@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
941 lines (867 loc) • 34.7 kB
JavaScript
import { TRACEID_RENDER_QUEUE } from '../../../core/constants.js';
import { Debug, DebugHelper } from '../../../core/debug.js';
import { DEVICETYPE_WEBGPU, PIXELFORMAT_RGBA32F, PIXELFORMAT_RGBA8, PIXELFORMAT_BGRA8, BUFFERUSAGE_READ, BUFFERUSAGE_COPY_DST, semanticToLocation } from '../constants.js';
import { GraphicsDevice } from '../graphics-device.js';
import { DebugGraphics } from '../debug-graphics.js';
import { RenderTarget } from '../render-target.js';
import { StencilParameters } from '../stencil-parameters.js';
import { WebgpuBindGroup } from './webgpu-bind-group.js';
import { WebgpuBindGroupFormat } from './webgpu-bind-group-format.js';
import { WebgpuIndexBuffer } from './webgpu-index-buffer.js';
import { WebgpuRenderPipeline } from './webgpu-render-pipeline.js';
import { WebgpuComputePipeline } from './webgpu-compute-pipeline.js';
import { WebgpuRenderTarget } from './webgpu-render-target.js';
import { WebgpuShader } from './webgpu-shader.js';
import { WebgpuTexture } from './webgpu-texture.js';
import { WebgpuUniformBuffer } from './webgpu-uniform-buffer.js';
import { WebgpuVertexBuffer } from './webgpu-vertex-buffer.js';
import { WebgpuClearRenderer } from './webgpu-clear-renderer.js';
import { WebgpuMipmapRenderer } from './webgpu-mipmap-renderer.js';
import { WebgpuDebug } from './webgpu-debug.js';
import { WebgpuDynamicBuffers } from './webgpu-dynamic-buffers.js';
import { WebgpuGpuProfiler } from './webgpu-gpu-profiler.js';
import { WebgpuResolver } from './webgpu-resolver.js';
import { WebgpuCompute } from './webgpu-compute.js';
import { WebgpuBuffer } from './webgpu-buffer.js';
const _uniqueLocations = new Map();
class WebgpuGraphicsDevice extends GraphicsDevice {
constructor(canvas, options = {}) {
var _options$alpha, _options$antialias;
super(canvas, options);
/**
* Object responsible for caching and creation of render pipelines.
*/
this.renderPipeline = new WebgpuRenderPipeline(this);
/**
* Object responsible for caching and creation of compute pipelines.
*/
this.computePipeline = new WebgpuComputePipeline(this);
/**
* Object responsible for clearing the rendering surface by rendering a quad.
*
* @type { WebgpuClearRenderer }
*/
this.clearRenderer = void 0;
/**
* Object responsible for mipmap generation.
*
* @type { WebgpuMipmapRenderer }
*/
this.mipmapRenderer = void 0;
/**
* Render pipeline currently set on the device.
*
* @type {GPURenderPipeline}
* @private
*/
this.pipeline = void 0;
/**
* An array of bind group formats, based on currently assigned bind groups
*
* @type {WebgpuBindGroupFormat[]}
*/
this.bindGroupFormats = [];
/**
* Current command buffer encoder.
*
* @type {GPUCommandEncoder|null}
* @private
*/
this.commandEncoder = null;
/**
* Command buffers scheduled for execution on the GPU.
*
* @type {GPUCommandBuffer[]}
* @private
*/
this.commandBuffers = [];
/**
* @type {GPUSupportedLimits}
* @private
*/
this.limits = void 0;
options = this.initOptions;
// alpha defaults to true
options.alpha = (_options$alpha = options.alpha) != null ? _options$alpha : true;
this.backBufferAntialias = (_options$antialias = options.antialias) != null ? _options$antialias : false;
this.isWebGPU = true;
this._deviceType = DEVICETYPE_WEBGPU;
}
/**
* Destroy the graphics device.
*/
destroy() {
this.clearRenderer.destroy();
this.clearRenderer = null;
this.mipmapRenderer.destroy();
this.mipmapRenderer = null;
this.resolver.destroy();
this.resolver = null;
super.destroy();
}
initDeviceCaps() {
var _this$wgpu;
const limits = (_this$wgpu = this.wgpu) == null ? void 0 : _this$wgpu.limits;
this.limits = limits;
this.precision = 'highp';
this.maxPrecision = 'highp';
this.maxSamples = 4;
this.maxTextures = 16;
this.maxTextureSize = limits.maxTextureDimension2D;
this.maxCubeMapSize = limits.maxTextureDimension2D;
this.maxVolumeSize = limits.maxTextureDimension3D;
this.maxColorAttachments = limits.maxColorAttachments;
this.maxPixelRatio = 1;
this.maxAnisotropy = 16;
this.fragmentUniformsCount = limits.maxUniformBufferBindingSize / 16;
this.vertexUniformsCount = limits.maxUniformBufferBindingSize / 16;
this.supportsInstancing = true;
this.supportsUniformBuffers = true;
this.supportsVolumeTextures = true;
this.supportsBoneTextures = true;
this.supportsMorphTargetTexturesCore = true;
this.supportsAreaLights = true;
this.supportsDepthShadow = true;
this.supportsGpuParticles = true;
this.supportsMrt = true;
this.supportsCompute = true;
this.extUintElement = true;
this.extTextureFloat = true;
this.textureFloatRenderable = true;
this.textureHalfFloatFilterable = true;
this.extTextureHalfFloat = true;
this.textureHalfFloatRenderable = true;
this.textureHalfFloatUpdatable = true;
this.boneLimit = 1024;
this.supportsImageBitmap = true;
this.extStandardDerivatives = true;
this.extBlendMinmax = true;
this.areaLightLutFormat = this.textureFloatFilterable ? PIXELFORMAT_RGBA32F : PIXELFORMAT_RGBA8;
this.supportsTextureFetch = true;
// WebGPU currently only supports 1 and 4 samples
this.samples = this.backBufferAntialias ? 4 : 1;
// WGSL features
const wgslFeatures = navigator.gpu.wgslLanguageFeatures;
this.supportsStorageTextureRead = wgslFeatures == null ? void 0 : wgslFeatures.has('readonly_and_readwrite_storage_textures');
}
async initWebGpu(glslangUrl, twgslUrl) {
var _this$gpuAdapter, _this$wgpu$lost;
if (!window.navigator.gpu) {
throw new Error('Unable to retrieve GPU. Ensure you are using a browser that supports WebGPU rendering.');
}
// temporary message to confirm Webgpu is being used
Debug.log('WebgpuGraphicsDevice initialization ..');
// build a full URL from a relative or absolute path
const buildUrl = srcPath => {
return new URL(srcPath, window.location.href).toString();
};
const results = await Promise.all([import(/* @vite-ignore */ /* webpackIgnore: true */ `${buildUrl(twgslUrl)}`).then(module => twgsl(twgslUrl.replace('.js', '.wasm'))), import(/* @vite-ignore */ /* webpackIgnore: true */ `${buildUrl(glslangUrl)}`).then(module => module.default())]);
this.twgsl = results[0];
this.glslang = results[1];
/** @type {GPURequestAdapterOptions} */
const adapterOptions = {
powerPreference: this.initOptions.powerPreference !== 'default' ? this.initOptions.powerPreference : undefined
};
/**
* @type {GPUAdapter}
* @private
*/
this.gpuAdapter = await window.navigator.gpu.requestAdapter(adapterOptions);
// request optional features
const requiredFeatures = [];
const requireFeature = feature => {
const supported = this.gpuAdapter.features.has(feature);
if (supported) {
requiredFeatures.push(feature);
}
return supported;
};
this.textureFloatFilterable = requireFeature('float32-filterable');
this.extCompressedTextureS3TC = requireFeature('texture-compression-bc');
this.extCompressedTextureETC = requireFeature('texture-compression-etc2');
this.extCompressedTextureASTC = requireFeature('texture-compression-astc');
this.supportsTimestampQuery = requireFeature('timestamp-query');
this.supportsDepthClip = requireFeature('depth-clip-control');
this.supportsDepth32Stencil = requireFeature('depth32float-stencil8');
this.supportsIndirectFirstInstance = requireFeature('indirect-first-instance');
this.supportsShaderF16 = requireFeature('shader-f16');
this.supportsStorageRGBA8 = requireFeature('bgra8unorm-storage');
this.textureRG11B10Renderable = requireFeature('rg11b10ufloat-renderable');
Debug.log(`WEBGPU features: ${requiredFeatures.join(', ')}`);
// copy all adapter limits to the requiredLimits object - to created a device with the best feature sets available
const adapterLimits = (_this$gpuAdapter = this.gpuAdapter) == null ? void 0 : _this$gpuAdapter.limits;
const requiredLimits = {};
if (adapterLimits) {
for (const limitName in adapterLimits) {
// skip these as they fail on Windows Chrome and are not part of spec currently
if (limitName === 'minSubgroupSize' || limitName === 'maxSubgroupSize') {
continue;
}
requiredLimits[limitName] = adapterLimits[limitName];
}
}
/** @type {GPUDeviceDescriptor} */
const deviceDescr = {
requiredFeatures,
requiredLimits,
defaultQueue: {
label: 'Default Queue'
}
};
DebugHelper.setLabel(deviceDescr, 'PlayCanvasWebGPUDevice');
/**
* @type {GPUDevice}
* @private
*/
this.wgpu = await this.gpuAdapter.requestDevice(deviceDescr);
(_this$wgpu$lost = this.wgpu.lost) == null || _this$wgpu$lost.then(info => {
// reason is 'destroyed' if we intentionally destroy the device
if (info.reason !== 'destroyed') {
Debug.warn(`WebGPU device was lost: ${info.message}, this needs to be handled`);
}
});
this.initDeviceCaps();
this.gpuContext = this.canvas.getContext('webgpu');
// pixel format of the framebuffer is the most efficient one on the system
const preferredCanvasFormat = navigator.gpu.getPreferredCanvasFormat();
this.backBufferFormat = preferredCanvasFormat === 'rgba8unorm' ? PIXELFORMAT_RGBA8 : PIXELFORMAT_BGRA8;
/**
* Configuration of the main colorframebuffer we obtain using getCurrentTexture
*
* @type {GPUCanvasConfiguration}
* @private
*/
this.canvasConfig = {
device: this.wgpu,
colorSpace: 'srgb',
alphaMode: this.initOptions.alpha ? 'premultiplied' : 'opaque',
// use preferred format for optimal performance on mobile
format: preferredCanvasFormat,
// RENDER_ATTACHMENT is required, COPY_SRC allows scene grab to copy out from it
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST,
// formats that views created from textures returned by getCurrentTexture may use
viewFormats: []
};
this.gpuContext.configure(this.canvasConfig);
this.createBackbuffer();
this.clearRenderer = new WebgpuClearRenderer(this);
this.mipmapRenderer = new WebgpuMipmapRenderer(this);
this.resolver = new WebgpuResolver(this);
this.postInit();
return this;
}
postInit() {
super.postInit();
this.initializeRenderState();
this.setupPassEncoderDefaults();
this.gpuProfiler = new WebgpuGpuProfiler(this);
// init dynamic buffer using 1MB allocation
this.dynamicBuffers = new WebgpuDynamicBuffers(this, 1024 * 1024, this.limits.minUniformBufferOffsetAlignment);
}
createBackbuffer() {
this.supportsStencil = this.initOptions.stencil;
this.backBuffer = new RenderTarget({
name: 'WebgpuFramebuffer',
graphicsDevice: this,
depth: this.initOptions.depth,
stencil: this.supportsStencil,
samples: this.samples
});
}
frameStart() {
super.frameStart();
this.gpuProfiler.frameStart();
// submit any commands collected before the frame rendering
this.submit();
WebgpuDebug.memory(this);
WebgpuDebug.validate(this);
// current frame color output buffer
const outColorBuffer = this.gpuContext.getCurrentTexture();
DebugHelper.setLabel(outColorBuffer, `${this.backBuffer.name}`);
// reallocate framebuffer if dimensions change, to match the output texture
if (this.backBufferSize.x !== outColorBuffer.width || this.backBufferSize.y !== outColorBuffer.height) {
this.backBufferSize.set(outColorBuffer.width, outColorBuffer.height);
this.backBuffer.destroy();
this.backBuffer = null;
this.createBackbuffer();
}
const rt = this.backBuffer;
const wrt = rt.impl;
// assign the format, allowing following init call to use it to allocate matching multisampled buffer
wrt.setColorAttachment(0, undefined, outColorBuffer.format);
this.initRenderTarget(rt);
// assign current frame's render texture
wrt.assignColorTexture(outColorBuffer);
WebgpuDebug.end(this);
WebgpuDebug.end(this);
}
frameEnd() {
super.frameEnd();
this.gpuProfiler.frameEnd();
// submit scheduled command buffers
this.submit();
if (!this.contextLost) {
this.gpuProfiler.request();
}
}
createBufferImpl(usageFlags) {
return new WebgpuBuffer(usageFlags);
}
createUniformBufferImpl(uniformBuffer) {
return new WebgpuUniformBuffer(uniformBuffer);
}
createVertexBufferImpl(vertexBuffer, format, options) {
return new WebgpuVertexBuffer(vertexBuffer, format, options);
}
createIndexBufferImpl(indexBuffer, options) {
return new WebgpuIndexBuffer(indexBuffer, options);
}
createShaderImpl(shader) {
return new WebgpuShader(shader);
}
createTextureImpl(texture) {
return new WebgpuTexture(texture);
}
createRenderTargetImpl(renderTarget) {
return new WebgpuRenderTarget(renderTarget);
}
createBindGroupFormatImpl(bindGroupFormat) {
return new WebgpuBindGroupFormat(bindGroupFormat);
}
createBindGroupImpl(bindGroup) {
return new WebgpuBindGroup();
}
createComputeImpl(compute) {
return new WebgpuCompute(compute);
}
/**
* @param {number} index - Index of the bind group slot
* @param {import('../bind-group.js').BindGroup} bindGroup - Bind group to attach
*/
setBindGroup(index, bindGroup) {
// TODO: this condition should be removed, it's here to handle fake grab pass, which should be refactored instead
if (this.passEncoder) {
// set it on the device
this.passEncoder.setBindGroup(index, bindGroup.impl.bindGroup, bindGroup.uniformBufferOffsets);
// store the active formats, used by the pipeline creation
this.bindGroupFormats[index] = bindGroup.format.impl;
}
}
submitVertexBuffer(vertexBuffer, slot) {
const format = vertexBuffer.format;
const {
interleaved,
elements
} = format;
const elementCount = elements.length;
const vbBuffer = vertexBuffer.impl.buffer;
if (interleaved) {
// for interleaved buffers, we use a single vertex buffer, and attributes are specified using the layout
this.passEncoder.setVertexBuffer(slot, vbBuffer);
return 1;
}
// non-interleaved - vertex buffer per attribute
for (let i = 0; i < elementCount; i++) {
this.passEncoder.setVertexBuffer(slot + i, vbBuffer, elements[i].offset);
}
return elementCount;
}
validateVBLocations(vb0, vb1) {
// in case of multiple VBs, validate all elements use unique locations
const validateVB = vb => {
const {
elements
} = vb.format;
for (let i = 0; i < elements.length; i++) {
const name = elements[i].name;
const location = semanticToLocation[name];
if (_uniqueLocations.has(location)) {
Debug.errorOnce(`Vertex buffer element location ${location} used by [${name}] is already used by element [${_uniqueLocations.get(location)}], while rendering [${DebugGraphics.toString()}]`);
}
_uniqueLocations.set(location, name);
}
};
validateVB(vb0);
validateVB(vb1);
_uniqueLocations.clear();
}
draw(primitive, numInstances = 1, keepBuffers) {
if (this.shader.ready && !this.shader.failed) {
WebgpuDebug.validate(this);
const passEncoder = this.passEncoder;
Debug.assert(passEncoder);
// vertex buffers
const vb0 = this.vertexBuffers[0];
const vb1 = this.vertexBuffers[1];
this.vertexBuffers.length = 0;
if (vb0) {
const vbSlot = this.submitVertexBuffer(vb0, 0);
if (vb1) {
Debug.call(() => this.validateVBLocations(vb0, vb1));
this.submitVertexBuffer(vb1, vbSlot);
}
}
// render pipeline
const pipeline = this.renderPipeline.get(primitive, vb0 == null ? void 0 : vb0.format, vb1 == null ? void 0 : vb1.format, this.shader, this.renderTarget, this.bindGroupFormats, this.blendState, this.depthState, this.cullMode, this.stencilEnabled, this.stencilFront, this.stencilBack);
Debug.assert(pipeline);
if (this.pipeline !== pipeline) {
this.pipeline = pipeline;
passEncoder.setPipeline(pipeline);
}
// draw
const ib = this.indexBuffer;
if (ib) {
this.indexBuffer = null;
passEncoder.setIndexBuffer(ib.impl.buffer, ib.impl.format);
passEncoder.drawIndexed(primitive.count, numInstances, primitive.base, 0, 0);
} else {
passEncoder.draw(primitive.count, numInstances, primitive.base, 0);
}
WebgpuDebug.end(this, {
vb0,
vb1,
ib,
primitive,
numInstances,
pipeline
});
}
}
setShader(shader, asyncCompile = false) {
if (shader !== this.shader) {
this.shader = shader;
// TODO: we should probably track other stats instead, like pipeline switches
this._shaderSwitchesPerFrame++;
}
}
setBlendState(blendState) {
this.blendState.copy(blendState);
}
setDepthState(depthState) {
this.depthState.copy(depthState);
}
setStencilState(stencilFront, stencilBack) {
if (stencilFront || stencilBack) {
this.stencilEnabled = true;
this.stencilFront.copy(stencilFront != null ? stencilFront : StencilParameters.DEFAULT);
this.stencilBack.copy(stencilBack != null ? stencilBack : StencilParameters.DEFAULT);
// ref value - based on stencil front
const ref = this.stencilFront.ref;
if (this.stencilRef !== ref) {
this.stencilRef = ref;
this.passEncoder.setStencilReference(ref);
}
} else {
this.stencilEnabled = false;
}
}
setBlendColor(r, g, b, a) {
const c = this.blendColor;
if (r !== c.r || g !== c.g || b !== c.b || a !== c.a) {
c.set(r, g, b, a);
this.passEncoder.setBlendConstant(c);
}
}
setCullMode(cullMode) {
this.cullMode = cullMode;
}
setAlphaToCoverage(state) {}
initializeContextCaches() {
super.initializeContextCaches();
}
/**
* Set up default values for the render pass encoder.
*/
setupPassEncoderDefaults() {
this.pipeline = null;
this.stencilRef = 0;
this.blendColor.set(0, 0, 0, 0);
}
_uploadDirtyTextures() {
this.textures.forEach(texture => {
if (texture._needsUpload || texture._needsMipmaps) {
texture.upload();
}
});
}
/**
* Start a render pass.
*
* @param {import('../render-pass.js').RenderPass} renderPass - The render pass to start.
* @ignore
*/
startRenderPass(renderPass) {
// upload textures that need it, to avoid them being uploaded / their mips generated during the pass
// TODO: this needs a better solution
this._uploadDirtyTextures();
WebgpuDebug.internal(this);
WebgpuDebug.validate(this);
const rt = renderPass.renderTarget || this.backBuffer;
this.renderTarget = rt;
Debug.assert(rt);
/** @type {WebgpuRenderTarget} */
const wrt = rt.impl;
// create a new encoder for each pass
this.commandEncoder = this.wgpu.createCommandEncoder();
DebugHelper.setLabel(this.commandEncoder, `${renderPass.name}-Encoder`);
// framebuffer is initialized at the start of the frame
if (rt !== this.backBuffer) {
this.initRenderTarget(rt);
}
// set up clear / store / load settings
wrt.setupForRenderPass(renderPass);
const renderPassDesc = wrt.renderPassDescriptor;
// timestamp
if (this.gpuProfiler._enabled) {
if (this.gpuProfiler.timestampQueriesSet) {
const slot = this.gpuProfiler.getSlot(renderPass.name);
renderPassDesc.timestampWrites = {
querySet: this.gpuProfiler.timestampQueriesSet.querySet,
beginningOfPassWriteIndex: slot * 2,
endOfPassWriteIndex: slot * 2 + 1
};
}
}
// start the pass
this.passEncoder = this.commandEncoder.beginRenderPass(renderPassDesc);
DebugHelper.setLabel(this.passEncoder, renderPass.name);
// push marker to the passEncoder
DebugGraphics.pushGpuMarker(this, `Pass:${renderPass.name}`);
this.setupPassEncoderDefaults();
// the pass always clears full target
// TODO: avoid this setting the actual viewport/scissor on webgpu as those are automatically reset to full
// render target. We just need to update internal state, for the get functionality to return it.
const {
width,
height
} = rt;
this.setViewport(0, 0, width, height);
this.setScissor(0, 0, width, height);
Debug.assert(!this.insideRenderPass, 'RenderPass cannot be started while inside another render pass.');
this.insideRenderPass = true;
}
/**
* End a render pass.
*
* @param {import('../render-pass.js').RenderPass} renderPass - The render pass to end.
* @ignore
*/
endRenderPass(renderPass) {
// pop the marker from the passEncoder
DebugGraphics.popGpuMarker(this);
// end the render pass
this.passEncoder.end();
this.passEncoder = null;
this.insideRenderPass = false;
// each render pass can use different number of bind groups
this.bindGroupFormats.length = 0;
// generate mipmaps using the same command buffer encoder
for (let i = 0; i < renderPass.colorArrayOps.length; i++) {
const colorOps = renderPass.colorArrayOps[i];
if (colorOps.mipmaps) {
this.mipmapRenderer.generate(renderPass.renderTarget._colorBuffers[i].impl);
}
}
// schedule command buffer submission
const cb = this.commandEncoder.finish();
DebugHelper.setLabel(cb, `${renderPass.name}-CommandBuffer`);
this.addCommandBuffer(cb);
this.commandEncoder = null;
WebgpuDebug.end(this, {
renderPass
});
WebgpuDebug.end(this, {
renderPass
});
}
startComputePass() {
WebgpuDebug.internal(this);
WebgpuDebug.validate(this);
// create a new encoder for each pass
this.commandEncoder = this.wgpu.createCommandEncoder();
// DebugHelper.setLabel(this.commandEncoder, `${renderPass.name}-Encoder`);
DebugHelper.setLabel(this.commandEncoder, 'ComputePass-Encoder');
// clear cached encoder state
this.pipeline = null;
// TODO: add performance queries to compute passes
// start the pass
this.passEncoder = this.commandEncoder.beginComputePass();
DebugHelper.setLabel(this.passEncoder, 'ComputePass');
Debug.assert(!this.insideRenderPass, 'ComputePass cannot be started while inside another pass.');
this.insideRenderPass = true;
}
endComputePass() {
// end the compute pass
this.passEncoder.end();
this.passEncoder = null;
this.insideRenderPass = false;
// each render pass can use different number of bind groups
this.bindGroupFormats.length = 0;
// schedule command buffer submission
const cb = this.commandEncoder.finish();
// DebugHelper.setLabel(cb, `${renderPass.name}-CommandBuffer`);
DebugHelper.setLabel(cb, 'ComputePass-CommandBuffer');
this.addCommandBuffer(cb);
this.commandEncoder = null;
WebgpuDebug.end(this);
WebgpuDebug.end(this);
}
computeDispatch(computes) {
this.startComputePass();
// update uniform buffers and bind groups
for (let i = 0; i < computes.length; i++) {
const compute = computes[i];
compute.applyParameters();
compute.impl.updateBindGroup();
}
// dispatch
for (let i = 0; i < computes.length; i++) {
const compute = computes[i];
compute.impl.dispatch(compute.countX, compute.countY, compute.countZ);
}
this.endComputePass();
}
addCommandBuffer(commandBuffer, front = false) {
if (front) {
this.commandBuffers.unshift(commandBuffer);
} else {
this.commandBuffers.push(commandBuffer);
}
}
submit() {
if (this.commandBuffers.length > 0) {
// copy dynamic buffers data to the GPU (this schedules the copy CB to run before all other CBs)
this.dynamicBuffers.submit();
// trace all scheduled command buffers
Debug.call(() => {
if (this.commandBuffers.length > 0) {
Debug.trace(TRACEID_RENDER_QUEUE, `SUBMIT (${this.commandBuffers.length})`);
for (let i = 0; i < this.commandBuffers.length; i++) {
Debug.trace(TRACEID_RENDER_QUEUE, ` CB: ${this.commandBuffers[i].label}`);
}
}
});
this.wgpu.queue.submit(this.commandBuffers);
this.commandBuffers.length = 0;
// notify dynamic buffers
this.dynamicBuffers.onCommandBuffersSubmitted();
}
}
clear(options) {
if (options.flags) {
this.clearRenderer.clear(this, this.renderTarget, options, this.defaultClearOptions);
}
}
setViewport(x, y, w, h) {
// TODO: only execute when it changes. Also, the viewport of encoder matches the rendering attachments,
// so we can skip this if fullscreen
// TODO: this condition should be removed, it's here to handle fake grab pass, which should be refactored instead
if (this.passEncoder) {
if (!this.renderTarget.flipY) {
y = this.renderTarget.height - y - h;
}
this.vx = x;
this.vy = y;
this.vw = w;
this.vh = h;
this.passEncoder.setViewport(x, y, w, h, 0, 1);
}
}
setScissor(x, y, w, h) {
// TODO: only execute when it changes. Also, the viewport of encoder matches the rendering attachments,
// so we can skip this if fullscreen
// TODO: this condition should be removed, it's here to handle fake grab pass, which should be refactored instead
if (this.passEncoder) {
if (!this.renderTarget.flipY) {
y = this.renderTarget.height - y - h;
}
this.sx = x;
this.sy = y;
this.sw = w;
this.sh = h;
this.passEncoder.setScissorRect(x, y, w, h);
}
}
/**
* Clear the content of a storage buffer to 0.
*
* @param {import('./webgpu-buffer.js').WebgpuBuffer} storageBuffer - The storage buffer.
* @param {number} [offset] - The offset of data to clear. Defaults to 0.
* @param {number} [size] - The size of data to clear. Defaults to the full size of the buffer.
* @ignore
*/
clearStorageBuffer(storageBuffer, offset = 0, size = storageBuffer.byteSize) {
var _this$commandEncoder;
// use existing or create new encoder
const commandEncoder = (_this$commandEncoder = this.commandEncoder) != null ? _this$commandEncoder : this.wgpu.createCommandEncoder();
commandEncoder.clearBuffer(storageBuffer.buffer, offset, size);
// if we created the encoder
if (!this.commandEncoder) {
DebugHelper.setLabel(commandEncoder, 'ReadStorageBuffer-Encoder');
const cb = commandEncoder.finish();
DebugHelper.setLabel(cb, 'ReadStorageBuffer-CommandBuffer');
this.addCommandBuffer(cb);
}
}
/**
* Read a content of a storage buffer.
*
* @param {import('./webgpu-buffer.js').WebgpuBuffer} storageBuffer - The storage buffer.
* @param {number} [offset] - The byte offset of data to read. Defaults to 0.
* @param {number} [size] - The byte size of data to read. Defaults to the full size of the
* buffer minus the offset.
* @param {ArrayBufferView} [data] - Typed array to populate with the data read from the storage
* buffer. When typed array is supplied, enough space needs to be reserved, otherwise only
* partial data is copied. If not specified, the data is returned in an Uint8Array. Defaults to
* null.
* @param {boolean} [immediate] - If true, the read operation will be executed as soon as
* possible. This has a performance impact, so it should be used only when necessary. Defaults
* to false.
* @returns {Promise<ArrayBufferView>} A promise that resolves with the data read from the storage
* buffer.
* @ignore
*/
readStorageBuffer(storageBuffer, offset = 0, size = storageBuffer.byteSize - offset, data = null, immediate = false) {
var _this$commandEncoder2;
// create a temporary staging buffer
const stagingBuffer = this.createBufferImpl(BUFFERUSAGE_READ | BUFFERUSAGE_COPY_DST);
stagingBuffer.allocate(this, size);
const destBuffer = stagingBuffer.buffer;
// use existing or create new encoder
const commandEncoder = (_this$commandEncoder2 = this.commandEncoder) != null ? _this$commandEncoder2 : this.wgpu.createCommandEncoder();
// copy the GPU buffer to the staging buffer
commandEncoder.copyBufferToBuffer(storageBuffer.buffer, offset, destBuffer, 0, size);
// if we created new encoder
if (!this.commandEncoder) {
DebugHelper.setLabel(commandEncoder, 'ReadStorageBuffer-Encoder');
const cb = commandEncoder.finish();
DebugHelper.setLabel(cb, 'ReadStorageBuffer-CommandBuffer');
this.addCommandBuffer(cb);
}
// return a promise that resolves with the data
return new Promise((resolve, reject) => {
const read = () => {
destBuffer == null || destBuffer.mapAsync(GPUMapMode.READ).then(() => {
var _data;
// copy data to a buffer
(_data = data) != null ? _data : data = new Uint8Array(size);
const copySrc = destBuffer.getMappedRange(0, size);
// use the same type as the target
const srcType = data.constructor;
data.set(new srcType(copySrc));
// release staging buffer
destBuffer.unmap();
stagingBuffer.destroy(this);
resolve(data);
});
};
if (immediate) {
// submit the command buffer immediately
this.submit();
read();
} else {
// map the buffer during the next event handling cycle, when the command buffer is submitted
setTimeout(() => {
read();
});
}
});
}
/**
* Issues a write operation of the provided data into a storage buffer.
*
* @param {import('./webgpu-buffer.js').WebgpuBuffer} storageBuffer - The storage buffer.
* @param {number} bufferOffset - The offset in bytes to start writing to the storage buffer.
* @param {ArrayBufferView} data - The data to write to the storage buffer.
* @param {number} dataOffset - Offset in data to begin writing from. Given in elements if data
* is a TypedArray and bytes otherwise.
* @param {number} size - Size of content to write from data to buffer. Given in elements if
* data is a TypedArray and bytes otherwise.
*/
writeStorageBuffer(storageBuffer, bufferOffset = 0, data, dataOffset = 0, size) {
Debug.assert(storageBuffer.buffer);
Debug.assert(data);
this.wgpu.queue.writeBuffer(storageBuffer.buffer, bufferOffset, data, dataOffset, size);
}
/**
* Copies source render target into destination render target. Mostly used by post-effects.
*
* @param {RenderTarget} [source] - The source render target. Defaults to frame buffer.
* @param {RenderTarget} [dest] - The destination render target. Defaults to frame buffer.
* @param {boolean} [color] - If true, will copy the color buffer. Defaults to false.
* @param {boolean} [depth] - If true, will copy the depth buffer. Defaults to false.
* @returns {boolean} True if the copy was successful, false otherwise.
*/
copyRenderTarget(source, dest, color, depth) {
var _this$commandEncoder3;
/** @type {GPUExtent3D} */
const copySize = {
width: source ? source.width : dest.width,
height: source ? source.height : dest.height,
depthOrArrayLayers: 1
};
// use existing or create new encoder if not in a render pass
const commandEncoder = (_this$commandEncoder3 = this.commandEncoder) != null ? _this$commandEncoder3 : this.wgpu.createCommandEncoder();
DebugGraphics.pushGpuMarker(this, 'COPY-RT');
if (color) {
// read from supplied render target, or from the framebuffer
/** @type {GPUImageCopyTexture} */
const copySrc = {
texture: source ? source.colorBuffer.impl.gpuTexture : this.renderTarget.impl.assignedColorTexture,
mipLevel: 0
};
// write to supplied render target, or to the framebuffer
/** @type {GPUImageCopyTexture} */
const copyDst = {
texture: dest ? dest.colorBuffer.impl.gpuTexture : this.renderTarget.impl.assignedColorTexture,
mipLevel: 0
};
Debug.assert(copySrc.texture !== null && copyDst.texture !== null);
commandEncoder.copyTextureToTexture(copySrc, copyDst, copySize);
}
if (depth) {
// read from supplied render target, or from the framebuffer
const sourceRT = source ? source : this.renderTarget;
const sourceTexture = sourceRT.impl.depthTexture;
if (source.samples > 1) {
// resolve the depth to a color buffer of destination render target
const destTexture = dest.colorBuffer.impl.gpuTexture;
this.resolver.resolveDepth(commandEncoder, sourceTexture, destTexture);
} else {
// write to supplied render target, or to the framebuffer
const destTexture = dest ? dest.depthBuffer.impl.gpuTexture : this.renderTarget.impl.depthTexture;
/** @type {GPUImageCopyTexture} */
const copySrc = {
texture: sourceTexture,
mipLevel: 0
};
/** @type {GPUImageCopyTexture} */
const copyDst = {
texture: destTexture,
mipLevel: 0
};
Debug.assert(copySrc.texture !== null && copyDst.texture !== null);
commandEncoder.copyTextureToTexture(copySrc, copyDst, copySize);
}
}
DebugGraphics.popGpuMarker(this);
// if we created the encoder
if (!this.commandEncoder) {
DebugHelper.setLabel(commandEncoder, 'CopyRenderTarget-Encoder');
// copy operation runs next
const cb = commandEncoder.finish();
DebugHelper.setLabel(cb, 'CopyRenderTarget-CommandBuffer');
this.addCommandBuffer(cb);
}
return true;
}
pushMarker(name) {
var _this$passEncoder;
(_this$passEncoder = this.passEncoder) == null || _this$passEncoder.pushDebugGroup(name);
}
popMarker() {
var _this$passEncoder2;
(_this$passEncoder2 = this.passEncoder) == null || _this$passEncoder2.popDebugGroup();
}
}
export { WebgpuGraphicsDevice };