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playcanvas

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

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); import { DebugHelper } from "../../core/debug.js"; import { BindGroupFormat, BindUniformBufferFormat } from "./bind-group-format.js"; import { BindGroup } from "./bind-group.js"; import { SHADERSTAGE_FRAGMENT, SHADERSTAGE_VERTEX, UNIFORM_BUFFER_DEFAULT_SLOT_NAME } from "./constants.js"; class DynamicBuffer { constructor(device) { /** @type {GraphicsDevice} */ __publicField(this, "device"); /** * A cache of bind groups for each uniform buffer size, which is used to avoid creating a new * bind group for each uniform buffer. * * @type {Map<number, BindGroup>} */ __publicField(this, "bindGroupCache", /* @__PURE__ */ new Map()); this.device = device; this.bindGroupFormat = new BindGroupFormat(this.device, [ new BindUniformBufferFormat(UNIFORM_BUFFER_DEFAULT_SLOT_NAME, SHADERSTAGE_VERTEX | SHADERSTAGE_FRAGMENT) ]); } getBindGroup(ub) { const ubSize = ub.format.byteSize; let bindGroup = this.bindGroupCache.get(ubSize); if (!bindGroup) { bindGroup = new BindGroup(this.device, this.bindGroupFormat, ub); DebugHelper.setName(bindGroup, `DynamicBuffer-BindGroup_${bindGroup.id}-${ubSize}`); bindGroup.update(); this.bindGroupCache.set(ubSize, bindGroup); } return bindGroup; } } export { DynamicBuffer };