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playcanvas

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PlayCanvas WebGL game engine

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import { DebugHelper } from '../../core/debug.js'; import { BindGroupFormat, BindUniformBufferFormat } from './bind-group-format.js'; import { BindGroup } from './bind-group.js'; import { UNIFORM_BUFFER_DEFAULT_SLOT_NAME, SHADERSTAGE_VERTEX, SHADERSTAGE_FRAGMENT } from './constants.js'; /** * @import { GraphicsDevice } from './graphics-device.js' */ /** * A base class representing a single per platform buffer. * * @ignore */ class DynamicBuffer { constructor(device){ /** * A cache of bind groups for each uniform buffer size, which is used to avoid creating a new * bind group for each uniform buffer. * * @type {Map<number, BindGroup>} */ this.bindGroupCache = new Map(); this.device = device; // format of the bind group this.bindGroupFormat = new BindGroupFormat(this.device, [ new BindUniformBufferFormat(UNIFORM_BUFFER_DEFAULT_SLOT_NAME, SHADERSTAGE_VERTEX | SHADERSTAGE_FRAGMENT) ]); } getBindGroup(ub) { const ubSize = ub.format.byteSize; let bindGroup = this.bindGroupCache.get(ubSize); if (!bindGroup) { // bind group // we pass ub to it, but internally only its size is used bindGroup = new BindGroup(this.device, this.bindGroupFormat, ub); DebugHelper.setName(bindGroup, `DynamicBuffer-BindGroup_${bindGroup.id}-${ubSize}`); bindGroup.update(); this.bindGroupCache.set(ubSize, bindGroup); } return bindGroup; } } export { DynamicBuffer };