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playcanvas

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PlayCanvas WebGL game engine

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import { math } from '../../../core/math/math.js'; import { Debug } from '../../../core/debug.js'; import { platform } from '../../../core/platform.js'; import { Color } from '../../../core/math/color.js'; import { DEVICETYPE_WEBGL2, UNIFORMTYPE_BOOL, UNIFORMTYPE_INT, UNIFORMTYPE_FLOAT, UNIFORMTYPE_VEC2, UNIFORMTYPE_VEC3, UNIFORMTYPE_VEC4, UNIFORMTYPE_IVEC2, UNIFORMTYPE_IVEC3, UNIFORMTYPE_IVEC4, UNIFORMTYPE_BVEC2, UNIFORMTYPE_BVEC3, UNIFORMTYPE_BVEC4, UNIFORMTYPE_MAT2, UNIFORMTYPE_MAT3, UNIFORMTYPE_MAT4, UNIFORMTYPE_TEXTURE2D, UNIFORMTYPE_TEXTURECUBE, UNIFORMTYPE_UINT, UNIFORMTYPE_UVEC2, UNIFORMTYPE_UVEC3, UNIFORMTYPE_UVEC4, UNIFORMTYPE_TEXTURE2D_SHADOW, UNIFORMTYPE_TEXTURECUBE_SHADOW, UNIFORMTYPE_TEXTURE2D_ARRAY, UNIFORMTYPE_TEXTURE3D, UNIFORMTYPE_ITEXTURE2D, UNIFORMTYPE_UTEXTURE2D, UNIFORMTYPE_ITEXTURECUBE, UNIFORMTYPE_UTEXTURECUBE, UNIFORMTYPE_ITEXTURE3D, UNIFORMTYPE_UTEXTURE3D, UNIFORMTYPE_ITEXTURE2D_ARRAY, UNIFORMTYPE_UTEXTURE2D_ARRAY, UNIFORMTYPE_FLOATARRAY, UNIFORMTYPE_VEC2ARRAY, UNIFORMTYPE_VEC3ARRAY, UNIFORMTYPE_VEC4ARRAY, UNIFORMTYPE_INTARRAY, UNIFORMTYPE_UINTARRAY, UNIFORMTYPE_BOOLARRAY, UNIFORMTYPE_IVEC2ARRAY, UNIFORMTYPE_UVEC2ARRAY, UNIFORMTYPE_BVEC2ARRAY, UNIFORMTYPE_IVEC3ARRAY, UNIFORMTYPE_UVEC3ARRAY, UNIFORMTYPE_BVEC3ARRAY, UNIFORMTYPE_IVEC4ARRAY, UNIFORMTYPE_UVEC4ARRAY, UNIFORMTYPE_BVEC4ARRAY, UNIFORMTYPE_MAT4ARRAY, PIXELFORMAT_RGBA8, PIXELFORMAT_RGB8, FUNC_ALWAYS, STENCILOP_KEEP, TEXPROPERTY_MIN_FILTER, TEXPROPERTY_MAG_FILTER, TEXPROPERTY_ADDRESS_U, TEXPROPERTY_ADDRESS_V, TEXPROPERTY_ADDRESS_W, TEXPROPERTY_COMPARE_ON_READ, TEXPROPERTY_COMPARE_FUNC, TEXPROPERTY_ANISOTROPY, semanticToLocation, CLEARFLAG_COLOR, CLEARFLAG_DEPTH, CLEARFLAG_STENCIL, getPixelFormatArrayType, CULLFACE_NONE, FILTER_NEAREST_MIPMAP_NEAREST, FILTER_NEAREST_MIPMAP_LINEAR, FILTER_NEAREST, FILTER_LINEAR_MIPMAP_NEAREST, FILTER_LINEAR_MIPMAP_LINEAR, FILTER_LINEAR } from '../constants.js'; import { GraphicsDevice } from '../graphics-device.js'; import { RenderTarget } from '../render-target.js'; import { Texture } from '../texture.js'; import { DebugGraphics } from '../debug-graphics.js'; import { WebglVertexBuffer } from './webgl-vertex-buffer.js'; import { WebglIndexBuffer } from './webgl-index-buffer.js'; import { WebglShader } from './webgl-shader.js'; import { WebglDrawCommands } from './webgl-draw-commands.js'; import { WebglTexture } from './webgl-texture.js'; import { WebglRenderTarget } from './webgl-render-target.js'; import { BlendState } from '../blend-state.js'; import { DepthState } from '../depth-state.js'; import { StencilParameters } from '../stencil-parameters.js'; import { WebglGpuProfiler } from './webgl-gpu-profiler.js'; import { TextureUtils } from '../texture-utils.js'; import { getBuiltInTexture } from '../built-in-textures.js'; /** * @import { RenderPass } from '../render-pass.js' * @import { Shader } from '../shader.js' * @import { VertexBuffer } from '../vertex-buffer.js' */ const invalidateAttachments = []; /** * WebglGraphicsDevice extends the base {@link GraphicsDevice} to provide rendering capabilities * utilizing the WebGL 2.0 specification. * * @category Graphics */ class WebglGraphicsDevice extends GraphicsDevice { /** * Creates a new WebglGraphicsDevice instance. * * @param {HTMLCanvasElement} canvas - The canvas to which the graphics device will render. * @param {object} [options] - Options passed when creating the WebGL context. * @param {boolean} [options.alpha] - Boolean that indicates if the canvas contains an * alpha buffer. Defaults to true. * @param {boolean} [options.depth] - Boolean that indicates that the drawing buffer is * requested to have a depth buffer of at least 16 bits. Defaults to true. * @param {boolean} [options.stencil] - Boolean that indicates that the drawing buffer is * requested to have a stencil buffer of at least 8 bits. Defaults to true. * @param {boolean} [options.antialias] - Boolean that indicates whether or not to perform * anti-aliasing if possible. Defaults to true. * @param {boolean} [options.premultipliedAlpha] - Boolean that indicates that the page * compositor will assume the drawing buffer contains colors with pre-multiplied alpha. * Defaults to true. * @param {boolean} [options.preserveDrawingBuffer] - If the value is true the buffers will not * be cleared and will preserve their values until cleared or overwritten by the author. * Defaults to false. * @param {'default'|'high-performance'|'low-power'} [options.powerPreference] - A hint to the * user agent indicating what configuration of GPU is suitable for the WebGL context. Possible * values are: * * - 'default': Let the user agent decide which GPU configuration is most suitable. This is the * default value. * - 'high-performance': Prioritizes rendering performance over power consumption. * - 'low-power': Prioritizes power saving over rendering performance. * * Defaults to 'default'. * @param {boolean} [options.failIfMajorPerformanceCaveat] - Boolean that indicates if a * context will be created if the system performance is low or if no hardware GPU is available. * Defaults to false. * @param {boolean} [options.desynchronized] - Boolean that hints the user agent to reduce the * latency by desynchronizing the canvas paint cycle from the event loop. Defaults to false. * @param {boolean} [options.xrCompatible] - Boolean that hints to the user agent to use a * compatible graphics adapter for an immersive XR device. * @param {WebGL2RenderingContext} [options.gl] - The rendering context * to use. If not specified, a new context will be created. */ constructor(canvas, options = {}){ super(canvas, options), /** * WebGLFramebuffer object that represents the backbuffer of the device for a rendering frame. * When null, this is a framebuffer created when the device was created, otherwise it is a * framebuffer supplied by the XR session. * * @ignore */ this._defaultFramebuffer = null, /** * True if the default framebuffer has changed since the last frame. * * @ignore */ this._defaultFramebufferChanged = false; options = this.initOptions; this.updateClientRect(); // initialize this before registering lost context handlers to avoid undefined access when the device is created lost. this.initTextureUnits(); // Add handlers for when the WebGL context is lost or restored this.contextLost = false; this._contextLostHandler = (event)=>{ event.preventDefault(); this.loseContext(); Debug.log('pc.GraphicsDevice: WebGL context lost.'); this.fire('devicelost'); }; this._contextRestoredHandler = ()=>{ Debug.log('pc.GraphicsDevice: WebGL context restored.'); this.restoreContext(); this.fire('devicerestored'); }; // #4136 - turn off antialiasing on AppleWebKit browsers 15.4 const ua = typeof navigator !== 'undefined' && navigator.userAgent; this.forceDisableMultisampling = ua && ua.includes('AppleWebKit') && (ua.includes('15.4') || ua.includes('15_4')); if (this.forceDisableMultisampling) { options.antialias = false; Debug.log('Antialiasing has been turned off due to rendering issues on AppleWebKit 15.4'); } // #5856 - turn off antialiasing on Firefox running on Windows / Android if (platform.browserName === 'firefox') { const ua = typeof navigator !== 'undefined' ? navigator.userAgent : ''; const match = ua.match(/Firefox\/(\d+(\.\d+)*)/); const firefoxVersion = match ? match[1] : null; if (firefoxVersion) { const version = parseFloat(firefoxVersion); const disableAntialias = platform.name === 'windows' && (version >= 120 || version === 115) || platform.name === 'android' && version >= 132; if (disableAntialias) { options.antialias = false; Debug.log(`Antialiasing has been turned off due to rendering issues on Firefox ${platform.name} platform version ${firefoxVersion}`); } } } // we always allocate the default framebuffer without antialiasing, so remove that option this.backBufferAntialias = options.antialias ?? false; options.antialias = false; // Retrieve the WebGL context /** @type {WebGL2RenderingContext} */ const gl = options.gl ?? canvas.getContext('webgl2', options); if (!gl) { throw new Error('WebGL not supported'); } this.gl = gl; this.isWebGL2 = true; this._deviceType = DEVICETYPE_WEBGL2; // pixel format of the framebuffer this.updateBackbufferFormat(null); const isChrome = platform.browserName === 'chrome'; const isSafari = platform.browserName === 'safari'; const isMac = platform.browser && navigator.appVersion.indexOf('Mac') !== -1; // enable temporary texture unit workaround on desktop safari this._tempEnableSafariTextureUnitWorkaround = isSafari; // enable temporary workaround for glBlitFramebuffer failing on Mac Chrome (#2504) this._tempMacChromeBlitFramebufferWorkaround = isMac && isChrome && !options.alpha; canvas.addEventListener('webglcontextlost', this._contextLostHandler, false); canvas.addEventListener('webglcontextrestored', this._contextRestoredHandler, false); this.initializeExtensions(); this.initializeCapabilities(); this.initializeRenderState(); this.initializeContextCaches(); this.createBackbuffer(null); // only enable ImageBitmap on chrome this.supportsImageBitmap = !isSafari && typeof ImageBitmap !== 'undefined'; // supported sampler types this._samplerTypes = new Set([ gl.SAMPLER_2D, gl.SAMPLER_CUBE, gl.UNSIGNED_INT_SAMPLER_2D, gl.INT_SAMPLER_2D, gl.SAMPLER_2D_SHADOW, gl.SAMPLER_CUBE_SHADOW, gl.SAMPLER_3D, gl.INT_SAMPLER_3D, gl.UNSIGNED_INT_SAMPLER_3D, gl.SAMPLER_2D_ARRAY, gl.INT_SAMPLER_2D_ARRAY, gl.UNSIGNED_INT_SAMPLER_2D_ARRAY ]); this.glAddress = [ gl.REPEAT, gl.CLAMP_TO_EDGE, gl.MIRRORED_REPEAT ]; this.glBlendEquation = [ gl.FUNC_ADD, gl.FUNC_SUBTRACT, gl.FUNC_REVERSE_SUBTRACT, gl.MIN, gl.MAX ]; this.glBlendFunctionColor = [ gl.ZERO, gl.ONE, gl.SRC_COLOR, gl.ONE_MINUS_SRC_COLOR, gl.DST_COLOR, gl.ONE_MINUS_DST_COLOR, gl.SRC_ALPHA, gl.SRC_ALPHA_SATURATE, gl.ONE_MINUS_SRC_ALPHA, gl.DST_ALPHA, gl.ONE_MINUS_DST_ALPHA, gl.CONSTANT_COLOR, gl.ONE_MINUS_CONSTANT_COLOR ]; this.glBlendFunctionAlpha = [ gl.ZERO, gl.ONE, gl.SRC_COLOR, gl.ONE_MINUS_SRC_COLOR, gl.DST_COLOR, gl.ONE_MINUS_DST_COLOR, gl.SRC_ALPHA, gl.SRC_ALPHA_SATURATE, gl.ONE_MINUS_SRC_ALPHA, gl.DST_ALPHA, gl.ONE_MINUS_DST_ALPHA, gl.CONSTANT_ALPHA, gl.ONE_MINUS_CONSTANT_ALPHA ]; this.glComparison = [ gl.NEVER, gl.LESS, gl.EQUAL, gl.LEQUAL, gl.GREATER, gl.NOTEQUAL, gl.GEQUAL, gl.ALWAYS ]; this.glStencilOp = [ gl.KEEP, gl.ZERO, gl.REPLACE, gl.INCR, gl.INCR_WRAP, gl.DECR, gl.DECR_WRAP, gl.INVERT ]; this.glClearFlag = [ 0, gl.COLOR_BUFFER_BIT, gl.DEPTH_BUFFER_BIT, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.STENCIL_BUFFER_BIT, gl.STENCIL_BUFFER_BIT | gl.COLOR_BUFFER_BIT, gl.STENCIL_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.STENCIL_BUFFER_BIT | gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ]; this.glCull = [ 0, gl.BACK, gl.FRONT, gl.FRONT_AND_BACK ]; this.glFilter = [ gl.NEAREST, gl.LINEAR, gl.NEAREST_MIPMAP_NEAREST, gl.NEAREST_MIPMAP_LINEAR, gl.LINEAR_MIPMAP_NEAREST, gl.LINEAR_MIPMAP_LINEAR ]; this.glPrimitive = [ gl.POINTS, gl.LINES, gl.LINE_LOOP, gl.LINE_STRIP, gl.TRIANGLES, gl.TRIANGLE_STRIP, gl.TRIANGLE_FAN ]; this.glType = [ gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.INT, gl.UNSIGNED_INT, gl.FLOAT, gl.HALF_FLOAT ]; this.pcUniformType = {}; this.pcUniformType[gl.BOOL] = UNIFORMTYPE_BOOL; this.pcUniformType[gl.INT] = UNIFORMTYPE_INT; this.pcUniformType[gl.FLOAT] = UNIFORMTYPE_FLOAT; this.pcUniformType[gl.FLOAT_VEC2] = UNIFORMTYPE_VEC2; this.pcUniformType[gl.FLOAT_VEC3] = UNIFORMTYPE_VEC3; this.pcUniformType[gl.FLOAT_VEC4] = UNIFORMTYPE_VEC4; this.pcUniformType[gl.INT_VEC2] = UNIFORMTYPE_IVEC2; this.pcUniformType[gl.INT_VEC3] = UNIFORMTYPE_IVEC3; this.pcUniformType[gl.INT_VEC4] = UNIFORMTYPE_IVEC4; this.pcUniformType[gl.BOOL_VEC2] = UNIFORMTYPE_BVEC2; this.pcUniformType[gl.BOOL_VEC3] = UNIFORMTYPE_BVEC3; this.pcUniformType[gl.BOOL_VEC4] = UNIFORMTYPE_BVEC4; this.pcUniformType[gl.FLOAT_MAT2] = UNIFORMTYPE_MAT2; this.pcUniformType[gl.FLOAT_MAT3] = UNIFORMTYPE_MAT3; this.pcUniformType[gl.FLOAT_MAT4] = UNIFORMTYPE_MAT4; this.pcUniformType[gl.SAMPLER_2D] = UNIFORMTYPE_TEXTURE2D; this.pcUniformType[gl.SAMPLER_CUBE] = UNIFORMTYPE_TEXTURECUBE; this.pcUniformType[gl.UNSIGNED_INT] = UNIFORMTYPE_UINT; this.pcUniformType[gl.UNSIGNED_INT_VEC2] = UNIFORMTYPE_UVEC2; this.pcUniformType[gl.UNSIGNED_INT_VEC3] = UNIFORMTYPE_UVEC3; this.pcUniformType[gl.UNSIGNED_INT_VEC4] = UNIFORMTYPE_UVEC4; this.pcUniformType[gl.SAMPLER_2D_SHADOW] = UNIFORMTYPE_TEXTURE2D_SHADOW; this.pcUniformType[gl.SAMPLER_CUBE_SHADOW] = UNIFORMTYPE_TEXTURECUBE_SHADOW; this.pcUniformType[gl.SAMPLER_2D_ARRAY] = UNIFORMTYPE_TEXTURE2D_ARRAY; this.pcUniformType[gl.SAMPLER_3D] = UNIFORMTYPE_TEXTURE3D; this.pcUniformType[gl.INT_SAMPLER_2D] = UNIFORMTYPE_ITEXTURE2D; this.pcUniformType[gl.UNSIGNED_INT_SAMPLER_2D] = UNIFORMTYPE_UTEXTURE2D; this.pcUniformType[gl.INT_SAMPLER_CUBE] = UNIFORMTYPE_ITEXTURECUBE; this.pcUniformType[gl.UNSIGNED_INT_SAMPLER_2D] = UNIFORMTYPE_UTEXTURECUBE; this.pcUniformType[gl.INT_SAMPLER_3D] = UNIFORMTYPE_ITEXTURE3D; this.pcUniformType[gl.UNSIGNED_INT_SAMPLER_3D] = UNIFORMTYPE_UTEXTURE3D; this.pcUniformType[gl.INT_SAMPLER_2D_ARRAY] = UNIFORMTYPE_ITEXTURE2D_ARRAY; this.pcUniformType[gl.UNSIGNED_INT_SAMPLER_2D_ARRAY] = UNIFORMTYPE_UTEXTURE2D_ARRAY; this.targetToSlot = {}; this.targetToSlot[gl.TEXTURE_2D] = 0; this.targetToSlot[gl.TEXTURE_CUBE_MAP] = 1; this.targetToSlot[gl.TEXTURE_3D] = 2; // Define the uniform commit functions let scopeX, scopeY, scopeZ, scopeW; let uniformValue; this.commitFunction = []; this.commitFunction[UNIFORMTYPE_BOOL] = function(uniform, value) { if (uniform.value !== value) { gl.uniform1i(uniform.locationId, value); uniform.value = value; } }; this.commitFunction[UNIFORMTYPE_INT] = this.commitFunction[UNIFORMTYPE_BOOL]; this.commitFunction[UNIFORMTYPE_FLOAT] = function(uniform, value) { if (uniform.value !== value) { gl.uniform1f(uniform.locationId, value); uniform.value = value; } }; this.commitFunction[UNIFORMTYPE_VEC2] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY) { gl.uniform2fv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; } }; this.commitFunction[UNIFORMTYPE_VEC3] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; scopeZ = value[2]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY || uniformValue[2] !== scopeZ) { gl.uniform3fv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; uniformValue[2] = scopeZ; } }; this.commitFunction[UNIFORMTYPE_VEC4] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; scopeZ = value[2]; scopeW = value[3]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY || uniformValue[2] !== scopeZ || uniformValue[3] !== scopeW) { gl.uniform4fv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; uniformValue[2] = scopeZ; uniformValue[3] = scopeW; } }; this.commitFunction[UNIFORMTYPE_IVEC2] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY) { gl.uniform2iv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; } }; this.commitFunction[UNIFORMTYPE_BVEC2] = this.commitFunction[UNIFORMTYPE_IVEC2]; this.commitFunction[UNIFORMTYPE_IVEC3] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; scopeZ = value[2]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY || uniformValue[2] !== scopeZ) { gl.uniform3iv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; uniformValue[2] = scopeZ; } }; this.commitFunction[UNIFORMTYPE_BVEC3] = this.commitFunction[UNIFORMTYPE_IVEC3]; this.commitFunction[UNIFORMTYPE_IVEC4] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; scopeZ = value[2]; scopeW = value[3]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY || uniformValue[2] !== scopeZ || uniformValue[3] !== scopeW) { gl.uniform4iv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; uniformValue[2] = scopeZ; uniformValue[3] = scopeW; } }; this.commitFunction[UNIFORMTYPE_BVEC4] = this.commitFunction[UNIFORMTYPE_IVEC4]; this.commitFunction[UNIFORMTYPE_MAT2] = function(uniform, value) { gl.uniformMatrix2fv(uniform.locationId, false, value); }; this.commitFunction[UNIFORMTYPE_MAT3] = function(uniform, value) { gl.uniformMatrix3fv(uniform.locationId, false, value); }; this.commitFunction[UNIFORMTYPE_MAT4] = function(uniform, value) { gl.uniformMatrix4fv(uniform.locationId, false, value); }; this.commitFunction[UNIFORMTYPE_FLOATARRAY] = function(uniform, value) { gl.uniform1fv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_VEC2ARRAY] = function(uniform, value) { gl.uniform2fv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_VEC3ARRAY] = function(uniform, value) { gl.uniform3fv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_VEC4ARRAY] = function(uniform, value) { gl.uniform4fv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_UINT] = function(uniform, value) { if (uniform.value !== value) { gl.uniform1ui(uniform.locationId, value); uniform.value = value; } }; this.commitFunction[UNIFORMTYPE_UVEC2] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY) { gl.uniform2uiv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; } }; this.commitFunction[UNIFORMTYPE_UVEC3] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; scopeZ = value[2]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY || uniformValue[2] !== scopeZ) { gl.uniform3uiv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; uniformValue[2] = scopeZ; } }; this.commitFunction[UNIFORMTYPE_UVEC4] = function(uniform, value) { uniformValue = uniform.value; scopeX = value[0]; scopeY = value[1]; scopeZ = value[2]; scopeW = value[3]; if (uniformValue[0] !== scopeX || uniformValue[1] !== scopeY || uniformValue[2] !== scopeZ || uniformValue[3] !== scopeW) { gl.uniform4uiv(uniform.locationId, value); uniformValue[0] = scopeX; uniformValue[1] = scopeY; uniformValue[2] = scopeZ; uniformValue[3] = scopeW; } }; this.commitFunction[UNIFORMTYPE_INTARRAY] = function(uniform, value) { gl.uniform1iv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_UINTARRAY] = function(uniform, value) { gl.uniform1uiv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_BOOLARRAY] = this.commitFunction[UNIFORMTYPE_INTARRAY]; this.commitFunction[UNIFORMTYPE_IVEC2ARRAY] = function(uniform, value) { gl.uniform2iv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_UVEC2ARRAY] = function(uniform, value) { gl.uniform2uiv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_BVEC2ARRAY] = this.commitFunction[UNIFORMTYPE_IVEC2ARRAY]; this.commitFunction[UNIFORMTYPE_IVEC3ARRAY] = function(uniform, value) { gl.uniform3iv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_UVEC3ARRAY] = function(uniform, value) { gl.uniform3uiv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_BVEC3ARRAY] = this.commitFunction[UNIFORMTYPE_IVEC3ARRAY]; this.commitFunction[UNIFORMTYPE_IVEC4ARRAY] = function(uniform, value) { gl.uniform4iv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_UVEC4ARRAY] = function(uniform, value) { gl.uniform4uiv(uniform.locationId, value); }; this.commitFunction[UNIFORMTYPE_BVEC4ARRAY] = this.commitFunction[UNIFORMTYPE_IVEC4ARRAY]; this.commitFunction[UNIFORMTYPE_MAT4ARRAY] = function(uniform, value) { gl.uniformMatrix4fv(uniform.locationId, false, value); }; this.constantTexSource = this.scope.resolve('source'); this.postInit(); } postInit() { super.postInit(); this.gpuProfiler = new WebglGpuProfiler(this); } /** * Destroy the graphics device. */ destroy() { super.destroy(); const gl = this.gl; if (this.feedback) { gl.deleteTransformFeedback(this.feedback); } this.clearVertexArrayObjectCache(); this.canvas.removeEventListener('webglcontextlost', this._contextLostHandler, false); this.canvas.removeEventListener('webglcontextrestored', this._contextRestoredHandler, false); this._contextLostHandler = null; this._contextRestoredHandler = null; this.gl = null; super.postDestroy(); } createBackbuffer(frameBuffer) { this.supportsStencil = this.initOptions.stencil; this.backBuffer = new RenderTarget({ name: 'WebglFramebuffer', graphicsDevice: this, depth: this.initOptions.depth, stencil: this.supportsStencil, samples: this.samples }); // use the default WebGL framebuffer for rendering this.backBuffer.impl.suppliedColorFramebuffer = frameBuffer; } // Update framebuffer format based on the current framebuffer, as this is use to create matching multi-sampled framebuffer updateBackbufferFormat(framebuffer) { const gl = this.gl; gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); const alphaBits = this.gl.getParameter(this.gl.ALPHA_BITS); this.backBufferFormat = alphaBits ? PIXELFORMAT_RGBA8 : PIXELFORMAT_RGB8; } updateBackbuffer() { const resolutionChanged = this.canvas.width !== this.backBufferSize.x || this.canvas.height !== this.backBufferSize.y; if (this._defaultFramebufferChanged || resolutionChanged) { // if the default framebuffer changes (entering or exiting XR for example) if (this._defaultFramebufferChanged) { this.updateBackbufferFormat(this._defaultFramebuffer); } this._defaultFramebufferChanged = false; this.backBufferSize.set(this.canvas.width, this.canvas.height); // recreate the backbuffer with newly supplied framebuffer this.backBuffer.destroy(); this.createBackbuffer(this._defaultFramebuffer); } } // provide webgl implementation for the vertex buffer createVertexBufferImpl(vertexBuffer, format) { return new WebglVertexBuffer(); } // provide webgl implementation for the index buffer createIndexBufferImpl(indexBuffer) { return new WebglIndexBuffer(indexBuffer); } createShaderImpl(shader) { return new WebglShader(shader); } createDrawCommandImpl(drawCommands) { return new WebglDrawCommands(drawCommands.indexSizeBytes); } createTextureImpl(texture) { return new WebglTexture(texture); } createRenderTargetImpl(renderTarget) { return new WebglRenderTarget(); } pushMarker(name) { if (platform.browser && window.spector) { const label = DebugGraphics.toString(); window.spector.setMarker(`${label} #`); } } popMarker() { if (platform.browser && window.spector) { const label = DebugGraphics.toString(); if (label.length) { window.spector.setMarker(`${label} #`); } else { window.spector.clearMarker(); } } } /** * Query the precision supported by ints and floats in vertex and fragment shaders. Note that * getShaderPrecisionFormat is not guaranteed to be present (such as some instances of the * default Android browser). In this case, assume highp is available. * * @returns {"highp"|"mediump"|"lowp"} The highest precision supported by the WebGL context. * @ignore */ getPrecision() { const gl = this.gl; let precision = 'highp'; if (gl.getShaderPrecisionFormat) { const vertexShaderPrecisionHighpFloat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT); const vertexShaderPrecisionMediumpFloat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT); const fragmentShaderPrecisionHighpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); const fragmentShaderPrecisionMediumpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT); if (vertexShaderPrecisionHighpFloat && vertexShaderPrecisionMediumpFloat && fragmentShaderPrecisionHighpFloat && fragmentShaderPrecisionMediumpFloat) { const highpAvailable = vertexShaderPrecisionHighpFloat.precision > 0 && fragmentShaderPrecisionHighpFloat.precision > 0; const mediumpAvailable = vertexShaderPrecisionMediumpFloat.precision > 0 && fragmentShaderPrecisionMediumpFloat.precision > 0; if (!highpAvailable) { if (mediumpAvailable) { precision = 'mediump'; Debug.warn('WARNING: highp not supported, using mediump'); } else { precision = 'lowp'; Debug.warn('WARNING: highp and mediump not supported, using lowp'); } } } } return precision; } getExtension() { for(let i = 0; i < arguments.length; i++){ if (this.supportedExtensions.indexOf(arguments[i]) !== -1) { return this.gl.getExtension(arguments[i]); } } return null; } get extDisjointTimerQuery() { // lazy evaluation as this is not typically used if (!this._extDisjointTimerQuery) { // Note that Firefox exposes EXT_disjoint_timer_query under WebGL2 rather than EXT_disjoint_timer_query_webgl2 this._extDisjointTimerQuery = this.getExtension('EXT_disjoint_timer_query_webgl2', 'EXT_disjoint_timer_query'); } return this._extDisjointTimerQuery; } /** * Initialize the extensions provided by the WebGL context. * * @ignore */ initializeExtensions() { const gl = this.gl; this.supportedExtensions = gl.getSupportedExtensions() ?? []; this._extDisjointTimerQuery = null; this.textureRG11B10Renderable = true; // In WebGL2 float texture renderability is dictated by the EXT_color_buffer_float extension this.extColorBufferFloat = this.getExtension('EXT_color_buffer_float'); this.textureFloatRenderable = !!this.extColorBufferFloat; // iOS exposes this for half precision render targets on WebGL2 from iOS v 14.5beta this.extColorBufferHalfFloat = this.getExtension('EXT_color_buffer_half_float'); // render to half float buffers support - either of these two extensions this.textureHalfFloatRenderable = !!this.extColorBufferHalfFloat || !!this.extColorBufferFloat; this.extDebugRendererInfo = this.getExtension('WEBGL_debug_renderer_info'); this.extTextureFloatLinear = this.getExtension('OES_texture_float_linear'); this.textureFloatFilterable = !!this.extTextureFloatLinear; this.extFloatBlend = this.getExtension('EXT_float_blend'); this.extTextureFilterAnisotropic = this.getExtension('EXT_texture_filter_anisotropic', 'WEBKIT_EXT_texture_filter_anisotropic'); this.extParallelShaderCompile = this.getExtension('KHR_parallel_shader_compile'); this.extMultiDraw = this.getExtension('WEBGL_multi_draw'); this.supportsMultiDraw = !!this.extMultiDraw; // compressed textures this.extCompressedTextureETC1 = this.getExtension('WEBGL_compressed_texture_etc1'); this.extCompressedTextureETC = this.getExtension('WEBGL_compressed_texture_etc'); this.extCompressedTexturePVRTC = this.getExtension('WEBGL_compressed_texture_pvrtc', 'WEBKIT_WEBGL_compressed_texture_pvrtc'); this.extCompressedTextureS3TC = this.getExtension('WEBGL_compressed_texture_s3tc', 'WEBKIT_WEBGL_compressed_texture_s3tc'); this.extCompressedTextureS3TC_SRGB = this.getExtension('WEBGL_compressed_texture_s3tc_srgb'); this.extCompressedTextureATC = this.getExtension('WEBGL_compressed_texture_atc'); this.extCompressedTextureASTC = this.getExtension('WEBGL_compressed_texture_astc'); this.extTextureCompressionBPTC = this.getExtension('EXT_texture_compression_bptc'); } /** * Query the capabilities of the WebGL context. * * @ignore */ initializeCapabilities() { const gl = this.gl; let ext; const userAgent = typeof navigator !== 'undefined' ? navigator.userAgent : ''; this.maxPrecision = this.precision = this.getPrecision(); const contextAttribs = gl.getContextAttributes(); this.supportsMsaa = contextAttribs?.antialias ?? false; this.supportsStencil = contextAttribs?.stencil ?? false; // Query parameter values from the WebGL context this.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); this.maxCubeMapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); this.maxRenderBufferSize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); this.maxCombinedTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS); this.maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS); this.vertexUniformsCount = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS); this.fragmentUniformsCount = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); this.maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS); this.maxVolumeSize = gl.getParameter(gl.MAX_3D_TEXTURE_SIZE); ext = this.extDebugRendererInfo; this.unmaskedRenderer = ext ? gl.getParameter(ext.UNMASKED_RENDERER_WEBGL) : ''; this.unmaskedVendor = ext ? gl.getParameter(ext.UNMASKED_VENDOR_WEBGL) : ''; // Mali-G52 has rendering issues with GPU particles including // SM-A225M, M2003J15SC and KFRAWI (Amazon Fire HD 8 2022) const maliRendererRegex = /\bMali-G52+/; // Samsung devices with Exynos (ARM) either crash or render incorrectly when using GPU for particles. See: // https://github.com/playcanvas/engine/issues/3967 // https://github.com/playcanvas/engine/issues/3415 // https://github.com/playcanvas/engine/issues/4514 // Example UA matches: Starting 'SM' and any combination of letters or numbers: // Mozilla/5.0 (Linux, Android 12; SM-G970F Build/SP1A.210812.016; wv) const samsungModelRegex = /SM-[a-zA-Z0-9]+/; this.supportsGpuParticles = !(this.unmaskedVendor === 'ARM' && userAgent.match(samsungModelRegex)) && !this.unmaskedRenderer.match(maliRendererRegex); ext = this.extTextureFilterAnisotropic; this.maxAnisotropy = ext ? gl.getParameter(ext.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 1; const antialiasSupported = !this.forceDisableMultisampling; this.maxSamples = antialiasSupported ? gl.getParameter(gl.MAX_SAMPLES) : 1; // some devices incorrectly report max samples larger than 4 this.maxSamples = Math.min(this.maxSamples, 4); // we handle anti-aliasing internally by allocating multi-sampled backbuffer this.samples = antialiasSupported && this.backBufferAntialias ? this.maxSamples : 1; // Don't allow area lights on old android devices, they often fail to compile the shader, run it incorrectly or are very slow. this.supportsAreaLights = !platform.android; // Also do not allow them when we only have small number of texture units if (this.maxTextures <= 8) { this.supportsAreaLights = false; } this.initCapsDefines(); } /** * Set the initial render state on the WebGL context. * * @ignore */ initializeRenderState() { super.initializeRenderState(); const gl = this.gl; // Initialize render state to a known start state // default blend state gl.disable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ZERO); gl.blendEquation(gl.FUNC_ADD); gl.colorMask(true, true, true, true); gl.blendColor(0, 0, 0, 0); gl.enable(gl.CULL_FACE); this.cullFace = gl.BACK; gl.cullFace(gl.BACK); // default depth state gl.enable(gl.DEPTH_TEST); gl.depthFunc(gl.LEQUAL); gl.depthMask(true); this.stencil = false; gl.disable(gl.STENCIL_TEST); this.stencilFuncFront = this.stencilFuncBack = FUNC_ALWAYS; this.stencilRefFront = this.stencilRefBack = 0; this.stencilMaskFront = this.stencilMaskBack = 0xFF; gl.stencilFunc(gl.ALWAYS, 0, 0xFF); this.stencilFailFront = this.stencilFailBack = STENCILOP_KEEP; this.stencilZfailFront = this.stencilZfailBack = STENCILOP_KEEP; this.stencilZpassFront = this.stencilZpassBack = STENCILOP_KEEP; this.stencilWriteMaskFront = 0xFF; this.stencilWriteMaskBack = 0xFF; gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); gl.stencilMask(0xFF); this.alphaToCoverage = false; this.raster = true; gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE); gl.disable(gl.RASTERIZER_DISCARD); this.depthBiasEnabled = false; gl.disable(gl.POLYGON_OFFSET_FILL); this.clearDepth = 1; gl.clearDepth(1); this.clearColor = new Color(0, 0, 0, 0); gl.clearColor(0, 0, 0, 0); this.clearStencil = 0; gl.clearStencil(0); gl.hint(gl.FRAGMENT_SHADER_DERIVATIVE_HINT, gl.NICEST); gl.enable(gl.SCISSOR_TEST); gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE); this.unpackFlipY = false; gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); this.unpackPremultiplyAlpha = false; gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); } initTextureUnits(count = 16) { this.textureUnits = []; for(let i = 0; i < count; i++){ this.textureUnits.push([ null, null, null ]); } } initializeContextCaches() { super.initializeContextCaches(); // cache of VAOs this._vaoMap = new Map(); this.boundVao = null; this.activeFramebuffer = null; this.feedback = null; this.transformFeedbackBuffer = null; this.textureUnit = 0; this.initTextureUnits(this.maxCombinedTextures); } /** * Called when the WebGL context was lost. It releases all context related resources. * * @ignore */ loseContext() { super.loseContext(); // release shaders for (const shader of this.shaders){ shader.loseContext(); } } /** * Called when the WebGL context is restored. It reinitializes all context related resources. * * @ignore */ restoreContext() { this.initializeExtensions(); this.initializeCapabilities(); super.restoreContext(); // Recompile all shaders for (const shader of this.shaders){ shader.restoreContext(); } } /** * Set the active rectangle for rendering on the specified device. * * @param {number} x - The pixel space x-coordinate of the bottom left corner of the viewport. * @param {number} y - The pixel space y-coordinate of the bottom left corner of the viewport. * @param {number} w - The width of the viewport in pixels. * @param {number} h - The height of the viewport in pixels. */ setViewport(x, y, w, h) { if (this.vx !== x || this.vy !== y || this.vw !== w || this.vh !== h) { this.gl.viewport(x, y, w, h); this.vx = x; this.vy = y; this.vw = w; this.vh = h; } } /** * Set the active scissor rectangle on the specified device. * * @param {number} x - The pixel space x-coordinate of the bottom left corner of the scissor rectangle. * @param {number} y - The pixel space y-coordinate of the bottom left corner of the scissor rectangle. * @param {number} w - The width of the scissor rectangle in pixels. * @param {number} h - The height of the scissor rectangle in pixels. */ setScissor(x, y, w, h) { if (this.sx !== x || this.sy !== y || this.sw !== w || this.sh !== h) { this.gl.scissor(x, y, w, h); this.sx = x; this.sy = y; this.sw = w; this.sh = h; } } /** * Binds the specified framebuffer object. * * @param {WebGLFramebuffer | null} fb - The framebuffer to bind. * @ignore */ setFramebuffer(fb) { if (this.activeFramebuffer !== fb) { const gl = this.gl; gl.bindFramebuffer(gl.FRAMEBUFFER, fb); this.activeFramebuffer = fb; } } /** * Copies source render target into destination render target. Mostly used by post-effects. * * @param {RenderTarget} [source] - The source render target. Defaults to frame buffer. * @param {RenderTarget} [dest] - The destination render target. Defaults to frame buffer. * @param {boolean} [color] - If true, will copy the color buffer. Defaults to false. * @param {boolean} [depth] - If true, will copy the depth buffer. Defaults to false. * @returns {boolean} True if the copy was successful, false otherwise. */ copyRenderTarget(source, dest, color, depth) { const gl = this.gl; // if copying from the backbuffer if (source === this.backBuffer) { source = null; } if (color) { if (!dest) { // copying to backbuffer if (!source._colorBuffer) { Debug.error('Can\'t copy empty color buffer to backbuffer'); return false; } } else if (source) { // copying to render target if (!source._colorBuffer || !dest._colorBuffer) { Debug.error('Can\'t copy color buffer, because one of the render targets doesn\'t have it'); return false; } if (source._colorBuffer._format !== dest._colorBuffer._format) { Debug.error('Can\'t copy render targets of different color formats'); return false; } } } if (depth && source) { if (!source._depth) { if (!source._depthBuffer || !dest._depthBuffer) { Debug.error('Can\'t copy depth buffer, because one of the render targets doesn\'t have it'); return false; } if (source._depthBuffer._format !== dest._depthBuffer._format) { Debug.error('Can\'t copy render targets of different depth formats'); return false; } } } DebugGraphics.pushGpuMarker(this, 'COPY-RT'); const prevRt = this.renderTarget; this.renderTarget = dest; this.updateBegin(); // copy from single sampled framebuffer const src = source ? source.impl._glFrameBuffer : this.backBuffer?.impl._glFrameBuffer; const dst = dest ? dest.impl._glFrameBuffer : this.backBuffer?.impl._glFrameBuffer; Debug.assert(src !== dst, 'Source and destination framebuffers must be different when blitting.'); gl.bindFramebuffer(gl.READ_FRAMEBUFFER, src); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, dst); const w = source ? source.width : dest ? dest.width : this.width; const h = source ? source.height : dest ? dest.height : this.height; gl.blitFramebuffer(0, 0, w, h, 0, 0, w, h, (color ? gl.COLOR_BUFFER_BIT : 0) | (depth ? gl.DEPTH_BUFFER_BIT : 0), gl.NEAREST); // TODO: not sure we need to restore the prev target, as this only should run in-between render passes this.renderTarget = prevRt; gl.bindFramebuffer(gl.FRAMEBUFFER, prevRt ? prevRt.impl._glFrameBuffer : null); DebugGraphics.popGpuMarker(this); return true; } frameStart() { super.frameStart(); this.updateBackbuffer(); this.gpuProfiler.frameStart(); } frameEnd() { super.frameEnd(); this.gpuProfiler.frameEnd(); this.gpuProfiler.request(); } /** * Start a render pass. * * @param {RenderPass} renderPass - The render pass to start. * @ignore */ startRenderPass(renderPass) { // set up render target const rt = renderPass.renderTarget ?? this.backBuffer; this.renderTarget = rt; Debug.assert(rt); DebugGraphics.pushGpuMarker(this, `Pass:${renderPass.name} RT:${rt.name}`); DebugGraphics.pushGpuMarker(this, 'START-PASS'); this.updateBegin(); // the pass always start using full size of the target const { width, height } = rt; this.setViewport(0, 0, width, height); this.setScissor(0, 0, width, height); // clear the render target const colorOps = renderPass.colorOps; const depthStencilOps = renderPass.depthStencilOps; if (colorOps?.clear || depthStencilOps.clearDepth || depthStencilOps.clearStencil) { let clearFlags = 0; const clearOptions = {}; if (colorOps?.clear) { clearFlags |= CLEARFLAG_COLOR; clearOptions.color = [ colorOps.clearValue.r, colorOps.clearValue.g, colorOps.clearValue.b, colorOps.clearValue.a ]; } if (depthStencilOps.clearDepth) { clearFlags |= CLEARFLAG_DEPTH; clearOptions.depth = depthStencilOps.clearDepthValue; } if (depthStencilOps.clearStencil) { clearFlags |= CLEARFLAG_STENCIL; clearOptions.stencil = depthStencilOps.clearStencilValue; } // clear it clearOptions.flags = clearFlags; this.clear(clearOptions); } Debug.call(()=>{ if (this.insideRenderPass) { Debug.errorOnce('RenderPass cannot be started while inside another render pass.'); } }); this.insideRenderPass = true; DebugGraphics.popGpuMarker(this); } /** * End a render pass. * * @param {RenderPass} renderPass - The render pass to end. * @ignore */ endRenderPass(renderPass) { DebugGraphics.pushGpuMarker(this, 'END-PASS'); this.unbindVertexArray(); const target = this.renderTarget; const colorBufferCount = renderPass.colorArrayOps.length; if (target) { // invalidate buffers to stop them being written to on tiled architectures invalidateAttachments.length = 0; const gl = this.gl; // color buffers for(let i = 0; i < colorBufferCount; i++){ const colorOps = renderPass.colorArrayOps[i]; // invalidate color only if we don't need to resolve it if (!(colorOps.store || colorOps.resolve)) { invalidateAttachments.push(gl.COLOR_ATTACHMENT0 + i); } } // we cannot invalidate depth/stencil buffers of the backbuffer if (target !== this.backBuffer) { if (!renderPass.depthStencilOps.storeDepth) { invalidateAttachments.push(gl.DEPTH_ATTACHMENT); } if (!renderPass.depthStencilOps.storeStencil) { invalidateAttachments.push(gl.STENCIL_ATTACHMENT); } } if (invalidateAttachments.length > 0) { // invalidate the whole buffer // TODO: we could handle viewport invalidation as well if (renderPass.fullSizeClearRect) { gl.invalidateFramebuffer(gl.DRAW_FRAMEBUFFER, invalidateAttachments); } } // resolve the color buffer (this resolves all MRT color buffers at once) if (colorBufferCount && renderPass.colorOps?.resolve) { if (renderPass.samples > 1 && target.autoResolve) { target.resolve(true, false); } } // resolve depth/stencil buffer if (target.depthBuffer && renderPass.depthStencilOps.resolveDepth) { if (renderPass.samples > 1 && target.autoResolve) { target.resolve(false, true); } } // generate mipmaps for(let i = 0; i < colorBufferCount; i++){ const colorOps = renderPass.colorArrayOps[i];