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 renderPipeline = this.renderPipelines.get( object );
  22. const bindLayout = renderPipeline.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. getForCompute( param ) {
  34. let data = this.uniformsData.get( param );
  35. if ( data === undefined ) {
  36. // bindings are not yet retrieved via node material
  37. const bindings = param.bindings !== undefined ? param.bindings.slice() : [];
  38. const computePipeline = this.computePipelines.get( param );
  39. const bindLayout = computePipeline.getBindGroupLayout( 0 );
  40. const bindGroup = this._createBindGroup( bindings, bindLayout );
  41. data = {
  42. layout: bindLayout,
  43. group: bindGroup,
  44. bindings: bindings
  45. };
  46. this.uniformsData.set( param, data );
  47. }
  48. return data;
  49. }
  50. update( object ) {
  51. const textures = this.textures;
  52. const data = this.get( object );
  53. const bindings = data.bindings;
  54. const updateMap = this.updateMap;
  55. const frame = this.info.render.frame;
  56. let needsBindGroupRefresh = false;
  57. // iterate over all bindings and check if buffer updates or a new binding group is required
  58. for ( const binding of bindings ) {
  59. const isShared = binding.isShared;
  60. const isUpdated = updateMap.get( binding ) === frame;
  61. if ( isShared && isUpdated ) continue;
  62. if ( binding.isUniformBuffer ) {
  63. const buffer = binding.getBuffer();
  64. const bufferGPU = binding.bufferGPU;
  65. const needsBufferWrite = binding.update();
  66. if ( needsBufferWrite === true ) {
  67. this.device.queue.writeBuffer(
  68. bufferGPU,
  69. 0,
  70. buffer,
  71. 0
  72. );
  73. }
  74. } else if ( binding.isStorageBuffer ) {
  75. const attribute = binding.attribute;
  76. this.attributes.update( attribute, false, binding.usage );
  77. } else if ( binding.isSampler ) {
  78. const texture = binding.getTexture();
  79. textures.updateSampler( texture );
  80. const samplerGPU = textures.getSampler( texture );
  81. if ( binding.samplerGPU !== samplerGPU ) {
  82. binding.samplerGPU = samplerGPU;
  83. needsBindGroupRefresh = true;
  84. }
  85. } else if ( binding.isSampledTexture ) {
  86. const texture = binding.getTexture();
  87. const needsTextureRefresh = textures.updateTexture( texture );
  88. const textureGPU = textures.getTextureGPU( texture );
  89. if ( textureGPU !== undefined && binding.textureGPU !== textureGPU || needsTextureRefresh === true ) {
  90. binding.textureGPU = textureGPU;
  91. needsBindGroupRefresh = true;
  92. }
  93. }
  94. updateMap.set( binding, frame );
  95. }
  96. if ( needsBindGroupRefresh === true ) {
  97. data.group = this._createBindGroup( bindings, data.layout );
  98. }
  99. }
  100. dispose() {
  101. this.uniformsData = new WeakMap();
  102. this.updateMap = new WeakMap();
  103. }
  104. _createBindGroup( bindings, layout ) {
  105. let bindingPoint = 0;
  106. const entries = [];
  107. for ( const binding of bindings ) {
  108. if ( binding.isUniformBuffer ) {
  109. if ( binding.bufferGPU === null ) {
  110. const byteLength = binding.getByteLength();
  111. binding.bufferGPU = this.device.createBuffer( {
  112. size: byteLength,
  113. usage: binding.usage,
  114. } );
  115. }
  116. entries.push( { binding: bindingPoint, resource: { buffer: binding.bufferGPU } } );
  117. } else if ( binding.isStorageBuffer ) {
  118. if ( binding.bufferGPU === null ) {
  119. const attribute = binding.attribute;
  120. this.attributes.update( attribute, false, binding.usage );
  121. binding.bufferGPU = this.attributes.get( attribute ).buffer;
  122. }
  123. entries.push( { binding: bindingPoint, resource: { buffer: binding.bufferGPU } } );
  124. } else if ( binding.isSampler ) {
  125. if ( binding.samplerGPU === null ) {
  126. binding.samplerGPU = this.textures.getDefaultSampler();
  127. }
  128. entries.push( { binding: bindingPoint, resource: binding.samplerGPU } );
  129. } else if ( binding.isSampledTexture ) {
  130. if ( binding.textureGPU === null ) {
  131. if ( binding.isSampledCubeTexture ) {
  132. binding.textureGPU = this.textures.getDefaultCubeTexture();
  133. } else {
  134. binding.textureGPU = this.textures.getDefaultTexture();
  135. }
  136. }
  137. entries.push( { binding: bindingPoint, resource: binding.textureGPU.createView( { dimension: binding.dimension } ) } );
  138. }
  139. bindingPoint ++;
  140. }
  141. return this.device.createBindGroup( {
  142. layout: layout,
  143. entries: entries
  144. } );
  145. }
  146. }
  147. export default WebGPUBindings;