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playcanvas

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PlayCanvas WebGL game engine

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import { Debug } from '../../core/debug.js'; import { uniformTypeToName, UNUSED_UNIFORM_NAME, UNIFORMTYPE_FLOAT, TEXTUREDIMENSION_2D_ARRAY, TEXTUREDIMENSION_CUBE, TEXTUREDIMENSION_3D, TEXTUREDIMENSION_2D, SHADERSTAGE_VERTEX, SHADERSTAGE_FRAGMENT, SAMPLETYPE_FLOAT, BINDGROUP_MESH_UB, BINDGROUP_MESH, semanticToLocation, TYPE_FLOAT32, TYPE_FLOAT16, bindGroupNames, SAMPLETYPE_UINT, SAMPLETYPE_INT, SAMPLETYPE_UNFILTERABLE_FLOAT, SAMPLETYPE_DEPTH, TYPE_INT8, TYPE_INT16, TYPE_INT32 } from './constants.js'; import { UniformFormat, UniformBufferFormat } from './uniform-buffer-format.js'; import { BindTextureFormat, BindGroupFormat } from './bind-group-format.js'; /** * @import { GraphicsDevice } from './graphics-device.js' * @import { ShaderProcessorOptions } from './shader-processor-options.js' * @import { Shader } from './shader.js' */ // accepted keywords // TODO: 'out' keyword is not in the list, as handling it is more complicated due // to 'out' keyword also being used to mark output only function parameters. const KEYWORD = /[ \t]*(\battribute\b|\bvarying\b|\buniform\b)/g; // match 'attribute' and anything else till ';' // eslint-disable-next-line regexp/no-unused-capturing-group, regexp/no-super-linear-backtracking const KEYWORD_LINE = /(\battribute\b|\bvarying\b|\bout\b|\buniform\b)[ \t]*([^;]+)(;+)/g; // marker for a place in the source code to be replaced by code const MARKER = '@@@'; // an array identifier, for example 'data[4]' - group 1 is 'data', group 2 is everything in brackets: '4' const ARRAY_IDENTIFIER = /([\w-]+)\[(.*?)\]/; const precisionQualifiers = new Set([ 'highp', 'mediump', 'lowp' ]); const shadowSamplers = new Set([ 'sampler2DShadow', 'samplerCubeShadow', 'sampler2DArrayShadow' ]); const textureDimensions = { sampler2D: TEXTUREDIMENSION_2D, sampler3D: TEXTUREDIMENSION_3D, samplerCube: TEXTUREDIMENSION_CUBE, samplerCubeShadow: TEXTUREDIMENSION_CUBE, sampler2DShadow: TEXTUREDIMENSION_2D, sampler2DArray: TEXTUREDIMENSION_2D_ARRAY, sampler2DArrayShadow: TEXTUREDIMENSION_2D_ARRAY, isampler2D: TEXTUREDIMENSION_2D, usampler2D: TEXTUREDIMENSION_2D, isampler3D: TEXTUREDIMENSION_3D, usampler3D: TEXTUREDIMENSION_3D, isamplerCube: TEXTUREDIMENSION_CUBE, usamplerCube: TEXTUREDIMENSION_CUBE, isampler2DArray: TEXTUREDIMENSION_2D_ARRAY, usampler2DArray: TEXTUREDIMENSION_2D_ARRAY }; const textureDimensionInfo = { [TEXTUREDIMENSION_2D]: 'texture2D', [TEXTUREDIMENSION_CUBE]: 'textureCube', [TEXTUREDIMENSION_3D]: 'texture3D', [TEXTUREDIMENSION_2D_ARRAY]: 'texture2DArray' }; class UniformLine { constructor(line, shader){ // example: `lowp vec4 tints[2 * 4]` this.line = line; // split to words handling any number of spaces const words = line.trim().split(/\s+/); // optional precision if (precisionQualifiers.has(words[0])) { this.precision = words.shift(); } // type this.type = words.shift(); if (line.includes(',')) { Debug.error(`A comma on a uniform line is not supported, split it into multiple uniforms: ${line}`, shader); } // array of uniforms if (line.includes('[')) { const rest = words.join(' '); const match = ARRAY_IDENTIFIER.exec(rest); Debug.assert(match); this.name = match[1]; this.arraySize = Number(match[2]); if (isNaN(this.arraySize)) { shader.failed = true; Debug.error(`Only numerically specified uniform array sizes are supported, this uniform is not supported: '${line}'`, shader); } } else { // simple uniform this.name = words.shift(); this.arraySize = 0; } this.isSampler = this.type.indexOf('sampler') !== -1; this.isSignedInt = this.type.indexOf('isampler') !== -1; this.isUnsignedInt = this.type.indexOf('usampler') !== -1; } } /** * Pure static class implementing processing of GLSL shaders. It allocates fixed locations for * attributes, and handles conversion of uniforms to uniform buffers. */ class ShaderProcessorGLSL { /** * 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 = ShaderProcessorGLSL.extract(shaderDefinition.vshader); const fragmentExtracted = ShaderProcessorGLSL.extract(shaderDefinition.fshader); // VS - convert a list of attributes to a shader block with fixed locations const attributesMap = new Map(); const attributesBlock = ShaderProcessorGLSL.processAttributes(vertexExtracted.attributes, shaderDefinition.attributes, attributesMap, shaderDefinition.processingOptions); // VS - convert a list of varyings to a shader block const vertexVaryingsBlock = ShaderProcessorGLSL.processVaryings(vertexExtracted.varyings, varyingMap, true); // FS - convert a list of varyings to a shader block const fragmentVaryingsBlock = ShaderProcessorGLSL.processVaryings(fragmentExtracted.varyings, varyingMap, false); // FS - convert a list of outputs to a shader block const outBlock = ShaderProcessorGLSL.processOuts(fragmentExtracted.outs); // 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 = ShaderProcessorGLSL.processUniforms(device, parsedUniforms, shaderDefinition.processingOptions, shader); // VS - insert the blocks to the source const vBlock = `${attributesBlock}\n${vertexVaryingsBlock}\n${uniformsData.code}`; const vshader = vertexExtracted.src.replace(MARKER, vBlock); // FS - insert the blocks to the source const fBlock = `${fragmentVaryingsBlock}\n${outBlock}\n${uniformsData.code}`; const fshader = fragmentExtracted.src.replace(MARKER, fBlock); return { vshader: vshader, fshader: fshader, attributes: attributesMap, meshUniformBufferFormat: uniformsData.meshUniformBufferFormat, meshBindGroupFormat: uniformsData.meshBindGroupFormat }; } // Extract required information from the shader source code. static extract(src) { // collected data const attributes = []; const varyings = []; const outs = []; const uniforms = []; // replacement marker - mark a first replacement place, this is where code // blocks are injected later let replacement = `${MARKER}\n`; // extract relevant parts of the shader let match; while((match = KEYWORD.exec(src)) !== null){ const keyword = match[1]; switch(keyword){ case 'attribute': case 'varying': case 'uniform': case 'out': { // read the line 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 === 'out') { outs.push(lineMatch[2]); } else if (keyword === 'uniform') { uniforms.push(lineMatch[2]); } // cut it out src = ShaderProcessorGLSL.cutOut(src, match.index, KEYWORD_LINE.lastIndex, replacement); KEYWORD.lastIndex = match.index + replacement.length; // only place a single replacement marker replacement = ''; break; } } } return { src, attributes, varyings, outs, uniforms }; } /** * Process the lines with uniforms. The function receives the lines containing all uniforms, * both numerical as well as textures/samplers. The function also receives the format of uniform * buffers (numerical) and bind groups (textures) 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) { // split uniform lines into samplers and the rest /** @type {Array<UniformLine>} */ const uniformLinesSamplers = []; /** @type {Array<UniformLine>} */ const uniformLinesNonSamplers = []; uniforms.forEach((uniform)=>{ if (uniform.isSampler) { uniformLinesSamplers.push(uniform); } else { uniformLinesNonSamplers.push(uniform); } }); // build mesh uniform buffer format const meshUniforms = []; uniformLinesNonSamplers.forEach((uniform)=>{ // uniforms not already in supplied uniform buffers go to the mesh buffer if (!processingOptions.hasUniform(uniform.name)) { const uniformType = uniformTypeToName.indexOf(uniform.type); Debug.assert(uniformType >= 0, `Uniform type ${uniform.type} is not recognized on line [${uniform.line}]`); const uniformFormat = new UniformFormat(uniform.name, uniformType, uniform.arraySize); Debug.assert(!uniformFormat.invalid, `Invalid uniform line: ${uniform.line}`, shader); meshUniforms.push(uniformFormat); } // validate types in else }); // 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 = meshUniforms.length ? new UniformBufferFormat(device, meshUniforms) : null; // build mesh bind group format - this contains the textures, but not the uniform buffer as that is a separate binding const textureFormats = []; uniformLinesSamplers.forEach((uniform)=>{ // unmatched texture uniforms go to mesh block if (!processingOptions.hasTexture(uniform.name)) { // sample type // WebGpu does not currently support filtered float format textures, and so we map them to unfilterable type // as we sample them without filtering anyways let sampleType = SAMPLETYPE_FLOAT; if (uniform.isSignedInt) { sampleType = SAMPLETYPE_INT; } else if (uniform.isUnsignedInt) { sampleType = SAMPLETYPE_UINT; } else { if (uniform.precision === 'highp') { sampleType = SAMPLETYPE_UNFILTERABLE_FLOAT; } if (shadowSamplers.has(uniform.type)) { sampleType = SAMPLETYPE_DEPTH; } } // dimension const dimension = textureDimensions[uniform.type]; // TODO: we could optimize visibility to only stages that use any of the data textureFormats.push(new BindTextureFormat(uniform.name, SHADERSTAGE_VERTEX | SHADERSTAGE_FRAGMENT, dimension, sampleType)); } // validate types in else }); const meshBindGroupFormat = new BindGroupFormat(device, textureFormats); // generate code for uniform buffers let code = ''; processingOptions.uniformFormats.forEach((format, bindGroupIndex)=>{ if (format) { code += ShaderProcessorGLSL.getUniformShaderDeclaration(format, bindGroupIndex, 0); } }); // and also for generated mesh format, which is at the slot 0 of the bind group if (meshUniformBufferFormat) { code += ShaderProcessorGLSL.getUniformShaderDeclaration(meshUniformBufferFormat, BINDGROUP_MESH_UB, 0); } // generate code for textures processingOptions.bindGroupFormats.forEach((format, bindGroupIndex)=>{ if (format) { code += ShaderProcessorGLSL.getTexturesShaderDeclaration(format, bindGroupIndex); } }); // and also for generated mesh format code += ShaderProcessorGLSL.getTexturesShaderDeclaration(meshBindGroupFormat, BINDGROUP_MESH); return { code, meshUniformBufferFormat, meshBindGroupFormat }; } static processVaryings(varyingLines, varyingMap, isVertex) { let block = ''; const op = isVertex ? 'out' : 'in'; varyingLines.forEach((line, index)=>{ const words = ShaderProcessorGLSL.splitToWords(line); const type = words.slice(0, -1).join(' '); const name = words[words.length - 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: 'layout(location = 0) in vec4 position;' block += `layout(location = ${index}) ${op} ${type} ${name};\n`; }); return block; } static processOuts(outsLines) { let block = ''; outsLines.forEach((line, index)=>{ // generates: 'layout(location = 0) out vec4 gl_FragColor;' block += `layout(location = ${index}) out ${line};\n`; }); return block; } // extract count from type ('vec3' => 3, 'float' => 1) static getTypeCount(type) { const lastChar = type.substring(type.length - 1); const num = parseInt(lastChar, 10); return isNaN(num) ? 1 : num; } static processAttributes(attributeLines, shaderDefinitionAttributes, attributesMap, processingOptions) { let block = ''; const usedLocations = {}; attributeLines.forEach((line)=>{ const words = ShaderProcessorGLSL.splitToWords(line); let type = words[0]; let name = words[1]; 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 ${semantic}`); usedLocations[location] = semantic; // build a map of used attributes attributesMap.set(location, name); // if vertex format for this attribute is not of a float type, we need to adjust the attribute format, for example we convert // attribute vec4 vertex_position; // to // attribute ivec4 _private_vertex_position; // vec4 vertex_position = vec4(_private_vertex_position); // Note that we skip normalized elements, as shader receives them as floats already. let copyCode; const element = processingOptions.getVertexElement(semantic); if (element) { const dataType = element.dataType; if (dataType !== TYPE_FLOAT32 && dataType !== TYPE_FLOAT16 && !element.normalize && !element.asInt) { const attribNumElements = ShaderProcessorGLSL.getTypeCount(type); const newName = `_private_${name}`; // second line of new code, copy private (u)int type into vec type copyCode = `vec${attribNumElements} ${name} = vec${attribNumElements}(${newName});\n`; name = newName; // new attribute type, based on the vertex format element type, example: vec3 -> ivec3 const isSignedType = dataType === TYPE_INT8 || dataType === TYPE_INT16 || dataType === TYPE_INT32; if (attribNumElements === 1) { type = isSignedType ? 'int' : 'uint'; } else { type = isSignedType ? `ivec${attribNumElements}` : `uvec${attribNumElements}`; } } } // generates: 'layout(location = 0) in vec4 position;' block += `layout(location = ${location}) in ${type} ${name};\n`; if (copyCode) { block += copyCode; } } }); return block; } static splitToWords(line) { // remove any double spaces line = line.replace(/\s+/g, ' ').trim(); return line.split(' '); } static cutOut(src, start, end, replacement) { return src.substring(0, start) + replacement + src.substring(end); } static getUniformShaderDeclaration(format, bindGroup, bindIndex) { const name = bindGroupNames[bindGroup]; let code = `layout(set = ${bindGroup}, binding = ${bindIndex}, std140) uniform ub_${name} {\n`; format.uniforms.forEach((uniform)=>{ const typeString = uniformTypeToName[uniform.type]; Debug.assert(typeString.length > 0, `Uniform type ${uniform.type} is not handled.`); code += ` ${typeString} ${uniform.shortName}${uniform.count ? `[${uniform.count}]` : ''};\n`; }); return `${code}};\n`; } static getTexturesShaderDeclaration(bindGroupFormat, bindGroup) { let code = ''; bindGroupFormat.textureFormats.forEach((format)=>{ let textureType = textureDimensionInfo[format.textureDimension]; Debug.assert(textureType, 'Unsupported texture type', format.textureDimension); const isArray = textureType === 'texture2DArray'; const sampleTypePrefix = format.sampleType === SAMPLETYPE_UINT ? 'u' : format.sampleType === SAMPLETYPE_INT ? 'i' : ''; textureType = `${sampleTypePrefix}${textureType}`; // handle texture2DArray by renaming the texture object and defining a replacement macro let namePostfix = ''; let extraCode = ''; if (isArray) { namePostfix = '_texture'; extraCode = `#define ${format.name} ${sampleTypePrefix}sampler2DArray(${format.name}${namePostfix}, ${format.name}_sampler)\n`; } code += `layout(set = ${bindGroup}, binding = ${format.slot}) uniform ${textureType} ${format.name}${namePostfix};\n`; if (format.hasSampler) { code += `layout(set = ${bindGroup}, binding = ${format.slot + 1}) uniform sampler ${format.name}_sampler;\n`; } code += extraCode; }); return code; } } export { ShaderProcessorGLSL };