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playcanvas

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PlayCanvas WebGL game engine

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import { Debug, DebugHelper } from '../../../core/debug.js'; import { StringIds } from '../../../core/string-ids.js'; import { SAMPLETYPE_FLOAT, SAMPLETYPE_UNFILTERABLE_FLOAT, SAMPLETYPE_DEPTH, SAMPLETYPE_INT, SAMPLETYPE_UINT } from '../constants.js'; import { WebgpuUtils } from './webgpu-utils.js'; import { gpuTextureFormats } from './constants.js'; /** * @import { BindGroupFormat } from '../bind-group-format.js' * @import { WebgpuGraphicsDevice } from './webgpu-graphics-device.js' */ const samplerTypes = []; samplerTypes[SAMPLETYPE_FLOAT] = 'filtering'; samplerTypes[SAMPLETYPE_UNFILTERABLE_FLOAT] = 'non-filtering'; samplerTypes[SAMPLETYPE_DEPTH] = 'comparison'; // Using 'comparison' instead of 'non-filtering' may seem unusual, but currently we will get a // validation error if we use 'non-filtering' along with texelFetch/textureLoad. 'comparison' works // very well for the most common use-case of integer textures, texelFetch. We may be able to change // how we initialize the sampler elsewhere to support 'non-filtering' in the future. samplerTypes[SAMPLETYPE_INT] = 'comparison'; samplerTypes[SAMPLETYPE_UINT] = 'comparison'; const sampleTypes = []; sampleTypes[SAMPLETYPE_FLOAT] = 'float'; sampleTypes[SAMPLETYPE_UNFILTERABLE_FLOAT] = 'unfilterable-float'; sampleTypes[SAMPLETYPE_DEPTH] = 'depth'; sampleTypes[SAMPLETYPE_INT] = 'sint'; sampleTypes[SAMPLETYPE_UINT] = 'uint'; const stringIds = new StringIds(); /** * A WebGPU implementation of the BindGroupFormat, which is a wrapper over GPUBindGroupLayout. * * @ignore */ class WebgpuBindGroupFormat { /** * @param {BindGroupFormat} bindGroupFormat - Bind group format. */ constructor(bindGroupFormat){ /** @type {WebgpuGraphicsDevice} */ const device = bindGroupFormat.device; const { key, desc } = this.createDescriptor(bindGroupFormat); /** * Unique key, used for caching * * @type {number} */ this.key = stringIds.get(key); // keep desc in debug mode Debug.call(()=>{ this.desc = desc; }); /** * @type {GPUBindGroupLayout} * @private */ this.bindGroupLayout = device.wgpu.createBindGroupLayout(desc); DebugHelper.setLabel(this.bindGroupLayout, bindGroupFormat.name); } destroy() { this.bindGroupLayout = null; } loseContext() { // this.bindGroupLayout = null; } /** * @param {any} bindGroupFormat - The format of the bind group. * @returns {any} Returns the bind group descriptor. */ createDescriptor(bindGroupFormat) { // all WebGPU bindings: // - buffer: GPUBufferBindingLayout, resource type is GPUBufferBinding // - sampler: GPUSamplerBindingLayout, resource type is GPUSampler // - texture: GPUTextureBindingLayout, resource type is GPUTextureView // - storageTexture: GPUStorageTextureBindingLayout, resource type is GPUTextureView // - externalTexture: GPUExternalTextureBindingLayout, resource type is GPUExternalTexture const entries = []; // generate unique key let key = ''; // buffers bindGroupFormat.uniformBufferFormats.forEach((bufferFormat)=>{ const visibility = WebgpuUtils.shaderStage(bufferFormat.visibility); key += `#${bufferFormat.slot}U:${visibility}`; entries.push({ binding: bufferFormat.slot, visibility: visibility, buffer: { type: 'uniform', // whether this binding requires a dynamic offset // currently all UBs are dynamic and need the offset hasDynamicOffset: true } }); }); // textures bindGroupFormat.textureFormats.forEach((textureFormat)=>{ const visibility = WebgpuUtils.shaderStage(textureFormat.visibility); // texture const sampleType = textureFormat.sampleType; const viewDimension = textureFormat.textureDimension; const multisampled = false; const gpuSampleType = sampleTypes[sampleType]; Debug.assert(gpuSampleType); key += `#${textureFormat.slot}T:${visibility}-${gpuSampleType}-${viewDimension}-${multisampled}`; // texture entries.push({ binding: textureFormat.slot, visibility: visibility, texture: { // Indicates the type required for texture views bound to this binding. // "float", "unfilterable-float", "depth", "sint", "uint", sampleType: gpuSampleType, // Indicates the required dimension for texture views bound to this binding. // "1d", "2d", "2d-array", "cube", "cube-array", "3d" viewDimension: viewDimension, // Indicates whether or not texture views bound to this binding must be multisampled multisampled: multisampled } }); // sampler if (textureFormat.hasSampler) { const gpuSamplerType = samplerTypes[sampleType]; Debug.assert(gpuSamplerType); key += `#${textureFormat.slot + 1}S:${visibility}-${gpuSamplerType}`; entries.push({ binding: textureFormat.slot + 1, visibility: visibility, sampler: { // Indicates the required type of a sampler bound to this bindings // 'filtering', 'non-filtering', 'comparison' type: gpuSamplerType } }); } }); // storage textures bindGroupFormat.storageTextureFormats.forEach((textureFormat)=>{ const { format, textureDimension } = textureFormat; const { read, write } = textureFormat; key += `#${textureFormat.slot}ST:${format}-${textureDimension}-${read ? 'r1' : 'r0'}-${write ? 'w1' : 'w0'}`; // storage texture entries.push({ binding: textureFormat.slot, visibility: GPUShaderStage.COMPUTE, storageTexture: { // The access mode for this binding, indicating readability and writability. // 'write-only' is always support, 'read-write' and 'read-only' optionally access: read ? write ? 'read-write' : 'read-only' : 'write-only', // The required format of texture views bound to this binding. format: gpuTextureFormats[format], // Indicates the required dimension for texture views bound to this binding. // "1d", "2d", "2d-array", "cube", "cube-array", "3d" viewDimension: textureDimension } }); }); // storage buffers bindGroupFormat.storageBufferFormats.forEach((bufferFormat)=>{ const readOnly = bufferFormat.readOnly; const visibility = WebgpuUtils.shaderStage(bufferFormat.visibility); key += `#${bufferFormat.slot}SB:${visibility}-${readOnly ? 'ro' : 'rw'}`; entries.push({ binding: bufferFormat.slot, visibility: visibility, buffer: { // "storage", "read-only-storage" type: readOnly ? 'read-only-storage' : 'storage' } }); }); /** @type {GPUBindGroupLayoutDescriptor} */ const desc = { entries: entries }; return { key, desc }; } } export { WebgpuBindGroupFormat };