpuMRTWrapper.format,
- };
- const gpuMSAATexture = gpuMRTWrapper.msaaTexture;
- const colorTextureView = gpuMRTTexture.createView(viewDescriptor);
- const colorMSAATextureView = gpuMSAATexture?.createView(viewDescriptor);
- const clearColor = i === 0 ? (clearColorMain ? clearColorMain : WebGPUConstants.LoadOp.Load) : (clearColorOtherAttachments ? clearColorOtherAttachments : WebGPUConstants.LoadOp.Load);
- colorAttachments.push({
- attachment: colorMSAATextureView ? colorMSAATextureView : colorTextureView,
- resolveTarget: gpuMSAATexture ? colorTextureView : undefined,
- loadValue: clearColor,
- storeOp: WebGPUConstants.StoreOp.Store,
- });
- }
- }
- this._mrtAttachments = internalTexture._attachments;
- this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments, internalTexture._textureArray);
- } else {
- // single render target
- const gpuMSAATexture = gpuWrapper.msaaTexture;
- const colorTextureView = gpuTexture.createView(this._rttRenderPassWrapper.colorAttachmentViewDescriptor!);
- const colorMSAATextureView = gpuMSAATexture?.createView(this._rttRenderPassWrapper.colorAttachmentViewDescriptor!);
- colorAttachments.push({
- attachment: colorMSAATextureView ? colorMSAATextureView : colorTextureView,
- resolveTarget: gpuMSAATexture ? colorTextureView : undefined,
- loadValue: clearColorMain !== null ? clearColorMain : WebGPUConstants.LoadOp.Load,
- storeOp: WebGPUConstants.StoreOp.Store,
- });
- }
- this._debugPushGroup("render target pass", 1);
- this._rttRenderPassWrapper.renderPassDescriptor = {
- colorAttachments,
- depthStencilAttachment: depthStencilTexture && gpuDepthStencilTexture ? {
- attachment: depthMSAATextureView ? depthMSAATextureView : 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
- };
- this._rttRenderPassWrapper.renderPass = this._renderTargetEncoder.beginRenderPass(this._rttRenderPassWrapper.renderPassDescriptor);
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - render target begin pass - internalTexture.uniqueId=", internalTexture.uniqueId, this._rttRenderPassWrapper.renderPassDescriptor);
- }
- }
- this._currentRenderPass = this._rttRenderPassWrapper.renderPass;
- this._debugFlushPendingCommands();
- this._resetCurrentViewport(1);
- this._resetCurrentScissor(1);
- }
- private _endRenderTargetRenderPass() {
- if (this._currentRenderPass) {
- this._currentRenderPass.endPass();
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - render target end pass - internalTexture.uniqueId=", this._currentRenderTarget?.uniqueId);
- }
- }
- this._debugPopGroup(1);
- this._resetCurrentViewport(1);
- this._resetCurrentScissor(1);
- this._currentRenderPass = null;
- this._rttRenderPassWrapper.reset();
- }
- }
- private _getCurrentRenderPass(): GPURenderPassEncoder {
- if (this._currentRenderTarget && !this._currentRenderPass) {
- // delayed creation of the render target pass, but we now need to create it as we are requested the render pass
- this._startRenderTargetRenderPass(this._currentRenderTarget, null, null, false, false);
- } else if (!this._currentRenderPass) {
- this._startMainRenderPass(false);
- }
- return this._currentRenderPass!;
- }
- private _startMainRenderPass(setClearStates: boolean, clearColor?: Nullable<IColor4Like>, clearDepth?: boolean, clearStencil?: boolean): void {
- if (this._mainRenderPassWrapper.renderPass) {
- this._endMainRenderPass();
- }
- if (this.useReverseDepthBuffer) {
- this.setDepthFunctionToGreater();
- }
- const scissorIsActive = this._scissorIsActive();
- if (setClearStates) {
- const colorClearValue = scissorIsActive ? WebGPUConstants.LoadOp.Load : clearColor ? clearColor : WebGPUConstants.LoadOp.Load;
- const depthClearValue = scissorIsActive ? WebGPUConstants.LoadOp.Load : clearDepth ? (this.useReverseDepthBuffer ? this._clearReverseDepthValue : this._clearDepthValue) : WebGPUConstants.LoadOp.Load;
- const stencilClearValue = scissorIsActive ? WebGPUConstants.LoadOp.Load : clearStencil ? this._clearStencilValue : WebGPUConstants.LoadOp.Load;
- (this._mainRenderPassWrapper.renderPassDescriptor!.colorAttachments as GPURenderPassColorAttachmentDescriptor[])[0].loadValue = colorClearValue;
- this._mainRenderPassWrapper.renderPassDescriptor!.depthStencilAttachment!.depthLoadValue = depthClearValue;
- this._mainRenderPassWrapper.renderPassDescriptor!.depthStencilAttachment!.stencilLoadValue = stencilClearValue;
- }
- this._swapChainTexture = this._swapChain.getCurrentTexture();
- this._mainRenderPassWrapper.colorAttachmentGPUTextures![0].set(this._swapChainTexture);
- // Resolve in case of MSAA
- if (this._options.antialiasing) {
- (this._mainRenderPassWrapper.renderPassDescriptor!.colorAttachments as GPURenderPassColorAttachmentDescriptor[])[0].resolveTarget = this._swapChainTexture.createView();
- }
- else {
- (this._mainRenderPassWrapper.renderPassDescriptor!.colorAttachments as GPURenderPassColorAttachmentDescriptor[])[0].attachment = this._swapChainTexture.createView();
- }
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.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._mainRenderPassWrapper.renderPassDescriptor);
- }
- }
- this._debugPushGroup("main pass", 0);
- this._currentRenderPass = this._renderEncoder.beginRenderPass(this._mainRenderPassWrapper.renderPassDescriptor!);
- this._mainRenderPassWrapper.renderPass = this._currentRenderPass;
- this._debugFlushPendingCommands();
- this._resetCurrentViewport(0);
- this._resetCurrentScissor(0);
- if (setClearStates && scissorIsActive) {
- this._applyScissor(this._currentRenderPass);
- // TODO WEBGPU cache things, move this code somewhere else
- const pipeline = this._device.createRenderPipeline({
- sampleCount: this._currentRenderTarget ? this._currentRenderTarget.samples : this._mainPassSampleCount,
- primitiveTopology: WebGPUConstants.PrimitiveTopology.TriangleStrip,
- vertexState: {
- indexFormat: WebGPUConstants.IndexFormat.Uint16
- },
- depthStencilState: this._depthTextureFormat === undefined ? undefined : {
- depthWriteEnabled: clearDepth,
- depthCompare: WebGPUConstants.CompareFunction.Always,
- format: this._depthTextureFormat,
- stencilFront: {
- compare: clearStencil ? WebGPUConstants.CompareFunction.Always : WebGPUConstants.CompareFunction.Never,
- passOp: clearStencil ? WebGPUConstants.StencilOperation.Replace : WebGPUConstants.StencilOperation.Keep,
- },
- stencilReadMask: 0xFF,
- stencilWriteMask: clearStencil ? 0xFF : 0,
- },
- colorStates: [{
- format: this._colorFormat,
- writeMask: clearColor ? WebGPUConstants.ColorWrite.All : 0,
- }],
- ...this._shaderManager.getCompiledShaders("clearQuad"),
- });
- const bindGroupLayout = pipeline.getBindGroupLayout(0);
- const buffer = this._bufferManager.createBuffer(4 * 4, WebGPUConstants.BufferUsage.CopyDst | WebGPUConstants.BufferUsage.Uniform) as WebGPUDataBuffer;
- if (clearColor) {
- const data = new Float32Array([clearColor.r, clearColor.g, clearColor.b, clearColor.a]);
- this._bufferManager.setSubData(buffer, 0, data);
- }
- const bindGroup = this._device.createBindGroup({
- layout: bindGroupLayout,
- entries: [{
- binding: 0,
- resource: {
- buffer: buffer.underlyingResource,
- },
- }],
- });
- this._currentRenderPass.setStencilReference(this._clearStencilValue);
- this._currentRenderPass.setPipeline(pipeline);
- this._currentRenderPass.setBindGroup(0, bindGroup);
- this._currentRenderPass.draw(4, 1, 0, 0);
- if (this._stencilState.stencilTest) {
- this._getCurrentRenderPass().setStencilReference(this._stencilState.stencilFuncRef);
- }
- this._bufferManager.releaseBuffer(buffer);
- }
- }
- private _endMainRenderPass(): void {
- if (this._mainRenderPassWrapper.renderPass !== null) {
- this._mainRenderPassWrapper.renderPass.endPass();
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - main end pass");
- }
- }
- this._debugPopGroup(0);
- this._resetCurrentViewport(0);
- this._resetCurrentScissor(0);
- if (this._mainRenderPassWrapper.renderPass === this._currentRenderPass) {
- this._currentRenderPass = null;
- }
- this._mainRenderPassWrapper.reset(false);
- }
- }
- /**
- * Restores the WebGPU state to only draw on the main color attachment
- */
- public restoreSingleAttachment(): void {
- // nothing to do, this is done automatically in the unBindFramebuffer function
- }
- /**
- * Creates a layout object to draw/clear on specific textures in a MRT
- * @param textureStatus textureStatus[i] indicates if the i-th is active
- * @returns A layout to be fed to the engine, calling `bindAttachments`.
- */
- public buildTextureLayout(textureStatus: boolean[]): number[] {
- const result = [];
- for (let i = 0; i < textureStatus.length; i++) {
- if (textureStatus[i]) {
- result.push(i + 1);
- } else {
- result.push(0);
- }
- }
- return result;
- }
- /**
- * Select a subsets of attachments to draw to.
- * @param attachments index of attachments
- */
- public bindAttachments(attachments: number[]): void {
- // nothing to do, this is done automatically in the _startRenderTargetRenderPass function
- }
- /**
- * Binds the frame buffer to the specified texture.
- * @param texture The texture to render to or null for the default canvas
- * @param faceIndex The face of the texture to render to in case of cube texture
- * @param requiredWidth The width of the target to render to
- * @param requiredHeight The height of the target to render to
- * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
- * @param lodLevel defines the lod level to bind to the frame buffer
- * @param layer defines the 2d array index to bind to frame buffer to
- */
- 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 (this.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._rttRenderPassWrapper.colorAttachmentGPUTextures[0] = hardwareTexture;
- this._rttRenderPassWrapper.depthTextureFormat = this._currentRenderTarget._depthStencilTexture ? WebGPUTextureHelper.GetWebGPUTextureFormat(-1, this._currentRenderTarget._depthStencilTexture.format) : undefined;
- this._setDepthTextureFormat(this._rttRenderPassWrapper);
- this._setColorFormat(this._rttRenderPassWrapper);
- this._rttRenderPassWrapper.colorAttachmentViewDescriptor = {
- format: this._colorFormat,
- dimension: WebGPUConstants.TextureViewDimension.E2d,
- mipLevelCount: 1,
- baseArrayLayer: texture.isCube ? layer * 6 + faceIndex : layer,
- baseMipLevel: lodLevel,
- arrayLayerCount: 1,
- aspect: WebGPUConstants.TextureAspect.All
- };
- this._rttRenderPassWrapper.depthAttachmentViewDescriptor = {
- format: this._depthTextureFormat,
- dimension: WebGPUConstants.TextureViewDimension.E2d,
- mipLevelCount: 1,
- baseArrayLayer: texture.isCube ? layer * 6 + faceIndex : layer,
- baseMipLevel: 0,
- arrayLayerCount: 1,
- aspect: WebGPUConstants.TextureAspect.All
- };
- if (this.dbgVerboseLogsForFirstFrames) {
- if ((this as any)._count === undefined) { (this as any)._count = 0; }
- if (!(this as any)._count || (this as any)._count < this.dbgVerboseLogsNumFrames) {
- console.log("frame #" + (this as any)._count + " - bindFramebuffer called - face=", faceIndex, "lodLevel=", lodLevel, "layer=", layer, this._rttRenderPassWrapper.colorAttachmentViewDescriptor, this._rttRenderPassWrapper.depthAttachmentViewDescriptor);
- }
- }
- 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();
- }
- /**
- * Unbind the current render target texture from the WebGPU context
- * @param texture defines the render target texture to unbind
- * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
- * @param onBeforeUnbind defines a function which will be called before the effective unbind
- */
- 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 (onBeforeUnbind) {
- onBeforeUnbind();
- }
- if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPassWrapper.renderPass) {
- this._endRenderTargetRenderPass();
- }
- if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
- this._generateMipmaps(texture);
- }
- this._currentRenderTarget = null;
- this._mrtAttachments = [];
- this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments, []);
- this._currentRenderPass = this._mainRenderPassWrapper.renderPass;
- this._setDepthTextureFormat(this._mainRenderPassWrapper);
- this._setColorFormat(this._mainRenderPassWrapper);
- }
- /**
- * Unbind a list of render target textures from the WebGPU context
- * @param textures defines the render target textures to unbind
- * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
- * @param onBeforeUnbind defines a function which will be called before the effective unbind
- */
- public unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean = false, onBeforeUnbind?: () => void): void {
- if (onBeforeUnbind) {
- onBeforeUnbind();
- }
- const attachments = textures[0]._attachments!;
- const count = attachments.length;
- if (this._currentRenderPass && this._currentRenderPass !== this._mainRenderPassWrapper.renderPass) {
- this._endRenderTargetRenderPass();
- }
- for (let i = 0; i < count; i++) {
- const texture = textures[i];
- if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
- this._generateMipmaps(texture);
- }
- }
- this._currentRenderTarget = null;
- this._mrtAttachments = [];
- this._cacheRenderPipeline.setMRTAttachments(this._mrtAttachments, []);
- this._currentRenderPass = this._mainRenderPassWrapper.renderPass;
- this._setDepthTextureFormat(this._mainRenderPassWrapper);
- this._setColorFormat(this._mainRenderPassWrapper);
- }
- /**
- * Unbind the current render target and bind the default framebuffer
- */
- public restoreDefaultFramebuffer(): void {
- if (this._currentRenderTarget) {
- this.unBindFramebuffer(this._currentRenderTarget);
- } else {
- this._currentRenderPass = this._mainRenderPassWrapper.renderPass;
- this._setDepthTextureFormat(this._mainRenderPassWrapper);
- this._setColorFormat(this._mainRenderPassWrapper);
- }
- if (this._currentRenderPass) {
- if (this._cachedViewport) {
- this.setViewport(this._cachedViewport);
- }
- }
- this.wipeCaches();
- }
- //------------------------------------------------------------------------------
- // Render
- //------------------------------------------------------------------------------
- public setZOffset(value: number): void {
- if (value !== this._depthCullingState.zOffset) {
- this._depthCullingState.zOffset = value;
- }
- }
- private _setColorFormat(wrapper: WebGPURenderPassWrapper): void {
- const format = wrapper.colorAttachmentGPUTextures[0].format;
- this._cacheRenderPipeline.setColorFormat(format);
- if (this._colorFormat === format) {
- return;
- }
- this._colorFormat = format;
- }
- private _setDepthTextureFormat(wrapper: WebGPURenderPassWrapper): void {
- this._cacheRenderPipeline.setDepthStencilFormat(wrapper.depthTextureFormat);
- if (this._depthTextureFormat === wrapper.depthTextureFormat) {
- return;
- }
- this._depthTextureFormat = wrapper.depthTextureFormat;
- }
- 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;
- }
- }
- /**
- * Set various states to the 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;
- }
- }
- /**
- * 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._cacheRenderPipeline.setDepthWriteEnabled(mode === Engine.ALPHA_DISABLE);
- }
- this._alphaMode = mode;
- this._cacheRenderPipeline.setAlphaBlendEnabled(this._alphaState.alphaBlend);
- this._cacheRenderPipeline.setAlphaBlendFactors(this._alphaState._blendFunctionParameters, this._alphaState._blendEquationParameters);
- }
- /**
- * Sets the current alpha equation
- * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
- */
- public setAlphaEquation(equation: number): void {
- super.setAlphaEquation(equation);
- this._cacheRenderPipeline.setAlphaBlendFactors(this._alphaState._blendFunctionParameters, this._alphaState._blendEquationParameters);
- }
- private _getBindGroupsToRender(): GPUBindGroup[] {
- const webgpuPipelineContext = this._currentEffect!._pipelineContext as WebGPUPipelineContext;
- if (webgpuPipelineContext.uniformBuffer) {
- this.bindUniformBufferBase(webgpuPipelineContext.uniformBuffer.getBuffer()!, 0, "LeftOver");
- webgpuPipelineContext.uniformBuffer.update();
- }
- let bufferKey = "";
- for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.uniformBufferNames.length; ++i) {
- const bufferName = webgpuPipelineContext.shaderProcessingContext.uniformBufferNames[i];
- const dataBuffer = this._uniformsBuffers[bufferName];
- if (dataBuffer) {
- bufferKey += dataBuffer.uniqueId + "_";
- }
- }
- let bindGroups: GPUBindGroup[] = webgpuPipelineContext.bindGroupsCache[bufferKey];
- if (bindGroups) {
- return bindGroups;
- }
- bindGroups = [];
- webgpuPipelineContext.bindGroupsCache[bufferKey] = bindGroups;
- this._counters.numBindGroupsCreation++;
- const bindGroupLayouts = webgpuPipelineContext.bindGroupLayouts;
- for (let i = 0; i < webgpuPipelineContext.shaderProcessingContext.orderedUBOsAndSamplers.length; i++) {
- const setDefinition = webgpuPipelineContext.shaderProcessingContext.orderedUBOsAndSamplers[i];
- if (setDefinition === undefined) {
- let groupLayout = bindGroupLayouts[i];
- bindGroups[i] = this._device.createBindGroup({
- layout: groupLayout,
- entries: [],
- });
- continue;
- }
- const entries: GPUBindGroupEntry[] = [];
- for (let j = 0; j < setDefinition.length; j++) {
- const bindingDefinition = webgpuPipelineContext.shaderProcessingContext.orderedUBOsAndSamplers[i][j];
- if (bindingDefinition === undefined) {
- continue;
- }
- if (bindingDefinition.isSampler) {
- const bindingInfo = webgpuPipelineContext.samplers[bindingDefinition.name];
- if (bindingInfo) {
- const texture = webgpuPipelineContext.textures[bindingInfo.firstTextureName]?.texture;
- if (!texture) {
- Logger.Error(`Could not create the gpu sampler "${bindingDefinition.name}" because no texture can be looked up for the name "${bindingInfo.firstTextureName}". bindingInfo=${JSON.stringify(bindingInfo)}, webgpuPipelineContext.textures=${webgpuPipelineContext.textures}`, 50);
- continue;
- }
- entries.push({
- binding: bindingInfo.samplerBinding,
- resource: this._cacheSampler.getSampler(texture),
- });
- } else {
- Logger.Error(`Sampler "${bindingDefinition.name}" could not be bound. bindingDefinition=${JSON.stringify(bindingDefinition)}, webgpuPipelineContext.samplers=${JSON.stringify(webgpuPipelineContext.samplers)}`, 50);
- }
- } else if (bindingDefinition.isTexture) {
- const bindingInfo = webgpuPipelineContext.textures[bindingDefinition.name];
- if (bindingInfo) {
- if (this.dbgSanityChecks && bindingInfo.texture === null) {
- Logger.Error(`Trying to bind a null texture! bindingDefinition=${JSON.stringify(bindingDefinition)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}`, 50);
- continue;
- }
- const hardwareTexture = bindingInfo.texture._hardwareTexture as WebGPUHardwareTexture;
- if (this.dbgSanityChecks && !hardwareTexture.view) {
- Logger.Error(`Trying to bind a null gpu texture! bindingDefinition=${JSON.stringify(bindingDefinition)}, bindingInfo=${JSON.stringify(bindingInfo, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}, isReady=${bindingInfo.texture.isReady}`, 50);
- continue;
- }
- entries.push({
- binding: bindingInfo.textureBinding,
- resource: hardwareTexture.view!,
- });
- } else {
- Logger.Error(`Texture "${bindingDefinition.name}" could not be bound. bindingDefinition=${JSON.stringify(bindingDefinition)}, webgpuPipelineContext.textures=${JSON.stringify(webgpuPipelineContext.textures, (key: string, value: any) => key === 'texture' ? '<no dump>' : value)}`, 50);
- }
- } 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 "${bindingDefinition.name}. bindingDefinition=${JSON.stringify(bindingDefinition)}, _uniformsBuffers=${JSON.stringify(this._uniformsBuffers)}`, 50);
- }
- }
- }
- if (entries.length > 0) {
- let groupLayout = bindGroupLayouts[i];
- bindGroups[i] = this._device.createBindGroup({
- layout: groupLayout,
- entries,
- });
- }
- }
- return bindGroups;
- }
- private _bindVertexInputs(): void {
- const renderPass = this._bundleEncoder || this._getCurrentRenderPass();
- if (this._currentIndexBuffer) {
- renderPass.setIndexBuffer(this._currentIndexBuffer.underlyingResource, this._currentIndexBuffer!.is32Bits ? WebGPUConstants.IndexFormat.Uint32 : WebGPUConstants.IndexFormat.Uint16, 0);
- }
- const effect = this._currentEffect!;
- const attributes = effect.getAttributesNames();
- let bufferIdx = 0;
- for (var index = 0; index < attributes.length; index++) {
- const order = effect.getAttributeLocation(index);
- if (order >= 0) {
- let vertexBuffer = this._currentVertexBuffers![attributes[index]];
- if (!vertexBuffer) {
- // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU
- // So we must bind a dummy buffer when we are not given one for a specific attribute
- vertexBuffer = this._emptyVertexBuffer;
- }
- const buffer = vertexBuffer.getBuffer();
- if (buffer) {
- renderPass.setVertexBuffer(bufferIdx++, buffer.underlyingResource, vertexBuffer.byteOffset);
- }
- }
- }
- }
- 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();
- this._cacheRenderPipeline.setDepthCullingState(
- !!this._depthCullingState.cull,
- this._depthCullingState.frontFace ?? 2,
- this._depthCullingState.cullFace ?? 1,
- this._depthCullingState.zOffset,
- this._depthCullingState.depthTest,
- this._depthCullingState.depthMask,
- this._depthCullingState.depthFunc
- );
- this._cacheRenderPipeline.setStencilState(
- this._stencilState.stencilTest,
- this._stencilState.stencilFunc,
- this._stencilState.stencilOpDepthFail,
- this._stencilState.stencilOpStencilDepthPass,
- this._stencilState.stencilOpStencilFail,
- this._stencilState.stencilFuncMask,
- this._stencilState.stencilMask
- );
- const pipeline = this._cacheRenderPipeline.getRenderPipeline(fillMode, this._currentEffect!, this._currentRenderTarget ? this._currentRenderTarget.samples : this._mainPassSampleCount);
- renderPass.setPipeline(pipeline);
- this._bindVertexInputs();
- const bindGroups = this._getBindGroupsToRender();
- this._setRenderBindGroups(bindGroups);
- // TODO WEBGPU add dirty mechanism as for _alphaState._blendConstants
- if (this._stencilState.stencilTest && renderPass !== this._bundleEncoder) {
- 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) {
- this._getCurrentRenderPass().setBlendColor(this._alphaState._blendConstants as any);
- }
- if (renderPass !== this._bundleEncoder) {
- this._applyViewport(renderPass as GPURenderPassEncoder);
- this._applyScissor(renderPass as GPURenderPassEncoder);
- }
- }
- /**
- * Draw a list of indexed primitives
- * @param fillMode defines the primitive to use
- * @param indexStart defines the starting index
- * @param indexCount defines the number of index to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- 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);
- this._reportDrawCall();
- }
- /**
- * Draw a list of unindexed primitives
- * @param fillMode defines the primitive to use
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- 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);
- this._reportDrawCall();
- }
- //------------------------------------------------------------------------------
- // 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 {
- if (this._mainTexture) {
- this._mainTexture.destroy();
- }
- if (this._depthTexture) {
- this._depthTexture.destroy();
- }
- super.dispose();
- }
- //------------------------------------------------------------------------------
- // Misc
- //------------------------------------------------------------------------------
- /**
- * Gets the current render width
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the current render width
- */
- public getRenderWidth(useScreen = false): number {
- if (!useScreen && this._currentRenderTarget) {
- return this._currentRenderTarget.width;
- }
- return this._canvas.width;
- }
- /**
- * Gets the current render height
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the current render height
- */
- public getRenderHeight(useScreen = false): number {
- if (!useScreen && this._currentRenderTarget) {
- return this._currentRenderTarget.height;
- }
- return this._canvas.height;
- }
- /**
- * Gets the HTML canvas attached with the current WebGPU context
- * @returns a HTML canvas
- */
- public getRenderingCanvas(): Nullable<HTMLCanvasElement> {
- return this._canvas;
- }
- /** @hidden */
- public _debugPushGroup(groupName: string, targetObject?: number): void {
- if (!this._options.enableGPUDebugMarkers) {
- return;
- }
- if (targetObject === 0 || targetObject === 1) {
- const encoder = targetObject === 0 ? this._renderEncoder : this._renderTargetEncoder;
- encoder.pushDebugGroup(groupName);
- } else if (this._currentRenderPass) {
- this._currentRenderPass.pushDebugGroup(groupName);
- } else {
- this._pendingDebugCommands.push(["push", groupName]);
- }
- }
- /** @hidden */
- public _debugPopGroup(targetObject?: number): void {
- if (!this._options.enableGPUDebugMarkers) {
- return;
- }
- if (targetObject === 0 || targetObject === 1) {
- const encoder = targetObject === 0 ? this._renderEncoder : this._renderTargetEncoder;
- encoder.popDebugGroup();
- } else if (this._currentRenderPass) {
- this._currentRenderPass.popDebugGroup();
- } else {
- this._pendingDebugCommands.push(["pop", null]);
- }
- }
- /** @hidden */
- public _debugInsertMarker(text: string, targetObject?: number): void {
- if (!this._options.enableGPUDebugMarkers) {
- return;
- }
- if (targetObject === 0 || targetObject === 1) {
- const encoder = targetObject === 0 ? this._renderEncoder : this._renderTargetEncoder;
- encoder.insertDebugMarker(text);
- } else if (this._currentRenderPass) {
- this._currentRenderPass.insertDebugMarker(text);
- } else {
- this._pendingDebugCommands.push(["insert", text]);
- }
- }
- private _debugFlushPendingCommands(): void {
- for (let i = 0; i < this._pendingDebugCommands.length; ++i) {
- const [name, param] = this._pendingDebugCommands[i];
- switch (name) {
- case "push":
- this._debugPushGroup(param!);
- break;
- case "pop":
- this._debugPopGroup();
- break;
- case "insert":
- this._debugInsertMarker(param!);
- break;
- }
- }
- this._pendingDebugCommands.length = 0;
- }
- //------------------------------------------------------------------------------
- // Errors
- //------------------------------------------------------------------------------
- /**
- * Get the current error code of the WebGPU context
- * @returns the error code
- */
- public getError(): number {
- // TODO WEBGPU. from the webgpu errors.
- return 0;
- }
- //------------------------------------------------------------------------------
- // Unused WebGPU
- //------------------------------------------------------------------------------
- /** @hidden */
- public bindSamplers(effect: Effect): void { }
- /** @hidden */
- public _bindTextureDirectly(target: number, texture: InternalTexture, forTextureDataUpdate = false, force = false): boolean {
- return false;
- }
- /** @hidden */
- public _releaseFramebufferObjects(texture: InternalTexture): void { }
- /** @hidden */
- public applyStates() { }
- /**
- * Gets a boolean indicating if all created effects are ready
- * @returns always true - No parallel shader compilation
- */
- public areAllEffectsReady(): boolean {
- return true;
- }
- /** @hidden */
- public _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {
- // No parallel shader compilation.
- // No Async, so direct launch
- action();
- }
- /** @hidden */
- public _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean {
- // No parallel shader compilation.
- return true;
- }
- /** @hidden */
- public _getUnpackAlignement(): number {
- return 1;
- }
- /** @hidden */
- 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";
- }
- /** @hidden */
- public bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {
- }
- /** @hidden */
- public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[] {
- return [];
- }
- /** @hidden */
- public setIntArray(uniform: WebGLUniformLocation, array: Int32Array): boolean {
- return false;
- }
- /** @hidden */
- public setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): boolean {
- return false;
- }
- /** @hidden */
- public setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): boolean {
- return false;
- }
- /** @hidden */
- public setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): boolean {
- return false;
- }
- /** @hidden */
- public setArray(uniform: WebGLUniformLocation, array: number[]): boolean {
- return false;
- }
- /** @hidden */
- public setArray2(uniform: WebGLUniformLocation, array: number[]): boolean {
- return false;
- }
- /** @hidden */
- public setArray3(uniform: WebGLUniformLocation, array: number[]): boolean {
- return false;
- }
- /** @hidden */
- public setArray4(uniform: WebGLUniformLocation, array: number[]): boolean {
- return false;
- }
- /** @hidden */
- public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): boolean {
- return false;
- }
- /** @hidden */
- public setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): boolean {
- return false;
- }
- /** @hidden */
- public setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): boolean {
- return false;
- }
- /** @hidden */
- public setFloat(uniform: WebGLUniformLocation, value: number): boolean {
- return false;
- }
- /** @hidden */
- public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): boolean {
- return false;
- }
- /** @hidden */
- public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): boolean {
- return false;
- }
- /** @hidden */
- 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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