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@animech-public/playcanvas

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import { hash32Fnv1a } from '../../../core/hash.js'; import { array } from '../../../core/array-utils.js'; import { WebgpuVertexBufferLayout } from './webgpu-vertex-buffer-layout.js'; import { WebgpuPipeline } from './webgpu-pipeline.js'; const _primitiveTopology = ['point-list', 'line-list', undefined, 'line-strip', 'triangle-list', 'triangle-strip', undefined]; const _blendOperation = ['add', 'subtract', 'reverse-subtract', 'min', 'max']; const _blendFactor = ['zero', 'one', 'src', 'one-minus-src', 'dst', 'one-minus-dst', 'src-alpha', 'src-alpha-saturated', 'one-minus-src-alpha', 'dst-alpha', 'one-minus-dst-alpha', 'constant', 'one-minus-constant']; const _compareFunction = ['never', 'less', 'equal', 'less-equal', 'greater', 'not-equal', 'greater-equal', 'always']; const _cullModes = ['none', 'back', 'front']; const _stencilOps = ['keep', 'zero', 'replace', 'increment-clamp', 'increment-wrap', 'decrement-clamp', 'decrement-wrap', 'invert']; class CacheEntry { constructor() { this.pipeline = void 0; this.hashes = void 0; } } class WebgpuRenderPipeline extends WebgpuPipeline { constructor(device) { super(device); this.lookupHashes = new Uint32Array(13); this.vertexBufferLayout = new WebgpuVertexBufferLayout(); this.cache = new Map(); } get(primitive, vertexFormat0, vertexFormat1, shader, renderTarget, bindGroupFormats, blendState, depthState, cullMode, stencilEnabled, stencilFront, stencilBack) { var _vertexFormat0$render, _vertexFormat1$render, _bindGroupFormats$0$k, _bindGroupFormats$, _bindGroupFormats$1$k, _bindGroupFormats$2, _bindGroupFormats$2$k, _bindGroupFormats$3; const lookupHashes = this.lookupHashes; lookupHashes[0] = primitive.type; lookupHashes[1] = shader.id; lookupHashes[2] = cullMode; lookupHashes[3] = depthState.key; lookupHashes[4] = blendState.key; lookupHashes[5] = (_vertexFormat0$render = vertexFormat0 == null ? void 0 : vertexFormat0.renderingHash) != null ? _vertexFormat0$render : 0; lookupHashes[6] = (_vertexFormat1$render = vertexFormat1 == null ? void 0 : vertexFormat1.renderingHash) != null ? _vertexFormat1$render : 0; lookupHashes[7] = renderTarget.impl.key; lookupHashes[8] = (_bindGroupFormats$0$k = (_bindGroupFormats$ = bindGroupFormats[0]) == null ? void 0 : _bindGroupFormats$.key) != null ? _bindGroupFormats$0$k : 0; lookupHashes[9] = (_bindGroupFormats$1$k = (_bindGroupFormats$2 = bindGroupFormats[1]) == null ? void 0 : _bindGroupFormats$2.key) != null ? _bindGroupFormats$1$k : 0; lookupHashes[10] = (_bindGroupFormats$2$k = (_bindGroupFormats$3 = bindGroupFormats[2]) == null ? void 0 : _bindGroupFormats$3.key) != null ? _bindGroupFormats$2$k : 0; lookupHashes[11] = stencilEnabled ? stencilFront.key : 0; lookupHashes[12] = stencilEnabled ? stencilBack.key : 0; const hash = hash32Fnv1a(lookupHashes); let cacheEntries = this.cache.get(hash); if (cacheEntries) { for (let i = 0; i < cacheEntries.length; i++) { const entry = cacheEntries[i]; if (array.equals(entry.hashes, lookupHashes)) { return entry.pipeline; } } } const primitiveTopology = _primitiveTopology[primitive.type]; const pipelineLayout = this.getPipelineLayout(bindGroupFormats); const vertexBufferLayout = this.vertexBufferLayout.get(vertexFormat0, vertexFormat1); const cacheEntry = new CacheEntry(); cacheEntry.hashes = new Uint32Array(lookupHashes); cacheEntry.pipeline = this.create(primitiveTopology, shader, renderTarget, pipelineLayout, blendState, depthState, vertexBufferLayout, cullMode, stencilEnabled, stencilFront, stencilBack); if (cacheEntries) { cacheEntries.push(cacheEntry); } else { cacheEntries = [cacheEntry]; } this.cache.set(hash, cacheEntries); return cacheEntry.pipeline; } getBlend(blendState) { let blend; if (blendState.blend) { blend = { color: { operation: _blendOperation[blendState.colorOp], srcFactor: _blendFactor[blendState.colorSrcFactor], dstFactor: _blendFactor[blendState.colorDstFactor] }, alpha: { operation: _blendOperation[blendState.alphaOp], srcFactor: _blendFactor[blendState.alphaSrcFactor], dstFactor: _blendFactor[blendState.alphaDstFactor] } }; } return blend; } getDepthStencil(depthState, renderTarget, stencilEnabled, stencilFront, stencilBack) { let depthStencil; const { depth, stencil } = renderTarget; if (depth || stencil) { depthStencil = { format: renderTarget.impl.depthFormat }; if (depth) { depthStencil.depthWriteEnabled = depthState.write; depthStencil.depthCompare = _compareFunction[depthState.func]; depthStencil.depthBias = depthState.depthBias; depthStencil.depthBiasSlopeScale = depthState.depthBiasSlope; } else { depthStencil.depthWriteEnabled = false; depthStencil.depthCompare = 'always'; } if (stencil && stencilEnabled) { depthStencil.stencilReadMas = stencilFront.readMask; depthStencil.stencilWriteMask = stencilFront.writeMask; depthStencil.stencilFront = { compare: _compareFunction[stencilFront.func], failOp: _stencilOps[stencilFront.fail], passOp: _stencilOps[stencilFront.zpass], depthFailOp: _stencilOps[stencilFront.zfail] }; depthStencil.stencilBack = { compare: _compareFunction[stencilBack.func], failOp: _stencilOps[stencilBack.fail], passOp: _stencilOps[stencilBack.zpass], depthFailOp: _stencilOps[stencilBack.zfail] }; } } return depthStencil; } create(primitiveTopology, shader, renderTarget, pipelineLayout, blendState, depthState, vertexBufferLayout, cullMode, stencilEnabled, stencilFront, stencilBack) { const wgpu = this.device.wgpu; const webgpuShader = shader.impl; const descr = { vertex: { module: webgpuShader.getVertexShaderModule(), entryPoint: webgpuShader.vertexEntryPoint, buffers: vertexBufferLayout }, primitive: { topology: primitiveTopology, frontFace: 'ccw', cullMode: _cullModes[cullMode] }, depthStencil: this.getDepthStencil(depthState, renderTarget, stencilEnabled, stencilFront, stencilBack), multisample: { count: renderTarget.samples }, layout: pipelineLayout }; descr.fragment = { module: webgpuShader.getFragmentShaderModule(), entryPoint: webgpuShader.fragmentEntryPoint, targets: [] }; const colorAttachments = renderTarget.impl.colorAttachments; if (colorAttachments.length > 0) { let writeMask = 0; if (blendState.redWrite) writeMask |= GPUColorWrite.RED; if (blendState.greenWrite) writeMask |= GPUColorWrite.GREEN; if (blendState.blueWrite) writeMask |= GPUColorWrite.BLUE; if (blendState.alphaWrite) writeMask |= GPUColorWrite.ALPHA; const blend = this.getBlend(blendState); colorAttachments.forEach(attachment => { descr.fragment.targets.push({ format: attachment.format, writeMask: writeMask, blend: blend }); }); } const pipeline = wgpu.createRenderPipeline(descr); return pipeline; } } export { WebgpuRenderPipeline };