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