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pixi.js

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'use strict'; 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'); "use strict"; 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; //# sourceMappingURL=GpuGraphicsAdaptor.js.map