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@animech-public/playcanvas

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import { platform } from '../../core/platform.js'; import { DEVICETYPE_WEBGL2, DEVICETYPE_WEBGL1, DEVICETYPE_NULL, DEVICETYPE_WEBGPU } from './constants.js'; import { WebgpuGraphicsDevice } from './webgpu/webgpu-graphics-device.js'; import { WebglGraphicsDevice } from './webgl/webgl-graphics-device.js'; import { NullGraphicsDevice } from './null/null-graphics-device.js'; /** * Creates a graphics device. * * @param {HTMLCanvasElement} canvas - The canvas element. * @param {object} options - Graphics device options. * @param {string[]} [options.deviceTypes] - An array of DEVICETYPE_*** constants, defining the * order in which the devices are attempted to get created. Defaults to an empty array. If the * specified array does not contain [{@link DEVICETYPE_WEBGL2} or {@link DEVICETYPE_WEBGL1}], those * are internally added to its end in this order. Typically, you'd only specify * {@link DEVICETYPE_WEBGPU}, or leave it empty. * @param {boolean} [options.antialias] - Boolean that indicates whether or not to perform * anti-aliasing if possible. Defaults to true. * @param {boolean} [options.depth] - Boolean that indicates that the drawing buffer is * requested to have a depth buffer of at least 16 bits. Defaults to true. * @param {boolean} [options.stencil] - Boolean that indicates that the drawing buffer is * requested to have a stencil buffer of at least 8 bits. Defaults to true. * @param {string} [options.glslangUrl] - The URL to the glslang script. Required if the * {@link DEVICETYPE_WEBGPU} type is added to deviceTypes array. Not used for * {@link DEVICETYPE_WEBGL1} or {@link DEVICETYPE_WEBGL2} device type creation. * @param {string} [options.twgslUrl] - An url to twgsl script, required if glslangUrl was specified. * @param {boolean} [options.xrCompatible] - Boolean that hints to the user agent to use a * compatible graphics adapter for an immersive XR device. * @param {'default'|'high-performance'|'low-power'} [options.powerPreference] - A hint indicating * what configuration of GPU would be selected. Possible values are: * * - 'default': Let the user agent decide which GPU configuration is most suitable. This is the * default value. * - 'high-performance': Prioritizes rendering performance over power consumption. * - 'low-power': Prioritizes power saving over rendering performance. * * Defaults to 'default'. * @returns {Promise} - Promise object representing the created graphics device. * @category Graphics */ function createGraphicsDevice(canvas, options = {}) { var _options$deviceTypes; const deviceTypes = (_options$deviceTypes = options.deviceTypes) != null ? _options$deviceTypes : []; // automatically added fallbacks if (!deviceTypes.includes(DEVICETYPE_WEBGL2)) { deviceTypes.push(DEVICETYPE_WEBGL2); } if (!deviceTypes.includes(DEVICETYPE_WEBGL1)) { deviceTypes.push(DEVICETYPE_WEBGL1); } if (!deviceTypes.includes(DEVICETYPE_NULL)) { deviceTypes.push(DEVICETYPE_NULL); } // XR compatibility if not specified if (platform.browser && !!navigator.xr) { var _options$xrCompatible; (_options$xrCompatible = options.xrCompatible) != null ? _options$xrCompatible : options.xrCompatible = true; } // make a list of device creation functions in priority order const deviceCreateFuncs = []; for (let i = 0; i < deviceTypes.length; i++) { var _window; const deviceType = deviceTypes[i]; if (deviceType === DEVICETYPE_WEBGPU && (_window = window) != null && (_window = _window.navigator) != null && _window.gpu) { deviceCreateFuncs.push(() => { const device = new WebgpuGraphicsDevice(canvas, options); return device.initWebGpu(options.glslangUrl, options.twgslUrl); }); } if (deviceType === DEVICETYPE_WEBGL1 || deviceType === DEVICETYPE_WEBGL2) { deviceCreateFuncs.push(() => { options.preferWebGl2 = deviceType === DEVICETYPE_WEBGL2; return new WebglGraphicsDevice(canvas, options); }); } if (deviceType === DEVICETYPE_NULL) { deviceCreateFuncs.push(() => { return new NullGraphicsDevice(canvas, options); }); } } // execute each device creation function returning the first successful result return new Promise((resolve, reject) => { let attempt = 0; const next = () => { if (attempt >= deviceCreateFuncs.length) { reject(new Error('Failed to create a graphics device')); } else { Promise.resolve(deviceCreateFuncs[attempt++]()).then(device => { if (device) { resolve(device); } else { next(); } }).catch(err => { console.log(err); next(); }); } }; next(); }); } export { createGraphicsDevice };