@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
110 lines (103 loc) • 4.82 kB
JavaScript
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 };