playcanvas
Version:
PlayCanvas WebGL game engine
808 lines (805 loc) • 30.8 kB
JavaScript
import { version } from '../../core/core.js';
import { Debug } from '../../core/debug.js';
import { EventHandler } from '../../core/event-handler.js';
import { platform } from '../../core/platform.js';
import { now } from '../../core/time.js';
import { Vec2 } from '../../core/math/vec2.js';
import { Tracing } from '../../core/tracing.js';
import { Color } from '../../core/math/color.js';
import { TRACEID_TEXTURES } from '../../core/constants.js';
import { CLEARFLAG_COLOR, CLEARFLAG_DEPTH, DISPLAYFORMAT_LDR, PRIMITIVE_TRIFAN, TYPE_FLOAT32, SEMANTIC_POSITION, CULLFACE_BACK, PIXELFORMAT_111110F, PIXELFORMAT_RGBA16F, PIXELFORMAT_RGBA32F, semanticToLocation, PRIMITIVE_POINTS } from './constants.js';
import { BlendState } from './blend-state.js';
import { DepthState } from './depth-state.js';
import { ScopeSpace } from './scope-space.js';
import { VertexBuffer } from './vertex-buffer.js';
import { VertexFormat } from './vertex-format.js';
import { StencilParameters } from './stencil-parameters.js';
import { DebugGraphics } from './debug-graphics.js';
/**
* @import { Compute } from './compute.js'
* @import { DEVICETYPE_WEBGL2, DEVICETYPE_WEBGPU } from './constants.js'
* @import { DynamicBuffers } from './dynamic-buffers.js'
* @import { GpuProfiler } from './gpu-profiler.js'
* @import { IndexBuffer } from './index-buffer.js'
* @import { RenderTarget } from './render-target.js'
* @import { Shader } from './shader.js'
* @import { Texture } from './texture.js'
* @import { StorageBuffer } from './storage-buffer.js';
* @import { DrawCommands } from './draw-commands.js';
*/ const _tempSet = new Set();
/**
* The graphics device manages the underlying graphics context. It is responsible for submitting
* render state changes and graphics primitives to the hardware. A graphics device is tied to a
* specific canvas HTML element. It is valid to have more than one canvas element per page and
* create a new graphics device against each.
*
* @category Graphics
*/ class GraphicsDevice extends EventHandler {
static{
this.EVENT_RESIZE = 'resizecanvas';
}
constructor(canvas, options){
super(), /**
* The render target representing the main back-buffer.
*
* @type {RenderTarget|null}
* @ignore
*/ this.backBuffer = null, /**
* The dimensions of the back buffer.
*
* @ignore
*/ this.backBufferSize = new Vec2(), /**
* True if the back buffer should use anti-aliasing.
*
* @type {boolean}
*/ this.backBufferAntialias = false, /**
* True if the deviceType is WebGPU
*
* @type {boolean}
* @readonly
*/ this.isWebGPU = false, /**
* True if the deviceType is WebGL2
*
* @type {boolean}
* @readonly
*/ this.isWebGL2 = false, /**
* True if the deviceType is Null
*
* @type {boolean}
* @readonly
*/ this.isNull = false, /**
* True if the back-buffer is using HDR format, which means that the browser will display the
* rendered images in high dynamic range mode. This is true if the options.displayFormat is set
* to {@link DISPLAYFORMAT_HDR} when creating the graphics device using
* {@link createGraphicsDevice}, and HDR is supported by the device.
*/ this.isHdr = false, /**
* The maximum number of indirect draw calls that can be used within a single frame. Used on
* WebGPU only. This needs to be adjusted based on the maximum number of draw calls that can
* be used within a single frame. Defaults to 1024.
*
* @type {number}
*/ this.maxIndirectDrawCount = 1024, /**
* The maximum supported number of color buffers attached to a render target.
*
* @type {number}
* @readonly
*/ this.maxColorAttachments = 1, /**
* The maximum supported number of hardware anti-aliasing samples.
*
* @readonly
* @type {number}
*/ this.maxSamples = 1, /**
* True if the device supports multi-draw. This is always supported on WebGPU, and support on
* WebGL2 is optional, but pretty common.
*
* @type {boolean}
*/ this.supportsMultiDraw = true, /**
* True if the device supports compute shaders.
*
* @readonly
* @type {boolean}
*/ this.supportsCompute = false, /**
* True if the device can read from StorageTexture in the compute shader. By default, the
* storage texture can be only used with the write operation.
* When a shader uses this feature, it's recommended to use a `requires` directive to signal the
* potential for non-portability at the top of the WGSL shader code:
* ```javascript
* requires readonly_and_readwrite_storage_textures;
* ```
*
* @readonly
* @type {boolean}
*/ this.supportsStorageTextureRead = false, /**
* Currently active render target.
*
* @type {RenderTarget|null}
* @ignore
*/ this.renderTarget = null, /**
* Array of objects that need to be re-initialized after a context restore event
*
* @type {Shader[]}
* @ignore
*/ this.shaders = [], /**
* An array of currently created textures.
*
* @type {Texture[]}
* @ignore
*/ this.textures = [], /**
* A set of currently created render targets.
*
* @type {Set<RenderTarget>}
* @ignore
*/ this.targets = new Set(), /**
* A version number that is incremented every frame. This is used to detect if some object were
* invalidated.
*
* @type {number}
* @ignore
*/ this.renderVersion = 0, /** @type {boolean} */ this.insideRenderPass = false, /**
* True if the device supports uniform buffers.
*
* @type {boolean}
* @ignore
*/ this.supportsUniformBuffers = false, /**
* True if the device supports clip distances (WebGPU only). Clip distances allow you to restrict
* primitives' clip volume with user-defined half-spaces in the output of vertex stage.
*
* @type {boolean}
*/ this.supportsClipDistances = false, /**
* True if small-float textures with format {@link PIXELFORMAT_111110F} can be used as a frame
* buffer. This is always true on WebGL2, but optional on WebGPU device.
*
* @type {boolean}
* @readonly
*/ this.textureRG11B10Renderable = false, /**
* True if filtering can be applied when sampling float textures.
*
* @type {boolean}
* @readonly
*/ this.textureFloatFilterable = false, /**
* An object representing current blend state
*
* @ignore
*/ this.blendState = new BlendState(), /**
* The current depth state.
*
* @ignore
*/ this.depthState = new DepthState(), /**
* True if stencil is enabled and stencilFront and stencilBack are used
*
* @ignore
*/ this.stencilEnabled = false, /**
* The current front stencil parameters.
*
* @ignore
*/ this.stencilFront = new StencilParameters(), /**
* The current back stencil parameters.
*
* @ignore
*/ this.stencilBack = new StencilParameters(), /**
* @type {boolean}
* @ignore
*/ this._destroyed = false, this.defaultClearOptions = {
color: [
0,
0,
0,
1
],
depth: 1,
stencil: 0,
flags: CLEARFLAG_COLOR | CLEARFLAG_DEPTH
}, /**
* The current client rect.
*
* @type {{ width: number, height: number }}
* @ignore
*/ this.clientRect = {
width: 0,
height: 0
}, /**
* A very heavy handed way to force all shaders to be rebuilt. Avoid using as much as possible.
*
* @type {boolean}
* @ignore
*/ this._shadersDirty = false, /**
* A list of shader defines based on the capabilities of the device.
*
* @type {Map<string, string>}
* @ignore
*/ this.capsDefines = new Map(), /**
* A set of maps to clear at the end of the frame.
*
* @type {Set<Map>}
* @ignore
*/ this.mapsToClear = new Set();
this.canvas = canvas;
if ('setAttribute' in canvas) {
canvas.setAttribute('data-engine', `PlayCanvas ${version}`);
}
// copy options and handle defaults
this.initOptions = {
...options
};
this.initOptions.alpha ??= true;
this.initOptions.depth ??= true;
this.initOptions.stencil ??= true;
this.initOptions.antialias ??= true;
this.initOptions.powerPreference ??= 'high-performance';
this.initOptions.displayFormat ??= DISPLAYFORMAT_LDR;
// Some devices window.devicePixelRatio can be less than one
// eg Oculus Quest 1 which returns a window.devicePixelRatio of 0.8
this._maxPixelRatio = platform.browser ? Math.min(1, window.devicePixelRatio) : 1;
this.buffers = [];
this._vram = {
texShadow: 0,
texAsset: 0,
texLightmap: 0,
tex: 0,
vb: 0,
ib: 0,
ub: 0,
sb: 0
};
this._shaderStats = {
vsCompiled: 0,
fsCompiled: 0,
linked: 0,
materialShaders: 0,
compileTime: 0
};
this.initializeContextCaches();
// Profiler stats
this._drawCallsPerFrame = 0;
this._shaderSwitchesPerFrame = 0;
this._primsPerFrame = [];
for(let i = PRIMITIVE_POINTS; i <= PRIMITIVE_TRIFAN; i++){
this._primsPerFrame[i] = 0;
}
this._renderTargetCreationTime = 0;
// Create the ScopeNamespace for shader attributes and variables
this.scope = new ScopeSpace('Device');
this.textureBias = this.scope.resolve('textureBias');
this.textureBias.setValue(0.0);
}
/**
* Function that executes after the device has been created.
*/ postInit() {
// create quad vertex buffer
const vertexFormat = new VertexFormat(this, [
{
semantic: SEMANTIC_POSITION,
components: 2,
type: TYPE_FLOAT32
}
]);
const positions = new Float32Array([
-1,
-1,
1,
-1,
-1,
1,
1,
1
]);
this.quadVertexBuffer = new VertexBuffer(this, vertexFormat, 4, {
data: positions
});
}
/**
* Initialize the map of device capabilities, which are supplied to shaders as defines.
*
* @ignore
*/ initCapsDefines() {
const { capsDefines } = this;
capsDefines.clear();
if (this.textureFloatFilterable) capsDefines.set('CAPS_TEXTURE_FLOAT_FILTERABLE', '');
if (this.textureFloatRenderable) capsDefines.set('CAPS_TEXTURE_FLOAT_RENDERABLE', '');
if (this.supportsMultiDraw) capsDefines.set('CAPS_MULTI_DRAW', '');
// Platform defines
if (platform.desktop) capsDefines.set('PLATFORM_DESKTOP', '');
if (platform.mobile) capsDefines.set('PLATFORM_MOBILE', '');
if (platform.android) capsDefines.set('PLATFORM_ANDROID', '');
if (platform.ios) capsDefines.set('PLATFORM_IOS', '');
}
/**
* Destroy the graphics device.
*/ destroy() {
// fire the destroy event.
// textures and other device resources may destroy themselves in response.
this.fire('destroy');
this.quadVertexBuffer?.destroy();
this.quadVertexBuffer = null;
this.dynamicBuffers?.destroy();
this.dynamicBuffers = null;
this.gpuProfiler?.destroy();
this.gpuProfiler = null;
this._destroyed = true;
}
onDestroyShader(shader) {
this.fire('destroy:shader', shader);
const idx = this.shaders.indexOf(shader);
if (idx !== -1) {
this.shaders.splice(idx, 1);
}
}
// executes after the extended classes have executed their destroy function
postDestroy() {
this.scope = null;
this.canvas = null;
}
/**
* Called when the device context was lost. It releases all context related resources.
*
* @ignore
*/ loseContext() {
this.contextLost = true;
// force the back-buffer to be recreated on restore
this.backBufferSize.set(-1, -1);
// release textures
for (const texture of this.textures){
texture.loseContext();
}
// release vertex and index buffers
for (const buffer of this.buffers){
buffer.loseContext();
}
// Reset all render targets so they'll be recreated as required.
// TODO: a solution for the case where a render target contains something
// that was previously generated that needs to be re-rendered.
for (const target of this.targets){
target.loseContext();
}
this.gpuProfiler?.loseContext();
}
/**
* Called when the device context is restored. It reinitializes all context related resources.
*
* @ignore
*/ restoreContext() {
this.contextLost = false;
this.initializeRenderState();
this.initializeContextCaches();
// Recreate buffer objects and reupload buffer data to the GPU
for (const buffer of this.buffers){
buffer.unlock();
}
this.gpuProfiler?.restoreContext?.();
}
// don't stringify GraphicsDevice to JSON by JSON.stringify
toJSON(key) {
return undefined;
}
initializeContextCaches() {
this.vertexBuffers = [];
this.shader = null;
this.shaderValid = undefined;
this.shaderAsyncCompile = false;
this.renderTarget = null;
}
initializeRenderState() {
this.blendState = new BlendState();
this.depthState = new DepthState();
this.cullMode = CULLFACE_BACK;
// Cached viewport and scissor dimensions
this.vx = this.vy = this.vw = this.vh = 0;
this.sx = this.sy = this.sw = this.sh = 0;
this.blendColor = new Color(0, 0, 0, 0);
}
/**
* Sets the specified stencil state. If both stencilFront and stencilBack are null, stencil
* operation is disabled.
*
* @param {StencilParameters} [stencilFront] - The front stencil parameters. Defaults to
* {@link StencilParameters.DEFAULT} if not specified.
* @param {StencilParameters} [stencilBack] - The back stencil parameters. Defaults to
* {@link StencilParameters.DEFAULT} if not specified.
*/ setStencilState(stencilFront, stencilBack) {
Debug.assert(false);
}
/**
* Sets the specified blend state.
*
* @param {BlendState} blendState - New blend state.
*/ setBlendState(blendState) {
Debug.assert(false);
}
/**
* Sets the constant blend color and alpha values used with {@link BLENDMODE_CONSTANT} and
* {@link BLENDMODE_ONE_MINUS_CONSTANT} factors specified in {@link BlendState}. Defaults to
* [0, 0, 0, 0].
*
* @param {number} r - The value for red.
* @param {number} g - The value for green.
* @param {number} b - The value for blue.
* @param {number} a - The value for alpha.
*/ setBlendColor(r, g, b, a) {
Debug.assert(false);
}
/**
* Sets the specified depth state.
*
* @param {DepthState} depthState - New depth state.
*/ setDepthState(depthState) {
Debug.assert(false);
}
/**
* Controls how triangles are culled based on their face direction. The default cull mode is
* {@link CULLFACE_BACK}.
*
* @param {number} cullMode - The cull mode to set. Can be:
*
* - {@link CULLFACE_NONE}
* - {@link CULLFACE_BACK}
* - {@link CULLFACE_FRONT}
*/ setCullMode(cullMode) {
Debug.assert(false);
}
/**
* Sets the specified render target on the device. If null is passed as a parameter, the back
* buffer becomes the current target for all rendering operations.
*
* @param {RenderTarget|null} renderTarget - The render target to activate.
* @example
* // Set a render target to receive all rendering output
* device.setRenderTarget(renderTarget);
*
* // Set the back buffer to receive all rendering output
* device.setRenderTarget(null);
*/ setRenderTarget(renderTarget) {
this.renderTarget = renderTarget;
}
/**
* Sets the current vertex buffer on the graphics device. For subsequent draw calls, the
* specified vertex buffer(s) will be used to provide vertex data for any primitives.
*
* @param {VertexBuffer} vertexBuffer - The vertex buffer to assign to the device.
* @ignore
*/ setVertexBuffer(vertexBuffer) {
if (vertexBuffer) {
this.vertexBuffers.push(vertexBuffer);
}
}
/**
* Clears the vertex buffer set on the graphics device. This is called automatically by the
* renderer.
* @ignore
*/ clearVertexBuffer() {
this.vertexBuffers.length = 0;
}
/**
* Retrieves the first available slot in the {@link indirectDrawBuffer} used for indirect
* rendering, which can be utilized by a {@link Compute} shader to generate indirect draw
* parameters and by {@link MeshInstance#setIndirect} to configure indirect draw calls.
*
* When reserving multiple consecutive slots, specify the optional `count` parameter.
*
* @param {number} [count] - Number of consecutive slots to reserve. Defaults to 1.
* @returns {number} - The first reserved slot index used for indirect rendering.
*/ getIndirectDrawSlot(count = 1) {
return 0;
}
/**
* Returns the buffer used to store arguments for indirect draw calls. The size of the buffer is
* controlled by the {@link maxIndirectDrawCount} property. This buffer can be passed to a
* {@link Compute} shader along with a slot obtained by calling {@link getIndirectDrawSlot}, in
* order to prepare indirect draw parameters. Also see {@link MeshInstance#setIndirect}.
*
* Only available on WebGPU, returns null on other platforms.
*
* @type {StorageBuffer|null}
*/ get indirectDrawBuffer() {
return null;
}
/**
* Queries the currently set render target on the device.
*
* @returns {RenderTarget} The current render target.
* @example
* // Get the current render target
* const renderTarget = device.getRenderTarget();
*/ getRenderTarget() {
return this.renderTarget;
}
/**
* Initialize render target before it can be used.
*
* @param {RenderTarget} target - The render target to be initialized.
* @ignore
*/ initRenderTarget(target) {
if (target.initialized) return;
const startTime = now();
this.fire('fbo:create', {
timestamp: startTime,
target: this
});
target.init();
this.targets.add(target);
this._renderTargetCreationTime += now() - startTime;
}
/**
* Submits a graphical primitive to the hardware for immediate rendering.
*
* @param {object} primitive - Primitive object describing how to submit current vertex/index
* buffers.
* @param {number} primitive.type - The type of primitive to render. Can be:
*
* - {@link PRIMITIVE_POINTS}
* - {@link PRIMITIVE_LINES}
* - {@link PRIMITIVE_LINELOOP}
* - {@link PRIMITIVE_LINESTRIP}
* - {@link PRIMITIVE_TRIANGLES}
* - {@link PRIMITIVE_TRISTRIP}
* - {@link PRIMITIVE_TRIFAN}
*
* @param {number} primitive.base - The offset of the first index or vertex to dispatch in the
* draw call.
* @param {number} primitive.count - The number of indices or vertices to dispatch in the draw
* call.
* @param {boolean} [primitive.indexed] - True to interpret the primitive as indexed, thereby
* using the currently set index buffer and false otherwise.
* @param {IndexBuffer} [indexBuffer] - The index buffer to use for the draw call.
* @param {number} [numInstances] - The number of instances to render when using instancing.
* Defaults to 1.
* @param {DrawCommands} [drawCommands] - The draw commands to use for the draw call.
* @param {boolean} [first] - True if this is the first draw call in a sequence of draw calls.
* When set to true, vertex and index buffers related state is set up. Defaults to true.
* @param {boolean} [last] - True if this is the last draw call in a sequence of draw calls.
* When set to true, vertex and index buffers related state is cleared. Defaults to true.
* @example
* // Render a single, unindexed triangle
* device.draw({
* type: pc.PRIMITIVE_TRIANGLES,
* base: 0,
* count: 3,
* indexed: false
* });
*
* @ignore
*/ draw(primitive, indexBuffer, numInstances, drawCommands, first = true, last = true) {
Debug.assert(false);
}
/**
* Reports whether a texture source is a canvas, image, video or ImageBitmap.
*
* @param {*} texture - Texture source data.
* @returns {boolean} True if the texture is a canvas, image, video or ImageBitmap and false
* otherwise.
* @ignore
*/ _isBrowserInterface(texture) {
return this._isImageBrowserInterface(texture) || this._isImageCanvasInterface(texture) || this._isImageVideoInterface(texture);
}
_isImageBrowserInterface(texture) {
return typeof ImageBitmap !== 'undefined' && texture instanceof ImageBitmap || typeof HTMLImageElement !== 'undefined' && texture instanceof HTMLImageElement;
}
_isImageCanvasInterface(texture) {
return typeof HTMLCanvasElement !== 'undefined' && texture instanceof HTMLCanvasElement;
}
_isImageVideoInterface(texture) {
return typeof HTMLVideoElement !== 'undefined' && texture instanceof HTMLVideoElement;
}
/**
* Sets the width and height of the canvas, then fires the `resizecanvas` event. Note that the
* specified width and height values will be multiplied by the value of
* {@link GraphicsDevice#maxPixelRatio} to give the final resultant width and height for the
* canvas.
*
* @param {number} width - The new width of the canvas.
* @param {number} height - The new height of the canvas.
* @ignore
*/ resizeCanvas(width, height) {
const pixelRatio = Math.min(this._maxPixelRatio, platform.browser ? window.devicePixelRatio : 1);
const w = Math.floor(width * pixelRatio);
const h = Math.floor(height * pixelRatio);
if (w !== this.canvas.width || h !== this.canvas.height) {
this.setResolution(w, h);
}
}
/**
* Sets the width and height of the canvas, then fires the `resizecanvas` event. Note that the
* value of {@link GraphicsDevice#maxPixelRatio} is ignored.
*
* @param {number} width - The new width of the canvas.
* @param {number} height - The new height of the canvas.
* @ignore
*/ setResolution(width, height) {
this.canvas.width = width;
this.canvas.height = height;
this.fire(GraphicsDevice.EVENT_RESIZE, width, height);
}
update() {
this.updateClientRect();
}
updateClientRect() {
if (platform.worker) {
// Web Workers don't do page layout, so getBoundingClientRect is not available
this.clientRect.width = this.canvas.width;
this.clientRect.height = this.canvas.height;
} else {
const rect = this.canvas.getBoundingClientRect();
this.clientRect.width = rect.width;
this.clientRect.height = rect.height;
}
}
/**
* Width of the back buffer in pixels.
*
* @type {number}
*/ get width() {
return this.canvas.width;
}
/**
* Height of the back buffer in pixels.
*
* @type {number}
*/ get height() {
return this.canvas.height;
}
/**
* Sets whether the device is currently in fullscreen mode.
*
* @type {boolean}
*/ set fullscreen(fullscreen) {
Debug.error('GraphicsDevice.fullscreen is not implemented on current device.');
}
/**
* Gets whether the device is currently in fullscreen mode.
*
* @type {boolean}
*/ get fullscreen() {
Debug.error('GraphicsDevice.fullscreen is not implemented on current device.');
return false;
}
/**
* Sets the maximum pixel ratio.
*
* @type {number}
*/ set maxPixelRatio(ratio) {
this._maxPixelRatio = ratio;
}
/**
* Gets the maximum pixel ratio.
*
* @type {number}
*/ get maxPixelRatio() {
return this._maxPixelRatio;
}
/**
* Gets the type of the device. Can be:
*
* - {@link DEVICETYPE_WEBGL2}
* - {@link DEVICETYPE_WEBGPU}
*
* @type {DEVICETYPE_WEBGL2|DEVICETYPE_WEBGPU}
*/ get deviceType() {
return this._deviceType;
}
startRenderPass(renderPass) {}
endRenderPass(renderPass) {}
startComputePass(name) {}
endComputePass() {}
/**
* Function which executes at the start of the frame. This should not be called manually, as
* it is handled by the AppBase instance.
*
* @ignore
*/ frameStart() {
this.renderPassIndex = 0;
this.renderVersion++;
Debug.call(()=>{
// log out all loaded textures, sorted by gpu memory size
if (Tracing.get(TRACEID_TEXTURES)) {
const textures = this.textures.slice();
textures.sort((a, b)=>b.gpuSize - a.gpuSize);
Debug.log(`Textures: ${textures.length}`);
let textureTotal = 0;
textures.forEach((texture, index)=>{
const textureSize = texture.gpuSize;
textureTotal += textureSize;
Debug.log(`${index}. Id: ${texture.id} ${texture.name} ${texture.width}x${texture.height} VRAM: ${(textureSize / 1024 / 1024).toFixed(2)} MB`);
});
Debug.log(`Total: ${(textureTotal / 1024 / 1024).toFixed(2)}MB`);
}
});
}
/**
* Function which executes at the end of the frame. This should not be called manually, as it is
* handled by the AppBase instance.
*
* @ignore
*/ frameEnd() {
// clear all maps scheduled for end of frame clearing
this.mapsToClear.forEach((map)=>map.clear());
this.mapsToClear.clear();
}
/**
* Dispatch multiple compute shaders inside a single compute shader pass.
*
* @param {Array<Compute>} computes - An array of compute shaders to dispatch.
* @param {string} [name] - The name of the dispatch, used for debugging and reporting only.
*/ computeDispatch(computes, name = 'Unnamed') {}
/**
* Get a renderable HDR pixel format supported by the graphics device.
*
* Note:
*
* - When the `filterable` parameter is set to false, this function returns one of the supported
* formats on the majority of devices apart from some very old iOS and Android devices (99%).
* - When the `filterable` parameter is set to true, the function returns a format on a
* considerably lower number of devices (70%).
*
* @param {number[]} [formats] - An array of pixel formats to check for support. Can contain:
*
* - {@link PIXELFORMAT_111110F}
* - {@link PIXELFORMAT_RGBA16F}
* - {@link PIXELFORMAT_RGBA32F}
*
* @param {boolean} [filterable] - If true, the format also needs to be filterable. Defaults to
* true.
* @param {number} [samples] - The number of samples to check for. Some formats are not
* compatible with multi-sampling, for example {@link PIXELFORMAT_RGBA32F} on WebGPU platform.
* Defaults to 1.
* @returns {number|undefined} The first supported renderable HDR format or undefined if none is
* supported.
*/ getRenderableHdrFormat(formats = [
PIXELFORMAT_111110F,
PIXELFORMAT_RGBA16F,
PIXELFORMAT_RGBA32F
], filterable = true, samples = 1) {
for(let i = 0; i < formats.length; i++){
const format = formats[i];
switch(format){
case PIXELFORMAT_111110F:
{
if (this.textureRG11B10Renderable) {
return format;
}
break;
}
case PIXELFORMAT_RGBA16F:
if (this.textureHalfFloatRenderable) {
return format;
}
break;
case PIXELFORMAT_RGBA32F:
// on WebGPU platform, RGBA32F is not compatible with multi-sampling
if (this.isWebGPU && samples > 1) {
continue;
}
if (this.textureFloatRenderable && (!filterable || this.textureFloatFilterable)) {
return format;
}
break;
}
}
return undefined;
}
/**
* Validate that all attributes required by the shader are present in the currently assigned
* vertex buffers.
*
* @param {Shader} shader - The shader to validate.
* @param {VertexFormat} vb0Format - The format of the first vertex buffer.
* @param {VertexFormat} vb1Format - The format of the second vertex buffer.
* @protected
*/ validateAttributes(shader, vb0Format, vb1Format) {
Debug.call(()=>{
// add all attribute locations from vertex formats to the set
_tempSet.clear();
vb0Format?.elements.forEach((element)=>_tempSet.add(semanticToLocation[element.name]));
vb1Format?.elements.forEach((element)=>_tempSet.add(semanticToLocation[element.name]));
// every location shader needs must be in the vertex buffer
for (const [location, name] of shader.attributes){
if (!_tempSet.has(location)) {
Debug.errorOnce(`Vertex attribute [${name}] at location ${location} required by the shader is not present in the currently assigned vertex buffers, while rendering [${DebugGraphics.toString()}]`, {
shader,
vb0Format,
vb1Format
});
}
}
});
}
}
export { GraphicsDevice };