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

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/** * A representation of a compute shader with the associated resources, that can be executed on the * GPU. Only supported on WebGPU platform. */ export class Compute { /** * Calculate near-square 2D dispatch dimensions for a given workgroup count, * respecting the WebGPU per-dimension limit. When the count fits within a single * dimension, Y is 1. Otherwise, dimensions are chosen to be roughly square to * minimize wasted padding threads. * * @param {number} count - Total number of workgroups needed. * @param {Vec2} result - Output vector to receive X (x) and Y (y) dimensions. * @param {number} [maxDimension] - Maximum workgroups per dimension. * @returns {Vec2} The result vector with dimensions set. * @ignore */ static calcDispatchSize(count: number, result: Vec2, maxDimension?: number): Vec2; /** * Create a compute instance. Note that this is supported on WebGPU only and is a no-op on * other platforms. * * @param {GraphicsDevice} graphicsDevice - * The graphics device. * @param {Shader} shader - The compute shader. * @param {string} [name] - The name of the compute instance, used for debugging only. */ constructor(graphicsDevice: GraphicsDevice, shader: Shader, name?: string); /** * A compute shader. * * @type {Shader|null} * @ignore */ shader: Shader | null; /** * The non-unique name of an instance of the class. Defaults to 'Unnamed'. * * @type {string} */ name: string; /** * @type {Map<string, ComputeParameter>} * @ignore */ parameters: Map<string, ComputeParameter>; /** * @type {number} * @ignore */ countX: number; /** * @type {number|undefined} * @ignore */ countY: number | undefined; /** * @type {number|undefined} * @ignore */ countZ: number | undefined; /** * Slot index in the indirect dispatch buffer, or -1 for direct dispatch. * * @type {number} * @ignore */ indirectSlotIndex: number; /** * Custom buffer for indirect dispatch, or null to use device's built-in buffer. * * @type {StorageBuffer|null} * @ignore */ indirectBuffer: StorageBuffer | null; /** * Frame stamp (device.renderVersion) when indirect slot was set. Used for validation * when using the built-in buffer. * * @type {number} * @ignore */ indirectFrameStamp: number; device: GraphicsDevice; impl: any; /** * Sets a shader parameter on a compute instance. * * @param {string} name - The name of the parameter to set. * @param {number|number[]|Float32Array|Texture|StorageBuffer|VertexBuffer|IndexBuffer|TextureView} value - * The value for the specified parameter. */ setParameter(name: string, value: number | number[] | Float32Array | Texture | StorageBuffer | VertexBuffer | IndexBuffer | TextureView): void; /** * Returns the value of a shader parameter from the compute instance. * * @param {string} name - The name of the parameter to get. * @returns {number|number[]|Float32Array|Texture|StorageBuffer|VertexBuffer|IndexBuffer|undefined} * The value of the specified parameter. */ getParameter(name: string): number | number[] | Float32Array | Texture | StorageBuffer | VertexBuffer | IndexBuffer | undefined; /** * Deletes a shader parameter from the compute instance. * * @param {string} name - The name of the parameter to delete. */ deleteParameter(name: string): void; /** * Frees resources associated with this compute instance. */ destroy(): void; /** * Apply the parameters to the scope. * * @ignore */ applyParameters(): void; /** * Prepare the compute work dispatch. * * @param {number} x - X dimension of the grid of work-groups to dispatch. * @param {number} [y] - Y dimension of the grid of work-groups to dispatch. * @param {number} [z] - Z dimension of the grid of work-groups to dispatch. */ setupDispatch(x: number, y?: number, z?: number): void; /** * Prepare the compute work dispatch to use indirect parameters from a buffer. The dispatch * parameters (x, y, z workgroup counts) are read from the buffer at the specified slot index. * * When using the device's built-in buffer (buffer parameter is null), this method must be * called each frame as slots are only valid for the current frame. * * @param {number} slotIndex - Slot index in the indirect dispatch buffer. When using the * device's built-in buffer, obtain this by calling {@link GraphicsDevice#getIndirectDispatchSlot}. * @param {StorageBuffer|null} [buffer] - Optional custom storage buffer containing dispatch * parameters. If not provided, uses the device's built-in {@link GraphicsDevice#indirectDispatchBuffer}. * When providing a custom buffer, the user is responsible for its lifetime and contents. * @example * // Reserve a slot in the indirect dispatch buffer * const slot = device.getIndirectDispatchSlot(); * * // First compute shader writes dispatch parameters to the buffer * prepareCompute.setParameter('indirectBuffer', device.indirectDispatchBuffer); * prepareCompute.setParameter('slot', slot); * prepareCompute.setupDispatch(1, 1, 1); * device.computeDispatch([prepareCompute]); * * // Second compute shader uses indirect dispatch * processCompute.setupIndirectDispatch(slot); * device.computeDispatch([processCompute]); */ setupIndirectDispatch(slotIndex: number, buffer?: StorageBuffer | null): void; } import type { Shader } from './shader.js'; /** * @import { GraphicsDevice } from './graphics-device.js' * @import { IndexBuffer } from './index-buffer.js' * @import { ScopeId } from './scope-id.js' * @import { Shader } from './shader.js' * @import { StorageBuffer } from './storage-buffer.js' * @import { Texture } from './texture.js' * @import { TextureView } from './texture-view.js' * @import { Vec2 } from '../../core/math/vec2.js' * @import { VertexBuffer } from './vertex-buffer.js' */ /** * A helper class storing a parameter value as well as its scope ID. * * @ignore */ declare class ComputeParameter { value: any; /** @type {ScopeId} */ scopeId: ScopeId; } import type { StorageBuffer } from './storage-buffer.js'; import type { GraphicsDevice } from './graphics-device.js'; import type { Texture } from './texture.js'; import type { VertexBuffer } from './vertex-buffer.js'; import type { IndexBuffer } from './index-buffer.js'; import type { TextureView } from './texture-view.js'; import type { Vec2 } from '../../core/math/vec2.js'; import type { ScopeId } from './scope-id.js'; export {};