playcanvas
Version:
PlayCanvas WebGL game engine
817 lines (811 loc) • 40.4 kB
JavaScript
import { Debug } from '../../../core/debug.js';
import { uniformTypeToNameMapWGSL, UNUSED_UNIFORM_NAME, UNIFORMTYPE_FLOAT, BINDGROUP_MESH_UB, SHADERSTAGE_VERTEX, SHADERSTAGE_FRAGMENT, BINDGROUP_MESH, bindGroupNames, uniformTypeToNameWGSL, SAMPLETYPE_DEPTH, semanticToLocation, TYPE_FLOAT32, TYPE_FLOAT16, TEXTUREDIMENSION_CUBE_ARRAY, TEXTUREDIMENSION_CUBE, TEXTUREDIMENSION_2D_ARRAY, TEXTUREDIMENSION_2D, TEXTUREDIMENSION_3D, TEXTUREDIMENSION_1D, SAMPLETYPE_INT, SAMPLETYPE_UINT, SAMPLETYPE_UNFILTERABLE_FLOAT, SAMPLETYPE_FLOAT, TYPE_INT8, TYPE_INT16, TYPE_INT32 } from '../constants.js';
import { UniformFormat, UniformBufferFormat } from '../uniform-buffer-format.js';
import { BindTextureFormat, BindStorageBufferFormat, BindGroupFormat } from '../bind-group-format.js';
/**
* @import { GraphicsDevice } from '../graphics-device.js'
* @import { ShaderProcessorOptions } from '../shader-processor-options.js'
* @import { Shader } from '../shader.js'
*/ // matches lines where the keyword is the first non-whitespace content, followed by a whitespace
const KEYWORD = /^[ \t]*(attribute|varying|uniform)[\t ]+/gm;
// match 'attribute' and anything else till ';'
// eslint-disable-next-line
const KEYWORD_LINE = /^[ \t]*(attribute|varying|uniform)[ \t]*([^;]+)(;+)/gm;
// match global variables
// branch A matches: var<storage,...>
// branch B matches: texture, storage buffer, storage texture or external texture
// eslint-disable-next-line
const KEYWORD_RESOURCE = /^[ \t]*var\s*(?:(<storage,[^>]*>)\s*([\w\d_]+)\s*:\s*(.*?)\s*;|(<(?!storage,)[^>]*>)?\s*([\w\d_]+)\s*:\s*(texture_.*|storage_texture_.*|storage\w.*|external_texture|sampler(?:_comparison)?)\s*;)\s*$/gm;
// match varying name from string like: '@interpolate(perspective, centroid) smoothColor : vec3f;'
// eslint-disable-next-line
const VARYING = /(?:@interpolate\([^)]*\)\s*)?([\w]+)\s*:/;
// marker for a place in the source code to be replaced by code
const MARKER = '@@@';
// matches vertex of fragment entry function, extracts the input name. Ends at the start of the function body '{'.
const ENTRY_FUNCTION = /(@vertex|@fragment)\s*fn\s+\w+\s*\(\s*(\w+)\s*:[\s\S]*?\{/;
const textureBaseInfo = {
'texture_1d': {
viewDimension: TEXTUREDIMENSION_1D,
baseSampleType: SAMPLETYPE_FLOAT
},
'texture_2d': {
viewDimension: TEXTUREDIMENSION_2D,
baseSampleType: SAMPLETYPE_FLOAT
},
'texture_2d_array': {
viewDimension: TEXTUREDIMENSION_2D_ARRAY,
baseSampleType: SAMPLETYPE_FLOAT
},
'texture_3d': {
viewDimension: TEXTUREDIMENSION_3D,
baseSampleType: SAMPLETYPE_FLOAT
},
'texture_cube': {
viewDimension: TEXTUREDIMENSION_CUBE,
baseSampleType: SAMPLETYPE_FLOAT
},
'texture_cube_array': {
viewDimension: TEXTUREDIMENSION_CUBE_ARRAY,
baseSampleType: SAMPLETYPE_FLOAT
},
'texture_multisampled_2d': {
viewDimension: TEXTUREDIMENSION_2D,
baseSampleType: SAMPLETYPE_FLOAT
},
'texture_depth_2d': {
viewDimension: TEXTUREDIMENSION_2D,
baseSampleType: SAMPLETYPE_DEPTH
},
'texture_depth_2d_array': {
viewDimension: TEXTUREDIMENSION_2D_ARRAY,
baseSampleType: SAMPLETYPE_DEPTH
},
'texture_depth_cube': {
viewDimension: TEXTUREDIMENSION_CUBE,
baseSampleType: SAMPLETYPE_DEPTH
},
'texture_depth_cube_array': {
viewDimension: TEXTUREDIMENSION_CUBE_ARRAY,
baseSampleType: SAMPLETYPE_DEPTH
},
'texture_external': {
viewDimension: TEXTUREDIMENSION_2D,
baseSampleType: SAMPLETYPE_UNFILTERABLE_FLOAT
}
};
// get the view dimension and sample type for a given texture type
// example: texture_2d_array<u32> -> 2d_array & uint
const getTextureInfo = (baseType, componentType)=>{
const baseInfo = textureBaseInfo[baseType];
Debug.assert(baseInfo);
let finalSampleType = baseInfo.baseSampleType;
if (baseInfo.baseSampleType === SAMPLETYPE_FLOAT && baseType !== 'texture_multisampled_2d') {
switch(componentType){
case 'u32':
finalSampleType = SAMPLETYPE_UINT;
break;
case 'i32':
finalSampleType = SAMPLETYPE_INT;
break;
case 'f32':
finalSampleType = SAMPLETYPE_FLOAT;
break;
// custom 'uff' type for unfilterable float, allowing us to create correct bind, which is automatically generated based on the shader
case 'uff':
finalSampleType = SAMPLETYPE_UNFILTERABLE_FLOAT;
break;
}
}
return {
viewDimension: baseInfo.viewDimension,
sampleType: finalSampleType
};
};
// reverse to getTextureInfo, convert view dimension and sample type to texture declaration
// example: 2d_array & float -> texture_2d_array<f32>
const getTextureDeclarationType = (viewDimension, sampleType)=>{
// types without template specifiers
if (sampleType === SAMPLETYPE_DEPTH) {
switch(viewDimension){
case TEXTUREDIMENSION_2D:
return 'texture_depth_2d';
case TEXTUREDIMENSION_2D_ARRAY:
return 'texture_depth_2d_array';
case TEXTUREDIMENSION_CUBE:
return 'texture_depth_cube';
case TEXTUREDIMENSION_CUBE_ARRAY:
return 'texture_depth_cube_array';
default:
Debug.assert(false);
}
}
// the base texture type string based on dimension
let baseTypeString;
switch(viewDimension){
case TEXTUREDIMENSION_1D:
baseTypeString = 'texture_1d';
break;
case TEXTUREDIMENSION_2D:
baseTypeString = 'texture_2d';
break;
case TEXTUREDIMENSION_2D_ARRAY:
baseTypeString = 'texture_2d_array';
break;
case TEXTUREDIMENSION_3D:
baseTypeString = 'texture_3d';
break;
case TEXTUREDIMENSION_CUBE:
baseTypeString = 'texture_cube';
break;
case TEXTUREDIMENSION_CUBE_ARRAY:
baseTypeString = 'texture_cube_array';
break;
default:
Debug.assert(false);
}
// component format string ('f32', 'u32', 'i32')
let coreFormatString;
switch(sampleType){
case SAMPLETYPE_FLOAT:
case SAMPLETYPE_UNFILTERABLE_FLOAT:
coreFormatString = 'f32';
break;
case SAMPLETYPE_UINT:
coreFormatString = 'u32';
break;
case SAMPLETYPE_INT:
coreFormatString = 'i32';
break;
default:
Debug.assert(false);
}
// final type
return `${baseTypeString}<${coreFormatString}>`;
};
const wrappedArrayTypes = {
'f32': 'WrappedF32',
'i32': 'WrappedI32',
'u32': 'WrappedU32',
'vec2f': 'WrappedVec2F',
'vec2i': 'WrappedVec2I',
'vec2u': 'WrappedVec2U'
};
const splitToWords = (line)=>{
// remove any double spaces
line = line.replace(/\s+/g, ' ').trim();
// Split by spaces or ':' symbol
return line.split(/[\s:]+/);
};
// matches: array<f32, 4>;
// eslint-disable-next-line
const UNIFORM_ARRAY_REGEX = /array<([^,]+),\s*([^>]+)>/;
class UniformLine {
constructor(line, shader){
/**
* A name of the ub buffer which this uniform is assigned to.
*
* @type {string|null}
*/ this.ubName = null;
this.arraySize = 0;
// Save the raw line
this.line = line;
// Use splitToWords to split the line into parts
const parts = splitToWords(line);
if (parts.length < 2) {
Debug.error(`Invalid uniform line format: ${line}`, shader);
shader.failed = true;
return;
}
// Extract the name and type
this.name = parts[0];
this.type = parts.slice(1).join(' ');
// array of uniforms (e.g. array<f32, 5>)
if (this.type.includes('array<')) {
const match = UNIFORM_ARRAY_REGEX.exec(this.type);
Debug.assert(match, `Array type on line [${line}] is not supported.`);
// array type
this.type = match[1].trim();
this.arraySize = Number(match[2]);
if (isNaN(this.arraySize)) {
shader.failed = true;
Debug.error(`Only numerically specified uniform array sizes are supported, this uniform is not supported: '${line}'`, shader);
}
}
}
}
// regex constants for resource lines, for example:
// var diffuseTexture : texture_2d<f32>;
// var diffuseTextures : texture_2d_array<f32>;
// var shadowMap : texture_depth_2d;
// var diffuseSampler : sampler;
// var<storage, read> particles: array<Particle>;
// var<storage, read_write> storageBuffer : Buffer;
// var storageTexture : texture_storage_2d<rgba8unorm, write>;
// var videoTexture : texture_external;
const TEXTURE_REGEX = /^\s*var\s+(\w+)\s*:\s*(texture_\w+)(?:<(\w+)>)?;\s*$/;
// eslint-disable-next-line
const STORAGE_TEXTURE_REGEX = /^\s*var\s+([\w\d_]+)\s*:\s*(texture_storage_2d|texture_storage_2d_array)<([\w\d_]+),\s*(\w+)>\s*;\s*$/;
// eslint-disable-next-line
const STORAGE_BUFFER_REGEX = /^\s*var\s*<storage,\s*(read|write)?>\s*([\w\d_]+)\s*:\s*(.*)\s*;\s*$/;
// eslint-disable-next-line
const EXTERNAL_TEXTURE_REGEX = /^\s*var\s+([\w\d_]+)\s*:\s*texture_external;\s*$/;
// eslint-disable-next-line
const SAMPLER_REGEX = /^\s*var\s+([\w\d_]+)\s*:\s*(sampler|sampler_comparison)\s*;\s*$/;
// ResourceLine class to parse the resource declarations
class ResourceLine {
constructor(line, shader){
// save the raw line
this.originalLine = line;
this.line = line;
// defaults
this.isTexture = false;
this.isSampler = false;
this.isStorageTexture = false;
this.isStorageBuffer = false;
this.isExternalTexture = false;
this.type = '';
this.matchedElements = [];
// handle texture type
const textureMatch = this.line.match(TEXTURE_REGEX);
if (textureMatch) {
this.name = textureMatch[1];
this.type = textureMatch[2]; // texture type (e.g., texture_2d or texture_cube_array)
this.textureFormat = textureMatch[3]; // texture format (e.g., f32)
this.isTexture = true;
this.matchedElements.push(...textureMatch);
// get dimension and sample type
const info = getTextureInfo(this.type, this.textureFormat);
Debug.assert(info);
this.textureDimension = info.viewDimension;
this.sampleType = info.sampleType;
}
// storage texture (e.g., texture_storage_2d<rgba8unorm, write>)
const storageTextureMatch = this.line.match(STORAGE_TEXTURE_REGEX);
if (storageTextureMatch) {
this.isStorageTexture = true;
this.name = storageTextureMatch[1];
this.textureType = storageTextureMatch[2]; // texture_storage_2d or texture_storage_2d_array
this.format = storageTextureMatch[3]; // format (e.g., rgba8unorm)
this.access = storageTextureMatch[4]; // access mode (e.g., write)
this.matchedElements.push(...storageTextureMatch);
}
// storage buffer (e.g., <storage, read> particles: array<Particle>;)
const storageBufferMatch = this.line.match(STORAGE_BUFFER_REGEX);
if (storageBufferMatch) {
this.isStorageBuffer = true;
this.accessMode = storageBufferMatch[1] || 'none'; // Default to 'none' if no access mode
this.name = storageBufferMatch[2];
this.type = storageBufferMatch[3]; // Everything after ':' (e.g., array<Particle>)
this.matchedElements.push(...storageBufferMatch);
}
// external texture (e.g., texture_external)
const externalTextureMatch = this.line.match(EXTERNAL_TEXTURE_REGEX);
if (externalTextureMatch) {
this.name = externalTextureMatch[1];
this.isExternalTexture = true;
this.matchedElements.push(...storageBufferMatch);
}
// sampler
const samplerMatch = this.line.match(SAMPLER_REGEX);
if (samplerMatch) {
this.name = samplerMatch[1];
this.samplerType = samplerMatch[2]; // sampler type (e.g., sampler or sampler_comparison)
this.isSampler = true;
this.matchedElements.push(...samplerMatch);
}
if (this.matchedElements.length === 0) {
Debug.error(`Invalid / unsupported resource line format: ${line}`, shader);
shader.failed = true;
}
}
equals(other) {
if (this.name !== other.name) return false;
if (this.type !== other.type) return false;
if (this.isTexture !== other.isTexture) return false;
if (this.isSampler !== other.isSampler) return false;
if (this.isStorageTexture !== other.isStorageTexture) return false;
if (this.isStorageBuffer !== other.isStorageBuffer) return false;
if (this.isExternalTexture !== other.isExternalTexture) return false;
if (this.textureFormat !== other.textureFormat) return false;
if (this.textureDimension !== other.textureDimension) return false;
if (this.sampleType !== other.sampleType) return false;
if (this.textureType !== other.textureType) return false;
if (this.format !== other.format) return false;
if (this.access !== other.access) return false;
if (this.accessMode !== other.accessMode) return false;
if (this.samplerType !== other.samplerType) return false;
return true;
}
}
/**
* Pure static class implementing processing of WGSL shaders. It allocates fixed locations for
* attributes, and handles conversion of uniforms to uniform buffers.
*/ class WebgpuShaderProcessorWGSL {
/**
* Process the shader.
*
* @param {GraphicsDevice} device - The graphics device.
* @param {object} shaderDefinition - The shader definition.
* @param {Shader} shader - The shader.
* @returns {object} - The processed shader data.
*/ static run(device, shaderDefinition, shader) {
/** @type {Map<string, number>} */ const varyingMap = new Map();
// extract lines of interests from both shaders
const vertexExtracted = WebgpuShaderProcessorWGSL.extract(shaderDefinition.vshader);
const fragmentExtracted = WebgpuShaderProcessorWGSL.extract(shaderDefinition.fshader);
// VS - convert a list of attributes to a shader block with fixed locations
const attributesMap = new Map();
const attributesBlock = WebgpuShaderProcessorWGSL.processAttributes(vertexExtracted.attributes, shaderDefinition.attributes, attributesMap, shaderDefinition.processingOptions, shader);
// VS - convert a list of varyings to a shader block
const vertexVaryingsBlock = WebgpuShaderProcessorWGSL.processVaryings(vertexExtracted.varyings, varyingMap, true);
// FS - convert a list of varyings to a shader block
const fragmentVaryingsBlock = WebgpuShaderProcessorWGSL.processVaryings(fragmentExtracted.varyings, varyingMap, false);
// uniforms - merge vertex and fragment uniforms, and create shared uniform buffers
// Note that as both vertex and fragment can declare the same uniform, we need to remove duplicates
const concatUniforms = vertexExtracted.uniforms.concat(fragmentExtracted.uniforms);
const uniforms = Array.from(new Set(concatUniforms));
// parse uniform lines
const parsedUniforms = uniforms.map((line)=>new UniformLine(line, shader));
// validation - as uniforms go to a shared uniform buffer, vertex and fragment versions need to match
Debug.call(()=>{
const map = new Map();
parsedUniforms.forEach((uni)=>{
const existing = map.get(uni.name);
Debug.assert(!existing, `Vertex and fragment shaders cannot use the same uniform name with different types: '${existing}' and '${uni.line}'`, shader);
map.set(uni.name, uni.line);
});
});
const uniformsData = WebgpuShaderProcessorWGSL.processUniforms(device, parsedUniforms, shaderDefinition.processingOptions, shader);
// rename references to uniforms to match the uniform buffer
vertexExtracted.src = WebgpuShaderProcessorWGSL.renameUniformAccess(vertexExtracted.src, parsedUniforms);
fragmentExtracted.src = WebgpuShaderProcessorWGSL.renameUniformAccess(fragmentExtracted.src, parsedUniforms);
// parse resource lines
const parsedResources = WebgpuShaderProcessorWGSL.mergeResources(vertexExtracted.resources, fragmentExtracted.resources, shader);
const resourcesData = WebgpuShaderProcessorWGSL.processResources(device, parsedResources, shaderDefinition.processingOptions, shader);
// generate fragment output struct
const fOutput = WebgpuShaderProcessorWGSL.generateFragmentOutputStruct(fragmentExtracted.src, device.maxColorAttachments);
// inject the call to the function which copies the shader input globals
vertexExtracted.src = WebgpuShaderProcessorWGSL.copyInputs(vertexExtracted.src, shader);
fragmentExtracted.src = WebgpuShaderProcessorWGSL.copyInputs(fragmentExtracted.src, shader);
// VS - insert the blocks to the source
const vBlock = `${attributesBlock}\n${vertexVaryingsBlock}\n${uniformsData.code}\n${resourcesData.code}\n`;
const vshader = vertexExtracted.src.replace(MARKER, vBlock);
// FS - insert the blocks to the source
const fBlock = `${fragmentVaryingsBlock}\n${fOutput}\n${uniformsData.code}\n${resourcesData.code}\n`;
const fshader = fragmentExtracted.src.replace(MARKER, fBlock);
return {
vshader: vshader,
fshader: fshader,
attributes: attributesMap,
meshUniformBufferFormat: uniformsData.meshUniformBufferFormat,
meshBindGroupFormat: resourcesData.meshBindGroupFormat
};
}
// Extract required information from the shader source code.
static extract(src) {
// collected data
const attributes = [];
const varyings = [];
const uniforms = [];
const resources = [];
// replacement marker - mark a first replacement place
let replacement = `${MARKER}\n`;
let match;
// Extract uniforms, attributes, and varyings
while((match = KEYWORD.exec(src)) !== null){
const keyword = match[1];
KEYWORD_LINE.lastIndex = match.index;
const lineMatch = KEYWORD_LINE.exec(src);
if (keyword === 'attribute') {
attributes.push(lineMatch[2]);
} else if (keyword === 'varying') {
varyings.push(lineMatch[2]);
} else if (keyword === 'uniform') {
uniforms.push(lineMatch[2]);
}
// Remove the matched line from source
src = WebgpuShaderProcessorWGSL.cutOut(src, match.index, KEYWORD_LINE.lastIndex, replacement);
KEYWORD.lastIndex = match.index + replacement.length;
replacement = ''; // Only place a single replacement marker
}
// Extract resource declarations
while((match = KEYWORD_RESOURCE.exec(src)) !== null){
resources.push(match[0]); // Store the full line
// Remove the matched line from source
src = WebgpuShaderProcessorWGSL.cutOut(src, match.index, KEYWORD_RESOURCE.lastIndex, replacement);
KEYWORD_RESOURCE.lastIndex = match.index + replacement.length;
replacement = '';
}
return {
src,
attributes,
varyings,
uniforms,
resources
};
}
/**
* Process the lines with uniforms. The function receives the lines containing all numerical
* uniforms. The function also receives the format of uniform buffers for view and material
* level. All uniforms that match any of those are ignored, as those would be supplied by view /
* material level buffers. All leftover uniforms create uniform buffer and bind group for the
* mesh itself, containing uniforms that change on the level of the mesh.
*
* @param {GraphicsDevice} device - The graphics device.
* @param {Array<UniformLine>} uniforms - Lines containing uniforms.
* @param {ShaderProcessorOptions} processingOptions - Uniform formats.
* @param {Shader} shader - The shader definition.
* @returns {object} - The uniform data. Returns a shader code block containing uniforms, to be
* inserted into the shader, as well as generated uniform format structures for the mesh level.
*/ static processUniforms(device, uniforms, processingOptions, shader) {
// build mesh uniform buffer format
const meshUniforms = [];
uniforms.forEach((uniform)=>{
// uniforms not already in supplied uniform buffers go to the mesh buffer
if (!processingOptions.hasUniform(uniform.name)) {
uniform.ubName = 'ub_mesh_ub';
// Find the uniform type index in uniformTypeToNameWGSL
const uniformType = uniformTypeToNameMapWGSL.get(uniform.type);
Debug.assert(uniformType !== undefined, `Uniform type ${uniform.type} is not recognised on line [${uniform.line}]`);
const uniformFormat = new UniformFormat(uniform.name, uniformType, uniform.arraySize);
meshUniforms.push(uniformFormat);
} else {
// TODO: when we add material ub, this name will need to be updated
uniform.ubName = 'ub_view';
// Validate types here if needed
Debug.assert(true, `Uniform ${uniform.name} already processed, skipping additional validation.`);
}
});
// if we don't have any uniform, add a dummy uniform to avoid empty uniform buffer - WebGPU rendering does not
// support rendering will NULL bind group as binding a null buffer changes placement of other bindings
if (meshUniforms.length === 0) {
meshUniforms.push(new UniformFormat(UNUSED_UNIFORM_NAME, UNIFORMTYPE_FLOAT));
}
const meshUniformBufferFormat = new UniformBufferFormat(device, meshUniforms);
// generate code for uniform buffers, starts on the slot 0
let code = '';
processingOptions.uniformFormats.forEach((format, bindGroupIndex)=>{
if (format) {
code += WebgpuShaderProcessorWGSL.getUniformShaderDeclaration(format, bindGroupIndex, 0);
}
});
// and also for generated mesh uniform format, which is at the slot 0 of the bind group
if (meshUniformBufferFormat) {
code += WebgpuShaderProcessorWGSL.getUniformShaderDeclaration(meshUniformBufferFormat, BINDGROUP_MESH_UB, 0);
}
return {
code,
meshUniformBufferFormat
};
}
/**
* Source code references uniforms as `uniform.name`, but swap those to reference the actual uniform buffer
* the uniform was assigned to, for example `ub_view.name`.
*
* @param {string} source - The source code.
* @param {Array<UniformLine>} uniforms - Lines containing uniforms.
* @returns {string} - The source code with updated uniform references.
*/ static renameUniformAccess(source, uniforms) {
uniforms.forEach((uniform)=>{
const srcName = `uniform.${uniform.name}`;
const dstName = `${uniform.ubName}.${uniform.name}`;
// Use a regular expression to match `uniform.name` as a whole word.
const regex = new RegExp(`\\b${srcName}\\b`, 'g');
source = source.replace(regex, dstName);
});
return source;
}
static mergeResources(vertex, fragment, shader) {
const resources = vertex.map((line)=>new ResourceLine(line, shader));
const fragmentResources = fragment.map((line)=>new ResourceLine(line, shader));
// merge fragment list to resources, removing exact duplicates
fragmentResources.forEach((fragmentResource)=>{
const existing = resources.find((resource)=>resource.name === fragmentResource.name);
if (existing) {
// if the resource is already in the list, check if it matches
if (!existing.equals(fragmentResource)) {
Debug.error(`Resource '${fragmentResource.name}' is declared with different types in vertex and fragment shaders.`, {
vertexLine: existing.line,
fragmentLine: fragmentResource.line,
shader,
vertexResource: existing,
fragmentResource
});
shader.failed = true;
}
} else {
resources.push(fragmentResource);
}
});
return resources;
}
static processResources(device, resources, processingOptions, shader) {
// build mesh bind group format - this contains the textures, but not the uniform buffer as that is a separate binding
const textureFormats = [];
for(let i = 0; i < resources.length; i++){
const resource = resources[i];
if (resource.isTexture) {
// followed by optional sampler uniform
const sampler = resources[i + 1];
const hasSampler = sampler?.isSampler;
// TODO: handle external, and storage types
const sampleType = resource.sampleType;
const dimension = resource.textureDimension;
// TODO: we could optimize visibility to only stages that use any of the data
textureFormats.push(new BindTextureFormat(resource.name, SHADERSTAGE_VERTEX | SHADERSTAGE_FRAGMENT, dimension, sampleType, hasSampler, hasSampler ? sampler.name : null));
// following sampler was already handled
if (hasSampler) i++;
}
if (resource.isStorageBuffer) {
const readOnly = resource.accessMode !== 'read_write';
const bufferFormat = new BindStorageBufferFormat(resource.name, SHADERSTAGE_VERTEX | SHADERSTAGE_FRAGMENT, readOnly);
bufferFormat.format = resource.type;
textureFormats.push(bufferFormat);
}
Debug.assert(!resource.isSampler, `Sampler uniform needs to follow a texture uniform, but does not on line [${resource.originalLine}]`);
Debug.assert(!resource.isStorageTexture, 'TODO: add support for storage textures here');
Debug.assert(!resource.externalTexture, 'TODO: add support for external textures here');
}
const meshBindGroupFormat = new BindGroupFormat(device, textureFormats);
// generate code for textures
let code = '';
processingOptions.bindGroupFormats.forEach((format, bindGroupIndex)=>{
if (format) {
code += WebgpuShaderProcessorWGSL.getTextureShaderDeclaration(format, bindGroupIndex, 1);
}
});
// and also for generated mesh format
code += WebgpuShaderProcessorWGSL.getTextureShaderDeclaration(meshBindGroupFormat, BINDGROUP_MESH, 0);
return {
code,
meshBindGroupFormat
};
}
/**
* Generates a shader code for a uniform buffer, something like:
* ```
* struct ub_view { matrix_viewProjection : mat4x4f }
* @group(0) @binding(0) var<uniform> ubView : ub_view;
* ```
*
* @param {UniformBufferFormat} ubFormat - Format of the uniform buffer.
* @param {number} bindGroup - The bind group index.
* @param {number} bindIndex - The bind index.
* @returns {string} - The shader code for the uniform buffer.
* @private
*/ static getUniformShaderDeclaration(ubFormat, bindGroup, bindIndex) {
const name = bindGroupNames[bindGroup];
const structName = `struct_ub_${name}`;
let code = `struct ${structName} {\n`;
ubFormat.uniforms.forEach((uniform)=>{
let typeString = uniformTypeToNameWGSL[uniform.type][0];
Debug.assert(typeString !== undefined, `Uniform type ${uniform.type} is not handled.`);
// array uniforms
if (uniform.count > 0) {
// if the type is one of the ones that are not by default 16byte aligned, which is
// a requirement for uniform buffers, we need to wrap them in a struct
// for example: array<f32, 5> becomes array<WrappedF32, 5>
if (wrappedArrayTypes.hasOwnProperty(typeString)) {
typeString = wrappedArrayTypes[typeString];
}
code += ` ${uniform.shortName}: array<${typeString}, ${uniform.count}>,\n`;
} else {
code += ` ${uniform.shortName}: ${typeString},\n`;
}
});
code += '};\n';
code += `@group(${bindGroup}) @binding(${bindIndex}) var<uniform> ub_${name} : ${structName};\n\n`;
return code;
}
/**
* Generates a shader code for a bind group, something like:
* ```
* @group(0) @binding(0) var diffuseTexture: texture_2d<f32>;
* @group(0) @binding(1) var diffuseTexture_sampler: sampler; // optional
* ```
* @param {BindGroupFormat} format - The format of the bind group.
* @param {number} bindGroup - The bind group index.
* @param {number} startBindIndex - The starting bind index.
* @returns {string} - The shader code for the bind group.
*/ static getTextureShaderDeclaration(format, bindGroup, startBindIndex) {
let code = '';
let bindIndex = startBindIndex;
format.textureFormats.forEach((format)=>{
const textureTypeName = getTextureDeclarationType(format.textureDimension, format.sampleType);
code += `@group(${bindGroup}) @binding(${bindIndex}) var ${format.name}: ${textureTypeName};\n`;
bindIndex++;
if (format.hasSampler) {
const samplerName = format.sampleType === SAMPLETYPE_DEPTH ? 'sampler_comparison' : 'sampler';
code += `@group(${bindGroup}) @binding(${bindIndex}) var ${format.samplerName}: ${samplerName};\n`;
bindIndex++;
}
});
format.storageBufferFormats.forEach((format)=>{
const access = format.readOnly ? 'read' : 'read_write';
code += `@group(${bindGroup}) @binding(${bindIndex}) var<storage, ${access}> ${format.name} : ${format.format};\n`;
bindIndex++;
});
Debug.assert(format.storageTextureFormats.length === 0, 'Implement support for storage textures here');
// TODO: also add external texture support here
return code;
}
static processVaryings(varyingLines, varyingMap, isVertex) {
let block = '';
let blockPrivates = '';
let blockCopy = '';
varyingLines.forEach((line, index)=>{
const match = line.match(VARYING);
Debug.assert(match, `Varying line is not valid: ${line}`);
if (match) {
const name = match[1];
if (isVertex) {
// store it in the map
varyingMap.set(name, index);
} else {
Debug.assert(varyingMap.has(name), `Fragment shader requires varying [${name}] but vertex shader does not generate it.`);
index = varyingMap.get(name);
}
// generates: `@location(0) @interpolate(perspective, centroid) smoothColor : vec3f`
block += ` @location(${index}) ${line},\n`;
// fragment shader inputs (varyings)
if (!isVertex) {
// private global variable for fragment varying
blockPrivates += ` var<private> ${line};\n`;
// copy input variable to the private variable
blockCopy += ` ${name} = input.${name};\n`;
}
}
});
// add built-in varyings
if (isVertex) {
block += ' @builtin(position) position : vec4f,\n'; // output position
} else {
block += ' @builtin(position) position : vec4f,\n'; // interpolated fragment position
block += ' @builtin(front_facing) frontFacing : bool,\n'; // front-facing
block += ' @builtin(sample_index) sampleIndex : u32\n'; // sample index for MSAA
}
// global variables for build-in input into fragment shader
const fragmentGlobals = isVertex ? '' : `
var<private> pcPosition: vec4f;
var<private> pcFrontFacing: bool;
var<private> pcSampleIndex: u32;
${blockPrivates}
// function to copy inputs (varyings) to private global variables
fn _pcCopyInputs(input: FragmentInput) {
${blockCopy}
pcPosition = input.position;
pcFrontFacing = input.frontFacing;
pcSampleIndex = input.sampleIndex;
}
`;
const structName = isVertex ? 'VertexOutput' : 'FragmentInput';
return `
struct ${structName} {
${block}
};
${fragmentGlobals}
`;
}
static generateFragmentOutputStruct(src, numRenderTargets) {
let structCode = 'struct FragmentOutput {\n';
for(let i = 0; i < numRenderTargets; i++){
structCode += ` @location(${i}) color${i > 0 ? i : ''} : pcOutType${i},\n`;
}
// find if the src contains `.fragDepth =`, ignoring whitespace before = sign
const needsFragDepth = src.search(/\.fragDepth\s*=/) !== -1;
if (needsFragDepth) {
structCode += ' @builtin(frag_depth) fragDepth : f32\n';
}
return `${structCode}};\n`;
}
// convert a float attribute type to matching signed or unsigned int type
// for example: vec4f -> vec4u, f32 -> u32
static floatAttributeToInt(type, signed) {
// convert any long-form type to short-form
const longToShortMap = {
'f32': 'f32',
'vec2<f32>': 'vec2f',
'vec3<f32>': 'vec3f',
'vec4<f32>': 'vec4f'
};
const shortType = longToShortMap[type] || type;
// map from float short type to int short type
const floatToIntShort = {
'f32': signed ? 'i32' : 'u32',
'vec2f': signed ? 'vec2i' : 'vec2u',
'vec3f': signed ? 'vec3i' : 'vec3u',
'vec4f': signed ? 'vec4i' : 'vec4u'
};
return floatToIntShort[shortType] || null;
}
static processAttributes(attributeLines, shaderDefinitionAttributes = {}, attributesMap, processingOptions, shader) {
let blockAttributes = '';
let blockPrivates = '';
let blockCopy = '';
const usedLocations = {};
attributeLines.forEach((line)=>{
const words = splitToWords(line);
const name = words[0];
let type = words[1];
const originalType = type;
if (shaderDefinitionAttributes.hasOwnProperty(name)) {
const semantic = shaderDefinitionAttributes[name];
const location = semanticToLocation[semantic];
Debug.assert(location !== undefined, `Semantic ${semantic} used by the attribute ${name} is not known - make sure it's one of the supported semantics.`);
Debug.assert(!usedLocations.hasOwnProperty(location), `WARNING: Two vertex attributes are mapped to the same location in a shader: ${usedLocations[location]} and ${semantic}`);
usedLocations[location] = semantic;
// build a map of used attributes
attributesMap.set(location, name);
// if vertex format for this attribute is not of a float type, but shader specifies float type, convert the shader type
// to match the vertex format type, for example: vec4f -> vec4u
// Note that we skip normalized elements, as shader receives them as floats already.
const element = processingOptions.getVertexElement(semantic);
if (element) {
const dataType = element.dataType;
if (dataType !== TYPE_FLOAT32 && dataType !== TYPE_FLOAT16 && !element.normalize && !element.asInt) {
// new attribute type, based on the vertex format element type
const isSignedType = dataType === TYPE_INT8 || dataType === TYPE_INT16 || dataType === TYPE_INT32;
type = WebgpuShaderProcessorWGSL.floatAttributeToInt(type, isSignedType);
Debug.assert(type !== null, `Attribute ${name} has a type that cannot be converted to int: ${dataType}`);
}
}
// generates: @location(0) position : vec4f
blockAttributes += ` @location(${location}) ${name}: ${type},\n`;
// private global variable - this uses the original type
blockPrivates += ` var<private> ${line};\n`;
// copy input variable to the private variable - convert type if needed
blockCopy += ` ${name} = ${originalType}(input.${name});\n`;
} else {
Debug.error(`Attribute ${name} is specified in the shader source, but is not defined in the shader definition, and so will be removed from the shader, as it cannot be used without a known semantic.`, {
shaderDefinitionAttributes,
shader
});
}
});
return `
struct VertexInput {
${blockAttributes}
@builtin(vertex_index) vertexIndex : u32, // built-in vertex index
@builtin(instance_index) instanceIndex : u32 // built-in instance index
};
${blockPrivates}
var<private> pcVertexIndex: u32;
var<private> pcInstanceIndex: u32;
fn _pcCopyInputs(input: VertexInput) {
${blockCopy}
pcVertexIndex = input.vertexIndex;
pcInstanceIndex = input.instanceIndex;
}
`;
}
/**
* Injects a call to _pcCopyInputs with the function's input parameter right after the opening
* brace of a WGSL function marked with `@vertex` or `@fragment`.
*
* @param {string} src - The source string containing the WGSL code.
* @param {Shader} shader - The shader.
* @returns {string} - The modified source string.
*/ static copyInputs(src, shader) {
// find @vertex or @fragment followed by the function signature and capture the input parameter name
const match = src.match(ENTRY_FUNCTION);
// check if match exists AND the parameter name (Group 2) was captured
if (!match || !match[2]) {
Debug.warn('No entry function found or input parameter name not captured.', {
shader,
src
});
return src;
}
const inputName = match[2];
const braceIndex = match.index + match[0].length - 1; // Calculate the index of the '{'
// inject the line right after the opening brace
const beginning = src.slice(0, braceIndex + 1);
const end = src.slice(braceIndex + 1);
const lineToInject = `\n _pcCopyInputs(${inputName});`;
return beginning + lineToInject + end;
}
static cutOut(src, start, end, replacement) {
return src.substring(0, start) + replacement + src.substring(end);
}
}
export { WebgpuShaderProcessorWGSL };