// Copyright 2020 Brandon Jones // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. import { GPUIndexFormat, GPUFilterMode, GPUPrimitiveTopology } from './constants.js'; // ported from https://github.com/toji/web-texture-tool/blob/master/src/webgpu-mipmap-generator.js class WebGPUTextureUtils { constructor( device ) { this.device = device; const mipmapVertexSource = ` [[ block ]] struct VarysStruct { [[ builtin( position ) ]] Position: vec4; [[ location( 0 ) ]] vTex : vec2; }; [[ stage( vertex ) ]] fn main( [[ builtin( vertex_index ) ]] vertexIndex : u32 ) -> VarysStruct { var Varys: VarysStruct; var pos = array< vec2, 4 >( vec2( -1.0, 1.0 ), vec2( 1.0, 1.0 ), vec2( -1.0, -1.0 ), vec2( 1.0, -1.0 ) ); var tex = array< vec2, 4 >( vec2( 0.0, 0.0 ), vec2( 1.0, 0.0 ), vec2( 0.0, 1.0 ), vec2( 1.0, 1.0 ) ); Varys.vTex = tex[ vertexIndex ]; Varys.Position = vec4( pos[ vertexIndex ], 0.0, 1.0 ); return Varys; } `; const mipmapFragmentSource = ` [[ group( 0 ), binding( 0 ) ]] var imgSampler : sampler; [[ group( 0 ), binding( 1 ) ]] var img : texture_2d; [[ stage( fragment ) ]] fn main( [[ location( 0 ) ]] vTex : vec2 ) -> [[ location( 0 ) ]] vec4 { return textureSample( img, imgSampler, vTex ); } `; this.sampler = device.createSampler( { minFilter: GPUFilterMode.Linear } ); // We'll need a new pipeline for every texture format used. this.pipelines = {}; this.mipmapVertexShaderModule = device.createShaderModule( { code: mipmapVertexSource } ); this.mipmapFragmentShaderModule = device.createShaderModule( { code: mipmapFragmentSource } ); } getMipmapPipeline( format ) { let pipeline = this.pipelines[ format ]; if ( pipeline === undefined ) { pipeline = this.device.createRenderPipeline( { vertex: { module: this.mipmapVertexShaderModule, entryPoint: 'main', }, fragment: { module: this.mipmapFragmentShaderModule, entryPoint: 'main', targets: [ { format } ], }, primitive: { topology: GPUPrimitiveTopology.TriangleStrip, stripIndexFormat: GPUIndexFormat.Uint32 } } ); this.pipelines[ format ] = pipeline; } return pipeline; } generateMipmaps( textureGPU, textureGPUDescriptor ) { const pipeline = this.getMipmapPipeline( textureGPUDescriptor.format ); const commandEncoder = this.device.createCommandEncoder( {} ); const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static. let srcView = textureGPU.createView( { baseMipLevel: 0, mipLevelCount: 1 } ); for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) { const dstView = textureGPU.createView( { baseMipLevel: i, mipLevelCount: 1 } ); const passEncoder = commandEncoder.beginRenderPass( { colorAttachments: [ { view: dstView, loadValue: [ 0, 0, 0, 0 ] } ] } ); const bindGroup = this.device.createBindGroup( { layout: bindGroupLayout, entries: [ { binding: 0, resource: this.sampler }, { binding: 1, resource: srcView } ] } ); passEncoder.setPipeline( pipeline ); passEncoder.setBindGroup( 0, bindGroup ); passEncoder.draw( 4, 1, 0, 0 ); passEncoder.endPass(); srcView = dstView; } this.device.queue.submit( [ commandEncoder.finish() ] ); } } export default WebGPUTextureUtils;