Refactor & improve
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22 changed files with 713 additions and 334 deletions
119
src/pipelines/copy/copy-pipeline.ts
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119
src/pipelines/copy/copy-pipeline.ts
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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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export class CopyPipeline {
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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 bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTextureView;
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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.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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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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entryPoint: 'fragment',
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targets: [
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{
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format: 'rgba16float',
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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(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView
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) {
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const renderPassDescriptor: GPURenderPassDescriptor = {
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colorAttachments: [
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{
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view: trailMapOut,
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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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this.ensureBindGroupExists(trailMapIn);
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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.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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}
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private ensureBindGroupExists(trailMapIn: GPUTextureView) {
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if (this.previousTrailMapIn !== trailMapIn) {
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this.bindGroup = this.device.createBindGroup({
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layout: this.bindGroupLayout,
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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: trailMapIn,
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},
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],
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});
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this.previousTrailMapIn = trailMapIn;
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}
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}
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private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
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return {
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entries: [
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{
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binding: 0,
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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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visibility: GPUShaderStage.FRAGMENT,
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texture: {
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sampleType: 'float',
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},
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},
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],
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};
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}
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}
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