189 lines
4.8 KiB
TypeScript
189 lines
4.8 KiB
TypeScript
import { vec2 } from 'gl-matrix';
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import {
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createCachedFloat32BufferWrite,
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writeFloat32BufferIfChanged,
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} from '../../utils/graphics/cached-buffer-write';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import shader from './copy.wgsl?raw';
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export class CopyPipeline {
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private static readonly UNIFORM_COUNT = 2;
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private static readonly DEFAULT_SCALE = vec2.fromValues(1, 1);
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly uniformValues = new Float32Array(CopyPipeline.UNIFORM_COUNT);
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private readonly uniformCache = createCachedFloat32BufferWrite(
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CopyPipeline.UNIFORM_COUNT
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);
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private readonly sampler: GPUSampler;
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private readonly vertexBuffer: GPUBuffer;
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private readonly bindGroupsByInput = new WeakMap<GPUTextureView, GPUBindGroup>();
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public constructor(private readonly device: GPUDevice) {
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this.bindGroupLayout = device.createBindGroupLayout(CopyPipeline.bindGroupLayout);
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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.sampler = this.device.createSampler({
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magFilter: 'linear',
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minFilter: 'linear',
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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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const shaderModule = smartCompile(device, shader);
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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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module: shaderModule,
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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: shaderModule,
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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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scale: vec2 = CopyPipeline.DEFAULT_SCALE
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) {
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this.uniformValues[0] = scale[0];
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this.uniformValues[1] = scale[1];
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writeFloat32BufferIfChanged(
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this.device,
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this.uniforms,
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this.uniformValues,
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this.uniformCache
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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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const bindGroup = this.getBindGroup(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, bindGroup);
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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.vertexBuffer.destroy();
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this.uniforms.destroy();
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}
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private getBindGroup(trailMapIn: GPUTextureView): GPUBindGroup {
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const cached = this.bindGroupsByInput.get(trailMapIn);
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if (cached) {
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return cached;
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}
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const 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: {
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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.sampler,
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},
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{
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binding: 2,
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resource: trailMapIn,
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},
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],
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});
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this.bindGroupsByInput.set(trailMapIn, bindGroup);
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return bindGroup;
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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.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: 2,
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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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