pixi.js
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104 lines (100 loc) • 3.89 kB
JavaScript
;
var Extensions = require('../../../extensions/Extensions.js');
var Matrix = require('../../../maths/matrix/Matrix.js');
var getTextureBatchBindGroup = require('../../../rendering/batcher/gpu/getTextureBatchBindGroup.js');
var compileHighShaderToProgram = require('../../../rendering/high-shader/compileHighShaderToProgram.js');
var colorBit = require('../../../rendering/high-shader/shader-bits/colorBit.js');
var generateTextureBatchBit = require('../../../rendering/high-shader/shader-bits/generateTextureBatchBit.js');
var localUniformBit = require('../../../rendering/high-shader/shader-bits/localUniformBit.js');
var roundPixelsBit = require('../../../rendering/high-shader/shader-bits/roundPixelsBit.js');
var Shader = require('../../../rendering/renderers/shared/shader/Shader.js');
var UniformGroup = require('../../../rendering/renderers/shared/shader/UniformGroup.js');
;
class GpuGraphicsAdaptor {
constructor() {
this._maxTextures = 0;
}
contextChange(renderer) {
const localUniforms = new UniformGroup.UniformGroup({
uTransformMatrix: { value: new Matrix.Matrix(), type: "mat3x3<f32>" },
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
uRound: { value: 0, type: "f32" }
});
this._maxTextures = renderer.limits.maxBatchableTextures;
const gpuProgram = compileHighShaderToProgram.compileHighShaderGpuProgram({
name: "graphics",
bits: [
colorBit.colorBit,
generateTextureBatchBit.generateTextureBatchBit(this._maxTextures),
localUniformBit.localUniformBitGroup2,
roundPixelsBit.roundPixelsBit
]
});
this.shader = new Shader.Shader({
gpuProgram,
resources: {
// added on the fly!
localUniforms
}
});
}
execute(graphicsPipe, renderable) {
const context = renderable.context;
const shader = context.customShader || this.shader;
const renderer = graphicsPipe.renderer;
const contextSystem = renderer.graphicsContext;
const {
batcher,
instructions
} = contextSystem.getContextRenderData(context);
const encoder = renderer.encoder;
encoder.setGeometry(batcher.geometry, shader.gpuProgram);
const globalUniformsBindGroup = renderer.globalUniforms.bindGroup;
encoder.setBindGroup(0, globalUniformsBindGroup, shader.gpuProgram);
const localBindGroup = renderer.renderPipes.uniformBatch.getUniformBindGroup(shader.resources.localUniforms, true);
encoder.setBindGroup(2, localBindGroup, shader.gpuProgram);
const batches = instructions.instructions;
let topology = null;
for (let i = 0; i < instructions.instructionSize; i++) {
const batch = batches[i];
if (batch.topology !== topology) {
topology = batch.topology;
encoder.setPipelineFromGeometryProgramAndState(
batcher.geometry,
shader.gpuProgram,
graphicsPipe.state,
batch.topology
);
}
shader.groups[1] = batch.bindGroup;
if (!batch.gpuBindGroup) {
const textureBatch = batch.textures;
batch.bindGroup = getTextureBatchBindGroup.getTextureBatchBindGroup(
textureBatch.textures,
textureBatch.count,
this._maxTextures
);
batch.gpuBindGroup = renderer.bindGroup.getBindGroup(
batch.bindGroup,
shader.gpuProgram,
1
);
}
encoder.setBindGroup(1, batch.bindGroup, shader.gpuProgram);
encoder.renderPassEncoder.drawIndexed(batch.size, 1, batch.start);
}
}
destroy() {
this.shader.destroy(true);
this.shader = null;
}
}
/** @ignore */
GpuGraphicsAdaptor.extension = {
type: [
Extensions.ExtensionType.WebGPUPipesAdaptor
],
name: "graphics"
};
exports.GpuGraphicsAdaptor = GpuGraphicsAdaptor;
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