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- import { UniformBuffer } from "../../Materials/uniformBuffer.js";
- import { WebGPUShaderProcessor } from "./webgpuShaderProcessor.js";
- /** @internal */
- export class WebGPUPipelineContext {
- get isAsync() {
- return false;
- }
- get isReady() {
- if (this.stages) {
- return true;
- }
- return false;
- }
- constructor(shaderProcessingContext, engine) {
- // The field is indexed by textureState. See @WebGPUMaterialContext.textureState for more information.
- this.bindGroupLayouts = {};
- this._name = "unnamed";
- this.shaderProcessingContext = shaderProcessingContext;
- this._leftOverUniformsByName = {};
- this.engine = engine;
- this.vertexBufferKindToType = {};
- }
- _handlesSpectorRebuildCallback() {
- // Nothing to do yet for spector.
- }
- _fillEffectInformation(effect, uniformBuffersNames, uniformsNames, uniforms, samplerList, samplers, attributesNames, attributes) {
- const engine = this.engine;
- if (engine._doNotHandleContextLost) {
- effect._fragmentSourceCode = "";
- effect._vertexSourceCode = "";
- }
- const foundSamplers = this.shaderProcessingContext.availableTextures;
- let index;
- for (index = 0; index < samplerList.length; index++) {
- const name = samplerList[index];
- const sampler = foundSamplers[samplerList[index]];
- if (sampler == null || sampler == undefined) {
- samplerList.splice(index, 1);
- index--;
- }
- else {
- samplers[name] = index;
- }
- }
- for (const attr of engine.getAttributes(this, attributesNames)) {
- attributes.push(attr);
- }
- // Build the uniform layout for the left over uniforms.
- this.buildUniformLayout();
- const attributeNamesFromEffect = [];
- const attributeLocationsFromEffect = [];
- for (index = 0; index < attributesNames.length; index++) {
- const location = attributes[index];
- if (location >= 0) {
- attributeNamesFromEffect.push(attributesNames[index]);
- attributeLocationsFromEffect.push(location);
- }
- }
- this.shaderProcessingContext.attributeNamesFromEffect = attributeNamesFromEffect;
- this.shaderProcessingContext.attributeLocationsFromEffect = attributeLocationsFromEffect;
- }
- /** @internal */
- /**
- * Build the uniform buffer used in the material.
- */
- buildUniformLayout() {
- if (!this.shaderProcessingContext.leftOverUniforms.length) {
- return;
- }
- this.uniformBuffer = new UniformBuffer(this.engine, undefined, undefined, "leftOver-" + this._name);
- for (const leftOverUniform of this.shaderProcessingContext.leftOverUniforms) {
- const type = leftOverUniform.type.replace(/^(.*?)(<.*>)?$/, "$1");
- const size = WebGPUShaderProcessor.UniformSizes[type];
- this.uniformBuffer.addUniform(leftOverUniform.name, size, leftOverUniform.length);
- this._leftOverUniformsByName[leftOverUniform.name] = leftOverUniform.type;
- }
- this.uniformBuffer.create();
- }
- /**
- * Release all associated resources.
- **/
- dispose() {
- if (this.uniformBuffer) {
- this.uniformBuffer.dispose();
- }
- }
- /**
- * Sets an integer value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value Value to be set.
- */
- setInt(uniformName, value) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateInt(uniformName, value);
- }
- /**
- * Sets an int2 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First int in int2.
- * @param y Second int in int2.
- */
- setInt2(uniformName, x, y) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateInt2(uniformName, x, y);
- }
- /**
- * Sets an int3 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First int in int3.
- * @param y Second int in int3.
- * @param z Third int in int3.
- */
- setInt3(uniformName, x, y, z) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateInt3(uniformName, x, y, z);
- }
- /**
- * Sets an int4 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First int in int4.
- * @param y Second int in int4.
- * @param z Third int in int4.
- * @param w Fourth int in int4.
- */
- setInt4(uniformName, x, y, z, w) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateInt4(uniformName, x, y, z, w);
- }
- /**
- * Sets an int array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setIntArray(uniformName, array) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateIntArray(uniformName, array);
- }
- /**
- * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setIntArray2(uniformName, array) {
- this.setIntArray(uniformName, array);
- }
- /**
- * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setIntArray3(uniformName, array) {
- this.setIntArray(uniformName, array);
- }
- /**
- * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setIntArray4(uniformName, array) {
- this.setIntArray(uniformName, array);
- }
- /**
- * Sets an unsigned integer value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value Value to be set.
- */
- setUInt(uniformName, value) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateUInt(uniformName, value);
- }
- /**
- * Sets an unsigned int2 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First unsigned int in uint2.
- * @param y Second unsigned int in uint2.
- */
- setUInt2(uniformName, x, y) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateUInt2(uniformName, x, y);
- }
- /**
- * Sets an unsigned int3 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First unsigned int in uint3.
- * @param y Second unsigned int in uint3.
- * @param z Third unsigned int in uint3.
- */
- setUInt3(uniformName, x, y, z) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateUInt3(uniformName, x, y, z);
- }
- /**
- * Sets an unsigned int4 value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First unsigned int in uint4.
- * @param y Second unsigned int in uint4.
- * @param z Third unsigned int in uint4.
- * @param w Fourth unsigned int in uint4.
- */
- setUInt4(uniformName, x, y, z, w) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateUInt4(uniformName, x, y, z, w);
- }
- /**
- * Sets an unsigned int array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setUIntArray(uniformName, array) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateUIntArray(uniformName, array);
- }
- /**
- * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setUIntArray2(uniformName, array) {
- this.setUIntArray(uniformName, array);
- }
- /**
- * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setUIntArray3(uniformName, array) {
- this.setUIntArray(uniformName, array);
- }
- /**
- * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setUIntArray4(uniformName, array) {
- this.setUIntArray(uniformName, array);
- }
- /**
- * Sets an array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setArray(uniformName, array) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateArray(uniformName, array);
- }
- /**
- * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setArray2(uniformName, array) {
- this.setArray(uniformName, array);
- }
- /**
- * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setArray3(uniformName, array) {
- this.setArray(uniformName, array);
- }
- /**
- * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- */
- setArray4(uniformName, array) {
- this.setArray(uniformName, array);
- }
- /**
- * Sets matrices on a uniform variable.
- * @param uniformName Name of the variable.
- * @param matrices matrices to be set.
- */
- setMatrices(uniformName, matrices) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateMatrices(uniformName, matrices);
- }
- /**
- * Sets matrix on a uniform variable.
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- */
- setMatrix(uniformName, matrix) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateMatrix(uniformName, matrix);
- }
- /**
- * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- */
- setMatrix3x3(uniformName, matrix) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateMatrix3x3(uniformName, matrix);
- }
- /**
- * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- */
- setMatrix2x2(uniformName, matrix) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateMatrix2x2(uniformName, matrix);
- }
- /**
- * Sets a float on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value value to be set.
- */
- setFloat(uniformName, value) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloat(uniformName, value);
- }
- /**
- * Sets a Vector2 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector2 vector2 to be set.
- */
- setVector2(uniformName, vector2) {
- this.setFloat2(uniformName, vector2.x, vector2.y);
- }
- /**
- * Sets a float2 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float2.
- * @param y Second float in float2.
- */
- setFloat2(uniformName, x, y) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloat2(uniformName, x, y);
- }
- /**
- * Sets a Vector3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector3 Value to be set.
- */
- setVector3(uniformName, vector3) {
- this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);
- }
- /**
- * Sets a float3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float3.
- * @param y Second float in float3.
- * @param z Third float in float3.
- */
- setFloat3(uniformName, x, y, z) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloat3(uniformName, x, y, z);
- }
- /**
- * Sets a Vector4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector4 Value to be set.
- */
- setVector4(uniformName, vector4) {
- this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);
- }
- /**
- * Sets a Quaternion on a uniform variable.
- * @param uniformName Name of the variable.
- * @param quaternion Value to be set.
- */
- setQuaternion(uniformName, quaternion) {
- this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);
- }
- /**
- * Sets a float4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float4.
- * @param y Second float in float4.
- * @param z Third float in float4.
- * @param w Fourth float in float4.
- */
- setFloat4(uniformName, x, y, z, w) {
- if (!this.uniformBuffer || !this._leftOverUniformsByName[uniformName]) {
- return;
- }
- this.uniformBuffer.updateFloat4(uniformName, x, y, z, w);
- }
- /**
- * Sets a Color3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param color3 Value to be set.
- */
- setColor3(uniformName, color3) {
- this.setFloat3(uniformName, color3.r, color3.g, color3.b);
- }
- /**
- * Sets a Color4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param color3 Value to be set.
- * @param alpha Alpha value to be set.
- */
- setColor4(uniformName, color3, alpha) {
- this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
- }
- /**
- * Sets a Color4 on a uniform variable
- * @param uniformName defines the name of the variable
- * @param color4 defines the value to be set
- */
- setDirectColor4(uniformName, color4) {
- this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);
- }
- _getVertexShaderCode() {
- return this.sources?.vertex;
- }
- _getFragmentShaderCode() {
- return this.sources?.fragment;
- }
- }
- //# sourceMappingURL=webgpuPipelineContext.js.map
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