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playcanvas

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PlayCanvas WebGL game engine

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import { Debug, DebugHelper } from '../../../core/debug.js'; import { BindGroup } from '../bind-group.js'; import { DebugGraphics } from '../debug-graphics.js'; import { UniformBuffer } from '../uniform-buffer.js'; /** * A WebGPU implementation of the Compute. * * @ignore */ class WebgpuCompute { destroy() { this.uniformBuffers.forEach((ub)=>ub.destroy()); this.uniformBuffers.length = 0; this.bindGroup.destroy(); this.bindGroup = null; } updateBindGroup() { // bind group data var { bindGroup } = this; bindGroup.updateUniformBuffers(); bindGroup.update(); } dispatch(x, y, z) { // bind group var device = this.compute.device; device.setBindGroup(0, this.bindGroup); // dispatch var passEncoder = device.passEncoder; passEncoder.setPipeline(this.pipeline); passEncoder.dispatchWorkgroups(x, y, z); } constructor(compute){ /** @type {UniformBuffer[]} */ this.uniformBuffers = []; /** @type {BindGroup} */ this.bindGroup = null; this.compute = compute; var { device, shader } = compute; DebugGraphics.pushGpuMarker(device, "Compute:" + compute.name); // create bind group var { computeBindGroupFormat, computeUniformBufferFormats } = shader.impl; Debug.assert(computeBindGroupFormat, 'Compute shader does not have computeBindGroupFormat specified', shader); // this.bindGroup = new BindGroup(device, computeBindGroupFormat, this.uniformBuffer); this.bindGroup = new BindGroup(device, computeBindGroupFormat); DebugHelper.setName(this.bindGroup, "Compute-BindGroup_" + this.bindGroup.id); if (computeUniformBufferFormats) { for(var name in computeUniformBufferFormats){ if (computeUniformBufferFormats.hasOwnProperty(name)) { // TODO: investigate implications of using a non-persistent uniform buffer var ub = new UniformBuffer(device, computeUniformBufferFormats[name], true); this.uniformBuffers.push(ub); this.bindGroup.setUniformBuffer(name, ub); } } } // pipeline this.pipeline = device.computePipeline.get(shader, computeBindGroupFormat); DebugGraphics.popGpuMarker(device); } } export { WebgpuCompute };