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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 { SHADERLANGUAGE_WGSL } from '../constants.js'; import { DebugGraphics } from '../debug-graphics.js'; import { ShaderProcessorGLSL } from '../shader-processor-glsl.js'; import { WebgpuDebug } from './webgpu-debug.js'; import { WebgpuShaderProcessorWGSL } from './webgpu-shader-processor-wgsl.js'; /** * @import { GraphicsDevice } from '../graphics-device.js' * @import { Shader } from '../shader.js' */ /** * A WebGPU implementation of the Shader. * * @ignore */ class WebgpuShader { /** * @param {Shader} shader - The shader. */ constructor(shader){ /** * Transpiled vertex shader code. * * @type {string|null} */ this._vertexCode = null; /** * Transpiled fragment shader code. * * @type {string|null} */ this._fragmentCode = null; /** * Compute shader code. * * @type {string|null} */ this._computeCode = null; /** * Name of the vertex entry point function. */ this.vertexEntryPoint = 'main'; /** * Name of the fragment entry point function. */ this.fragmentEntryPoint = 'main'; /** * Name of the compute entry point function. */ this.computeEntryPoint = 'main'; /** @type {Shader} */ this.shader = shader; const definition = shader.definition; Debug.assert(definition); if (definition.shaderLanguage === SHADERLANGUAGE_WGSL) { if (definition.cshader) { this._computeCode = definition.cshader ?? null; this.computeUniformBufferFormats = definition.computeUniformBufferFormats; this.computeBindGroupFormat = definition.computeBindGroupFormat; } else { this.vertexEntryPoint = 'vertexMain'; this.fragmentEntryPoint = 'fragmentMain'; if (definition.processingOptions) { this.processWGSL(); } else { this._vertexCode = definition.vshader ?? null; this._fragmentCode = definition.fshader ?? null; shader.meshUniformBufferFormat = definition.meshUniformBufferFormat; shader.meshBindGroupFormat = definition.meshBindGroupFormat; } } shader.ready = true; } else { if (definition.processingOptions) { this.processGLSL(); } } } /** * Free the WebGPU resources associated with a shader. * * @param {Shader} shader - The shader to free. */ destroy(shader) { this._vertexCode = null; this._fragmentCode = null; } createShaderModule(code, shaderType) { const device = this.shader.device; const wgpu = device.wgpu; WebgpuDebug.validate(device); const shaderModule = wgpu.createShaderModule({ code: code }); DebugHelper.setLabel(shaderModule, `${shaderType}:${this.shader.label}`); WebgpuDebug.endShader(device, shaderModule, code, 6, { shaderType, source: code, shader: this.shader }); return shaderModule; } getVertexShaderModule() { return this.createShaderModule(this._vertexCode, 'Vertex'); } getFragmentShaderModule() { return this.createShaderModule(this._fragmentCode, 'Fragment'); } getComputeShaderModule() { return this.createShaderModule(this._computeCode, 'Compute'); } processGLSL() { const shader = this.shader; // process the shader source to allow for uniforms const processed = ShaderProcessorGLSL.run(shader.device, shader.definition, shader); // keep reference to processed shaders in debug mode Debug.call(()=>{ this.processed = processed; }); this._vertexCode = this.transpile(processed.vshader, 'vertex', shader.definition.vshader); this._fragmentCode = this.transpile(processed.fshader, 'fragment', shader.definition.fshader); if (!(this._vertexCode && this._fragmentCode)) { shader.failed = true; } else { shader.ready = true; } shader.meshUniformBufferFormat = processed.meshUniformBufferFormat; shader.meshBindGroupFormat = processed.meshBindGroupFormat; shader.attributes = processed.attributes; } processWGSL() { const shader = this.shader; // process the shader source to allow for uniforms const processed = WebgpuShaderProcessorWGSL.run(shader.device, shader.definition, shader); // keep reference to processed shaders in debug mode Debug.call(()=>{ this.processed = processed; }); this._vertexCode = processed.vshader; this._fragmentCode = processed.fshader; shader.meshUniformBufferFormat = processed.meshUniformBufferFormat; shader.meshBindGroupFormat = processed.meshBindGroupFormat; shader.attributes = processed.attributes; } transpile(src, shaderType, originalSrc) { // make sure shader transpilers are available const device = this.shader.device; if (!device.glslang || !device.twgsl) { console.error(`Cannot transpile shader [${this.shader.label}] - shader transpilers (glslang/twgsl) are not available. Make sure to provide glslangUrl and twgslUrl when creating the device.`, { shader: this.shader }); return null; } // transpile try { const spirv = device.glslang.compileGLSL(src, shaderType); const wgsl = device.twgsl.convertSpirV2WGSL(spirv); return wgsl; } catch (err) { console.error(`Failed to transpile webgl ${shaderType} shader [${this.shader.label}] to WebGPU while rendering ${DebugGraphics.toString()}, error:\n [${err.stack}]`, { processed: src, original: originalSrc, shader: this.shader, error: err, stack: err.stack }); } } get vertexCode() { Debug.assert(this._vertexCode); return this._vertexCode; } get fragmentCode() { Debug.assert(this._fragmentCode); return this._fragmentCode; } /** * Dispose the shader when the context has been lost. */ loseContext() {} /** * Restore shader after the context has been obtained. * * @param {GraphicsDevice} device - The graphics device. * @param {Shader} shader - The shader to restore. */ restoreContext(device, shader) {} } export { WebgpuShader };