Add resizing
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9c7b91000f
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058d6014b7
18 changed files with 254 additions and 138 deletions
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@ -1,10 +1,17 @@
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import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import shader from './copy.wgsl';
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import { vec2 } from 'gl-matrix';
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export class CopyPipeline {
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private static readonly UNIFORM_COUNT = 2;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPURenderPipeline;
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private readonly quadVertexBuffer: GPUBuffer;
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private readonly uniforms: GPUBuffer;
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private readonly vertexBuffer: GPUBuffer;
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTextureView;
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@ -12,26 +19,50 @@ export class CopyPipeline {
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public constructor(private readonly device: GPUDevice) {
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this.bindGroupLayout = device.createBindGroupLayout(CopyPipeline.bindGroupLayout);
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const { buffer, vertex } = setUpFullScreenQuad(device);
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this.quadVertexBuffer = buffer;
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this.uniforms = this.device.createBuffer({
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size: CopyPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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this.vertexBuffer = device.createBuffer({
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size: 2 * 4 * Float32Array.BYTES_PER_ELEMENT, // 4 x vec2<f32>
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usage: GPUBufferUsage.VERTEX,
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mappedAtCreation: true,
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});
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// prettier-ignore
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const vertexData = [
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// U V
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0.0, 1.0,
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1.0, 1.0,
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0.0, 0.0,
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1.0, 0.0,
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];
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new Float32Array(this.vertexBuffer.getMappedRange()).set(vertexData);
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this.vertexBuffer.unmap();
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this.pipeline = device.createRenderPipeline({
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layout: device.createPipelineLayout({
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bindGroupLayouts: [this.bindGroupLayout],
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}),
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vertex,
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vertex: {
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module: smartCompile(device, shader),
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entryPoint: 'vertex',
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buffers: [
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{
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arrayStride: 2 * Float32Array.BYTES_PER_ELEMENT,
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stepMode: 'vertex',
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attributes: [
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{
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shaderLocation: 0,
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offset: 0,
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format: 'float32x2',
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},
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],
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},
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],
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},
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fragment: {
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module: smartCompile(
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device,
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/* wgsl */ `
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@group(0) @binding(0) var Sampler: sampler;
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@group(0) @binding(1) var original: texture_2d<f32>;
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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return textureSample(original, Sampler, uv);
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}`
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),
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module: smartCompile(device, shader),
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entryPoint: 'fragment',
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targets: [
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{
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@ -48,8 +79,11 @@ export class CopyPipeline {
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public execute(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView
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trailMapOut: GPUTextureView,
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scale: vec2 = vec2.fromValues(1, 1)
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) {
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this.device.queue.writeBuffer(this.uniforms, 0, new Float32Array(scale));
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const renderPassDescriptor: GPURenderPassDescriptor = {
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colorAttachments: [
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{
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@ -64,13 +98,13 @@ export class CopyPipeline {
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const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
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passEncoder.setPipeline(this.pipeline);
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passEncoder.setBindGroup(0, this.bindGroup);
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passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
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passEncoder.setVertexBuffer(0, this.vertexBuffer);
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passEncoder.draw(4, 1);
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passEncoder.end();
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}
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public destroy() {
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this.quadVertexBuffer.destroy();
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this.vertexBuffer.destroy();
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}
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private ensureBindGroupExists(trailMapIn: GPUTextureView) {
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@ -80,13 +114,19 @@ export class CopyPipeline {
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entries: [
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{
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binding: 0,
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resource: {
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buffer: this.uniforms,
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},
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},
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{
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binding: 1,
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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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binding: 2,
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resource: trailMapIn,
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},
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],
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@ -101,13 +141,20 @@ export class CopyPipeline {
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entries: [
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{
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binding: 0,
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visibility: GPUShaderStage.VERTEX,
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buffer: {
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type: 'uniform',
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},
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},
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{
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binding: 1,
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visibility: GPUShaderStage.FRAGMENT,
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sampler: {
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type: 'filtering',
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},
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},
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{
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binding: 1,
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binding: 2,
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visibility: GPUShaderStage.FRAGMENT,
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texture: {
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sampleType: 'float',
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