WebGPUBindings.js 5.2 KB

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  1. class WebGPUBindings {
  2. constructor( device, info, properties, textures, renderPipelines, computePipelines, attributes, nodes ) {
  3. this.device = device;
  4. this.info = info;
  5. this.properties = properties;
  6. this.textures = textures;
  7. this.renderPipelines = renderPipelines;
  8. this.computePipelines = computePipelines;
  9. this.attributes = attributes;
  10. this.nodes = nodes;
  11. this.uniformsData = new WeakMap();
  12. this.updateMap = new WeakMap();
  13. }
  14. get( object ) {
  15. let data = this.uniformsData.get( object );
  16. if ( data === undefined ) {
  17. // each object defines an array of bindings (ubos, textures, samplers etc.)
  18. const nodeBuilder = this.nodes.get( object );
  19. const bindings = nodeBuilder.getBindings();
  20. // setup (static) binding layout and (dynamic) binding group
  21. const pipeline = object.isNode ? this.computePipelines.get( object ) : this.renderPipelines.get( object ).pipeline;
  22. const bindLayout = pipeline.getBindGroupLayout( 0 );
  23. const bindGroup = this._createBindGroup( bindings, bindLayout );
  24. data = {
  25. layout: bindLayout,
  26. group: bindGroup,
  27. bindings: bindings
  28. };
  29. this.uniformsData.set( object, data );
  30. }
  31. return data;
  32. }
  33. remove( object ) {
  34. this.uniformsData.delete( object );
  35. }
  36. getForCompute( param ) {
  37. let data = this.uniformsData.get( param );
  38. if ( data === undefined ) {
  39. // bindings are not yet retrieved via node material
  40. const bindings = param.bindings !== undefined ? param.bindings.slice() : [];
  41. const computePipeline = this.computePipelines.get( param );
  42. const bindLayout = computePipeline.getBindGroupLayout( 0 );
  43. const bindGroup = this._createBindGroup( bindings, bindLayout );
  44. data = {
  45. layout: bindLayout,
  46. group: bindGroup,
  47. bindings: bindings
  48. };
  49. this.uniformsData.set( param, data );
  50. }
  51. return data;
  52. }
  53. update( object ) {
  54. const textures = this.textures;
  55. const data = this.get( object );
  56. const bindings = data.bindings;
  57. const updateMap = this.updateMap;
  58. const frame = this.info.render.frame;
  59. let needsBindGroupRefresh = false;
  60. // iterate over all bindings and check if buffer updates or a new binding group is required
  61. for ( const binding of bindings ) {
  62. const isShared = binding.isShared;
  63. const isUpdated = updateMap.get( binding ) === frame;
  64. if ( isShared && isUpdated ) continue;
  65. if ( binding.isUniformBuffer ) {
  66. const buffer = binding.getBuffer();
  67. const needsBufferWrite = binding.update();
  68. if ( needsBufferWrite === true ) {
  69. const bufferGPU = binding.bufferGPU;
  70. this.device.queue.writeBuffer( bufferGPU, 0, buffer, 0 );
  71. }
  72. } else if ( binding.isStorageBuffer ) {
  73. const attribute = binding.attribute;
  74. this.attributes.update( attribute, false, binding.usage );
  75. } else if ( binding.isSampler ) {
  76. const texture = binding.getTexture();
  77. textures.updateSampler( texture );
  78. const samplerGPU = textures.getSampler( texture );
  79. if ( binding.samplerGPU !== samplerGPU ) {
  80. binding.samplerGPU = samplerGPU;
  81. needsBindGroupRefresh = true;
  82. }
  83. } else if ( binding.isSampledTexture ) {
  84. const texture = binding.getTexture();
  85. const needsTextureRefresh = textures.updateTexture( texture );
  86. const textureGPU = textures.getTextureGPU( texture );
  87. if ( textureGPU !== undefined && binding.textureGPU !== textureGPU || needsTextureRefresh === true ) {
  88. binding.textureGPU = textureGPU;
  89. needsBindGroupRefresh = true;
  90. }
  91. }
  92. updateMap.set( binding, frame );
  93. }
  94. if ( needsBindGroupRefresh === true ) {
  95. data.group = this._createBindGroup( bindings, data.layout );
  96. }
  97. }
  98. dispose() {
  99. this.uniformsData = new WeakMap();
  100. this.updateMap = new WeakMap();
  101. }
  102. _createBindGroup( bindings, layout ) {
  103. let bindingPoint = 0;
  104. const entries = [];
  105. for ( const binding of bindings ) {
  106. if ( binding.isUniformBuffer ) {
  107. if ( binding.bufferGPU === null ) {
  108. const byteLength = binding.getByteLength();
  109. binding.bufferGPU = this.device.createBuffer( {
  110. size: byteLength,
  111. usage: binding.usage
  112. } );
  113. }
  114. entries.push( { binding: bindingPoint, resource: { buffer: binding.bufferGPU } } );
  115. } else if ( binding.isStorageBuffer ) {
  116. if ( binding.bufferGPU === null ) {
  117. const attribute = binding.attribute;
  118. this.attributes.update( attribute, false, binding.usage );
  119. binding.bufferGPU = this.attributes.get( attribute ).buffer;
  120. }
  121. entries.push( { binding: bindingPoint, resource: { buffer: binding.bufferGPU } } );
  122. } else if ( binding.isSampler ) {
  123. if ( binding.samplerGPU === null ) {
  124. binding.samplerGPU = this.textures.getDefaultSampler();
  125. }
  126. entries.push( { binding: bindingPoint, resource: binding.samplerGPU } );
  127. } else if ( binding.isSampledTexture ) {
  128. if ( binding.textureGPU === null ) {
  129. if ( binding.isSampledCubeTexture ) {
  130. binding.textureGPU = this.textures.getDefaultCubeTexture();
  131. } else {
  132. binding.textureGPU = this.textures.getDefaultTexture();
  133. }
  134. }
  135. entries.push( { binding: bindingPoint, resource: binding.textureGPU.createView( { dimension: binding.dimension } ) } );
  136. }
  137. bindingPoint ++;
  138. }
  139. return this.device.createBindGroup( {
  140. layout,
  141. entries
  142. } );
  143. }
  144. }
  145. export default WebGPUBindings;