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- import { IPipelineContext } from '../IPipelineContext';
- import { Nullable } from '../../types';
- import { WebGPUEngine } from '../webgpuEngine';
- import { InternalTexture } from '../../Materials/Textures/internalTexture';
- import { Effect } from '../../Materials/effect';
- import { WebGPUShaderProcessingContext } from './webgpuShaderProcessingContext';
- import { UniformBuffer } from "../../Materials/uniformBuffer";
- import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from '../../Maths/math.like';
- const _uniformSizes: { [type: string]: number } = {
- "float": 1,
- "vec2": 2,
- "vec3": 3,
- "vec4": 4,
- "mat2": 4,
- "mat3": 9,
- "mat4": 16
- };
- /** @hidden */
- export interface IWebGPUPipelineContextSamplerCache {
- setIndex: number;
- textureBinding: number;
- samplerBinding: number;
- texture: InternalTexture;
- }
- /** @hidden */
- export interface IWebGPUPipelineContextVertexInputsCache {
- indexBuffer: Nullable<GPUBuffer>;
- indexOffset: number;
- vertexStartSlot: number;
- vertexBuffers: GPUBuffer[];
- vertexOffsets: number[];
- }
- /** @hidden */
- export class WebGPUPipelineContext implements IPipelineContext {
- public engine: WebGPUEngine;
- public availableAttributes: { [key: string]: number };
- public availableUBOs: { [key: string]: { setIndex: number, bindingIndex: number} };
- public availableSamplers: { [key: string]: { setIndex: number, bindingIndex: number} };
- public orderedAttributes: string[];
- public orderedUBOsAndSamplers: { name: string, isSampler: boolean }[][];
- public leftOverUniforms: { name: string, type: string, length: number }[];
- public leftOverUniformsByName: { [name: string]: string };
- public sources: {
- vertex: string
- fragment: string,
- };
- public stages: Nullable<GPURenderPipelineStageDescriptor>;
- public samplers: { [name: string]: Nullable<IWebGPUPipelineContextSamplerCache> } = { };
- public vertexInputs: IWebGPUPipelineContextVertexInputsCache;
- public bindGroupLayouts: (GPUBindGroupLayout | undefined)[];
- public bindGroups: GPUBindGroup[];
- public renderPipeline: GPURenderPipeline;
- /**
- * Stores the uniform buffer
- */
- public uniformBuffer: Nullable<UniformBuffer>;
- // Default implementation.
- public onCompiled?: () => void;
- public get isAsync() {
- return false;
- }
- public get isReady(): boolean {
- if (this.stages) {
- return true;
- }
- return false;
- }
- constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine) {
- if (shaderProcessingContext) {
- this.availableAttributes = shaderProcessingContext.availableAttributes;
- this.availableUBOs = shaderProcessingContext.availableUBOs;
- this.availableSamplers = shaderProcessingContext.availableSamplers;
- this.orderedAttributes = shaderProcessingContext.orderedAttributes;
- this.orderedUBOsAndSamplers = shaderProcessingContext.orderedUBOsAndSamplers;
- this.leftOverUniforms = shaderProcessingContext.leftOverUniforms;
- this.leftOverUniformsByName = {};
- }
- }
- public _handlesSpectorRebuildCallback(onCompiled: (program: any) => void): void {
- // Nothing to do yet for spector.
- }
- public _fillEffectInformation(effect: Effect, uniformBuffersNames: { [key: string]: number }, uniformsNames: string[], uniforms: { [key: string]: Nullable<WebGLUniformLocation> }, samplerList: string[], samplers: { [key: string]: number }, attributesNames: string[], attributes: number[]) {
- const engine = this.engine;
- // TODO WEBGPU. Cleanup SEB on this entire function. Should not need anything in here or almost.
- let effectAvailableUniforms = engine.getUniforms(this, uniformsNames);
- effectAvailableUniforms.forEach((uniform, index) => {
- uniforms[uniformsNames[index]] = uniform;
- });
- // Prevent Memory Leak by reducing the number of string, refer to the string instead of copy.
- effect._fragmentSourceCode = "";
- effect._vertexSourceCode = "";
- // this._fragmentSourceCodeOverride = "";
- // this._vertexSourceCodeOverride = "";
- const foundSamplers = this.availableSamplers;
- let index: number;
- for (index = 0; index < samplerList.length; index++) {
- const name = samplerList[index];
- const sampler = foundSamplers[samplerList[index]];
- if (sampler == null || sampler == undefined) {
- samplerList.splice(index, 1);
- index--;
- }
- else {
- samplers[name] = index;
- }
- }
- attributes.push(...engine.getAttributes(this, attributesNames));
- // Build the uniform layout for the left over uniforms.
- this.buildUniformLayout();
- }
- /**
- * Build the uniform buffer used in the material.
- */
- public buildUniformLayout(): void {
- if (!this.leftOverUniforms.length) {
- return;
- }
- this.uniformBuffer = new UniformBuffer(this.engine);
- for (let leftOverUniform of this.leftOverUniforms) {
- const size = _uniformSizes[leftOverUniform.type];
- this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);
- // TODO WEBGPU. Replace with info from uniform buffer class
- this.leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;
- }
- this.uniformBuffer.create();
- }
- /**
- * Release all associated resources.
- **/
- public dispose() {
- if (this.uniformBuffer) {
- this.uniformBuffer.dispose();
- }
- // TODO WEBGPU. Dispose all resources.
- }
- /**
- * Sets an interger value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value Value to be set.
- */
- public setInt(uniformName: string, value: number): void {
- throw "setInt not Supported in LeftOver UBO.";
- }
- /**
- * Sets an int array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setIntArray(uniformName: string, array: Int32Array): void {
- throw "setIntArray not Supported in LeftOver UBO.";
- }
- /**
- * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setIntArray2(uniformName: string, array: Int32Array): void {
- throw "setIntArray2 not Supported in LeftOver UBO.";
- }
- /**
- * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setIntArray3(uniformName: string, array: Int32Array): void {
- throw "setIntArray3 not Supported in LeftOver UBO.";
- }
- /**
- * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setIntArray4(uniformName: string, array: Int32Array): void {
- throw "setIntArray4 not Supported in LeftOver UBO.";
- }
- /**
- * Sets an float array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setFloatArray(uniformName: string, array: Float32Array): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloatArray(uniformName, array);
- }
- /**
- * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setFloatArray2(uniformName: string, array: Float32Array): void {
- throw "setFloatArray2 not Supported in LeftOver UBO.";
- }
- /**
- * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setFloatArray3(uniformName: string, array: Float32Array): void {
- throw "setFloatArray3 not Supported in LeftOver UBO.";
- }
- /**
- * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setFloatArray4(uniformName: string, array: Float32Array): void {
- throw "setFloatArray4 not Supported in LeftOver UBO.";
- }
- /**
- * Sets an array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setArray(uniformName: string, array: number[]): void {
- // TODO WEBGPU.
- throw "setArray not Supported in LeftOver UBO.";
- }
- /**
- * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setArray2(uniformName: string, array: number[]): void {
- // TODO WEBGPU.
- throw "setArray2 not Supported in LeftOver UBO.";
- }
- /**
- * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- public setArray3(uniformName: string, array: number[]): void {
- // TODO WEBGPU.
- throw "setArray3 not Supported in LeftOver UBO.";
- }
- /**
- * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- public setArray4(uniformName: string, array: number[]): void {
- // TODO WEBGPU.
- throw "setArray4 not Supported in LeftOver UBO.";
- }
- /**
- * Sets matrices on a uniform variable.
- * @param uniformName Name of the variable.
- * @param matrices matrices to be set.
- */
- public setMatrices(uniformName: string, matrices: Float32Array): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateMatrices(uniformName, matrices);
- }
- /**
- * Sets matrix on a uniform variable.
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- */
- public setMatrix(uniformName: string, matrix: IMatrixLike): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateMatrix(uniformName, matrix);
- }
- /**
- * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- */
- public setMatrix3x3(uniformName: string, matrix: Float32Array): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateMatrix3x3(uniformName, matrix);
- }
- /**
- * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- */
- public setMatrix2x2(uniformName: string, matrix: Float32Array): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateMatrix2x2(uniformName, matrix);
- }
- /**
- * Sets a float on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value value to be set.
- * @returns this effect.
- */
- public setFloat(uniformName: string, value: number): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloat(uniformName, value);
- }
- /**
- * Sets a boolean on a uniform variable.
- * @param uniformName Name of the variable.
- * @param bool value to be set.
- */
- public setBool(uniformName: string, bool: boolean): void {
- // this.engine.setBool(this._uniforms[uniformName], bool ? 1 : 0);
- // TODO WEBGPU.
- throw "setBool not Supported in LeftOver UBO.";
- }
- /**
- * Sets a Vector2 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector2 vector2 to be set.
- */
- public setVector2(uniformName: string, vector2: IVector2Like): void {
- this.setFloat2(uniformName, vector2.x, vector2.y);
- }
- /**
- * Sets a float2 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float2.
- * @param y Second float in float2.
- */
- public setFloat2(uniformName: string, x: number, y: number): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloat2(uniformName, x, y);
- }
- /**
- * Sets a Vector3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector3 Value to be set.
- */
- public setVector3(uniformName: string, vector3: IVector3Like): void {
- this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);
- }
- /**
- * Sets a float3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float3.
- * @param y Second float in float3.
- * @param z Third float in float3.
- */
- public setFloat3(uniformName: string, x: number, y: number, z: number): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloat3(uniformName, x, y, z);
- }
- /**
- * Sets a Vector4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector4 Value to be set.
- */
- public setVector4(uniformName: string, vector4: IVector4Like): void {
- this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);
- }
- /**
- * Sets a float4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float4.
- * @param y Second float in float4.
- * @param z Third float in float4.
- * @param w Fourth float in float4.
- * @returns this effect.
- */
- public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {
- if (!this.uniformBuffer || !this.leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);
- }
- /**
- * Sets a Color3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param color3 Value to be set.
- */
- public setColor3(uniformName: string, color3: IColor3Like): void {
- this.setFloat3(uniformName, color3.b, color3.g, color3.b);
- }
- /**
- * Sets a Color4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param color3 Value to be set.
- * @param alpha Alpha value to be set.
- */
- public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {
- this.setFloat4(uniformName, color3.b, color3.g, color3.b, alpha);
- }
- /**
- * Sets a Color4 on a uniform variable
- * @param uniformName defines the name of the variable
- * @param color4 defines the value to be set
- */
- public setDirectColor4(uniformName: string, color4: IColor4Like): void {
- this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);
- }
- }
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