WebGPURenderer.js 21 KB

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  1. import { GPUIndexFormat, GPUTextureFormat, GPUStoreOp } from './constants.js';
  2. import WebGPUObjects from './WebGPUObjects.js';
  3. import WebGPUAttributes from './WebGPUAttributes.js';
  4. import WebGPUGeometries from './WebGPUGeometries.js';
  5. import WebGPUInfo from './WebGPUInfo.js';
  6. import WebGPUProperties from './WebGPUProperties.js';
  7. import WebGPURenderPipelines from './WebGPURenderPipelines.js';
  8. import WebGPUComputePipelines from './WebGPUComputePipelines.js';
  9. import WebGPUBindings from './WebGPUBindings.js';
  10. import WebGPURenderLists from './WebGPURenderLists.js';
  11. import WebGPUTextures from './WebGPUTextures.js';
  12. import WebGPUBackground from './WebGPUBackground.js';
  13. import WebGPUNodes from './nodes/WebGPUNodes.js';
  14. import glslang from '../../libs/glslang.js';
  15. import { Frustum, Matrix4, Vector3, Color, LinearEncoding } from 'three';
  16. console.info( 'THREE.WebGPURenderer: Modified Matrix4.makePerspective() and Matrix4.makeOrtographic() to work with WebGPU, see https://github.com/mrdoob/three.js/issues/20276.' );
  17. Matrix4.prototype.makePerspective = function ( left, right, top, bottom, near, far ) {
  18. const te = this.elements;
  19. const x = 2 * near / ( right - left );
  20. const y = 2 * near / ( top - bottom );
  21. const a = ( right + left ) / ( right - left );
  22. const b = ( top + bottom ) / ( top - bottom );
  23. const c = - far / ( far - near );
  24. const d = - far * near / ( far - near );
  25. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  26. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  27. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  28. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  29. return this;
  30. };
  31. Matrix4.prototype.makeOrthographic = function ( left, right, top, bottom, near, far ) {
  32. const te = this.elements;
  33. const w = 1.0 / ( right - left );
  34. const h = 1.0 / ( top - bottom );
  35. const p = 1.0 / ( far - near );
  36. const x = ( right + left ) * w;
  37. const y = ( top + bottom ) * h;
  38. const z = near * p;
  39. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  40. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  41. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 1 * p; te[ 14 ] = - z;
  42. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  43. return this;
  44. };
  45. const _frustum = new Frustum();
  46. const _projScreenMatrix = new Matrix4();
  47. const _vector3 = new Vector3();
  48. class WebGPURenderer {
  49. constructor( parameters = {} ) {
  50. // public
  51. this.domElement = ( parameters.canvas !== undefined ) ? parameters.canvas : this._createCanvasElement();
  52. this.autoClear = true;
  53. this.autoClearColor = true;
  54. this.autoClearDepth = true;
  55. this.autoClearStencil = true;
  56. this.outputEncoding = LinearEncoding;
  57. this.sortObjects = true;
  58. // internals
  59. this._parameters = Object.assign( {}, parameters );
  60. this._pixelRatio = 1;
  61. this._width = this.domElement.width;
  62. this._height = this.domElement.height;
  63. this._viewport = null;
  64. this._scissor = null;
  65. this._adapter = null;
  66. this._device = null;
  67. this._context = null;
  68. this._swapChain = null;
  69. this._colorBuffer = null;
  70. this._depthBuffer = null;
  71. this._info = null;
  72. this._properties = null;
  73. this._attributes = null;
  74. this._geometries = null;
  75. this._nodes = null;
  76. this._bindings = null;
  77. this._objects = null;
  78. this._renderPipelines = null;
  79. this._computePipelines = null;
  80. this._renderLists = null;
  81. this._textures = null;
  82. this._background = null;
  83. this._renderPassDescriptor = null;
  84. this._currentRenderList = null;
  85. this._opaqueSort = null;
  86. this._transparentSort = null;
  87. this._clearAlpha = 1;
  88. this._clearColor = new Color( 0x000000 );
  89. this._clearDepth = 1;
  90. this._clearStencil = 0;
  91. this._renderTarget = null;
  92. // some parameters require default values other than "undefined"
  93. this._parameters.antialias = ( parameters.antialias === true );
  94. if ( this._parameters.antialias === true ) {
  95. this._parameters.sampleCount = ( parameters.sampleCount === undefined ) ? 4 : parameters.sampleCount;
  96. } else {
  97. this._parameters.sampleCount = 1;
  98. }
  99. this._parameters.requiredFeatures = ( parameters.requiredFeatures === undefined ) ? [] : parameters.requiredFeatures;
  100. this._parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
  101. }
  102. async init() {
  103. const parameters = this._parameters;
  104. const adapterOptions = {
  105. powerPreference: parameters.powerPreference
  106. };
  107. const adapter = await navigator.gpu.requestAdapter( adapterOptions );
  108. if ( adapter === null ) {
  109. throw new Error( 'WebGPURenderer: Unable to create WebGPU adapter.' );
  110. }
  111. const deviceDescriptor = {
  112. requiredFeatures: parameters.requiredFeatures,
  113. requiredLimits: parameters.requiredLimits
  114. };
  115. const device = await adapter.requestDevice( deviceDescriptor );
  116. const compiler = await glslang();
  117. const context = ( parameters.context !== undefined ) ? parameters.context : this.domElement.getContext( 'webgpu' );
  118. const swapChain = context.configure( {
  119. device: device,
  120. format: GPUTextureFormat.BRGA8Unorm // this is the only valid swap chain format right now (r121)
  121. } );
  122. this._adapter = adapter;
  123. this._device = device;
  124. this._context = context;
  125. this._swapChain = swapChain;
  126. this._info = new WebGPUInfo();
  127. this._properties = new WebGPUProperties();
  128. this._attributes = new WebGPUAttributes( device );
  129. this._geometries = new WebGPUGeometries( this._attributes, this._info );
  130. this._textures = new WebGPUTextures( device, this._properties, this._info, compiler );
  131. this._objects = new WebGPUObjects( this._geometries, this._info );
  132. this._nodes = new WebGPUNodes( this );
  133. this._renderPipelines = new WebGPURenderPipelines( this, this._properties, device, compiler, parameters.sampleCount, this._nodes );
  134. this._computePipelines = new WebGPUComputePipelines( device, compiler );
  135. this._bindings = new WebGPUBindings( device, this._info, this._properties, this._textures, this._renderPipelines, this._computePipelines, this._attributes, this._nodes );
  136. this._renderLists = new WebGPURenderLists();
  137. this._background = new WebGPUBackground( this );
  138. //
  139. this._renderPassDescriptor = {
  140. colorAttachments: [ {
  141. view: null
  142. } ],
  143. depthStencilAttachment: {
  144. view: null,
  145. depthStoreOp: GPUStoreOp.Store,
  146. stencilStoreOp: GPUStoreOp.Store
  147. }
  148. };
  149. this._setupColorBuffer();
  150. this._setupDepthBuffer();
  151. }
  152. render( scene, camera ) {
  153. // @TODO: move this to animation loop
  154. this._nodes.updateFrame();
  155. //
  156. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  157. if ( camera.parent === null ) camera.updateMatrixWorld();
  158. if ( this._info.autoReset === true ) this._info.reset();
  159. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  160. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  161. this._currentRenderList = this._renderLists.get( scene, camera );
  162. this._currentRenderList.init();
  163. this._projectObject( scene, camera, 0 );
  164. this._currentRenderList.finish();
  165. if ( this.sortObjects === true ) {
  166. this._currentRenderList.sort( this._opaqueSort, this._transparentSort );
  167. }
  168. // prepare render pass descriptor
  169. const colorAttachment = this._renderPassDescriptor.colorAttachments[ 0 ];
  170. const depthStencilAttachment = this._renderPassDescriptor.depthStencilAttachment;
  171. const renderTarget = this._renderTarget;
  172. if ( renderTarget !== null ) {
  173. // @TODO: Support RenderTarget with antialiasing.
  174. const renderTargetProperties = this._properties.get( renderTarget );
  175. colorAttachment.view = renderTargetProperties.colorTextureGPU.createView();
  176. depthStencilAttachment.view = renderTargetProperties.depthTextureGPU.createView();
  177. } else {
  178. if ( this._parameters.antialias === true ) {
  179. colorAttachment.view = this._colorBuffer.createView();
  180. colorAttachment.resolveTarget = this._context.getCurrentTexture().createView();
  181. } else {
  182. colorAttachment.view = this._context.getCurrentTexture().createView();
  183. colorAttachment.resolveTarget = undefined;
  184. }
  185. depthStencilAttachment.view = this._depthBuffer.createView();
  186. }
  187. //
  188. this._background.update( scene );
  189. // start render pass
  190. const device = this._device;
  191. const cmdEncoder = device.createCommandEncoder( {} );
  192. const passEncoder = cmdEncoder.beginRenderPass( this._renderPassDescriptor );
  193. // global rasterization settings for all renderable objects
  194. const vp = this._viewport;
  195. if ( vp !== null ) {
  196. const width = Math.floor( vp.width * this._pixelRatio );
  197. const height = Math.floor( vp.height * this._pixelRatio );
  198. passEncoder.setViewport( vp.x, vp.y, width, height, vp.minDepth, vp.maxDepth );
  199. }
  200. const sc = this._scissor;
  201. if ( sc !== null ) {
  202. const width = Math.floor( sc.width * this._pixelRatio );
  203. const height = Math.floor( sc.height * this._pixelRatio );
  204. passEncoder.setScissorRect( sc.x, sc.y, width, height );
  205. }
  206. // process render lists
  207. const opaqueObjects = this._currentRenderList.opaque;
  208. const transparentObjects = this._currentRenderList.transparent;
  209. if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, passEncoder );
  210. if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, passEncoder );
  211. // finish render pass
  212. passEncoder.endPass();
  213. device.queue.submit( [ cmdEncoder.finish() ] );
  214. }
  215. getContext() {
  216. return this._context;
  217. }
  218. getPixelRatio() {
  219. return this._pixelRatio;
  220. }
  221. getDrawingBufferSize( target ) {
  222. return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
  223. }
  224. getSize( target ) {
  225. return target.set( this._width, this._height );
  226. }
  227. setPixelRatio( value = 1 ) {
  228. this._pixelRatio = value;
  229. this.setSize( this._width, this._height, false );
  230. }
  231. setDrawingBufferSize( width, height, pixelRatio ) {
  232. this._width = width;
  233. this._height = height;
  234. this._pixelRatio = pixelRatio;
  235. this.domElement.width = Math.floor( width * pixelRatio );
  236. this.domElement.height = Math.floor( height * pixelRatio );
  237. this._configureContext();
  238. this._setupColorBuffer();
  239. this._setupDepthBuffer();
  240. }
  241. setSize( width, height, updateStyle = true ) {
  242. this._width = width;
  243. this._height = height;
  244. this.domElement.width = Math.floor( width * this._pixelRatio );
  245. this.domElement.height = Math.floor( height * this._pixelRatio );
  246. if ( updateStyle === true ) {
  247. this.domElement.style.width = width + 'px';
  248. this.domElement.style.height = height + 'px';
  249. }
  250. this._configureContext();
  251. this._setupColorBuffer();
  252. this._setupDepthBuffer();
  253. }
  254. setOpaqueSort( method ) {
  255. this._opaqueSort = method;
  256. }
  257. setTransparentSort( method ) {
  258. this._transparentSort = method;
  259. }
  260. getScissor( target ) {
  261. const scissor = this._scissor;
  262. target.x = scissor.x;
  263. target.y = scissor.y;
  264. target.width = scissor.width;
  265. target.height = scissor.height;
  266. return target;
  267. }
  268. setScissor( x, y, width, height ) {
  269. if ( x === null ) {
  270. this._scissor = null;
  271. } else {
  272. this._scissor = {
  273. x: x,
  274. y: y,
  275. width: width,
  276. height: height
  277. };
  278. }
  279. }
  280. getViewport( target ) {
  281. const viewport = this._viewport;
  282. target.x = viewport.x;
  283. target.y = viewport.y;
  284. target.width = viewport.width;
  285. target.height = viewport.height;
  286. target.minDepth = viewport.minDepth;
  287. target.maxDepth = viewport.maxDepth;
  288. return target;
  289. }
  290. setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
  291. if ( x === null ) {
  292. this._viewport = null;
  293. } else {
  294. this._viewport = {
  295. x: x,
  296. y: y,
  297. width: width,
  298. height: height,
  299. minDepth: minDepth,
  300. maxDepth: maxDepth
  301. };
  302. }
  303. }
  304. getCurrentEncoding() {
  305. const renderTarget = this.getRenderTarget();
  306. return ( renderTarget !== null ) ? renderTarget.texture.encoding : this.outputEncoding;
  307. }
  308. getCurrentColorFormat() {
  309. let format;
  310. const renderTarget = this.getRenderTarget();
  311. if ( renderTarget !== null ) {
  312. const renderTargetProperties = this._properties.get( renderTarget );
  313. format = renderTargetProperties.colorTextureFormat;
  314. } else {
  315. format = GPUTextureFormat.BRGA8Unorm; // default swap chain format
  316. }
  317. return format;
  318. }
  319. getCurrentDepthStencilFormat() {
  320. let format;
  321. const renderTarget = this.getRenderTarget();
  322. if ( renderTarget !== null ) {
  323. const renderTargetProperties = this._properties.get( renderTarget );
  324. format = renderTargetProperties.depthTextureFormat;
  325. } else {
  326. format = GPUTextureFormat.Depth24PlusStencil8;
  327. }
  328. return format;
  329. }
  330. getClearColor( target ) {
  331. return target.copy( this._clearColor );
  332. }
  333. setClearColor( color, alpha = 1 ) {
  334. this._clearColor.set( color );
  335. this._clearAlpha = alpha;
  336. }
  337. getClearAlpha() {
  338. return this._clearAlpha;
  339. }
  340. setClearAlpha( alpha ) {
  341. this._clearAlpha = alpha;
  342. }
  343. getClearDepth() {
  344. return this._clearDepth;
  345. }
  346. setClearDepth( depth ) {
  347. this._clearDepth = depth;
  348. }
  349. getClearStencil() {
  350. return this._clearStencil;
  351. }
  352. setClearStencil( stencil ) {
  353. this._clearStencil = stencil;
  354. }
  355. clear() {
  356. this._background.clear();
  357. }
  358. dispose() {
  359. this._objects.dispose();
  360. this._properties.dispose();
  361. this._renderPipelines.dispose();
  362. this._computePipelines.dispose();
  363. this._nodes.dispose();
  364. this._bindings.dispose();
  365. this._info.dispose();
  366. this._renderLists.dispose();
  367. this._textures.dispose();
  368. }
  369. setRenderTarget( renderTarget ) {
  370. this._renderTarget = renderTarget;
  371. if ( renderTarget !== null ) {
  372. this._textures.initRenderTarget( renderTarget );
  373. }
  374. }
  375. compute( computeParams ) {
  376. const device = this._device;
  377. const cmdEncoder = device.createCommandEncoder( {} );
  378. const passEncoder = cmdEncoder.beginComputePass();
  379. for ( const param of computeParams ) {
  380. // pipeline
  381. const pipeline = this._computePipelines.get( param );
  382. passEncoder.setPipeline( pipeline );
  383. // bind group
  384. const bindGroup = this._bindings.getForCompute( param ).group;
  385. this._bindings.update( param );
  386. passEncoder.setBindGroup( 0, bindGroup );
  387. passEncoder.dispatch( param.num );
  388. }
  389. passEncoder.endPass();
  390. device.queue.submit( [ cmdEncoder.finish() ] );
  391. }
  392. getRenderTarget() {
  393. return this._renderTarget;
  394. }
  395. _projectObject( object, camera, groupOrder ) {
  396. const info = this._info;
  397. const currentRenderList = this._currentRenderList;
  398. if ( object.visible === false ) return;
  399. const visible = object.layers.test( camera.layers );
  400. if ( visible ) {
  401. if ( object.isGroup ) {
  402. groupOrder = object.renderOrder;
  403. } else if ( object.isLOD ) {
  404. if ( object.autoUpdate === true ) object.update( camera );
  405. } else if ( object.isLight ) {
  406. //currentRenderState.pushLight( object );
  407. if ( object.castShadow ) {
  408. //currentRenderState.pushShadow( object );
  409. }
  410. } else if ( object.isSprite ) {
  411. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  412. if ( this.sortObjects === true ) {
  413. _vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
  414. }
  415. const geometry = object.geometry;
  416. const material = object.material;
  417. if ( material.visible ) {
  418. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  419. }
  420. }
  421. } else if ( object.isLineLoop ) {
  422. console.error( 'THREE.WebGPURenderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
  423. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  424. if ( object.isSkinnedMesh ) {
  425. // update skeleton only once in a frame
  426. if ( object.skeleton.frame !== info.render.frame ) {
  427. object.skeleton.update();
  428. object.skeleton.frame = info.render.frame;
  429. }
  430. }
  431. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  432. if ( this.sortObjects === true ) {
  433. _vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
  434. }
  435. const geometry = object.geometry;
  436. const material = object.material;
  437. if ( Array.isArray( material ) ) {
  438. const groups = geometry.groups;
  439. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  440. const group = groups[ i ];
  441. const groupMaterial = material[ group.materialIndex ];
  442. if ( groupMaterial && groupMaterial.visible ) {
  443. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  444. }
  445. }
  446. } else if ( material.visible ) {
  447. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  448. }
  449. }
  450. }
  451. }
  452. const children = object.children;
  453. for ( let i = 0, l = children.length; i < l; i ++ ) {
  454. this._projectObject( children[ i ], camera, groupOrder );
  455. }
  456. }
  457. _renderObjects( renderList, camera, passEncoder ) {
  458. // process renderable objects
  459. for ( let i = 0, il = renderList.length; i < il; i ++ ) {
  460. const renderItem = renderList[ i ];
  461. // @TODO: Add support for multiple materials per object. This will require to extract
  462. // the material from the renderItem object and pass it with its group data to _renderObject().
  463. const object = renderItem.object;
  464. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  465. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  466. this._objects.update( object );
  467. if ( camera.isArrayCamera ) {
  468. const cameras = camera.cameras;
  469. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  470. const camera2 = cameras[ j ];
  471. if ( object.layers.test( camera2.layers ) ) {
  472. const vp = camera2.viewport;
  473. const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
  474. const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
  475. passEncoder.setViewport( vp.x, vp.y, vp.width, vp.height, minDepth, maxDepth );
  476. this._nodes.update( object, camera2 );
  477. this._bindings.update( object, camera2 );
  478. this._renderObject( object, passEncoder );
  479. }
  480. }
  481. } else {
  482. this._nodes.update( object, camera );
  483. this._bindings.update( object, camera );
  484. this._renderObject( object, passEncoder );
  485. }
  486. }
  487. }
  488. _renderObject( object, passEncoder ) {
  489. const info = this._info;
  490. // pipeline
  491. const renderPipeline = this._renderPipelines.get( object );
  492. passEncoder.setPipeline( renderPipeline.pipeline );
  493. // bind group
  494. const bindGroup = this._bindings.get( object ).group;
  495. passEncoder.setBindGroup( 0, bindGroup );
  496. // index
  497. const geometry = object.geometry;
  498. const index = geometry.index;
  499. const hasIndex = ( index !== null );
  500. if ( hasIndex === true ) {
  501. this._setupIndexBuffer( index, passEncoder );
  502. }
  503. // vertex buffers
  504. this._setupVertexBuffers( geometry.attributes, passEncoder, renderPipeline );
  505. // draw
  506. const drawRange = geometry.drawRange;
  507. const firstVertex = drawRange.start;
  508. const instanceCount = ( geometry.isInstancedBufferGeometry ) ? geometry.instanceCount : 1;
  509. if ( hasIndex === true ) {
  510. const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count;
  511. passEncoder.drawIndexed( indexCount, instanceCount, firstVertex, 0, 0 );
  512. info.update( object, indexCount, instanceCount );
  513. } else {
  514. const positionAttribute = geometry.attributes.position;
  515. const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count;
  516. passEncoder.draw( vertexCount, instanceCount, firstVertex, 0 );
  517. info.update( object, vertexCount, instanceCount );
  518. }
  519. }
  520. _setupIndexBuffer( index, encoder ) {
  521. const buffer = this._attributes.get( index ).buffer;
  522. const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  523. encoder.setIndexBuffer( buffer, indexFormat );
  524. }
  525. _setupVertexBuffers( geometryAttributes, encoder, renderPipeline ) {
  526. const shaderAttributes = renderPipeline.shaderAttributes;
  527. for ( const shaderAttribute of shaderAttributes ) {
  528. const name = shaderAttribute.name;
  529. const slot = shaderAttribute.slot;
  530. const attribute = geometryAttributes[ name ];
  531. if ( attribute !== undefined ) {
  532. const buffer = this._attributes.get( attribute ).buffer;
  533. encoder.setVertexBuffer( slot, buffer );
  534. }
  535. }
  536. }
  537. _setupColorBuffer() {
  538. const device = this._device;
  539. if ( device ) {
  540. if ( this._colorBuffer ) this._colorBuffer.destroy();
  541. this._colorBuffer = this._device.createTexture( {
  542. size: {
  543. width: Math.floor( this._width * this._pixelRatio ),
  544. height: Math.floor( this._height * this._pixelRatio ),
  545. depthOrArrayLayers: 1
  546. },
  547. sampleCount: this._parameters.sampleCount,
  548. format: GPUTextureFormat.BRGA8Unorm,
  549. usage: GPUTextureUsage.RENDER_ATTACHMENT
  550. } );
  551. }
  552. }
  553. _setupDepthBuffer() {
  554. const device = this._device;
  555. if ( device ) {
  556. if ( this._depthBuffer ) this._depthBuffer.destroy();
  557. this._depthBuffer = this._device.createTexture( {
  558. size: {
  559. width: Math.floor( this._width * this._pixelRatio ),
  560. height: Math.floor( this._height * this._pixelRatio ),
  561. depthOrArrayLayers: 1
  562. },
  563. sampleCount: this._parameters.sampleCount,
  564. format: GPUTextureFormat.Depth24PlusStencil8,
  565. usage: GPUTextureUsage.RENDER_ATTACHMENT
  566. } );
  567. }
  568. }
  569. _configureContext() {
  570. const device = this._device;
  571. if ( device ) {
  572. this._context.configure( {
  573. device: device,
  574. format: GPUTextureFormat.BRGA8Unorm,
  575. usage: GPUTextureUsage.RENDER_ATTACHMENT,
  576. size: {
  577. width: Math.floor( this._width * this._pixelRatio ),
  578. height: Math.floor( this._height * this._pixelRatio ),
  579. depthOrArrayLayers: 1
  580. },
  581. } );
  582. }
  583. }
  584. _createCanvasElement() {
  585. const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  586. canvas.style.display = 'block';
  587. return canvas;
  588. }
  589. }
  590. export default WebGPURenderer;