Buckets:
| import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js'; | |
| import NodeSampler from '../../common/nodes/NodeSampler.js'; | |
| import { NodeSampledTexture, NodeSampledCubeTexture, NodeSampledTexture3D } from '../../common/nodes/NodeSampledTexture.js'; | |
| import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js'; | |
| import NodeStorageBuffer from '../../common/nodes/NodeStorageBuffer.js'; | |
| import { NodeBuilder, CodeNode } from '../../../nodes/Nodes.js'; | |
| import { getFormat } from '../utils/WebGPUTextureUtils.js'; | |
| import WGSLNodeParser from './WGSLNodeParser.js'; | |
| import { NodeAccess } from '../../../nodes/core/constants.js'; | |
| import VarNode from '../../../nodes/core/VarNode.js'; | |
| import ExpressionNode from '../../../nodes/code/ExpressionNode.js'; | |
| import { NoColorSpace, FloatType, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter } from '../../../constants.js'; | |
| // GPUShaderStage is not defined in browsers not supporting WebGPU | |
| const GPUShaderStage = ( typeof self !== 'undefined' ) ? self.GPUShaderStage : { VERTEX: 1, FRAGMENT: 2, COMPUTE: 4 }; | |
| const accessNames = { | |
| [ NodeAccess.READ_ONLY ]: 'read', | |
| [ NodeAccess.WRITE_ONLY ]: 'write', | |
| [ NodeAccess.READ_WRITE ]: 'read_write' | |
| }; | |
| const wrapNames = { | |
| [ RepeatWrapping ]: 'repeat', | |
| [ ClampToEdgeWrapping ]: 'clamp', | |
| [ MirroredRepeatWrapping ]: 'mirror' | |
| }; | |
| const gpuShaderStageLib = { | |
| 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1, | |
| 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2, | |
| 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4 | |
| }; | |
| const supports = { | |
| instance: true, | |
| swizzleAssign: false, | |
| storageBuffer: true | |
| }; | |
| const wgslFnOpLib = { | |
| '^^': 'tsl_xor' | |
| }; | |
| const wgslTypeLib = { | |
| float: 'f32', | |
| int: 'i32', | |
| uint: 'u32', | |
| bool: 'bool', | |
| color: 'vec3<f32>', | |
| vec2: 'vec2<f32>', | |
| ivec2: 'vec2<i32>', | |
| uvec2: 'vec2<u32>', | |
| bvec2: 'vec2<bool>', | |
| vec3: 'vec3<f32>', | |
| ivec3: 'vec3<i32>', | |
| uvec3: 'vec3<u32>', | |
| bvec3: 'vec3<bool>', | |
| vec4: 'vec4<f32>', | |
| ivec4: 'vec4<i32>', | |
| uvec4: 'vec4<u32>', | |
| bvec4: 'vec4<bool>', | |
| mat2: 'mat2x2<f32>', | |
| mat3: 'mat3x3<f32>', | |
| mat4: 'mat4x4<f32>' | |
| }; | |
| const wgslCodeCache = {}; | |
| const wgslPolyfill = { | |
| tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ), | |
| mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ), | |
| mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ), | |
| mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ), | |
| mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ), | |
| equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ), | |
| equals_bvec2: new CodeNode( 'fn tsl_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ), | |
| equals_bvec3: new CodeNode( 'fn tsl_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ), | |
| equals_bvec4: new CodeNode( 'fn tsl_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ), | |
| repeatWrapping_float: new CodeNode( 'fn tsl_repeatWrapping_float( coord: f32 ) -> f32 { return fract( coord ); }' ), | |
| mirrorWrapping_float: new CodeNode( 'fn tsl_mirrorWrapping_float( coord: f32 ) -> f32 { let mirrored = fract( coord * 0.5 ) * 2.0; return 1.0 - abs( 1.0 - mirrored ); }' ), | |
| clampWrapping_float: new CodeNode( 'fn tsl_clampWrapping_float( coord: f32 ) -> f32 { return clamp( coord, 0.0, 1.0 ); }' ), | |
| biquadraticTexture: new CodeNode( /* wgsl */` | |
| fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, iRes : vec2u, level : u32 ) -> vec4f { | |
| let res = vec2f( iRes ); | |
| let uvScaled = coord * res; | |
| let uvWrapping = ( ( uvScaled % res ) + res ) % res; | |
| // https://www.shadertoy.com/view/WtyXRy | |
| let uv = uvWrapping - 0.5; | |
| let iuv = floor( uv ); | |
| let f = fract( uv ); | |
| let rg1 = textureLoad( map, vec2u( iuv + vec2( 0.5, 0.5 ) ) % iRes, level ); | |
| let rg2 = textureLoad( map, vec2u( iuv + vec2( 1.5, 0.5 ) ) % iRes, level ); | |
| let rg3 = textureLoad( map, vec2u( iuv + vec2( 0.5, 1.5 ) ) % iRes, level ); | |
| let rg4 = textureLoad( map, vec2u( iuv + vec2( 1.5, 1.5 ) ) % iRes, level ); | |
| return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y ); | |
| } | |
| ` ) | |
| }; | |
| const wgslMethods = { | |
| dFdx: 'dpdx', | |
| dFdy: '- dpdy', | |
| mod_float: 'tsl_mod_float', | |
| mod_vec2: 'tsl_mod_vec2', | |
| mod_vec3: 'tsl_mod_vec3', | |
| mod_vec4: 'tsl_mod_vec4', | |
| equals_bool: 'tsl_equals_bool', | |
| equals_bvec2: 'tsl_equals_bvec2', | |
| equals_bvec3: 'tsl_equals_bvec3', | |
| equals_bvec4: 'tsl_equals_bvec4', | |
| inversesqrt: 'inverseSqrt', | |
| bitcast: 'bitcast<f32>' | |
| }; | |
| // WebGPU issue: does not support pow() with negative base on Windows | |
| if ( typeof navigator !== 'undefined' && /Windows/g.test( navigator.userAgent ) ) { | |
| wgslPolyfill.pow_float = new CodeNode( 'fn tsl_pow_float( a : f32, b : f32 ) -> f32 { return select( -pow( -a, b ), pow( a, b ), a > 0.0 ); }' ); | |
| wgslPolyfill.pow_vec2 = new CodeNode( 'fn tsl_pow_vec2( a : vec2f, b : vec2f ) -> vec2f { return vec2f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ) ); }', [ wgslPolyfill.pow_float ] ); | |
| wgslPolyfill.pow_vec3 = new CodeNode( 'fn tsl_pow_vec3( a : vec3f, b : vec3f ) -> vec3f { return vec3f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ) ); }', [ wgslPolyfill.pow_float ] ); | |
| wgslPolyfill.pow_vec4 = new CodeNode( 'fn tsl_pow_vec4( a : vec4f, b : vec4f ) -> vec4f { return vec4f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ), tsl_pow_float( a.w, b.w ) ); }', [ wgslPolyfill.pow_float ] ); | |
| wgslMethods.pow_float = 'tsl_pow_float'; | |
| wgslMethods.pow_vec2 = 'tsl_pow_vec2'; | |
| wgslMethods.pow_vec3 = 'tsl_pow_vec3'; | |
| wgslMethods.pow_vec4 = 'tsl_pow_vec4'; | |
| } | |
| // | |
| let diagnostics = ''; | |
| if ( ( typeof navigator !== 'undefined' && /Firefox|Deno/g.test( navigator.userAgent ) ) !== true ) { | |
| diagnostics += 'diagnostic( off, derivative_uniformity );\n'; | |
| } | |
| /** | |
| * A node builder targeting WGSL. | |
| * | |
| * This module generates WGSL shader code from node materials and also | |
| * generates the respective bindings and vertex buffer definitions. These | |
| * data are later used by the renderer to create render and compute pipelines | |
| * for render objects. | |
| * | |
| * @augments NodeBuilder | |
| */ | |
| class WGSLNodeBuilder extends NodeBuilder { | |
| /** | |
| * Constructs a new WGSL node builder renderer. | |
| * | |
| * @param {Object3D} object - The 3D object. | |
| * @param {Renderer} renderer - The renderer. | |
| */ | |
| constructor( object, renderer ) { | |
| super( object, renderer, new WGSLNodeParser() ); | |
| /** | |
| * A dictionary that holds for each shader stage ('vertex', 'fragment', 'compute') | |
| * another dictionary which manages UBOs per group ('render','frame','object'). | |
| * | |
| * @type {Object<string,Object<string,NodeUniformsGroup>>} | |
| */ | |
| this.uniformGroups = {}; | |
| /** | |
| * A dictionary that holds for each shader stage a Map of builtins. | |
| * | |
| * @type {Object<string,Map<string,Object>>} | |
| */ | |
| this.builtins = {}; | |
| /** | |
| * A dictionary that holds for each shader stage a Set of directives. | |
| * | |
| * @type {Object<string,Set<string>>} | |
| */ | |
| this.directives = {}; | |
| /** | |
| * A map for managing scope arrays. Only relevant for when using | |
| * {@link WorkgroupInfoNode} in context of compute shaders. | |
| * | |
| * @type {Map<string,Object>} | |
| */ | |
| this.scopedArrays = new Map(); | |
| } | |
| /** | |
| * Checks if the given texture requires a manual conversion to the working color space. | |
| * | |
| * @param {Texture} texture - The texture to check. | |
| * @return {boolean} Whether the given texture requires a conversion to working color space or not. | |
| */ | |
| needsToWorkingColorSpace( texture ) { | |
| return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace; | |
| } | |
| /** | |
| * Generates the WGSL snippet for sampled textures. | |
| * | |
| * @private | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) { | |
| if ( shaderStage === 'fragment' ) { | |
| if ( depthSnippet ) { | |
| return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`; | |
| } else { | |
| return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`; | |
| } | |
| } else if ( this.isFilteredTexture( texture ) ) { | |
| return this.generateFilteredTexture( texture, textureProperty, uvSnippet ); | |
| } else { | |
| return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, '0' ); | |
| } | |
| } | |
| /** | |
| * Generates the WGSL snippet when sampling video textures. | |
| * | |
| * @private | |
| * @param {string} textureProperty - The name of the video texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) { | |
| if ( shaderStage === 'fragment' ) { | |
| return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`; | |
| } else { | |
| console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` ); | |
| } | |
| } | |
| /** | |
| * Generates the WGSL snippet when sampling textures with explicit mip level. | |
| * | |
| * @private | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) { | |
| if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( texture ) === false ) { | |
| return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`; | |
| } else if ( this.isFilteredTexture( texture ) ) { | |
| return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet ); | |
| } else { | |
| return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet ); | |
| } | |
| } | |
| /** | |
| * Generates a wrap function used in context of textures. | |
| * | |
| * @param {Texture} texture - The texture to generate the function for. | |
| * @return {string} The name of the generated function. | |
| */ | |
| generateWrapFunction( texture ) { | |
| const functionName = `tsl_coord_${ wrapNames[ texture.wrapS ] }S_${ wrapNames[ texture.wrapT ] }_${ texture.isData3DTexture ? '3d' : '2d' }T`; | |
| let nodeCode = wgslCodeCache[ functionName ]; | |
| if ( nodeCode === undefined ) { | |
| const includes = []; | |
| // For 3D textures, use vec3f; for texture arrays, keep vec2f since array index is separate | |
| const coordType = texture.isData3DTexture ? 'vec3f' : 'vec2f'; | |
| let code = `fn ${ functionName }( coord : ${ coordType } ) -> ${ coordType } {\n\n\treturn ${ coordType }(\n`; | |
| const addWrapSnippet = ( wrap, axis ) => { | |
| if ( wrap === RepeatWrapping ) { | |
| includes.push( wgslPolyfill.repeatWrapping_float ); | |
| code += `\t\ttsl_repeatWrapping_float( coord.${ axis } )`; | |
| } else if ( wrap === ClampToEdgeWrapping ) { | |
| includes.push( wgslPolyfill.clampWrapping_float ); | |
| code += `\t\ttsl_clampWrapping_float( coord.${ axis } )`; | |
| } else if ( wrap === MirroredRepeatWrapping ) { | |
| includes.push( wgslPolyfill.mirrorWrapping_float ); | |
| code += `\t\ttsl_mirrorWrapping_float( coord.${ axis } )`; | |
| } else { | |
| code += `\t\tcoord.${ axis }`; | |
| console.warn( `WebGPURenderer: Unsupported texture wrap type "${ wrap }" for vertex shader.` ); | |
| } | |
| }; | |
| addWrapSnippet( texture.wrapS, 'x' ); | |
| code += ',\n'; | |
| addWrapSnippet( texture.wrapT, 'y' ); | |
| if ( texture.isData3DTexture ) { | |
| code += ',\n'; | |
| addWrapSnippet( texture.wrapR, 'z' ); | |
| } | |
| code += '\n\t);\n\n}\n'; | |
| wgslCodeCache[ functionName ] = nodeCode = new CodeNode( code, includes ); | |
| } | |
| nodeCode.build( this ); | |
| return functionName; | |
| } | |
| /** | |
| * Generates the array declaration string. | |
| * | |
| * @param {string} type - The type. | |
| * @param {?number} [count] - The count. | |
| * @return {string} The generated value as a shader string. | |
| */ | |
| generateArrayDeclaration( type, count ) { | |
| return `array< ${ this.getType( type ) }, ${ count } >`; | |
| } | |
| /** | |
| * Generates a WGSL variable that holds the texture dimension of the given texture. | |
| * It also returns information about the number of layers (elements) of an arrayed | |
| * texture as well as the cube face count of cube textures. | |
| * | |
| * @param {Texture} texture - The texture to generate the function for. | |
| * @param {string} textureProperty - The name of the video texture uniform in the shader. | |
| * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. | |
| * @return {string} The name of the dimension variable. | |
| */ | |
| generateTextureDimension( texture, textureProperty, levelSnippet ) { | |
| const textureData = this.getDataFromNode( texture, this.shaderStage, this.globalCache ); | |
| if ( textureData.dimensionsSnippet === undefined ) textureData.dimensionsSnippet = {}; | |
| let textureDimensionNode = textureData.dimensionsSnippet[ levelSnippet ]; | |
| if ( textureData.dimensionsSnippet[ levelSnippet ] === undefined ) { | |
| let textureDimensionsParams; | |
| let dimensionType; | |
| const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture ); | |
| const isMultisampled = primarySamples > 1; | |
| if ( texture.isData3DTexture ) { | |
| dimensionType = 'vec3<u32>'; | |
| } else { | |
| // Regular 2D textures, depth textures, etc. | |
| dimensionType = 'vec2<u32>'; | |
| } | |
| // Build parameters string based on texture type and multisampling | |
| if ( isMultisampled || texture.isVideoTexture || texture.isStorageTexture ) { | |
| textureDimensionsParams = textureProperty; | |
| } else { | |
| textureDimensionsParams = `${textureProperty}${levelSnippet ? `, u32( ${ levelSnippet } )` : ''}`; | |
| } | |
| textureDimensionNode = new VarNode( new ExpressionNode( `textureDimensions( ${ textureDimensionsParams } )`, dimensionType ) ); | |
| textureData.dimensionsSnippet[ levelSnippet ] = textureDimensionNode; | |
| if ( texture.isDataArrayTexture || texture.isDepthArrayTexture || texture.isData3DTexture ) { | |
| textureData.arrayLayerCount = new VarNode( | |
| new ExpressionNode( | |
| `textureNumLayers(${textureProperty})`, | |
| 'u32' | |
| ) | |
| ); | |
| } | |
| // For cube textures, we know it's always 6 faces | |
| if ( texture.isTextureCube ) { | |
| textureData.cubeFaceCount = new VarNode( | |
| new ExpressionNode( '6u', 'u32' ) | |
| ); | |
| } | |
| } | |
| return textureDimensionNode.build( this ); | |
| } | |
| /** | |
| * Generates the WGSL snippet for a manual filtered texture. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0u' ) { | |
| this._include( 'biquadraticTexture' ); | |
| const wrapFunction = this.generateWrapFunction( texture ); | |
| const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet ); | |
| return `tsl_biquadraticTexture( ${ textureProperty }, ${ wrapFunction }( ${ uvSnippet } ), ${ textureDimension }, u32( ${ levelSnippet } ) )`; | |
| } | |
| /** | |
| * Generates the WGSL snippet for a texture lookup with explicit level-of-detail. | |
| * Since it's a lookup, no sampling or filtering is applied. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet = '0u' ) { | |
| const wrapFunction = this.generateWrapFunction( texture ); | |
| const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet ); | |
| const vecType = texture.isData3DTexture ? 'vec3' : 'vec2'; | |
| const coordSnippet = `${ vecType }<u32>( ${ wrapFunction }( ${ uvSnippet } ) * ${ vecType }<f32>( ${ textureDimension } ) )`; | |
| return this.generateTextureLoad( texture, textureProperty, coordSnippet, depthSnippet, levelSnippet ); | |
| } | |
| /** | |
| * Generates the WGSL snippet that reads a single texel from a texture without sampling or filtering. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) { | |
| let snippet; | |
| if ( texture.isVideoTexture === true || texture.isStorageTexture === true ) { | |
| snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet } )`; | |
| } else if ( depthSnippet ) { | |
| snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, u32( ${ levelSnippet } ) )`; | |
| } else { | |
| snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, u32( ${ levelSnippet } ) )`; | |
| if ( this.renderer.backend.compatibilityMode && texture.isDepthTexture ) { | |
| snippet += '.x'; | |
| } | |
| } | |
| return snippet; | |
| } | |
| /** | |
| * Generates the WGSL snippet that writes a single texel to a texture. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {string} valueSnippet - A WGSL snippet that represent the new texel value. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) { | |
| return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`; | |
| } | |
| /** | |
| * Returns `true` if the sampled values of the given texture should be compared against a reference value. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @return {boolean} Whether the sampled values of the given texture should be compared against a reference value or not. | |
| */ | |
| isSampleCompare( texture ) { | |
| return texture.isDepthTexture === true && texture.compareFunction !== null; | |
| } | |
| /** | |
| * Returns `true` if the given texture is unfilterable. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @return {boolean} Whether the given texture is unfilterable or not. | |
| */ | |
| isUnfilterable( texture ) { | |
| return this.getComponentTypeFromTexture( texture ) !== 'float' || | |
| ( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) || | |
| ( this.isSampleCompare( texture ) === false && texture.minFilter === NearestFilter && texture.magFilter === NearestFilter ) || | |
| this.renderer.backend.utils.getTextureSampleData( texture ).primarySamples > 1; | |
| } | |
| /** | |
| * Generates the WGSL snippet for sampling/loading the given texture. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) { | |
| let snippet = null; | |
| if ( texture.isVideoTexture === true ) { | |
| snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage ); | |
| } else if ( this.isUnfilterable( texture ) ) { | |
| snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, '0', shaderStage ); | |
| } else { | |
| snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage ); | |
| } | |
| return snippet; | |
| } | |
| /** | |
| * Generates the WGSL snippet for sampling/loading the given texture using explicit gradients. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {Array<string>} gradSnippet - An array holding both gradient WGSL snippets. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) { | |
| if ( shaderStage === 'fragment' ) { | |
| // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy | |
| return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`; | |
| } else { | |
| console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` ); | |
| } | |
| } | |
| /** | |
| * Generates the WGSL snippet for sampling a depth texture and comparing the sampled depth values | |
| * against a reference value. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {string} compareSnippet - A WGSL snippet that represents the reference value. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) { | |
| if ( shaderStage === 'fragment' ) { | |
| if ( texture.isDepthArrayTexture ) { | |
| return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet } )`; | |
| } | |
| return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`; | |
| } else { | |
| console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` ); | |
| } | |
| } | |
| /** | |
| * Generates the WGSL snippet when sampling textures with explicit mip level. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) { | |
| let snippet = null; | |
| if ( texture.isVideoTexture === true ) { | |
| snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage ); | |
| } else { | |
| snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage ); | |
| } | |
| return snippet; | |
| } | |
| /** | |
| * Generates the WGSL snippet when sampling textures with a bias to the mip level. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The name of the texture uniform in the shader. | |
| * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. | |
| * @param {string} biasSnippet - A WGSL snippet that represents the bias to apply to the mip level before sampling. | |
| * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The WGSL snippet. | |
| */ | |
| generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) { | |
| if ( shaderStage === 'fragment' ) { | |
| return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`; | |
| } else { | |
| console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` ); | |
| } | |
| } | |
| /** | |
| * Returns a WGSL snippet that represents the property name of the given node. | |
| * | |
| * @param {Node} node - The node. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The property name. | |
| */ | |
| getPropertyName( node, shaderStage = this.shaderStage ) { | |
| if ( node.isNodeVarying === true && node.needsInterpolation === true ) { | |
| if ( shaderStage === 'vertex' ) { | |
| return `varyings.${ node.name }`; | |
| } | |
| } else if ( node.isNodeUniform === true ) { | |
| const name = node.name; | |
| const type = node.type; | |
| if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) { | |
| return name; | |
| } else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) { | |
| if ( this.isCustomStruct( node ) ) { | |
| return name; | |
| } | |
| return name + '.value'; | |
| } else { | |
| return node.groupNode.name + '.' + name; | |
| } | |
| } | |
| return super.getPropertyName( node ); | |
| } | |
| /** | |
| * Returns the output struct name. | |
| * | |
| * @return {string} The name of the output struct. | |
| */ | |
| getOutputStructName() { | |
| return 'output'; | |
| } | |
| /** | |
| * Returns the native shader operator name for a given generic name. | |
| * | |
| * @param {string} op - The operator name to resolve. | |
| * @return {?string} The resolved operator name. | |
| */ | |
| getFunctionOperator( op ) { | |
| const fnOp = wgslFnOpLib[ op ]; | |
| if ( fnOp !== undefined ) { | |
| this._include( fnOp ); | |
| return fnOp; | |
| } | |
| return null; | |
| } | |
| /** | |
| * Returns the node access for the given node and shader stage. | |
| * | |
| * @param {StorageTextureNode|StorageBufferNode} node - The storage node. | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} The node access. | |
| */ | |
| getNodeAccess( node, shaderStage ) { | |
| if ( shaderStage !== 'compute' ) | |
| return NodeAccess.READ_ONLY; | |
| return node.access; | |
| } | |
| /** | |
| * Returns A WGSL snippet representing the storage access. | |
| * | |
| * @param {StorageTextureNode|StorageBufferNode} node - The storage node. | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} The WGSL snippet representing the storage access. | |
| */ | |
| getStorageAccess( node, shaderStage ) { | |
| return accessNames[ this.getNodeAccess( node, shaderStage ) ]; | |
| } | |
| /** | |
| * This method is one of the more important ones since it's responsible | |
| * for generating a matching binding instance for the given uniform node. | |
| * | |
| * These bindings are later used in the renderer to create bind groups | |
| * and layouts. | |
| * | |
| * @param {UniformNode} node - The uniform node. | |
| * @param {string} type - The node data type. | |
| * @param {string} shaderStage - The shader stage. | |
| * @param {?string} [name=null] - An optional uniform name. | |
| * @return {NodeUniform} The node uniform object. | |
| */ | |
| getUniformFromNode( node, type, shaderStage, name = null ) { | |
| const uniformNode = super.getUniformFromNode( node, type, shaderStage, name ); | |
| const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache ); | |
| if ( nodeData.uniformGPU === undefined ) { | |
| let uniformGPU; | |
| const group = node.groupNode; | |
| const groupName = group.name; | |
| const bindings = this.getBindGroupArray( groupName, shaderStage ); | |
| if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) { | |
| let texture = null; | |
| const access = this.getNodeAccess( node, shaderStage ); | |
| if ( type === 'texture' || type === 'storageTexture' ) { | |
| texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, access ); | |
| } else if ( type === 'cubeTexture' ) { | |
| texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, access ); | |
| } else if ( type === 'texture3D' ) { | |
| texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, access ); | |
| } | |
| texture.store = node.isStorageTextureNode === true; | |
| texture.setVisibility( gpuShaderStageLib[ shaderStage ] ); | |
| if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( node.value ) === false && texture.store === false ) { | |
| const sampler = new NodeSampler( `${ uniformNode.name }_sampler`, uniformNode.node, group ); | |
| sampler.setVisibility( gpuShaderStageLib[ shaderStage ] ); | |
| bindings.push( sampler, texture ); | |
| uniformGPU = [ sampler, texture ]; | |
| } else { | |
| bindings.push( texture ); | |
| uniformGPU = [ texture ]; | |
| } | |
| } else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) { | |
| const bufferClass = type === 'buffer' ? NodeUniformBuffer : NodeStorageBuffer; | |
| const buffer = new bufferClass( node, group ); | |
| buffer.setVisibility( gpuShaderStageLib[ shaderStage ] ); | |
| bindings.push( buffer ); | |
| uniformGPU = buffer; | |
| uniformNode.name = name ? name : 'NodeBuffer_' + uniformNode.id; | |
| } else { | |
| const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} ); | |
| let uniformsGroup = uniformsStage[ groupName ]; | |
| if ( uniformsGroup === undefined ) { | |
| uniformsGroup = new NodeUniformsGroup( groupName, group ); | |
| uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] ); | |
| uniformsStage[ groupName ] = uniformsGroup; | |
| bindings.push( uniformsGroup ); | |
| } | |
| uniformGPU = this.getNodeUniform( uniformNode, type ); | |
| uniformsGroup.addUniform( uniformGPU ); | |
| } | |
| nodeData.uniformGPU = uniformGPU; | |
| } | |
| return uniformNode; | |
| } | |
| /** | |
| * This method should be used whenever builtins are required in nodes. | |
| * The internal builtins data structure will make sure builtins are | |
| * defined in the WGSL source. | |
| * | |
| * @param {string} name - The builtin name. | |
| * @param {string} property - The property name. | |
| * @param {string} type - The node data type. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {string} The property name. | |
| */ | |
| getBuiltin( name, property, type, shaderStage = this.shaderStage ) { | |
| const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() ); | |
| if ( map.has( name ) === false ) { | |
| map.set( name, { | |
| name, | |
| property, | |
| type | |
| } ); | |
| } | |
| return property; | |
| } | |
| /** | |
| * Returns `true` if the given builtin is defined in the given shader stage. | |
| * | |
| * @param {string} name - The builtin name. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. | |
| * @return {boolean} Whether the given builtin is defined in the given shader stage or not. | |
| */ | |
| hasBuiltin( name, shaderStage = this.shaderStage ) { | |
| return ( this.builtins[ shaderStage ] !== undefined && this.builtins[ shaderStage ].has( name ) ); | |
| } | |
| /** | |
| * Returns the vertex index builtin. | |
| * | |
| * @return {string} The vertex index. | |
| */ | |
| getVertexIndex() { | |
| if ( this.shaderStage === 'vertex' ) { | |
| return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' ); | |
| } | |
| return 'vertexIndex'; | |
| } | |
| /** | |
| * Builds the given shader node. | |
| * | |
| * @param {ShaderNodeInternal} shaderNode - The shader node. | |
| * @return {string} The WGSL function code. | |
| */ | |
| buildFunctionCode( shaderNode ) { | |
| const layout = shaderNode.layout; | |
| const flowData = this.flowShaderNode( shaderNode ); | |
| const parameters = []; | |
| for ( const input of layout.inputs ) { | |
| parameters.push( input.name + ' : ' + this.getType( input.type ) ); | |
| } | |
| // | |
| let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } { | |
| ${ flowData.vars } | |
| ${ flowData.code } | |
| `; | |
| if ( flowData.result ) { | |
| code += `\treturn ${ flowData.result };\n`; | |
| } | |
| code += '\n}\n'; | |
| // | |
| return code; | |
| } | |
| /** | |
| * Returns the instance index builtin. | |
| * | |
| * @return {string} The instance index. | |
| */ | |
| getInstanceIndex() { | |
| if ( this.shaderStage === 'vertex' ) { | |
| return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' ); | |
| } | |
| return 'instanceIndex'; | |
| } | |
| /** | |
| * Returns the invocation local index builtin. | |
| * | |
| * @return {string} The invocation local index. | |
| */ | |
| getInvocationLocalIndex() { | |
| return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' ); | |
| } | |
| /** | |
| * Returns the subgroup size builtin. | |
| * | |
| * @return {string} The subgroup size. | |
| */ | |
| getSubgroupSize() { | |
| this.enableSubGroups(); | |
| return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' ); | |
| } | |
| /** | |
| * Returns the invocation subgroup index builtin. | |
| * | |
| * @return {string} The invocation subgroup index. | |
| */ | |
| getInvocationSubgroupIndex() { | |
| this.enableSubGroups(); | |
| return this.getBuiltin( 'subgroup_invocation_id', 'invocationSubgroupIndex', 'u32', 'attribute' ); | |
| } | |
| /** | |
| * Returns the subgroup index builtin. | |
| * | |
| * @return {string} The subgroup index. | |
| */ | |
| getSubgroupIndex() { | |
| this.enableSubGroups(); | |
| return this.getBuiltin( 'subgroup_id', 'subgroupIndex', 'u32', 'attribute' ); | |
| } | |
| /** | |
| * Overwritten as a NOP since this method is intended for the WebGL 2 backend. | |
| * | |
| * @return {null} Null. | |
| */ | |
| getDrawIndex() { | |
| return null; | |
| } | |
| /** | |
| * Returns the front facing builtin. | |
| * | |
| * @return {string} The front facing builtin. | |
| */ | |
| getFrontFacing() { | |
| return this.getBuiltin( 'front_facing', 'isFront', 'bool' ); | |
| } | |
| /** | |
| * Returns the frag coord builtin. | |
| * | |
| * @return {string} The frag coord builtin. | |
| */ | |
| getFragCoord() { | |
| return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xy'; | |
| } | |
| /** | |
| * Returns the frag depth builtin. | |
| * | |
| * @return {string} The frag depth builtin. | |
| */ | |
| getFragDepth() { | |
| return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' ); | |
| } | |
| /** | |
| * Returns the clip distances builtin. | |
| * | |
| * @return {string} The clip distances builtin. | |
| */ | |
| getClipDistance() { | |
| return 'varyings.hw_clip_distances'; | |
| } | |
| /** | |
| * Whether to flip texture data along its vertical axis or not. | |
| * | |
| * @return {boolean} Returns always `false` in context of WGSL. | |
| */ | |
| isFlipY() { | |
| return false; | |
| } | |
| /** | |
| * Enables the given directive for the given shader stage. | |
| * | |
| * @param {string} name - The directive name. | |
| * @param {string} [shaderStage=this.shaderStage] - The shader stage to enable the directive for. | |
| */ | |
| enableDirective( name, shaderStage = this.shaderStage ) { | |
| const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() ); | |
| stage.add( name ); | |
| } | |
| /** | |
| * Returns the directives of the given shader stage as a WGSL string. | |
| * | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} A WGSL snippet that enables the directives of the given stage. | |
| */ | |
| getDirectives( shaderStage ) { | |
| const snippets = []; | |
| const directives = this.directives[ shaderStage ]; | |
| if ( directives !== undefined ) { | |
| for ( const directive of directives ) { | |
| snippets.push( `enable ${directive};` ); | |
| } | |
| } | |
| return snippets.join( '\n' ); | |
| } | |
| /** | |
| * Enables the 'subgroups' directive. | |
| */ | |
| enableSubGroups() { | |
| this.enableDirective( 'subgroups' ); | |
| } | |
| /** | |
| * Enables the 'subgroups-f16' directive. | |
| */ | |
| enableSubgroupsF16() { | |
| this.enableDirective( 'subgroups-f16' ); | |
| } | |
| /** | |
| * Enables the 'clip_distances' directive. | |
| */ | |
| enableClipDistances() { | |
| this.enableDirective( 'clip_distances' ); | |
| } | |
| /** | |
| * Enables the 'f16' directive. | |
| */ | |
| enableShaderF16() { | |
| this.enableDirective( 'f16' ); | |
| } | |
| /** | |
| * Enables the 'dual_source_blending' directive. | |
| */ | |
| enableDualSourceBlending() { | |
| this.enableDirective( 'dual_source_blending' ); | |
| } | |
| /** | |
| * Enables hardware clipping. | |
| * | |
| * @param {string} planeCount - The clipping plane count. | |
| */ | |
| enableHardwareClipping( planeCount ) { | |
| this.enableClipDistances(); | |
| this.getBuiltin( 'clip_distances', 'hw_clip_distances', `array<f32, ${ planeCount } >`, 'vertex' ); | |
| } | |
| /** | |
| * Returns the builtins of the given shader stage as a WGSL string. | |
| * | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} A WGSL snippet that represents the builtins of the given stage. | |
| */ | |
| getBuiltins( shaderStage ) { | |
| const snippets = []; | |
| const builtins = this.builtins[ shaderStage ]; | |
| if ( builtins !== undefined ) { | |
| for ( const { name, property, type } of builtins.values() ) { | |
| snippets.push( `@builtin( ${name} ) ${property} : ${type}` ); | |
| } | |
| } | |
| return snippets.join( ',\n\t' ); | |
| } | |
| /** | |
| * This method should be used when a new scoped buffer is used in context of | |
| * compute shaders. It adds the array to the internal data structure which is | |
| * later used to generate the respective WGSL. | |
| * | |
| * @param {string} name - The array name. | |
| * @param {string} scope - The scope. | |
| * @param {string} bufferType - The buffer type. | |
| * @param {string} bufferCount - The buffer count. | |
| * @return {string} The array name. | |
| */ | |
| getScopedArray( name, scope, bufferType, bufferCount ) { | |
| if ( this.scopedArrays.has( name ) === false ) { | |
| this.scopedArrays.set( name, { | |
| name, | |
| scope, | |
| bufferType, | |
| bufferCount | |
| } ); | |
| } | |
| return name; | |
| } | |
| /** | |
| * Returns the scoped arrays of the given shader stage as a WGSL string. | |
| * | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string|undefined} The WGSL snippet that defines the scoped arrays. | |
| * Returns `undefined` when used in the vertex or fragment stage. | |
| */ | |
| getScopedArrays( shaderStage ) { | |
| if ( shaderStage !== 'compute' ) { | |
| return; | |
| } | |
| const snippets = []; | |
| for ( const { name, scope, bufferType, bufferCount } of this.scopedArrays.values() ) { | |
| const type = this.getType( bufferType ); | |
| snippets.push( `var<${scope}> ${name}: array< ${type}, ${bufferCount} >;` ); | |
| } | |
| return snippets.join( '\n' ); | |
| } | |
| /** | |
| * Returns the shader attributes of the given shader stage as a WGSL string. | |
| * | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} The WGSL snippet that defines the shader attributes. | |
| */ | |
| getAttributes( shaderStage ) { | |
| const snippets = []; | |
| if ( shaderStage === 'compute' ) { | |
| this.getBuiltin( 'global_invocation_id', 'globalId', 'vec3<u32>', 'attribute' ); | |
| this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3<u32>', 'attribute' ); | |
| this.getBuiltin( 'local_invocation_id', 'localId', 'vec3<u32>', 'attribute' ); | |
| this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3<u32>', 'attribute' ); | |
| if ( this.renderer.hasFeature( 'subgroups' ) ) { | |
| this.enableDirective( 'subgroups', shaderStage ); | |
| this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' ); | |
| } | |
| } | |
| if ( shaderStage === 'vertex' || shaderStage === 'compute' ) { | |
| const builtins = this.getBuiltins( 'attribute' ); | |
| if ( builtins ) snippets.push( builtins ); | |
| const attributes = this.getAttributesArray(); | |
| for ( let index = 0, length = attributes.length; index < length; index ++ ) { | |
| const attribute = attributes[ index ]; | |
| const name = attribute.name; | |
| const type = this.getType( attribute.type ); | |
| snippets.push( `@location( ${index} ) ${ name } : ${ type }` ); | |
| } | |
| } | |
| return snippets.join( ',\n\t' ); | |
| } | |
| /** | |
| * Returns the members of the given struct type node as a WGSL string. | |
| * | |
| * @param {StructTypeNode} struct - The struct type node. | |
| * @return {string} The WGSL snippet that defines the struct members. | |
| */ | |
| getStructMembers( struct ) { | |
| const snippets = []; | |
| for ( const member of struct.members ) { | |
| const prefix = struct.output ? '@location( ' + member.index + ' ) ' : ''; | |
| let type = this.getType( member.type ); | |
| if ( member.atomic ) { | |
| type = 'atomic< ' + type + ' >'; | |
| } | |
| snippets.push( `\t${ prefix + member.name } : ${ type }` ); | |
| } | |
| if ( struct.output ) { | |
| snippets.push( `\t${ this.getBuiltins( 'output' ) }` ); | |
| } | |
| return snippets.join( ',\n' ); | |
| } | |
| /** | |
| * Returns the structs of the given shader stage as a WGSL string. | |
| * | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} The WGSL snippet that defines the structs. | |
| */ | |
| getStructs( shaderStage ) { | |
| let result = ''; | |
| const structs = this.structs[ shaderStage ]; | |
| if ( structs.length > 0 ) { | |
| const snippets = []; | |
| for ( const struct of structs ) { | |
| let snippet = `struct ${ struct.name } {\n`; | |
| snippet += this.getStructMembers( struct ); | |
| snippet += '\n};'; | |
| snippets.push( snippet ); | |
| } | |
| result = '\n' + snippets.join( '\n\n' ) + '\n'; | |
| } | |
| return result; | |
| } | |
| /** | |
| * Returns a WGSL string representing a variable. | |
| * | |
| * @param {string} type - The variable's type. | |
| * @param {string} name - The variable's name. | |
| * @param {?number} [count=null] - The array length. | |
| * @return {string} The WGSL snippet that defines a variable. | |
| */ | |
| getVar( type, name, count = null ) { | |
| let snippet = `var ${ name } : `; | |
| if ( count !== null ) { | |
| snippet += this.generateArrayDeclaration( type, count ); | |
| } else { | |
| snippet += this.getType( type ); | |
| } | |
| return snippet; | |
| } | |
| /** | |
| * Returns the variables of the given shader stage as a WGSL string. | |
| * | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} The WGSL snippet that defines the variables. | |
| */ | |
| getVars( shaderStage ) { | |
| const snippets = []; | |
| const vars = this.vars[ shaderStage ]; | |
| if ( vars !== undefined ) { | |
| for ( const variable of vars ) { | |
| snippets.push( `\t${ this.getVar( variable.type, variable.name, variable.count ) };` ); | |
| } | |
| } | |
| return `\n${ snippets.join( '\n' ) }\n`; | |
| } | |
| /** | |
| * Returns the varyings of the given shader stage as a WGSL string. | |
| * | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} The WGSL snippet that defines the varyings. | |
| */ | |
| getVaryings( shaderStage ) { | |
| const snippets = []; | |
| if ( shaderStage === 'vertex' ) { | |
| this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' ); | |
| } | |
| if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) { | |
| const varyings = this.varyings; | |
| const vars = this.vars[ shaderStage ]; | |
| for ( let index = 0; index < varyings.length; index ++ ) { | |
| const varying = varyings[ index ]; | |
| if ( varying.needsInterpolation ) { | |
| let attributesSnippet = `@location( ${index} )`; | |
| if ( varying.interpolationType ) { | |
| const samplingSnippet = varying.interpolationSampling !== null ? `, ${ varying.interpolationSampling } )` : ' )'; | |
| attributesSnippet += ` @interpolate( ${ varying.interpolationType }${ samplingSnippet }`; | |
| // Otherwise, optimize interpolation when sensible | |
| } else if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) { | |
| attributesSnippet += ` @interpolate( ${ this.renderer.backend.compatibilityMode ? 'flat, either' : 'flat' } )`; | |
| } | |
| snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` ); | |
| } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) { | |
| vars.push( varying ); | |
| } | |
| } | |
| } | |
| const builtins = this.getBuiltins( shaderStage ); | |
| if ( builtins ) snippets.push( builtins ); | |
| const code = snippets.join( ',\n\t' ); | |
| return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code; | |
| } | |
| isCustomStruct( nodeUniform ) { | |
| const attribute = nodeUniform.value; | |
| const bufferNode = nodeUniform.node; | |
| const isAttributeStructType = ( attribute.isBufferAttribute || attribute.isInstancedBufferAttribute ) && bufferNode.structTypeNode !== null; | |
| const isStructArray = | |
| ( bufferNode.value && bufferNode.value.array ) && | |
| ( typeof bufferNode.value.itemSize === 'number' && bufferNode.value.array.length > bufferNode.value.itemSize ); | |
| return isAttributeStructType && ! isStructArray; | |
| } | |
| /** | |
| * Returns the uniforms of the given shader stage as a WGSL string. | |
| * | |
| * @param {string} shaderStage - The shader stage. | |
| * @return {string} The WGSL snippet that defines the uniforms. | |
| */ | |
| getUniforms( shaderStage ) { | |
| const uniforms = this.uniforms[ shaderStage ]; | |
| const bindingSnippets = []; | |
| const bufferSnippets = []; | |
| const structSnippets = []; | |
| const uniformGroups = {}; | |
| for ( const uniform of uniforms ) { | |
| const groupName = uniform.groupNode.name; | |
| const uniformIndexes = this.bindingsIndexes[ groupName ]; | |
| if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) { | |
| const texture = uniform.node.value; | |
| if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) { | |
| if ( this.isSampleCompare( texture ) ) { | |
| bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` ); | |
| } else { | |
| bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` ); | |
| } | |
| } | |
| let textureType; | |
| let multisampled = ''; | |
| const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture ); | |
| if ( primarySamples > 1 ) { | |
| multisampled = '_multisampled'; | |
| } | |
| if ( texture.isCubeTexture === true ) { | |
| textureType = 'texture_cube<f32>'; | |
| } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true || texture.isTextureArray === true ) { | |
| textureType = 'texture_2d_array<f32>'; | |
| } else if ( texture.isDepthTexture === true ) { | |
| if ( this.renderer.backend.compatibilityMode && texture.compareFunction === null ) { | |
| textureType = `texture${ multisampled }_2d<f32>`; | |
| } else { | |
| textureType = `texture_depth${ multisampled }_2d${ texture.isDepthArrayTexture === true ? '_array' : '' }`; | |
| } | |
| } else if ( texture.isVideoTexture === true ) { | |
| textureType = 'texture_external'; | |
| } else if ( texture.isData3DTexture === true ) { | |
| textureType = 'texture_3d<f32>'; | |
| } else if ( uniform.node.isStorageTextureNode === true ) { | |
| const format = getFormat( texture ); | |
| const access = this.getStorageAccess( uniform.node, shaderStage ); | |
| textureType = `texture_storage_2d<${ format }, ${ access }>`; | |
| } else { | |
| const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 ); | |
| textureType = `texture${ multisampled }_2d<${ componentPrefix }32>`; | |
| } | |
| bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` ); | |
| } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' || uniform.type === 'indirectStorageBuffer' ) { | |
| const bufferNode = uniform.node; | |
| const bufferType = this.getType( bufferNode.getNodeType( this ) ); | |
| const bufferCount = bufferNode.bufferCount; | |
| const bufferCountSnippet = bufferCount > 0 && uniform.type === 'buffer' ? ', ' + bufferCount : ''; | |
| const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode, shaderStage ) }` : 'uniform'; | |
| if ( this.isCustomStruct( uniform ) ) { | |
| bufferSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var<${ bufferAccessMode }> ${ uniform.name } : ${ bufferType };` ); | |
| } else { | |
| const bufferTypeSnippet = bufferNode.isAtomic ? `atomic<${ bufferType }>` : `${ bufferType }`; | |
| const bufferSnippet = `\tvalue : array< ${ bufferTypeSnippet }${ bufferCountSnippet } >`; | |
| bufferSnippets.push( this._getWGSLStructBinding( uniform.name, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) ); | |
| } | |
| } else { | |
| const vectorType = this.getType( this.getVectorType( uniform.type ) ); | |
| const groupName = uniform.groupNode.name; | |
| const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = { | |
| index: uniformIndexes.binding ++, | |
| id: uniformIndexes.group, | |
| snippets: [] | |
| } ); | |
| group.snippets.push( `\t${ uniform.name } : ${ vectorType }` ); | |
| } | |
| } | |
| for ( const name in uniformGroups ) { | |
| const group = uniformGroups[ name ]; | |
| structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) ); | |
| } | |
| let code = bindingSnippets.join( '\n' ); | |
| code += bufferSnippets.join( '\n' ); | |
| code += structSnippets.join( '\n' ); | |
| return code; | |
| } | |
| /** | |
| * Controls the code build of the shader stages. | |
| */ | |
| buildCode() { | |
| const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} }; | |
| this.sortBindingGroups(); | |
| for ( const shaderStage in shadersData ) { | |
| this.shaderStage = shaderStage; | |
| const stageData = shadersData[ shaderStage ]; | |
| stageData.uniforms = this.getUniforms( shaderStage ); | |
| stageData.attributes = this.getAttributes( shaderStage ); | |
| stageData.varyings = this.getVaryings( shaderStage ); | |
| stageData.structs = this.getStructs( shaderStage ); | |
| stageData.vars = this.getVars( shaderStage ); | |
| stageData.codes = this.getCodes( shaderStage ); | |
| stageData.directives = this.getDirectives( shaderStage ); | |
| stageData.scopedArrays = this.getScopedArrays( shaderStage ); | |
| // | |
| let flow = '// code\n\n'; | |
| flow += this.flowCode[ shaderStage ]; | |
| const flowNodes = this.flowNodes[ shaderStage ]; | |
| const mainNode = flowNodes[ flowNodes.length - 1 ]; | |
| const outputNode = mainNode.outputNode; | |
| const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true ); | |
| for ( const node of flowNodes ) { | |
| const flowSlotData = this.getFlowData( node/*, shaderStage*/ ); | |
| const slotName = node.name; | |
| if ( slotName ) { | |
| if ( flow.length > 0 ) flow += '\n'; | |
| flow += `\t// flow -> ${ slotName }\n`; | |
| } | |
| flow += `${ flowSlotData.code }\n\t`; | |
| if ( node === mainNode && shaderStage !== 'compute' ) { | |
| flow += '// result\n\n\t'; | |
| if ( shaderStage === 'vertex' ) { | |
| flow += `varyings.Vertex = ${ flowSlotData.result };`; | |
| } else if ( shaderStage === 'fragment' ) { | |
| if ( isOutputStruct ) { | |
| stageData.returnType = outputNode.getNodeType( this ); | |
| stageData.structs += 'var<private> output : ' + stageData.returnType + ';'; | |
| flow += `return ${ flowSlotData.result };`; | |
| } else { | |
| let structSnippet = '\t@location(0) color: vec4<f32>'; | |
| const builtins = this.getBuiltins( 'output' ); | |
| if ( builtins ) structSnippet += ',\n\t' + builtins; | |
| stageData.returnType = 'OutputStruct'; | |
| stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet ); | |
| stageData.structs += '\nvar<private> output : OutputStruct;'; | |
| flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`; | |
| } | |
| } | |
| } | |
| } | |
| stageData.flow = flow; | |
| } | |
| this.shaderStage = null; | |
| if ( this.material !== null ) { | |
| this.vertexShader = this._getWGSLVertexCode( shadersData.vertex ); | |
| this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment ); | |
| } else { | |
| this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) ); | |
| } | |
| } | |
| /** | |
| * Returns the native shader method name for a given generic name. | |
| * | |
| * @param {string} method - The method name to resolve. | |
| * @param {?string} [output=null] - An optional output. | |
| * @return {string} The resolved WGSL method name. | |
| */ | |
| getMethod( method, output = null ) { | |
| let wgslMethod; | |
| if ( output !== null ) { | |
| wgslMethod = this._getWGSLMethod( method + '_' + output ); | |
| } | |
| if ( wgslMethod === undefined ) { | |
| wgslMethod = this._getWGSLMethod( method ); | |
| } | |
| return wgslMethod || method; | |
| } | |
| /** | |
| * Returns the WGSL type of the given node data type. | |
| * | |
| * @param {string} type - The node data type. | |
| * @return {string} The WGSL type. | |
| */ | |
| getType( type ) { | |
| return wgslTypeLib[ type ] || type; | |
| } | |
| /** | |
| * Whether the requested feature is available or not. | |
| * | |
| * @param {string} name - The requested feature. | |
| * @return {boolean} Whether the requested feature is supported or not. | |
| */ | |
| isAvailable( name ) { | |
| let result = supports[ name ]; | |
| if ( result === undefined ) { | |
| if ( name === 'float32Filterable' ) { | |
| result = this.renderer.hasFeature( 'float32-filterable' ); | |
| } else if ( name === 'clipDistance' ) { | |
| result = this.renderer.hasFeature( 'clip-distances' ); | |
| } | |
| supports[ name ] = result; | |
| } | |
| return result; | |
| } | |
| /** | |
| * Returns the native shader method name for a given generic name. | |
| * | |
| * @private | |
| * @param {string} method - The method name to resolve. | |
| * @return {string} The resolved WGSL method name. | |
| */ | |
| _getWGSLMethod( method ) { | |
| if ( wgslPolyfill[ method ] !== undefined ) { | |
| this._include( method ); | |
| } | |
| return wgslMethods[ method ]; | |
| } | |
| /** | |
| * Includes the given method name into the current | |
| * function node. | |
| * | |
| * @private | |
| * @param {string} name - The method name to include. | |
| * @return {CodeNode} The respective code node. | |
| */ | |
| _include( name ) { | |
| const codeNode = wgslPolyfill[ name ]; | |
| codeNode.build( this ); | |
| if ( this.currentFunctionNode !== null ) { | |
| this.currentFunctionNode.includes.push( codeNode ); | |
| } | |
| return codeNode; | |
| } | |
| /** | |
| * Returns a WGSL vertex shader based on the given shader data. | |
| * | |
| * @private | |
| * @param {Object} shaderData - The shader data. | |
| * @return {string} The vertex shader. | |
| */ | |
| _getWGSLVertexCode( shaderData ) { | |
| return `${ this.getSignature() } | |
| // directives | |
| ${shaderData.directives} | |
| // structs | |
| ${shaderData.structs} | |
| // uniforms | |
| ${shaderData.uniforms} | |
| // varyings | |
| ${shaderData.varyings} | |
| var<private> varyings : VaryingsStruct; | |
| // codes | |
| ${shaderData.codes} | |
| @vertex | |
| fn main( ${shaderData.attributes} ) -> VaryingsStruct { | |
| // vars | |
| ${shaderData.vars} | |
| // flow | |
| ${shaderData.flow} | |
| return varyings; | |
| } | |
| `; | |
| } | |
| /** | |
| * Returns a WGSL fragment shader based on the given shader data. | |
| * | |
| * @private | |
| * @param {Object} shaderData - The shader data. | |
| * @return {string} The vertex shader. | |
| */ | |
| _getWGSLFragmentCode( shaderData ) { | |
| return `${ this.getSignature() } | |
| // global | |
| ${ diagnostics } | |
| // structs | |
| ${shaderData.structs} | |
| // uniforms | |
| ${shaderData.uniforms} | |
| // codes | |
| ${shaderData.codes} | |
| @fragment | |
| fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} { | |
| // vars | |
| ${shaderData.vars} | |
| // flow | |
| ${shaderData.flow} | |
| } | |
| `; | |
| } | |
| /** | |
| * Returns a WGSL compute shader based on the given shader data. | |
| * | |
| * @private | |
| * @param {Object} shaderData - The shader data. | |
| * @param {string} workgroupSize - The workgroup size. | |
| * @return {string} The vertex shader. | |
| */ | |
| _getWGSLComputeCode( shaderData, workgroupSize ) { | |
| return `${ this.getSignature() } | |
| // directives | |
| ${shaderData.directives} | |
| // system | |
| var<private> instanceIndex : u32; | |
| // locals | |
| ${shaderData.scopedArrays} | |
| // structs | |
| ${shaderData.structs} | |
| // uniforms | |
| ${shaderData.uniforms} | |
| // codes | |
| ${shaderData.codes} | |
| @compute @workgroup_size( ${workgroupSize} ) | |
| fn main( ${shaderData.attributes} ) { | |
| // system | |
| instanceIndex = globalId.x + globalId.y * numWorkgroups.x * u32(${workgroupSize}) + globalId.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize}); | |
| // vars | |
| ${shaderData.vars} | |
| // flow | |
| ${shaderData.flow} | |
| } | |
| `; | |
| } | |
| /** | |
| * Returns a WGSL struct based on the given name and variables. | |
| * | |
| * @private | |
| * @param {string} name - The struct name. | |
| * @param {string} vars - The struct variables. | |
| * @return {string} The WGSL snippet representing a struct. | |
| */ | |
| _getWGSLStruct( name, vars ) { | |
| return ` | |
| struct ${name} { | |
| ${vars} | |
| };`; | |
| } | |
| /** | |
| * Returns a WGSL struct binding. | |
| * | |
| * @private | |
| * @param {string} name - The struct name. | |
| * @param {string} vars - The struct variables. | |
| * @param {string} access - The access. | |
| * @param {number} [binding=0] - The binding index. | |
| * @param {number} [group=0] - The group index. | |
| * @return {string} The WGSL snippet representing a struct binding. | |
| */ | |
| _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) { | |
| const structName = name + 'Struct'; | |
| const structSnippet = this._getWGSLStruct( structName, vars ); | |
| return `${structSnippet} | |
| @binding( ${ binding } ) @group( ${ group } ) | |
| var<${access}> ${ name } : ${ structName };`; | |
| } | |
| } | |
| export default WGSLNodeBuilder; | |
Xet Storage Details
- Size:
- 59.5 kB
- Xet hash:
- e9eb9514e63a5cdb08da46180b384bc496195a4522cf654821f9dd42a51c7670
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.