three 基础库
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// Copyright 2020 Brandon Jones
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
import { GPUIndexFormat, GPUFilterMode, GPUPrimitiveTopology } from './constants.js';
// ported from https://github.com/toji/web-texture-tool/blob/master/src/webgpu-mipmap-generator.js
class WebGPUTextureUtils {
constructor( device, glslang ) {
this.device = device;
const mipmapVertexSource = `#version 450
const vec2 pos[4] = vec2[4](vec2(-1.0f, 1.0f), vec2(1.0f, 1.0f), vec2(-1.0f, -1.0f), vec2(1.0f, -1.0f));
const vec2 tex[4] = vec2[4](vec2(0.0f, 0.0f), vec2(1.0f, 0.0f), vec2(0.0f, 1.0f), vec2(1.0f, 1.0f));
layout(location = 0) out vec2 vTex;
void main() {
vTex = tex[gl_VertexIndex];
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
}
`;
const mipmapFragmentSource = `#version 450
layout(set = 0, binding = 0) uniform sampler imgSampler;
layout(set = 0, binding = 1) uniform texture2D img;
layout(location = 0) in vec2 vTex;
layout(location = 0) out vec4 outColor;
void main() {
outColor = texture(sampler2D(img, imgSampler), vTex);
}`;
this.sampler = device.createSampler( { minFilter: GPUFilterMode.Linear } );
// We'll need a new pipeline for every texture format used.
this.pipelines = {};
this.mipmapVertexShaderModule = device.createShaderModule( {
code: glslang.compileGLSL( mipmapVertexSource, 'vertex' ),
} );
this.mipmapFragmentShaderModule = device.createShaderModule( {
code: glslang.compileGLSL( mipmapFragmentSource, 'fragment' ),
} );
}
getMipmapPipeline( format ) {
let pipeline = this.pipelines[ format ];
if ( pipeline === undefined ) {
pipeline = this.device.createRenderPipeline( {
vertex: {
module: this.mipmapVertexShaderModule,
entryPoint: 'main',
},
fragment: {
module: this.mipmapFragmentShaderModule,
entryPoint: 'main',
targets: [ { format } ],
},
primitive: {
topology: GPUPrimitiveTopology.TriangleStrip,
stripIndexFormat: GPUIndexFormat.Uint32
}
} );
this.pipelines[ format ] = pipeline;
}
return pipeline;
}
generateMipmaps( textureGPU, textureGPUDescriptor ) {
const pipeline = this.getMipmapPipeline( textureGPUDescriptor.format );
const commandEncoder = this.device.createCommandEncoder( {} );
const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
let srcView = textureGPU.createView( {
baseMipLevel: 0,
mipLevelCount: 1,
} );
for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) {
const dstView = textureGPU.createView( {
baseMipLevel: i,
mipLevelCount: 1,
} );
const passEncoder = commandEncoder.beginRenderPass( {
colorAttachments: [ {
view: dstView,
loadValue: [ 0, 0, 0, 0 ],
} ],
} );
const bindGroup = this.device.createBindGroup( {
layout: bindGroupLayout,
entries: [ {
binding: 0,
resource: this.sampler,
}, {
binding: 1,
resource: srcView,
} ],
} );
passEncoder.setPipeline( pipeline );
passEncoder.setBindGroup( 0, bindGroup );
passEncoder.draw( 4, 1, 0, 0 );
passEncoder.endPass();
srcView = dstView;
}
this.device.queue.submit( [ commandEncoder.finish() ] );
}
}
export default WebGPUTextureUtils;