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playcanvas

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

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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 glslRadixSortReorderPS from '../shader-lib/glsl/chunks/radix-sort/radix-sort-reorder.js'; import wgslRadixSortReorderPS from '../shader-lib/wgsl/chunks/radix-sort/radix-sort-reorder.js'; class RenderPassRadixSortReorder extends RenderPassShaderQuad { setKeysTexture(keysTexture) { this._keysTexture = keysTexture; } setIndicesTexture(indicesTexture) { this._indicesTexture = indicesTexture; } setPrefixSumsTexture(prefixSums) { this._prefixSums = prefixSums; } setDynamicParams(elementCount, imageElementsLog2, imageSize) { this._dynamicParams.elementCount = elementCount; this._dynamicParams.imageElementsLog2 = imageElementsLog2; this._dynamicParams.imageSize = imageSize; } execute() { this.keysTextureId.setValue(this._keysTexture); if (!this.sourceLinear) { this.indicesTextureId.setValue(this._indicesTexture); } this.prefixSumsId.setValue(this._prefixSums); 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); this.imageSizeId.setValue(this._dynamicParams.imageSize); super.execute(); } constructor(device, sourceLinear, outputLinear, bitsPerStep, groupSize, currentBit){ super(device), this.sourceLinear = false, this.outputLinear = false, this.bitsPerStep = 0, this.groupSize = 0, this.currentBit = 0, this._dynamicParams = { elementCount: 0, imageElementsLog2: 0, imageSize: 0 }; this.sourceLinear = sourceLinear; this.outputLinear = outputLinear; this.bitsPerStep = bitsPerStep; this.groupSize = groupSize; this.currentBit = currentBit; ShaderChunks.get(device, SHADERLANGUAGE_GLSL).set('radixSortReorderPS', glslRadixSortReorderPS); ShaderChunks.get(device, SHADERLANGUAGE_WGSL).set('radixSortReorderPS', wgslRadixSortReorderPS); const defines = new Map(); if (sourceLinear) { defines.set('SOURCE_LINEAR', ''); } if (outputLinear) { defines.set('OUTPUT_LINEAR', ''); } let shaderName = 'RadixSortReorderShader'; if (sourceLinear) shaderName += 'SourceLinear'; if (outputLinear) shaderName += 'OutputLinear'; this.shader = ShaderUtils.createShader(device, { uniqueName: shaderName, attributes: { aPosition: SEMANTIC_POSITION }, vertexChunk: 'quadVS', fragmentChunk: 'radixSortReorderPS', fragmentDefines: defines, fragmentOutputTypes: [ 'uvec4', 'uvec4' ] }); this.keysTextureId = device.scope.resolve('keysTexture'); if (!sourceLinear) { this.indicesTextureId = device.scope.resolve('indicesTexture'); } this.prefixSumsId = device.scope.resolve('prefixSums'); 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'); this.imageSizeId = device.scope.resolve('imageSize'); } } export { RenderPassRadixSortReorder };