@lightningjs/renderer
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Lightning 3 Renderer
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text/typescript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2023 Comcast Cable Communications Management, LLC.
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import { ImageWorkerManager } from './lib/ImageWorker.js';
import type { CoreRenderer } from './renderers/CoreRenderer.js';
import { ColorTexture } from './textures/ColorTexture.js';
import { ImageTexture } from './textures/ImageTexture.js';
import { NoiseTexture } from './textures/NoiseTexture.js';
import { SubTexture } from './textures/SubTexture.js';
import { RenderTexture } from './textures/RenderTexture.js';
import { Texture, TextureType } from './textures/Texture.js';
import { EventEmitter } from '../common/EventEmitter.js';
import type { Stage } from './Stage.js';
import {
validateCreateImageBitmap,
type CreateImageBitmapSupport,
} from './lib/validateImageBitmap.js';
import type { Platform } from './platforms/Platform.js';
/**
* Augmentable map of texture class types
*
* @remarks
* This interface can be augmented by other modules/apps to add additional
* texture types. The ones included directly here are the ones that are
* included in the core library.
*/
export interface TextureMap {
ColorTexture: typeof ColorTexture;
ImageTexture: typeof ImageTexture;
NoiseTexture: typeof NoiseTexture;
SubTexture: typeof SubTexture;
RenderTexture: typeof RenderTexture;
}
export type ExtractProps<Type> = Type extends { z$__type__Props: infer Props }
? Props
: never;
/**
* Contains information about the texture manager's internal state
* for debugging purposes.
*/
export interface TextureManagerDebugInfo {
keyCacheSize: number;
}
export interface TextureManagerSettings {
numImageWorkers: number;
createImageBitmapSupport: 'auto' | 'basic' | 'options' | 'full';
}
export type ResizeModeOptions =
| {
/**
* Specifies that the image should be resized to cover the specified dimensions.
*/
type: 'cover';
/**
* The horizontal clipping position
* To clip the left, set clipX to 0. To clip the right, set clipX to 1.
* clipX 0.5 will clip a equal amount from left and right
*
* @defaultValue 0.5
*/
clipX?: number;
/**
* The vertical clipping position
* To clip the top, set clipY to 0. To clip the bottom, set clipY to 1.
* clipY 0.5 will clip a equal amount from top and bottom
*
* @defaultValue 0.5
*/
clipY?: number;
}
| {
/**
* Specifies that the image should be resized to fit within the specified dimensions.
*/
type: 'contain';
};
/**
* Universal options for all texture types
*
* @remarks
* Texture Options provide a way to specify options that are relevant to the
* texture loading process (including caching) and specifically for how a
* texture is rendered within a specific Node (or set of Nodes).
*
* They are not used in determining the cache key for a texture (except if
* the `cacheKey` option is provided explicitly to oveerride the default
* cache key for the texture instance) nor are they stored/referenced within
* the texture instance itself. Instead, the options are stored/referenced
* within individual Nodes. So a single texture instance can be used in
* multiple Nodes each using a different set of options.
*/
export interface TextureOptions {
/**
* Preload the texture immediately even if it's not being rendered to the
* screen.
*
* @remarks
* This allows the texture to be used immediately without any delay when it
* is first needed for rendering. Otherwise the loading process will start
* when the texture is first rendered, which may cause a delay in that texture
* being shown properly.
*
* @defaultValue `false`
*/
preload?: boolean;
/**
* Prevent clean up of the texture when it is no longer being used.
*
* @remarks
* This is useful when you want to keep the texture in memory for later use.
* Regardless of whether the texture is being used or not, it will not be
* cleaned up.
*
* @defaultValue `false`
*/
preventCleanup?: boolean;
/**
* Flip the texture horizontally when rendering
*
* @defaultValue `false`
*/
flipX?: boolean;
/**
* Flip the texture vertically when rendering
*
* @defaultValue `false`
*/
flipY?: boolean;
/**
* You can use resizeMode to determine the clipping automatically from the width
* and height of the source texture. This can be convenient if you are unsure about
* the exact image sizes but want the image to cover a specific area.
*
* The resize modes cover and contain are supported
*/
resizeMode?: ResizeModeOptions;
}
export class CoreTextureManager extends EventEmitter {
/**
* Map of textures by cache key
*/
keyCache: Map<string, Texture> = new Map();
/**
* Map of cache keys by texture
*/
inverseKeyCache: WeakMap<Texture, string> = new WeakMap();
/**
* Map of texture constructors by their type name
*/
txConstructors: Partial<TextureMap> = {};
private priorityQueue: Array<Texture> = [];
private uploadTextureQueue: Array<Texture> = [];
private initialized = false;
private stage: Stage;
private numImageWorkers: number;
public platform: Platform;
imageWorkerManager: ImageWorkerManager | null = null;
hasCreateImageBitmap = false;
imageBitmapSupported = {
basic: false,
options: false,
full: false,
};
hasWorker = !!self.Worker;
/**
* Renderer that this texture manager is associated with
*
* @remarks
* This MUST be set before the texture manager is used. Otherwise errors
* will occur when using the texture manager.
*/
renderer!: CoreRenderer;
/**
* The current frame time in milliseconds
*
* @remarks
* This is used to populate the `lastRenderableChangeTime` property of
* {@link Texture} instances when their renderable state changes.
*
* Set by stage via `updateFrameTime` method.
*/
frameTime = 0;
constructor(stage: Stage, settings: TextureManagerSettings) {
super();
const { numImageWorkers, createImageBitmapSupport } = settings;
this.stage = stage;
this.platform = stage.platform;
this.numImageWorkers = numImageWorkers;
if (createImageBitmapSupport === 'auto') {
validateCreateImageBitmap(this.platform)
.then((result) => {
this.initialize(result);
})
.catch(() => {
console.warn(
'[Lightning] createImageBitmap is not supported on this browser. ImageTexture will be slower.',
);
// initialized without image worker manager and createImageBitmap
this.initialized = true;
this.emit('initialized');
});
} else {
this.initialize({
basic: createImageBitmapSupport === 'basic',
options: createImageBitmapSupport === 'options',
full: createImageBitmapSupport === 'full',
});
}
this.registerTextureType('ImageTexture', ImageTexture);
this.registerTextureType('ColorTexture', ColorTexture);
this.registerTextureType('NoiseTexture', NoiseTexture);
this.registerTextureType('SubTexture', SubTexture);
this.registerTextureType('RenderTexture', RenderTexture);
}
registerTextureType<Type extends keyof TextureMap>(
textureType: Type,
textureClass: TextureMap[Type],
): void {
this.txConstructors[textureType] = textureClass;
}
private initialize(support: CreateImageBitmapSupport) {
this.hasCreateImageBitmap =
support.basic || support.options || support.full;
this.imageBitmapSupported = support;
if (this.hasCreateImageBitmap === false) {
console.warn(
'[Lightning] createImageBitmap is not supported on this browser. ImageTexture will be slower.',
);
}
if (
this.hasCreateImageBitmap === true &&
this.hasWorker === true &&
this.numImageWorkers > 0
) {
this.imageWorkerManager = new ImageWorkerManager(
this.numImageWorkers,
support,
);
} else {
console.warn(
'[Lightning] Imageworker is 0 or not supported on this browser. Image loading will be slower.',
);
}
this.initialized = true;
this.emit('initialized');
}
/**
* Enqueue a texture for uploading to the GPU.
*
* @param texture - The texture to upload
*/
enqueueUploadTexture(texture: Texture): void {
if (this.uploadTextureQueue.includes(texture) === false) {
this.uploadTextureQueue.push(texture);
}
}
/**
* Create a texture
*
* @param textureType - The type of texture to create
* @param props - The properties to use for the texture
*/
createTexture<Type extends keyof TextureMap>(
textureType: Type,
props: ExtractProps<TextureMap[Type]>,
): InstanceType<TextureMap[Type]> {
let texture: Texture | undefined;
const TextureClass = this.txConstructors[textureType];
if (!TextureClass) {
throw new Error(`Texture type "${textureType}" is not registered`);
}
const cacheKey = TextureClass.makeCacheKey(props as any);
if (cacheKey && this.keyCache.has(cacheKey)) {
// eslint-disable-next-line @typescript-eslint/no-non-null-assertion
texture = this.keyCache.get(cacheKey)!;
} else {
// eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-explicit-any
texture = new TextureClass(this, props as any);
if (cacheKey) {
this.initTextureToCache(texture, cacheKey);
}
}
return texture as InstanceType<TextureMap[Type]>;
}
orphanTexture(texture: Texture): void {
// if it is part of the download or upload queue, remove it
this.removeTextureFromQueue(texture);
if (texture.type === TextureType.subTexture) {
// ignore subtextures
return;
}
this.stage.txMemManager.addToOrphanedTextures(texture);
}
/**
* Override loadTexture to use the batched approach.
*
* @param texture - The texture to load
* @param immediate - Whether to prioritize the texture for immediate loading
*/
loadTexture(texture: Texture, priority?: boolean): void {
this.stage.txMemManager.removeFromOrphanedTextures(texture);
if (texture.type === TextureType.subTexture) {
// ignore subtextures - they get loaded through their parent
return;
}
if (texture.state === 'loaded') {
// if the texture is already loaded, just return
return;
}
if (Texture.TRANSITIONAL_TEXTURE_STATES.includes(texture.state)) {
return;
}
// if we're not initialized, just queue the texture into the priority queue
if (this.initialized === false) {
this.priorityQueue.push(texture);
return;
}
// If the texture failed to load, we need to re-download it.
if (texture.state === 'failed') {
texture.free();
texture.freeTextureData();
}
texture.setState('loading');
// Get the texture data
texture
.getTextureData()
.then(() => {
if (texture.state !== 'fetched') {
texture.setState('failed');
return;
}
// For non-image textures, upload immediately
if (texture.type !== TextureType.image) {
this.uploadTexture(texture).catch((err) => {
console.error('Failed to upload non-image texture:', err);
texture.setState('failed');
});
} else {
// For image textures, queue for throttled upload
// If it's a priority texture, upload it immediately
if (priority === true) {
this.uploadTexture(texture).catch((err) => {
console.error('Failed to upload priority texture:', err);
texture.setState('failed');
});
} else {
this.enqueueUploadTexture(texture);
}
}
})
.catch((err) => {
console.error(err);
texture.setState('failed');
});
}
/**
* Upload a texture to the GPU
*
* @param texture Texture to upload
* @returns Promise that resolves when the texture is fully loaded
*/
async uploadTexture(texture: Texture): Promise<void> {
if (
this.stage.txMemManager.doNotExceedCriticalThreshold === true &&
this.stage.txMemManager.criticalCleanupRequested === true
) {
// we're at a critical memory threshold, don't upload textures
texture.setState('failed');
return;
}
const coreContext = texture.loadCtxTexture();
if (coreContext !== null && coreContext.state === 'loaded') {
texture.setState('loaded');
return;
}
await coreContext.load();
}
/**
* Check if a texture is being processed
*/
isProcessingTexture(texture: Texture): boolean {
return this.uploadTextureQueue.includes(texture) === true;
}
/**
* Process a limited number of uploads.
*
* @param maxProcessingTime - The maximum processing time in milliseconds
*/
async processSome(maxProcessingTime: number): Promise<void> {
if (this.initialized === false) {
return;
}
const platform = this.platform;
const startTime = platform.getTimeStamp();
// Process priority queue
while (
this.priorityQueue.length > 0 &&
platform.getTimeStamp() - startTime < maxProcessingTime
) {
// eslint-disable-next-line @typescript-eslint/no-non-null-assertion
const texture = this.priorityQueue.pop()!;
try {
await texture.getTextureData();
await this.uploadTexture(texture);
} catch (error) {
console.error('Failed to process priority texture:', error);
// Continue with next texture instead of stopping entire queue
}
}
// Process uploads - await each upload to prevent GPU overload
while (
this.uploadTextureQueue.length > 0 &&
platform.getTimeStamp() - startTime < maxProcessingTime
) {
// eslint-disable-next-line @typescript-eslint/no-non-null-assertion
const texture = this.uploadTextureQueue.shift()!;
try {
await this.uploadTexture(texture);
} catch (error) {
console.error('Failed to upload texture:', error);
// Continue with next texture instead of stopping entire queue
}
}
}
public hasUpdates(): boolean {
return this.uploadTextureQueue.length > 0;
}
/**
* Initialize a texture to the cache
*
* @param texture Texture to cache
* @param cacheKey Cache key for the texture
*/
initTextureToCache(texture: Texture, cacheKey: string) {
const { keyCache, inverseKeyCache } = this;
keyCache.set(cacheKey, texture);
inverseKeyCache.set(texture, cacheKey);
}
/**
* Get a texture from the cache
*
* @param cacheKey
*/
getTextureFromCache(cacheKey: string): Texture | undefined {
return this.keyCache.get(cacheKey);
}
/**
* Remove a texture from the cache
*
* @remarks
* Called by Texture Cleanup when a texture is freed.
*
* @param texture
*/
removeTextureFromCache(texture: Texture) {
const { inverseKeyCache, keyCache } = this;
const cacheKey = inverseKeyCache.get(texture);
if (cacheKey) {
keyCache.delete(cacheKey);
}
}
/**
* Remove texture from the upload queue
*
* @param texture - The texture to remove
*/
removeTextureFromQueue(texture: Texture): void {
const uploadIndex = this.uploadTextureQueue.indexOf(texture);
if (uploadIndex !== -1) {
this.uploadTextureQueue.splice(uploadIndex, 1);
}
}
/**
* Resolve a parent texture from the cache or fallback to the provided texture.
*
* @param texture - The provided texture to resolve.
* @returns The cached or provided texture.
*/
resolveParentTexture(texture: ImageTexture): Texture {
if (!texture?.props) {
return texture;
}
const cacheKey = ImageTexture.makeCacheKey(texture.props);
const cachedTexture = cacheKey
? this.getTextureFromCache(cacheKey)
: undefined;
return cachedTexture ?? texture;
}
}