Add hot reload

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Andras Schmelczer 2023-04-15 14:47:02 +01:00
parent 9349a57781
commit 9cf8f73e18
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17 changed files with 18538 additions and 1185 deletions

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src/index.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta property="og:title" content="WebGPU | Andras Schmelczer" />
<meta property="og:description" content="Discover my projects." />
<meta property="og:url" content="https://schmelczer.dev" />
<meta property="og:image:width" content="1920" />
<meta property="og:image:height" content="1920" />
<meta property="og:image" content="https://schmelczer.dev/og-image.jpg" />
<link rel="apple-touch-icon" sizes="180x180" href="/apple-touch-icon.png" />
<link rel="icon" href="favicon.ico" type="image/x-icon" />
<link rel="icon" type="image/png" sizes="32x32" href="/favicon-32x32.png" />
<link rel="icon" type="image/png" sizes="16x16" href="/favicon-16x16.png" />
<link rel="manifest" href="/site.webmanifest" />
<meta
name="description"
content="I'm Andras Schmelczer, and this is my portfolio. Discover some of my projects. I'm passionate about solving challenging problems and designing large-scale systems, especially in the context of machine learning."
/>
<meta
name="viewport"
content="width=device-width,initial-scale=1,viewport-fit=cover"
/>
<meta name="theme-color" content="#b7455e" />
<title>WebGPU | Andras Schmelczer</title>
<link inline inline-asset="index.css" inline-asset-delete />
</head>
<body>
<noscript>JavaScript is required for this website.</noscript>
<canvas></canvas>
<script inline inline-asset="index.js" inline-asset-delete></script>
</body>
</html>

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src/index.scss Normal file
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html,
body {
margin: 0;
padding: 0;
border: 0;
font-size: 100%;
font: inherit;
vertical-align: baseline;
background: #000;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
}

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import './index.scss';
import Renderer from './renderer';
const canvas = document.getElementById('gfx') as HTMLCanvasElement;
const canvas = document.querySelector('canvas') as HTMLCanvasElement;
canvas.width = canvas.height = 640;
const renderer = new Renderer(canvas);
renderer.start();

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import vertShaderCode from './shaders/triangle.vert.wgsl';
import fragShaderCode from './shaders/triangle.frag.wgsl';
import vertShaderCode from './shaders/triangle.vert.wgsl';
const positions = new Float32Array([
1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 0.0, 1.0, 0.0
]);
const colors = new Float32Array([
1.0,
0.0,
0.0,
0.0,
1.0,
0.0,
0.0,
0.0,
1.0
]);
const positions = new Float32Array([1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 0.0, 1.0, 0.0]);
const colors = new Float32Array([1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0]);
const indices = new Uint16Array([0, 1, 2]);
export default class Renderer {
canvas: HTMLCanvasElement;
canvas: HTMLCanvasElement;
adapter: GPUAdapter;
device: GPUDevice;
queue: GPUQueue;
adapter: GPUAdapter;
device: GPUDevice;
queue: GPUQueue;
context: GPUCanvasContext;
colorTexture: GPUTexture;
colorTextureView: GPUTextureView;
depthTexture: GPUTexture;
depthTextureView: GPUTextureView;
context: GPUCanvasContext;
colorTexture: GPUTexture;
colorTextureView: GPUTextureView;
depthTexture: GPUTexture;
depthTextureView: GPUTextureView;
positionBuffer: GPUBuffer;
colorBuffer: GPUBuffer;
indexBuffer: GPUBuffer;
vertModule: GPUShaderModule;
fragModule: GPUShaderModule;
pipeline: GPURenderPipeline;
positionBuffer: GPUBuffer;
colorBuffer: GPUBuffer;
indexBuffer: GPUBuffer;
vertModule: GPUShaderModule;
fragModule: GPUShaderModule;
pipeline: GPURenderPipeline;
commandEncoder: GPUCommandEncoder;
passEncoder: GPURenderPassEncoder;
commandEncoder: GPUCommandEncoder;
passEncoder: GPURenderPassEncoder;
constructor(canvas: HTMLCanvasElement) {
this.canvas = canvas;
constructor(canvas: HTMLCanvasElement) {
this.canvas = canvas;
}
async start() {
if (await this.initializeAPI()) {
this.resizeBackings();
await this.initializeResources();
this.render();
}
}
async initializeAPI(): Promise<boolean> {
try {
const entry: GPU = navigator.gpu;
if (!entry) {
return false;
}
this.adapter = await entry.requestAdapter();
this.device = await this.adapter.requestDevice();
this.queue = this.device.queue;
} catch (e) {
console.error(e);
return false;
}
async start() {
if (await this.initializeAPI()) {
this.resizeBackings();
await this.initializeResources();
this.render();
}
}
return true;
}
async initializeAPI(): Promise<boolean> {
try {
const entry: GPU = navigator.gpu;
if (!entry) {
return false;
}
this.adapter = await entry.requestAdapter();
this.device = await this.adapter.requestDevice();
this.queue = this.device.queue;
} catch (e) {
console.error(e);
return false;
}
return true;
}
async initializeResources() {
const createBuffer = (
arr: Float32Array | Uint16Array,
usage: number
) => {
// 📏 Align to 4 bytes (thanks @chrimsonite)
let desc = {
size: (arr.byteLength + 3) & ~3,
usage,
mappedAtCreation: true
};
let buffer = this.device.createBuffer(desc);
const writeArray =
arr instanceof Uint16Array
? new Uint16Array(buffer.getMappedRange())
: new Float32Array(buffer.getMappedRange());
writeArray.set(arr);
buffer.unmap();
return buffer;
};
this.positionBuffer = createBuffer(positions, GPUBufferUsage.VERTEX);
this.colorBuffer = createBuffer(colors, GPUBufferUsage.VERTEX);
this.indexBuffer = createBuffer(indices, GPUBufferUsage.INDEX);
const vsmDesc = {
code: vertShaderCode
};
this.vertModule = this.device.createShaderModule(vsmDesc);
const fsmDesc = {
code: fragShaderCode
};
this.fragModule = this.device.createShaderModule(fsmDesc);
const positionAttribDesc: GPUVertexAttribute = {
shaderLocation: 0, // [[location(0)]]
offset: 0,
format: 'float32x3'
};
const colorAttribDesc: GPUVertexAttribute = {
shaderLocation: 1, // [[location(1)]]
offset: 0,
format: 'float32x3'
};
const positionBufferDesc: GPUVertexBufferLayout = {
attributes: [positionAttribDesc],
arrayStride: 4 * 3, // sizeof(float) * 3
stepMode: 'vertex'
};
const colorBufferDesc: GPUVertexBufferLayout = {
attributes: [colorAttribDesc],
arrayStride: 4 * 3, // sizeof(float) * 3
stepMode: 'vertex'
};
const depthStencil: GPUDepthStencilState = {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus-stencil8'
};
const pipelineLayoutDesc = { bindGroupLayouts: [] };
const layout = this.device.createPipelineLayout(pipelineLayoutDesc);
const vertex: GPUVertexState = {
module: this.vertModule,
entryPoint: 'main',
buffers: [positionBufferDesc, colorBufferDesc]
};
const colorState: GPUColorTargetState = {
format: 'bgra8unorm'
};
const fragment: GPUFragmentState = {
module: this.fragModule,
entryPoint: 'main',
targets: [colorState]
};
const primitive: GPUPrimitiveState = {
frontFace: 'cw',
cullMode: 'none',
topology: 'triangle-list'
};
const pipelineDesc: GPURenderPipelineDescriptor = {
layout,
vertex,
fragment,
primitive,
depthStencil
};
this.pipeline = this.device.createRenderPipeline(pipelineDesc);
}
resizeBackings() {
if (!this.context) {
this.context = this.canvas.getContext('webgpu');
const canvasConfig: GPUCanvasConfiguration = {
device: this.device,
format: 'bgra8unorm',
usage:
GPUTextureUsage.RENDER_ATTACHMENT |
GPUTextureUsage.COPY_SRC,
alphaMode: 'opaque'
};
this.context.configure(canvasConfig);
}
const depthTextureDesc: GPUTextureDescriptor = {
size: [this.canvas.width, this.canvas.height, 1],
dimension: '2d',
format: 'depth24plus-stencil8',
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
};
this.depthTexture = this.device.createTexture(depthTextureDesc);
this.depthTextureView = this.depthTexture.createView();
}
encodeCommands() {
let colorAttachment: GPURenderPassColorAttachment = {
view: this.colorTextureView,
clearValue: { r: 0, g: 0, b: 0, a: 1 },
loadOp: 'clear',
storeOp: 'store'
};
const depthAttachment: GPURenderPassDepthStencilAttachment = {
view: this.depthTextureView,
depthClearValue: 1,
depthLoadOp: 'clear',
depthStoreOp: 'store',
stencilClearValue: 0,
stencilLoadOp: 'clear',
stencilStoreOp: 'store'
};
const renderPassDesc: GPURenderPassDescriptor = {
colorAttachments: [colorAttachment],
depthStencilAttachment: depthAttachment
};
this.commandEncoder = this.device.createCommandEncoder();
// 🖌️ Encode drawing commands
this.passEncoder = this.commandEncoder.beginRenderPass(renderPassDesc);
this.passEncoder.setPipeline(this.pipeline);
this.passEncoder.setViewport(
0,
0,
this.canvas.width,
this.canvas.height,
0,
1
);
this.passEncoder.setScissorRect(
0,
0,
this.canvas.width,
this.canvas.height
);
this.passEncoder.setVertexBuffer(0, this.positionBuffer);
this.passEncoder.setVertexBuffer(1, this.colorBuffer);
this.passEncoder.setIndexBuffer(this.indexBuffer, 'uint16');
this.passEncoder.drawIndexed(3, 1);
this.passEncoder.end();
this.queue.submit([this.commandEncoder.finish()]);
}
render = () => {
this.colorTexture = this.context.getCurrentTexture();
this.colorTextureView = this.colorTexture.createView();
this.encodeCommands();
requestAnimationFrame(this.render);
async initializeResources() {
const createBuffer = (arr: Float32Array | Uint16Array, usage: number) => {
// 📏 Align to 4 bytes (thanks @chrimsonite)
const desc = {
size: (arr.byteLength + 3) & ~3,
usage,
mappedAtCreation: true,
};
const buffer = this.device.createBuffer(desc);
const writeArray =
arr instanceof Uint16Array
? new Uint16Array(buffer.getMappedRange())
: new Float32Array(buffer.getMappedRange());
writeArray.set(arr);
buffer.unmap();
return buffer;
};
this.positionBuffer = createBuffer(positions, GPUBufferUsage.VERTEX);
this.colorBuffer = createBuffer(colors, GPUBufferUsage.VERTEX);
this.indexBuffer = createBuffer(indices, GPUBufferUsage.INDEX);
const vsmDesc = {
code: vertShaderCode,
};
this.vertModule = this.device.createShaderModule(vsmDesc);
const fsmDesc = {
code: fragShaderCode,
};
this.fragModule = this.device.createShaderModule(fsmDesc);
const positionAttribDesc: GPUVertexAttribute = {
shaderLocation: 0, // [[location(0)]]
offset: 0,
format: 'float32x3',
};
const colorAttribDesc: GPUVertexAttribute = {
shaderLocation: 1, // [[location(1)]]
offset: 0,
format: 'float32x3',
};
const positionBufferDesc: GPUVertexBufferLayout = {
attributes: [positionAttribDesc],
arrayStride: 4 * 3, // sizeof(float) * 3
stepMode: 'vertex',
};
const colorBufferDesc: GPUVertexBufferLayout = {
attributes: [colorAttribDesc],
arrayStride: 4 * 3, // sizeof(float) * 3
stepMode: 'vertex',
};
const depthStencil: GPUDepthStencilState = {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus-stencil8',
};
const pipelineLayoutDesc = { bindGroupLayouts: [] };
const layout = this.device.createPipelineLayout(pipelineLayoutDesc);
const vertex: GPUVertexState = {
module: this.vertModule,
entryPoint: 'main',
buffers: [positionBufferDesc, colorBufferDesc],
};
const colorState: GPUColorTargetState = {
format: 'bgra8unorm',
};
const fragment: GPUFragmentState = {
module: this.fragModule,
entryPoint: 'main',
targets: [colorState],
};
const primitive: GPUPrimitiveState = {
frontFace: 'cw',
cullMode: 'none',
topology: 'triangle-list',
};
const pipelineDesc: GPURenderPipelineDescriptor = {
layout,
vertex,
fragment,
primitive,
depthStencil,
};
this.pipeline = this.device.createRenderPipeline(pipelineDesc);
}
resizeBackings() {
if (!this.context) {
this.context = this.canvas.getContext('webgpu') as any;
const canvasConfig: GPUCanvasConfiguration = {
device: this.device,
format: 'bgra8unorm',
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
alphaMode: 'opaque',
};
this.context.configure(canvasConfig);
}
const depthTextureDesc: GPUTextureDescriptor = {
size: [this.canvas.width, this.canvas.height, 1],
dimension: '2d',
format: 'depth24plus-stencil8',
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
};
this.depthTexture = this.device.createTexture(depthTextureDesc);
this.depthTextureView = this.depthTexture.createView();
}
encodeCommands() {
const colorAttachment: GPURenderPassColorAttachment = {
view: this.colorTextureView,
clearValue: { r: 0, g: 0, b: 0, a: 1 },
loadOp: 'clear',
storeOp: 'store',
};
const depthAttachment: GPURenderPassDepthStencilAttachment = {
view: this.depthTextureView,
depthClearValue: 1,
depthLoadOp: 'clear',
depthStoreOp: 'store',
stencilClearValue: 0,
stencilLoadOp: 'clear',
stencilStoreOp: 'store',
};
const renderPassDesc: GPURenderPassDescriptor = {
colorAttachments: [colorAttachment],
depthStencilAttachment: depthAttachment,
};
this.commandEncoder = this.device.createCommandEncoder();
this.passEncoder = this.commandEncoder.beginRenderPass(renderPassDesc);
this.passEncoder.setPipeline(this.pipeline);
this.passEncoder.setViewport(0, 0, this.canvas.width, this.canvas.height, 0, 1);
this.passEncoder.setScissorRect(0, 0, this.canvas.width, this.canvas.height);
this.passEncoder.setVertexBuffer(0, this.positionBuffer);
this.passEncoder.setVertexBuffer(1, this.colorBuffer);
this.passEncoder.setIndexBuffer(this.indexBuffer, 'uint16');
this.passEncoder.drawIndexed(3, 1);
this.passEncoder.end();
this.queue.submit([this.commandEncoder.finish()]);
}
render = () => {
this.colorTexture = this.context.getCurrentTexture();
this.colorTextureView = this.colorTexture.createView();
this.encodeCommands();
requestAnimationFrame(this.render);
};
}