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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 { hash32Fnv1a } from '../../../core/hash.js'; import { array } from '../../../core/array-utils.js'; import { TRACEID_RENDERPIPELINE_ALLOC } from '../../../core/constants.js'; import { WebgpuVertexBufferLayout } from './webgpu-vertex-buffer-layout.js'; import { WebgpuDebug } from './webgpu-debug.js'; import { WebgpuPipeline } from './webgpu-pipeline.js'; import { DebugGraphics } from '../debug-graphics.js'; import { bindGroupNames, PRIMITIVE_LINESTRIP, PRIMITIVE_TRISTRIP } from '../constants.js'; /** * @import { BindGroupFormat } from '../bind-group-format.js' * @import { BlendState } from '../blend-state.js' * @import { DepthState } from '../depth-state.js' * @import { RenderTarget } from '../render-target.js' * @import { Shader } from '../shader.js' * @import { StencilParameters } from '../stencil-parameters.js' * @import { VertexFormat } from '../vertex-format.js' * @import { WebgpuShader } from './webgpu-shader.js' */ let _pipelineId = 0; const _primitiveTopology = [ 'point-list', 'line-list', undefined, 'line-strip', 'triangle-list', 'triangle-strip', undefined // PRIMITIVE_TRIFAN ]; const _blendOperation = [ 'add', 'subtract', 'reverse-subtract', 'min', 'max' // BLENDEQUATION_MAX ]; const _blendFactor = [ 'zero', 'one', 'src', 'one-minus-src', 'dst', 'one-minus-dst', 'src-alpha', 'src-alpha-saturated', 'one-minus-src-alpha', 'dst-alpha', 'one-minus-dst-alpha', 'constant', 'one-minus-constant' // BLENDMODE_ONE_MINUS_CONSTANT ]; const _compareFunction = [ 'never', 'less', 'equal', 'less-equal', 'greater', 'not-equal', 'greater-equal', 'always' // FUNC_ALWAYS ]; const _cullModes = [ 'none', 'back', 'front' // CULLFACE_FRONT ]; const _stencilOps = [ 'keep', 'zero', 'replace', 'increment-clamp', 'increment-wrap', 'decrement-clamp', 'decrement-wrap', 'invert' // STENCILOP_INVERT ]; const _indexFormat = [ '', 'uint16', 'uint32' // INDEXFORMAT_UINT32 ]; class CacheEntry { } class WebgpuRenderPipeline extends WebgpuPipeline { constructor(device){ super(device), this.lookupHashes = new Uint32Array(14); /** * The cache of vertex buffer layouts * * @type {WebgpuVertexBufferLayout} */ this.vertexBufferLayout = new WebgpuVertexBufferLayout(); /** * The cache of render pipelines * * @type {Map<number, CacheEntry[]>} */ this.cache = new Map(); } /** * @param {object} primitive - The primitive. * @param {VertexFormat} vertexFormat0 - The first vertex format. * @param {VertexFormat} vertexFormat1 - The second vertex format. * @param {number|undefined} ibFormat - The index buffer format. * @param {Shader} shader - The shader. * @param {RenderTarget} renderTarget - The render target. * @param {BindGroupFormat[]} bindGroupFormats - An array of bind group formats. * @param {BlendState} blendState - The blend state. * @param {DepthState} depthState - The depth state. * @param {number} cullMode - The cull mode. * @param {boolean} stencilEnabled - Whether stencil is enabled. * @param {StencilParameters} stencilFront - The stencil state for front faces. * @param {StencilParameters} stencilBack - The stencil state for back faces. * @returns {GPURenderPipeline} Returns the render pipeline. * @private */ get(primitive, vertexFormat0, vertexFormat1, ibFormat, shader, renderTarget, bindGroupFormats, blendState, depthState, cullMode, stencilEnabled, stencilFront, stencilBack) { Debug.assert(bindGroupFormats.length <= 3); // ibFormat is used only for stripped primitives, clear it otherwise to avoid additional render pipelines const primitiveType = primitive.type; if (ibFormat && primitiveType !== PRIMITIVE_LINESTRIP && primitiveType !== PRIMITIVE_TRISTRIP) { ibFormat = undefined; } // all bind groups must be set as the WebGPU layout cannot have skipped indices. Not having a bind // group would assign incorrect slots to the following bind groups, causing a validation errors. Debug.assert(bindGroupFormats[0], `BindGroup with index 0 [${bindGroupNames[0]}] is not set.`); Debug.assert(bindGroupFormats[1], `BindGroup with index 1 [${bindGroupNames[1]}] is not set.`); Debug.assert(bindGroupFormats[2], `BindGroup with index 2 [${bindGroupNames[2]}] is not set.`); // render pipeline unique hash const lookupHashes = this.lookupHashes; lookupHashes[0] = primitiveType; lookupHashes[1] = shader.id; lookupHashes[2] = cullMode; lookupHashes[3] = depthState.key; lookupHashes[4] = blendState.key; lookupHashes[5] = vertexFormat0?.renderingHash ?? 0; lookupHashes[6] = vertexFormat1?.renderingHash ?? 0; lookupHashes[7] = renderTarget.impl.key; lookupHashes[8] = bindGroupFormats[0]?.key ?? 0; lookupHashes[9] = bindGroupFormats[1]?.key ?? 0; lookupHashes[10] = bindGroupFormats[2]?.key ?? 0; lookupHashes[11] = stencilEnabled ? stencilFront.key : 0; lookupHashes[12] = stencilEnabled ? stencilBack.key : 0; lookupHashes[13] = ibFormat ?? 0; const hash = hash32Fnv1a(lookupHashes); // cached pipeline let cacheEntries = this.cache.get(hash); // if we have cache entries, find the exact match, as hash collision can occur if (cacheEntries) { for(let i = 0; i < cacheEntries.length; i++){ const entry = cacheEntries[i]; if (array.equals(entry.hashes, lookupHashes)) { return entry.pipeline; } } } // no match or a hash collision, so create a new pipeline const primitiveTopology = _primitiveTopology[primitiveType]; Debug.assert(primitiveTopology, 'Unsupported primitive topology', primitive); // pipeline layout const pipelineLayout = this.getPipelineLayout(bindGroupFormats); // vertex buffer layout const vertexBufferLayout = this.vertexBufferLayout.get(vertexFormat0, vertexFormat1); // pipeline const cacheEntry = new CacheEntry(); cacheEntry.hashes = new Uint32Array(lookupHashes); cacheEntry.pipeline = this.create(primitiveTopology, ibFormat, shader, renderTarget, pipelineLayout, blendState, depthState, vertexBufferLayout, cullMode, stencilEnabled, stencilFront, stencilBack); // add to cache if (cacheEntries) { cacheEntries.push(cacheEntry); } else { cacheEntries = [ cacheEntry ]; } this.cache.set(hash, cacheEntries); return cacheEntry.pipeline; } getBlend(blendState) { // blend needs to be undefined when blending is disabled let blend; if (blendState.blend) { /** @type {GPUBlendState} */ blend = { color: { operation: _blendOperation[blendState.colorOp], srcFactor: _blendFactor[blendState.colorSrcFactor], dstFactor: _blendFactor[blendState.colorDstFactor] }, alpha: { operation: _blendOperation[blendState.alphaOp], srcFactor: _blendFactor[blendState.alphaSrcFactor], dstFactor: _blendFactor[blendState.alphaDstFactor] } }; // unsupported blend factors Debug.assert(blend.color.srcFactor !== undefined); Debug.assert(blend.color.dstFactor !== undefined); Debug.assert(blend.alpha.srcFactor !== undefined); Debug.assert(blend.alpha.dstFactor !== undefined); } return blend; } /** * @param {DepthState} depthState - The depth state. * @param {RenderTarget} renderTarget - The render target. * @param {boolean} stencilEnabled - Whether stencil is enabled. * @param {StencilParameters} stencilFront - The stencil state for front faces. * @param {StencilParameters} stencilBack - The stencil state for back faces. * @param {string} primitiveTopology - The primitive topology. * @returns {object} Returns the depth stencil state. * @private */ getDepthStencil(depthState, renderTarget, stencilEnabled, stencilFront, stencilBack, primitiveTopology) { /** @type {GPUDepthStencilState} */ let depthStencil; const { depth, stencil } = renderTarget; if (depth || stencil) { // format of depth-stencil attachment depthStencil = { format: renderTarget.impl.depthAttachment.format }; // depth if (depth) { depthStencil.depthWriteEnabled = depthState.write; depthStencil.depthCompare = _compareFunction[depthState.func]; const biasAllowed = primitiveTopology === 'triangle-list' || primitiveTopology === 'triangle-strip'; depthStencil.depthBias = biasAllowed ? depthState.depthBias : 0; depthStencil.depthBiasSlopeScale = biasAllowed ? depthState.depthBiasSlope : 0; } else { // if render target does not have depth buffer depthStencil.depthWriteEnabled = false; depthStencil.depthCompare = 'always'; } // stencil if (stencil && stencilEnabled) { // Note that WebGPU only supports a single mask, we use the one from front, but not from back. depthStencil.stencilReadMas = stencilFront.readMask; depthStencil.stencilWriteMask = stencilFront.writeMask; depthStencil.stencilFront = { compare: _compareFunction[stencilFront.func], failOp: _stencilOps[stencilFront.fail], passOp: _stencilOps[stencilFront.zpass], depthFailOp: _stencilOps[stencilFront.zfail] }; depthStencil.stencilBack = { compare: _compareFunction[stencilBack.func], failOp: _stencilOps[stencilBack.fail], passOp: _stencilOps[stencilBack.zpass], depthFailOp: _stencilOps[stencilBack.zfail] }; } } return depthStencil; } create(primitiveTopology, ibFormat, shader, renderTarget, pipelineLayout, blendState, depthState, vertexBufferLayout, cullMode, stencilEnabled, stencilFront, stencilBack) { const wgpu = this.device.wgpu; /** @type {WebgpuShader} */ const webgpuShader = shader.impl; /** @type {GPURenderPipelineDescriptor} */ const desc = { vertex: { module: webgpuShader.getVertexShaderModule(), entryPoint: webgpuShader.vertexEntryPoint, buffers: vertexBufferLayout }, primitive: { topology: primitiveTopology, frontFace: 'ccw', cullMode: _cullModes[cullMode] }, depthStencil: this.getDepthStencil(depthState, renderTarget, stencilEnabled, stencilFront, stencilBack, primitiveTopology), multisample: { count: renderTarget.samples }, // uniform / texture binding layout layout: pipelineLayout }; if (ibFormat) { desc.primitive.stripIndexFormat = _indexFormat[ibFormat]; } desc.fragment = { module: webgpuShader.getFragmentShaderModule(), entryPoint: webgpuShader.fragmentEntryPoint, targets: [] }; const colorAttachments = renderTarget.impl.colorAttachments; if (colorAttachments.length > 0) { // the same write mask is used by all color buffers, to match the WebGL behavior let writeMask = 0; if (blendState.redWrite) writeMask |= GPUColorWrite.RED; if (blendState.greenWrite) writeMask |= GPUColorWrite.GREEN; if (blendState.blueWrite) writeMask |= GPUColorWrite.BLUE; if (blendState.alphaWrite) writeMask |= GPUColorWrite.ALPHA; // the same blend state is used by all color buffers, to match the WebGL behavior const blend = this.getBlend(blendState); colorAttachments.forEach((attachment)=>{ desc.fragment.targets.push({ format: attachment.format, writeMask: writeMask, blend: blend }); }); } WebgpuDebug.validate(this.device); _pipelineId++; DebugHelper.setLabel(desc, `RenderPipelineDescr-${_pipelineId}`); const pipeline = wgpu.createRenderPipeline(desc); DebugHelper.setLabel(pipeline, `RenderPipeline-${_pipelineId}`); Debug.trace(TRACEID_RENDERPIPELINE_ALLOC, `Alloc: Id ${_pipelineId}, stack: ${DebugGraphics.toString()}`, desc); WebgpuDebug.end(this.device, 'RenderPipeline creation', { renderPipeline: this, desc: desc, shader }); return pipeline; } } export { WebgpuRenderPipeline };