playcanvas
Version:
PlayCanvas WebGL game engine
164 lines (156 loc) • 6.1 kB
JavaScript
import { Shader } from '../shader.js';
import { SHADERLANGUAGE_WGSL } from '../constants.js';
import { DebugHelper, Debug } from '../../../core/debug.js';
import { DebugGraphics } from '../debug-graphics.js';
/**
* @import { WebgpuGraphicsDevice } from './webgpu-graphics-device.js'
* @import { WebgpuShader } from './webgpu-shader.js'
*/ /**
* A WebGPU helper class implementing custom resolve of multi-sampled textures.
*
* @ignore
*/ class WebgpuResolver {
constructor(device){
/**
* Cache of render pipelines for each texture format, to avoid their per frame creation.
*
* @type {Map<GPUTextureFormat, GPURenderPipeline>}
* @private
*/ this.pipelineCache = new Map();
this.device = device;
// Shader that renders a fullscreen textured quad and copies the depth value from sample index 0
// TODO: could handle all sample indices and use min/max as needed
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,
};
@vertex
fn vertexMain(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput {
var output : VertexOutput;
output.position = vec4f(pos[vertexIndex], 0, 1);
return output;
}
@group(0) @binding(0) var img : texture_depth_multisampled_2d;
@fragment
fn fragmentMain(@builtin(position) fragColor: vec4f) -> @location(0) vec4f {
// load th depth value from sample index 0
var depth = textureLoad(img, vec2i(fragColor.xy), 0u);
return vec4f(depth, 0.0, 0.0, 0.0);
}
`;
this.shader = new Shader(device, {
name: 'WebGPUResolverDepthShader',
shaderLanguage: SHADERLANGUAGE_WGSL,
vshader: code,
fshader: code
});
}
destroy() {
this.shader.destroy();
this.shader = null;
this.pipelineCache = null;
}
/**
* @param {GPUTextureFormat} format - Texture format.
* @returns {GPURenderPipeline} Pipeline for the given format.
* @private
*/ getPipeline(format) {
let pipeline = this.pipelineCache.get(format);
if (!pipeline) {
pipeline = this.createPipeline(format);
this.pipelineCache.set(format, pipeline);
}
return pipeline;
}
/**
* @param {GPUTextureFormat} format - Texture format.
* @returns {GPURenderPipeline} Pipeline for the given format.
* @private
*/ createPipeline(format) {
/** @type {WebgpuShader} */ const webgpuShader = this.shader.impl;
const pipeline = this.device.wgpu.createRenderPipeline({
layout: 'auto',
vertex: {
module: webgpuShader.getVertexShaderModule(),
entryPoint: webgpuShader.vertexEntryPoint
},
fragment: {
module: webgpuShader.getFragmentShaderModule(),
entryPoint: webgpuShader.fragmentEntryPoint,
targets: [
{
format: format
}
]
},
primitive: {
topology: 'triangle-strip'
}
});
DebugHelper.setLabel(pipeline, `RenderPipeline-DepthResolver-${format}`);
return pipeline;
}
/**
* @param {GPUCommandEncoder} commandEncoder - Command encoder to use for the resolve.
* @param {GPUTexture} sourceTexture - Source multi-sampled depth texture to resolve.
* @param {GPUTexture} destinationTexture - Destination depth texture to resolve to.
* @private
*/ resolveDepth(commandEncoder, sourceTexture, destinationTexture) {
Debug.assert(sourceTexture.sampleCount > 1);
Debug.assert(destinationTexture.sampleCount === 1);
Debug.assert(sourceTexture.depthOrArrayLayers === destinationTexture.depthOrArrayLayers);
const device = this.device;
const wgpu = device.wgpu;
// pipeline depends on the format
const pipeline = this.getPipeline(destinationTexture.format);
DebugGraphics.pushGpuMarker(device, 'DEPTH_RESOLVE-RENDERER');
const numFaces = sourceTexture.depthOrArrayLayers;
for(let face = 0; face < numFaces; face++){
// copy depth only (not stencil)
const srcView = sourceTexture.createView({
dimension: '2d',
aspect: 'depth-only',
baseMipLevel: 0,
mipLevelCount: 1,
baseArrayLayer: face
});
const dstView = destinationTexture.createView({
dimension: '2d',
baseMipLevel: 0,
mipLevelCount: 1,
baseArrayLayer: face
});
const passEncoder = commandEncoder.beginRenderPass({
colorAttachments: [
{
view: dstView,
loadOp: 'clear',
storeOp: 'store'
}
]
});
DebugHelper.setLabel(passEncoder, 'DepthResolve-PassEncoder');
// no need for a sampler when using textureLoad
const bindGroup = wgpu.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: srcView
}
]
});
passEncoder.setPipeline(pipeline);
passEncoder.setBindGroup(0, bindGroup);
passEncoder.draw(4);
passEncoder.end();
}
DebugGraphics.popGpuMarker(device);
// clear invalidated state
device.pipeline = null;
}
}
export { WebgpuResolver };