three
Version:
JavaScript 3D library
206 lines (107 loc) • 4 kB
JavaScript
import DataMap from './DataMap.js';
import { AttributeType } from './Constants.js';
class Bindings extends DataMap {
constructor( backend, nodes, textures, attributes, pipelines, info ) {
super();
this.backend = backend;
this.textures = textures;
this.pipelines = pipelines;
this.attributes = attributes;
this.nodes = nodes;
this.info = info;
this.pipelines.bindings = this; // assign bindings to pipelines
}
getForRender( renderObject ) {
const bindings = renderObject.getBindings();
for ( const bindGroup of bindings ) {
const groupData = this.get( bindGroup );
if ( groupData.bindGroup === undefined ) {
// each object defines an array of bindings (ubos, textures, samplers etc.)
this._init( bindGroup );
this.backend.createBindings( bindGroup, bindings );
groupData.bindGroup = bindGroup;
}
}
return bindings;
}
getForCompute( computeNode ) {
const bindings = this.nodes.getForCompute( computeNode ).bindings;
for ( const bindGroup of bindings ) {
const groupData = this.get( bindGroup );
if ( groupData.bindGroup === undefined ) {
this._init( bindGroup );
this.backend.createBindings( bindGroup, bindings );
groupData.bindGroup = bindGroup;
}
}
return bindings;
}
updateForCompute( computeNode ) {
this._updateBindings( computeNode, this.getForCompute( computeNode ) );
}
updateForRender( renderObject ) {
this._updateBindings( renderObject, this.getForRender( renderObject ) );
}
_updateBindings( object, bindings ) {
for ( const bindGroup of bindings ) {
this._update( object, bindGroup, bindings );
}
}
_init( bindGroup ) {
for ( const binding of bindGroup.bindings ) {
if ( binding.isSampledTexture ) {
this.textures.updateTexture( binding.texture );
} else if ( binding.isStorageBuffer ) {
const attribute = binding.attribute;
this.attributes.update( attribute, AttributeType.STORAGE );
}
}
}
_update( object, bindGroup, bindings ) {
const { backend } = this;
let needsBindingsUpdate = false;
// iterate over all bindings and check if buffer updates or a new binding group is required
for ( const binding of bindGroup.bindings ) {
if ( binding.isNodeUniformsGroup ) {
const updated = this.nodes.updateGroup( binding );
if ( ! updated ) continue;
}
if ( binding.isUniformBuffer ) {
const updated = binding.update();
if ( updated ) {
backend.updateBinding( binding );
}
} else if ( binding.isSampler ) {
binding.update();
} else if ( binding.isSampledTexture ) {
const texture = binding.texture;
if ( binding.needsBindingsUpdate ) needsBindingsUpdate = true;
const updated = binding.update();
if ( updated ) {
this.textures.updateTexture( binding.texture );
}
const textureData = backend.get( binding.texture );
if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) {
// TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend
console.error( 'Bindings._update: binding should be available:', binding, updated, binding.texture, binding.textureNode.value );
this.textures.updateTexture( binding.texture );
needsBindingsUpdate = true;
}
if ( texture.isStorageTexture === true ) {
const textureData = this.get( texture );
if ( binding.store === true ) {
textureData.needsMipmap = true;
} else if ( texture.generateMipmaps === true && this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {
this.backend.generateMipmaps( texture );
textureData.needsMipmap = false;
}
}
}
}
if ( needsBindingsUpdate === true ) {
const pipeline = this.pipelines.getForRender( object );
this.backend.updateBindings( bindGroup, bindings, pipeline );
}
}
}
export default Bindings;