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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 { Debug } from "../../core/debug.js"; import { TRACEID_VRAM_VB } from "../../core/constants.js"; import { BUFFER_STATIC } from "./constants.js"; let id = 0; class VertexBuffer { /** * Create a new VertexBuffer instance. * * @param {GraphicsDevice} graphicsDevice - The graphics device used to manage this vertex * buffer. * @param {VertexFormat} format - The vertex format of this vertex buffer. * @param {number} numVertices - The number of vertices that this vertex buffer will hold. * @param {object} [options] - Object for passing optional arguments. * @param {number} [options.usage] - The usage type of the vertex buffer (see BUFFER_*). * Defaults to BUFFER_STATIC. * @param {ArrayBuffer} [options.data] - Initial data. * @param {boolean} [options.storage] - Defines if the vertex buffer can be used as a storage * buffer by a compute shader. Defaults to false. Only supported on WebGPU. */ constructor(graphicsDevice, format, numVertices, options) { __publicField(this, "usage", BUFFER_STATIC); Debug.assert(arguments.length <= 4 && (!options || typeof options === "object"), "incorrect arguments"); this.usage = options?.usage ?? BUFFER_STATIC; this.device = graphicsDevice; this.format = format; this.numVertices = numVertices; this.id = id++; this.impl = graphicsDevice.createVertexBufferImpl(this, format, options); this.numBytes = format.verticesByteSize ? format.verticesByteSize : format.size * numVertices; this.adjustVramSizeTracking(graphicsDevice._vram, this.numBytes); const initialData = options?.data; if (initialData) { this.setData(initialData); } else { this.storage = new ArrayBuffer(this.numBytes); } this.device.buffers.add(this); } /** * Frees resources associated with this vertex buffer. */ destroy() { const device = this.device; device.buffers.delete(this); if (this.impl.initialized) { this.impl.destroy(device); this.adjustVramSizeTracking(device._vram, -this.storage.byteLength); } } adjustVramSizeTracking(vram, size) { Debug.trace(TRACEID_VRAM_VB, `${this.id} size: ${size} vram.vb: ${vram.vb} => ${vram.vb + size}`); vram.vb += size; } /** * Called when the rendering context was lost. It releases all context related resources. * * @ignore */ loseContext() { this.impl.loseContext(); } /** * Called when the rendering context is restored. Recreates the GPU buffer and uploads from * {@link VertexBuffer#lock|lock} storage. * * @ignore */ restoreContext() { this.unlock(); } /** * Returns the data format of the specified vertex buffer. * * @returns {VertexFormat} The data format of the specified vertex buffer. */ getFormat() { return this.format; } /** * Returns the usage type of the specified vertex buffer. This indicates whether the buffer can * be modified once and used many times {@link BUFFER_STATIC}, modified repeatedly and used * many times {@link BUFFER_DYNAMIC} or modified once and used at most a few times * {@link BUFFER_STREAM}. * * @returns {number} The usage type of the vertex buffer (see BUFFER_*). */ getUsage() { return this.usage; } /** * Returns the number of vertices stored in the specified vertex buffer. * * @returns {number} The number of vertices stored in the vertex buffer. */ getNumVertices() { return this.numVertices; } /** * Returns a mapped memory block representing the content of the vertex buffer. * * @returns {ArrayBuffer} An array containing the byte data stored in the vertex buffer. */ lock() { return this.storage; } /** * Notifies the graphics engine that the client side copy of the vertex buffer's memory can be * returned to the control of the graphics driver. */ unlock() { this.impl.unlock(this); } /** * Copies data into vertex buffer's memory. * * @param {ArrayBuffer} [data] - Source data to copy. * @returns {boolean} True if function finished successfully, false otherwise. */ setData(data) { if (data.byteLength !== this.numBytes) { Debug.error(`VertexBuffer: wrong initial data size: expected ${this.numBytes}, got ${data.byteLength}`); return false; } this.storage = data; this.unlock(); return true; } } export { VertexBuffer };