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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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import { Debug } from '../../../core/debug.js'; /** * @import { UploadStream } from '../upload-stream.js' * @import { Texture } from '../texture.js' */ /** * WebGL implementation of UploadStream. * Can use either simple direct texture uploads or optimized PBO strategy with orphaning. * * @ignore */ class WebglUploadStream { destroy() { // @ts-ignore - gl is available on WebglGraphicsDevice const gl = this.uploadStream.device.gl; this.availablePBOs.forEach((info)=>gl.deleteBuffer(info.pbo)); this.pendingPBOs.forEach((item)=>{ if (item.sync) gl.deleteSync(item.sync); gl.deleteBuffer(item.pbo); }); } /** * Handles device lost event by clearing all PBO and sync object arrays. * * @protected */ _onDeviceLost() { // Clear arrays without trying to delete objects (context is already lost) this.availablePBOs.length = 0; this.pendingPBOs.length = 0; } /** * Update PBOs: poll completed ones and remove undersized buffers. * * @param {number} minByteSize - Minimum size for buffers to keep. Smaller buffers are destroyed. */ update(minByteSize) { // @ts-ignore - gl is available on WebglGraphicsDevice const gl = this.uploadStream.device.gl; // Poll pending PBOs const pending = this.pendingPBOs; for(let i = pending.length - 1; i >= 0; i--){ const item = pending[i]; const result = gl.clientWaitSync(item.sync, 0, 0); if (result === gl.CONDITION_SATISFIED || result === gl.ALREADY_SIGNALED) { gl.deleteSync(item.sync); this.availablePBOs.push({ pbo: item.pbo, size: item.size }); pending.splice(i, 1); } } // Remove any available PBOs that are too small const available = this.availablePBOs; for(let i = available.length - 1; i >= 0; i--){ if (available[i].size < minByteSize) { gl.deleteBuffer(available[i].pbo); available.splice(i, 1); } } } /** * Upload data to a texture using PBOs (optimized) or direct upload (simple). * * @param {Uint8Array|Uint32Array|Float32Array} data - The data to upload. * @param {Texture} target - The target texture. * @param {number} offset - The element offset in the target. Must be a multiple of texture width. * @param {number} size - The number of elements to upload. Must be a multiple of texture width. */ upload(data, target, offset, size) { if (this.useSingleBuffer) { this.uploadDirect(data, target, offset, size); } else { this.uploadPBO(data, target, offset, size); } } /** * Direct texture upload (simple, blocking). * * @param {Uint8Array|Uint32Array|Float32Array} data - The data to upload. * @param {Texture} target - The target texture. * @param {number} offset - The element offset in the target. * @param {number} size - The number of elements to upload. * @private */ uploadDirect(data, target, offset, size) { Debug.assert(offset === 0, 'Direct texture upload with non-zero offset is not supported. Use PBO mode instead.'); Debug.assert(target._levels); target._levels[0] = data; target.upload(); } /** * PBO-based upload with orphaning (optimized, potentially non-blocking). * * @param {Uint8Array|Uint32Array|Float32Array} data - The data to upload. * @param {import('../texture.js').Texture} target - The target texture. * @param {number} offset - The element offset in the target. * @param {number} size - The number of elements to upload. * @private */ uploadPBO(data, target, offset, size) { const device = this.uploadStream.device; // @ts-ignore - gl is available on WebglGraphicsDevice const gl = device.gl; const width = target.width; const byteSize = size * data.BYTES_PER_ELEMENT; // Update PBOs this.update(byteSize); // WebGL requires offset and size aligned to full rows for texSubImage2D Debug.assert(offset % width === 0, `Upload offset (${offset}) must be a multiple of texture width (${width}) for row alignment`); Debug.assert(size % width === 0, `Upload size (${size}) must be a multiple of texture width (${width}) for row alignment`); const startY = offset / width; const height = size / width; // Get or create a PBO (guaranteed to be large enough after update) const pboInfo = this.availablePBOs.pop() ?? (()=>{ const pbo = gl.createBuffer(); return { pbo, size: byteSize }; })(); // Orphan + bufferSubData pattern gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, pboInfo.pbo); gl.bufferData(gl.PIXEL_UNPACK_BUFFER, byteSize, gl.STREAM_DRAW); gl.bufferSubData(gl.PIXEL_UNPACK_BUFFER, 0, new Uint8Array(data.buffer, data.byteOffset, byteSize)); // Unbind PBO before setTexture gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, null); // Ensure texture is created and bound // @ts-ignore - setTexture is available on WebglGraphicsDevice device.setTexture(target, 0); device.activeTexture(0); device.bindTexture(target); // Rebind PBO for texSubImage2D gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, pboInfo.pbo); // Set pixel-store parameters (use device methods for cached state) device.setUnpackFlipY(false); device.setUnpackPremultiplyAlpha(false); // Use alignment matching the data's byte size (1, 2, 4, or 8) device.setUnpackAlignment(data.BYTES_PER_ELEMENT); gl.pixelStorei(gl.UNPACK_ROW_LENGTH, 0); gl.pixelStorei(gl.UNPACK_SKIP_ROWS, 0); gl.pixelStorei(gl.UNPACK_SKIP_PIXELS, 0); // Copy from PBO to texture (GPU-side) const impl = target.impl; gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, startY, width, height, impl._glFormat, impl._glPixelType, 0); gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, null); // Track for recycling const sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0); this.pendingPBOs.push({ pbo: pboInfo.pbo, size: byteSize, sync }); gl.flush(); } /** * @param {UploadStream} uploadStream - The upload stream. */ constructor(uploadStream){ /** * Available PBOs ready for immediate use. * * @type {Array<{pbo: WebGLBuffer, size: number}>} */ this.availablePBOs = []; /** * PBOs currently in use by the GPU. * * @type {Array<{pbo: WebGLBuffer, size: number, sync: WebGLSync}>} */ this.pendingPBOs = []; this.uploadStream = uploadStream; this.useSingleBuffer = uploadStream.useSingleBuffer; } } export { WebglUploadStream };