playcanvas
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Open-source WebGL/WebGPU 3D engine for the web
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JavaScript
import { SHADERLANGUAGE_GLSL, SHADERLANGUAGE_WGSL, SEMANTIC_POSITION } from '../../platform/graphics/constants.js';
import { RenderPassShaderQuad } from './render-pass-shader-quad.js';
import { ShaderUtils } from '../shader-lib/shader-utils.js';
import { ShaderChunks } from '../shader-lib/shader-chunks.js';
import glslRadixSortCountPS from '../shader-lib/glsl/chunks/radix-sort/radix-sort-count.js';
import glslRadixSortCountQuad from '../shader-lib/glsl/chunks/radix-sort/radix-sort-count-quad.js';
import wgslRadixSortCountPS from '../shader-lib/wgsl/chunks/radix-sort/radix-sort-count.js';
import wgslRadixSortCountQuad from '../shader-lib/wgsl/chunks/radix-sort/radix-sort-count-quad.js';
/**
* @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js'
* @import { Texture } from '../../platform/graphics/texture.js'
*/ /**
* Render pass that counts digit occurrences per group (Pass 0 of radix sort).
* Outputs to R32F prefix sums texture.
*
* Has two variants:
* - sourceLinear=true: First pass, reads from user's linear-layout texture
* - sourceLinear=false: Subsequent passes, reads from internal Morton-layout texture
*
* @category Graphics
* @ignore
*/ class RenderPassRadixSortCount extends RenderPassShaderQuad {
/**
* Sets the keys texture to read from.
*
* @param {Texture} keysTexture - The keys texture (R32U).
*/ setKeysTexture(keysTexture) {
this._keysTexture = keysTexture;
}
/**
* Sets dynamic parameters (called each frame).
*
* @param {number} elementCount - Number of elements to sort.
* @param {number} imageElementsLog2 - Log2 of total texture elements.
*/ setDynamicParams(elementCount, imageElementsLog2) {
this._dynamicParams.elementCount = elementCount;
this._dynamicParams.imageElementsLog2 = imageElementsLog2;
}
execute() {
this.keysTextureId.setValue(this._keysTexture);
this.bitsPerStepId.setValue(this.bitsPerStep);
this.groupSizeId.setValue(this.groupSize);
this.elementCountId.setValue(this._dynamicParams.elementCount);
this.imageElementsLog2Id.setValue(this._dynamicParams.imageElementsLog2);
this.currentBitId.setValue(this.currentBit);
super.execute();
}
/**
* @param {GraphicsDevice} device - The graphics device.
* @param {boolean} sourceLinear - Whether to read from linear-layout source texture.
* @param {number} bitsPerStep - Bits per radix step (usually 4).
* @param {number} groupSize - Log2 of group size (usually 4 for 16 elements).
* @param {number} currentBit - Current bit offset for this pass.
*/ constructor(device, sourceLinear, bitsPerStep, groupSize, currentBit){
super(device), /**
* Whether this pass reads from linear-layout source texture (first pass).
*
* @type {boolean}
*/ this.sourceLinear = false, /**
* Bits per radix step (usually 4).
*
* @type {number}
*/ this.bitsPerStep = 0, /**
* Log2 of group size (usually 4 for 16 elements).
*
* @type {number}
*/ this.groupSize = 0, /**
* Current bit offset for this pass.
*
* @type {number}
*/ this.currentBit = 0, /**
* Dynamic params updated per frame.
*
* @type {{elementCount: number, imageElementsLog2: number}}
* @private
*/ this._dynamicParams = {
elementCount: 0,
imageElementsLog2: 0
};
this.sourceLinear = sourceLinear;
this.bitsPerStep = bitsPerStep;
this.groupSize = groupSize;
this.currentBit = currentBit;
// Register shader chunks (main shader + quad include chunk)
ShaderChunks.get(device, SHADERLANGUAGE_GLSL).set('radixSortCountPS', glslRadixSortCountPS);
ShaderChunks.get(device, SHADERLANGUAGE_GLSL).set('radixSortCountQuad', glslRadixSortCountQuad);
ShaderChunks.get(device, SHADERLANGUAGE_WGSL).set('radixSortCountPS', wgslRadixSortCountPS);
ShaderChunks.get(device, SHADERLANGUAGE_WGSL).set('radixSortCountQuad', wgslRadixSortCountQuad);
const defines = new Map();
if (sourceLinear) {
defines.set('SOURCE_LINEAR', '');
}
const shaderName = sourceLinear ? 'RadixSortCountShaderLinear' : 'RadixSortCountShader';
this.shader = ShaderUtils.createShader(device, {
uniqueName: shaderName,
attributes: {
aPosition: SEMANTIC_POSITION
},
vertexChunk: 'quadVS',
fragmentChunk: 'radixSortCountPS',
fragmentDefines: defines,
fragmentOutputTypes: 'float'
});
// Resolve uniform locations
this.keysTextureId = device.scope.resolve('keysTexture');
this.bitsPerStepId = device.scope.resolve('bitsPerStep');
this.groupSizeId = device.scope.resolve('groupSize');
this.elementCountId = device.scope.resolve('elementCount');
this.imageElementsLog2Id = device.scope.resolve('imageElementsLog2');
this.currentBitId = device.scope.resolve('currentBit');
}
}
export { RenderPassRadixSortCount };