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playcanvas

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PlayCanvas WebGL game engine

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class WebgpuBindGroup { update(bindGroup) { this.destroy(); const device = bindGroup.device; const desc = this.createDescriptor(device, bindGroup); this.bindGroup = device.wgpu.createBindGroup(desc); } destroy() { this.bindGroup = null; } createDescriptor(device, bindGroup) { const entries = []; const format = bindGroup.format; const uniformBufferFormats = bindGroup.format.uniformBufferFormats; bindGroup.uniformBuffers.forEach((ub, i)=>{ const slot = uniformBufferFormats[i].slot; const buffer = ub.persistent ? ub.impl.buffer : ub.allocation.gpuBuffer.buffer; entries.push({ binding: slot, resource: { buffer: buffer, offset: 0, size: ub.format.byteSize } }); }); const textureFormats = bindGroup.format.textureFormats; bindGroup.textures.forEach((tex, textureIndex)=>{ const wgpuTexture = tex.impl; const textureFormat = format.textureFormats[textureIndex]; const slot = textureFormats[textureIndex].slot; const view = wgpuTexture.getView(device); entries.push({ binding: slot, resource: view }); if (textureFormat.hasSampler) { const sampler = wgpuTexture.getSampler(device, textureFormat.sampleType); entries.push({ binding: slot + 1, resource: sampler }); } }); const storageTextureFormats = bindGroup.format.storageTextureFormats; bindGroup.storageTextures.forEach((tex, textureIndex)=>{ const wgpuTexture = tex.impl; const slot = storageTextureFormats[textureIndex].slot; const view = wgpuTexture.getView(device); entries.push({ binding: slot, resource: view }); }); const storageBufferFormats = bindGroup.format.storageBufferFormats; bindGroup.storageBuffers.forEach((buffer, bufferIndex)=>{ const wgpuBuffer = buffer.impl.buffer; const slot = storageBufferFormats[bufferIndex].slot; entries.push({ binding: slot, resource: { buffer: wgpuBuffer } }); }); const desc = { layout: bindGroup.format.impl.bindGroupLayout, entries: entries }; return desc; } } export { WebgpuBindGroup };