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playcanvas

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PlayCanvas WebGL game engine

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import { SHADERLANGUAGE_WGSL } from '../constants.js'; import { ShaderProcessorGLSL } from '../shader-processor-glsl.js'; import { WebgpuShaderProcessorWGSL } from './webgpu-shader-processor-wgsl.js'; class WebgpuShader { constructor(shader){ this._vertexCode = null; this._fragmentCode = null; this._computeCode = null; this.vertexEntryPoint = 'main'; this.fragmentEntryPoint = 'main'; this.computeEntryPoint = 'main'; this.shader = shader; const definition = shader.definition; if (definition.shaderLanguage === SHADERLANGUAGE_WGSL) { if (definition.cshader) { this._computeCode = definition.cshader ?? null; this.computeUniformBufferFormats = definition.computeUniformBufferFormats; this.computeBindGroupFormat = definition.computeBindGroupFormat; } else { this.vertexEntryPoint = 'vertexMain'; this.fragmentEntryPoint = 'fragmentMain'; if (definition.processingOptions) { this.processWGSL(); } else { this._vertexCode = definition.vshader ?? null; this._fragmentCode = definition.fshader ?? null; shader.meshUniformBufferFormat = definition.meshUniformBufferFormat; shader.meshBindGroupFormat = definition.meshBindGroupFormat; } } shader.ready = true; } else { if (definition.processingOptions) { this.processGLSL(); } } } destroy(shader) { this._vertexCode = null; this._fragmentCode = null; } createShaderModule(code, shaderType) { const device = this.shader.device; const wgpu = device.wgpu; const shaderModule = wgpu.createShaderModule({ code: code }); return shaderModule; } getVertexShaderModule() { return this.createShaderModule(this._vertexCode, 'Vertex'); } getFragmentShaderModule() { return this.createShaderModule(this._fragmentCode, 'Fragment'); } getComputeShaderModule() { return this.createShaderModule(this._computeCode, 'Compute'); } processGLSL() { const shader = this.shader; const processed = ShaderProcessorGLSL.run(shader.device, shader.definition, shader); this._vertexCode = this.transpile(processed.vshader, 'vertex', shader.definition.vshader); this._fragmentCode = this.transpile(processed.fshader, 'fragment', shader.definition.fshader); if (!(this._vertexCode && this._fragmentCode)) { shader.failed = true; } else { shader.ready = true; } shader.meshUniformBufferFormat = processed.meshUniformBufferFormat; shader.meshBindGroupFormat = processed.meshBindGroupFormat; shader.attributes = processed.attributes; } processWGSL() { const shader = this.shader; const processed = WebgpuShaderProcessorWGSL.run(shader.device, shader.definition, shader); this._vertexCode = processed.vshader; this._fragmentCode = processed.fshader; shader.meshUniformBufferFormat = processed.meshUniformBufferFormat; shader.meshBindGroupFormat = processed.meshBindGroupFormat; shader.attributes = processed.attributes; } transpile(src, shaderType, originalSrc) { const device = this.shader.device; if (!device.glslang || !device.twgsl) { console.error(`Cannot transpile shader [${this.shader.label}] - shader transpilers (glslang/twgsl) are not available. Make sure to provide glslangUrl and twgslUrl when creating the device.`, { shader: this.shader }); return null; } try { const spirv = device.glslang.compileGLSL(src, shaderType); const wgsl = device.twgsl.convertSpirV2WGSL(spirv); return wgsl; } catch (err) { console.error(`Failed to transpile webgl ${shaderType} shader [${this.shader.label}] to WebGPU while rendering ${ void 0}, error:\n [${err.stack}]`, { processed: src, original: originalSrc, shader: this.shader, error: err, stack: err.stack }); } } get vertexCode() { return this._vertexCode; } get fragmentCode() { return this._fragmentCode; } loseContext() {} restoreContext(device, shader) {} } export { WebgpuShader };