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5cc94805f1
17 changed files with 670 additions and 237 deletions
80
src/pipelines/render/render-pipeline.ts
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80
src/pipelines/render/render-pipeline.ts
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import shader from './render.wgsl';
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export class RenderPipeline {
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private readonly pipeline: GPURenderPipeline;
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private bindGroup?: GPUBindGroup;
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private previousColorTexture?: GPUTexture;
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public constructor(
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private readonly context: GPUCanvasContext,
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private readonly device: GPUDevice,
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preferredCanvasFormat: GPUTextureFormat
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) {
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this.pipeline = device.createRenderPipeline({
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layout: 'auto',
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vertex: {
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module: device.createShaderModule({
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code: shader,
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}),
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entryPoint: 'vertex',
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},
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fragment: {
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module: device.createShaderModule({
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code: shader,
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}),
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entryPoint: 'fragment',
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targets: [
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{
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format: preferredCanvasFormat,
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},
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],
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},
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primitive: {
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topology: 'triangle-strip',
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},
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});
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}
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public execute(commandEncoder: GPUCommandEncoder, colorTexture: GPUTexture) {
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this.ensureBindGroupExists(colorTexture);
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const renderPassDescriptor: GPURenderPassDescriptor = {
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colorAttachments: [
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{
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view: this.context.getCurrentTexture().createView(),
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clearValue: { r: 0.0, g: 0.0, b: 0.0, a: 1.0 },
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loadOp: 'clear',
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storeOp: 'store',
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},
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],
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};
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const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
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renderPassEncoder.setBindGroup(0, this.bindGroup);
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renderPassEncoder.setPipeline(this.pipeline);
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renderPassEncoder.draw(4, 1);
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renderPassEncoder.end();
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}
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private ensureBindGroupExists(colorTexture: GPUTexture) {
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if (this.previousColorTexture !== colorTexture) {
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this.bindGroup = this.device.createBindGroup({
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layout: this.pipeline.getBindGroupLayout(0),
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entries: [
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{
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binding: 0,
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resource: this.device.createSampler({
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magFilter: 'linear',
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minFilter: 'linear',
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}),
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},
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{
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binding: 1,
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resource: colorTexture.createView(),
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},
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],
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});
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this.previousColorTexture = colorTexture;
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}
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}
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}
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30
src/pipelines/render/render.wgsl
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30
src/pipelines/render/render.wgsl
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struct VertexOutput {
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@builtin(position) Position : vec4<f32>,
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@location(0) fragUV : vec2<f32>,
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}
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@vertex
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fn vertex(@builtin(vertex_index) i : u32) -> VertexOutput {
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var pos = array<vec2<f32>, 4>(
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vec2(-1.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, 1.0),
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vec2(1.0, -1.0),
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);
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var output : VertexOutput;
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output.Position = vec4<f32>(pos[i], 0.0, 1.0);
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output.fragUV = output.Position.xy * 0.5 + 0.5;
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return output;
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}
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@group(0) @binding(0) var mySampler: sampler;
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@group(0) @binding(1) var TargetTexture : texture_2d<f32>;
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@fragment
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fn fragment(@location(0) fragUV: vec2<f32>) -> @location(0) vec4<f32> {
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// return vec4(1.0, 0.0, 0.0, 1.0);
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return textureSample(TargetTexture, mySampler, fragUV);
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}
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