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playcanvas

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

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import { StringIds } from "../../../core/string-ids.js"; import { SHADERLANGUAGE_WGSL } from "../constants.js"; import { ShaderProcessorGLSL } from "../shader-processor-glsl.js"; import { WebgpuShaderProcessorWGSL } from "./webgpu-shader-processor-wgsl.js"; const computeShaderIds = new StringIds(); class WebgpuShader { _vertexCode = null; _fragmentCode = null; _computeCode = null; _computeKey; vertexEntryPoint = "main"; fragmentEntryPoint = "main"; computeEntryPoint = "main"; constructor(shader) { this.shader = shader; const definition = shader.definition; if (definition.shaderLanguage === SHADERLANGUAGE_WGSL) { if (definition.cshader) { this._computeCode = definition.cshader ?? null; this.computeUniformBufferFormats = definition.computeUniformBufferFormats; this.computeBindGroupFormat = definition.computeBindGroupFormat; if (definition.computeEntryPoint) { this.computeEntryPoint = definition.computeEntryPoint; } } else { this.vertexEntryPoint = "vertexMain"; this.fragmentEntryPoint = "fragmentMain"; if (definition.processingOptions) { this.processWGSL(); } else { this._vertexCode = definition.vshader ?? null; this._fragmentCode = definition.fshader ?? null; shader.meshUniformBufferFormat = definition.meshUniformBufferFormat; shader.meshBindGroupFormat = definition.meshBindGroupFormat; } } shader.ready = true; } else { if (definition.processingOptions) { this.processGLSL(); } } } destroy(shader) { this._vertexCode = null; this._fragmentCode = null; } createShaderModule(code, shaderType) { const device = this.shader.device; const wgpu = device.wgpu; const shaderModule = wgpu.createShaderModule({ code }); return shaderModule; } getVertexShaderModule() { return this.createShaderModule(this._vertexCode, "Vertex"); } getFragmentShaderModule() { return this.createShaderModule(this._fragmentCode, "Fragment"); } getComputeShaderModule() { return this.createShaderModule(this._computeCode, "Compute"); } processGLSL() { const shader = this.shader; const processed = ShaderProcessorGLSL.run(shader.device, shader.definition, shader); this._vertexCode = this.transpile(processed.vshader, "vertex", shader.definition.vshader); this._fragmentCode = this.transpile(processed.fshader, "fragment", shader.definition.fshader); if (!(this._vertexCode && this._fragmentCode)) { shader.failed = true; } else { shader.ready = true; } shader.meshUniformBufferFormat = processed.meshUniformBufferFormat; shader.meshBindGroupFormat = processed.meshBindGroupFormat; shader.attributes = processed.attributes; } processWGSL() { const shader = this.shader; const processed = WebgpuShaderProcessorWGSL.run(shader.device, shader.definition, shader); this._vertexCode = processed.vshader; this._fragmentCode = processed.fshader; shader.meshUniformBufferFormat = processed.meshUniformBufferFormat; shader.meshBindGroupFormat = processed.meshBindGroupFormat; shader.attributes = processed.attributes; } transpile(src, shaderType, originalSrc) { const device = this.shader.device; if (!device.glslang || !device.twgsl) { console.error(`Cannot transpile shader [${this.shader.label}] - shader transpilers (glslang/twgsl) are not available. Make sure to provide glslangUrl and twgslUrl when creating the device.`, { shader: this.shader }); return null; } try { const spirv = device.glslang.compileGLSL(src, shaderType); const wgsl = device.twgsl.convertSpirV2WGSL(spirv); return wgsl; } catch (err) { console.error(`Failed to transpile webgl ${shaderType} shader [${this.shader.label}] to WebGPU while rendering ${void 0}, error: [${err.stack}]`, { processed: src, original: originalSrc, shader: this.shader, error: err, stack: err.stack }); } } get vertexCode() { return this._vertexCode; } get fragmentCode() { return this._fragmentCode; } get computeKey() { if (this._computeKey === void 0) { const keyString = `${this._computeCode}|${this.computeEntryPoint}`; this._computeKey = computeShaderIds.get(keyString); } return this._computeKey; } loseContext() { } restoreContext(device, shader) { } } export { WebgpuShader };