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