node-ejs-renderer/node_modules/three/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js

1096 lines
24 KiB
JavaScript
Raw Normal View History

2024-06-09 13:55:01 -04:00
import { NoColorSpace, FloatType } from 'three';
import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js';
import NodeSampler from '../../common/nodes/NodeSampler.js';
import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js';
import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js';
import NodeStorageBuffer from '../../common/nodes/NodeStorageBuffer.js';
import { NodeBuilder, CodeNode } from '../../../nodes/Nodes.js';
import { getFormat } from '../utils/WebGPUTextureUtils.js';
import WGSLNodeParser from './WGSLNodeParser.js';
// GPUShaderStage is not defined in browsers not supporting WebGPU
const GPUShaderStage = self.GPUShaderStage;
const gpuShaderStageLib = {
'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1,
'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2,
'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4
};
const supports = {
instance: true,
storageBuffer: true
};
const wgslFnOpLib = {
'^^': 'threejs_xor'
};
const wgslTypeLib = {
float: 'f32',
int: 'i32',
uint: 'u32',
bool: 'bool',
color: 'vec3<f32>',
vec2: 'vec2<f32>',
ivec2: 'vec2<i32>',
uvec2: 'vec2<u32>',
bvec2: 'vec2<bool>',
vec3: 'vec3<f32>',
ivec3: 'vec3<i32>',
uvec3: 'vec3<u32>',
bvec3: 'vec3<bool>',
vec4: 'vec4<f32>',
ivec4: 'vec4<i32>',
uvec4: 'vec4<u32>',
bvec4: 'vec4<bool>',
mat2: 'mat2x2<f32>',
imat2: 'mat2x2<i32>',
umat2: 'mat2x2<u32>',
bmat2: 'mat2x2<bool>',
mat3: 'mat3x3<f32>',
imat3: 'mat3x3<i32>',
umat3: 'mat3x3<u32>',
bmat3: 'mat3x3<bool>',
mat4: 'mat4x4<f32>',
imat4: 'mat4x4<i32>',
umat4: 'mat4x4<u32>',
bmat4: 'mat4x4<bool>'
};
const wgslMethods = {
dFdx: 'dpdx',
dFdy: '- dpdy',
mod_float: 'threejs_mod_float',
mod_vec2: 'threejs_mod_vec2',
mod_vec3: 'threejs_mod_vec3',
mod_vec4: 'threejs_mod_vec4',
equals_bool: 'threejs_equals_bool',
equals_bvec2: 'threejs_equals_bvec2',
equals_bvec3: 'threejs_equals_bvec3',
equals_bvec4: 'threejs_equals_bvec4',
lessThanEqual: 'threejs_lessThanEqual',
greaterThan: 'threejs_greaterThan',
inversesqrt: 'inverseSqrt',
bitcast: 'bitcast<f32>'
};
const wgslPolyfill = {
threejs_xor: new CodeNode( `
fn threejs_xor( a : bool, b : bool ) -> bool {
return ( a || b ) && !( a && b );
}
` ),
lessThanEqual: new CodeNode( `
fn threejs_lessThanEqual( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> {
return vec3<bool>( a.x <= b.x, a.y <= b.y, a.z <= b.z );
}
` ),
greaterThan: new CodeNode( `
fn threejs_greaterThan( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> {
return vec3<bool>( a.x > b.x, a.y > b.y, a.z > b.z );
}
` ),
mod_float: new CodeNode( 'fn threejs_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
mod_vec2: new CodeNode( 'fn threejs_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
mod_vec3: new CodeNode( 'fn threejs_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
mod_vec4: new CodeNode( 'fn threejs_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
equals_bool: new CodeNode( 'fn threejs_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
equals_bvec2: new CodeNode( 'fn threejs_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ),
equals_bvec3: new CodeNode( 'fn threejs_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ),
equals_bvec4: new CodeNode( 'fn threejs_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ),
repeatWrapping: new CodeNode( `
fn threejs_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
return ( ( uvScaled % dimension ) + dimension ) % dimension;
}
` )
};
class WGSLNodeBuilder extends NodeBuilder {
constructor( object, renderer, scene = null ) {
super( object, renderer, new WGSLNodeParser(), scene );
this.uniformGroups = {};
this.builtins = {};
}
needsColorSpaceToLinear( texture ) {
return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
}
_generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
if ( shaderStage === 'fragment' ) {
if ( depthSnippet ) {
return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;
} else {
return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;
}
} else {
return this.generateTextureLod( texture, textureProperty, uvSnippet );
}
}
_generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
if ( shaderStage === 'fragment' ) {
return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`;
} else {
console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
}
}
_generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) {
return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;
} else {
return this.generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet );
}
}
generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
this._include( 'repeatWrapping' );
const dimension = `textureDimensions( ${ textureProperty }, 0 )`;
return `textureLoad( ${ textureProperty }, threejs_repeatWrapping( ${ uvSnippet }, ${ dimension } ), i32( ${ levelSnippet } ) )`;
}
generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) {
if ( depthSnippet ) {
return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ levelSnippet } )`;
} else {
return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
}
}
generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) {
return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;
}
isUnfilterable( texture ) {
return this.getComponentTypeFromTexture( texture ) !== 'float' || ( texture.isDataTexture === true && texture.type === FloatType );
}
generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
let snippet = null;
if ( texture.isVideoTexture === true ) {
snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
} else if ( this.isUnfilterable( texture ) ) {
snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, '0', depthSnippet, shaderStage );
} else {
snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage );
}
return snippet;
}
generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) {
if ( shaderStage === 'fragment' ) {
// TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
} else {
console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );
}
}
generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
if ( shaderStage === 'fragment' ) {
return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;
} else {
console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
}
}
generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
let snippet = null;
if ( texture.isVideoTexture === true ) {
snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
} else {
snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage );
}
return snippet;
}
getPropertyName( node, shaderStage = this.shaderStage ) {
if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
if ( shaderStage === 'vertex' ) {
return `varyings.${ node.name }`;
}
} else if ( node.isNodeUniform === true ) {
const name = node.name;
const type = node.type;
if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' ) {
return name;
} else if ( type === 'buffer' || type === 'storageBuffer' ) {
return `NodeBuffer_${ node.id }.${name}`;
} else {
return node.groupNode.name + '.' + name;
}
}
return super.getPropertyName( node );
}
_getUniformGroupCount( shaderStage ) {
return Object.keys( this.uniforms[ shaderStage ] ).length;
}
getFunctionOperator( op ) {
const fnOp = wgslFnOpLib[ op ];
if ( fnOp !== undefined ) {
this._include( fnOp );
return fnOp;
}
return null;
}
getUniformFromNode( node, type, shaderStage, name = null ) {
const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
if ( nodeData.uniformGPU === undefined ) {
let uniformGPU;
const bindings = this.bindings[ shaderStage ];
if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' ) {
let texture = null;
if ( type === 'texture' || type === 'storageTexture' ) {
texture = new NodeSampledTexture( uniformNode.name, uniformNode.node );
} else if ( type === 'cubeTexture' ) {
texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node );
}
texture.store = node.isStoreTextureNode === true;
texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) {
const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
bindings.push( sampler, texture );
uniformGPU = [ sampler, texture ];
} else {
bindings.push( texture );
uniformGPU = [ texture ];
}
} else if ( type === 'buffer' || type === 'storageBuffer' ) {
const bufferClass = type === 'storageBuffer' ? NodeStorageBuffer : NodeUniformBuffer;
const buffer = new bufferClass( node );
buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
bindings.push( buffer );
uniformGPU = buffer;
} else {
const group = node.groupNode;
const groupName = group.name;
const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
let uniformsGroup = uniformsStage[ groupName ];
if ( uniformsGroup === undefined ) {
uniformsGroup = new NodeUniformsGroup( groupName, group );
uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
uniformsStage[ groupName ] = uniformsGroup;
bindings.push( uniformsGroup );
}
uniformGPU = this.getNodeUniform( uniformNode, type );
uniformsGroup.addUniform( uniformGPU );
}
nodeData.uniformGPU = uniformGPU;
if ( shaderStage === 'vertex' ) {
this.bindingsOffset[ 'fragment' ] = bindings.length;
}
}
return uniformNode;
}
isReference( type ) {
return super.isReference( type ) || type === 'texture_2d' || type === 'texture_cube' || type === 'texture_depth_2d' || type === 'texture_storage_2d';
}
getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );
if ( map.has( name ) === false ) {
map.set( name, {
name,
property,
type
} );
}
return property;
}
getVertexIndex() {
if ( this.shaderStage === 'vertex' ) {
return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
}
return 'vertexIndex';
}
buildFunctionCode( shaderNode ) {
const layout = shaderNode.layout;
const flowData = this.flowShaderNode( shaderNode );
const parameters = [];
for ( const input of layout.inputs ) {
parameters.push( input.name + ' : ' + this.getType( input.type ) );
}
//
const code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
${ flowData.vars }
${ flowData.code }
return ${ flowData.result };
}`;
//
return code;
}
getInstanceIndex() {
if ( this.shaderStage === 'vertex' ) {
return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
}
return 'instanceIndex';
}
getFrontFacing() {
return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
}
getFragCoord() {
return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xyz';
}
getFragDepth() {
return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );
}
isFlipY() {
return false;
}
getBuiltins( shaderStage ) {
const snippets = [];
const builtins = this.builtins[ shaderStage ];
if ( builtins !== undefined ) {
for ( const { name, property, type } of builtins.values() ) {
snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
}
}
return snippets.join( ',\n\t' );
}
getAttributes( shaderStage ) {
const snippets = [];
if ( shaderStage === 'compute' ) {
this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
}
if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
const builtins = this.getBuiltins( 'attribute' );
if ( builtins ) snippets.push( builtins );
const attributes = this.getAttributesArray();
for ( let index = 0, length = attributes.length; index < length; index ++ ) {
const attribute = attributes[ index ];
const name = attribute.name;
const type = this.getType( attribute.type );
snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
}
}
return snippets.join( ',\n\t' );
}
getStructMembers( struct ) {
const snippets = [];
const members = struct.getMemberTypes();
for ( let i = 0; i < members.length; i ++ ) {
const member = members[ i ];
snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` );
}
return snippets.join( ',\n' );
}
getStructs( shaderStage ) {
const snippets = [];
const structs = this.structs[ shaderStage ];
for ( let index = 0, length = structs.length; index < length; index ++ ) {
const struct = structs[ index ];
const name = struct.name;
let snippet = `\struct ${ name } {\n`;
snippet += this.getStructMembers( struct );
snippet += '\n}';
snippets.push( snippet );
}
return snippets.join( '\n\n' );
}
getVar( type, name ) {
return `var ${ name } : ${ this.getType( type ) }`;
}
getVars( shaderStage ) {
const snippets = [];
const vars = this.vars[ shaderStage ];
if ( vars !== undefined ) {
for ( const variable of vars ) {
snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
}
}
return `\n${ snippets.join( '\n' ) }\n`;
}
getVaryings( shaderStage ) {
const snippets = [];
if ( shaderStage === 'vertex' ) {
this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
}
if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
const varyings = this.varyings;
const vars = this.vars[ shaderStage ];
for ( let index = 0; index < varyings.length; index ++ ) {
const varying = varyings[ index ];
if ( varying.needsInterpolation ) {
let attributesSnippet = `@location( ${index} )`;
if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
attributesSnippet += ' @interpolate( flat )';
}
snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
} else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
vars.push( varying );
}
}
}
const builtins = this.getBuiltins( shaderStage );
if ( builtins ) snippets.push( builtins );
const code = snippets.join( ',\n\t' );
return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;
}
getUniforms( shaderStage ) {
const uniforms = this.uniforms[ shaderStage ];
const bindingSnippets = [];
const bufferSnippets = [];
const structSnippets = [];
const uniformGroups = {};
let index = this.bindingsOffset[ shaderStage ];
for ( const uniform of uniforms ) {
if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' ) {
const texture = uniform.node.value;
if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStoreTextureNode !== true ) {
if ( texture.isDepthTexture === true && texture.compareFunction !== null ) {
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler_comparison;` );
} else {
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler;` );
}
}
let textureType;
if ( texture.isCubeTexture === true ) {
textureType = 'texture_cube<f32>';
} else if ( texture.isDataArrayTexture === true ) {
textureType = 'texture_2d_array<f32>';
} else if ( texture.isDepthTexture === true ) {
textureType = 'texture_depth_2d';
} else if ( texture.isVideoTexture === true ) {
textureType = 'texture_external';
} else if ( uniform.node.isStoreTextureNode === true ) {
const format = getFormat( texture );
textureType = `texture_storage_2d<${ format }, write>`;
} else {
const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );
textureType = `texture_2d<${ componentPrefix }32>`;
}
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name} : ${textureType};` );
} else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
const bufferNode = uniform.node;
const bufferType = this.getType( bufferNode.bufferType );
const bufferCount = bufferNode.bufferCount;
const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`;
const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform';
bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) );
} else {
const vectorType = this.getType( this.getVectorType( uniform.type ) );
const groupName = uniform.groupNode.name;
const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = {
index: index ++,
snippets: []
} );
group.snippets.push( `\t${ uniform.name } : ${ vectorType }` );
}
}
for ( const name in uniformGroups ) {
const group = uniformGroups[ name ];
structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index ) );
}
let code = bindingSnippets.join( '\n' );
code += bufferSnippets.join( '\n' );
code += structSnippets.join( '\n' );
return code;
}
buildCode() {
const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
for ( const shaderStage in shadersData ) {
const stageData = shadersData[ shaderStage ];
stageData.uniforms = this.getUniforms( shaderStage );
stageData.attributes = this.getAttributes( shaderStage );
stageData.varyings = this.getVaryings( shaderStage );
stageData.structs = this.getStructs( shaderStage );
stageData.vars = this.getVars( shaderStage );
stageData.codes = this.getCodes( shaderStage );
//
let flow = '// code\n\n';
flow += this.flowCode[ shaderStage ];
const flowNodes = this.flowNodes[ shaderStage ];
const mainNode = flowNodes[ flowNodes.length - 1 ];
const outputNode = mainNode.outputNode;
const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );
for ( const node of flowNodes ) {
const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
const slotName = node.name;
if ( slotName ) {
if ( flow.length > 0 ) flow += '\n';
flow += `\t// flow -> ${ slotName }\n\t`;
}
flow += `${ flowSlotData.code }\n\t`;
if ( node === mainNode && shaderStage !== 'compute' ) {
flow += '// result\n\n\t';
if ( shaderStage === 'vertex' ) {
flow += `varyings.Vertex = ${ flowSlotData.result };`;
} else if ( shaderStage === 'fragment' ) {
if ( isOutputStruct ) {
stageData.returnType = outputNode.nodeType;
flow += `return ${ flowSlotData.result };`;
} else {
let structSnippet = '\t@location(0) color: vec4<f32>';
const builtins = this.getBuiltins( 'output' );
if ( builtins ) structSnippet += ',\n\t' + builtins;
stageData.returnType = 'OutputStruct';
stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
stageData.structs += '\nvar<private> output : OutputStruct;\n\n';
flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;
}
}
}
}
stageData.flow = flow;
}
if ( this.material !== null ) {
this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
} else {
this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
}
}
getMethod( method, output = null ) {
let wgslMethod;
if ( output !== null ) {
wgslMethod = this._getWGSLMethod( method + '_' + output );
}
if ( wgslMethod === undefined ) {
wgslMethod = this._getWGSLMethod( method );
}
return wgslMethod || method;
}
getType( type ) {
return wgslTypeLib[ type ] || type;
}
isAvailable( name ) {
return supports[ name ] === true;
}
_getWGSLMethod( method ) {
if ( wgslPolyfill[ method ] !== undefined ) {
this._include( method );
}
return wgslMethods[ method ];
}
_include( name ) {
const codeNode = wgslPolyfill[ name ];
codeNode.build( this );
if ( this.currentFunctionNode !== null ) {
this.currentFunctionNode.includes.push( codeNode );
}
return codeNode;
}
_getWGSLVertexCode( shaderData ) {
return `${ this.getSignature() }
// uniforms
${shaderData.uniforms}
// varyings
${shaderData.varyings}
var<private> varyings : VaryingsStruct;
// codes
${shaderData.codes}
@vertex
fn main( ${shaderData.attributes} ) -> VaryingsStruct {
// vars
${shaderData.vars}
// flow
${shaderData.flow}
return varyings;
}
`;
}
_getWGSLFragmentCode( shaderData ) {
return `${ this.getSignature() }
// uniforms
${shaderData.uniforms}
// structs
${shaderData.structs}
// codes
${shaderData.codes}
@fragment
fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
// vars
${shaderData.vars}
// flow
${shaderData.flow}
}
`;
}
_getWGSLComputeCode( shaderData, workgroupSize ) {
return `${ this.getSignature() }
// system
var<private> instanceIndex : u32;
// uniforms
${shaderData.uniforms}
// codes
${shaderData.codes}
@compute @workgroup_size( ${workgroupSize} )
fn main( ${shaderData.attributes} ) {
// system
instanceIndex = id.x;
// vars
${shaderData.vars}
// flow
${shaderData.flow}
}
`;
}
_getWGSLStruct( name, vars ) {
return `
struct ${name} {
${vars}
};`;
}
_getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
const structName = name + 'Struct';
const structSnippet = this._getWGSLStruct( structName, vars );
return `${structSnippet}
@binding( ${binding} ) @group( ${group} )
var<${access}> ${name} : ${structName};`;
}
}
export default WGSLNodeBuilder;