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playcanvas

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PlayCanvas WebGL game engine

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/** * @import { GraphicsDevice } from './graphics-device.js' * @import { IndexBuffer } from './index-buffer.js' * @import { ScopeId } from './scope-id.js' * @import { Shader } from './shader.js' * @import { StorageBuffer } from './storage-buffer.js' * @import { Texture } from './texture.js' * @import { VertexBuffer } from './vertex-buffer.js' */ /** * A helper class storing a parameter value as well as its scope ID. * * @ignore */ class ComputeParameter { constructor(){ /** @type {ScopeId} */ this.scopeId = null; } } /** * A representation of a compute shader with the associated resources, that can be executed on the * GPU. Only supported on WebGPU platform. */ class Compute { /** * Sets a shader parameter on a compute instance. * * @param {string} name - The name of the parameter to set. * @param {number|number[]|Float32Array|Texture|StorageBuffer|VertexBuffer|IndexBuffer} value - * The value for the specified parameter. */ setParameter(name, value) { var param = this.parameters.get(name); if (!param) { param = new ComputeParameter(); param.scopeId = this.device.scope.resolve(name); this.parameters.set(name, param); } param.value = value; } /** * Returns the value of a shader parameter from the compute instance. * * @param {string} name - The name of the parameter to get. * @returns {number|number[]|Float32Array|Texture|StorageBuffer|VertexBuffer|IndexBuffer|undefined} * The value of the specified parameter. */ getParameter(name) { var _this_parameters_get; return (_this_parameters_get = this.parameters.get(name)) == null ? void 0 : _this_parameters_get.value; } /** * Deletes a shader parameter from the compute instance. * * @param {string} name - The name of the parameter to delete. */ deleteParameter(name) { this.parameters.delete(name); } /** * Apply the parameters to the scope. * * @ignore */ applyParameters() { for (var [, param] of this.parameters){ param.scopeId.setValue(param.value); } } /** * Prepare the compute work dispatch. * * @param {number} x - X dimension of the grid of work-groups to dispatch. * @param {number} [y] - Y dimension of the grid of work-groups to dispatch. * @param {number} [z] - Z dimension of the grid of work-groups to dispatch. */ setupDispatch(x, y, z) { this.countX = x; this.countY = y; this.countZ = z; } /** * Create a compute instance. Note that this is supported on WebGPU only and is a no-op on * other platforms. * * @param {GraphicsDevice} graphicsDevice - * The graphics device. * @param {Shader} shader - The compute shader. * @param {string} [name] - The name of the compute instance, used for debugging only. */ constructor(graphicsDevice, shader, name = 'Unnamed'){ /** * A compute shader. * * @type {Shader|null} * @ignore */ this.shader = null; /** * @type {Map<string, ComputeParameter>} * @ignore */ this.parameters = new Map(); /** * @type {number} * @ignore */ this.countX = 1; this.device = graphicsDevice; this.shader = shader; this.name = name; if (graphicsDevice.supportsCompute) { this.impl = graphicsDevice.createComputeImpl(this); } } } export { Compute };