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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 { getMultisampledTextureCache } from '../multi-sampled-texture-cache.js'; import { WebgpuDebug } from './webgpu-debug.js'; /** * @import { RenderPass } from '../render-pass.js' * @import { RenderTarget } from '../render-target.js' * @import { WebgpuGraphicsDevice } from '../webgpu/webgpu-graphics-device.js' */ const stringIds = new StringIds(); /** * Private class storing info about color buffer. * * @private */ class ColorAttachment { destroy() { this.multisampledBuffer?.destroy(); this.multisampledBuffer = null; } } /** * Private class storing info about depth-stencil buffer. * * @private */ class DepthAttachment { /** * @param {string} gpuFormat - The WebGPU format (GPUTextureFormat). */ constructor(gpuFormat){ /** * @type {GPUTexture|null} * @private */ this.depthTexture = null; /** * True if the depthTexture is internally allocated / owned * * @type {boolean} */ this.depthTextureInternal = false; /** * Multi-sampled depth buffer allocated over the user provided depth buffer. * * @type {GPUTexture|null} * @private */ this.multisampledDepthBuffer = null; Debug.assert(gpuFormat); this.format = gpuFormat; this.hasStencil = gpuFormat === 'depth24plus-stencil8'; } destroy(device) { if (this.depthTextureInternal) { this.depthTexture?.destroy(); this.depthTexture = null; } // release multi-sampled depth buffer if (this.multisampledDepthBuffer) { this.multisampledDepthBuffer = null; // release reference to the texture, as its ref-counted getMultisampledTextureCache(device).release(this.multisampledDepthBufferKey); } } } /** * A WebGPU implementation of the RenderTarget. * * @ignore */ class WebgpuRenderTarget { /** * @param {RenderTarget} renderTarget - The render target owning this implementation. */ constructor(renderTarget){ /** @type {boolean} */ this.initialized = false; /** @type {ColorAttachment[]} */ this.colorAttachments = []; /** @type {DepthAttachment|null} */ this.depthAttachment = null; /** * Texture assigned each frame, and not owned by this render target. This is used on the * framebuffer to assign per frame texture obtained from the context. * * @type {GPUTexture} * @private */ this.assignedColorTexture = null; /** * Render pass descriptor used when starting a render pass for this render target. * * @type {GPURenderPassDescriptor} * @private */ this.renderPassDescriptor = {}; /** * True if this is the backbuffer of the device. * * @type {boolean} */ this.isBackbuffer = false; this.renderTarget = renderTarget; } /** * Release associated resources. Note that this needs to leave this instance in a state where * it can be re-initialized again, which is used by render target resizing. * * @param {WebgpuGraphicsDevice} device - The graphics device. */ destroy(device) { this.initialized = false; this.assignedColorTexture = null; this.colorAttachments.forEach((colorAttachment)=>{ colorAttachment.destroy(); }); this.colorAttachments.length = 0; this.depthAttachment?.destroy(device); this.depthAttachment = null; } updateKey() { const rt = this.renderTarget; // key used by render pipeline creation let key = `${rt.samples}:${this.depthAttachment ? this.depthAttachment.format : 'nodepth'}`; this.colorAttachments.forEach((colorAttachment)=>{ key += `:${colorAttachment.format}`; }); // convert string to a unique number this.key = stringIds.get(key); } /** * Assign a color buffer. This allows the color buffer of the main framebuffer * to be swapped each frame to a buffer provided by the context. * * @param {WebgpuGraphicsDevice} device - The WebGPU graphics device. * @param {any} gpuTexture - The color buffer. */ assignColorTexture(device, gpuTexture) { Debug.assert(gpuTexture); this.assignedColorTexture = gpuTexture; // create view (optionally handles srgb conversion) const view = gpuTexture.createView({ format: device.backBufferViewFormat }); DebugHelper.setLabel(view, 'Framebuffer.assignedColor'); // use it as render buffer or resolve target const colorAttachment = this.renderPassDescriptor.colorAttachments[0]; const samples = this.renderTarget.samples; if (samples > 1) { colorAttachment.resolveTarget = view; } else { colorAttachment.view = view; } // for main framebuffer, this is how the format is obtained this.setColorAttachment(0, undefined, device.backBufferViewFormat); this.updateKey(); } setColorAttachment(index, multisampledBuffer, format) { if (!this.colorAttachments[index]) { this.colorAttachments[index] = new ColorAttachment(); } if (multisampledBuffer) { this.colorAttachments[index].multisampledBuffer = multisampledBuffer; } if (format) { this.colorAttachments[index].format = format; } } /** * Initialize render target for rendering one time. * * @param {WebgpuGraphicsDevice} device - The graphics device. * @param {RenderTarget} renderTarget - The render target. */ init(device, renderTarget) { const wgpu = device.wgpu; Debug.assert(!this.initialized); WebgpuDebug.memory(device); WebgpuDebug.validate(device); // initialize depth/stencil this.initDepthStencil(device, wgpu, renderTarget); // initialize color attachments // color formats are based on the textures if (renderTarget._colorBuffers) { renderTarget._colorBuffers.forEach((colorBuffer, index)=>{ this.setColorAttachment(index, undefined, colorBuffer.impl.format); }); } this.renderPassDescriptor.colorAttachments = []; const count = this.isBackbuffer ? 1 : renderTarget._colorBuffers?.length ?? 0; for(let i = 0; i < count; ++i){ const colorAttachment = this.initColor(device, wgpu, renderTarget, i); // default framebuffer, buffer gets assigned later const isDefaultFramebuffer = i === 0 && this.colorAttachments[0]?.format; // if we have a color buffer, or is the default framebuffer if (colorAttachment.view || isDefaultFramebuffer) { this.renderPassDescriptor.colorAttachments.push(colorAttachment); } } this.updateKey(); this.initialized = true; WebgpuDebug.end(device, 'RenderTarget initialization', { renderTarget }); WebgpuDebug.end(device, 'RenderTarget initialization', { renderTarget }); } initDepthStencil(device, wgpu, renderTarget) { const { samples, width, height, depth, depthBuffer } = renderTarget; // depth buffer that we render to (single or multi-sampled). We don't create resolve // depth buffer as we don't currently resolve it. This might need to change in the future. if (depth || depthBuffer) { // the depth texture view the rendering will write to let renderingView; // allocate depth buffer if not provided if (!depthBuffer) { // TODO: support rendering to 32bit depth without a stencil as well this.depthAttachment = new DepthAttachment('depth24plus-stencil8'); /** @type {GPUTextureDescriptor} */ const depthTextureDesc = { size: [ width, height, 1 ], dimension: '2d', sampleCount: samples, format: this.depthAttachment.format, usage: GPUTextureUsage.RENDER_ATTACHMENT }; if (samples > 1) { // enable multi-sampled depth texture to be a source of our shader based resolver in WebgpuResolver // TODO: we do not always need to resolve it, and so might consider this flag to be optional depthTextureDesc.usage |= GPUTextureUsage.TEXTURE_BINDING; } else { // single sampled depth buffer can be copied out (grab pass) // TODO: we should not enable this for shadow maps, as it is not needed depthTextureDesc.usage |= GPUTextureUsage.COPY_SRC; } // allocate depth buffer const depthTexture = wgpu.createTexture(depthTextureDesc); DebugHelper.setLabel(depthTexture, `${renderTarget.name}.autoDepthTexture`); this.depthAttachment.depthTexture = depthTexture; this.depthAttachment.depthTextureInternal = true; renderingView = depthTexture.createView(); DebugHelper.setLabel(renderingView, `${renderTarget.name}.autoDepthView`); } else { this.depthAttachment = new DepthAttachment(depthBuffer.impl.format); if (samples > 1) { // single-sampled depthBuffer.impl.format can be R32F in some cases, but that cannot be used as a depth // buffer, only as a texture to resolve it to. We always use depth24plus-stencil8 for msaa depth buffers. const depthFormat = 'depth24plus-stencil8'; this.depthAttachment.format = depthFormat; this.depthAttachment.hasStencil = depthFormat === 'depth24plus-stencil8'; // key for matching multi-sampled depth buffer const key = `${depthBuffer.id}:${width}:${height}:${samples}:${depthFormat}`; // check if we have already allocated a multi-sampled depth buffer for the depth buffer const msTextures = getMultisampledTextureCache(device); let msDepthTexture = msTextures.get(key); // this incRefs it if found if (!msDepthTexture) { /** @type {GPUTextureDescriptor} */ const multisampledDepthDesc = { size: [ width, height, 1 ], dimension: '2d', sampleCount: samples, format: depthFormat, usage: GPUTextureUsage.RENDER_ATTACHMENT | // if msaa and resolve targets are different formats, we need to be able to bind the msaa target as a texture for manual shader resolve (depthFormat !== depthBuffer.impl.format ? GPUTextureUsage.TEXTURE_BINDING : 0) }; // allocate multi-sampled depth buffer msDepthTexture = wgpu.createTexture(multisampledDepthDesc); DebugHelper.setLabel(msDepthTexture, `${renderTarget.name}.multisampledDepth`); // store it in the cache msTextures.set(key, msDepthTexture); } this.depthAttachment.multisampledDepthBuffer = msDepthTexture; this.depthAttachment.multisampledDepthBufferKey = key; renderingView = msDepthTexture.createView(); DebugHelper.setLabel(renderingView, `${renderTarget.name}.multisampledDepthView`); } else { // use provided depth buffer const depthTexture = depthBuffer.impl.gpuTexture; this.depthAttachment.depthTexture = depthTexture; renderingView = depthTexture.createView(); DebugHelper.setLabel(renderingView, `${renderTarget.name}.depthView`); } } Debug.assert(renderingView); this.renderPassDescriptor.depthStencilAttachment = { view: renderingView }; } } /** * @param {WebgpuGraphicsDevice} device - The graphics device. * @param {GPUDevice} wgpu - The WebGPU device. * @param {RenderTarget} renderTarget - The render target. * @param {number} index - The color buffer index. * @returns {GPURenderPassColorAttachment} The color attachment. * @private */ initColor(device, wgpu, renderTarget, index) { // Single-sampled color buffer gets passed in: // - for normal render target, constructor takes the color buffer as an option // - for the main framebuffer, the device supplies the buffer each frame // And so we only need to create multi-sampled color buffer if needed here. /** @type {GPURenderPassColorAttachment} */ const colorAttachment = {}; const { samples, width, height, mipLevel } = renderTarget; const colorBuffer = renderTarget.getColorBuffer(index); // view used to write to the color buffer (either by rendering to it, or resolving to it) let colorView = null; if (colorBuffer) { // render to a single mip level const mipLevelCount = 1; // cubemap face view - face is a single 2d array layer in order [+X, -X, +Y, -Y, +Z, -Z] if (colorBuffer.cubemap) { colorView = colorBuffer.impl.createView({ dimension: '2d', baseArrayLayer: renderTarget.face, arrayLayerCount: 1, mipLevelCount, baseMipLevel: mipLevel }); } else { colorView = colorBuffer.impl.createView({ mipLevelCount, baseMipLevel: mipLevel }); } } // multi-sampled color buffer if (samples > 1) { const format = this.isBackbuffer ? device.backBufferViewFormat : colorBuffer.impl.format; /** @type {GPUTextureDescriptor} */ const multisampledTextureDesc = { size: [ width, height, 1 ], dimension: '2d', sampleCount: samples, format: format, usage: GPUTextureUsage.RENDER_ATTACHMENT }; // allocate multi-sampled color buffer const multisampledColorBuffer = wgpu.createTexture(multisampledTextureDesc); DebugHelper.setLabel(multisampledColorBuffer, `${renderTarget.name}.multisampledColor`); this.setColorAttachment(index, multisampledColorBuffer, multisampledTextureDesc.format); colorAttachment.view = multisampledColorBuffer.createView(); DebugHelper.setLabel(colorAttachment.view, `${renderTarget.name}.multisampledColorView`); colorAttachment.resolveTarget = colorView; } else { colorAttachment.view = colorView; } return colorAttachment; } /** * Update WebGPU render pass descriptor by RenderPass settings. * * @param {RenderPass} renderPass - The render pass to start. * @param {RenderTarget} renderTarget - The render target to render to. */ setupForRenderPass(renderPass, renderTarget) { Debug.assert(this.renderPassDescriptor); const count = this.renderPassDescriptor.colorAttachments?.length ?? 0; for(let i = 0; i < count; ++i){ const colorAttachment = this.renderPassDescriptor.colorAttachments[i]; const colorOps = renderPass.colorArrayOps[i]; const srgb = renderTarget.isColorBufferSrgb(i); colorAttachment.clearValue = srgb ? colorOps.clearValueLinear : colorOps.clearValue; colorAttachment.loadOp = colorOps.clear ? 'clear' : 'load'; colorAttachment.storeOp = colorOps.store ? 'store' : 'discard'; } const depthAttachment = this.renderPassDescriptor.depthStencilAttachment; if (depthAttachment) { depthAttachment.depthClearValue = renderPass.depthStencilOps.clearDepthValue; depthAttachment.depthLoadOp = renderPass.depthStencilOps.clearDepth ? 'clear' : 'load'; depthAttachment.depthStoreOp = renderPass.depthStencilOps.storeDepth ? 'store' : 'discard'; depthAttachment.depthReadOnly = false; if (this.depthAttachment.hasStencil) { depthAttachment.stencilClearValue = renderPass.depthStencilOps.clearStencilValue; depthAttachment.stencilLoadOp = renderPass.depthStencilOps.clearStencil ? 'clear' : 'load'; depthAttachment.stencilStoreOp = renderPass.depthStencilOps.storeStencil ? 'store' : 'discard'; depthAttachment.stencilReadOnly = false; } } } loseContext() { this.initialized = false; } resolve(device, target, color, depth) {} } export { WebgpuRenderTarget };