@driftengine/core 4.1.2 → 4.1.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +52 -0
- package/README.md +1 -1
- package/dist/index.js +12 -2
- package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +62 -0
- package/dist/render/backend/webgpu/gpuDrivenPass.js +192 -45
- package/dist/render/backend/webgpu/renderer.js +10 -2
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +91 -5
- package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
- package/dist/render/shaders/flat/pointShadow.js +42 -16
- package/dist/render/shaders/flat/preamble.js +44 -7
- package/dist/render/shaders/generated/flat.wgsl.js +16 -16
- package/dist/render/textLayout.d.ts +58 -0
- package/dist/render/textLayout.js +83 -0
- package/dist/render/textRenderer.js +7 -3
- package/package.json +6 -6
- package/src/index.ts +12 -2
- package/src/render/backend/webgpu/gpuDrivenPass.ts +195 -47
- package/src/render/backend/webgpu/renderer.ts +14 -2
- package/src/render/shaders/flat/main.ts +91 -5
- package/src/render/shaders/flat/pointShadow.ts +42 -16
- package/src/render/shaders/flat/preamble.ts +44 -7
- package/src/render/shaders/generated/flat.wgsl.ts +16 -16
- package/src/render/textLayout.ts +88 -0
- package/src/render/textRenderer.ts +22 -3
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@@ -48,6 +48,64 @@ export declare const DEFAULT_TEXT_STYLE: TextStyle;
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/** Width of a string in pixels at a given cell size, without laying it out. */
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export declare function textWidthPx(text: string, cellSize: number): number;
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export declare function textHeightPx(cellSize: number): number;
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/**
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* The cell size to draw at, so every cell of a bitmap glyph covers whole device pixels.
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*
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* **A 5x7 face draws every stroke exactly one cell wide, so a fractional cell is not a slightly
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* softer glyph — it is a glyph whose strokes are different widths.** The rasteriser gives one
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* column of cells four pixels and the next three, and a face carrying its legibility entirely in
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* uniform strokes comes apart. Reported three times as text "eaten away" in a checkerboard while
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* larger text in the same frame stayed solid, which is the size dependence this explains: a whole
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* cell is uniform and a fractional one is not, and nothing about it is a dropped pixel.
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*
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* Two doors reach a fractional cell, which is why it was reported as unrelated faults. A caller
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* asks for one outright, sizing a second line at a fraction of its headline; or asks for a whole
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* one that the device ratio makes fractional, a 3-pixel cell at a 1.25 ratio being 3.75 on the
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* grid. `viewportWidth` is whatever units the caller lays out in — CSS pixels for an overlay
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* sized from `cssWidth`, device pixels for one sized from the canvas — and `bufferWidth` is the
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* drawing buffer, so the ratio between them is exactly what turns one into the other.
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*
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* **What it gives up is the asked size.** The cell drawn is the largest whole number of device
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* pixels that is not larger than the one asked for, so a string is drawn up to one device pixel
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* per cell narrower than `textWidthPx` measures it. Down rather than to nearest, because a caller
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* that fitted a line to a box measured it first: rounding up would draw a line wider than the box
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* it was fitted to, and rounding down can only leave a gap.
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*
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* **`textWidthPx` and `RendererApi.textWidth` are deliberately left unsnapped**, and that is the
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* cost rather than an oversight. Neither is handed a viewport, so neither can know whether the
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* caller lays out in CSS pixels or device ones — and this ratio is exactly that question. A width
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* is therefore an upper bound on what is drawn: a centred line sits up to half the shortfall off
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* centre, at most half a device pixel per cell. Handing the measurement a viewport would fix it
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* and is a change to the public surface rather than to a patch.
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*
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* **What would make it wrong** is a face whose strokes are not cell-aligned — an SDF atlas, where
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* the glyph is a distance field and a fractional size is exactly what it is built to serve.
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* `sdfTextLayout.ts` is that path and does not come through here.
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*/
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export declare function deviceSnappedCellSize(cellSize: number, viewportWidth: number, bufferWidth: number): number;
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/**
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* The same grid's **phase**, which is the other half of the same defect.
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*
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* **A whole pitch on a fractional origin still draws strokes of two widths.** Snapping the cell to
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* four device pixels puts the boundaries four apart, and starting them at 10.4 puts every boundary
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* at `.4` — so each stroke covers three whole pixels and two halves, and the rasteriser resolves
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* that the same ragged way it resolved a fractional cell. The pitch decides how far apart the
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* boundaries are; this decides where the first one is, and a face of uniform strokes needs both.
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*
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* It was found the way the first half was: the cell snap shipped, and the reporter said the text was
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* still wrong.
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*
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* **To nearest rather than down**, which is the opposite of the cell above and for the opposite
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* reason: this is a position, not a size. Moving a label up to half a device pixel is the smallest
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* change that puts its grid on the display's, while flooring would shift every label the same way
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* and bias a centred one off centre.
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*
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* **What would make it wrong** is a caller animating an origin sub-pixel on purpose — a label that
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* slides smoothly now steps by a device pixel. For a face whose strokes are one pixel wide that is
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* the trade this whole function exists to make, and `sdfTextLayout.ts`, which does not come through
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* here, is the path for anything that wants the other answer.
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*/
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export declare function deviceSnappedOrigin(value: number, viewportWidth: number, bufferWidth: number): number;
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export declare class TextLayout {
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/** Reused every upload; text changes far too often to allocate per change. */
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readonly cells: Float32Array<ArrayBuffer>;
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@@ -38,6 +38,89 @@ export function textWidthPx(text, cellSize) {
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export function textHeightPx(cellSize) {
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return GLYPH_HEIGHT * cellSize;
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}
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/**
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* The cell size to draw at, so every cell of a bitmap glyph covers whole device pixels.
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*
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* **A 5x7 face draws every stroke exactly one cell wide, so a fractional cell is not a slightly
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* softer glyph — it is a glyph whose strokes are different widths.** The rasteriser gives one
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* column of cells four pixels and the next three, and a face carrying its legibility entirely in
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* uniform strokes comes apart. Reported three times as text "eaten away" in a checkerboard while
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* larger text in the same frame stayed solid, which is the size dependence this explains: a whole
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* cell is uniform and a fractional one is not, and nothing about it is a dropped pixel.
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*
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* Two doors reach a fractional cell, which is why it was reported as unrelated faults. A caller
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* asks for one outright, sizing a second line at a fraction of its headline; or asks for a whole
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* one that the device ratio makes fractional, a 3-pixel cell at a 1.25 ratio being 3.75 on the
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* grid. `viewportWidth` is whatever units the caller lays out in — CSS pixels for an overlay
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* sized from `cssWidth`, device pixels for one sized from the canvas — and `bufferWidth` is the
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* drawing buffer, so the ratio between them is exactly what turns one into the other.
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*
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* **What it gives up is the asked size.** The cell drawn is the largest whole number of device
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* pixels that is not larger than the one asked for, so a string is drawn up to one device pixel
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* per cell narrower than `textWidthPx` measures it. Down rather than to nearest, because a caller
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* that fitted a line to a box measured it first: rounding up would draw a line wider than the box
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* it was fitted to, and rounding down can only leave a gap.
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*
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* **`textWidthPx` and `RendererApi.textWidth` are deliberately left unsnapped**, and that is the
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* cost rather than an oversight. Neither is handed a viewport, so neither can know whether the
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* caller lays out in CSS pixels or device ones — and this ratio is exactly that question. A width
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* is therefore an upper bound on what is drawn: a centred line sits up to half the shortfall off
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* centre, at most half a device pixel per cell. Handing the measurement a viewport would fix it
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* and is a change to the public surface rather than to a patch.
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*
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* **What would make it wrong** is a face whose strokes are not cell-aligned — an SDF atlas, where
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* the glyph is a distance field and a fractional size is exactly what it is built to serve.
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* `sdfTextLayout.ts` is that path and does not come through here.
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*/
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export function deviceSnappedCellSize(cellSize, viewportWidth, bufferWidth) {
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const ratio = bufferWidth / viewportWidth;
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if (!Number.isFinite(ratio) || ratio <= 0)
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return cellSize;
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const device = cellSize * ratio;
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if (!Number.isFinite(device))
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return cellSize;
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/*
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* The tolerance is against float error rather than a fudge: a ratio of 1 turns an asked 4 into
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* 3.9999999999999996 often enough, and flooring that would shrink every whole cell on every
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* ordinary display by a pixel — the change doing most harm where there was nothing to fix.
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*/
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const whole = Math.floor(device + 1e-6);
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/* Below one device pixel there is no whole size to snap to, and flooring would draw nothing. */
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if (whole < 1)
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return cellSize;
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return whole / ratio;
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}
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/**
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* The same grid's **phase**, which is the other half of the same defect.
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*
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* **A whole pitch on a fractional origin still draws strokes of two widths.** Snapping the cell to
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* four device pixels puts the boundaries four apart, and starting them at 10.4 puts every boundary
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* at `.4` — so each stroke covers three whole pixels and two halves, and the rasteriser resolves
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* that the same ragged way it resolved a fractional cell. The pitch decides how far apart the
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* boundaries are; this decides where the first one is, and a face of uniform strokes needs both.
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*
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* It was found the way the first half was: the cell snap shipped, and the reporter said the text was
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* still wrong.
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*
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* **To nearest rather than down**, which is the opposite of the cell above and for the opposite
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* reason: this is a position, not a size. Moving a label up to half a device pixel is the smallest
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* change that puts its grid on the display's, while flooring would shift every label the same way
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* and bias a centred one off centre.
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*
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* **What would make it wrong** is a caller animating an origin sub-pixel on purpose — a label that
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* slides smoothly now steps by a device pixel. For a face whose strokes are one pixel wide that is
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* the trade this whole function exists to make, and `sdfTextLayout.ts`, which does not come through
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* here, is the path for anything that wants the other answer.
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*/
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export function deviceSnappedOrigin(value, viewportWidth, bufferWidth) {
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const ratio = bufferWidth / viewportWidth;
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if (!Number.isFinite(ratio) || ratio <= 0)
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return value;
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const device = value * ratio;
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if (!Number.isFinite(device))
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return value;
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return Math.round(device) / ratio;
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}
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export class TextLayout {
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/** Reused every upload; text changes far too often to allocate per change. */
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cells = new Float32Array(MAX_CELLS * 2);
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import { MAX_CELLS, TEXT_CUBE, TextLayout } from './textLayout.js';
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import { MAX_CELLS, TEXT_CUBE, TextLayout, deviceSnappedCellSize, deviceSnappedOrigin, } from './textLayout.js';
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import { compileProgram, uniformLocations } from './shader.js';
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import { TEXT_FRAG, TEXT_VERT } from './shaders/text.js';
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/**
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@@ -100,8 +100,12 @@ export class TextRenderer {
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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setVec2(gl, this.uniforms['uViewport'], viewportWidth, viewportHeight);
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-
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/* Snapped with the cell below: a whole pitch on a fractional origin still splits a stroke.
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See `deviceSnappedOrigin`. */
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setVec2(gl, this.uniforms['uOrigin'], deviceSnappedOrigin(originX, viewportWidth, gl.drawingBufferWidth), deviceSnappedOrigin(originY, viewportHeight, gl.drawingBufferHeight));
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/* Whole device pixels per cell, or a 5x7 face draws strokes of two different widths. The
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decision is shared with WebGPU; only this binding is per-backend. See `textLayout.ts`. */
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setFloat(gl, this.uniforms['uCellSize'], deviceSnappedCellSize(style.cellSize, viewportWidth, gl.drawingBufferWidth));
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// Far enough that a whole line barely converges, near enough that a rotating character
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// reads as turning rather than shearing.
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setFloat(gl, this.uniforms['uDepth'], Math.max(viewportWidth, 600) * 1.4);
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package/package.json
CHANGED
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{
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"name": "@driftengine/core",
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"version": "4.1.
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"version": "4.1.4",
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"description": "DriftEngine reusable browser 3D runtime",
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"license": "Apache-2.0",
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"type": "module",
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],
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"sideEffects": false,
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"dependencies": {
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"@driftengine/drft": "4.1.
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"@driftengine/physics": "4.1.
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"@driftengine/drft": "4.1.4",
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"@driftengine/physics": "4.1.4",
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"gl-matrix": "^3.4.3"
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},
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"author": "Drift Technologies",
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"prepack": "node ../../scripts/build.mjs @driftengine/core"
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},
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"devDependencies": {
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"@driftengine/nav": "4.1.
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"@driftengine/network": "4.1.
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"@driftengine/texture": "4.1.
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"@driftengine/nav": "4.1.4",
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"@driftengine/network": "4.1.4",
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"@driftengine/texture": "4.1.4"
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}
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}
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package/src/index.ts
CHANGED
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* A consumer who names neither pays nothing: `core-only` is measured with these exported and does
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* not move, because nothing in the forward path reaches them.
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*
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* It draws vertex colour, one directional term, a hemispheric ambient and an emissive add — not
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* the standard material
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* **It draws vertex colour, one directional term, a hemispheric ambient and an emissive add — not
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* the standard material**, and that is the sentence to read before reaching for it. There is no
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* flag that routes `drawMesh` through this: a consumer packs a scene and contributes the pass, and
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* `setMaterial`, `setSurfaceGrain`, `setSurfaceRelief` and a skin palette reach none of it. What
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* would change that is a second copy of the standard material, which `gpuDrivenPass.ts` refuses in
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* its own header.
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*
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* **The line that used to be here said `DRAFT_SCENES`, never `SCENES`, and it went stale the day
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* the city was published.** `city` is in `SCENES` and says `pipelines: ['gpu-driven']`, so a host
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* that cannot run the second pipeline reads that from the list rather than from a mount that
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* refuses. The rule it was standing in for is the one above: what gates a scene is whether this
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* pass can draw it, not which array it is in.
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*/
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export {
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GPU_DRIVEN_LISTS,
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private oitAccumView: GPUTextureView | null = null;
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private oitRevealView: GPUTextureView | null = null;
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private blendPipeline: GPURenderPipeline | null = null;
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/**
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* Whether the device has actually accepted the blend pipeline.
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*
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* **False until it says so, and 4.1.2 had this the wrong way round.** That version built the
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* pipeline, bound a group against its layout, encoded the pass, and disowned the handle when the
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* error scope came back — but a scope comes back on a microtask, after all three. The reporter's
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* next run carried the new warning *and* every error it was meant to prevent: `GetBindGroupLayout`
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* on an invalid pipeline, a bind group against an invalid layout, a `SetPipeline` with it, and a
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* refused submit.
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*
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|
+
* Nothing touches the handle until this is true. The cost is no transparency for the frames
|
|
737
|
+
* before the device answers, which nobody sees; the alternative is a frame that draws nothing.
|
|
738
|
+
*/
|
|
739
|
+
private blendUsable = false;
|
|
740
|
+
/**
|
|
741
|
+
* The same question about *every other* pipeline in this pass, and the reason it exists is that
|
|
742
|
+
* 4.1.3 asked it about one.
|
|
743
|
+
*
|
|
744
|
+
* **The guard above was written from a log that named `gpu-driven blend`, and the four render
|
|
745
|
+
* pipelines and eight compute pipelines beside it were left with the shape that caused the
|
|
746
|
+
* report.** Reported again from an Android handset once that fix shipped: the transparent pass
|
|
747
|
+
* now skips itself correctly, the overlay still draws and the frame counter still counts — and
|
|
748
|
+
* the world is black, which is what an invalid *opaque* pipeline looks like once the blended one
|
|
749
|
+
* has stopped taking the command buffer with it.
|
|
750
|
+
*
|
|
751
|
+
* So the whole of `buildPipelines` is built inside one pair of scopes and nothing this pass
|
|
752
|
+
* encodes runs until they come back clean. The blend pipeline pushes its own pair *inside* that
|
|
753
|
+
* region, so the two verdicts stay separate: a device that refuses only the transparent pipeline
|
|
754
|
+
* still draws everything opaque, and a device that refuses anything else turns this pass off
|
|
755
|
+
* rather than encoding against a handle the driver has already rejected.
|
|
756
|
+
*
|
|
757
|
+
* **What it gives up** is the first frames, which draw nothing while the device is still
|
|
758
|
+
* answering. **What would make it wrong** is a device that never resolves an error scope; the
|
|
759
|
+
* `popErrorScope` check below is the same concession the blend guard makes, for the same reason.
|
|
760
|
+
*/
|
|
761
|
+
private usable = false;
|
|
762
|
+
/** Why this pass refused itself, in the words the device used, or null while it has not. */
|
|
763
|
+
private refusal: string | null = null;
|
|
764
|
+
/** Builds the transparent raster's bindings, held until there is a pipeline worth binding to. */
|
|
765
|
+
private makeBlendGroup: (() => GPUBindGroup) | null = null;
|
|
726
766
|
private blendResolvePipeline: GPURenderPipeline | null = null;
|
|
727
767
|
private blendLodGroup: GPUBindGroup | null = null;
|
|
728
768
|
private blendCompactGroup: GPUBindGroup | null = null;
|
|
@@ -981,7 +1021,18 @@ export class GpuDrivenPass implements PassDefinition {
|
|
|
981
1021
|
});
|
|
982
1022
|
}
|
|
983
1023
|
this.buildBuffers(device.device);
|
|
1024
|
+
/*
|
|
1025
|
+
* **Every pipeline this pass owns, inside one pair of scopes.** See `usable`: the blend
|
|
1026
|
+
* pipeline pushes its own pair within this region, so its refusal stays its own and any other
|
|
1027
|
+
* refusal is caught here and turns the pass off instead of reaching an encoder.
|
|
1028
|
+
*/
|
|
1029
|
+
const scoped = typeof device.device.pushErrorScope === 'function';
|
|
1030
|
+
if (scoped) {
|
|
1031
|
+
device.device.pushErrorScope('validation');
|
|
1032
|
+
device.device.pushErrorScope('internal');
|
|
1033
|
+
}
|
|
984
1034
|
this.buildPipelines(device.device, device.format, device.samples);
|
|
1035
|
+
this.watchPipelines(device.device, scoped);
|
|
985
1036
|
if (this.width > 0) this.buildTargets(device.device);
|
|
986
1037
|
}
|
|
987
1038
|
|
|
@@ -1311,17 +1362,83 @@ export class GpuDrivenPass implements PassDefinition {
|
|
|
1311
1362
|
* this came from was five errors that were all the same one.
|
|
1312
1363
|
*/
|
|
1313
1364
|
private watchBlendPipeline(device: GPUDevice): void {
|
|
1314
|
-
|
|
1315
|
-
|
|
1316
|
-
|
|
1317
|
-
|
|
1318
|
-
|
|
1319
|
-
|
|
1320
|
-
|
|
1321
|
-
);
|
|
1365
|
+
/*
|
|
1366
|
+
* **A device with no error scopes is taken at its word.** Nothing can be asked of it, and
|
|
1367
|
+
* refusing transparency forever on a device that never said no would be a worse failure than
|
|
1368
|
+
* the one this guards: a frame that quietly loses its glass on hardware that could draw it.
|
|
1369
|
+
*/
|
|
1370
|
+
if (typeof device.popErrorScope !== 'function') {
|
|
1371
|
+
this.blendUsable = true;
|
|
1372
|
+
if (this.makeBlendGroup !== null) this.blendRasterGroup = this.makeBlendGroup();
|
|
1373
|
+
return;
|
|
1374
|
+
}
|
|
1375
|
+
|
|
1376
|
+
let outstanding = 2;
|
|
1377
|
+
const settle = (error: GPUError | null, scope: string): void => {
|
|
1378
|
+
outstanding -= 1;
|
|
1379
|
+
if (error !== null && this.blendPipeline !== null) {
|
|
1380
|
+
this.blendPipeline = null;
|
|
1381
|
+
this.blendRasterGroup = null;
|
|
1382
|
+
this.makeBlendGroup = null;
|
|
1383
|
+
console.warn(
|
|
1384
|
+
`[driftengine] this device refused the gpu-driven blend pipeline (${scope}), so the ` +
|
|
1385
|
+
`transparent pass is off and everything opaque still draws: ${error.message}`,
|
|
1386
|
+
);
|
|
1387
|
+
}
|
|
1388
|
+
/* Usable only once both scopes have come back clean, and only then is anything bound. */
|
|
1389
|
+
if (outstanding > 0 || this.blendPipeline === null) return;
|
|
1390
|
+
this.blendUsable = true;
|
|
1391
|
+
if (this.makeBlendGroup !== null) this.blendRasterGroup = this.makeBlendGroup();
|
|
1392
|
+
};
|
|
1393
|
+
void device.popErrorScope().then((error) => settle(error, 'internal'));
|
|
1394
|
+
void device.popErrorScope().then((error) => settle(error, 'validation'));
|
|
1395
|
+
}
|
|
1396
|
+
|
|
1397
|
+
/**
|
|
1398
|
+
* Close the scopes every other pipeline was built in, and refuse the pass where one came back.
|
|
1399
|
+
*
|
|
1400
|
+
* **This is `watchBlendPipeline` widened to the rest of the pass**, and the reason it is separate
|
|
1401
|
+
* is that the two refusals mean different things: a blend pipeline nobody can compile costs the
|
|
1402
|
+
* glass, and a raster, shadow, blit or compute pipeline nobody can compile costs the world. The
|
|
1403
|
+
* first degrades; the second has nothing to degrade to, so it says so and draws nothing rather
|
|
1404
|
+
* than encoding a command buffer the driver will reject whole.
|
|
1405
|
+
*
|
|
1406
|
+
* A device with no scopes is taken at its word, exactly as the blend guard takes it: refusing to
|
|
1407
|
+
* draw on hardware that never said no is the worse of the two failures.
|
|
1408
|
+
*/
|
|
1409
|
+
private watchPipelines(device: GPUDevice, scoped: boolean): void {
|
|
1410
|
+
if (!scoped || typeof device.popErrorScope !== 'function') {
|
|
1411
|
+
this.usable = true;
|
|
1412
|
+
return;
|
|
1413
|
+
}
|
|
1414
|
+
let outstanding = 2;
|
|
1415
|
+
const settle = (error: GPUError | null, scope: string): void => {
|
|
1416
|
+
outstanding -= 1;
|
|
1417
|
+
if (error !== null && this.refusal === null) {
|
|
1418
|
+
this.refusal = error.message;
|
|
1419
|
+
console.warn(
|
|
1420
|
+
`[driftengine] this device refused a gpu-driven pipeline (${scope}), so this pass draws ` +
|
|
1421
|
+
`nothing and the rest of the frame is unaffected: ${error.message}`,
|
|
1422
|
+
);
|
|
1423
|
+
}
|
|
1424
|
+
/* Usable only once both have come back clean, which is what keeps an invalid handle out. */
|
|
1425
|
+
if (outstanding > 0 || this.refusal !== null) return;
|
|
1426
|
+
this.usable = true;
|
|
1322
1427
|
};
|
|
1323
|
-
void device.popErrorScope().then((error) =>
|
|
1324
|
-
void device.popErrorScope().then((error) =>
|
|
1428
|
+
void device.popErrorScope().then((error) => settle(error, 'internal'));
|
|
1429
|
+
void device.popErrorScope().then((error) => settle(error, 'validation'));
|
|
1430
|
+
}
|
|
1431
|
+
|
|
1432
|
+
/**
|
|
1433
|
+
* Why this pass is drawing nothing, in the words the device used, or null where it is not.
|
|
1434
|
+
*
|
|
1435
|
+
* **Exposed because a black frame that says nothing is the bug this was reported as, twice.** A
|
|
1436
|
+
* pipeline refusal arrives asynchronously, long after `createRenderer` has decided the backend
|
|
1437
|
+
* can run this at all, so there is no earlier place to throw — and a scene that can read this can
|
|
1438
|
+
* tell somebody what happened instead of presenting an empty picture.
|
|
1439
|
+
*/
|
|
1440
|
+
refusedBecause(): string | null {
|
|
1441
|
+
return this.refusal;
|
|
1325
1442
|
}
|
|
1326
1443
|
|
|
1327
1444
|
private buildPipelines(device: GPUDevice, format: GPUTextureFormat, samples: number): void {
|
|
@@ -1449,8 +1566,11 @@ export class GpuDrivenPass implements PassDefinition {
|
|
|
1449
1566
|
* backends and as validation on others, and this is exactly the case where guessing which
|
|
1450
1567
|
* costs the whole frame.
|
|
1451
1568
|
*/
|
|
1452
|
-
device.
|
|
1453
|
-
device.pushErrorScope
|
|
1569
|
+
/* Only where the device offers them: see `watchBlendPipeline` for the case where it does not. */
|
|
1570
|
+
if (typeof device.pushErrorScope === 'function') {
|
|
1571
|
+
device.pushErrorScope('validation');
|
|
1572
|
+
device.pushErrorScope('internal');
|
|
1573
|
+
}
|
|
1454
1574
|
this.blendPipeline = device.createRenderPipeline({
|
|
1455
1575
|
label: 'gpu-driven blend',
|
|
1456
1576
|
layout: 'auto',
|
|
@@ -2059,41 +2179,45 @@ export class GpuDrivenPass implements PassDefinition {
|
|
|
2059
2179
|
|
|
2060
2180
|
/* Everything the transparent raster reads: the same scene, the same frame, its own list. */
|
|
2061
2181
|
/*
|
|
2062
|
-
*
|
|
2063
|
-
*
|
|
2064
|
-
*
|
|
2065
|
-
* cascade this guard exists to stop.
|
|
2182
|
+
* Held rather than built, because whether the pipeline is usable is not known yet: the error
|
|
2183
|
+
* scopes settle on a microtask and this runs synchronously. `watchBlendPipeline` runs it once
|
|
2184
|
+
* the device has answered, and never if the answer was no.
|
|
2066
2185
|
*/
|
|
2067
|
-
this.
|
|
2068
|
-
|
|
2069
|
-
|
|
2070
|
-
:
|
|
2071
|
-
|
|
2072
|
-
|
|
2073
|
-
|
|
2074
|
-
|
|
2075
|
-
|
|
2076
|
-
|
|
2077
|
-
|
|
2078
|
-
|
|
2079
|
-
|
|
2080
|
-
|
|
2081
|
-
|
|
2082
|
-
|
|
2083
|
-
|
|
2084
|
-
|
|
2085
|
-
|
|
2086
|
-
|
|
2087
|
-
|
|
2088
|
-
|
|
2089
|
-
|
|
2090
|
-
|
|
2091
|
-
|
|
2092
|
-
|
|
2093
|
-
|
|
2094
|
-
|
|
2095
|
-
|
|
2096
|
-
|
|
2186
|
+
this.makeBlendGroup = (): GPUBindGroup =>
|
|
2187
|
+
device.createBindGroup({
|
|
2188
|
+
layout: (this.blendPipeline as GPURenderPipeline).getBindGroupLayout(0),
|
|
2189
|
+
entries: [
|
|
2190
|
+
{ binding: 0, resource: { buffer: this.viewProjBuffer as GPUBuffer } },
|
|
2191
|
+
{ binding: 1, resource: { buffer: this.blendList as GPUBuffer } },
|
|
2192
|
+
{ binding: 2, resource: { buffer: this.clusterMeta as GPUBuffer } },
|
|
2193
|
+
{ binding: 3, resource: { buffer: this.indices as GPUBuffer } },
|
|
2194
|
+
{ binding: 4, resource: { buffer: this.vertices as GPUBuffer } },
|
|
2195
|
+
{ binding: 5, resource: { buffer: this.transformBuffer as GPUBuffer } },
|
|
2196
|
+
{ binding: 6, resource: { buffer: this.materialOf as GPUBuffer } },
|
|
2197
|
+
{ binding: 7, resource: { buffer: this.materialTable as GPUBuffer } },
|
|
2198
|
+
{ binding: 8, resource: { buffer: this.frameBuffer as GPUBuffer } },
|
|
2199
|
+
{
|
|
2200
|
+
binding: 9,
|
|
2201
|
+
resource: this.environmentView ?? (this.emptyEnvironmentView as GPUTextureView),
|
|
2202
|
+
},
|
|
2203
|
+
{
|
|
2204
|
+
binding: 10,
|
|
2205
|
+
resource: this.environmentSampler ?? (this.emptySampler as GPUSampler),
|
|
2206
|
+
},
|
|
2207
|
+
{ binding: 11, resource: this.latentsView as GPUTextureView },
|
|
2208
|
+
{ binding: 12, resource: this.latentClamp as GPUSampler },
|
|
2209
|
+
{ binding: 13, resource: this.latentRepeat as GPUSampler },
|
|
2210
|
+
{ binding: 14, resource: { buffer: this.decodeNodes as GPUBuffer } },
|
|
2211
|
+
{ binding: 15, resource: { buffer: this.decodeWeights as GPUBuffer } },
|
|
2212
|
+
],
|
|
2213
|
+
});
|
|
2214
|
+
|
|
2215
|
+
/*
|
|
2216
|
+
* And build it now where the device has already answered, which is the ordinary case: the
|
|
2217
|
+
* verdict lands before this runs on a device with no error scopes, and after it on one that
|
|
2218
|
+
* has them. Whichever order, exactly one of the two places builds the group.
|
|
2219
|
+
*/
|
|
2220
|
+
if (this.blendUsable) this.blendRasterGroup = this.makeBlendGroup();
|
|
2097
2221
|
this.blendResolveGroup = device.createBindGroup({
|
|
2098
2222
|
layout: (this.blendResolvePipeline as GPURenderPipeline).getBindGroupLayout(0),
|
|
2099
2223
|
entries: [
|
|
@@ -2378,6 +2502,8 @@ export class GpuDrivenPass implements PassDefinition {
|
|
|
2378
2502
|
|
|
2379
2503
|
prepare(ctx: PrepareContext): void {
|
|
2380
2504
|
if (ctx.backend !== 'webgpu') return;
|
|
2505
|
+
/* Nothing is encoded until the device has answered for the pipelines. See `usable`. */
|
|
2506
|
+
if (!this.usable) return;
|
|
2381
2507
|
const device = this.device;
|
|
2382
2508
|
if (device === null || this.levels.length === 0) return;
|
|
2383
2509
|
/* Before `writeFrame`, which reads what this took, and before the groups it may invalidate. */
|
|
@@ -2579,7 +2705,8 @@ export class GpuDrivenPass implements PassDefinition {
|
|
|
2579
2705
|
* Everything opaque has already been drawn by the time this runs, so what is lost is the
|
|
2580
2706
|
* glass and not the city. See `watchBlendPipeline`.
|
|
2581
2707
|
*/
|
|
2582
|
-
if (this.blendPipeline === null || this.blendRasterGroup === null)
|
|
2708
|
+
if (!this.blendUsable || this.blendPipeline === null || this.blendRasterGroup === null)
|
|
2709
|
+
return;
|
|
2583
2710
|
const pass = encoder.beginRenderPass({
|
|
2584
2711
|
label: 'gpu-driven blend draw',
|
|
2585
2712
|
colorAttachments: [
|
|
@@ -2615,6 +2742,25 @@ export class GpuDrivenPass implements PassDefinition {
|
|
|
2615
2742
|
return;
|
|
2616
2743
|
}
|
|
2617
2744
|
case 'blendResolve': {
|
|
2745
|
+
/*
|
|
2746
|
+
* **Skipped on the same verdict as the draw, because the draw is what clears what this
|
|
2747
|
+
* reads.** This is the whole of the reported black frame, and the line above it predicted
|
|
2748
|
+
* it: the blend pass clears reveal to one, meaning nothing has covered this pixel yet, and
|
|
2749
|
+
* says in as many words that cleared to zero "the resolve would show no scene anywhere the
|
|
2750
|
+
* pass ran, which is a black frame that looks like the blend working".
|
|
2751
|
+
*
|
|
2752
|
+
* 4.1.2 skipped the draw and took its clear with it, and left this running against textures
|
|
2753
|
+
* nothing had written — a reveal of zero over every pixel, which is exactly "fully covered".
|
|
2754
|
+
* Reported from a Galaxy S23 Ultra and then an Adreno 740, both of which refuse only
|
|
2755
|
+
* `gpu-driven blend` and both of which drew the city into a buffer this then wiped: the
|
|
2756
|
+
* page's own readout said 43 fps and 1,087 clusters drawn while the screen was black.
|
|
2757
|
+
*
|
|
2758
|
+
* There is nothing to composite when nothing was rasterised, so the honest answer is not to
|
|
2759
|
+
* composite. **What would make it wrong** is a caller that expects this pass to have run for
|
|
2760
|
+
* some other reason; nothing does, and the opaque image is already in `colourView` before
|
|
2761
|
+
* this would load it.
|
|
2762
|
+
*/
|
|
2763
|
+
if (!this.blendUsable) return;
|
|
2618
2764
|
const pass = encoder.beginRenderPass({
|
|
2619
2765
|
label: 'gpu-driven blend resolve',
|
|
2620
2766
|
colorAttachments: [
|
|
@@ -2945,6 +3091,8 @@ export class GpuDrivenPass implements PassDefinition {
|
|
|
2945
3091
|
|
|
2946
3092
|
draw(ctx: PassContext): void {
|
|
2947
3093
|
if (ctx.backend !== 'webgpu') return;
|
|
3094
|
+
/* The same gate as `prepare`: an unanswered or refused pipeline set encodes nothing at all. */
|
|
3095
|
+
if (!this.usable) return;
|
|
2948
3096
|
if (this.blitPipeline === null || this.blitGroup === null) return;
|
|
2949
3097
|
if (ctx.outputTransform !== 0 && !this.gradeWarned) {
|
|
2950
3098
|
this.gradeWarned = true;
|
|
@@ -150,6 +150,7 @@ import {
|
|
|
150
150
|
type GpuTextCube,
|
|
151
151
|
} from './textPass.ts';
|
|
152
152
|
import type { TextStyle } from '../../textLayout.ts';
|
|
153
|
+
import { deviceSnappedCellSize, deviceSnappedOrigin } from '../../textLayout.ts';
|
|
153
154
|
import { GpuSurfaceTexture } from './surfaceTexturePass.ts';
|
|
154
155
|
import {
|
|
155
156
|
createSdfTextBindGroup,
|
|
@@ -3178,8 +3179,19 @@ export class WebGPURenderer implements RendererApi {
|
|
|
3178
3179
|
const at = (name: string): number => TEXT_VERT_FIELDS[name]?.offset ?? 0;
|
|
3179
3180
|
const v = this.textVerts;
|
|
3180
3181
|
v.writeFloats(vertexSlot, at('uViewport'), [viewportWidth, viewportHeight]);
|
|
3181
|
-
|
|
3182
|
-
|
|
3182
|
+
/* Snapped with the cell below: a whole pitch on a fractional origin still splits a stroke.
|
|
3183
|
+
See `deviceSnappedOrigin`. */
|
|
3184
|
+
v.writeFloats(vertexSlot, at('uOrigin'), [
|
|
3185
|
+
deviceSnappedOrigin(originX, viewportWidth, this.surface.canvas.width),
|
|
3186
|
+
deviceSnappedOrigin(originY, viewportHeight, this.surface.canvas.height),
|
|
3187
|
+
]);
|
|
3188
|
+
/* Whole device pixels per cell, or a 5x7 face draws strokes of two different widths. The
|
|
3189
|
+
decision is shared with WebGL2; only this binding is per-backend. See `textLayout.ts`. */
|
|
3190
|
+
v.writeFloat(
|
|
3191
|
+
vertexSlot,
|
|
3192
|
+
at('uCellSize'),
|
|
3193
|
+
deviceSnappedCellSize(style.cellSize, viewportWidth, this.surface.canvas.width),
|
|
3194
|
+
);
|
|
3183
3195
|
/* Far enough that a whole line barely converges, near enough that a turn reads as a turn. */
|
|
3184
3196
|
v.writeFloat(vertexSlot, at('uDepth'), Math.max(viewportWidth, 600) * 1.4);
|
|
3185
3197
|
v.writeFloat(vertexSlot, at('uReveal'), style.reveal);
|