WebGPUNodeBuilder.js 17 KB

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  1. import WebGPUUniformsGroup from '../WebGPUUniformsGroup.js';
  2. import {
  3. FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform,
  4. ColorNodeUniform, Matrix3NodeUniform, Matrix4NodeUniform
  5. } from './WebGPUNodeUniform.js';
  6. import WebGPUNodeSampler from './WebGPUNodeSampler.js';
  7. import { WebGPUNodeSampledTexture, WebGPUNodeSampledCubeTexture } from './WebGPUNodeSampledTexture.js';
  8. import WebGPUUniformBuffer from '../WebGPUUniformBuffer.js';
  9. import WebGPUStorageBuffer from '../WebGPUStorageBuffer.js';
  10. import { getVectorLength, getStrideLength } from '../WebGPUBufferUtils.js';
  11. import { NodeBuilder, WGSLNodeParser, CodeNode, NodeMaterial } from 'three/nodes';
  12. const gpuShaderStageLib = {
  13. 'vertex': GPUShaderStage.VERTEX,
  14. 'fragment': GPUShaderStage.FRAGMENT,
  15. 'compute': GPUShaderStage.COMPUTE
  16. };
  17. const supports = {
  18. instance: true
  19. };
  20. const wgslTypeLib = {
  21. float: 'f32',
  22. int: 'i32',
  23. uint: 'u32',
  24. bool: 'bool',
  25. color: 'vec3<f32>',
  26. vec2: 'vec2<f32>',
  27. ivec2: 'vec2<i32>',
  28. uvec2: 'vec2<u32>',
  29. bvec2: 'vec2<bool>',
  30. vec3: 'vec3<f32>',
  31. ivec3: 'vec3<i32>',
  32. uvec3: 'vec3<u32>',
  33. bvec3: 'vec3<bool>',
  34. vec4: 'vec4<f32>',
  35. ivec4: 'vec4<i32>',
  36. uvec4: 'vec4<u32>',
  37. bvec4: 'vec4<bool>',
  38. mat3: 'mat3x3<f32>',
  39. imat3: 'mat3x3<i32>',
  40. umat3: 'mat3x3<u32>',
  41. bmat3: 'mat3x3<bool>',
  42. mat4: 'mat4x4<f32>',
  43. imat4: 'mat4x4<i32>',
  44. umat4: 'mat4x4<u32>',
  45. bmat4: 'mat4x4<bool>'
  46. };
  47. const wgslMethods = {
  48. dFdx: 'dpdx',
  49. dFdy: 'dpdy',
  50. mod: 'threejs_mod',
  51. lessThanEqual: 'threejs_lessThanEqual',
  52. inversesqrt: 'inverseSqrt'
  53. };
  54. const wgslPolyfill = {
  55. lessThanEqual: new CodeNode( `
  56. fn threejs_lessThanEqual( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> {
  57. return vec3<bool>( a.x <= b.x, a.y <= b.y, a.z <= b.z );
  58. }
  59. ` ),
  60. mod: new CodeNode( `
  61. fn threejs_mod( x : f32, y : f32 ) -> f32 {
  62. return x - y * floor( x / y );
  63. }
  64. ` ),
  65. repeatWrapping: new CodeNode( `
  66. fn threejs_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
  67. let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
  68. return ( ( uvScaled % dimension ) + dimension ) % dimension;
  69. }
  70. ` )
  71. };
  72. class WebGPUNodeBuilder extends NodeBuilder {
  73. constructor( object, renderer ) {
  74. super( object, renderer, new WGSLNodeParser() );
  75. this.bindings = { vertex: [], fragment: [], compute: [] };
  76. this.bindingsOffset = { vertex: 0, fragment: 0, compute: 0 };
  77. this.uniformsGroup = {};
  78. this.builtins = {
  79. vertex: new Map(),
  80. fragment: new Map(),
  81. compute: new Map(),
  82. attribute: new Map()
  83. };
  84. }
  85. build() {
  86. const { object, material } = this;
  87. if ( material !== null ) {
  88. NodeMaterial.fromMaterial( material ).build( this );
  89. } else {
  90. this.addFlow( 'compute', object );
  91. }
  92. return super.build();
  93. }
  94. getSampler( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  95. if ( shaderStage === 'fragment' ) {
  96. return `textureSample( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet} )`;
  97. } else {
  98. this._include( 'repeatWrapping' );
  99. const dimension = `textureDimensions( ${textureProperty}, 0 )`;
  100. return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), 0 )`;
  101. }
  102. }
  103. getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
  104. if ( shaderStage === 'fragment' ) {
  105. return `textureSampleLevel( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet}, ${biasSnippet} )`;
  106. } else {
  107. this._include( 'repeatWrapping' );
  108. const dimension = `textureDimensions( ${textureProperty}, 0 )`;
  109. return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), i32( ${biasSnippet} ) )`;
  110. }
  111. }
  112. getTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  113. return this.getSampler( textureProperty, uvSnippet, shaderStage );
  114. }
  115. getTextureLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
  116. return this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
  117. }
  118. getCubeTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  119. return this.getSampler( textureProperty, uvSnippet, shaderStage );
  120. }
  121. getCubeTextureLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
  122. return this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
  123. }
  124. getVideoTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  125. if ( shaderStage === 'fragment' ) {
  126. return `textureSampleBaseClampToEdge( ${textureProperty}, ${textureProperty}_sampler, vec2<f32>( ${uvSnippet}.x, 1.0 - ${uvSnippet}.y ) )`;
  127. } else {
  128. console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
  129. }
  130. }
  131. getPropertyName( node, shaderStage = this.shaderStage ) {
  132. if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
  133. if ( shaderStage === 'vertex' ) {
  134. return `NodeVaryings.${ node.name }`;
  135. }
  136. } else if ( node.isNodeUniform === true ) {
  137. const name = node.name;
  138. const type = node.type;
  139. if ( type === 'texture' || type === 'cubeTexture' ) {
  140. return name;
  141. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  142. return `NodeBuffer_${node.node.id}.${name}`;
  143. } else {
  144. return `NodeUniforms.${name}`;
  145. }
  146. }
  147. return super.getPropertyName( node );
  148. }
  149. getBindings() {
  150. const bindings = this.bindings;
  151. return this.material !== null ? [ ...bindings.vertex, ...bindings.fragment ] : bindings.compute;
  152. }
  153. getUniformFromNode( node, shaderStage, type ) {
  154. const uniformNode = super.getUniformFromNode( node, shaderStage, type );
  155. const nodeData = this.getDataFromNode( node, shaderStage );
  156. if ( nodeData.uniformGPU === undefined ) {
  157. let uniformGPU;
  158. const bindings = this.bindings[ shaderStage ];
  159. if ( type === 'texture' || type === 'cubeTexture' ) {
  160. const sampler = new WebGPUNodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
  161. let texture = null;
  162. if ( type === 'texture' ) {
  163. texture = new WebGPUNodeSampledTexture( uniformNode.name, uniformNode.node );
  164. } else if ( type === 'cubeTexture' ) {
  165. texture = new WebGPUNodeSampledCubeTexture( uniformNode.name, uniformNode.node );
  166. }
  167. // add first textures in sequence and group for last
  168. const lastBinding = bindings[ bindings.length - 1 ];
  169. const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
  170. if ( shaderStage === 'fragment' ) {
  171. bindings.splice( index, 0, sampler, texture );
  172. uniformGPU = [ sampler, texture ];
  173. } else {
  174. bindings.splice( index, 0, texture );
  175. uniformGPU = [ texture ];
  176. }
  177. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  178. const bufferClass = type === 'storageBuffer' ? WebGPUStorageBuffer : WebGPUUniformBuffer;
  179. const buffer = new bufferClass( 'NodeBuffer_' + node.id, node.value );
  180. buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
  181. // add first textures in sequence and group for last
  182. const lastBinding = bindings[ bindings.length - 1 ];
  183. const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
  184. bindings.splice( index, 0, buffer );
  185. uniformGPU = buffer;
  186. } else {
  187. let uniformsGroup = this.uniformsGroup[ shaderStage ];
  188. if ( uniformsGroup === undefined ) {
  189. uniformsGroup = new WebGPUUniformsGroup( 'nodeUniforms' );
  190. uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  191. this.uniformsGroup[ shaderStage ] = uniformsGroup;
  192. bindings.push( uniformsGroup );
  193. }
  194. if ( node.isArrayUniformNode === true ) {
  195. uniformGPU = [];
  196. for ( const uniformNode of node.nodes ) {
  197. const uniformNodeGPU = this._getNodeUniform( uniformNode, type );
  198. // fit bounds to buffer
  199. uniformNodeGPU.boundary = getVectorLength( uniformNodeGPU.itemSize );
  200. uniformNodeGPU.itemSize = getStrideLength( uniformNodeGPU.itemSize );
  201. uniformsGroup.addUniform( uniformNodeGPU );
  202. uniformGPU.push( uniformNodeGPU );
  203. }
  204. } else {
  205. uniformGPU = this._getNodeUniform( uniformNode, type );
  206. uniformsGroup.addUniform( uniformGPU );
  207. }
  208. }
  209. nodeData.uniformGPU = uniformGPU;
  210. if ( shaderStage === 'vertex' ) {
  211. this.bindingsOffset[ 'fragment' ] = bindings.length;
  212. }
  213. }
  214. return uniformNode;
  215. }
  216. isReference( type ) {
  217. return super.isReference( type ) || type === 'texture_2d' || type === 'texture_cube';
  218. }
  219. getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
  220. const map = this.builtins[ shaderStage ];
  221. if ( map.has( name ) === false ) {
  222. map.set( name, {
  223. name,
  224. property,
  225. type
  226. } );
  227. }
  228. return property;
  229. }
  230. getInstanceIndex() {
  231. if ( this.shaderStage === 'vertex' ) {
  232. return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
  233. }
  234. return 'instanceIndex';
  235. }
  236. getFrontFacing() {
  237. return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
  238. }
  239. getFragCoord() {
  240. return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>', 'fragment' );
  241. }
  242. isFlipY() {
  243. return false;
  244. }
  245. getAttributes( shaderStage ) {
  246. const snippets = [];
  247. if ( shaderStage === 'compute' ) {
  248. this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
  249. }
  250. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  251. for ( const { name, property, type } of this.builtins.attribute.values() ) {
  252. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  253. }
  254. const attributes = this.attributes;
  255. const length = attributes.length;
  256. for ( let index = 0; index < length; index ++ ) {
  257. const attribute = attributes[ index ];
  258. const name = attribute.name;
  259. const type = this.getType( attribute.type );
  260. snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
  261. }
  262. }
  263. return snippets.join( ',\n\t' );
  264. }
  265. getVars( shaderStage ) {
  266. const snippets = [];
  267. const vars = this.vars[ shaderStage ];
  268. for ( const variable of vars ) {
  269. const name = variable.name;
  270. const type = this.getType( variable.type );
  271. snippets.push( `\tvar ${name} : ${type};` );
  272. }
  273. return `\n${ snippets.join( '\n' ) }\n`;
  274. }
  275. getVaryings( shaderStage ) {
  276. const snippets = [];
  277. if ( shaderStage === 'vertex' ) {
  278. this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
  279. }
  280. if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
  281. const varyings = this.varyings;
  282. const vars = this.vars[ shaderStage ];
  283. for ( let index = 0; index < varyings.length; index ++ ) {
  284. const varying = varyings[ index ];
  285. if ( varying.needsInterpolation ) {
  286. snippets.push( `@location( ${index} ) ${ varying.name } : ${ this.getType( varying.type ) }` );
  287. } else if ( vars.includes( varying ) === false ) {
  288. vars.push( varying );
  289. }
  290. }
  291. }
  292. for ( const { name, property, type } of this.builtins[ shaderStage ].values() ) {
  293. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  294. }
  295. const code = snippets.join( ',\n\t' );
  296. return shaderStage === 'vertex' ? this._getWGSLStruct( 'NodeVaryingsStruct', '\t' + code ) : code;
  297. }
  298. getUniforms( shaderStage ) {
  299. const uniforms = this.uniforms[ shaderStage ];
  300. const bindingSnippets = [];
  301. const bufferSnippets = [];
  302. const groupSnippets = [];
  303. let index = this.bindingsOffset[ shaderStage ];
  304. for ( const uniform of uniforms ) {
  305. if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' ) {
  306. if ( shaderStage === 'fragment' ) {
  307. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
  308. }
  309. const texture = uniform.node.value;
  310. let textureType;
  311. if ( texture.isCubeTexture === true ) {
  312. textureType = 'texture_cube<f32>';
  313. } else if ( texture.isVideoTexture === true ) {
  314. textureType = 'texture_external';
  315. } else {
  316. textureType = 'texture_2d<f32>';
  317. }
  318. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : ${textureType};` );
  319. } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
  320. const bufferNode = uniform.node;
  321. const bufferType = this.getType( bufferNode.bufferType );
  322. const bufferCount = bufferNode.bufferCount;
  323. const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
  324. const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`;
  325. const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform';
  326. bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) );
  327. } else {
  328. const vectorType = this.getType( this.getVectorType( uniform.type ) );
  329. if ( Array.isArray( uniform.value ) === true ) {
  330. const length = uniform.value.length;
  331. groupSnippets.push( `uniform ${vectorType}[ ${length} ] ${uniform.name}` );
  332. } else {
  333. groupSnippets.push( `\t${uniform.name} : ${ vectorType}` );
  334. }
  335. }
  336. }
  337. let code = bindingSnippets.join( '\n' );
  338. code += bufferSnippets.join( '\n' );
  339. if ( groupSnippets.length > 0 ) {
  340. code += this._getWGSLStructBinding( 'NodeUniforms', groupSnippets.join( ',\n' ), 'uniform', index ++ );
  341. }
  342. return code;
  343. }
  344. buildCode() {
  345. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  346. for ( const shaderStage in shadersData ) {
  347. let flow = '// code\n\n';
  348. flow += this.flowCode[ shaderStage ];
  349. const flowNodes = this.flowNodes[ shaderStage ];
  350. const mainNode = flowNodes[ flowNodes.length - 1 ];
  351. for ( const node of flowNodes ) {
  352. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  353. const slotName = node.name;
  354. if ( slotName ) {
  355. if ( flow.length > 0 ) flow += '\n';
  356. flow += `\t// flow -> ${ slotName }\n\t`;
  357. }
  358. flow += `${ flowSlotData.code }\n\t`;
  359. if ( node === mainNode && shaderStage !== 'compute' ) {
  360. flow += '// result\n\t';
  361. if ( shaderStage === 'vertex' ) {
  362. flow += 'NodeVaryings.Vertex = ';
  363. } else if ( shaderStage === 'fragment' ) {
  364. flow += 'return ';
  365. }
  366. flow += `${ flowSlotData.result };`;
  367. }
  368. }
  369. const stageData = shadersData[ shaderStage ];
  370. stageData.uniforms = this.getUniforms( shaderStage );
  371. stageData.attributes = this.getAttributes( shaderStage );
  372. stageData.varyings = this.getVaryings( shaderStage );
  373. stageData.vars = this.getVars( shaderStage );
  374. stageData.codes = this.getCodes( shaderStage );
  375. stageData.flow = flow;
  376. }
  377. if ( this.material !== null ) {
  378. this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  379. this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
  380. } else {
  381. this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
  382. }
  383. }
  384. getMethod( method ) {
  385. if ( wgslPolyfill[ method ] !== undefined ) {
  386. this._include( method );
  387. }
  388. return wgslMethods[ method ] || method;
  389. }
  390. getType( type ) {
  391. return wgslTypeLib[ type ] || type;
  392. }
  393. isAvailable( name ) {
  394. return supports[ name ] === true;
  395. }
  396. _include( name ) {
  397. wgslPolyfill[ name ].build( this );
  398. }
  399. _getNodeUniform( uniformNode, type ) {
  400. if ( type === 'float' ) return new FloatNodeUniform( uniformNode );
  401. if ( type === 'vec2' ) return new Vector2NodeUniform( uniformNode );
  402. if ( type === 'vec3' ) return new Vector3NodeUniform( uniformNode );
  403. if ( type === 'vec4' ) return new Vector4NodeUniform( uniformNode );
  404. if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
  405. if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
  406. if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
  407. throw new Error( `Uniform "${type}" not declared.` );
  408. }
  409. _getWGSLVertexCode( shaderData ) {
  410. return `${ this.getSignature() }
  411. // uniforms
  412. ${shaderData.uniforms}
  413. // varyings
  414. ${shaderData.varyings}
  415. // codes
  416. ${shaderData.codes}
  417. @vertex
  418. fn main( ${shaderData.attributes} ) -> NodeVaryingsStruct {
  419. // system
  420. var NodeVaryings: NodeVaryingsStruct;
  421. // vars
  422. ${shaderData.vars}
  423. // flow
  424. ${shaderData.flow}
  425. return NodeVaryings;
  426. }
  427. `;
  428. }
  429. _getWGSLFragmentCode( shaderData ) {
  430. return `${ this.getSignature() }
  431. // uniforms
  432. ${shaderData.uniforms}
  433. // codes
  434. ${shaderData.codes}
  435. @fragment
  436. fn main( ${shaderData.varyings} ) -> @location( 0 ) vec4<f32> {
  437. // vars
  438. ${shaderData.vars}
  439. // flow
  440. ${shaderData.flow}
  441. }
  442. `;
  443. }
  444. _getWGSLComputeCode( shaderData, workgroupSize ) {
  445. return `${ this.getSignature() }
  446. // system
  447. var<private> instanceIndex : u32;
  448. // uniforms
  449. ${shaderData.uniforms}
  450. // codes
  451. ${shaderData.codes}
  452. @compute @workgroup_size( ${workgroupSize} )
  453. fn main( ${shaderData.attributes} ) {
  454. // system
  455. instanceIndex = id.x;
  456. // vars
  457. ${shaderData.vars}
  458. // flow
  459. ${shaderData.flow}
  460. }
  461. `;
  462. }
  463. _getWGSLStruct( name, vars ) {
  464. return `
  465. struct ${name} {
  466. ${vars}
  467. };`;
  468. }
  469. _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
  470. const structName = name + 'Struct';
  471. const structSnippet = this._getWGSLStruct( structName, vars );
  472. return `${structSnippet}
  473. @binding( ${binding} ) @group( ${group} )
  474. var<${access}> ${name} : ${structName};`;
  475. }
  476. }
  477. export default WebGPUNodeBuilder;