WebGLBackend.js 30 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464
  1. import { WebGLCoordinateSystem } from 'three';
  2. import GLSLNodeBuilder from './nodes/GLSLNodeBuilder.js';
  3. import Backend from '../common/Backend.js';
  4. import WebGLAttributeUtils from './utils/WebGLAttributeUtils.js';
  5. import WebGLState from './utils/WebGLState.js';
  6. import WebGLUtils from './utils/WebGLUtils.js';
  7. import WebGLTextureUtils from './utils/WebGLTextureUtils.js';
  8. import WebGLExtensions from './utils/WebGLExtensions.js';
  9. import WebGLCapabilities from './utils/WebGLCapabilities.js';
  10. import { GLFeatureName } from './utils/WebGLConstants.js';
  11. //
  12. class WebGLBackend extends Backend {
  13. constructor( parameters = {} ) {
  14. super( parameters );
  15. this.isWebGLBackend = true;
  16. }
  17. init( renderer ) {
  18. super.init( renderer );
  19. //
  20. const parameters = this.parameters;
  21. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  22. this.gl = glContext;
  23. this.extensions = new WebGLExtensions( this );
  24. this.capabilities = new WebGLCapabilities( this );
  25. this.attributeUtils = new WebGLAttributeUtils( this );
  26. this.textureUtils = new WebGLTextureUtils( this );
  27. this.state = new WebGLState( this );
  28. this.utils = new WebGLUtils( this );
  29. this.vaoCache = {};
  30. this.transformFeedbackCache = {};
  31. this.discard = false;
  32. this.trackTimestamp = ( parameters.trackTimestamp === true );
  33. this.extensions.get( 'EXT_color_buffer_float' );
  34. this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  35. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  36. this._currentContext = null;
  37. }
  38. get coordinateSystem() {
  39. return WebGLCoordinateSystem;
  40. }
  41. async getArrayBufferAsync( attribute ) {
  42. return await this.attributeUtils.getArrayBufferAsync( attribute );
  43. }
  44. initTimestampQuery( renderContext ) {
  45. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  46. const renderContextData = this.get( renderContext );
  47. if ( renderContextData.activeQuery ) {
  48. // End the previous query if it's still active
  49. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  50. }
  51. renderContextData.activeQuery = this.gl.createQuery();
  52. if ( renderContextData.activeQuery !== null ) {
  53. this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
  54. }
  55. }
  56. // timestamp utils
  57. prepareTimestampBuffer( renderContext ) {
  58. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  59. const renderContextData = this.get( renderContext );
  60. if ( renderContextData.activeQuery ) {
  61. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  62. // Add the active query to the gpuQueries array and reset it
  63. if ( renderContextData.gpuQueries === undefined ) renderContextData.gpuQueries = [];
  64. renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
  65. renderContextData.activeQuery = null;
  66. }
  67. }
  68. async resolveTimestampAsync( renderContext, type = 'render' ) {
  69. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  70. const renderContextData = this.get( renderContext );
  71. for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
  72. const queryInfo = renderContextData.gpuQueries[ i ];
  73. const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
  74. const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
  75. if ( available && ! disjoint ) {
  76. const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
  77. const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
  78. this.gl.deleteQuery( queryInfo.query );
  79. renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
  80. i --;
  81. this.renderer.info.updateTimestamp( type, duration );
  82. }
  83. }
  84. }
  85. getContext() {
  86. return this.gl;
  87. }
  88. beginRender( renderContext ) {
  89. const { gl } = this;
  90. const renderContextData = this.get( renderContext );
  91. //
  92. //
  93. this.initTimestampQuery( renderContext );
  94. renderContextData.previousContext = this._currentContext;
  95. this._currentContext = renderContext;
  96. this._setFramebuffer( renderContext );
  97. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
  98. //
  99. if ( renderContext.viewport ) {
  100. this.updateViewport( renderContext );
  101. } else {
  102. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  103. }
  104. if ( renderContext.scissor ) {
  105. const { x, y, width, height } = renderContext.scissorValue;
  106. gl.scissor( x, y, width, height );
  107. }
  108. const occlusionQueryCount = renderContext.occlusionQueryCount;
  109. if ( occlusionQueryCount > 0 ) {
  110. // Get a reference to the array of objects with queries. The renderContextData property
  111. // can be changed by another render pass before the async reading of all previous queries complete
  112. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  113. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  114. renderContextData.lastOcclusionObject = null;
  115. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  116. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  117. renderContextData.occlusionQueryIndex = 0;
  118. }
  119. }
  120. finishRender( renderContext ) {
  121. const { gl, state } = this;
  122. const renderContextData = this.get( renderContext );
  123. const previousContext = renderContextData.previousContext;
  124. const textures = renderContext.textures;
  125. if ( textures !== null ) {
  126. for ( let i = 0; i < textures.length; i ++ ) {
  127. const texture = textures[ i ];
  128. if ( texture.generateMipmaps ) {
  129. this.generateMipmaps( texture );
  130. }
  131. }
  132. }
  133. this._currentContext = previousContext;
  134. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  135. const renderTargetContextData = this.get( renderContext.renderTarget );
  136. const { samples } = renderContext.renderTarget;
  137. const fb = renderTargetContextData.framebuffer;
  138. const mask = gl.COLOR_BUFFER_BIT;
  139. if ( samples > 0 ) {
  140. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  141. const textures = renderContext.textures;
  142. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  143. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  144. for ( let i = 0; i < textures.length; i ++ ) {
  145. // TODO Add support for MRT
  146. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  147. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  148. }
  149. }
  150. }
  151. if ( previousContext !== null ) {
  152. this._setFramebuffer( previousContext );
  153. if ( previousContext.viewport ) {
  154. this.updateViewport( previousContext );
  155. } else {
  156. const gl = this.gl;
  157. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  158. }
  159. }
  160. const occlusionQueryCount = renderContext.occlusionQueryCount;
  161. if ( occlusionQueryCount > 0 ) {
  162. const renderContextData = this.get( renderContext );
  163. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  164. const { gl } = this;
  165. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  166. }
  167. this.resolveOccludedAsync( renderContext );
  168. }
  169. this.prepareTimestampBuffer( renderContext );
  170. }
  171. resolveOccludedAsync( renderContext ) {
  172. const renderContextData = this.get( renderContext );
  173. // handle occlusion query results
  174. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  175. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  176. const occluded = new WeakSet();
  177. const { gl } = this;
  178. renderContextData.currentOcclusionQueryObjects = null;
  179. renderContextData.currentOcclusionQueries = null;
  180. const check = () => {
  181. let completed = 0;
  182. // check all queries and requeue as appropriate
  183. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  184. const query = currentOcclusionQueries[ i ];
  185. if ( query === null ) continue;
  186. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  187. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  188. currentOcclusionQueries[ i ] = null;
  189. gl.deleteQuery( query );
  190. completed ++;
  191. }
  192. }
  193. if ( completed < currentOcclusionQueries.length ) {
  194. requestAnimationFrame( check );
  195. } else {
  196. renderContextData.occluded = occluded;
  197. }
  198. };
  199. check();
  200. }
  201. }
  202. isOccluded( renderContext, object ) {
  203. const renderContextData = this.get( renderContext );
  204. return renderContextData.occluded && renderContextData.occluded.has( object );
  205. }
  206. updateViewport( renderContext ) {
  207. const gl = this.gl;
  208. const { x, y, width, height } = renderContext.viewportValue;
  209. gl.viewport( x, y, width, height );
  210. }
  211. setScissorTest( boolean ) {
  212. const gl = this.gl;
  213. if ( boolean ) {
  214. gl.enable( gl.SCISSOR_TEST );
  215. } else {
  216. gl.disable( gl.SCISSOR_TEST );
  217. }
  218. }
  219. clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
  220. const { gl } = this;
  221. if ( descriptor === null ) {
  222. descriptor = {
  223. textures: null,
  224. clearColorValue: this.getClearColor()
  225. };
  226. }
  227. //
  228. let clear = 0;
  229. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  230. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  231. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  232. if ( clear !== 0 ) {
  233. const clearColor = descriptor.clearColorValue || this.getClearColor();
  234. if ( depth ) this.state.setDepthMask( true );
  235. if ( descriptor.textures === null ) {
  236. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  237. gl.clear( clear );
  238. } else {
  239. if ( setFrameBuffer ) this._setFramebuffer( descriptor );
  240. if ( color ) {
  241. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  242. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  243. }
  244. }
  245. if ( depth && stencil ) {
  246. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  247. } else if ( depth ) {
  248. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  249. } else if ( stencil ) {
  250. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  251. }
  252. }
  253. }
  254. }
  255. beginCompute( computeGroup ) {
  256. const gl = this.gl;
  257. gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  258. this.initTimestampQuery( computeGroup );
  259. }
  260. compute( computeGroup, computeNode, bindings, pipeline ) {
  261. const gl = this.gl;
  262. if ( ! this.discard ) {
  263. // required here to handle async behaviour of render.compute()
  264. gl.enable( gl.RASTERIZER_DISCARD );
  265. this.discard = true;
  266. }
  267. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  268. const vaoKey = this._getVaoKey( null, attributes );
  269. const vaoGPU = this.vaoCache[ vaoKey ];
  270. if ( vaoGPU === undefined ) {
  271. this._createVao( null, attributes );
  272. } else {
  273. gl.bindVertexArray( vaoGPU );
  274. }
  275. gl.useProgram( programGPU );
  276. this._bindUniforms( bindings );
  277. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  278. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  279. gl.beginTransformFeedback( gl.POINTS );
  280. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  281. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  282. } else {
  283. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  284. }
  285. gl.endTransformFeedback();
  286. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  287. // switch active buffers
  288. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  289. const dualAttributeData = transformBuffers[ i ];
  290. if ( dualAttributeData.pbo ) {
  291. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  292. }
  293. dualAttributeData.switchBuffers();
  294. }
  295. }
  296. finishCompute( computeGroup ) {
  297. const gl = this.gl;
  298. this.discard = false;
  299. gl.disable( gl.RASTERIZER_DISCARD );
  300. this.prepareTimestampBuffer( computeGroup );
  301. }
  302. draw( renderObject, info ) {
  303. const { pipeline, material, context } = renderObject;
  304. const { programGPU } = this.get( pipeline );
  305. const { gl, state } = this;
  306. const contextData = this.get( context );
  307. //
  308. this._bindUniforms( renderObject.getBindings() );
  309. state.setMaterial( material );
  310. gl.useProgram( programGPU );
  311. //
  312. let vaoGPU = renderObject.staticVao;
  313. if ( vaoGPU === undefined ) {
  314. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  315. vaoGPU = this.vaoCache[ vaoKey ];
  316. if ( vaoGPU === undefined ) {
  317. let staticVao;
  318. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  319. if ( staticVao ) renderObject.staticVao = vaoGPU;
  320. }
  321. }
  322. gl.bindVertexArray( vaoGPU );
  323. //
  324. const index = renderObject.getIndex();
  325. const object = renderObject.object;
  326. const geometry = renderObject.geometry;
  327. const drawRange = geometry.drawRange;
  328. const firstVertex = drawRange.start;
  329. //
  330. const lastObject = contextData.lastOcclusionObject;
  331. if ( lastObject !== object && lastObject !== undefined ) {
  332. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  333. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  334. contextData.occlusionQueryIndex ++;
  335. }
  336. if ( object.occlusionTest === true ) {
  337. const query = gl.createQuery();
  338. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  339. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  340. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  341. }
  342. contextData.lastOcclusionObject = object;
  343. }
  344. //
  345. let mode;
  346. if ( object.isPoints ) mode = gl.POINTS;
  347. else if ( object.isLineSegments ) mode = gl.LINES;
  348. else if ( object.isLine ) mode = gl.LINE_STRIP;
  349. else if ( object.isLineLoop ) mode = gl.LINE_LOOP;
  350. else {
  351. if ( material.wireframe === true ) {
  352. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  353. mode = gl.LINES;
  354. } else {
  355. mode = gl.TRIANGLES;
  356. }
  357. }
  358. //
  359. const instanceCount = this.getInstanceCount( renderObject );
  360. if ( index !== null ) {
  361. const indexData = this.get( index );
  362. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  363. if ( instanceCount > 1 ) {
  364. gl.drawElementsInstanced( mode, index.count, indexData.type, firstVertex, instanceCount );
  365. } else {
  366. gl.drawElements( mode, index.count, indexData.type, firstVertex );
  367. }
  368. info.update( object, indexCount, 1 );
  369. } else {
  370. const positionAttribute = geometry.attributes.position;
  371. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
  372. if ( instanceCount > 1 ) {
  373. gl.drawArraysInstanced( mode, 0, vertexCount, instanceCount );
  374. } else {
  375. gl.drawArrays( mode, 0, vertexCount );
  376. }
  377. //gl.drawArrays( mode, vertexCount, gl.UNSIGNED_SHORT, firstVertex );
  378. info.update( object, vertexCount, 1 );
  379. }
  380. //
  381. gl.bindVertexArray( null );
  382. }
  383. needsRenderUpdate( /*renderObject*/ ) {
  384. return false;
  385. }
  386. getRenderCacheKey( renderObject ) {
  387. return renderObject.id;
  388. }
  389. // textures
  390. createDefaultTexture( texture ) {
  391. this.textureUtils.createDefaultTexture( texture );
  392. }
  393. createTexture( texture, options ) {
  394. this.textureUtils.createTexture( texture, options );
  395. }
  396. updateTexture( texture, options ) {
  397. this.textureUtils.updateTexture( texture, options );
  398. }
  399. generateMipmaps( texture ) {
  400. this.textureUtils.generateMipmaps( texture );
  401. }
  402. destroyTexture( texture ) {
  403. this.textureUtils.destroyTexture( texture );
  404. }
  405. copyTextureToBuffer( texture, x, y, width, height ) {
  406. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height );
  407. }
  408. createSampler( /*texture*/ ) {
  409. //console.warn( 'Abstract class.' );
  410. }
  411. destroySampler() {}
  412. // node builder
  413. createNodeBuilder( object, renderer, scene = null ) {
  414. return new GLSLNodeBuilder( object, renderer, scene );
  415. }
  416. // program
  417. createProgram( program ) {
  418. const gl = this.gl;
  419. const { stage, code } = program;
  420. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  421. gl.shaderSource( shader, code );
  422. gl.compileShader( shader );
  423. this.set( program, {
  424. shaderGPU: shader
  425. } );
  426. }
  427. destroyProgram( /*program*/ ) {
  428. console.warn( 'Abstract class.' );
  429. }
  430. createRenderPipeline( renderObject, promises ) {
  431. const gl = this.gl;
  432. const pipeline = renderObject.pipeline;
  433. // Program
  434. const { fragmentProgram, vertexProgram } = pipeline;
  435. const programGPU = gl.createProgram();
  436. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  437. const vertexShader = this.get( vertexProgram ).shaderGPU;
  438. gl.attachShader( programGPU, fragmentShader );
  439. gl.attachShader( programGPU, vertexShader );
  440. gl.linkProgram( programGPU );
  441. this.set( pipeline, {
  442. programGPU,
  443. fragmentShader,
  444. vertexShader
  445. } );
  446. if ( promises !== null && this.parallel ) {
  447. const p = new Promise( ( resolve /*, reject*/ ) => {
  448. const parallel = this.parallel;
  449. const checkStatus = () => {
  450. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  451. this._completeCompile( renderObject, pipeline );
  452. resolve();
  453. } else {
  454. requestAnimationFrame( checkStatus );
  455. }
  456. };
  457. checkStatus();
  458. } );
  459. promises.push( p );
  460. return;
  461. }
  462. this._completeCompile( renderObject, pipeline );
  463. }
  464. _completeCompile( renderObject, pipeline ) {
  465. const gl = this.gl;
  466. const pipelineData = this.get( pipeline );
  467. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  468. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  469. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  470. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  471. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  472. }
  473. gl.useProgram( programGPU );
  474. // Bindings
  475. this._setupBindings( renderObject.getBindings(), programGPU );
  476. //
  477. this.set( pipeline, {
  478. programGPU
  479. } );
  480. }
  481. createComputePipeline( computePipeline, bindings ) {
  482. const gl = this.gl;
  483. // Program
  484. const fragmentProgram = {
  485. stage: 'fragment',
  486. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  487. };
  488. this.createProgram( fragmentProgram );
  489. const { computeProgram } = computePipeline;
  490. const programGPU = gl.createProgram();
  491. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  492. const vertexShader = this.get( computeProgram ).shaderGPU;
  493. const transforms = computeProgram.transforms;
  494. const transformVaryingNames = [];
  495. const transformAttributeNodes = [];
  496. for ( let i = 0; i < transforms.length; i ++ ) {
  497. const transform = transforms[ i ];
  498. transformVaryingNames.push( transform.varyingName );
  499. transformAttributeNodes.push( transform.attributeNode );
  500. }
  501. gl.attachShader( programGPU, fragmentShader );
  502. gl.attachShader( programGPU, vertexShader );
  503. gl.transformFeedbackVaryings(
  504. programGPU,
  505. transformVaryingNames,
  506. gl.SEPARATE_ATTRIBS,
  507. );
  508. gl.linkProgram( programGPU );
  509. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  510. console.error( 'THREE.WebGLBackend:', gl.getProgramInfoLog( programGPU ) );
  511. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( fragmentShader ) );
  512. console.error( 'THREE.WebGLBackend:', gl.getShaderInfoLog( vertexShader ) );
  513. }
  514. gl.useProgram( programGPU );
  515. // Bindings
  516. this.createBindings( bindings );
  517. this._setupBindings( bindings, programGPU );
  518. const attributeNodes = computeProgram.attributes;
  519. const attributes = [];
  520. const transformBuffers = [];
  521. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  522. const attribute = attributeNodes[ i ].node.attribute;
  523. attributes.push( attribute );
  524. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  525. }
  526. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  527. const attribute = transformAttributeNodes[ i ].attribute;
  528. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  529. const attributeData = this.get( attribute );
  530. transformBuffers.push( attributeData );
  531. }
  532. //
  533. this.set( computePipeline, {
  534. programGPU,
  535. transformBuffers,
  536. attributes
  537. } );
  538. }
  539. createBindings( bindings ) {
  540. this.updateBindings( bindings );
  541. }
  542. updateBindings( bindings ) {
  543. const { gl } = this;
  544. let groupIndex = 0;
  545. let textureIndex = 0;
  546. for ( const binding of bindings ) {
  547. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  548. const bufferGPU = gl.createBuffer();
  549. const data = binding.buffer;
  550. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  551. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  552. gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU );
  553. this.set( binding, {
  554. index: groupIndex ++,
  555. bufferGPU
  556. } );
  557. } else if ( binding.isSampledTexture ) {
  558. const { textureGPU, glTextureType } = this.get( binding.texture );
  559. this.set( binding, {
  560. index: textureIndex ++,
  561. textureGPU,
  562. glTextureType
  563. } );
  564. }
  565. }
  566. }
  567. updateBinding( binding ) {
  568. const gl = this.gl;
  569. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  570. const bindingData = this.get( binding );
  571. const bufferGPU = bindingData.bufferGPU;
  572. const data = binding.buffer;
  573. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  574. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  575. }
  576. }
  577. // attributes
  578. createIndexAttribute( attribute ) {
  579. const gl = this.gl;
  580. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  581. }
  582. createAttribute( attribute ) {
  583. if ( this.has( attribute ) ) return;
  584. const gl = this.gl;
  585. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  586. }
  587. createStorageAttribute( attribute ) {
  588. //console.warn( 'Abstract class.' );
  589. }
  590. updateAttribute( attribute ) {
  591. this.attributeUtils.updateAttribute( attribute );
  592. }
  593. destroyAttribute( attribute ) {
  594. this.attributeUtils.destroyAttribute( attribute );
  595. }
  596. updateSize() {
  597. //console.warn( 'Abstract class.' );
  598. }
  599. async hasFeatureAsync( name ) {
  600. return this.hasFeature( name );
  601. }
  602. hasFeature( name ) {
  603. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  604. const extensions = this.extensions;
  605. for ( let i = 0; i < keysMatching.length; i ++ ) {
  606. if ( extensions.has( keysMatching[ i ] ) ) return true;
  607. }
  608. return false;
  609. }
  610. getMaxAnisotropy() {
  611. return this.capabilities.getMaxAnisotropy();
  612. }
  613. copyFramebufferToTexture( texture, renderContext ) {
  614. this.textureUtils.copyFramebufferToTexture( texture, renderContext );
  615. }
  616. _setFramebuffer( renderContext ) {
  617. const { gl, state } = this;
  618. let currentFrameBuffer = null;
  619. if ( renderContext.textures !== null ) {
  620. const renderTarget = renderContext.renderTarget;
  621. const renderTargetContextData = this.get( renderTarget );
  622. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  623. const cubeFace = this.renderer._activeCubeFace;
  624. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  625. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  626. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  627. let fb;
  628. if ( isCube ) {
  629. if ( renderTargetContextData.cubeFramebuffers === undefined ) {
  630. renderTargetContextData.cubeFramebuffers = [];
  631. }
  632. fb = renderTargetContextData.cubeFramebuffers[ cubeFace ];
  633. } else {
  634. fb = renderTargetContextData.framebuffer;
  635. }
  636. if ( fb === undefined ) {
  637. fb = gl.createFramebuffer();
  638. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  639. const textures = renderContext.textures;
  640. if ( isCube ) {
  641. renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb;
  642. const { textureGPU } = this.get( textures[ 0 ] );
  643. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  644. } else {
  645. for ( let i = 0; i < textures.length; i ++ ) {
  646. const texture = textures[ i ];
  647. const textureData = this.get( texture );
  648. textureData.renderTarget = renderContext.renderTarget;
  649. const attachment = gl.COLOR_ATTACHMENT0 + i;
  650. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  651. }
  652. renderTargetContextData.framebuffer = fb;
  653. state.drawBuffers( renderContext, fb );
  654. }
  655. if ( renderContext.depthTexture !== null ) {
  656. const textureData = this.get( renderContext.depthTexture );
  657. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  658. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  659. }
  660. }
  661. if ( samples > 0 ) {
  662. if ( msaaFb === undefined ) {
  663. const invalidationArray = [];
  664. msaaFb = gl.createFramebuffer();
  665. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  666. const msaaRenderbuffers = [];
  667. const textures = renderContext.textures;
  668. for ( let i = 0; i < textures.length; i ++ ) {
  669. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  670. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  671. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  672. if ( depthBuffer ) {
  673. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  674. invalidationArray.push( depthStyle );
  675. }
  676. const texture = renderContext.textures[ i ];
  677. const textureData = this.get( texture );
  678. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height );
  679. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  680. }
  681. renderTargetContextData.msaaFrameBuffer = msaaFb;
  682. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  683. if ( depthRenderbuffer === undefined ) {
  684. depthRenderbuffer = gl.createRenderbuffer();
  685. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext );
  686. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  687. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  688. invalidationArray.push( depthStyle );
  689. }
  690. renderTargetContextData.invalidationArray = invalidationArray;
  691. }
  692. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  693. } else {
  694. currentFrameBuffer = fb;
  695. }
  696. }
  697. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  698. }
  699. _getVaoKey( index, attributes ) {
  700. let key = [];
  701. if ( index !== null ) {
  702. const indexData = this.get( index );
  703. key += ':' + indexData.id;
  704. }
  705. for ( let i = 0; i < attributes.length; i ++ ) {
  706. const attributeData = this.get( attributes[ i ] );
  707. key += ':' + attributeData.id;
  708. }
  709. return key;
  710. }
  711. _createVao( index, attributes ) {
  712. const { gl } = this;
  713. const vaoGPU = gl.createVertexArray();
  714. let key = '';
  715. let staticVao = true;
  716. gl.bindVertexArray( vaoGPU );
  717. if ( index !== null ) {
  718. const indexData = this.get( index );
  719. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  720. key += ':' + indexData.id;
  721. }
  722. for ( let i = 0; i < attributes.length; i ++ ) {
  723. const attribute = attributes[ i ];
  724. const attributeData = this.get( attribute );
  725. key += ':' + attributeData.id;
  726. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  727. gl.enableVertexAttribArray( i );
  728. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  729. let stride, offset;
  730. if ( attribute.isInterleavedBufferAttribute === true ) {
  731. stride = attribute.data.stride * attributeData.bytesPerElement;
  732. offset = attribute.offset * attributeData.bytesPerElement;
  733. } else {
  734. stride = 0;
  735. offset = 0;
  736. }
  737. if ( attributeData.isInteger ) {
  738. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  739. } else {
  740. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  741. }
  742. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  743. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  744. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  745. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  746. }
  747. }
  748. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  749. this.vaoCache[ key ] = vaoGPU;
  750. return { vaoGPU, staticVao };
  751. }
  752. _getTransformFeedback( transformBuffers ) {
  753. let key = '';
  754. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  755. key += ':' + transformBuffers[ i ].id;
  756. }
  757. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  758. if ( transformFeedbackGPU !== undefined ) {
  759. return transformFeedbackGPU;
  760. }
  761. const gl = this.gl;
  762. transformFeedbackGPU = gl.createTransformFeedback();
  763. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  764. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  765. const attributeData = transformBuffers[ i ];
  766. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  767. }
  768. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  769. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  770. return transformFeedbackGPU;
  771. }
  772. _setupBindings( bindings, programGPU ) {
  773. const gl = this.gl;
  774. for ( const binding of bindings ) {
  775. const bindingData = this.get( binding );
  776. const index = bindingData.index;
  777. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  778. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  779. gl.uniformBlockBinding( programGPU, location, index );
  780. } else if ( binding.isSampledTexture ) {
  781. const location = gl.getUniformLocation( programGPU, binding.name );
  782. gl.uniform1i( location, index );
  783. }
  784. }
  785. }
  786. _bindUniforms( bindings ) {
  787. const { gl, state } = this;
  788. for ( const binding of bindings ) {
  789. const bindingData = this.get( binding );
  790. const index = bindingData.index;
  791. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  792. gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  793. } else if ( binding.isSampledTexture ) {
  794. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  795. }
  796. }
  797. }
  798. }
  799. export default WebGLBackend;