This commit is contained in:
Andras Schmelczer 2026-05-13 21:07:10 +01:00
parent 34ac200437
commit 39b0160064
136 changed files with 7144 additions and 1965 deletions

View file

@ -1,5 +1,7 @@
import { vec3 } from 'gl-matrix';
import {
createCachedFloat32BufferWrite,
writeFloat32BufferIfChanged,
} from '../../utils/graphics/cached-buffer-write';
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad';
import { smartCompile } from '../../utils/graphics/smart-compile';
import { CommonState } from '../common-state/common-state';
@ -7,15 +9,23 @@ import { RenderSettings } from './render-settings';
import shader from './render.wgsl?raw';
export class RenderPipeline {
private static readonly UNIFORM_COUNT = 13;
private static readonly UNIFORM_COUNT = 20;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly canvasPipeline: GPURenderPipeline;
private readonly exportPipeline: GPURenderPipeline;
private readonly sampler: GPUSampler;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(RenderPipeline.UNIFORM_COUNT);
private readonly uniformCache = createCachedFloat32BufferWrite(
RenderPipeline.UNIFORM_COUNT
);
private readonly vertexBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousColorTexture?: GPUTextureView;
private readonly bindGroupsByTexture = new WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, GPUBindGroup>
>();
public constructor(
private readonly context: GPUCanvasContext,
@ -27,104 +37,179 @@ export class RenderPipeline {
const { buffer, vertex } = setUpFullScreenQuad(device);
this.vertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
}),
vertex,
fragment: {
module: smartCompile(device, CommonState.shaderCode, shader),
entryPoint: 'fragment',
targets: [
{
format: navigator.gpu.getPreferredCanvasFormat(),
},
],
},
primitive: {
topology: 'triangle-strip',
},
this.sampler = device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
});
const format = navigator.gpu.getPreferredCanvasFormat();
this.canvasPipeline = this.createPipeline(format, vertex);
this.exportPipeline = this.createPipeline(format, vertex);
this.uniforms = this.device.createBuffer({
size: RenderPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
}
private createPipeline(
format: GPUTextureFormat,
vertex: GPUVertexState
): GPURenderPipeline {
return this.device.createRenderPipeline({
layout: this.device.createPipelineLayout({
bindGroupLayouts: [this.commonState.bindGroupLayout, this.bindGroupLayout],
}),
vertex,
fragment: {
module: smartCompile(this.device, CommonState.shaderCode, shader),
entryPoint: 'fragment',
targets: [
{
format,
},
],
},
primitive: {
topology: 'triangle-strip',
},
});
}
public setParameters({
brushColor,
evenGenerationColor,
oddGenerationColor,
channelColors,
backgroundColor,
cameraCenter,
cameraZoom,
clarity,
}: RenderSettings & {
brushColor: vec3;
evenGenerationColor: vec3;
oddGenerationColor: vec3;
channelColors: Array<[number, number, number]>;
backgroundColor: [number, number, number];
cameraCenter: [number, number];
cameraZoom: number;
}) {
this.device.queue.writeBuffer(
const [a, b, c] = channelColors;
this.uniformValues[0] = a[0];
this.uniformValues[1] = a[1];
this.uniformValues[2] = a[2];
this.uniformValues[3] = 0;
this.uniformValues[4] = b[0];
this.uniformValues[5] = b[1];
this.uniformValues[6] = b[2];
this.uniformValues[7] = 0;
this.uniformValues[8] = c[0];
this.uniformValues[9] = c[1];
this.uniformValues[10] = c[2];
this.uniformValues[11] = 0;
this.uniformValues[12] = backgroundColor[0];
this.uniformValues[13] = backgroundColor[1];
this.uniformValues[14] = backgroundColor[2];
this.uniformValues[15] = clarity;
this.uniformValues[16] = cameraCenter[0];
this.uniformValues[17] = cameraCenter[1];
this.uniformValues[18] = cameraZoom;
this.uniformValues[19] = 0;
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
0,
new Float32Array([
...brushColor,
0, //padding
...evenGenerationColor,
0, //padding
...oddGenerationColor,
clarity,
])
this.uniformValues,
this.uniformCache
);
}
public execute(commandEncoder: GPUCommandEncoder, colorTexture: GPUTextureView) {
this.ensureBindGroupExists(colorTexture);
public execute(
commandEncoder: GPUCommandEncoder,
colorTexture: GPUTextureView,
sourceTexture: GPUTextureView
) {
const bindGroup = this.getBindGroup(colorTexture, sourceTexture);
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: this.context.getCurrentTexture().createView(),
clearValue: { r: 0, g: 1, b: 1, a: 1 },
clearValue: { r: 0, g: 0, b: 0, a: 1 },
loadOp: 'clear',
storeOp: 'store',
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setPipeline(this.canvasPipeline);
this.commonState.execute(passEncoder);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.setBindGroup(1, bindGroup);
passEncoder.draw(4, 1);
passEncoder.end();
}
private ensureBindGroupExists(colorTexture: GPUTextureView) {
if (this.previousColorTexture !== colorTexture) {
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: this.device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
}),
},
{
binding: 2,
resource: colorTexture,
},
],
});
public executeToView(
commandEncoder: GPUCommandEncoder,
colorTexture: GPUTextureView,
sourceTexture: GPUTextureView,
outputTexture: GPUTextureView
) {
const bindGroup = this.getBindGroup(colorTexture, sourceTexture);
this.previousColorTexture = colorTexture;
const passEncoder = commandEncoder.beginRenderPass({
colorAttachments: [
{
view: outputTexture,
clearValue: { r: 0, g: 0, b: 0, a: 1 },
loadOp: 'clear',
storeOp: 'store',
},
],
});
passEncoder.setPipeline(this.exportPipeline);
this.commonState.execute(passEncoder);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.setBindGroup(1, bindGroup);
passEncoder.draw(4, 1);
passEncoder.end();
}
private getBindGroup(
colorTexture: GPUTextureView,
sourceTexture: GPUTextureView
): GPUBindGroup {
let sourceTextureCache = this.bindGroupsByTexture.get(colorTexture);
if (!sourceTextureCache) {
sourceTextureCache = new WeakMap<GPUTextureView, GPUBindGroup>();
this.bindGroupsByTexture.set(colorTexture, sourceTextureCache);
}
const cached = sourceTextureCache.get(sourceTexture);
if (cached) {
return cached;
}
const bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: this.sampler,
},
{
binding: 2,
resource: colorTexture,
},
{
binding: 3,
resource: sourceTexture,
},
],
});
sourceTextureCache.set(sourceTexture, bindGroup);
return bindGroup;
}
public destroy() {
@ -156,6 +241,13 @@ export class RenderPipeline {
sampleType: 'float',
},
},
{
binding: 3,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: 'float',
},
},
],
};
}