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- /*// debugger tools
- import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
- //*/
- import { GPUFeatureName, GPULoadOp, GPUStoreOp, GPUIndexFormat, GPUTextureViewDimension } from './utils/WebGPUConstants.js';
- import WGSLNodeBuilder from './nodes/WGSLNodeBuilder.js';
- import Backend from '../common/Backend.js';
- import WebGPUUtils from './utils/WebGPUUtils.js';
- import WebGPUAttributeUtils from './utils/WebGPUAttributeUtils.js';
- import WebGPUBindingUtils from './utils/WebGPUBindingUtils.js';
- import WebGPUPipelineUtils from './utils/WebGPUPipelineUtils.js';
- import WebGPUTextureUtils from './utils/WebGPUTextureUtils.js';
- import { WebGPUCoordinateSystem } from '../../constants.js';
- import WebGPUTimestampQueryPool from './utils/WebGPUTimestampQueryPool.js';
- import { warnOnce } from '../../utils.js';
- import { ColorManagement } from '../../math/ColorManagement.js';
- /**
- * A backend implementation targeting WebGPU.
- *
- * @private
- * @augments Backend
- */
- class WebGPUBackend extends Backend {
- /**
- * WebGPUBackend options.
- *
- * @typedef {Object} WebGPUBackend~Options
- * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
- * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
- * @property {boolean} [compatibilityMode=false] - Whether the backend should be in compatibility mode or not.
- * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
- * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
- * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
- * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
- * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
- * @property {boolean} [trackTimestamp=false] - Whether to track timestamps with a Timestamp Query API or not.
- * @property {string} [powerPreference=undefined] - The power preference.
- * @property {Object} [requiredLimits=undefined] - Specifies the limits that are required by the device request. The request will fail if the adapter cannot provide these limits.
- * @property {GPUDevice} [device=undefined] - If there is an existing GPU device on app level, it can be passed to the renderer as a parameter.
- * @property {number} [outputType=undefined] - Texture type for output to canvas. By default, device's preferred format is used; other formats may incur overhead.
- */
- /**
- * Constructs a new WebGPU backend.
- *
- * @param {WebGPUBackend~Options} [parameters] - The configuration parameter.
- */
- constructor( parameters = {} ) {
- super( parameters );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWebGPUBackend = true;
- // some parameters require default values other than "undefined"
- this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
- this.parameters.compatibilityMode = ( parameters.compatibilityMode === undefined ) ? false : parameters.compatibilityMode;
- this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
- /**
- * Indicates whether the backend is in compatibility mode or not.
- * @type {boolean}
- * @default false
- */
- this.compatibilityMode = this.parameters.compatibilityMode;
- /**
- * A reference to the device.
- *
- * @type {?GPUDevice}
- * @default null
- */
- this.device = null;
- /**
- * A reference to the context.
- *
- * @type {?GPUCanvasContext}
- * @default null
- */
- this.context = null;
- /**
- * A reference to the color attachment of the default framebuffer.
- *
- * @type {?GPUTexture}
- * @default null
- */
- this.colorBuffer = null;
- /**
- * A reference to the default render pass descriptor.
- *
- * @type {?Object}
- * @default null
- */
- this.defaultRenderPassdescriptor = null;
- /**
- * A reference to a backend module holding common utility functions.
- *
- * @type {WebGPUUtils}
- */
- this.utils = new WebGPUUtils( this );
- /**
- * A reference to a backend module holding shader attribute-related
- * utility functions.
- *
- * @type {WebGPUAttributeUtils}
- */
- this.attributeUtils = new WebGPUAttributeUtils( this );
- /**
- * A reference to a backend module holding shader binding-related
- * utility functions.
- *
- * @type {WebGPUBindingUtils}
- */
- this.bindingUtils = new WebGPUBindingUtils( this );
- /**
- * A reference to a backend module holding shader pipeline-related
- * utility functions.
- *
- * @type {WebGPUPipelineUtils}
- */
- this.pipelineUtils = new WebGPUPipelineUtils( this );
- /**
- * A reference to a backend module holding shader texture-related
- * utility functions.
- *
- * @type {WebGPUTextureUtils}
- */
- this.textureUtils = new WebGPUTextureUtils( this );
- /**
- * A map that manages the resolve buffers for occlusion queries.
- *
- * @type {Map<number,GPUBuffer>}
- */
- this.occludedResolveCache = new Map();
- }
- /**
- * Initializes the backend so it is ready for usage.
- *
- * @async
- * @param {Renderer} renderer - The renderer.
- * @return {Promise} A Promise that resolves when the backend has been initialized.
- */
- async init( renderer ) {
- await super.init( renderer );
- //
- const parameters = this.parameters;
- // create the device if it is not passed with parameters
- let device;
- if ( parameters.device === undefined ) {
- const adapterOptions = {
- powerPreference: parameters.powerPreference,
- featureLevel: parameters.compatibilityMode ? 'compatibility' : undefined
- };
- const adapter = ( typeof navigator !== 'undefined' ) ? await navigator.gpu.requestAdapter( adapterOptions ) : null;
- if ( adapter === null ) {
- throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );
- }
- // feature support
- const features = Object.values( GPUFeatureName );
- const supportedFeatures = [];
- for ( const name of features ) {
- if ( adapter.features.has( name ) ) {
- supportedFeatures.push( name );
- }
- }
- const deviceDescriptor = {
- requiredFeatures: supportedFeatures,
- requiredLimits: parameters.requiredLimits
- };
- device = await adapter.requestDevice( deviceDescriptor );
- } else {
- device = parameters.device;
- }
- device.lost.then( ( info ) => {
- const deviceLossInfo = {
- api: 'WebGPU',
- message: info.message || 'Unknown reason',
- reason: info.reason || null,
- originalEvent: info
- };
- renderer.onDeviceLost( deviceLossInfo );
- } );
- const context = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgpu' );
- this.device = device;
- this.context = context;
- const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';
- const toneMappingMode = ColorManagement.getToneMappingMode( this.renderer.outputColorSpace );
- this.context.configure( {
- device: this.device,
- format: this.utils.getPreferredCanvasFormat(),
- usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
- alphaMode: alphaMode,
- toneMapping: {
- mode: toneMappingMode
- }
- } );
- this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );
- this.updateSize();
- }
- /**
- * The coordinate system of the backend.
- *
- * @type {number}
- * @readonly
- */
- get coordinateSystem() {
- return WebGPUCoordinateSystem;
- }
- /**
- * This method performs a readback operation by moving buffer data from
- * a storage buffer attribute from the GPU to the CPU.
- *
- * @async
- * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
- * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
- */
- async getArrayBufferAsync( attribute ) {
- return await this.attributeUtils.getArrayBufferAsync( attribute );
- }
- /**
- * Returns the backend's rendering context.
- *
- * @return {GPUCanvasContext} The rendering context.
- */
- getContext() {
- return this.context;
- }
- /**
- * Returns the default render pass descriptor.
- *
- * In WebGPU, the default framebuffer must be configured
- * like custom framebuffers so the backend needs a render
- * pass descriptor even when rendering directly to screen.
- *
- * @private
- * @return {Object} The render pass descriptor.
- */
- _getDefaultRenderPassDescriptor() {
- let descriptor = this.defaultRenderPassdescriptor;
- if ( descriptor === null ) {
- const renderer = this.renderer;
- descriptor = {
- colorAttachments: [ {
- view: null
- } ],
- };
- if ( this.renderer.depth === true || this.renderer.stencil === true ) {
- descriptor.depthStencilAttachment = {
- view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
- };
- }
- const colorAttachment = descriptor.colorAttachments[ 0 ];
- if ( this.renderer.samples > 0 ) {
- colorAttachment.view = this.colorBuffer.createView();
- } else {
- colorAttachment.resolveTarget = undefined;
- }
- this.defaultRenderPassdescriptor = descriptor;
- }
- const colorAttachment = descriptor.colorAttachments[ 0 ];
- if ( this.renderer.samples > 0 ) {
- colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();
- } else {
- colorAttachment.view = this.context.getCurrentTexture().createView();
- }
- return descriptor;
- }
- /**
- * Internal to determine if the current render target is a render target array with depth 2D array texture.
- *
- * @param {RenderContext} renderContext - The render context.
- * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
- *
- * @private
- */
- _isRenderCameraDepthArray( renderContext ) {
- return renderContext.depthTexture && renderContext.depthTexture.image.depth > 1 && renderContext.camera.isArrayCamera;
- }
- /**
- * Returns the render pass descriptor for the given render context.
- *
- * @private
- * @param {RenderContext} renderContext - The render context.
- * @param {Object} colorAttachmentsConfig - Configuration object for the color attachments.
- * @return {Object} The render pass descriptor.
- */
- _getRenderPassDescriptor( renderContext, colorAttachmentsConfig = {} ) {
- const renderTarget = renderContext.renderTarget;
- const renderTargetData = this.get( renderTarget );
- let descriptors = renderTargetData.descriptors;
- if ( descriptors === undefined ||
- renderTargetData.width !== renderTarget.width ||
- renderTargetData.height !== renderTarget.height ||
- renderTargetData.dimensions !== renderTarget.dimensions ||
- renderTargetData.activeMipmapLevel !== renderContext.activeMipmapLevel ||
- renderTargetData.activeCubeFace !== renderContext.activeCubeFace ||
- renderTargetData.samples !== renderTarget.samples
- ) {
- descriptors = {};
- renderTargetData.descriptors = descriptors;
- // dispose
- const onDispose = () => {
- renderTarget.removeEventListener( 'dispose', onDispose );
- this.delete( renderTarget );
- };
- if ( renderTarget.hasEventListener( 'dispose', onDispose ) === false ) {
- renderTarget.addEventListener( 'dispose', onDispose );
- }
- }
- const cacheKey = renderContext.getCacheKey();
- let descriptorBase = descriptors[ cacheKey ];
- if ( descriptorBase === undefined ) {
- const textures = renderContext.textures;
- const textureViews = [];
- let sliceIndex;
- const isRenderCameraDepthArray = this._isRenderCameraDepthArray( renderContext );
- for ( let i = 0; i < textures.length; i ++ ) {
- const textureData = this.get( textures[ i ] );
- const viewDescriptor = {
- label: `colorAttachment_${ i }`,
- baseMipLevel: renderContext.activeMipmapLevel,
- mipLevelCount: 1,
- baseArrayLayer: renderContext.activeCubeFace,
- arrayLayerCount: 1,
- dimension: GPUTextureViewDimension.TwoD
- };
- if ( renderTarget.isRenderTarget3D ) {
- sliceIndex = renderContext.activeCubeFace;
- viewDescriptor.baseArrayLayer = 0;
- viewDescriptor.dimension = GPUTextureViewDimension.ThreeD;
- viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;
- } else if ( renderTarget.isRenderTarget && textures[ i ].image.depth > 1 ) {
- if ( isRenderCameraDepthArray === true ) {
- const cameras = renderContext.camera.cameras;
- for ( let layer = 0; layer < cameras.length; layer ++ ) {
- const layerViewDescriptor = {
- ...viewDescriptor,
- baseArrayLayer: layer,
- arrayLayerCount: 1,
- dimension: GPUTextureViewDimension.TwoD
- };
- const textureView = textureData.texture.createView( layerViewDescriptor );
- textureViews.push( {
- view: textureView,
- resolveTarget: undefined,
- depthSlice: undefined
- } );
- }
- } else {
- viewDescriptor.dimension = GPUTextureViewDimension.TwoDArray;
- viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;
- }
- }
- if ( isRenderCameraDepthArray !== true ) {
- const textureView = textureData.texture.createView( viewDescriptor );
- let view, resolveTarget;
- if ( textureData.msaaTexture !== undefined ) {
- view = textureData.msaaTexture.createView();
- resolveTarget = textureView;
- } else {
- view = textureView;
- resolveTarget = undefined;
- }
- textureViews.push( {
- view,
- resolveTarget,
- depthSlice: sliceIndex
- } );
- }
- }
- descriptorBase = { textureViews };
- if ( renderContext.depth ) {
- const depthTextureData = this.get( renderContext.depthTexture );
- const options = {};
- if ( renderContext.depthTexture.isArrayTexture ) {
- options.dimension = GPUTextureViewDimension.TwoD;
- options.arrayLayerCount = 1;
- options.baseArrayLayer = renderContext.activeCubeFace;
- }
- descriptorBase.depthStencilView = depthTextureData.texture.createView( options );
- }
- descriptors[ cacheKey ] = descriptorBase;
- renderTargetData.width = renderTarget.width;
- renderTargetData.height = renderTarget.height;
- renderTargetData.samples = renderTarget.samples;
- renderTargetData.activeMipmapLevel = renderContext.activeMipmapLevel;
- renderTargetData.activeCubeFace = renderContext.activeCubeFace;
- renderTargetData.dimensions = renderTarget.dimensions;
- }
- const descriptor = {
- colorAttachments: []
- };
- // Apply dynamic properties to cached views
- for ( let i = 0; i < descriptorBase.textureViews.length; i ++ ) {
- const viewInfo = descriptorBase.textureViews[ i ];
- let clearValue = { r: 0, g: 0, b: 0, a: 1 };
- if ( i === 0 && colorAttachmentsConfig.clearValue ) {
- clearValue = colorAttachmentsConfig.clearValue;
- }
- descriptor.colorAttachments.push( {
- view: viewInfo.view,
- depthSlice: viewInfo.depthSlice,
- resolveTarget: viewInfo.resolveTarget,
- loadOp: colorAttachmentsConfig.loadOp || GPULoadOp.Load,
- storeOp: colorAttachmentsConfig.storeOp || GPUStoreOp.Store,
- clearValue: clearValue
- } );
- }
- if ( descriptorBase.depthStencilView ) {
- descriptor.depthStencilAttachment = {
- view: descriptorBase.depthStencilView
- };
- }
- return descriptor;
- }
- /**
- * This method is executed at the beginning of a render call and prepares
- * the WebGPU state for upcoming render calls
- *
- * @param {RenderContext} renderContext - The render context.
- */
- beginRender( renderContext ) {
- const renderContextData = this.get( renderContext );
- const device = this.device;
- const occlusionQueryCount = renderContext.occlusionQueryCount;
- let occlusionQuerySet;
- if ( occlusionQueryCount > 0 ) {
- if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
- if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();
- // Get a reference to the array of objects with queries. The renderContextData property
- // can be changed by another render pass before the buffer.mapAsyc() completes.
- renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
- renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
- renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
- //
- occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount, label: `occlusionQuerySet_${ renderContext.id }` } );
- renderContextData.occlusionQuerySet = occlusionQuerySet;
- renderContextData.occlusionQueryIndex = 0;
- renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
- renderContextData.lastOcclusionObject = null;
- }
- let descriptor;
- if ( renderContext.textures === null ) {
- descriptor = this._getDefaultRenderPassDescriptor();
- } else {
- descriptor = this._getRenderPassDescriptor( renderContext, { loadOp: GPULoadOp.Load } );
- }
- this.initTimestampQuery( renderContext, descriptor );
- descriptor.occlusionQuerySet = occlusionQuerySet;
- const depthStencilAttachment = descriptor.depthStencilAttachment;
- if ( renderContext.textures !== null ) {
- const colorAttachments = descriptor.colorAttachments;
- for ( let i = 0; i < colorAttachments.length; i ++ ) {
- const colorAttachment = colorAttachments[ i ];
- if ( renderContext.clearColor ) {
- colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
- colorAttachment.loadOp = GPULoadOp.Clear;
- } else {
- colorAttachment.loadOp = GPULoadOp.Load;
- }
- colorAttachment.storeOp = GPUStoreOp.Store;
- }
- } else {
- const colorAttachment = descriptor.colorAttachments[ 0 ];
- if ( renderContext.clearColor ) {
- colorAttachment.clearValue = renderContext.clearColorValue;
- colorAttachment.loadOp = GPULoadOp.Clear;
- } else {
- colorAttachment.loadOp = GPULoadOp.Load;
- }
- colorAttachment.storeOp = GPUStoreOp.Store;
- }
- //
- if ( renderContext.depth ) {
- if ( renderContext.clearDepth ) {
- depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
- depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
- } else {
- depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
- }
- depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
- }
- if ( renderContext.stencil ) {
- if ( renderContext.clearStencil ) {
- depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
- } else {
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
- }
- depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
- }
- //
- const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );
- // shadow arrays - prepare bundle encoders for each camera in an array camera
- if ( this._isRenderCameraDepthArray( renderContext ) === true ) {
- const cameras = renderContext.camera.cameras;
- if ( ! renderContextData.layerDescriptors || renderContextData.layerDescriptors.length !== cameras.length ) {
- this._createDepthLayerDescriptors( renderContext, renderContextData, descriptor, cameras );
- } else {
- this._updateDepthLayerDescriptors( renderContext, renderContextData, cameras );
- }
- // Create bundle encoders for each layer
- renderContextData.bundleEncoders = [];
- renderContextData.bundleSets = [];
- // Create separate bundle encoders for each camera in the array
- for ( let i = 0; i < cameras.length; i ++ ) {
- const bundleEncoder = this.pipelineUtils.createBundleEncoder(
- renderContext,
- 'renderBundleArrayCamera_' + i
- );
- // Initialize state tracking for this bundle
- const bundleSets = {
- attributes: {},
- bindingGroups: [],
- pipeline: null,
- index: null
- };
- renderContextData.bundleEncoders.push( bundleEncoder );
- renderContextData.bundleSets.push( bundleSets );
- }
- // We'll complete the bundles in finishRender
- renderContextData.currentPass = null;
- } else {
- const currentPass = encoder.beginRenderPass( descriptor );
- renderContextData.currentPass = currentPass;
- if ( renderContext.viewport ) {
- this.updateViewport( renderContext );
- }
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- currentPass.setScissorRect( x, y, width, height );
- }
- }
- //
- renderContextData.descriptor = descriptor;
- renderContextData.encoder = encoder;
- renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
- renderContextData.renderBundles = [];
- }
- /**
- * This method creates layer descriptors for each camera in an array camera
- * to prepare for rendering to a depth array texture.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object} renderContextData - The render context data.
- * @param {Object} descriptor - The render pass descriptor.
- * @param {ArrayCamera} cameras - The array camera.
- *
- * @private
- */
- _createDepthLayerDescriptors( renderContext, renderContextData, descriptor, cameras ) {
- const depthStencilAttachment = descriptor.depthStencilAttachment;
- renderContextData.layerDescriptors = [];
- const depthTextureData = this.get( renderContext.depthTexture );
- if ( ! depthTextureData.viewCache ) {
- depthTextureData.viewCache = [];
- }
- for ( let i = 0; i < cameras.length; i ++ ) {
- const layerDescriptor = {
- ...descriptor,
- colorAttachments: [ {
- ...descriptor.colorAttachments[ 0 ],
- view: descriptor.colorAttachments[ i ].view
- } ]
- };
- if ( descriptor.depthStencilAttachment ) {
- const layerIndex = i;
- if ( ! depthTextureData.viewCache[ layerIndex ] ) {
- depthTextureData.viewCache[ layerIndex ] = depthTextureData.texture.createView( {
- dimension: GPUTextureViewDimension.TwoD,
- baseArrayLayer: i,
- arrayLayerCount: 1
- } );
- }
- layerDescriptor.depthStencilAttachment = {
- view: depthTextureData.viewCache[ layerIndex ],
- depthLoadOp: depthStencilAttachment.depthLoadOp || GPULoadOp.Clear,
- depthStoreOp: depthStencilAttachment.depthStoreOp || GPUStoreOp.Store,
- depthClearValue: depthStencilAttachment.depthClearValue || 1.0
- };
- if ( renderContext.stencil ) {
- layerDescriptor.depthStencilAttachment.stencilLoadOp = depthStencilAttachment.stencilLoadOp;
- layerDescriptor.depthStencilAttachment.stencilStoreOp = depthStencilAttachment.stencilStoreOp;
- layerDescriptor.depthStencilAttachment.stencilClearValue = depthStencilAttachment.stencilClearValue;
- }
- } else {
- layerDescriptor.depthStencilAttachment = { ...depthStencilAttachment };
- }
- renderContextData.layerDescriptors.push( layerDescriptor );
- }
- }
- /**
- * This method updates the layer descriptors for each camera in an array camera
- * to prepare for rendering to a depth array texture.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object} renderContextData - The render context data.
- * @param {ArrayCamera} cameras - The array camera.
- *
- */
- _updateDepthLayerDescriptors( renderContext, renderContextData, cameras ) {
- for ( let i = 0; i < cameras.length; i ++ ) {
- const layerDescriptor = renderContextData.layerDescriptors[ i ];
- if ( layerDescriptor.depthStencilAttachment ) {
- const depthAttachment = layerDescriptor.depthStencilAttachment;
- if ( renderContext.depth ) {
- if ( renderContext.clearDepth ) {
- depthAttachment.depthClearValue = renderContext.clearDepthValue;
- depthAttachment.depthLoadOp = GPULoadOp.Clear;
- } else {
- depthAttachment.depthLoadOp = GPULoadOp.Load;
- }
- }
- if ( renderContext.stencil ) {
- if ( renderContext.clearStencil ) {
- depthAttachment.stencilClearValue = renderContext.clearStencilValue;
- depthAttachment.stencilLoadOp = GPULoadOp.Clear;
- } else {
- depthAttachment.stencilLoadOp = GPULoadOp.Load;
- }
- }
- }
- }
- }
- /**
- * This method is executed at the end of a render call and finalizes work
- * after draw calls.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- finishRender( renderContext ) {
- const renderContextData = this.get( renderContext );
- const occlusionQueryCount = renderContext.occlusionQueryCount;
- if ( renderContextData.renderBundles.length > 0 ) {
- renderContextData.currentPass.executeBundles( renderContextData.renderBundles );
- }
- if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
- renderContextData.currentPass.endOcclusionQuery();
- }
- // shadow arrays - Execute bundles for each layer
- const encoder = renderContextData.encoder;
- if ( this._isRenderCameraDepthArray( renderContext ) === true ) {
- const bundles = [];
- for ( let i = 0; i < renderContextData.bundleEncoders.length; i ++ ) {
- const bundleEncoder = renderContextData.bundleEncoders[ i ];
- bundles.push( bundleEncoder.finish() );
- }
- for ( let i = 0; i < renderContextData.layerDescriptors.length; i ++ ) {
- if ( i < bundles.length ) {
- const layerDescriptor = renderContextData.layerDescriptors[ i ];
- const renderPass = encoder.beginRenderPass( layerDescriptor );
- if ( renderContext.viewport ) {
- const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
- renderPass.setViewport( x, y, width, height, minDepth, maxDepth );
- }
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- renderPass.setScissorRect( x, y, width, height );
- }
- renderPass.executeBundles( [ bundles[ i ] ] );
- renderPass.end();
- }
- }
- } else if ( renderContextData.currentPass ) {
- renderContextData.currentPass.end();
- }
- if ( occlusionQueryCount > 0 ) {
- const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results
- //
- let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );
- if ( queryResolveBuffer === undefined ) {
- queryResolveBuffer = this.device.createBuffer(
- {
- size: bufferSize,
- usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
- }
- );
- this.occludedResolveCache.set( bufferSize, queryResolveBuffer );
- }
- //
- const readBuffer = this.device.createBuffer(
- {
- size: bufferSize,
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
- }
- );
- // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
- renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
- renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );
- renderContextData.occlusionQueryBuffer = readBuffer;
- //
- this.resolveOccludedAsync( renderContext );
- }
- this.device.queue.submit( [ renderContextData.encoder.finish() ] );
- //
- if ( renderContext.textures !== null ) {
- const textures = renderContext.textures;
- for ( let i = 0; i < textures.length; i ++ ) {
- const texture = textures[ i ];
- if ( texture.generateMipmaps === true ) {
- this.textureUtils.generateMipmaps( texture );
- }
- }
- }
- }
- /**
- * Returns `true` if the given 3D object is fully occluded by other
- * 3D objects in the scene.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object3D} object - The 3D object to test.
- * @return {boolean} Whether the 3D object is fully occluded or not.
- */
- isOccluded( renderContext, object ) {
- const renderContextData = this.get( renderContext );
- return renderContextData.occluded && renderContextData.occluded.has( object );
- }
- /**
- * This method processes the result of occlusion queries and writes it
- * into render context data.
- *
- * @async
- * @param {RenderContext} renderContext - The render context.
- * @return {Promise} A Promise that resolves when the occlusion query results have been processed.
- */
- async resolveOccludedAsync( renderContext ) {
- const renderContextData = this.get( renderContext );
- // handle occlusion query results
- const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;
- if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {
- const occluded = new WeakSet();
- renderContextData.currentOcclusionQueryObjects = null;
- renderContextData.currentOcclusionQueryBuffer = null;
- await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );
- const buffer = currentOcclusionQueryBuffer.getMappedRange();
- const results = new BigUint64Array( buffer );
- for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {
- if ( results[ i ] === BigInt( 0 ) ) {
- occluded.add( currentOcclusionQueryObjects[ i ] );
- }
- }
- currentOcclusionQueryBuffer.destroy();
- renderContextData.occluded = occluded;
- }
- }
- /**
- * Updates the viewport with the values from the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- updateViewport( renderContext ) {
- const { currentPass } = this.get( renderContext );
- const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
- currentPass.setViewport( x, y, width, height, minDepth, maxDepth );
- }
- /**
- * Returns the clear color and alpha into a single
- * color object.
- *
- * @return {Color4} The clear color.
- */
- getClearColor() {
- const clearColor = super.getClearColor();
- // only premultiply alpha when alphaMode is "premultiplied"
- if ( this.renderer.alpha === true ) {
- clearColor.r *= clearColor.a;
- clearColor.g *= clearColor.a;
- clearColor.b *= clearColor.a;
- }
- return clearColor;
- }
- /**
- * Performs a clear operation.
- *
- * @param {boolean} color - Whether the color buffer should be cleared or not.
- * @param {boolean} depth - Whether the depth buffer should be cleared or not.
- * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
- * @param {?RenderContext} [renderTargetContext=null] - The render context of the current set render target.
- */
- clear( color, depth, stencil, renderTargetContext = null ) {
- const device = this.device;
- const renderer = this.renderer;
- let colorAttachments = [];
- let depthStencilAttachment;
- let clearValue;
- let supportsDepth;
- let supportsStencil;
- if ( color ) {
- const clearColor = this.getClearColor();
- clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };
- }
- if ( renderTargetContext === null ) {
- supportsDepth = renderer.depth;
- supportsStencil = renderer.stencil;
- const descriptor = this._getDefaultRenderPassDescriptor();
- if ( color ) {
- colorAttachments = descriptor.colorAttachments;
- const colorAttachment = colorAttachments[ 0 ];
- colorAttachment.clearValue = clearValue;
- colorAttachment.loadOp = GPULoadOp.Clear;
- colorAttachment.storeOp = GPUStoreOp.Store;
- }
- if ( supportsDepth || supportsStencil ) {
- depthStencilAttachment = descriptor.depthStencilAttachment;
- }
- } else {
- supportsDepth = renderTargetContext.depth;
- supportsStencil = renderTargetContext.stencil;
- const clearConfig = {
- loadOp: color ? GPULoadOp.Clear : GPULoadOp.Load,
- clearValue: color ? clearValue : undefined
- };
- if ( supportsDepth ) {
- clearConfig.depthLoadOp = depth ? GPULoadOp.Clear : GPULoadOp.Load;
- clearConfig.depthClearValue = depth ? renderer.getClearDepth() : undefined;
- clearConfig.depthStoreOp = GPUStoreOp.Store;
- }
- if ( supportsStencil ) {
- clearConfig.stencilLoadOp = stencil ? GPULoadOp.Clear : GPULoadOp.Load;
- clearConfig.stencilClearValue = stencil ? renderer.getClearStencil() : undefined;
- clearConfig.stencilStoreOp = GPUStoreOp.Store;
- }
- const descriptor = this._getRenderPassDescriptor( renderTargetContext, clearConfig );
- colorAttachments = descriptor.colorAttachments;
- depthStencilAttachment = descriptor.depthStencilAttachment;
- }
- if ( supportsDepth && depthStencilAttachment ) {
- if ( depth ) {
- depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
- depthStencilAttachment.depthClearValue = renderer.getClearDepth();
- depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
- } else {
- depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
- depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
- }
- }
- //
- if ( supportsStencil && depthStencilAttachment ) {
- if ( stencil ) {
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
- depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
- depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
- } else {
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
- depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
- }
- }
- //
- const encoder = device.createCommandEncoder( { label: 'clear' } );
- const currentPass = encoder.beginRenderPass( {
- colorAttachments,
- depthStencilAttachment
- } );
- currentPass.end();
- device.queue.submit( [ encoder.finish() ] );
- }
- // compute
- /**
- * This method is executed at the beginning of a compute call and
- * prepares the state for upcoming compute tasks.
- *
- * @param {Node|Array<Node>} computeGroup - The compute node(s).
- */
- beginCompute( computeGroup ) {
- const groupGPU = this.get( computeGroup );
- const descriptor = {
- label: 'computeGroup_' + computeGroup.id
- };
- this.initTimestampQuery( computeGroup, descriptor );
- groupGPU.cmdEncoderGPU = this.device.createCommandEncoder( { label: 'computeGroup_' + computeGroup.id } );
- groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );
- }
- /**
- * Executes a compute command for the given compute node.
- *
- * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
- * @param {Node} computeNode - The compute node.
- * @param {Array<BindGroup>} bindings - The bindings.
- * @param {ComputePipeline} pipeline - The compute pipeline.
- * @param {Array<number>|number} [dispatchSizeOrCount=null] - Array with [ x, y, z ] values for dispatch or a single number for the count.
- */
- compute( computeGroup, computeNode, bindings, pipeline, dispatchSizeOrCount = null ) {
- const computeNodeData = this.get( computeNode );
- const { passEncoderGPU } = this.get( computeGroup );
- // pipeline
- const pipelineGPU = this.get( pipeline ).pipeline;
- this.pipelineUtils.setPipeline( passEncoderGPU, pipelineGPU );
- // bind groups
- for ( let i = 0, l = bindings.length; i < l; i ++ ) {
- const bindGroup = bindings[ i ];
- const bindingsData = this.get( bindGroup );
- passEncoderGPU.setBindGroup( i, bindingsData.group );
- }
- let dispatchSize;
- if ( dispatchSizeOrCount === null ) {
- dispatchSizeOrCount = computeNode.count;
- }
- if ( typeof dispatchSizeOrCount === 'number' ) {
- // If a single number is given, we calculate the dispatch size based on the workgroup size
- const count = dispatchSizeOrCount;
- if ( computeNodeData.dispatchSize === undefined || computeNodeData.count !== count ) {
- // cache dispatch size to avoid recalculating it every time
- computeNodeData.dispatchSize = [ 0, 1, 1 ];
- computeNodeData.count = count;
- const workgroupSize = computeNode.workgroupSize;
- let size = workgroupSize[ 0 ];
- for ( let i = 1; i < workgroupSize.length; i ++ )
- size *= workgroupSize[ i ];
- const dispatchCount = Math.ceil( count / size );
- //
- const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;
- dispatchSize = [ dispatchCount, 1, 1 ];
- if ( dispatchCount > maxComputeWorkgroupsPerDimension ) {
- dispatchSize[ 0 ] = Math.min( dispatchCount, maxComputeWorkgroupsPerDimension );
- dispatchSize[ 1 ] = Math.ceil( dispatchCount / maxComputeWorkgroupsPerDimension );
- }
- computeNodeData.dispatchSize = dispatchSize;
- }
- dispatchSize = computeNodeData.dispatchSize;
- } else {
- dispatchSize = dispatchSizeOrCount;
- }
- //
- passEncoderGPU.dispatchWorkgroups(
- dispatchSize[ 0 ],
- dispatchSize[ 1 ] || 1,
- dispatchSize[ 2 ] || 1
- );
- }
- /**
- * This method is executed at the end of a compute call and
- * finalizes work after compute tasks.
- *
- * @param {Node|Array<Node>} computeGroup - The compute node(s).
- */
- finishCompute( computeGroup ) {
- const groupData = this.get( computeGroup );
- groupData.passEncoderGPU.end();
- this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );
- }
- /**
- * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
- * the CPU waits for the GPU to complete its operation (e.g. a compute task).
- *
- * @async
- * @return {Promise} A Promise that resolves when synchronization has been finished.
- */
- async waitForGPU() {
- await this.device.queue.onSubmittedWorkDone();
- }
- // render object
- /**
- * Executes a draw command for the given render object.
- *
- * @param {RenderObject} renderObject - The render object to draw.
- * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
- */
- draw( renderObject, info ) {
- const { object, material, context, pipeline } = renderObject;
- const bindings = renderObject.getBindings();
- const renderContextData = this.get( context );
- const pipelineGPU = this.get( pipeline ).pipeline;
- const index = renderObject.getIndex();
- const hasIndex = ( index !== null );
- const drawParams = renderObject.getDrawParameters();
- if ( drawParams === null ) return;
- // pipeline
- const setPipelineAndBindings = ( passEncoderGPU, currentSets ) => {
- // pipeline
- this.pipelineUtils.setPipeline( passEncoderGPU, pipelineGPU );
- currentSets.pipeline = pipelineGPU;
- // bind groups
- const currentBindingGroups = currentSets.bindingGroups;
- for ( let i = 0, l = bindings.length; i < l; i ++ ) {
- const bindGroup = bindings[ i ];
- const bindingsData = this.get( bindGroup );
- if ( currentBindingGroups[ bindGroup.index ] !== bindGroup.id ) {
- passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
- currentBindingGroups[ bindGroup.index ] = bindGroup.id;
- }
- }
- // attributes
- // index
- if ( hasIndex === true ) {
- if ( currentSets.index !== index ) {
- const buffer = this.get( index ).buffer;
- const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
- passEncoderGPU.setIndexBuffer( buffer, indexFormat );
- currentSets.index = index;
- }
- }
- // vertex buffers
- const vertexBuffers = renderObject.getVertexBuffers();
- for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {
- const vertexBuffer = vertexBuffers[ i ];
- if ( currentSets.attributes[ i ] !== vertexBuffer ) {
- const buffer = this.get( vertexBuffer ).buffer;
- passEncoderGPU.setVertexBuffer( i, buffer );
- currentSets.attributes[ i ] = vertexBuffer;
- }
- }
- // stencil
- if ( context.stencil === true && material.stencilWrite === true && renderContextData.currentStencilRef !== material.stencilRef ) {
- passEncoderGPU.setStencilReference( material.stencilRef );
- renderContextData.currentStencilRef = material.stencilRef;
- }
- };
- // Define draw function
- const draw = ( passEncoderGPU, currentSets ) => {
- setPipelineAndBindings( passEncoderGPU, currentSets );
- if ( object.isBatchedMesh === true ) {
- const starts = object._multiDrawStarts;
- const counts = object._multiDrawCounts;
- const drawCount = object._multiDrawCount;
- const drawInstances = object._multiDrawInstances;
- if ( drawInstances !== null ) {
- // @deprecated, r174
- warnOnce( 'THREE.WebGPUBackend: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );
- }
- for ( let i = 0; i < drawCount; i ++ ) {
- const count = drawInstances ? drawInstances[ i ] : 1;
- const firstInstance = count > 1 ? 0 : i;
- if ( hasIndex === true ) {
- passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / index.array.BYTES_PER_ELEMENT, 0, firstInstance );
- } else {
- passEncoderGPU.draw( counts[ i ], count, starts[ i ], firstInstance );
- }
- info.update( object, counts[ i ], count );
- }
- } else if ( hasIndex === true ) {
- const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParams;
- const indirect = renderObject.getIndirect();
- if ( indirect !== null ) {
- const buffer = this.get( indirect ).buffer;
- passEncoderGPU.drawIndexedIndirect( buffer, 0 );
- } else {
- passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );
- }
- info.update( object, indexCount, instanceCount );
- } else {
- const { vertexCount, instanceCount, firstVertex } = drawParams;
- const indirect = renderObject.getIndirect();
- if ( indirect !== null ) {
- const buffer = this.get( indirect ).buffer;
- passEncoderGPU.drawIndirect( buffer, 0 );
- } else {
- passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );
- }
- info.update( object, vertexCount, instanceCount );
- }
- };
- if ( renderObject.camera.isArrayCamera && renderObject.camera.cameras.length > 0 ) {
- const cameraData = this.get( renderObject.camera );
- const cameras = renderObject.camera.cameras;
- const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' );
- if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {
- const bindingsData = this.get( cameraIndex );
- const indexesGPU = [];
- const data = new Uint32Array( [ 0, 0, 0, 0 ] );
- for ( let i = 0, len = cameras.length; i < len; i ++ ) {
- data[ 0 ] = i;
- const bindGroupIndex = this.bindingUtils.createBindGroupIndex( data, bindingsData.layout );
- indexesGPU.push( bindGroupIndex );
- }
- cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this
- }
- const pixelRatio = this.renderer.getPixelRatio();
- for ( let i = 0, len = cameras.length; i < len; i ++ ) {
- const subCamera = cameras[ i ];
- if ( object.layers.test( subCamera.layers ) ) {
- const vp = subCamera.viewport;
- let pass = renderContextData.currentPass;
- let sets = renderContextData.currentSets;
- if ( renderContextData.bundleEncoders ) {
- const bundleEncoder = renderContextData.bundleEncoders[ i ];
- const bundleSets = renderContextData.bundleSets[ i ];
- pass = bundleEncoder;
- sets = bundleSets;
- }
- if ( vp ) {
- pass.setViewport(
- Math.floor( vp.x * pixelRatio ),
- Math.floor( vp.y * pixelRatio ),
- Math.floor( vp.width * pixelRatio ),
- Math.floor( vp.height * pixelRatio ),
- context.viewportValue.minDepth,
- context.viewportValue.maxDepth
- );
- }
- // Set camera index binding for this layer
- if ( cameraIndex && cameraData.indexesGPU ) {
- pass.setBindGroup( cameraIndex.index, cameraData.indexesGPU[ i ] );
- sets.bindingGroups[ cameraIndex.index ] = cameraIndex.id;
- }
- draw( pass, sets );
- }
- }
- } else {
- // Regular single camera rendering
- if ( renderContextData.currentPass ) {
- // Handle occlusion queries
- if ( renderContextData.occlusionQuerySet !== undefined ) {
- const lastObject = renderContextData.lastOcclusionObject;
- if ( lastObject !== object ) {
- if ( lastObject !== null && lastObject.occlusionTest === true ) {
- renderContextData.currentPass.endOcclusionQuery();
- renderContextData.occlusionQueryIndex ++;
- }
- if ( object.occlusionTest === true ) {
- renderContextData.currentPass.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
- renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;
- }
- renderContextData.lastOcclusionObject = object;
- }
- }
- draw( renderContextData.currentPass, renderContextData.currentSets );
- }
- }
- }
- // cache key
- /**
- * Returns `true` if the render pipeline requires an update.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether the render pipeline requires an update or not.
- */
- needsRenderUpdate( renderObject ) {
- const data = this.get( renderObject );
- const { object, material } = renderObject;
- const utils = this.utils;
- const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
- const colorSpace = utils.getCurrentColorSpace( renderObject.context );
- const colorFormat = utils.getCurrentColorFormat( renderObject.context );
- const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
- const primitiveTopology = utils.getPrimitiveTopology( object, material );
- let needsUpdate = false;
- if ( data.material !== material || data.materialVersion !== material.version ||
- data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
- data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
- data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
- data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
- data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
- data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
- data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
- data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
- data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
- data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
- data.primitiveTopology !== primitiveTopology ||
- data.clippingContextCacheKey !== renderObject.clippingContextCacheKey
- ) {
- data.material = material; data.materialVersion = material.version;
- data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
- data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
- data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
- data.colorWrite = material.colorWrite;
- data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
- data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
- data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
- data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
- data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
- data.sampleCount = sampleCount;
- data.colorSpace = colorSpace;
- data.colorFormat = colorFormat;
- data.depthStencilFormat = depthStencilFormat;
- data.primitiveTopology = primitiveTopology;
- data.clippingContextCacheKey = renderObject.clippingContextCacheKey;
- needsUpdate = true;
- }
- return needsUpdate;
- }
- /**
- * Returns a cache key that is used to identify render pipelines.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {string} The cache key.
- */
- getRenderCacheKey( renderObject ) {
- const { object, material } = renderObject;
- const utils = this.utils;
- const renderContext = renderObject.context;
- return [
- material.transparent, material.blending, material.premultipliedAlpha,
- material.blendSrc, material.blendDst, material.blendEquation,
- material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
- material.colorWrite,
- material.depthWrite, material.depthTest, material.depthFunc,
- material.stencilWrite, material.stencilFunc,
- material.stencilFail, material.stencilZFail, material.stencilZPass,
- material.stencilFuncMask, material.stencilWriteMask,
- material.side,
- utils.getSampleCountRenderContext( renderContext ),
- utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
- utils.getPrimitiveTopology( object, material ),
- renderObject.getGeometryCacheKey(),
- renderObject.clippingContextCacheKey
- ].join();
- }
- // textures
- /**
- * Creates a GPU sampler for the given texture.
- *
- * @param {Texture} texture - The texture to create the sampler for.
- */
- createSampler( texture ) {
- this.textureUtils.createSampler( texture );
- }
- /**
- * Destroys the GPU sampler for the given texture.
- *
- * @param {Texture} texture - The texture to destroy the sampler for.
- */
- destroySampler( texture ) {
- this.textureUtils.destroySampler( texture );
- }
- /**
- * Creates a default texture for the given texture that can be used
- * as a placeholder until the actual texture is ready for usage.
- *
- * @param {Texture} texture - The texture to create a default texture for.
- */
- createDefaultTexture( texture ) {
- this.textureUtils.createDefaultTexture( texture );
- }
- /**
- * Defines a texture on the GPU for the given texture object.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- createTexture( texture, options ) {
- this.textureUtils.createTexture( texture, options );
- }
- /**
- * Uploads the updated texture data to the GPU.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- updateTexture( texture, options ) {
- this.textureUtils.updateTexture( texture, options );
- }
- /**
- * Generates mipmaps for the given texture.
- *
- * @param {Texture} texture - The texture.
- */
- generateMipmaps( texture ) {
- this.textureUtils.generateMipmaps( texture );
- }
- /**
- * Destroys the GPU data for the given texture object.
- *
- * @param {Texture} texture - The texture.
- */
- destroyTexture( texture ) {
- this.textureUtils.destroyTexture( texture );
- }
- /**
- * Returns texture data as a typed array.
- *
- * @async
- * @param {Texture} texture - The texture to copy.
- * @param {number} x - The x coordinate of the copy origin.
- * @param {number} y - The y coordinate of the copy origin.
- * @param {number} width - The width of the copy.
- * @param {number} height - The height of the copy.
- * @param {number} faceIndex - The face index.
- * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
- */
- async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
- return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
- }
- /**
- * Inits a time stamp query for the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object} descriptor - The query descriptor.
- */
- initTimestampQuery( renderContext, descriptor ) {
- if ( ! this.trackTimestamp ) return;
- const type = renderContext.isComputeNode ? 'compute' : 'render';
- if ( ! this.timestampQueryPool[ type ] ) {
- // TODO: Variable maxQueries?
- this.timestampQueryPool[ type ] = new WebGPUTimestampQueryPool( this.device, type, 2048 );
- }
- const timestampQueryPool = this.timestampQueryPool[ type ];
- const baseOffset = timestampQueryPool.allocateQueriesForContext( renderContext );
- descriptor.timestampWrites = {
- querySet: timestampQueryPool.querySet,
- beginningOfPassWriteIndex: baseOffset,
- endOfPassWriteIndex: baseOffset + 1,
- };
- }
- // node builder
- /**
- * Returns a node builder for the given render object.
- *
- * @param {RenderObject} object - The render object.
- * @param {Renderer} renderer - The renderer.
- * @return {WGSLNodeBuilder} The node builder.
- */
- createNodeBuilder( object, renderer ) {
- return new WGSLNodeBuilder( object, renderer );
- }
- // program
- /**
- * Creates a shader program from the given programmable stage.
- *
- * @param {ProgrammableStage} program - The programmable stage.
- */
- createProgram( program ) {
- const programGPU = this.get( program );
- programGPU.module = {
- module: this.device.createShaderModule( { code: program.code, label: program.stage + ( program.name !== '' ? `_${ program.name }` : '' ) } ),
- entryPoint: 'main'
- };
- }
- /**
- * Destroys the shader program of the given programmable stage.
- *
- * @param {ProgrammableStage} program - The programmable stage.
- */
- destroyProgram( program ) {
- this.delete( program );
- }
- // pipelines
- /**
- * Creates a render pipeline for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
- */
- createRenderPipeline( renderObject, promises ) {
- this.pipelineUtils.createRenderPipeline( renderObject, promises );
- }
- /**
- * Creates a compute pipeline for the given compute node.
- *
- * @param {ComputePipeline} computePipeline - The compute pipeline.
- * @param {Array<BindGroup>} bindings - The bindings.
- */
- createComputePipeline( computePipeline, bindings ) {
- this.pipelineUtils.createComputePipeline( computePipeline, bindings );
- }
- /**
- * Prepares the state for encoding render bundles.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- beginBundle( renderContext ) {
- const renderContextData = this.get( renderContext );
- renderContextData._currentPass = renderContextData.currentPass;
- renderContextData._currentSets = renderContextData.currentSets;
- renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
- renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );
- }
- /**
- * After processing render bundles this method finalizes related work.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {RenderBundle} bundle - The render bundle.
- */
- finishBundle( renderContext, bundle ) {
- const renderContextData = this.get( renderContext );
- const bundleEncoder = renderContextData.currentPass;
- const bundleGPU = bundleEncoder.finish();
- this.get( bundle ).bundleGPU = bundleGPU;
- // restore render pass state
- renderContextData.currentSets = renderContextData._currentSets;
- renderContextData.currentPass = renderContextData._currentPass;
- }
- /**
- * Adds a render bundle to the render context data.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {RenderBundle} bundle - The render bundle to add.
- */
- addBundle( renderContext, bundle ) {
- const renderContextData = this.get( renderContext );
- renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );
- }
- // bindings
- /**
- * Creates bindings from the given bind group definition.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- createBindings( bindGroup, bindings, cacheIndex, version ) {
- this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );
- }
- /**
- * Updates the given bind group definition.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- updateBindings( bindGroup, bindings, cacheIndex, version ) {
- this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );
- }
- /**
- * Updates a buffer binding.
- *
- * @param {Buffer} binding - The buffer binding to update.
- */
- updateBinding( binding ) {
- this.bindingUtils.updateBinding( binding );
- }
- // attributes
- /**
- * Creates the buffer of an indexed shader attribute.
- *
- * @param {BufferAttribute} attribute - The indexed buffer attribute.
- */
- createIndexAttribute( attribute ) {
- let usage = GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST;
- if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
- usage |= GPUBufferUsage.STORAGE;
- }
- this.attributeUtils.createAttribute( attribute, usage );
- }
- /**
- * Creates the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createAttribute( attribute ) {
- this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
- }
- /**
- * Creates the GPU buffer of a storage attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createStorageAttribute( attribute ) {
- this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
- }
- /**
- * Creates the GPU buffer of an indirect storage attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createIndirectStorageAttribute( attribute ) {
- this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
- }
- /**
- * Updates the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute to update.
- */
- updateAttribute( attribute ) {
- this.attributeUtils.updateAttribute( attribute );
- }
- /**
- * Destroys the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute to destroy.
- */
- destroyAttribute( attribute ) {
- this.attributeUtils.destroyAttribute( attribute );
- }
- // canvas
- /**
- * Triggers an update of the default render pass descriptor.
- */
- updateSize() {
- this.colorBuffer = this.textureUtils.getColorBuffer();
- this.defaultRenderPassdescriptor = null;
- }
- // utils public
- /**
- * Returns the maximum anisotropy texture filtering value.
- *
- * @return {number} The maximum anisotropy texture filtering value.
- */
- getMaxAnisotropy() {
- return 16;
- }
- /**
- * Checks if the given feature is supported by the backend.
- *
- * @param {string} name - The feature's name.
- * @return {boolean} Whether the feature is supported or not.
- */
- hasFeature( name ) {
- return this.device.features.has( name );
- }
- /**
- * Copies data of the given source texture to the given destination texture.
- *
- * @param {Texture} srcTexture - The source texture.
- * @param {Texture} dstTexture - The destination texture.
- * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
- * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
- * @param {number} [srcLevel=0] - The mipmap level to copy.
- * @param {number} [dstLevel=0] - The destination mip level to copy to.
- */
- copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
- let dstX = 0;
- let dstY = 0;
- let dstZ = 0;
- let srcX = 0;
- let srcY = 0;
- let srcZ = 0;
- let srcWidth = srcTexture.image.width;
- let srcHeight = srcTexture.image.height;
- let srcDepth = 1;
- if ( srcRegion !== null ) {
- if ( srcRegion.isBox3 === true ) {
- srcX = srcRegion.min.x;
- srcY = srcRegion.min.y;
- srcZ = srcRegion.min.z;
- srcWidth = srcRegion.max.x - srcRegion.min.x;
- srcHeight = srcRegion.max.y - srcRegion.min.y;
- srcDepth = srcRegion.max.z - srcRegion.min.z;
- } else {
- // Assume it's a Box2
- srcX = srcRegion.min.x;
- srcY = srcRegion.min.y;
- srcWidth = srcRegion.max.x - srcRegion.min.x;
- srcHeight = srcRegion.max.y - srcRegion.min.y;
- srcDepth = 1;
- }
- }
- if ( dstPosition !== null ) {
- dstX = dstPosition.x;
- dstY = dstPosition.y;
- dstZ = dstPosition.z || 0;
- }
- const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );
- const sourceGPU = this.get( srcTexture ).texture;
- const destinationGPU = this.get( dstTexture ).texture;
- encoder.copyTextureToTexture(
- {
- texture: sourceGPU,
- mipLevel: srcLevel,
- origin: { x: srcX, y: srcY, z: srcZ }
- },
- {
- texture: destinationGPU,
- mipLevel: dstLevel,
- origin: { x: dstX, y: dstY, z: dstZ }
- },
- [
- srcWidth,
- srcHeight,
- srcDepth
- ]
- );
- this.device.queue.submit( [ encoder.finish() ] );
- if ( dstLevel === 0 && dstTexture.generateMipmaps ) {
- this.textureUtils.generateMipmaps( dstTexture );
- }
- }
- /**
- * Copies the current bound framebuffer to the given texture.
- *
- * @param {Texture} texture - The destination texture.
- * @param {RenderContext} renderContext - The render context.
- * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
- */
- copyFramebufferToTexture( texture, renderContext, rectangle ) {
- const renderContextData = this.get( renderContext );
- let sourceGPU = null;
- if ( renderContext.renderTarget ) {
- if ( texture.isDepthTexture ) {
- sourceGPU = this.get( renderContext.depthTexture ).texture;
- } else {
- sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;
- }
- } else {
- if ( texture.isDepthTexture ) {
- sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );
- } else {
- sourceGPU = this.context.getCurrentTexture();
- }
- }
- const destinationGPU = this.get( texture ).texture;
- if ( sourceGPU.format !== destinationGPU.format ) {
- console.error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );
- return;
- }
- let encoder;
- if ( renderContextData.currentPass ) {
- renderContextData.currentPass.end();
- encoder = renderContextData.encoder;
- } else {
- encoder = this.device.createCommandEncoder( { label: 'copyFramebufferToTexture_' + texture.id } );
- }
- encoder.copyTextureToTexture(
- {
- texture: sourceGPU,
- origin: [ rectangle.x, rectangle.y, 0 ],
- },
- {
- texture: destinationGPU
- },
- [
- rectangle.z,
- rectangle.w
- ]
- );
- if ( renderContextData.currentPass ) {
- const { descriptor } = renderContextData;
- for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {
- descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;
- }
- if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
- if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
- renderContextData.currentPass = encoder.beginRenderPass( descriptor );
- renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
- if ( renderContext.viewport ) {
- this.updateViewport( renderContext );
- }
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- renderContextData.currentPass.setScissorRect( x, y, width, height );
- }
- } else {
- this.device.queue.submit( [ encoder.finish() ] );
- }
- if ( texture.generateMipmaps ) {
- this.textureUtils.generateMipmaps( texture );
- }
- }
- }
- export default WebGPUBackend;
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