@motion-core/motion-gpu
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Framework-agnostic WebGPU runtime for fullscreen WGSL shaders with explicit Svelte, React, and Vue adapter entrypoints.
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text/typescript
import { assertComputeContract, extractWorkgroupSize } from '../core/compute-shader.js';
import type { ComputePassOptions, ComputeDispatchContext } from './ComputePass.js';
/**
* Options for constructing a `PingPongComputePass`.
*/
export interface PingPongComputePassOptions {
/**
* Compute shader WGSL source code.
*/
compute: string;
/**
* Target texture key from `material.textures`.
* The engine will auto-generate `{target}A` and `{target}B` bindings.
*/
target: string;
/**
* Number of compute iterations per frame. Default: 1.
*/
iterations?: number;
/**
* Dispatch workgroup counts (same as ComputePass).
*/
dispatch?: ComputePassOptions['dispatch'];
/**
* Enables/disables this pass.
*/
enabled?: boolean;
}
/**
* Ping-pong compute pass for iterative GPU simulations.
*
* Manages two texture buffers (A/B) and alternates between them each iteration,
* enabling read-from-previous-write patterns commonly used in fluid simulations,
* reaction-diffusion, and particle systems.
*/
export class PingPongComputePass {
/**
* Enables/disables this pass without removing it from graph.
*/
enabled: boolean;
/**
* Discriminant flag for render graph to identify compute passes.
*/
readonly isCompute = true as const;
/**
* Discriminant flag to identify ping-pong compute passes.
*/
readonly isPingPong = true as const;
private compute: string;
private target: string;
private iterations: number;
private dispatch: ComputePassOptions['dispatch'];
private workgroupSize: [number, number, number];
private totalIterations: number = 0;
constructor(options: PingPongComputePassOptions) {
assertComputeContract(options.compute);
const workgroupSize = extractWorkgroupSize(options.compute);
this.compute = options.compute;
this.target = options.target;
this.iterations = PingPongComputePass.assertIterations(options.iterations ?? 1);
this.dispatch = options.dispatch ?? 'auto';
this.enabled = options.enabled ?? true;
this.workgroupSize = workgroupSize;
}
private static assertIterations(count: number): number {
if (!Number.isFinite(count) || count < 1 || !Number.isInteger(count)) {
throw new Error(
`PingPongComputePass iterations must be a positive integer >= 1, got ${count}`
);
}
return count;
}
/**
* Returns the texture key holding the latest result.
* Alternates between `{target}A` and `{target}B` based on accumulated iteration parity.
*/
getCurrentOutput(): string {
return this.totalIterations % 2 === 0 ? `${this.target}A` : `${this.target}B`;
}
/**
* Advances the iteration accumulator by the current iteration count
* (called by renderer after each frame's iterations).
*/
advanceFrame(): void {
this.totalIterations += this.iterations;
}
/**
* Replaces compute shader and updates workgroup size.
*/
setCompute(compute: string): void {
assertComputeContract(compute);
const workgroupSize = extractWorkgroupSize(compute);
this.compute = compute;
this.workgroupSize = workgroupSize;
}
/**
* Updates iteration count.
*
* @param count - Must be >= 1.
*/
setIterations(count: number): void {
this.iterations = PingPongComputePass.assertIterations(count);
}
/**
* Updates dispatch strategy.
*/
setDispatch(dispatch: ComputePassOptions['dispatch']): void {
this.dispatch = dispatch ?? 'auto';
}
/**
* Returns the target texture key.
*/
getTarget(): string {
return this.target;
}
/**
* Returns the current iteration count.
*/
getIterations(): number {
return this.iterations;
}
/**
* Returns current compute shader source.
*/
getCompute(): string {
return this.compute;
}
/**
* Returns parsed workgroup size.
*/
getWorkgroupSize(): [number, number, number] {
return [...this.workgroupSize];
}
/**
* Resolves dispatch workgroup counts for current frame.
*/
resolveDispatch(ctx: ComputeDispatchContext): [number, number, number] {
if (this.dispatch === 'auto') {
return [
Math.ceil(ctx.width / this.workgroupSize[0]),
Math.ceil(ctx.height / this.workgroupSize[1]),
Math.ceil(1 / this.workgroupSize[2])
];
}
if (typeof this.dispatch === 'function') {
return this.dispatch(ctx);
}
if (Array.isArray(this.dispatch)) {
return [this.dispatch[0], this.dispatch[1] ?? 1, this.dispatch[2] ?? 1];
}
return [1, 1, 1];
}
/**
* Releases resources (no-op, GPU lifecycle is renderer-managed).
*/
dispose(): void {
// No-op
}
}