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 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.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}, 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}, repeatWrapping( ${uvSnippet}, ${dimension} ), i32( ${biasSnippet} ) )`;
  116. }
  117. }
  118. getTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  119. return this.getSampler( textureProperty, uvSnippet, shaderStage );
  120. }
  121. getTextureLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
  122. return this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
  123. }
  124. getCubeTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  125. return this.getSampler( textureProperty, uvSnippet, shaderStage );
  126. }
  127. getCubeTextureLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
  128. return this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
  129. }
  130. getPropertyName( node, shaderStage = this.shaderStage ) {
  131. if ( node.isNodeVarying === true ) {
  132. if ( shaderStage === 'vertex' ) {
  133. return `NodeVaryings.${ 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. getAttributes( shaderStage ) {
  239. const snippets = [];
  240. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  241. if ( shaderStage === 'compute' ) {
  242. this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
  243. }
  244. for ( const { name, property, type } of this.builtins.attribute.values() ) {
  245. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  246. }
  247. const attributes = this.attributes;
  248. const length = attributes.length;
  249. for ( let index = 0; index < length; index ++ ) {
  250. const attribute = attributes[ index ];
  251. const name = attribute.name;
  252. const type = this.getType( attribute.type );
  253. snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
  254. }
  255. }
  256. return snippets.join( ',\n\t' );
  257. }
  258. getVars( shaderStage ) {
  259. const snippets = [];
  260. const vars = this.vars[ shaderStage ];
  261. for ( const variable of vars ) {
  262. const name = variable.name;
  263. const type = this.getType( variable.type );
  264. snippets.push( `\tvar ${name} : ${type};` );
  265. }
  266. return `\n${ snippets.join( '\n' ) }\n`;
  267. }
  268. getVaryings( shaderStage ) {
  269. const snippets = [];
  270. if ( shaderStage === 'vertex' ) {
  271. this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
  272. const varyings = this.varyings;
  273. for ( let index = 0; index < varyings.length; index ++ ) {
  274. const varying = varyings[ index ];
  275. snippets.push( `@location( ${index} ) ${ varying.name } : ${ this.getType( varying.type ) }` );
  276. }
  277. } else if ( shaderStage === 'fragment' ) {
  278. const varyings = this.varyings;
  279. for ( let index = 0; index < varyings.length; index ++ ) {
  280. const varying = varyings[ index ];
  281. snippets.push( `@location( ${index} ) ${ varying.name } : ${ this.getType( varying.type ) }` );
  282. }
  283. }
  284. for ( const { name, property, type } of this.builtins[ shaderStage ].values() ) {
  285. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  286. }
  287. const code = snippets.join( ',\n\t' );
  288. return shaderStage === 'vertex' ? this._getWGSLStruct( 'NodeVaryingsStruct', '\t' + code ) : code;
  289. }
  290. getUniforms( shaderStage ) {
  291. const uniforms = this.uniforms[ shaderStage ];
  292. const bindingSnippets = [];
  293. const bufferSnippets = [];
  294. const groupSnippets = [];
  295. let index = this.bindingsOffset[ shaderStage ];
  296. for ( const uniform of uniforms ) {
  297. if ( uniform.type === 'texture' ) {
  298. if ( shaderStage === 'fragment' ) {
  299. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
  300. }
  301. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_2d<f32>;` );
  302. } else if ( uniform.type === 'cubeTexture' ) {
  303. if ( shaderStage === 'fragment' ) {
  304. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
  305. }
  306. bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_cube<f32>;` );
  307. } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
  308. const bufferNode = uniform.node;
  309. const bufferType = this.getType( bufferNode.bufferType );
  310. const bufferCount = bufferNode.bufferCount;
  311. const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
  312. const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`;
  313. const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform';
  314. bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) );
  315. } else {
  316. const vectorType = this.getType( this.getVectorType( uniform.type ) );
  317. if ( Array.isArray( uniform.value ) === true ) {
  318. const length = uniform.value.length;
  319. groupSnippets.push( `uniform ${vectorType}[ ${length} ] ${uniform.name}` );
  320. } else {
  321. groupSnippets.push( `\t${uniform.name} : ${ vectorType}` );
  322. }
  323. }
  324. }
  325. let code = bindingSnippets.join( '\n' );
  326. code += bufferSnippets.join( '\n' );
  327. if ( groupSnippets.length > 0 ) {
  328. code += this._getWGSLStructBinding( 'NodeUniforms', groupSnippets.join( ',\n' ), 'uniform', index ++ );
  329. }
  330. return code;
  331. }
  332. buildCode() {
  333. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  334. for ( const shaderStage in shadersData ) {
  335. let flow = '// code\n';
  336. flow += `\t${ this.flowCode[ shaderStage ] }`;
  337. flow += '\n\t';
  338. const flowNodes = this.flowNodes[ shaderStage ];
  339. const mainNode = flowNodes[ flowNodes.length - 1 ];
  340. for ( const node of flowNodes ) {
  341. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  342. const slotName = node.name;
  343. if ( slotName ) {
  344. if ( flow.length > 0 ) flow += '\n';
  345. flow += `\t// FLOW -> ${ slotName }\n\t`;
  346. }
  347. flow += `${ flowSlotData.code }\n\t`;
  348. if ( node === mainNode && shaderStage !== 'compute' ) {
  349. flow += '// FLOW RESULT\n\t';
  350. if ( shaderStage === 'vertex' ) {
  351. flow += 'NodeVaryings.Vertex = ';
  352. } else if ( shaderStage === 'fragment' ) {
  353. flow += 'return ';
  354. }
  355. flow += `${ flowSlotData.result };`;
  356. }
  357. }
  358. const stageData = shadersData[ shaderStage ];
  359. stageData.uniforms = this.getUniforms( shaderStage );
  360. stageData.attributes = this.getAttributes( shaderStage );
  361. stageData.varyings = this.getVaryings( shaderStage );
  362. stageData.vars = this.getVars( shaderStage );
  363. stageData.codes = this.getCodes( shaderStage );
  364. stageData.flow = flow;
  365. }
  366. if ( this.material !== null ) {
  367. this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  368. this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
  369. } else {
  370. this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
  371. }
  372. }
  373. getMethod( method ) {
  374. if ( wgslPolyfill[ method ] !== undefined ) {
  375. this._include( method );
  376. }
  377. return wgslMethods[ method ] || method;
  378. }
  379. getType( type ) {
  380. return wgslTypeLib[ type ] || type;
  381. }
  382. isAvailable( name ) {
  383. return supports[ name ] === true;
  384. }
  385. _include( name ) {
  386. wgslPolyfill[ name ].build( this );
  387. }
  388. _getNodeUniform( uniformNode, type ) {
  389. if ( type === 'float' ) return new FloatNodeUniform( uniformNode );
  390. if ( type === 'vec2' ) return new Vector2NodeUniform( uniformNode );
  391. if ( type === 'vec3' ) return new Vector3NodeUniform( uniformNode );
  392. if ( type === 'vec4' ) return new Vector4NodeUniform( uniformNode );
  393. if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
  394. if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
  395. if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
  396. throw new Error( `Uniform "${type}" not declared.` );
  397. }
  398. _getWGSLVertexCode( shaderData ) {
  399. return `${ this.getSignature() }
  400. // uniforms
  401. ${shaderData.uniforms}
  402. // varyings
  403. ${shaderData.varyings}
  404. // codes
  405. ${shaderData.codes}
  406. @vertex
  407. fn main( ${shaderData.attributes} ) -> NodeVaryingsStruct {
  408. // system
  409. var NodeVaryings: NodeVaryingsStruct;
  410. // vars
  411. ${shaderData.vars}
  412. // flow
  413. ${shaderData.flow}
  414. return NodeVaryings;
  415. }
  416. `;
  417. }
  418. _getWGSLFragmentCode( shaderData ) {
  419. return `${ this.getSignature() }
  420. // uniforms
  421. ${shaderData.uniforms}
  422. // codes
  423. ${shaderData.codes}
  424. @fragment
  425. fn main( ${shaderData.varyings} ) -> @location( 0 ) vec4<f32> {
  426. // vars
  427. ${shaderData.vars}
  428. // flow
  429. ${shaderData.flow}
  430. }
  431. `;
  432. }
  433. _getWGSLComputeCode( shaderData, workgroupSize ) {
  434. return `${ this.getSignature() }
  435. // system
  436. var<private> instanceIndex : u32;
  437. // uniforms
  438. ${shaderData.uniforms}
  439. // codes
  440. ${shaderData.codes}
  441. @compute @workgroup_size( ${workgroupSize} )
  442. fn main( ${shaderData.attributes} ) {
  443. // system
  444. instanceIndex = id.x;
  445. // vars
  446. ${shaderData.vars}
  447. // flow
  448. ${shaderData.flow}
  449. }
  450. `;
  451. }
  452. _getWGSLStruct( name, vars ) {
  453. return `
  454. struct ${name} {
  455. ${vars}
  456. };`;
  457. }
  458. _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
  459. const structName = name + 'Struct';
  460. const structSnippet = this._getWGSLStruct( structName, vars );
  461. return `${structSnippet}
  462. @binding( ${binding} ) @group( ${group} )
  463. var<${access}> ${name} : ${structName};`;
  464. }
  465. }
  466. export default WebGPUNodeBuilder;