@luma.gl/engine 9.0.0-beta.6 → 9.0.0-beta.8
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/dist/computation.d.ts +95 -0
- package/dist/computation.d.ts.map +1 -0
- package/dist/computation.js +248 -0
- package/dist/debug/copy-texture-to-image.d.ts.map +1 -1
- package/dist/debug/copy-texture-to-image.js +1 -3
- package/dist/dist.dev.js +7000 -2806
- package/dist/dist.min.js +126 -0
- package/dist/geometry/gpu-geometry.d.ts.map +1 -1
- package/dist/geometry/gpu-geometry.js +4 -5
- package/dist/index.cjs +572 -284
- package/dist/index.cjs.map +4 -4
- package/dist/index.d.ts +3 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -0
- package/dist/lib/clip-space.js +5 -7
- package/dist/lib/pipeline-factory.d.ts +10 -6
- package/dist/lib/pipeline-factory.d.ts.map +1 -1
- package/dist/lib/pipeline-factory.js +44 -22
- package/dist/lib/shader-factory.d.ts.map +1 -1
- package/dist/lib/shader-factory.js +6 -4
- package/dist/model/model.d.ts +45 -44
- package/dist/model/model.d.ts.map +1 -1
- package/dist/model/model.js +170 -103
- package/dist/scenegraph/model-node.d.ts +1 -1
- package/package.json +6 -6
- package/src/.DS_Store +0 -0
- package/src/computation.ts +346 -0
- package/src/debug/copy-texture-to-image.ts +1 -5
- package/src/geometry/gpu-geometry.ts +4 -5
- package/src/index.ts +3 -1
- package/src/lib/pipeline-factory.ts +58 -27
- package/src/lib/shader-factory.ts +6 -4
- package/src/model/model.ts +199 -129
- package/dist.min.js +0 -25
|
@@ -0,0 +1,95 @@
|
|
|
1
|
+
import type { TypedArray } from '@luma.gl/core';
|
|
2
|
+
import type { ComputePipelineProps, Shader, Binding } from '@luma.gl/core';
|
|
3
|
+
import { Device, Buffer, ComputePipeline, ComputePass, UniformStore } from '@luma.gl/core';
|
|
4
|
+
import type { ShaderModule, PlatformInfo } from '@luma.gl/shadertools';
|
|
5
|
+
import { ShaderAssembler } from '@luma.gl/shadertools';
|
|
6
|
+
import { ShaderInputs } from "./shader-inputs.js";
|
|
7
|
+
import { PipelineFactory } from "./lib/pipeline-factory.js";
|
|
8
|
+
import { ShaderFactory } from "./lib/shader-factory.js";
|
|
9
|
+
export type ComputationProps = Omit<ComputePipelineProps, 'shader'> & {
|
|
10
|
+
source?: string;
|
|
11
|
+
/** shadertool shader modules (added to shader code) */
|
|
12
|
+
modules?: ShaderModule[];
|
|
13
|
+
/** Shadertool module defines (configures shader code)*/
|
|
14
|
+
defines?: Record<string, string | number | boolean>;
|
|
15
|
+
/** Shader inputs, used to generated uniform buffers and bindings */
|
|
16
|
+
shaderInputs?: ShaderInputs;
|
|
17
|
+
/** Bindings */
|
|
18
|
+
bindings?: Record<string, Binding>;
|
|
19
|
+
/** Show shader source in browser? */
|
|
20
|
+
debugShaders?: 'never' | 'errors' | 'warnings' | 'always';
|
|
21
|
+
/** Factory used to create a {@link ComputePipeline}. Defaults to {@link Device} default factory. */
|
|
22
|
+
pipelineFactory?: PipelineFactory;
|
|
23
|
+
/** Factory used to create a {@link Shader}. Defaults to {@link Device} default factory. */
|
|
24
|
+
shaderFactory?: ShaderFactory;
|
|
25
|
+
/** Shader assembler. Defaults to the ShaderAssembler.getShaderAssembler() */
|
|
26
|
+
shaderAssembler?: ShaderAssembler;
|
|
27
|
+
};
|
|
28
|
+
/**
|
|
29
|
+
* v9 Model API
|
|
30
|
+
* A model
|
|
31
|
+
* - automatically reuses pipelines (programs) when possible
|
|
32
|
+
* - automatically rebuilds pipelines if necessary to accommodate changed settings
|
|
33
|
+
* shadertools integration
|
|
34
|
+
* - accepts modules and performs shader transpilation
|
|
35
|
+
*/
|
|
36
|
+
export declare class Computation {
|
|
37
|
+
static defaultProps: Required<ComputationProps>;
|
|
38
|
+
readonly device: Device;
|
|
39
|
+
readonly id: string;
|
|
40
|
+
readonly pipelineFactory: PipelineFactory;
|
|
41
|
+
readonly shaderFactory: ShaderFactory;
|
|
42
|
+
userData: {
|
|
43
|
+
[key: string]: any;
|
|
44
|
+
};
|
|
45
|
+
/** Bindings (textures, samplers, uniform buffers) */
|
|
46
|
+
bindings: Record<string, Binding>;
|
|
47
|
+
/** The underlying GPU "program". @note May be recreated if parameters change */
|
|
48
|
+
pipeline: ComputePipeline;
|
|
49
|
+
/** the underlying compiled compute shader */
|
|
50
|
+
shader: Shader;
|
|
51
|
+
source: string;
|
|
52
|
+
/** ShaderInputs instance */
|
|
53
|
+
shaderInputs: ShaderInputs;
|
|
54
|
+
_uniformStore: UniformStore;
|
|
55
|
+
_pipelineNeedsUpdate: string | false;
|
|
56
|
+
private _getModuleUniforms;
|
|
57
|
+
private props;
|
|
58
|
+
private _destroyed;
|
|
59
|
+
constructor(device: Device, props: ComputationProps);
|
|
60
|
+
destroy(): void;
|
|
61
|
+
predraw(): void;
|
|
62
|
+
dispatch(computePass: ComputePass, x: number, y?: number, z?: number): void;
|
|
63
|
+
/**
|
|
64
|
+
* Updates the vertex count (used in draw calls)
|
|
65
|
+
* @note Any attributes with stepMode=vertex need to be at least this big
|
|
66
|
+
*/
|
|
67
|
+
setVertexCount(vertexCount: number): void;
|
|
68
|
+
/**
|
|
69
|
+
* Updates the instance count (used in draw calls)
|
|
70
|
+
* @note Any attributes with stepMode=instance need to be at least this big
|
|
71
|
+
*/
|
|
72
|
+
setInstanceCount(instanceCount: number): void;
|
|
73
|
+
setShaderInputs(shaderInputs: ShaderInputs): void;
|
|
74
|
+
/**
|
|
75
|
+
* Updates shader module settings (which results in uniforms being set)
|
|
76
|
+
*/
|
|
77
|
+
setShaderModuleProps(props: Record<string, any>): void;
|
|
78
|
+
updateShaderInputs(): void;
|
|
79
|
+
/**
|
|
80
|
+
* Sets bindings (textures, samplers, uniform buffers)
|
|
81
|
+
*/
|
|
82
|
+
setBindings(bindings: Record<string, Binding>): void;
|
|
83
|
+
_setPipelineNeedsUpdate(reason: string): void;
|
|
84
|
+
_updatePipeline(): ComputePipeline;
|
|
85
|
+
/** Throttle draw call logging */
|
|
86
|
+
_lastLogTime: number;
|
|
87
|
+
_logOpen: boolean;
|
|
88
|
+
_logDrawCallStart(): void;
|
|
89
|
+
_logDrawCallEnd(): void;
|
|
90
|
+
protected _drawCount: number;
|
|
91
|
+
_getBufferOrConstantValues(attribute: Buffer | TypedArray, dataType: any): string;
|
|
92
|
+
}
|
|
93
|
+
/** Create a shadertools platform info from the Device */
|
|
94
|
+
export declare function getPlatformInfo(device: Device): PlatformInfo;
|
|
95
|
+
//# sourceMappingURL=computation.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"computation.d.ts","sourceRoot":"","sources":["../src/computation.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAC,UAAU,EAAC,MAAM,eAAe,CAAC;AAC9C,OAAO,KAAK,EAAgB,oBAAoB,EAAE,MAAM,EAAE,OAAO,EAAC,MAAM,eAAe,CAAC;AACxF,OAAO,EAAC,MAAM,EAAE,MAAM,EAAE,eAAe,EAAE,WAAW,EAAE,YAAY,EAAC,MAAM,eAAe,CAAC;AAGzF,OAAO,KAAK,EAAC,YAAY,EAAE,YAAY,EAAC,MAAM,sBAAsB,CAAC;AACrE,OAAO,EAAC,eAAe,EAA0B,MAAM,sBAAsB,CAAC;AAC9E,OAAO,EAAC,YAAY,EAAC,2BAAwB;AAC7C,OAAO,EAAC,eAAe,EAAC,kCAA+B;AACvD,OAAO,EAAC,aAAa,EAAC,gCAA6B;AAMnD,MAAM,MAAM,gBAAgB,GAAG,IAAI,CAAC,oBAAoB,EAAE,QAAQ,CAAC,GAAG;IACpE,MAAM,CAAC,EAAE,MAAM,CAAC;IAEhB,uDAAuD;IACvD,OAAO,CAAC,EAAE,YAAY,EAAE,CAAC;IACzB,wDAAwD;IACxD,OAAO,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,GAAG,OAAO,CAAC,CAAC;IAGpD,oEAAoE;IACpE,YAAY,CAAC,EAAE,YAAY,CAAC;IAE5B,eAAe;IACf,QAAQ,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IAEnC,qCAAqC;IACrC,YAAY,CAAC,EAAE,OAAO,GAAG,QAAQ,GAAG,UAAU,GAAG,QAAQ,CAAC;IAE1D,oGAAoG;IACpG,eAAe,CAAC,EAAE,eAAe,CAAC;IAClC,2FAA2F;IAC3F,aAAa,CAAC,EAAE,aAAa,CAAC;IAC9B,6EAA6E;IAC7E,eAAe,CAAC,EAAE,eAAe,CAAC;CACnC,CAAC;AAEF;;;;;;;GAOG;AACH,qBAAa,WAAW;IACtB,MAAM,CAAC,YAAY,EAAE,QAAQ,CAAC,gBAAgB,CAAC,CAkB7C;IAEF,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IAEpB,QAAQ,CAAC,eAAe,EAAE,eAAe,CAAC;IAC1C,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IAEtC,QAAQ,EAAE;QAAC,CAAC,GAAG,EAAE,MAAM,GAAG,GAAG,CAAA;KAAC,CAAM;IAEpC,qDAAqD;IACrD,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAM;IAEvC,gFAAgF;IAChF,QAAQ,EAAE,eAAe,CAAC;IAC1B,6CAA6C;IAC7C,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,MAAM,CAAC;IAEf,4BAA4B;IAC5B,YAAY,EAAE,YAAY,CAAC;IAE3B,aAAa,EAAE,YAAY,CAAC;IAE5B,oBAAoB,EAAE,MAAM,GAAG,KAAK,CAAmB;IAEvD,OAAO,CAAC,kBAAkB,CAAuE;IACjG,OAAO,CAAC,KAAK,CAA6B;IAE1C,OAAO,CAAC,UAAU,CAAS;gBAEf,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,gBAAgB;IAwDnD,OAAO,IAAI,IAAI;IAUf,OAAO;IAKP,QAAQ,CAAC,WAAW,EAAE,WAAW,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM,GAAG,IAAI;IAyB3E;;;OAGG;IACH,cAAc,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI;IAIzC;;;OAGG;IACH,gBAAgB,CAAC,aAAa,EAAE,MAAM,GAAG,IAAI;IAI7C,eAAe,CAAC,YAAY,EAAE,YAAY,GAAG,IAAI;IAUjD;;OAEG;IACH,oBAAoB,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,IAAI;IAgBtD,kBAAkB,IAAI,IAAI;IAI1B;;OAEG;IACH,WAAW,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,IAAI;IAIpD,uBAAuB,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAI7C,eAAe,IAAI,eAAe;IAgClC,iCAAiC;IACjC,YAAY,SAAK;IACjB,QAAQ,UAAS;IAEjB,iBAAiB,IAAI,IAAI;IAazB,eAAe,IAAI,IAAI;IAgBvB,SAAS,CAAC,UAAU,SAAK;IAGzB,0BAA0B,CAAC,SAAS,EAAE,MAAM,GAAG,UAAU,EAAE,QAAQ,EAAE,GAAG,GAAG,MAAM;CAMlF;AAED,yDAAyD;AACzD,wBAAgB,eAAe,CAAC,MAAM,EAAE,MAAM,GAAG,YAAY,CAS5D"}
|
|
@@ -0,0 +1,248 @@
|
|
|
1
|
+
// luma.gl
|
|
2
|
+
// SPDX-License-Identifier: MIT
|
|
3
|
+
// Copyright (c) vis.gl contributors
|
|
4
|
+
import { Buffer, ComputePipeline, UniformStore } from '@luma.gl/core';
|
|
5
|
+
import { log, uid, isNumberArray } from '@luma.gl/core';
|
|
6
|
+
import { getTypedArrayFromDataType } from '@luma.gl/core';
|
|
7
|
+
import { ShaderAssembler, getShaderLayoutFromWGSL } from '@luma.gl/shadertools';
|
|
8
|
+
import { ShaderInputs } from "./shader-inputs.js";
|
|
9
|
+
import { PipelineFactory } from "./lib/pipeline-factory.js";
|
|
10
|
+
import { ShaderFactory } from "./lib/shader-factory.js";
|
|
11
|
+
// import {getDebugTableForShaderLayout} from '../debug/debug-shader-layout';
|
|
12
|
+
const LOG_DRAW_PRIORITY = 2;
|
|
13
|
+
const LOG_DRAW_TIMEOUT = 10000;
|
|
14
|
+
/**
|
|
15
|
+
* v9 Model API
|
|
16
|
+
* A model
|
|
17
|
+
* - automatically reuses pipelines (programs) when possible
|
|
18
|
+
* - automatically rebuilds pipelines if necessary to accommodate changed settings
|
|
19
|
+
* shadertools integration
|
|
20
|
+
* - accepts modules and performs shader transpilation
|
|
21
|
+
*/
|
|
22
|
+
export class Computation {
|
|
23
|
+
static defaultProps = {
|
|
24
|
+
...ComputePipeline.defaultProps,
|
|
25
|
+
id: 'unnamed',
|
|
26
|
+
handle: undefined,
|
|
27
|
+
userData: {},
|
|
28
|
+
source: '',
|
|
29
|
+
modules: [],
|
|
30
|
+
defines: {},
|
|
31
|
+
bindings: undefined,
|
|
32
|
+
shaderInputs: undefined,
|
|
33
|
+
pipelineFactory: undefined,
|
|
34
|
+
shaderFactory: undefined,
|
|
35
|
+
shaderAssembler: ShaderAssembler.getDefaultShaderAssembler(),
|
|
36
|
+
debugShaders: undefined
|
|
37
|
+
};
|
|
38
|
+
device;
|
|
39
|
+
id;
|
|
40
|
+
pipelineFactory;
|
|
41
|
+
shaderFactory;
|
|
42
|
+
userData = {};
|
|
43
|
+
/** Bindings (textures, samplers, uniform buffers) */
|
|
44
|
+
bindings = {};
|
|
45
|
+
/** The underlying GPU "program". @note May be recreated if parameters change */
|
|
46
|
+
pipeline;
|
|
47
|
+
/** the underlying compiled compute shader */
|
|
48
|
+
shader;
|
|
49
|
+
source;
|
|
50
|
+
/** ShaderInputs instance */
|
|
51
|
+
shaderInputs;
|
|
52
|
+
_uniformStore;
|
|
53
|
+
_pipelineNeedsUpdate = 'newly created';
|
|
54
|
+
_getModuleUniforms;
|
|
55
|
+
props;
|
|
56
|
+
_destroyed = false;
|
|
57
|
+
constructor(device, props) {
|
|
58
|
+
if (device.type !== 'webgpu') {
|
|
59
|
+
throw new Error('Computation is only supported in WebGPU');
|
|
60
|
+
}
|
|
61
|
+
this.props = { ...Computation.defaultProps, ...props };
|
|
62
|
+
props = this.props;
|
|
63
|
+
this.id = props.id || uid('model');
|
|
64
|
+
this.device = device;
|
|
65
|
+
Object.assign(this.userData, props.userData);
|
|
66
|
+
// Setup shader module inputs
|
|
67
|
+
const moduleMap = Object.fromEntries(this.props.modules?.map(module => [module.name, module]) || []);
|
|
68
|
+
this.setShaderInputs(props.shaderInputs || new ShaderInputs(moduleMap));
|
|
69
|
+
// Support WGSL shader layout introspection
|
|
70
|
+
// TODO - Don't modify props!!
|
|
71
|
+
this.props.shaderLayout ||= getShaderLayoutFromWGSL(this.props.source);
|
|
72
|
+
// Setup shader assembler
|
|
73
|
+
const platformInfo = getPlatformInfo(device);
|
|
74
|
+
// Extract modules from shader inputs if not supplied
|
|
75
|
+
const modules = (this.props.modules?.length > 0 ? this.props.modules : this.shaderInputs?.getModules()) || [];
|
|
76
|
+
this.pipelineFactory =
|
|
77
|
+
props.pipelineFactory || PipelineFactory.getDefaultPipelineFactory(this.device);
|
|
78
|
+
this.shaderFactory = props.shaderFactory || ShaderFactory.getDefaultShaderFactory(this.device);
|
|
79
|
+
const { source, getUniforms } = this.props.shaderAssembler.assembleShader({
|
|
80
|
+
platformInfo,
|
|
81
|
+
...this.props,
|
|
82
|
+
modules
|
|
83
|
+
});
|
|
84
|
+
this.source = source;
|
|
85
|
+
this._getModuleUniforms = getUniforms;
|
|
86
|
+
// Create the pipeline
|
|
87
|
+
// @note order is important
|
|
88
|
+
this.pipeline = this._updatePipeline();
|
|
89
|
+
// Apply any dynamic settings that will not trigger pipeline change
|
|
90
|
+
if (props.bindings) {
|
|
91
|
+
this.setBindings(props.bindings);
|
|
92
|
+
}
|
|
93
|
+
// Catch any access to non-standard props
|
|
94
|
+
Object.seal(this);
|
|
95
|
+
}
|
|
96
|
+
destroy() {
|
|
97
|
+
if (this._destroyed)
|
|
98
|
+
return;
|
|
99
|
+
this.pipelineFactory.release(this.pipeline);
|
|
100
|
+
this.shaderFactory.release(this.shader);
|
|
101
|
+
this._uniformStore.destroy();
|
|
102
|
+
this._destroyed = true;
|
|
103
|
+
}
|
|
104
|
+
// Draw call
|
|
105
|
+
predraw() {
|
|
106
|
+
// Update uniform buffers if needed
|
|
107
|
+
this.updateShaderInputs();
|
|
108
|
+
}
|
|
109
|
+
dispatch(computePass, x, y, z) {
|
|
110
|
+
try {
|
|
111
|
+
this._logDrawCallStart();
|
|
112
|
+
// Check if the pipeline is invalidated
|
|
113
|
+
// TODO - this is likely the worst place to do this from performance perspective. Perhaps add a predraw()?
|
|
114
|
+
this.pipeline = this._updatePipeline();
|
|
115
|
+
// Set pipeline state, we may be sharing a pipeline so we need to set all state on every draw
|
|
116
|
+
// Any caching needs to be done inside the pipeline functions
|
|
117
|
+
this.pipeline.setBindings(this.bindings);
|
|
118
|
+
computePass.setPipeline(this.pipeline);
|
|
119
|
+
// @ts-expect-error
|
|
120
|
+
computePass.setBindings([]);
|
|
121
|
+
computePass.dispatch(x, y, z);
|
|
122
|
+
}
|
|
123
|
+
finally {
|
|
124
|
+
this._logDrawCallEnd();
|
|
125
|
+
}
|
|
126
|
+
}
|
|
127
|
+
// Update fixed fields (can trigger pipeline rebuild)
|
|
128
|
+
// Update dynamic fields
|
|
129
|
+
/**
|
|
130
|
+
* Updates the vertex count (used in draw calls)
|
|
131
|
+
* @note Any attributes with stepMode=vertex need to be at least this big
|
|
132
|
+
*/
|
|
133
|
+
setVertexCount(vertexCount) {
|
|
134
|
+
// this.vertexCount = vertexCount;
|
|
135
|
+
}
|
|
136
|
+
/**
|
|
137
|
+
* Updates the instance count (used in draw calls)
|
|
138
|
+
* @note Any attributes with stepMode=instance need to be at least this big
|
|
139
|
+
*/
|
|
140
|
+
setInstanceCount(instanceCount) {
|
|
141
|
+
// this.instanceCount = instanceCount;
|
|
142
|
+
}
|
|
143
|
+
setShaderInputs(shaderInputs) {
|
|
144
|
+
this.shaderInputs = shaderInputs;
|
|
145
|
+
this._uniformStore = new UniformStore(this.shaderInputs.modules);
|
|
146
|
+
// Create uniform buffer bindings for all modules
|
|
147
|
+
for (const moduleName of Object.keys(this.shaderInputs.modules)) {
|
|
148
|
+
const uniformBuffer = this._uniformStore.getManagedUniformBuffer(this.device, moduleName);
|
|
149
|
+
this.bindings[`${moduleName}Uniforms`] = uniformBuffer;
|
|
150
|
+
}
|
|
151
|
+
}
|
|
152
|
+
/**
|
|
153
|
+
* Updates shader module settings (which results in uniforms being set)
|
|
154
|
+
*/
|
|
155
|
+
setShaderModuleProps(props) {
|
|
156
|
+
const uniforms = this._getModuleUniforms(props);
|
|
157
|
+
// Extract textures & framebuffers set by the modules
|
|
158
|
+
// TODO better way to extract bindings
|
|
159
|
+
const keys = Object.keys(uniforms).filter(k => {
|
|
160
|
+
const uniform = uniforms[k];
|
|
161
|
+
return !isNumberArray(uniform) && typeof uniform !== 'number' && typeof uniform !== 'boolean';
|
|
162
|
+
});
|
|
163
|
+
const bindings = {};
|
|
164
|
+
for (const k of keys) {
|
|
165
|
+
bindings[k] = uniforms[k];
|
|
166
|
+
delete uniforms[k];
|
|
167
|
+
}
|
|
168
|
+
}
|
|
169
|
+
updateShaderInputs() {
|
|
170
|
+
this._uniformStore.setUniforms(this.shaderInputs.getUniformValues());
|
|
171
|
+
}
|
|
172
|
+
/**
|
|
173
|
+
* Sets bindings (textures, samplers, uniform buffers)
|
|
174
|
+
*/
|
|
175
|
+
setBindings(bindings) {
|
|
176
|
+
Object.assign(this.bindings, bindings);
|
|
177
|
+
}
|
|
178
|
+
_setPipelineNeedsUpdate(reason) {
|
|
179
|
+
this._pipelineNeedsUpdate = this._pipelineNeedsUpdate || reason;
|
|
180
|
+
}
|
|
181
|
+
_updatePipeline() {
|
|
182
|
+
if (this._pipelineNeedsUpdate) {
|
|
183
|
+
let prevShader = null;
|
|
184
|
+
if (this.pipeline) {
|
|
185
|
+
log.log(1, `Model ${this.id}: Recreating pipeline because "${this._pipelineNeedsUpdate}".`)();
|
|
186
|
+
prevShader = this.shader;
|
|
187
|
+
}
|
|
188
|
+
this._pipelineNeedsUpdate = false;
|
|
189
|
+
this.shader = this.shaderFactory.createShader({
|
|
190
|
+
id: `${this.id}-fragment`,
|
|
191
|
+
stage: 'compute',
|
|
192
|
+
source: this.source,
|
|
193
|
+
debug: this.props.debugShaders
|
|
194
|
+
});
|
|
195
|
+
this.pipeline = this.pipelineFactory.createComputePipeline({
|
|
196
|
+
...this.props,
|
|
197
|
+
shader: this.shader
|
|
198
|
+
});
|
|
199
|
+
if (prevShader) {
|
|
200
|
+
this.shaderFactory.release(prevShader);
|
|
201
|
+
}
|
|
202
|
+
}
|
|
203
|
+
return this.pipeline;
|
|
204
|
+
}
|
|
205
|
+
/** Throttle draw call logging */
|
|
206
|
+
_lastLogTime = 0;
|
|
207
|
+
_logOpen = false;
|
|
208
|
+
_logDrawCallStart() {
|
|
209
|
+
// IF level is 4 or higher, log every frame.
|
|
210
|
+
const logDrawTimeout = log.level > 3 ? 0 : LOG_DRAW_TIMEOUT;
|
|
211
|
+
if (log.level < 2 || Date.now() - this._lastLogTime < logDrawTimeout) {
|
|
212
|
+
return;
|
|
213
|
+
}
|
|
214
|
+
this._lastLogTime = Date.now();
|
|
215
|
+
this._logOpen = true;
|
|
216
|
+
log.group(LOG_DRAW_PRIORITY, `>>> DRAWING MODEL ${this.id}`, { collapsed: log.level <= 2 })();
|
|
217
|
+
}
|
|
218
|
+
_logDrawCallEnd() {
|
|
219
|
+
if (this._logOpen) {
|
|
220
|
+
// const shaderLayoutTable = getDebugTableForShaderLayout(this.pipeline.props.shaderLayout, this.id);
|
|
221
|
+
// log.table(logLevel, attributeTable)();
|
|
222
|
+
// log.table(logLevel, uniformTable)();
|
|
223
|
+
// log.table(LOG_DRAW_PRIORITY, shaderLayoutTable)();
|
|
224
|
+
const uniformTable = this.shaderInputs.getDebugTable();
|
|
225
|
+
log.table(LOG_DRAW_PRIORITY, uniformTable)();
|
|
226
|
+
log.groupEnd(LOG_DRAW_PRIORITY)();
|
|
227
|
+
this._logOpen = false;
|
|
228
|
+
}
|
|
229
|
+
}
|
|
230
|
+
_drawCount = 0;
|
|
231
|
+
// TODO - fix typing of luma data types
|
|
232
|
+
_getBufferOrConstantValues(attribute, dataType) {
|
|
233
|
+
const TypedArrayConstructor = getTypedArrayFromDataType(dataType);
|
|
234
|
+
const typedArray = attribute instanceof Buffer ? new TypedArrayConstructor(attribute.debugData) : attribute;
|
|
235
|
+
return typedArray.toString();
|
|
236
|
+
}
|
|
237
|
+
}
|
|
238
|
+
/** Create a shadertools platform info from the Device */
|
|
239
|
+
export function getPlatformInfo(device) {
|
|
240
|
+
return {
|
|
241
|
+
type: device.type,
|
|
242
|
+
shaderLanguage: device.info.shadingLanguage,
|
|
243
|
+
shaderLanguageVersion: device.info.shadingLanguageVersion,
|
|
244
|
+
gpu: device.info.gpu,
|
|
245
|
+
// HACK - we pretend that the DeviceFeatures is a Set, it has a similar API
|
|
246
|
+
features: device.features
|
|
247
|
+
};
|
|
248
|
+
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"copy-texture-to-image.d.ts","sourceRoot":"","sources":["../../src/debug/copy-texture-to-image.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,OAAO,EAAE,WAAW,EAAC,MAAM,eAAe,CAAC;
|
|
1
|
+
{"version":3,"file":"copy-texture-to-image.d.ts","sourceRoot":"","sources":["../../src/debug/copy-texture-to-image.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,OAAO,EAAE,WAAW,EAAC,MAAM,eAAe,CAAC;AAGnD;;;GAGG;AACH,MAAM,MAAM,yBAAyB,GAAG;IACtC,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1B,eAAe,CAAC,EAAE,MAAM,CAAC;IACzB,WAAW,CAAC,EAAE,gBAAgB,CAAC;CAChC,CAAC;AAEF;;;;;;GAMG;AACH,wBAAgB,kBAAkB,CAChC,MAAM,EAAE,OAAO,GAAG,WAAW,EAC7B,OAAO,CAAC,EAAE,yBAAyB,GAClC,gBAAgB,CAMlB;AAED;;;;;GAKG;AACH,wBAAgB,oBAAoB,CAClC,MAAM,EAAE,OAAO,GAAG,WAAW,EAC7B,OAAO,GAAE,yBAA8B,GACtC,MAAM,CAyBR"}
|
|
@@ -1,7 +1,6 @@
|
|
|
1
1
|
// luma.gl
|
|
2
2
|
// SPDX-License-Identifier: MIT
|
|
3
3
|
// Copyright (c) vis.gl contributors
|
|
4
|
-
import { GL } from '@luma.gl/constants';
|
|
5
4
|
import { flipRows, scalePixels } from "./pixel-data-utils.js";
|
|
6
5
|
/**
|
|
7
6
|
* Reads pixels from a Framebuffer or Texture object into an HTML Image
|
|
@@ -23,8 +22,7 @@ export function copyTextureToImage(source, options) {
|
|
|
23
22
|
* @param options
|
|
24
23
|
*/
|
|
25
24
|
export function copyTextureToDataUrl(source, options = {}) {
|
|
26
|
-
const { sourceAttachment =
|
|
27
|
-
targetMaxHeight = Number.MAX_SAFE_INTEGER } = options;
|
|
25
|
+
const { sourceAttachment, targetMaxHeight = Number.MAX_SAFE_INTEGER } = options;
|
|
28
26
|
let data = source.device.readPixelsToArrayWebGL(source, { sourceAttachment });
|
|
29
27
|
// Scale down
|
|
30
28
|
let { width, height } = source;
|