UNPKG

playcanvas

Version:

PlayCanvas WebGL game engine

208 lines (205 loc) 6.59 kB
import { WebglShaderInput } from './webgl-shader-input.js'; import { semanticToLocation } from '../constants.js'; import { DeviceCache } from '../device-cache.js'; var _vertexShaderBuiltins = new Set([ 'gl_VertexID', 'gl_InstanceID', 'gl_DrawID', 'gl_BaseVertex', 'gl_BaseInstance' ]); class CompiledShaderCache { destroy(device) { this.map.forEach((shader)=>{ device.gl.deleteShader(shader); }); } loseContext(device) { this.map.clear(); } constructor(){ this.map = new Map(); } } var _vertexShaderCache = new DeviceCache(); var _fragmentShaderCache = new DeviceCache(); class WebglShader { destroy(shader) { if (this.glProgram) { shader.device.gl.deleteProgram(this.glProgram); this.glProgram = null; } } init() { this.uniforms = []; this.samplers = []; this.attributes = []; this.glProgram = null; this.glVertexShader = null; this.glFragmentShader = null; } loseContext() { this.init(); } restoreContext(device, shader) { this.compile(device, shader); this.link(device, shader); } compile(device, shader) { var definition = shader.definition; this.glVertexShader = this._compileShaderSource(device, definition.vshader, true); this.glFragmentShader = this._compileShaderSource(device, definition.fshader, false); } link(device, shader) { if (this.glProgram) { return; } var gl = device.gl; if (gl.isContextLost()) { return; } var glProgram = gl.createProgram(); this.glProgram = glProgram; gl.attachShader(glProgram, this.glVertexShader); gl.attachShader(glProgram, this.glFragmentShader); var definition = shader.definition; var attrs = definition.attributes; if (definition.useTransformFeedback) { var outNames = []; for(var attr in attrs){ if (attrs.hasOwnProperty(attr)) { outNames.push("out_" + attr); } } gl.transformFeedbackVaryings(glProgram, outNames, gl.INTERLEAVED_ATTRIBS); } for(var attr1 in attrs){ if (attrs.hasOwnProperty(attr1)) { var semantic = attrs[attr1]; var loc = semanticToLocation[semantic]; gl.bindAttribLocation(glProgram, loc, attr1); } } gl.linkProgram(glProgram); } _compileShaderSource(device, src, isVertexShader) { var gl = device.gl; if (gl.isContextLost()) { return null; } var shaderDeviceCache = isVertexShader ? _vertexShaderCache : _fragmentShaderCache; var shaderCache = shaderDeviceCache.get(device, ()=>{ return new CompiledShaderCache(); }); var glShader = shaderCache.map.get(src); if (!glShader) { glShader = gl.createShader(isVertexShader ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER); gl.shaderSource(glShader, src); gl.compileShader(glShader); shaderCache.map.set(src, glShader); } return glShader; } finalize(device, shader) { var gl = device.gl; if (gl.isContextLost()) { return true; } var glProgram = this.glProgram; var definition = shader.definition; var linkStatus = gl.getProgramParameter(glProgram, gl.LINK_STATUS); if (!linkStatus) { if (!this._isCompiled(device, shader, this.glVertexShader, definition.vshader, 'vertex')) { return false; } if (!this._isCompiled(device, shader, this.glFragmentShader, definition.fshader, 'fragment')) { return false; } var message = "Failed to link shader program. Error: " + gl.getProgramInfoLog(glProgram); console.error(message); return false; } var numAttributes = gl.getProgramParameter(glProgram, gl.ACTIVE_ATTRIBUTES); shader.attributes.clear(); for(var i = 0; i < numAttributes; i++){ var info = gl.getActiveAttrib(glProgram, i); var location = gl.getAttribLocation(glProgram, info.name); if (_vertexShaderBuiltins.has(info.name)) { continue; } if (definition.attributes[info.name] === undefined) { console.error('Vertex shader attribute "' + info.name + '" is not mapped to a semantic in shader definition, shader [' + shader.label + "]", shader); shader.failed = true; } else { shader.attributes.set(location, info.name); } } var samplerTypes = device._samplerTypes; var numUniforms = gl.getProgramParameter(glProgram, gl.ACTIVE_UNIFORMS); for(var i1 = 0; i1 < numUniforms; i1++){ var info1 = gl.getActiveUniform(glProgram, i1); var location1 = gl.getUniformLocation(glProgram, info1.name); var shaderInput = new WebglShaderInput(device, info1.name, device.pcUniformType[info1.type], location1); if (samplerTypes.has(info1.type)) { this.samplers.push(shaderInput); } else { this.uniforms.push(shaderInput); } } shader.ready = true; return true; } _isCompiled(device, shader, glShader, source, shaderType) { var gl = device.gl; if (!gl.getShaderParameter(glShader, gl.COMPILE_STATUS)) { var infoLog = gl.getShaderInfoLog(glShader); var [code, error] = this._processError(source, infoLog); var message = "Failed to compile " + shaderType + " shader:\n\n" + infoLog + "\n" + code + " while rendering " + void 0; console.error(message); return false; } return true; } isLinked(device) { var { extParallelShaderCompile } = device; if (extParallelShaderCompile) { return device.gl.getProgramParameter(this.glProgram, extParallelShaderCompile.COMPLETION_STATUS_KHR); } return true; } _processError(src, infoLog) { var error = {}; var code = ''; if (src) { var lines = src.split('\n'); var from = 0; var to = lines.length; if (infoLog && infoLog.startsWith('ERROR:')) { var match = infoLog.match(/^ERROR:\s(\d+):(\d+):\s*(.+)/); if (match) { error.message = match[3]; error.line = parseInt(match[2], 10); from = Math.max(0, error.line - 6); to = Math.min(lines.length, error.line + 5); } } for(var i = from; i < to; i++){ var linePrefix = i + 1 === error.line ? '> ' : ' '; code += "" + linePrefix + (i + 1) + ": " + lines[i] + "\n"; } error.source = src; } return [ code, error ]; } constructor(shader){ this.compileDuration = 0; this.init(); this.compile(shader.device, shader); this.link(shader.device, shader); shader.device.shaders.push(shader); } } export { WebglShader };