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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. addFlowCode( code ) {
  95. if ( ! /;\s*$/.test( code ) ) {
  96. code += ';';
  97. }
  98. super.addFlowCode( code + '\n\t' );
  99. }
  100. getSampler( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  101. if ( shaderStage === 'fragment' ) {
  102. return `textureSample( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet} )`;
  103. } else {
  104. this._include( 'repeatWrapping' );
  105. const dimension = `textureDimensions( ${textureProperty}, 0 )`;
  106. return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), 0 )`;
  107. }
  108. }
  109. getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
  110. if ( shaderStage === 'fragment' ) {
  111. return `textureSampleLevel( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet}, ${biasSnippet} )`;
  112. } else {
  113. this._include( 'repeatWrapping' );
  114. const dimension = `textureDimensions( ${textureProperty}, 0 )`;
  115. return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), i32( ${biasSnippet} ) )`;
  116. }
  117. }
  118. getTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  119. return this.getSampler( textureProperty, uvSnippet, shaderStage );
  120. }
  121. getTextureLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
  122. return this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
  123. }
  124. getCubeTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  125. return this.getSampler( textureProperty, uvSnippet, shaderStage );
  126. }
  127. getCubeTextureLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
  128. return this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
  129. }
  130. getPropertyName( node, shaderStage = this.shaderStage ) {
  131. if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
  132. if ( shaderStage === 'vertex' ) {
  133. return `NodeVaryings.${ node.name }`;
  134. }
  135. } else if ( node.isNodeUniform === true ) {
  136. const name = node.name;
  137. const type = node.type;
  138. if ( type === 'texture' || type === 'cubeTexture' ) {
  139. return name;
  140. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  141. return `NodeBuffer_${node.node.id}.${name}`;
  142. } else {
  143. return `NodeUniforms.${name}`;
  144. }
  145. }
  146. return super.getPropertyName( node );
  147. }
  148. getBindings() {
  149. const bindings = this.bindings;
  150. return this.material !== null ? [ ...bindings.vertex, ...bindings.fragment ] : bindings.compute;
  151. }
  152. getUniformFromNode( node, shaderStage, type ) {
  153. const uniformNode = super.getUniformFromNode( node, shaderStage, type );
  154. const nodeData = this.getDataFromNode( node, shaderStage );
  155. if ( nodeData.uniformGPU === undefined ) {
  156. let uniformGPU;
  157. const bindings = this.bindings[ shaderStage ];
  158. if ( type === 'texture' || type === 'cubeTexture' ) {
  159. const sampler = new WebGPUNodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
  160. let texture = null;
  161. if ( type === 'texture' ) {
  162. texture = new WebGPUNodeSampledTexture( uniformNode.name, uniformNode.node );
  163. } else if ( type === 'cubeTexture' ) {
  164. texture = new WebGPUNodeSampledCubeTexture( uniformNode.name, uniformNode.node );
  165. }
  166. // add first textures in sequence and group for last
  167. const lastBinding = bindings[ bindings.length - 1 ];
  168. const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
  169. if ( shaderStage === 'fragment' ) {
  170. bindings.splice( index, 0, sampler, texture );
  171. uniformGPU = [ sampler, texture ];
  172. } else {
  173. bindings.splice( index, 0, texture );
  174. uniformGPU = [ texture ];
  175. }
  176. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  177. const bufferClass = type === 'storageBuffer' ? WebGPUStorageBuffer : WebGPUUniformBuffer;
  178. const buffer = new bufferClass( 'NodeBuffer_' + node.id, node.value );
  179. buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
  180. // add first textures in sequence and group for last
  181. const lastBinding = bindings[ bindings.length - 1 ];
  182. const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
  183. bindings.splice( index, 0, buffer );
  184. uniformGPU = buffer;
  185. } else {
  186. let uniformsGroup = this.uniformsGroup[ shaderStage ];
  187. if ( uniformsGroup === undefined ) {
  188. uniformsGroup = new WebGPUUniformsGroup( 'nodeUniforms' );
  189. uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  190. this.uniformsGroup[ shaderStage ] = uniformsGroup;
  191. bindings.push( uniformsGroup );
  192. }
  193. if ( node.isArrayUniformNode === true ) {
  194. uniformGPU = [];
  195. for ( const uniformNode of node.nodes ) {
  196. const uniformNodeGPU = this._getNodeUniform( uniformNode, type );
  197. // fit bounds to buffer
  198. uniformNodeGPU.boundary = getVectorLength( uniformNodeGPU.itemSize );
  199. uniformNodeGPU.itemSize = getStrideLength( uniformNodeGPU.itemSize );
  200. uniformsGroup.addUniform( uniformNodeGPU );
  201. uniformGPU.push( uniformNodeGPU );
  202. }
  203. } else {
  204. uniformGPU = this._getNodeUniform( uniformNode, type );
  205. uniformsGroup.addUniform( uniformGPU );
  206. }
  207. }
  208. nodeData.uniformGPU = uniformGPU;
  209. if ( shaderStage === 'vertex' ) {
  210. this.bindingsOffset[ 'fragment' ] = bindings.length;
  211. }
  212. }
  213. return uniformNode;
  214. }
  215. isReference( type ) {
  216. return super.isReference( type ) || type === 'texture_2d' || type === 'texture_cube';
  217. }
  218. getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
  219. const map = this.builtins[ shaderStage ];
  220. if ( map.has( name ) === false ) {
  221. map.set( name, {
  222. name,
  223. property,
  224. type
  225. } );
  226. }
  227. return property;
  228. }
  229. getInstanceIndex() {
  230. if ( this.shaderStage === 'vertex' ) {
  231. return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
  232. }
  233. return 'instanceIndex';
  234. }
  235. getFrontFacing() {
  236. return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
  237. }
  238. getFragCoord() {
  239. return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>', 'fragment' );
  240. }
  241. isFlipY() {
  242. return false;
  243. }
  244. getAttributes( shaderStage ) {
  245. const snippets = [];
  246. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  247. if ( shaderStage === 'compute' ) {
  248. this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
  249. }
  250. for ( const { name, property, type } of this.builtins.attribute.values() ) {
  251. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  252. }
  253. const attributes = this.attributes;
  254. const length = attributes.length;
  255. for ( let index = 0; index < length; index ++ ) {
  256. const attribute = attributes[ index ];
  257. const name = attribute.name;
  258. const type = this.getType( attribute.type );
  259. snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
  260. }
  261. }
  262. return snippets.join( ',\n\t' );
  263. }
  264. getVars( shaderStage ) {
  265. const snippets = [];
  266. const vars = this.vars[ shaderStage ];
  267. for ( const variable of vars ) {
  268. const name = variable.name;
  269. const type = this.getType( variable.type );
  270. snippets.push( `\tvar ${name} : ${type};` );
  271. }
  272. return `\n${ snippets.join( '\n' ) }\n`;
  273. }
  274. getVaryings( shaderStage ) {
  275. const snippets = [];
  276. if ( shaderStage === 'vertex' ) {
  277. this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
  278. const varyings = this.varyings;
  279. const vars = this.vars[ shaderStage ];
  280. for ( let index = 0; index < varyings.length; index ++ ) {
  281. const varying = varyings[ index ];
  282. if ( varying.needsInterpolation ) {
  283. snippets.push( `@location( ${index} ) ${ varying.name } : ${ this.getType( varying.type ) }` );
  284. } else if ( vars.includes( varying ) === false ) {
  285. vars.push( varying );
  286. }
  287. }
  288. } else if ( shaderStage === 'fragment' ) {
  289. const varyings = this.varyings;
  290. const vars = this.vars[ shaderStage ];
  291. for ( let index = 0; index < varyings.length; index ++ ) {
  292. const varying = varyings[ index ];
  293. if ( varying.needsInterpolation ) {
  294. snippets.push( `@location( ${index} ) ${ varying.name } : ${ this.getType( varying.type ) }` );
  295. } else if ( vars.includes( varying ) === false ) {
  296. vars.push( varying );
  297. }
  298. }
  299. }
  300. for ( const { name, property, type } of this.builtins[ shaderStage ].values() ) {
  301. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  302. }
  303. const code = snippets.join( ',\n\t' );
  304. return shaderStage === 'vertex' ? this._getWGSLStruct( 'NodeVaryingsStruct', '\t' + code ) : code;
  305. }
  306. getUniforms( shaderStage ) {
  307. const uniforms = this.uniforms[ shaderStage ];
  308. const bindingSnippets = [];
  309. const bufferSnippets = [];
  310. const groupSnippets = [];
  311. let index = this.bindingsOffset[ shaderStage ];
  312. for ( const uniform of uniforms ) {
  313. if ( uniform.type === 'texture' ) {
  314. if ( shaderStage === 'fragment' ) {
  315. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
  316. }
  317. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_2d<f32>;` );
  318. } else if ( uniform.type === 'cubeTexture' ) {
  319. if ( shaderStage === 'fragment' ) {
  320. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
  321. }
  322. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_cube<f32>;` );
  323. } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
  324. const bufferNode = uniform.node;
  325. const bufferType = this.getType( bufferNode.bufferType );
  326. const bufferCount = bufferNode.bufferCount;
  327. const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
  328. const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`;
  329. const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform';
  330. bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) );
  331. } else {
  332. const vectorType = this.getType( this.getVectorType( uniform.type ) );
  333. if ( Array.isArray( uniform.value ) === true ) {
  334. const length = uniform.value.length;
  335. groupSnippets.push( `uniform ${vectorType}[ ${length} ] ${uniform.name}` );
  336. } else {
  337. groupSnippets.push( `\t${uniform.name} : ${ vectorType}` );
  338. }
  339. }
  340. }
  341. let code = bindingSnippets.join( '\n' );
  342. code += bufferSnippets.join( '\n' );
  343. if ( groupSnippets.length > 0 ) {
  344. code += this._getWGSLStructBinding( 'NodeUniforms', groupSnippets.join( ',\n' ), 'uniform', index ++ );
  345. }
  346. return code;
  347. }
  348. buildCode() {
  349. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  350. for ( const shaderStage in shadersData ) {
  351. let flow = '// code\n';
  352. flow += `\t${ this.flowCode[ shaderStage ] }`;
  353. flow += '\n\t';
  354. const flowNodes = this.flowNodes[ shaderStage ];
  355. const mainNode = flowNodes[ flowNodes.length - 1 ];
  356. for ( const node of flowNodes ) {
  357. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  358. const slotName = node.name;
  359. if ( slotName ) {
  360. if ( flow.length > 0 ) flow += '\n';
  361. flow += `\t// FLOW -> ${ slotName }\n\t`;
  362. }
  363. flow += `${ flowSlotData.code }\n\t`;
  364. if ( node === mainNode && shaderStage !== 'compute' ) {
  365. flow += '// FLOW RESULT\n\t';
  366. if ( shaderStage === 'vertex' ) {
  367. flow += 'NodeVaryings.Vertex = ';
  368. } else if ( shaderStage === 'fragment' ) {
  369. flow += 'return ';
  370. }
  371. flow += `${ flowSlotData.result };`;
  372. }
  373. }
  374. const stageData = shadersData[ shaderStage ];
  375. stageData.uniforms = this.getUniforms( shaderStage );
  376. stageData.attributes = this.getAttributes( shaderStage );
  377. stageData.varyings = this.getVaryings( shaderStage );
  378. stageData.vars = this.getVars( shaderStage );
  379. stageData.codes = this.getCodes( shaderStage );
  380. stageData.flow = flow;
  381. }
  382. if ( this.material !== null ) {
  383. this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  384. this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
  385. } else {
  386. this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
  387. }
  388. }
  389. getMethod( method ) {
  390. if ( wgslPolyfill[ method ] !== undefined ) {
  391. this._include( method );
  392. }
  393. return wgslMethods[ method ] || method;
  394. }
  395. getType( type ) {
  396. return wgslTypeLib[ type ] || type;
  397. }
  398. isAvailable( name ) {
  399. return supports[ name ] === true;
  400. }
  401. _include( name ) {
  402. wgslPolyfill[ name ].build( this );
  403. }
  404. _getNodeUniform( uniformNode, type ) {
  405. if ( type === 'float' ) return new FloatNodeUniform( uniformNode );
  406. if ( type === 'vec2' ) return new Vector2NodeUniform( uniformNode );
  407. if ( type === 'vec3' ) return new Vector3NodeUniform( uniformNode );
  408. if ( type === 'vec4' ) return new Vector4NodeUniform( uniformNode );
  409. if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
  410. if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
  411. if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
  412. throw new Error( `Uniform "${type}" not declared.` );
  413. }
  414. _getWGSLVertexCode( shaderData ) {
  415. return `${ this.getSignature() }
  416. // uniforms
  417. ${shaderData.uniforms}
  418. // varyings
  419. ${shaderData.varyings}
  420. // codes
  421. ${shaderData.codes}
  422. @vertex
  423. fn main( ${shaderData.attributes} ) -> NodeVaryingsStruct {
  424. // system
  425. var NodeVaryings: NodeVaryingsStruct;
  426. // vars
  427. ${shaderData.vars}
  428. // flow
  429. ${shaderData.flow}
  430. return NodeVaryings;
  431. }
  432. `;
  433. }
  434. _getWGSLFragmentCode( shaderData ) {
  435. return `${ this.getSignature() }
  436. // uniforms
  437. ${shaderData.uniforms}
  438. // codes
  439. ${shaderData.codes}
  440. @fragment
  441. fn main( ${shaderData.varyings} ) -> @location( 0 ) vec4<f32> {
  442. // vars
  443. ${shaderData.vars}
  444. // flow
  445. ${shaderData.flow}
  446. }
  447. `;
  448. }
  449. _getWGSLComputeCode( shaderData, workgroupSize ) {
  450. return `${ this.getSignature() }
  451. // system
  452. var<private> instanceIndex : u32;
  453. // uniforms
  454. ${shaderData.uniforms}
  455. // codes
  456. ${shaderData.codes}
  457. @compute @workgroup_size( ${workgroupSize} )
  458. fn main( ${shaderData.attributes} ) {
  459. // system
  460. instanceIndex = id.x;
  461. // vars
  462. ${shaderData.vars}
  463. // flow
  464. ${shaderData.flow}
  465. }
  466. `;
  467. }
  468. _getWGSLStruct( name, vars ) {
  469. return `
  470. struct ${name} {
  471. ${vars}
  472. };`;
  473. }
  474. _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
  475. const structName = name + 'Struct';
  476. const structSnippet = this._getWGSLStruct( structName, vars );
  477. return `${structSnippet}
  478. @binding( ${binding} ) @group( ${group} )
  479. var<${access}> ${name} : ${structName};`;
  480. }
  481. }
  482. export default WebGPUNodeBuilder;