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pixi.js

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PixiJS — The HTML5 Creation Engine =============

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import { ExtensionType } from '../../../extensions/Extensions.mjs'; import { compileHighShaderGpuProgram } from '../../high-shader/compileHighShaderToProgram.mjs'; import { colorBit } from '../../high-shader/shader-bits/colorBit.mjs'; import { generateTextureBatchBit } from '../../high-shader/shader-bits/generateTextureBatchBit.mjs'; import { roundPixelsBit } from '../../high-shader/shader-bits/roundPixelsBit.mjs'; import { Shader } from '../../renderers/shared/shader/Shader.mjs'; import { State } from '../../renderers/shared/state/State.mjs'; import { getMaxTexturesPerBatch } from '../gl/utils/maxRecommendedTextures.mjs'; import { getTextureBatchBindGroup } from './getTextureBatchBindGroup.mjs'; "use strict"; const tempState = State.for2d(); class GpuBatchAdaptor { init() { const gpuProgram = compileHighShaderGpuProgram({ name: "batch", bits: [ colorBit, generateTextureBatchBit(getMaxTexturesPerBatch()), roundPixelsBit ] }); this._shader = new Shader({ gpuProgram, groups: { // these will be dynamically allocated } }); } start(batchPipe, geometry) { const renderer = batchPipe.renderer; const encoder = renderer.encoder; const program = this._shader.gpuProgram; this._geometry = geometry; encoder.setGeometry(geometry, program); tempState.blendMode = "normal"; renderer.pipeline.getPipeline( geometry, program, tempState ); const globalUniformsBindGroup = renderer.globalUniforms.bindGroup; encoder.resetBindGroup(1); encoder.setBindGroup(0, globalUniformsBindGroup, program); } execute(batchPipe, batch) { const program = this._shader.gpuProgram; const renderer = batchPipe.renderer; const encoder = renderer.encoder; if (!batch.bindGroup) { const textureBatch = batch.textures; batch.bindGroup = getTextureBatchBindGroup(textureBatch.textures, textureBatch.count); } tempState.blendMode = batch.blendMode; const gpuBindGroup = renderer.bindGroup.getBindGroup( batch.bindGroup, program, 1 ); const pipeline = renderer.pipeline.getPipeline( this._geometry, program, tempState ); batch.bindGroup._touch(renderer.textureGC.count); encoder.setPipeline(pipeline); encoder.renderPassEncoder.setBindGroup(1, gpuBindGroup); encoder.renderPassEncoder.drawIndexed(batch.size, 1, batch.start); } destroy() { this._shader.destroy(true); this._shader = null; } } /** @ignore */ GpuBatchAdaptor.extension = { type: [ ExtensionType.WebGPUPipesAdaptor ], name: "batch" }; export { GpuBatchAdaptor }; //# sourceMappingURL=GpuBatchAdaptor.mjs.map