playcanvas
Version:
PlayCanvas WebGL game engine
159 lines (151 loc) • 5.92 kB
JavaScript
import { Shader } from '../shader.js';
import { SHADERLANGUAGE_WGSL } from '../constants.js';
import { Debug, DebugHelper } from '../../../core/debug.js';
import { DebugGraphics } from '../debug-graphics.js';
/**
* @import { WebgpuGraphicsDevice } from './webgpu-graphics-device.js'
* @import { WebgpuShader } from './webgpu-shader.js'
* @import { WebgpuTexture } from './webgpu-texture.js'
*/ /**
* A WebGPU helper class implementing texture mipmap generation.
*
* @ignore
*/ class WebgpuMipmapRenderer {
constructor(device){
this.device = device;
// Shader that renders a fullscreen textured quad
const code = `
var<private> pos : array<vec2f, 4> = array<vec2f, 4>(
vec2(-1.0, 1.0), vec2(1.0, 1.0),
vec2(-1.0, -1.0), vec2(1.0, -1.0)
);
struct VertexOutput {
@builtin(position) position : vec4f,
@location(0) texCoord : vec2f
};
@vertex
fn vertexMain(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput {
var output : VertexOutput;
output.texCoord = pos[vertexIndex] * vec2f(0.5, -0.5) + vec2f(0.5);
output.position = vec4f(pos[vertexIndex], 0, 1);
return output;
}
@group(0) @binding(0) var imgSampler : sampler;
@group(0) @binding(1) var img : texture_2d<f32>;
@fragment
fn fragmentMain(@location(0) texCoord : vec2f) -> @location(0) vec4f {
return textureSample(img, imgSampler, texCoord);
}
`;
this.shader = new Shader(device, {
name: 'WebGPUMipmapRendererShader',
shaderLanguage: SHADERLANGUAGE_WGSL,
vshader: code,
fshader: code
});
// using minified rendering, so that's the only filter mode we need to set.
this.minSampler = device.wgpu.createSampler({
minFilter: 'linear'
});
}
destroy() {
this.shader.destroy();
this.shader = null;
}
/**
* Generates mipmaps for the specified WebGPU texture.
*
* @param {WebgpuTexture} webgpuTexture - The texture to generate mipmaps for.
*/ generate(webgpuTexture) {
// ignore texture with no mipmaps
const textureDescr = webgpuTexture.desc;
if (textureDescr.mipLevelCount <= 1) {
return;
}
// not all types are currently supported
if (webgpuTexture.texture.volume) {
Debug.warnOnce('WebGPU mipmap generation is not supported volume texture.', webgpuTexture.texture);
return;
}
const device = this.device;
const wgpu = device.wgpu;
/** @type {WebgpuShader} */ const webgpuShader = this.shader.impl;
const pipeline = wgpu.createRenderPipeline({
layout: 'auto',
vertex: {
module: webgpuShader.getVertexShaderModule(),
entryPoint: webgpuShader.vertexEntryPoint
},
fragment: {
module: webgpuShader.getFragmentShaderModule(),
entryPoint: webgpuShader.fragmentEntryPoint,
targets: [
{
format: textureDescr.format // use the same format as the texture
}
]
},
primitive: {
topology: 'triangle-strip'
}
});
DebugHelper.setLabel(pipeline, 'RenderPipeline-MipmapRenderer');
const texture = webgpuTexture.texture;
const numFaces = texture.cubemap ? 6 : texture.array ? texture.arrayLength : 1;
const srcViews = [];
for(let face = 0; face < numFaces; face++){
srcViews.push(webgpuTexture.createView({
dimension: '2d',
baseMipLevel: 0,
mipLevelCount: 1,
baseArrayLayer: face
}));
}
// loop through each mip level and render the previous level's contents into it.
const commandEncoder = device.getCommandEncoder();
DebugGraphics.pushGpuMarker(device, 'MIPMAP-RENDERER');
for(let i = 1; i < textureDescr.mipLevelCount; i++){
for(let face = 0; face < numFaces; face++){
const dstView = webgpuTexture.createView({
dimension: '2d',
baseMipLevel: i,
mipLevelCount: 1,
baseArrayLayer: face
});
const passEncoder = commandEncoder.beginRenderPass({
colorAttachments: [
{
view: dstView,
loadOp: 'clear',
storeOp: 'store'
}
]
});
DebugHelper.setLabel(passEncoder, `MipmapRenderer-PassEncoder_${i}`);
const bindGroup = wgpu.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: this.minSampler
},
{
binding: 1,
resource: srcViews[face]
}
]
});
passEncoder.setPipeline(pipeline);
passEncoder.setBindGroup(0, bindGroup);
passEncoder.draw(4);
passEncoder.end();
// next iteration
srcViews[face] = dstView;
}
}
DebugGraphics.popGpuMarker(device);
// clear invalidated state
device.pipeline = null;
}
}
export { WebgpuMipmapRenderer };