playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
57 lines (54 loc) • 1.93 kB
JavaScript
import { BindGroup } from '../bind-group.js';
import { UniformBuffer } from '../uniform-buffer.js';
const _indirectDispatchEntryByteSize = 3 * 4;
class WebgpuCompute {
destroy() {
this.uniformBuffers.forEach((ub)=>ub.destroy());
this.uniformBuffers.length = 0;
this.bindGroup.destroy();
this.bindGroup = null;
}
updateBindGroup() {
const { bindGroup } = this;
bindGroup.updateUniformBuffers();
bindGroup.update();
}
dispatch(x, y, z) {
const device = this.compute.device;
device.setBindGroup(0, this.bindGroup);
const passEncoder = device.passEncoder;
passEncoder.setPipeline(this.pipeline);
const { indirectSlotIndex, indirectBuffer, indirectFrameStamp } = this.compute;
if (indirectSlotIndex >= 0) {
let gpuBuffer;
if (indirectBuffer) {
gpuBuffer = indirectBuffer.impl.buffer;
} else {
gpuBuffer = device.indirectDispatchBuffer.impl.buffer;
}
const offset = indirectSlotIndex * _indirectDispatchEntryByteSize;
passEncoder.dispatchWorkgroupsIndirect(gpuBuffer, offset);
} else {
passEncoder.dispatchWorkgroups(x, y, z);
}
}
constructor(compute){
this.uniformBuffers = [];
this.bindGroup = null;
this.compute = compute;
const { device, shader } = compute;
const { computeBindGroupFormat, computeUniformBufferFormats } = shader.impl;
this.bindGroup = new BindGroup(device, computeBindGroupFormat);
if (computeUniformBufferFormats) {
for(const name in computeUniformBufferFormats){
if (computeUniformBufferFormats.hasOwnProperty(name)) {
const ub = new UniformBuffer(device, computeUniformBufferFormats[name], true);
this.uniformBuffers.push(ub);
this.bindGroup.setUniformBuffer(name, ub);
}
}
}
this.pipeline = device.computePipeline.get(shader, computeBindGroupFormat);
}
}
export { WebgpuCompute };