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@lightningjs/renderer

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/* * 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 type { GlContextWrapper } from '../../platforms/GlContextWrapper.js'; import { Default } from '../../shaders/webgl/Default.js'; import type { CoreShaderProgram } from '../CoreShaderProgram.js'; import type { WebGlCtxTexture } from './WebGlCtxTexture.js'; import type { WebGlRenderer, WebGlNodeRenderOp } from './WebGlRenderer.js'; import type { WebGlShaderType } from './WebGlShaderNode.js'; import { WebGlShaderNode } from './WebGlShaderNode.js'; import type { BufferCollection } from './internal/BufferCollection.js'; import { createProgram, createShader, type UniformSet1Param, type UniformSet2Params, type UniformSet3Params, type UniformSet4Params, } from './internal/ShaderUtils.js'; import { CoreNode } from '../../CoreNode.js'; import type { Dimensions } from '../../../common/CommonTypes.js'; import type { Stage } from '../../Stage.js'; /** * Structural surface shared by node render ops (CoreNode / CoreTextNode) and * batched SdfRenderOps that {@link WebGlShaderProgram.bindRenderOp} consumes. * * Node ops expose `parentFramebufferDimensions`, SdfRenderOp exposes * `framebufferDimensions`; `isCoreNode` picks the active one. Keeping this as * an interface (rather than widening to the full `WebGlRenderOp` union) * avoids demanding properties from StencilClipRenderOp, which is never bound * through this path. */ export interface WebGlBoundRenderOp { renderOpTextures: WebGlCtxTexture[]; quadBufferCollection: BufferCollection; isCoreNode: boolean; rtt: boolean; parentHasRenderTexture: boolean; parentFramebufferDimensions?: Dimensions | null; framebufferDimensions?: Dimensions | null; stage: Stage; time: number; worldAlpha: number; w: number; h: number; shader: WebGlShaderNode | null; } export class WebGlShaderProgram implements CoreShaderProgram { protected program: WebGLProgram | null; /** * Vertex Array Object * * @remarks * Used by WebGL2 Only */ protected vao: WebGLVertexArrayObject | undefined; protected renderer: WebGlRenderer; glw: GlContextWrapper; protected attributeLocations: string[]; protected uniformLocations: Record<string, WebGLUniformLocation> | null; protected lifecycle: Pick<WebGlShaderType, 'update' | 'canBatch'>; protected useSystemAlpha = false; protected useSystemDimensions = false; protected useTimeValue = false; public isDestroyed = false; supportsIndexedTextures = false; /** * Shadow copies of system uniform values. Used by bindRenderOp to skip * redundant gl.uniform* calls when the value hasn't changed. * * Each gl.uniform* call crosses into the GPU-process command buffer, so * skipping value-identical re-uploads is a real per-op CPU saving on * embedded targets. * * Sentinel -1 never collides with real values (all >= 0). */ private lastPixelRatio = -1; private lastResolutionW = -1; private lastResolutionH = -1; private lastAlpha = -1; private lastDimensionsW = -1; private lastDimensionsH = -1; private lastTime = -1; /** * Last-bound shader uniform collection by identity reference. * * Uniform collections are created once, filled once, and shared by * reference across shader nodes with the same value key — so reference * equality implies value equality. Allows skipping the entire for-in * loop over uniform buckets when the same collection is already bound. */ private lastBoundUniforms: unknown = null; constructor( renderer: WebGlRenderer, config: WebGlShaderType, resolvedProps: Record<string, any>, ) { this.renderer = renderer; const glw = (this.glw = renderer.glw); // Check that extensions are supported const webGl2 = glw.isWebGl2(); let requiredExtensions: string[] = []; this.supportsIndexedTextures = config.supportsIndexedTextures || this.supportsIndexedTextures; requiredExtensions = (webGl2 && config.webgl2Extensions) || (!webGl2 && config.webgl1Extensions) || []; const glVersion = webGl2 ? '2.0' : '1.0'; requiredExtensions.forEach((extensionName) => { if (!glw.getExtension(extensionName)) { throw new Error( `Shader "${this.constructor.name}" requires extension "${extensionName}" for WebGL ${glVersion} but wasn't found`, ); } }); let vertexSource = config.vertex instanceof Function ? config.vertex(renderer, resolvedProps) : config.vertex; if (vertexSource === undefined) { vertexSource = Default.vertex as string; } const fragmentSource = config.fragment instanceof Function ? config.fragment(renderer, resolvedProps) : config.fragment; const vertexShader = createShader(glw, glw.VERTEX_SHADER, vertexSource); if (!vertexShader) { throw new Error('Vertex shader creation failed'); } const fragmentShader = createShader( glw, glw.FRAGMENT_SHADER, fragmentSource, ); if (!fragmentShader) { throw new Error('fragment shader creation failed'); } const program = createProgram(glw, vertexShader, fragmentShader); this.program = program; this.attributeLocations = glw.getAttributeLocations(program); const uniLocs = (this.uniformLocations = glw.getUniformLocations(program)); this.useSystemAlpha = uniLocs['u_alpha'] !== undefined; this.useSystemDimensions = uniLocs['u_dimensions'] !== undefined; this.useTimeValue = this.glw.getUniformLocation(program, 'u_dimensions') !== null && config.time !== undefined; this.lifecycle = { update: config.update, canBatch: config.canBatch, }; } disableAttribute(location: number) { this.glw.disableVertexAttribArray(location); } disableAttributes() { const glw = this.glw; const attribLen = this.attributeLocations.length; for (let i = 0; i < attribLen; i++) { glw.disableVertexAttribArray(i); } } reuseRenderOp(node: CoreNode, currentRenderOp: WebGlNodeRenderOp): boolean { if (this.lifecycle.canBatch !== undefined) { return this.lifecycle.canBatch(node, currentRenderOp); } if (this.useTimeValue === true) { if (node.time !== currentRenderOp.time) { return false; } } if (this.useSystemAlpha === true) { if (node.worldAlpha !== currentRenderOp.worldAlpha) { return false; } } if (this.useSystemDimensions === true) { if (node.w !== currentRenderOp.w || node.h !== currentRenderOp.h) { return false; } } const shader = node.props.shader as WebGlShaderNode | null; const opShader = currentRenderOp.shader as WebGlShaderNode | null; // Same shader node — same resolved props by definition. if (shader === opShader) { return true; } if (shader === null || opShader === null) { return false; } // Uniform collections are shared by reference across shader nodes with // equal value keys — reference equality implies the resolved prop values // match without a key-by-key compare. if (shader.uniforms === opShader.uniforms) { return true; } const shaderPropsA = shader.resolvedProps as | Record<string, unknown> | undefined; const shaderPropsB = opShader.resolvedProps as | Record<string, unknown> | undefined; if ( (shaderPropsA === undefined && shaderPropsB !== undefined) || (shaderPropsA !== undefined && shaderPropsB === undefined) ) { return false; } if (shaderPropsA !== undefined && shaderPropsB !== undefined) { for (const key in shaderPropsA) { if (shaderPropsA[key] !== shaderPropsB[key]) { return false; } } } return true; } bindRenderOp(renderOp: WebGlBoundRenderOp) { this.bindTextures(renderOp.renderOpTextures); this.bindBufferCollection(renderOp.quadBufferCollection); const parentHasRenderTexture = renderOp.parentHasRenderTexture; const framebufferDimensions = renderOp.isCoreNode ? renderOp.parentFramebufferDimensions : renderOp.framebufferDimensions; // Skip if the parent and current operation both have render textures if (renderOp.rtt === true && parentHasRenderTexture === true) { return; } // Resolve target pixel ratio / resolution, then compare-and-set against // the program's shadow state to skip value-identical re-uploads. let pixelRatio: number; let resolutionW: number; let resolutionH: number; if (parentHasRenderTexture === true && framebufferDimensions) { pixelRatio = 1.0; resolutionW = framebufferDimensions.w; resolutionH = framebufferDimensions.h; } else { pixelRatio = renderOp.stage.pixelRatio; resolutionW = this.glw.canvas.width; resolutionH = this.glw.canvas.height; } if (pixelRatio !== this.lastPixelRatio) { this.glw.uniform1f('u_pixelRatio', pixelRatio); this.lastPixelRatio = pixelRatio; } if ( resolutionW !== this.lastResolutionW || resolutionH !== this.lastResolutionH ) { this.glw.uniform2f('u_resolution', resolutionW, resolutionH); this.lastResolutionW = resolutionW; this.lastResolutionH = resolutionH; } if (this.useTimeValue === true && renderOp.time !== this.lastTime) { this.glw.uniform1f('u_time', renderOp.time); this.lastTime = renderOp.time; } if ( this.useSystemAlpha === true && renderOp.worldAlpha !== this.lastAlpha ) { this.glw.uniform1f('u_alpha', renderOp.worldAlpha); this.lastAlpha = renderOp.worldAlpha; } if (this.useSystemDimensions === true) { if ( renderOp.w !== this.lastDimensionsW || renderOp.h !== this.lastDimensionsH ) { this.glw.uniform2f('u_dimensions', renderOp.w, renderOp.h); this.lastDimensionsW = renderOp.w; this.lastDimensionsH = renderOp.h; } } const shader = renderOp.shader as WebGlShaderNode; const uniforms = shader.uniforms; if (shader.beforeDraw !== undefined) { shader.beforeDraw(); } if (uniforms.hasStoredUniforms === true) { // Uniform collections are immutable after creation and shared by // reference across shader nodes with equal value keys — when the same // object is already bound, the GL program still holds these values. if ((uniforms as unknown) === this.lastBoundUniforms) { return; } this.lastBoundUniforms = uniforms; for (const key in uniforms.single) { const { method, value } = uniforms.single[key]!; this.glw[method as keyof UniformSet1Param](key, value as never); } for (const key in uniforms.vec2) { const { method, value } = uniforms.vec2[key]!; this.glw[method as keyof UniformSet2Params](key, value[0], value[1]); } for (const key in uniforms.vec3) { const { method, value } = uniforms.vec3[key]!; this.glw[method as keyof UniformSet3Params]( key, value[0], value[1], value[2], ); } for (const key in uniforms.vec4) { const { method, value } = uniforms.vec4[key]!; this.glw[method as keyof UniformSet4Params]( key, value[0], value[1], value[2], value[3], ); } } } bindBufferCollection(buffer: BufferCollection) { const { glw } = this; const attribs = this.attributeLocations; const attribLen = attribs.length; for (let i = 0; i < attribLen; i++) { const name = attribs[i]!; const resolvedBuffer = buffer.getBuffer(name); const resolvedInfo = buffer.getAttributeInfo(name); if (resolvedBuffer === undefined || resolvedInfo === undefined) { continue; } glw.enableVertexAttribArray(i); glw.vertexAttribPointer( resolvedBuffer, i, resolvedInfo.size, resolvedInfo.type, resolvedInfo.normalized, resolvedInfo.stride, resolvedInfo.offset, ); } } bindTextures(textures: WebGlCtxTexture[]) { const t = textures[0]; if (t === undefined) return; this.glw.activeTexture(0); this.glw.bindTexture(t.ctxTexture); } attach(): void { if (this.isDestroyed === true) { return; } this.glw.useProgram(this.program, this.uniformLocations!); if (this.glw.isWebGl2() && this.vao) { this.glw.bindVertexArray(this.vao); } } /** * Activate this program and bind a buffer collection without going through * the shader manager's detach/attach cycle. Used exclusively by the stencil * write pass so it does not disrupt the currently attached scene shader. * * The caller is responsible for restoring `shManager.attachedShader` to null * after the pass so the next real draw triggers a full re-attach. */ bindForStencil(bufferCollection: BufferCollection): void { if (this.isDestroyed === true) { return; } this.glw.useProgram(this.program, this.uniformLocations!); this.bindBufferCollection(bufferCollection); } detach(): void { this.disableAttributes(); } destroy() { if (this.isDestroyed === true) { return; } const glw = this.glw; this.detach(); glw.deleteProgram(this.program!); this.program = null; this.uniformLocations = null; const attribs = this.attributeLocations; const attribLen = this.attributeLocations.length; for (let i = 0; i < attribLen; i++) { this.glw.deleteBuffer(attribs[i]!); } } }