From 93dd2e9684e103eae8ecc53e4dc543b9a5539190 Mon Sep 17 00:00:00 2001 From: Spiri0 <69024222+Spiri0@users.noreply.github.com> Date: Thu, 16 Jan 2025 03:52:54 +0100 Subject: [PATCH] Delete src/renderers/webgpu/nodes/WGSLNodeBuilder.js That's not part of it --- src/renderers/webgpu/nodes/WGSLNodeBuilder.js | 2085 ----------------- 1 file changed, 2085 deletions(-) delete mode 100644 src/renderers/webgpu/nodes/WGSLNodeBuilder.js diff --git a/src/renderers/webgpu/nodes/WGSLNodeBuilder.js b/src/renderers/webgpu/nodes/WGSLNodeBuilder.js deleted file mode 100644 index 84cf3702d40848..00000000000000 --- a/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +++ /dev/null @@ -1,2085 +0,0 @@ -import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js'; - -import NodeSampler from '../../common/nodes/NodeSampler.js'; -import { NodeSampledTexture, NodeSampledCubeTexture, NodeSampledTexture3D } from '../../common/nodes/NodeSampledTexture.js'; - -import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js'; -import NodeStorageBuffer from '../../common/nodes/NodeStorageBuffer.js'; - -import { NodeBuilder, CodeNode } from '../../../nodes/Nodes.js'; - -import { getFormat } from '../utils/WebGPUTextureUtils.js'; - -import WGSLNodeParser from './WGSLNodeParser.js'; -import { NodeAccess } from '../../../nodes/core/constants.js'; - -import VarNode from '../../../nodes/core/VarNode.js'; -import ExpressionNode from '../../../nodes/code/ExpressionNode.js'; - -import { NoColorSpace, FloatType, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter } from '../../../constants.js'; - -// GPUShaderStage is not defined in browsers not supporting WebGPU -const GPUShaderStage = ( typeof self !== 'undefined' ) ? self.GPUShaderStage : { VERTEX: 1, FRAGMENT: 2, COMPUTE: 4 }; - -const accessNames = { - [ NodeAccess.READ_ONLY ]: 'read', - [ NodeAccess.WRITE_ONLY ]: 'write', - [ NodeAccess.READ_WRITE ]: 'read_write' -}; - -const wrapNames = { - [ RepeatWrapping ]: 'repeat', - [ ClampToEdgeWrapping ]: 'clamp', - [ MirroredRepeatWrapping ]: 'mirror' -}; - -const gpuShaderStageLib = { - 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1, - 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2, - 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4 -}; - -const supports = { - instance: true, - swizzleAssign: false, - storageBuffer: true -}; - -const wgslFnOpLib = { - '^^': 'tsl_xor' -}; - -const wgslTypeLib = { - float: 'f32', - int: 'i32', - uint: 'u32', - bool: 'bool', - color: 'vec3', - - vec2: 'vec2', - ivec2: 'vec2', - uvec2: 'vec2', - bvec2: 'vec2', - - vec3: 'vec3', - ivec3: 'vec3', - uvec3: 'vec3', - bvec3: 'vec3', - - vec4: 'vec4', - ivec4: 'vec4', - uvec4: 'vec4', - bvec4: 'vec4', - - mat2: 'mat2x2', - mat3: 'mat3x3', - mat4: 'mat4x4', - - //because arrays with their two degrees of freedom are special - array( elementType, count ) { - - const isValidType = ( type ) => !! this[ type ]; - - if ( ! isValidType( elementType ) ) { - - throw new Error( `Unknown type: ${elementType}` ); - - } - - if ( typeof count !== 'number' || ! Number.isInteger( count ) || count < 1 ) { - - throw new Error( `Invalid size: ${count}. Size must be a positive integer` ); - - } - - return `array<${this[ elementType ]}, ${count}>`; - - } -}; - -const wgslCodeCache = {}; - -const wgslPolyfill = { - tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ), - mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ), - mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ), - mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ), - mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ), - equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ), - equals_bvec2: new CodeNode( 'fn tsl_equals_bvec2( a : vec2f, b : vec2f ) -> vec2 { return vec2( a.x == b.x, a.y == b.y ); }' ), - equals_bvec3: new CodeNode( 'fn tsl_equals_bvec3( a : vec3f, b : vec3f ) -> vec3 { return vec3( a.x == b.x, a.y == b.y, a.z == b.z ); }' ), - equals_bvec4: new CodeNode( 'fn tsl_equals_bvec4( a : vec4f, b : vec4f ) -> vec4 { return vec4( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ), - repeatWrapping_float: new CodeNode( 'fn tsl_repeatWrapping_float( coord: f32 ) -> f32 { return fract( coord ); }' ), - mirrorWrapping_float: new CodeNode( 'fn tsl_mirrorWrapping_float( coord: f32 ) -> f32 { let mirrored = fract( coord * 0.5 ) * 2.0; return 1.0 - abs( 1.0 - mirrored ); }' ), - clampWrapping_float: new CodeNode( 'fn tsl_clampWrapping_float( coord: f32 ) -> f32 { return clamp( coord, 0.0, 1.0 ); }' ), - biquadraticTexture: new CodeNode( /* wgsl */` -fn tsl_biquadraticTexture( map : texture_2d, coord : vec2f, iRes : vec2u, level : u32 ) -> vec4f { - - let res = vec2f( iRes ); - - let uvScaled = coord * res; - let uvWrapping = ( ( uvScaled % res ) + res ) % res; - - // https://www.shadertoy.com/view/WtyXRy - - let uv = uvWrapping - 0.5; - let iuv = floor( uv ); - let f = fract( uv ); - - let rg1 = textureLoad( map, vec2u( iuv + vec2( 0.5, 0.5 ) ) % iRes, level ); - let rg2 = textureLoad( map, vec2u( iuv + vec2( 1.5, 0.5 ) ) % iRes, level ); - let rg3 = textureLoad( map, vec2u( iuv + vec2( 0.5, 1.5 ) ) % iRes, level ); - let rg4 = textureLoad( map, vec2u( iuv + vec2( 1.5, 1.5 ) ) % iRes, level ); - - return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y ); - -} -` ) -}; - -const wgslMethods = { - dFdx: 'dpdx', - dFdy: '- dpdy', - mod_float: 'tsl_mod_float', - mod_vec2: 'tsl_mod_vec2', - mod_vec3: 'tsl_mod_vec3', - mod_vec4: 'tsl_mod_vec4', - equals_bool: 'tsl_equals_bool', - equals_bvec2: 'tsl_equals_bvec2', - equals_bvec3: 'tsl_equals_bvec3', - equals_bvec4: 'tsl_equals_bvec4', - inversesqrt: 'inverseSqrt', - bitcast: 'bitcast' -}; - -// WebGPU issue: does not support pow() with negative base on Windows - -if ( typeof navigator !== 'undefined' && /Windows/g.test( navigator.userAgent ) ) { - - wgslPolyfill.pow_float = new CodeNode( 'fn tsl_pow_float( a : f32, b : f32 ) -> f32 { return select( -pow( -a, b ), pow( a, b ), a > 0.0 ); }' ); - wgslPolyfill.pow_vec2 = new CodeNode( 'fn tsl_pow_vec2( a : vec2f, b : vec2f ) -> vec2f { return vec2f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ) ); }', [ wgslPolyfill.pow_float ] ); - wgslPolyfill.pow_vec3 = new CodeNode( 'fn tsl_pow_vec3( a : vec3f, b : vec3f ) -> vec3f { return vec3f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ) ); }', [ wgslPolyfill.pow_float ] ); - wgslPolyfill.pow_vec4 = new CodeNode( 'fn tsl_pow_vec4( a : vec4f, b : vec4f ) -> vec4f { return vec4f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ), tsl_pow_float( a.w, b.w ) ); }', [ wgslPolyfill.pow_float ] ); - - wgslMethods.pow_float = 'tsl_pow_float'; - wgslMethods.pow_vec2 = 'tsl_pow_vec2'; - wgslMethods.pow_vec3 = 'tsl_pow_vec3'; - wgslMethods.pow_vec4 = 'tsl_pow_vec4'; - -} - -// - -let diagnostics = ''; - -if ( ( typeof navigator !== 'undefined' && /Firefox|Deno/g.test( navigator.userAgent ) ) !== true ) { - - diagnostics += 'diagnostic( off, derivative_uniformity );\n'; - -} - -/** - * A node builder targeting WGSL. - * - * This module generates WGSL shader code from node materials and also - * generates the respective bindings and vertex buffer definitions. These - * data are later used by the renderer to create render and compute pipelines - * for render objects. - * - * @augments NodeBuilder - */ -class WGSLNodeBuilder extends NodeBuilder { - - /** - * Constructs a new WGSL node builder renderer. - * - * @param {Object3D} object - The 3D object. - * @param {Renderer} renderer - The renderer. - */ - constructor( object, renderer ) { - - super( object, renderer, new WGSLNodeParser() ); - - /** - * A dictionary that holds for each shader stage ('vertex', 'fragment', 'compute') - * another dictionary which manages UBOs per group ('render','frame','object'). - * - * @type {Object>} - */ - this.uniformGroups = {}; - - /** - * A dictionary that holds for each shader stage a Map of builtins. - * - * @type {Object>} - */ - this.builtins = {}; - - /** - * A dictionary that holds for each shader stage a Set of directives. - * - * @type {Object>} - */ - this.directives = {}; - - /** - * A map for managing scope arrays. Only relevant for when using - * {@link module:WorkgroupInfoNode} in context of compute shaders. - * - * @type {Map} - */ - this.scopedArrays = new Map(); - - } - - /** - * Checks if the given texture requires a manual conversion to the working color space. - * - * @param {Texture} texture - The texture to check. - * @return {Boolean} Whether the given texture requires a conversion to working color space or not. - */ - needsToWorkingColorSpace( texture ) { - - return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace; - - } - - /** - * Generates the WGSL snippet for sampled textures. - * - * @private - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The WGSL snippet. - */ - _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - if ( depthSnippet ) { - - return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`; - - } else { - - return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`; - - } - - } else if ( this.isFilteredTexture( texture ) ) { - - return this.generateFilteredTexture( texture, textureProperty, uvSnippet ); - - } else { - - return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, '0' ); - - } - - } - - /** - * Generates the WGSL snippet when sampling video textures. - * - * @private - * @param {String} textureProperty - The name of the video texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The WGSL snippet. - */ - _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`; - - } else { - - console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` ); - - } - - } - - /** - * Generates the WGSL snippet when sampling textures with explicit mip level. - * - * @private - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The WGSL snippet. - */ - _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( texture ) === false ) { - - return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`; - - } else if ( this.isFilteredTexture( texture ) ) { - - return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet ); - - } else { - - return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet ); - - } - - } - - /** - * Generates a wrap function used in context of textures. - * - * @param {Texture} texture - The texture to generate the function for. - * @return {String} The name of the generated function. - */ - generateWrapFunction( texture ) { - - const functionName = `tsl_coord_${ wrapNames[ texture.wrapS ] }S_${ wrapNames[ texture.wrapT ] }_${texture.isData3DTexture ? '3d' : '2d'}T`; - - let nodeCode = wgslCodeCache[ functionName ]; - - if ( nodeCode === undefined ) { - - const includes = []; - - // For 3D textures, use vec3f; for texture arrays, keep vec2f since array index is separate - const coordType = texture.isData3DTexture ? 'vec3f' : 'vec2f'; - let code = `fn ${functionName}( coord : ${coordType} ) -> ${coordType} {\n\n\treturn ${coordType}(\n`; - - const addWrapSnippet = ( wrap, axis ) => { - - if ( wrap === RepeatWrapping ) { - - includes.push( wgslPolyfill.repeatWrapping_float ); - - code += `\t\ttsl_repeatWrapping_float( coord.${ axis } )`; - - } else if ( wrap === ClampToEdgeWrapping ) { - - includes.push( wgslPolyfill.clampWrapping_float ); - - code += `\t\ttsl_clampWrapping_float( coord.${ axis } )`; - - } else if ( wrap === MirroredRepeatWrapping ) { - - includes.push( wgslPolyfill.mirrorWrapping_float ); - - code += `\t\ttsl_mirrorWrapping_float( coord.${ axis } )`; - - } else { - - code += `\t\tcoord.${ axis }`; - - console.warn( `WebGPURenderer: Unsupported texture wrap type "${ wrap }" for vertex shader.` ); - - } - - }; - - addWrapSnippet( texture.wrapS, 'x' ); - - code += ',\n'; - - addWrapSnippet( texture.wrapT, 'y' ); - - if ( texture.isData3DTexture ) { - - code += ',\n'; - addWrapSnippet( texture.wrapR, 'z' ); - - } - - code += '\n\t);\n\n}\n'; - - wgslCodeCache[ functionName ] = nodeCode = new CodeNode( code, includes ); - - } - - nodeCode.build( this ); - - return functionName; - - } - - /** - * Generates a WGSL variable that holds the texture dimension of the given texture. - * It also returns information about the the number of layers (elements) of an arrayed - * texture as well as the cube face count of cube textures. - * - * @param {Texture} texture - The texture to generate the function for. - * @param {String} textureProperty - The name of the video texture uniform in the shader. - * @param {String} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. - * @return {String} The name of the dimension variable. - */ - generateTextureDimension( texture, textureProperty, levelSnippet ) { - - const textureData = this.getDataFromNode( texture, this.shaderStage, this.globalCache ); - - if ( textureData.dimensionsSnippet === undefined ) textureData.dimensionsSnippet = {}; - - let textureDimensionNode = textureData.dimensionsSnippet[ levelSnippet ]; - - if ( textureData.dimensionsSnippet[ levelSnippet ] === undefined ) { - - let textureDimensionsParams; - let dimensionType; - - const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture ); - const isMultisampled = primarySamples > 1; - - if ( texture.isData3DTexture ) { - - dimensionType = 'vec3'; - - } else { - - // Regular 2D textures, depth textures, etc. - dimensionType = 'vec2'; - - } - - // Build parameters string based on texture type and multisampling - if ( isMultisampled || texture.isVideoTexture || texture.isStorageTexture ) { - - textureDimensionsParams = textureProperty; - - } else { - - textureDimensionsParams = `${textureProperty}${levelSnippet ? `, u32( ${ levelSnippet } )` : ''}`; - - } - - textureDimensionNode = new VarNode( new ExpressionNode( `textureDimensions( ${ textureDimensionsParams } )`, dimensionType ) ); - - textureData.dimensionsSnippet[ levelSnippet ] = textureDimensionNode; - - if ( texture.isDataArrayTexture || texture.isData3DTexture ) { - - textureData.arrayLayerCount = new VarNode( - new ExpressionNode( - `textureNumLayers(${textureProperty})`, - 'u32' - ) - ); - - } - - // For cube textures, we know it's always 6 faces - if ( texture.isTextureCube ) { - - textureData.cubeFaceCount = new VarNode( - new ExpressionNode( '6u', 'u32' ) - ); - - } - - } - - return textureDimensionNode.build( this ); - - } - - /** - * Generates the WGSL snippet for a manual filtered texture. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. - * @return {String} The WGSL snippet. - */ - generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0u' ) { - - this._include( 'biquadraticTexture' ); - - const wrapFunction = this.generateWrapFunction( texture ); - const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet ); - - return `tsl_biquadraticTexture( ${ textureProperty }, ${ wrapFunction }( ${ uvSnippet } ), ${ textureDimension }, u32( ${ levelSnippet } ) )`; - - } - - /** - * Generates the WGSL snippet for a texture lookup with explicit level-of-detail. - * Since it's a lookup, no sampling or filtering is applied. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. - * @return {String} The WGSL snippet. - */ - generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet = '0u' ) { - - const wrapFunction = this.generateWrapFunction( texture ); - const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet ); - - const vecType = texture.isData3DTexture ? 'vec3' : 'vec2'; - const coordSnippet = `${vecType}(${wrapFunction}(${uvSnippet}) * ${vecType}(${textureDimension}))`; - - return this.generateTextureLoad( texture, textureProperty, coordSnippet, depthSnippet, levelSnippet ); - - } - - /** - * Generates the WGSL snippet that reads a single texel from a texture without sampling or filtering. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. - * @return {String} The WGSL snippet. - */ - generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) { - - if ( texture.isVideoTexture === true || texture.isStorageTexture === true ) { - - return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet } )`; - - } else if ( depthSnippet ) { - - return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, u32( ${ levelSnippet } ) )`; - - } else { - - return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, u32( ${ levelSnippet } ) )`; - - } - - } - - /** - * Generates the WGSL snippet that writes a single texel to a texture. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String} valueSnippet - A WGSL snippet that represent the new texel value. - * @return {String} The WGSL snippet. - */ - generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) { - - return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`; - - } - - /** - * Returns `true` if the sampled values of the given texture should be compared against a reference value. - * - * @param {Texture} texture - The texture. - * @return {Boolean} Whether the sampled values of the given texture should be compared against a reference value or not. - */ - isSampleCompare( texture ) { - - return texture.isDepthTexture === true && texture.compareFunction !== null; - - } - - /** - * Returns `true` if the given texture is unfilterable. - * - * @param {Texture} texture - The texture. - * @return {Boolean} Whether the given texture is unfilterable or not. - */ - isUnfilterable( texture ) { - - return this.getComponentTypeFromTexture( texture ) !== 'float' || - ( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) || - ( this.isSampleCompare( texture ) === false && texture.minFilter === NearestFilter && texture.magFilter === NearestFilter ) || - this.renderer.backend.utils.getTextureSampleData( texture ).primarySamples > 1; - - } - - /** - * Generates the WGSL snippet for sampling/loading the given texture. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The WGSL snippet. - */ - generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - let snippet = null; - - if ( texture.isVideoTexture === true ) { - - snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage ); - - } else if ( this.isUnfilterable( texture ) ) { - - snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, '0', shaderStage ); - - } else { - - snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage ); - - } - - return snippet; - - } - - /** - * Generates the WGSL snippet for sampling/loading the given texture using explicit gradients. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {Array} gradSnippet - An array holding both gradient WGSL snippets. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The WGSL snippet. - */ - generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy - return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`; - - } else { - - console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` ); - - } - - } - - /** - * Generates the WGSL snippet for sampling a depth texture and comparing the sampled depth values - * against a reference value. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String} compareSnippet - A WGSL snippet that represents the reference value. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The WGSL snippet. - */ - generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`; - - } else { - - console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` ); - - } - - } - - /** - * Generates the WGSL snippet when sampling textures with explicit mip level. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The WGSL snippet. - */ - generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - let snippet = null; - - if ( texture.isVideoTexture === true ) { - - snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage ); - - } else { - - snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage ); - - } - - return snippet; - - } - - /** - * Generates the WGSL snippet when sampling textures with a bias to the mip level. - * - * @param {Texture} texture - The texture. - * @param {String} textureProperty - The name of the texture uniform in the shader. - * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling. - * @param {String} biasSnippet - A WGSL snippet that represents the bias to apply to the mip level before sampling. - * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The WGSL snippet. - */ - generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`; - - } else { - - console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` ); - - } - - } - - /** - * Returns a WGSL snippet that represents the property name of the given node. - * - * @param {Node} node - The node. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The property name. - */ - getPropertyName( node, shaderStage = this.shaderStage ) { - - if ( node.isNodeVarying === true && node.needsInterpolation === true ) { - - if ( shaderStage === 'vertex' ) { - - return `varyings.${ node.name }`; - - } - - } else if ( node.isNodeUniform === true ) { - - const name = node.name; - const type = node.type; - - if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) { - - return name; - - } else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) { - - return `NodeBuffer_${ node.id }.${name}`; - - } else { - - return node.groupNode.name + '.' + name; - - } - - } - - return super.getPropertyName( node ); - - } - - /** - * Returns the output struct name. - * - * @return {String} The name of the output struct. - */ - getOutputStructName() { - - return 'output'; - - } - - /** - * Returns uniforms group count for the given shader stage. - * - * @private - * @param {String} shaderStage - The shader stage. - * @return {Number} The uniforms group count for the given shader stage. - */ - _getUniformGroupCount( shaderStage ) { - - return Object.keys( this.uniforms[ shaderStage ] ).length; - - } - - /** - * Returns the native shader operator name for a given generic name. - * - * @param {String} op - The operator name to resolve. - * @return {String} The resolved operator name. - */ - getFunctionOperator( op ) { - - const fnOp = wgslFnOpLib[ op ]; - - if ( fnOp !== undefined ) { - - this._include( fnOp ); - - return fnOp; - - } - - return null; - - } - - /** - * Returns the node access for the given node and shader stage. - * - * @param {StorageTextureNode|StorageBufferNode} node - The storage node. - * @param {String} shaderStage - The shader stage. - * @return {String} The node access. - */ - getNodeAccess( node, shaderStage ) { - - if ( shaderStage !== 'compute' ) - return NodeAccess.READ_ONLY; - - return node.access; - - } - - /** - * Returns A WGSL snippet representing the storage access. - * - * @param {StorageTextureNode|StorageBufferNode} node - The storage node. - * @param {String} shaderStage - The shader stage. - * @return {String} The WGSL snippet representing the storage access. - */ - getStorageAccess( node, shaderStage ) { - - return accessNames[ this.getNodeAccess( node, shaderStage ) ]; - - } - - /** - * This method is one of the more important ones since it's responsible - * for generating a matching binding instance for the given uniform node. - * - * These bindings are later used in the renderer to create bind groups - * and layouts. - * - * @param {UniformNode} node - The uniform node. - * @param {String} type - The node data type. - * @param {String} shaderStage - The shader stage. - * @param {String?} [name=null] - An optional uniform name. - * @return {NodeUniform} The node uniform object. - */ - getUniformFromNode( node, type, shaderStage, name = null ) { - - const uniformNode = super.getUniformFromNode( node, type, shaderStage, name ); - const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache ); - - if ( nodeData.uniformGPU === undefined ) { - - let uniformGPU; - - const group = node.groupNode; - const groupName = group.name; - - const bindings = this.getBindGroupArray( groupName, shaderStage ); - - if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) { - - let texture = null; - - const access = this.getNodeAccess( node, shaderStage ); - - if ( type === 'texture' || type === 'storageTexture' ) { - - texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, access ); - - } else if ( type === 'cubeTexture' ) { - - texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, access ); - - } else if ( type === 'texture3D' ) { - - texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, access ); - - } - - texture.store = node.isStorageTextureNode === true; - texture.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( node.value ) === false && texture.store === false ) { - - const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node, group ); - sampler.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - bindings.push( sampler, texture ); - - uniformGPU = [ sampler, texture ]; - - } else { - - bindings.push( texture ); - - uniformGPU = [ texture ]; - - } - - } else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) { - - const bufferClass = type === 'buffer' ? NodeUniformBuffer : NodeStorageBuffer; - - const buffer = new bufferClass( node, group ); - buffer.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - bindings.push( buffer ); - - uniformGPU = buffer; - - } else { - - const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} ); - - let uniformsGroup = uniformsStage[ groupName ]; - - if ( uniformsGroup === undefined ) { - - uniformsGroup = new NodeUniformsGroup( groupName, group ); - uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - uniformsStage[ groupName ] = uniformsGroup; - - bindings.push( uniformsGroup ); - - } - - uniformGPU = this.getNodeUniform( uniformNode, type ); - - uniformsGroup.addUniform( uniformGPU ); - - } - - nodeData.uniformGPU = uniformGPU; - - } - - return uniformNode; - - } - - /** - * This method should be used whenever builtins are required in nodes. - * The internal builtins data structure will make sure builtins are - * defined in the WGSL source. - * - * @param {String} name - The builtin name. - * @param {String} property - The property name. - * @param {String} type - The node data type. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} The property name. - */ - getBuiltin( name, property, type, shaderStage = this.shaderStage ) { - - const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() ); - - if ( map.has( name ) === false ) { - - map.set( name, { - name, - property, - type - } ); - - } - - return property; - - } - - /** - * Returns `true` if the given builtin is defined in the given shader stage. - * - * @param {String} name - The builtin name. - * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for. - * @return {String} Whether the given builtin is defined in the given shader stage or not. - */ - hasBuiltin( name, shaderStage = this.shaderStage ) { - - return ( this.builtins[ shaderStage ] !== undefined && this.builtins[ shaderStage ].has( name ) ); - - } - - /** - * Returns the vertex index builtin. - * - * @return {String} The vertex index. - */ - getVertexIndex() { - - if ( this.shaderStage === 'vertex' ) { - - return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' ); - - } - - return 'vertexIndex'; - - } - - /** - * Builds the given shader node. - * - * @param {ShaderNodeInternal} shaderNode - The shader node. - * @return {String} The WGSL function code. - */ - buildFunctionCode( shaderNode ) { - - const layout = shaderNode.layout; - const flowData = this.flowShaderNode( shaderNode ); - - const parameters = []; - - for ( const input of layout.inputs ) { - - parameters.push( input.name + ' : ' + this.getType( input.type ) ); - - } - - // - - let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } { -${ flowData.vars } -${ flowData.code } -`; - - if ( flowData.result ) { - - code += `\treturn ${ flowData.result };\n`; - - } - - code += '\n}\n'; - - // - - return code; - - } - - /** - * Returns the instance index builtin. - * - * @return {String} The instance index. - */ - getInstanceIndex() { - - if ( this.shaderStage === 'vertex' ) { - - return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' ); - - } - - return 'instanceIndex'; - - } - - /** - * Returns the invocation local index builtin. - * - * @return {String} The invocation local index. - */ - getInvocationLocalIndex() { - - return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' ); - - } - - /** - * Returns the subgroup size builtin. - * - * @return {String} The subgroup size. - */ - getSubgroupSize() { - - this.enableSubGroups(); - - return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' ); - - } - - /** - * Returns the invocation subgroup index builtin. - * - * @return {String} The invocation subgroup index. - */ - getInvocationSubgroupIndex() { - - this.enableSubGroups(); - - return this.getBuiltin( 'subgroup_invocation_id', 'invocationSubgroupIndex', 'u32', 'attribute' ); - - } - - /** - * Returns the subgroup index builtin. - * - * @return {String} The subgroup index. - */ - getSubgroupIndex() { - - this.enableSubGroups(); - - return this.getBuiltin( 'subgroup_id', 'subgroupIndex', 'u32', 'attribute' ); - - } - - /** - * Overwritten as a NOP since this method is intended for the WebGL 2 backend. - * - * @return {null} Null. - */ - getDrawIndex() { - - return null; - - } - - /** - * Returns the front facing builtin. - * - * @return {String} The front facing builtin. - */ - getFrontFacing() { - - return this.getBuiltin( 'front_facing', 'isFront', 'bool' ); - - } - - /** - * Returns the frag coord builtin. - * - * @return {String} The frag coord builtin. - */ - getFragCoord() { - - return this.getBuiltin( 'position', 'fragCoord', 'vec4' ) + '.xy'; - - } - - /** - * Returns the frag depth builtin. - * - * @return {String} The frag depth builtin. - */ - getFragDepth() { - - return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' ); - - } - - /** - * Returns the clip distances builtin. - * - * @return {String} The clip distances builtin. - */ - getClipDistance() { - - return 'varyings.hw_clip_distances'; - - } - - /** - * Whether to flip texture data along its vertical axis or not. - * - * @return {Boolean} Returns always `false` in context of WGSL. - */ - isFlipY() { - - return false; - - } - - /** - * Enables the given directive for the given shader stage. - * - * @param {String} name - The directive name. - * @param {String} [shaderStage=this.shaderStage] - The shader stage to enable the directive for. - */ - enableDirective( name, shaderStage = this.shaderStage ) { - - const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() ); - stage.add( name ); - - } - - /** - * Returns the directives of the given shader stage as a WGSL string. - * - * @param {String} shaderStage - The shader stage. - * @return {String} A WGSL snippet that enables the directives of the given stage. - */ - getDirectives( shaderStage ) { - - const snippets = []; - const directives = this.directives[ shaderStage ]; - - if ( directives !== undefined ) { - - for ( const directive of directives ) { - - snippets.push( `enable ${directive};` ); - - } - - } - - return snippets.join( '\n' ); - - } - - /** - * Enables the 'subgroups' directive. - */ - enableSubGroups() { - - this.enableDirective( 'subgroups' ); - - } - - /** - * Enables the 'subgroups-f16' directive. - */ - enableSubgroupsF16() { - - this.enableDirective( 'subgroups-f16' ); - - } - - /** - * Enables the 'clip_distances' directive. - */ - enableClipDistances() { - - this.enableDirective( 'clip_distances' ); - - } - - /** - * Enables the 'f16' directive. - */ - enableShaderF16() { - - this.enableDirective( 'f16' ); - - } - - /** - * Enables the 'dual_source_blending' directive. - */ - enableDualSourceBlending() { - - this.enableDirective( 'dual_source_blending' ); - - } - - /** - * Enables hardware clipping. - * - * @param {String} planeCount - The clipping plane count. - */ - enableHardwareClipping( planeCount ) { - - this.enableClipDistances(); - this.getBuiltin( 'clip_distances', 'hw_clip_distances', `array`, 'vertex' ); - - } - - /** - * Returns the builtins of the given shader stage as a WGSL string. - * - * @param {String} shaderStage - The shader stage. - * @return {String} A WGSL snippet that represents the builtins of the given stage. - */ - getBuiltins( shaderStage ) { - - const snippets = []; - const builtins = this.builtins[ shaderStage ]; - - if ( builtins !== undefined ) { - - for ( const { name, property, type } of builtins.values() ) { - - snippets.push( `@builtin( ${name} ) ${property} : ${type}` ); - - } - - } - - return snippets.join( ',\n\t' ); - - } - - /** - * This method should be used when a new scoped buffer is used in context of - * compute shaders. It adds the array to the internal data structure which is - * later used to generate the respective WGSL. - * - * @param {String} name - The array name. - * @param {String} scope - The scope. - * @param {String} bufferType - The buffer type. - * @param {String} bufferCount - The buffer count. - * @return {String} The array name. - */ - getScopedArray( name, scope, bufferType, bufferCount ) { - - if ( this.scopedArrays.has( name ) === false ) { - - this.scopedArrays.set( name, { - name, - scope, - bufferType, - bufferCount - } ); - - } - - return name; - - } - - /** - * Returns the scoped arrays of the given shader stage as a WGSL string. - * - * @param {String} shaderStage - The shader stage. - * @return {String|undefined} The WGSL snippet that defines the scoped arrays. - * Returns `undefined` when used in the vertex or fragment stage. - */ - getScopedArrays( shaderStage ) { - - if ( shaderStage !== 'compute' ) { - - return; - - } - - const snippets = []; - - for ( const { name, scope, bufferType, bufferCount } of this.scopedArrays.values() ) { - - const type = this.getType( bufferType ); - - snippets.push( `var<${scope}> ${name}: array< ${type}, ${bufferCount} >;` ); - - } - - return snippets.join( '\n' ); - - } - - /** - * Returns the shader attributes of the given shader stage as a WGSL string. - * - * @param {String} shaderStage - The shader stage. - * @return {String} The WGSL snippet that defines the shader attributes. - */ - getAttributes( shaderStage ) { - - const snippets = []; - - if ( shaderStage === 'compute' ) { - - this.getBuiltin( 'global_invocation_id', 'globalId', 'vec3', 'attribute' ); - this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3', 'attribute' ); - this.getBuiltin( 'local_invocation_id', 'localId', 'vec3', 'attribute' ); - this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3', 'attribute' ); - - if ( this.renderer.hasFeature( 'subgroups' ) ) { - - this.enableDirective( 'subgroups', shaderStage ); - this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' ); - - } - - } - - if ( shaderStage === 'vertex' || shaderStage === 'compute' ) { - - const builtins = this.getBuiltins( 'attribute' ); - - if ( builtins ) snippets.push( builtins ); - - const attributes = this.getAttributesArray(); - - for ( let index = 0, length = attributes.length; index < length; index ++ ) { - - const attribute = attributes[ index ]; - const name = attribute.name; - const type = this.getType( attribute.type ); - - snippets.push( `@location( ${index} ) ${ name } : ${ type }` ); - - } - - } - - return snippets.join( ',\n\t' ); - - } - - /** - * Returns the members of the given struct type node as a WGSL string. - * - * @param {StructTypeNode} struct - The struct type node. - * @return {String} The WGSL snippet that defines the struct members. - */ - getStructMembers( struct ) { - - const snippets = []; - const members = struct.getMemberTypes(); - - for ( let i = 0; i < members.length; i ++ ) { - - const member = members[ i ]; - snippets.push( `\t@location( ${i} ) m${i} : ${ member }` ); - - } - - const builtins = this.getBuiltins( 'output' ); - - if ( builtins ) snippets.push( '\t' + builtins ); - - return snippets.join( ',\n' ); - - } - - /** - * Returns the structs of the given shader stage as a WGSL string. - * - * @param {String} shaderStage - The shader stage. - * @return {String} The WGSL snippet that defines the structs. - */ - getStructs( shaderStage ) { - - const snippets = []; - const structs = this.structs[ shaderStage ]; - - for ( let index = 0, length = structs.length; index < length; index ++ ) { - - const struct = structs[ index ]; - const name = struct.name; - - let snippet = `\struct ${ name } {\n`; - snippet += this.getStructMembers( struct ); - snippet += '\n}'; - - - snippets.push( snippet ); - - snippets.push( `\nvar output : ${ name };\n\n` ); - - } - - return snippets.join( '\n\n' ); - - } - - /** - * Returns a WGSL string representing a variable. - * - * @param {String} type - The variable's type. - * @param {String} name - The variable's name. - * @return {String} The WGSL snippet that defines a variable. - */ - getVar( type, name ) { - - return `var ${ name } : ${ this.getType( type ) }`; - - } - - /** - * Returns the variables of the given shader stage as a WGSL string. - * - * @param {String} shaderStage - The shader stage. - * @return {String} The WGSL snippet that defines the variables. - */ - getVars( shaderStage ) { - - const snippets = []; - const vars = this.vars[ shaderStage ]; - - if ( vars !== undefined ) { - - for ( const variable of vars ) { - - snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` ); - - } - - } - - return `\n${ snippets.join( '\n' ) }\n`; - - } - - /** - * Returns the varyings of the given shader stage as a WGSL string. - * - * @param {String} shaderStage - The shader stage. - * @return {String} The WGSL snippet that defines the varyings. - */ - getVaryings( shaderStage ) { - - const snippets = []; - - if ( shaderStage === 'vertex' ) { - - this.getBuiltin( 'position', 'Vertex', 'vec4', 'vertex' ); - - } - - if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) { - - const varyings = this.varyings; - const vars = this.vars[ shaderStage ]; - - for ( let index = 0; index < varyings.length; index ++ ) { - - const varying = varyings[ index ]; - - if ( varying.needsInterpolation ) { - - let attributesSnippet = `@location( ${index} )`; - - if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) { - - attributesSnippet += ' @interpolate( flat )'; - - - } - - snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` ); - - } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) { - - vars.push( varying ); - - } - - } - - } - - const builtins = this.getBuiltins( shaderStage ); - - if ( builtins ) snippets.push( builtins ); - - const code = snippets.join( ',\n\t' ); - - return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code; - - } - - /** - * Returns the uniforms of the given shader stage as a WGSL string. - * - * @param {String} shaderStage - The shader stage. - * @return {String} The WGSL snippet that defines the uniforms. - */ - getUniforms( shaderStage ) { - - const uniforms = this.uniforms[ shaderStage ]; - - const bindingSnippets = []; - const bufferSnippets = []; - const structSnippets = []; - const uniformGroups = {}; - - for ( const uniform of uniforms ) { - - const groupName = uniform.groupNode.name; - const uniformIndexes = this.bindingsIndexes[ groupName ]; - - if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) { - - const texture = uniform.node.value; - - if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) { - - if ( this.isSampleCompare( texture ) ) { - - bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` ); - - } else { - - bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` ); - - } - - } - - let textureType; - - let multisampled = ''; - - const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture ); - - if ( primarySamples > 1 ) { - - multisampled = '_multisampled'; - - } - - if ( texture.isCubeTexture === true ) { - - textureType = 'texture_cube'; - - } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) { - - textureType = 'texture_2d_array'; - - } else if ( texture.isDepthTexture === true ) { - - textureType = `texture_depth${multisampled}_2d`; - - } else if ( texture.isVideoTexture === true ) { - - textureType = 'texture_external'; - - } else if ( texture.isData3DTexture === true ) { - - textureType = 'texture_3d'; - - } else if ( uniform.node.isStorageTextureNode === true ) { - - const format = getFormat( texture ); - const access = this.getStorageAccess( uniform.node, shaderStage ); - - textureType = `texture_storage_2d<${ format }, ${ access }>`; - - } else { - - const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 ); - - textureType = `texture${multisampled}_2d<${ componentPrefix }32>`; - - } - - bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` ); - - } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' || uniform.type === 'indirectStorageBuffer' ) { - - const bufferNode = uniform.node; - const bufferType = this.getType( bufferNode.bufferType ); - const bufferCount = bufferNode.bufferCount; - - const bufferCountSnippet = bufferCount > 0 && uniform.type === 'buffer' ? ', ' + bufferCount : ''; - const bufferTypeSnippet = bufferNode.isAtomic ? `atomic<${bufferType}>` : `${bufferType}`; - const bufferSnippet = `\t${ uniform.name } : array< ${ bufferTypeSnippet }${ bufferCountSnippet } >\n`; - const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode, shaderStage ) }` : 'uniform'; - - bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) ); - - } else { - - const vectorType = this.getType( this.getVectorType( uniform.type ) ); - const groupName = uniform.groupNode.name; - - const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = { - index: uniformIndexes.binding ++, - id: uniformIndexes.group, - snippets: [] - } ); - - group.snippets.push( `\t${ uniform.name } : ${ vectorType }` ); - - } - - } - - for ( const name in uniformGroups ) { - - const group = uniformGroups[ name ]; - - structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) ); - - } - - let code = bindingSnippets.join( '\n' ); - code += bufferSnippets.join( '\n' ); - code += structSnippets.join( '\n' ); - - return code; - - } - - /** - * Controls the code build of the shader stages. - */ - buildCode() { - - const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} }; - - this.sortBindingGroups(); - - for ( const shaderStage in shadersData ) { - - const stageData = shadersData[ shaderStage ]; - stageData.uniforms = this.getUniforms( shaderStage ); - stageData.attributes = this.getAttributes( shaderStage ); - stageData.varyings = this.getVaryings( shaderStage ); - stageData.structs = this.getStructs( shaderStage ); - stageData.vars = this.getVars( shaderStage ); - stageData.codes = this.getCodes( shaderStage ); - stageData.directives = this.getDirectives( shaderStage ); - stageData.scopedArrays = this.getScopedArrays( shaderStage ); - - // - - let flow = '// code\n\n'; - flow += this.flowCode[ shaderStage ]; - - const flowNodes = this.flowNodes[ shaderStage ]; - const mainNode = flowNodes[ flowNodes.length - 1 ]; - - const outputNode = mainNode.outputNode; - const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true ); - - for ( const node of flowNodes ) { - - const flowSlotData = this.getFlowData( node/*, shaderStage*/ ); - const slotName = node.name; - - if ( slotName ) { - - if ( flow.length > 0 ) flow += '\n'; - - flow += `\t// flow -> ${ slotName }\n`; - - } - - flow += `${ flowSlotData.code }\n\t`; - - if ( node === mainNode && shaderStage !== 'compute' ) { - - flow += '// result\n\n\t'; - - if ( shaderStage === 'vertex' ) { - - flow += `varyings.Vertex = ${ flowSlotData.result };`; - - } else if ( shaderStage === 'fragment' ) { - - if ( isOutputStruct ) { - - stageData.returnType = outputNode.nodeType; - - flow += `return ${ flowSlotData.result };`; - - } else { - - let structSnippet = '\t@location(0) color: vec4'; - - const builtins = this.getBuiltins( 'output' ); - - if ( builtins ) structSnippet += ',\n\t' + builtins; - - stageData.returnType = 'OutputStruct'; - stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet ); - stageData.structs += '\nvar output : OutputStruct;\n\n'; - - flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`; - - } - - } - - } - - } - - stageData.flow = flow; - - - } - - if ( this.material !== null ) { - - this.vertexShader = this._getWGSLVertexCode( shadersData.vertex ); - this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment ); - - } else { - - this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) ); - - } - - } - - /** - * Returns the native shader method name for a given generic name. - * - * @param {String} method - The method name to resolve. - * @param {String} [output=null] - An optional output. - * @return {String} The resolved WGSL method name. - */ - getMethod( method, output = null ) { - - let wgslMethod; - - if ( output !== null ) { - - wgslMethod = this._getWGSLMethod( method + '_' + output ); - - } - - if ( wgslMethod === undefined ) { - - wgslMethod = this._getWGSLMethod( method ); - - } - - return wgslMethod || method; - - } - - /** - * Returns the WGSL type of the given node data type. - * - * @param {String} type - The node data type. - * @return {String} The WGSL type. - */ - getType( type ) { - - return wgslTypeLib[ type ] || type; - - } - - /** - * Whether the requested feature is available or not. - * - * @param {String} name - The requested feature. - * @return {Boolean} Whether the requested feature is supported or not. - */ - isAvailable( name ) { - - let result = supports[ name ]; - - if ( result === undefined ) { - - if ( name === 'float32Filterable' ) { - - result = this.renderer.hasFeature( 'float32-filterable' ); - - } else if ( name === 'clipDistance' ) { - - result = this.renderer.hasFeature( 'clip-distances' ); - - } - - supports[ name ] = result; - - } - - return result; - - } - - /** - * Returns the native shader method name for a given generic name. - * - * @private - * @param {String} method - The method name to resolve. - * @return {String} The resolved WGSL method name. - */ - _getWGSLMethod( method ) { - - if ( wgslPolyfill[ method ] !== undefined ) { - - this._include( method ); - - } - - return wgslMethods[ method ]; - - } - - /** - * Includes the given method name into the current - * function node. - * - * @private - * @param {String} name - The method name to include. - * @return {CodeNode} The respective code node. - */ - _include( name ) { - - const codeNode = wgslPolyfill[ name ]; - codeNode.build( this ); - - if ( this.currentFunctionNode !== null ) { - - this.currentFunctionNode.includes.push( codeNode ); - - } - - return codeNode; - - } - - /** - * Returns a WGSL vertex shader based on the given shader data. - * - * @private - * @param {Object} shaderData - The shader data. - * @return {String} The vertex shader. - */ - _getWGSLVertexCode( shaderData ) { - - return `${ this.getSignature() } -// directives -${shaderData.directives} - -// uniforms -${shaderData.uniforms} - -// varyings -${shaderData.varyings} -var varyings : VaryingsStruct; - -// codes -${shaderData.codes} - -@vertex -fn main( ${shaderData.attributes} ) -> VaryingsStruct { - - // vars - ${shaderData.vars} - - // flow - ${shaderData.flow} - - return varyings; - -} -`; - - } - - /** - * Returns a WGSL fragment shader based on the given shader data. - * - * @private - * @param {Object} shaderData - The shader data. - * @return {String} The vertex shader. - */ - _getWGSLFragmentCode( shaderData ) { - - return `${ this.getSignature() } -// global -${ diagnostics } - -// uniforms -${shaderData.uniforms} - -// structs -${shaderData.structs} - -// codes -${shaderData.codes} - -@fragment -fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} { - - // vars - ${shaderData.vars} - - // flow - ${shaderData.flow} - -} -`; - - } - - /** - * Returns a WGSL compute shader based on the given shader data. - * - * @private - * @param {Object} shaderData - The shader data. - * @param {String} workgroupSize - The workgroup size. - * @return {String} The vertex shader. - */ - _getWGSLComputeCode( shaderData, workgroupSize ) { - - return `${ this.getSignature() } -// directives -${shaderData.directives} - -// system -var instanceIndex : u32; - -// locals -${shaderData.scopedArrays} - -// uniforms -${shaderData.uniforms} - -// codes -${shaderData.codes} - -@compute @workgroup_size( ${workgroupSize} ) -fn main( ${shaderData.attributes} ) { - - // system - instanceIndex = globalId.x + globalId.y * numWorkgroups.x * u32(${workgroupSize}) + globalId.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize}); - - // vars - ${shaderData.vars} - - // flow - ${shaderData.flow} - -} -`; - - } - - /** - * Returns a WGSL struct based on the given name and variables. - * - * @private - * @param {String} name - The struct name. - * @param {String} vars - The struct variables. - * @return {String} The WGSL snippet representing a struct. - */ - _getWGSLStruct( name, vars ) { - - return ` -struct ${name} { -${vars} -};`; - - } - - /** - * Returns a WGSL struct binding. - * - * @private - * @param {String} name - The struct name. - * @param {String} vars - The struct variables. - * @param {String} access - The access. - * @param {Number} [binding=0] - The binding index. - * @param {Number} [group=0] - The group index. - * @return {String} The WGSL snippet representing a struct binding. - */ - _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) { - - const structName = name + 'Struct'; - const structSnippet = this._getWGSLStruct( structName, vars ); - - return `${structSnippet} -@binding( ${binding} ) @group( ${group} ) -var<${access}> ${name} : ${structName};`; - - } - -} - -export default WGSLNodeBuilder;