@onerjs/smart-filters 8.25.0
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/license.md +21 -0
- package/package.json +52 -0
- package/readme.md +9 -0
- package/src/IDisposable.ts +9 -0
- package/src/blockFoundation/aggregateBlock.ts +148 -0
- package/src/blockFoundation/baseBlock.ts +339 -0
- package/src/blockFoundation/customAggregateBlock.ts +88 -0
- package/src/blockFoundation/customShaderBlock.ts +362 -0
- package/src/blockFoundation/disableableShaderBlock.ts +91 -0
- package/src/blockFoundation/index.ts +9 -0
- package/src/blockFoundation/inputBlock.deserializer.ts +72 -0
- package/src/blockFoundation/inputBlock.serialization.types.ts +126 -0
- package/src/blockFoundation/inputBlock.serializer.ts +150 -0
- package/src/blockFoundation/inputBlock.ts +181 -0
- package/src/blockFoundation/outputBlock.ts +144 -0
- package/src/blockFoundation/shaderBlock.ts +156 -0
- package/src/blockFoundation/textureOptions.ts +57 -0
- package/src/command/command.ts +59 -0
- package/src/command/commandBuffer.ts +71 -0
- package/src/command/commandBufferDebugger.ts +14 -0
- package/src/command/index.ts +7 -0
- package/src/connection/connectionPoint.ts +205 -0
- package/src/connection/connectionPointCompatibilityState.ts +31 -0
- package/src/connection/connectionPointDirection.ts +9 -0
- package/src/connection/connectionPointType.ts +45 -0
- package/src/connection/connectionPointWithDefault.ts +27 -0
- package/src/connection/index.ts +8 -0
- package/src/editorUtils/editableInPropertyPage.ts +106 -0
- package/src/editorUtils/index.ts +3 -0
- package/src/index.ts +16 -0
- package/src/optimization/dependencyGraph.ts +96 -0
- package/src/optimization/index.ts +1 -0
- package/src/optimization/optimizedShaderBlock.ts +131 -0
- package/src/optimization/smartFilterOptimizer.ts +757 -0
- package/src/runtime/index.ts +8 -0
- package/src/runtime/renderTargetGenerator.ts +222 -0
- package/src/runtime/shaderRuntime.ts +174 -0
- package/src/runtime/smartFilterRuntime.ts +112 -0
- package/src/runtime/strongRef.ts +18 -0
- package/src/serialization/importCustomBlockDefinition.ts +86 -0
- package/src/serialization/index.ts +10 -0
- package/src/serialization/serializedBlockDefinition.ts +12 -0
- package/src/serialization/serializedShaderBlockDefinition.ts +7 -0
- package/src/serialization/serializedSmartFilter.ts +6 -0
- package/src/serialization/smartFilterDeserializer.ts +190 -0
- package/src/serialization/smartFilterSerializer.ts +110 -0
- package/src/serialization/v1/defaultBlockSerializer.ts +21 -0
- package/src/serialization/v1/index.ts +4 -0
- package/src/serialization/v1/shaderBlockSerialization.types.ts +85 -0
- package/src/serialization/v1/smartFilterSerialization.types.ts +129 -0
- package/src/smartFilter.ts +255 -0
- package/src/utils/buildTools/buildShaders.ts +14 -0
- package/src/utils/buildTools/convertGlslIntoBlock.ts +370 -0
- package/src/utils/buildTools/convertGlslIntoShaderProgram.ts +173 -0
- package/src/utils/buildTools/convertShaders.ts +65 -0
- package/src/utils/buildTools/recordVersionNumber.js +24 -0
- package/src/utils/buildTools/shaderCode.types.ts +59 -0
- package/src/utils/buildTools/shaderConverter.ts +466 -0
- package/src/utils/buildTools/watchShaders.ts +44 -0
- package/src/utils/index.ts +4 -0
- package/src/utils/renderTargetUtils.ts +30 -0
- package/src/utils/shaderCodeUtils.ts +192 -0
- package/src/utils/textureLoaders.ts +31 -0
- package/src/utils/textureUtils.ts +28 -0
- package/src/utils/uniqueIdGenerator.ts +28 -0
- package/src/version.ts +4 -0
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import type { Nullable } from "core/types.js";
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import { Logger } from "core/Misc/logger.js";
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import type { ConnectionPoint } from "../connection/connectionPoint.js";
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import type { ShaderBinding } from "../runtime/shaderRuntime.js";
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import type { InputBlock } from "../blockFoundation/inputBlock.js";
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import type { BaseBlock } from "../blockFoundation/baseBlock.js";
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import { SmartFilter } from "../smartFilter.js";
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import { ConnectionPointType } from "../connection/connectionPointType.js";
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import { ShaderBlock } from "../blockFoundation/shaderBlock.js";
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import { IsTextureInputBlock } from "../blockFoundation/inputBlock.js";
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import { OptimizedShaderBlock } from "./optimizedShaderBlock.js";
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import { AutoDisableMainInputColorName, DecorateChar, DecorateSymbol, GetShaderFragmentCode, UndecorateSymbol } from "../utils/shaderCodeUtils.js";
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import { DependencyGraph } from "./dependencyGraph.js";
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import { DisableableShaderBlock, BlockDisableStrategy } from "../blockFoundation/disableableShaderBlock.js";
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import { TextureOptionsMatch, type OutputTextureOptions } from "../blockFoundation/textureOptions.js";
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const GetDefineRegEx = /^\S*#define\s+(\w+).*$/; // Matches a #define statement line, capturing its decorated or undecorated name
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const ShowDebugData = false;
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/**
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* @internal
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*/
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type RemappedSymbol = {
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/**
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* The type of the symbol.
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*/
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type: "uniform" | "const" | "sampler" | "function" | "define";
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/**
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* The name of the symbol.
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*/
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name: string;
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/**
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* The name of the symbol after it has been remapped.
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*/
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remappedName: string;
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/**
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* For "function", this is the parameter list to differentiate between overloads.
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*/
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params?: string;
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/**
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* The declaration of the symbol. For "function" it is the function code.
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*/
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declaration: string;
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/**
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* The ShaderBlock(s) that owns the symbol.
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*/
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owners: ShaderBlock[];
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/**
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* The InputBlock that owns the texture. Only used for type="sampler".
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*/
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inputBlock: InputBlock<ConnectionPointType.Texture> | undefined;
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};
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/**
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* @internal
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*/
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export type StackItem = {
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/**
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* The connection points to which to connect the output of the optimized block, once the optimized block has been created.
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*/
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inputsToConnectTo: ConnectionPoint[];
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/**
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* The connection point to process.
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*/
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outputConnectionPoint: ConnectionPoint;
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};
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/**
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* Options for the smart filter optimizer.
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*/
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export interface ISmartFilterOptimizerOptions {
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/**
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* The maximum number of samplers allowed in the fragment shader. Default: 8
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*/
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maxSamplersInFragmentShader?: number;
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/**
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* If true, the optimizer will remove the disabled blocks from the optimized smart filter. Default: false
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* It allows more aggressive optimizations, but removed blocks will no longer be available in the optimized smart filter.
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*/
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removeDisabledBlocks?: boolean;
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}
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/**
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* Optimizes a smart filter by aggregating blocks whenever possible, to reduce the number of draw calls.
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*/
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export class SmartFilterOptimizer {
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private _sourceSmartFilter: SmartFilter;
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private _options: ISmartFilterOptimizerOptions;
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private _blockStack: StackItem[] = [];
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private _blockToStackItem: Map<BaseBlock, StackItem> = new Map();
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private _savedBlockStack: StackItem[] = [];
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private _savedBlockToStackItem: Map<BaseBlock, StackItem> = new Map();
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private _symbolOccurrences: { [name: string]: number } = {};
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private _remappedSymbols: Array<RemappedSymbol> = [];
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private _blockToMainFunctionName: Map<BaseBlock, string> = new Map();
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private _mainFunctionNameToCode: Map<string, string> = new Map();
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private _dependencyGraph: DependencyGraph<string> = new DependencyGraph<string>();
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private _vertexShaderCode: string | undefined;
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private _currentOutputTextureOptions: OutputTextureOptions | undefined;
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private _forceUnoptimized: boolean = false;
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/**
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* Creates a new smart filter optimizer
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* @param smartFilter - The smart filter to optimize
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* @param options - Options for the optimizer
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*/
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constructor(smartFilter: SmartFilter, options?: ISmartFilterOptimizerOptions) {
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this._sourceSmartFilter = smartFilter;
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this._options = {
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maxSamplersInFragmentShader: 8,
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...options,
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};
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}
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/**
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* Optimizes the smart filter by aggregating blocks whenever possible, to lower the number of rendering passes
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* @returns The optimized smart filter, or null if the optimization failed
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*/
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public optimize(): Nullable<SmartFilter> {
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this._blockStack = [];
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this._blockToStackItem = new Map();
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let newSmartFilter: Nullable<SmartFilter> = null;
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this._sourceSmartFilter._workWithAggregateFreeGraph(() => {
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if (this._sourceSmartFilter.output.connectedTo && !IsTextureInputBlock(this._sourceSmartFilter.output.connectedTo.ownerBlock)) {
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const connectionsToReconnect: [ConnectionPoint, ConnectionPoint][] = [];
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if (this._options.removeDisabledBlocks) {
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// Need to propagate runtime data to ensure we can tell if a block is disabled
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this._sourceSmartFilter.output.ownerBlock.propagateRuntimeData();
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const alreadyVisitedBlocks = new Set<BaseBlock>();
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this._disconnectDisabledBlocks(this._sourceSmartFilter.output.connectedTo.ownerBlock, alreadyVisitedBlocks, connectionsToReconnect);
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}
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newSmartFilter = new SmartFilter(this._sourceSmartFilter.name + " - optimized");
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// We must recheck isTextureInputBlock because all shader blocks may have been disconnected by the previous code
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if (!IsTextureInputBlock(this._sourceSmartFilter.output.connectedTo.ownerBlock)) {
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// Make sure all the connections in the graph have a runtimeData associated to them
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// Note that the value of the runtimeData may not be set yet, we just need the objects to be created and propagated correctly
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this._sourceSmartFilter.output.ownerBlock.prepareForRuntime();
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this._sourceSmartFilter.output.ownerBlock.propagateRuntimeData();
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const item: StackItem = {
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inputsToConnectTo: [newSmartFilter.output],
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outputConnectionPoint: this._sourceSmartFilter.output.connectedTo,
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};
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this._blockStack.push(item);
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this._blockToStackItem.set(item.outputConnectionPoint.ownerBlock, item);
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while (this._blockStack.length > 0) {
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const { inputsToConnectTo, outputConnectionPoint } = this._blockStack.pop()!;
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const newBlock = this._processBlock(newSmartFilter, outputConnectionPoint);
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if (newBlock) {
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for (const inputToConnectTo of inputsToConnectTo) {
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inputToConnectTo.connectTo(newBlock.output);
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}
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}
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}
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} else {
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newSmartFilter.output.connectTo(this._sourceSmartFilter.output.connectedTo);
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}
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if (this._options.removeDisabledBlocks) {
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// We must reconnect the connections that were reconnected differently by the disconnect process, so that the original graph is left unmodified
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for (const [input, connectedTo] of connectionsToReconnect) {
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input.connectTo(connectedTo);
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}
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}
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}
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});
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return newSmartFilter;
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}
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private _disconnectDisabledBlocks(block: BaseBlock, alreadyVisitedBlocks: Set<BaseBlock>, inputsToReconnect: [ConnectionPoint, ConnectionPoint][]) {
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if (alreadyVisitedBlocks.has(block)) {
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return;
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}
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alreadyVisitedBlocks.add(block);
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for (const input of block.inputs) {
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if (!input.connectedTo || input.type !== ConnectionPointType.Texture) {
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continue;
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}
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this._disconnectDisabledBlocks(input.connectedTo.ownerBlock, alreadyVisitedBlocks, inputsToReconnect);
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}
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if (block instanceof DisableableShaderBlock && block.disabled.runtimeData.value) {
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block.disconnectFromGraph(inputsToReconnect);
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}
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}
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private _initialize() {
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this._symbolOccurrences = {};
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this._remappedSymbols = [];
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this._blockToMainFunctionName = new Map();
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this._mainFunctionNameToCode = new Map();
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this._dependencyGraph = new DependencyGraph();
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this._vertexShaderCode = undefined;
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this._currentOutputTextureOptions = undefined;
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this._forceUnoptimized = false;
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}
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private _makeSymbolUnique(symbolName: string): string {
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let newVarName = symbolName;
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if (!this._symbolOccurrences[symbolName]) {
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this._symbolOccurrences[symbolName] = 1;
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} else {
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this._symbolOccurrences[symbolName]++;
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newVarName += "_" + this._symbolOccurrences[symbolName];
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}
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return newVarName;
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}
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private _processDefines(block: ShaderBlock, code: string): string {
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const defines = block.getShaderProgram().fragment.defines;
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if (!defines) {
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return code;
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}
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for (const define of defines) {
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const match = define.match(GetDefineRegEx);
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const defName = match?.[1];
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if (!match || !defName) {
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continue;
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}
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// See if we have already processed this define for this block type
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const existingRemapped = this._remappedSymbols.find((s) => s.type === "define" && s.name === defName && s.owners[0] && s.owners[0].blockType === block.blockType);
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let newDefName: string;
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if (existingRemapped) {
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newDefName = existingRemapped.remappedName;
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} else {
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// Add the new define to the remapped symbols list
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newDefName = DecorateSymbol(this._makeSymbolUnique(UndecorateSymbol(defName)));
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this._remappedSymbols.push({
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type: "define",
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name: defName,
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remappedName: newDefName,
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declaration: define.replace(defName, newDefName), // No need to reconstruct the declaration
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owners: [block],
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inputBlock: undefined,
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});
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}
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// Replace the define name in the main shader code
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code = code.replace(defName, newDefName);
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}
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return code;
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}
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private _processHelperFunctions(block: ShaderBlock, code: string): string {
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const functions = block.getShaderProgram().fragment.functions;
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+
if (functions.length === 1) {
|
|
279
|
+
// There's only the main function, so we don't need to do anything
|
|
280
|
+
return code;
|
|
281
|
+
}
|
|
282
|
+
|
|
283
|
+
const replaceFuncNames: Array<[RegExp, string]> = [];
|
|
284
|
+
|
|
285
|
+
for (const func of functions) {
|
|
286
|
+
let funcName = func.name;
|
|
287
|
+
|
|
288
|
+
if (funcName === block.getShaderProgram().fragment.mainFunctionName) {
|
|
289
|
+
continue;
|
|
290
|
+
}
|
|
291
|
+
|
|
292
|
+
funcName = UndecorateSymbol(funcName);
|
|
293
|
+
|
|
294
|
+
const regexFindCurName = new RegExp(DecorateSymbol(funcName), "g");
|
|
295
|
+
|
|
296
|
+
const existingFunctionExactOverload = this._remappedSymbols.find(
|
|
297
|
+
(s) => s.type === "function" && s.name === funcName && s.params === func.params && s.owners[0] && s.owners[0].blockType === block.blockType
|
|
298
|
+
);
|
|
299
|
+
|
|
300
|
+
const existingFunction = this._remappedSymbols.find((s) => s.type === "function" && s.name === funcName && s.owners[0] && s.owners[0].blockType === block.blockType);
|
|
301
|
+
|
|
302
|
+
// Get or create the remapped name, ignoring the parameter list
|
|
303
|
+
const newVarName = existingFunction?.remappedName ?? DecorateSymbol(this._makeSymbolUnique(funcName));
|
|
304
|
+
|
|
305
|
+
// If the function name, regardless of params, wasn't found, add the rename mapping to our list
|
|
306
|
+
if (!existingFunction) {
|
|
307
|
+
replaceFuncNames.push([regexFindCurName, newVarName]);
|
|
308
|
+
}
|
|
309
|
+
|
|
310
|
+
// If this exact overload wasn't found, add it to the list of remapped symbols so it'll be emitted in
|
|
311
|
+
// the final shader.
|
|
312
|
+
if (!existingFunctionExactOverload) {
|
|
313
|
+
let funcCode = func.code;
|
|
314
|
+
for (const [regex, replacement] of replaceFuncNames) {
|
|
315
|
+
funcCode = funcCode.replace(regex, replacement);
|
|
316
|
+
}
|
|
317
|
+
|
|
318
|
+
this._remappedSymbols.push({
|
|
319
|
+
type: "function",
|
|
320
|
+
name: funcName,
|
|
321
|
+
remappedName: newVarName,
|
|
322
|
+
params: func.params,
|
|
323
|
+
declaration: funcCode,
|
|
324
|
+
owners: [block],
|
|
325
|
+
inputBlock: undefined,
|
|
326
|
+
});
|
|
327
|
+
}
|
|
328
|
+
|
|
329
|
+
code = code.replace(regexFindCurName, newVarName);
|
|
330
|
+
}
|
|
331
|
+
|
|
332
|
+
return code;
|
|
333
|
+
}
|
|
334
|
+
|
|
335
|
+
private _processVariables(
|
|
336
|
+
block: ShaderBlock,
|
|
337
|
+
code: string,
|
|
338
|
+
varDecl: "const" | "uniform",
|
|
339
|
+
declarations?: string,
|
|
340
|
+
hasValue = false,
|
|
341
|
+
forceSingleInstance = false
|
|
342
|
+
): [string, Array<string>] {
|
|
343
|
+
if (!declarations) {
|
|
344
|
+
return [code, []];
|
|
345
|
+
}
|
|
346
|
+
|
|
347
|
+
let rex = `${varDecl}\\s+(\\S+)\\s+${DecorateChar}(\\w+)${DecorateChar}\\s*`;
|
|
348
|
+
if (hasValue) {
|
|
349
|
+
rex += "=\\s*(.+);";
|
|
350
|
+
} else {
|
|
351
|
+
rex += ";";
|
|
352
|
+
}
|
|
353
|
+
|
|
354
|
+
const samplerList = [];
|
|
355
|
+
const rx = new RegExp(rex, "g");
|
|
356
|
+
|
|
357
|
+
let match = rx.exec(declarations);
|
|
358
|
+
while (match !== null) {
|
|
359
|
+
const singleInstance = forceSingleInstance || varDecl === "const";
|
|
360
|
+
const varType = match[1]!;
|
|
361
|
+
const varName = match[2]!;
|
|
362
|
+
const varValue = hasValue ? match[3]! : null;
|
|
363
|
+
|
|
364
|
+
let newVarName: Nullable<string> = null;
|
|
365
|
+
|
|
366
|
+
if (varType === "sampler2D") {
|
|
367
|
+
samplerList.push(DecorateSymbol(varName));
|
|
368
|
+
} else {
|
|
369
|
+
const existingRemapped = this._remappedSymbols.find((s) => s.type === varDecl && s.name === varName && s.owners[0] && s.owners[0].blockType === block.blockType);
|
|
370
|
+
if (existingRemapped && singleInstance) {
|
|
371
|
+
newVarName = existingRemapped.remappedName;
|
|
372
|
+
if (varDecl === "uniform") {
|
|
373
|
+
existingRemapped.owners.push(block);
|
|
374
|
+
}
|
|
375
|
+
} else {
|
|
376
|
+
newVarName = DecorateSymbol(this._makeSymbolUnique(varName));
|
|
377
|
+
|
|
378
|
+
this._remappedSymbols.push({
|
|
379
|
+
type: varDecl,
|
|
380
|
+
name: varName,
|
|
381
|
+
remappedName: newVarName,
|
|
382
|
+
declaration: `${varDecl} ${varType} ${newVarName}${hasValue ? " = " + varValue : ""};`,
|
|
383
|
+
owners: [block],
|
|
384
|
+
inputBlock: undefined,
|
|
385
|
+
});
|
|
386
|
+
}
|
|
387
|
+
}
|
|
388
|
+
|
|
389
|
+
if (newVarName) {
|
|
390
|
+
code = code.replace(new RegExp(DecorateSymbol(varName), "g"), newVarName);
|
|
391
|
+
}
|
|
392
|
+
|
|
393
|
+
match = rx.exec(declarations);
|
|
394
|
+
}
|
|
395
|
+
|
|
396
|
+
return [code, samplerList];
|
|
397
|
+
}
|
|
398
|
+
|
|
399
|
+
private _processSampleTexture(block: ShaderBlock, code: string, sampler: string, samplers: string[], inputTextureBlock?: InputBlock<ConnectionPointType.Texture>): string {
|
|
400
|
+
const rx = new RegExp(`__sampleTexture\\s*\\(\\s*${DecorateChar}${sampler}${DecorateChar}\\s*,\\s*(.*?)\\s*\\)`);
|
|
401
|
+
|
|
402
|
+
let newSamplerName = sampler;
|
|
403
|
+
|
|
404
|
+
const existingRemapped = this._remappedSymbols.find((s) => s.type === "sampler" && s.inputBlock && s.inputBlock === inputTextureBlock);
|
|
405
|
+
if (existingRemapped) {
|
|
406
|
+
// The texture is shared by multiple blocks. We must reuse the same sampler name
|
|
407
|
+
newSamplerName = existingRemapped.remappedName;
|
|
408
|
+
} else {
|
|
409
|
+
newSamplerName = DecorateSymbol(this._makeSymbolUnique(newSamplerName));
|
|
410
|
+
|
|
411
|
+
this._remappedSymbols.push({
|
|
412
|
+
type: "sampler",
|
|
413
|
+
name: sampler,
|
|
414
|
+
remappedName: newSamplerName,
|
|
415
|
+
declaration: `uniform sampler2D ${newSamplerName};`,
|
|
416
|
+
owners: [block],
|
|
417
|
+
inputBlock: inputTextureBlock,
|
|
418
|
+
});
|
|
419
|
+
}
|
|
420
|
+
|
|
421
|
+
if (samplers.indexOf(newSamplerName) === -1) {
|
|
422
|
+
samplers.push(newSamplerName);
|
|
423
|
+
}
|
|
424
|
+
|
|
425
|
+
let match = rx.exec(code);
|
|
426
|
+
while (match !== null) {
|
|
427
|
+
const uv = match[1]!;
|
|
428
|
+
|
|
429
|
+
code = code.substring(0, match.index) + `texture2D(${newSamplerName}, ${uv})` + code.substring(match.index + match[0]!.length);
|
|
430
|
+
|
|
431
|
+
match = rx.exec(code);
|
|
432
|
+
}
|
|
433
|
+
|
|
434
|
+
return code;
|
|
435
|
+
}
|
|
436
|
+
|
|
437
|
+
private _canBeOptimized(block: BaseBlock): boolean {
|
|
438
|
+
if (block.disableOptimization) {
|
|
439
|
+
return false;
|
|
440
|
+
}
|
|
441
|
+
|
|
442
|
+
if (block instanceof ShaderBlock) {
|
|
443
|
+
if (block.getShaderProgram().vertex !== this._vertexShaderCode) {
|
|
444
|
+
return false;
|
|
445
|
+
}
|
|
446
|
+
|
|
447
|
+
if (!TextureOptionsMatch(block.outputTextureOptions, this._currentOutputTextureOptions)) {
|
|
448
|
+
return false;
|
|
449
|
+
}
|
|
450
|
+
}
|
|
451
|
+
|
|
452
|
+
return true;
|
|
453
|
+
}
|
|
454
|
+
|
|
455
|
+
// Processes a block given one of its output connection point
|
|
456
|
+
// Returns the name of the main function in the shader code
|
|
457
|
+
private _optimizeBlock(optimizedBlock: OptimizedShaderBlock, outputConnectionPoint: ConnectionPoint, samplers: string[]): string {
|
|
458
|
+
const block = outputConnectionPoint.ownerBlock;
|
|
459
|
+
|
|
460
|
+
if (block instanceof ShaderBlock) {
|
|
461
|
+
if (this._currentOutputTextureOptions === undefined) {
|
|
462
|
+
this._currentOutputTextureOptions = block.outputTextureOptions;
|
|
463
|
+
}
|
|
464
|
+
|
|
465
|
+
const shaderProgram = block.getShaderProgram();
|
|
466
|
+
|
|
467
|
+
if (!shaderProgram) {
|
|
468
|
+
throw new Error(`Shader program not found for block "${block.name}"!`);
|
|
469
|
+
}
|
|
470
|
+
|
|
471
|
+
// We get the shader code of the main function only
|
|
472
|
+
let code = GetShaderFragmentCode(shaderProgram, true);
|
|
473
|
+
|
|
474
|
+
this._vertexShaderCode = this._vertexShaderCode ?? shaderProgram.vertex;
|
|
475
|
+
|
|
476
|
+
// Generates a unique name for the fragment main function (if not already generated)
|
|
477
|
+
const shaderFuncName = shaderProgram.fragment.mainFunctionName;
|
|
478
|
+
|
|
479
|
+
let newShaderFuncName = this._blockToMainFunctionName.get(block);
|
|
480
|
+
|
|
481
|
+
if (!newShaderFuncName) {
|
|
482
|
+
newShaderFuncName = UndecorateSymbol(shaderFuncName);
|
|
483
|
+
newShaderFuncName = DecorateSymbol(this._makeSymbolUnique(newShaderFuncName));
|
|
484
|
+
|
|
485
|
+
this._blockToMainFunctionName.set(block, newShaderFuncName);
|
|
486
|
+
this._dependencyGraph.addElement(newShaderFuncName);
|
|
487
|
+
}
|
|
488
|
+
|
|
489
|
+
// Replaces the main function name by the new one
|
|
490
|
+
code = code.replace(shaderFuncName, newShaderFuncName);
|
|
491
|
+
|
|
492
|
+
// Removes the vUV declaration if it exists
|
|
493
|
+
code = code.replace(/varying\s+vec2\s+vUV\s*;/g, "");
|
|
494
|
+
|
|
495
|
+
// Replaces the texture2D calls by __sampleTexture for easier processing
|
|
496
|
+
code = code.replace(/(?<!\w)texture2D\s*\(/g, " __sampleTexture(");
|
|
497
|
+
|
|
498
|
+
// Processes the defines to make them unique
|
|
499
|
+
code = this._processDefines(block, code);
|
|
500
|
+
|
|
501
|
+
// Processes the functions other than the main function
|
|
502
|
+
code = this._processHelperFunctions(block, code);
|
|
503
|
+
|
|
504
|
+
// Processes the constants to make them unique
|
|
505
|
+
code = this._processVariables(block, code, "const", shaderProgram.fragment.const, true)[0];
|
|
506
|
+
|
|
507
|
+
// Processes the uniform inputs to make them unique. Also extract the list of samplers
|
|
508
|
+
let samplerList: string[] = [];
|
|
509
|
+
[code, samplerList] = this._processVariables(block, code, "uniform", shaderProgram.fragment.uniform, false);
|
|
510
|
+
|
|
511
|
+
let additionalSamplers = [];
|
|
512
|
+
[code, additionalSamplers] = this._processVariables(block, code, "uniform", shaderProgram.fragment.uniformSingle, false, true);
|
|
513
|
+
|
|
514
|
+
samplerList.push(...additionalSamplers);
|
|
515
|
+
|
|
516
|
+
// Processes the texture inputs
|
|
517
|
+
for (const sampler of samplerList) {
|
|
518
|
+
const samplerName = UndecorateSymbol(sampler);
|
|
519
|
+
|
|
520
|
+
const input = block.findInput(samplerName);
|
|
521
|
+
if (!input) {
|
|
522
|
+
// No connection point found corresponding to this texture: it must be a texture used internally by the filter (here we are assuming that the shader code is not bugged!)
|
|
523
|
+
code = this._processSampleTexture(block, code, samplerName, samplers);
|
|
524
|
+
continue;
|
|
525
|
+
}
|
|
526
|
+
|
|
527
|
+
// input found. Is it connected?
|
|
528
|
+
if (!input.connectedTo) {
|
|
529
|
+
throw `The connection point corresponding to the input named "${samplerName}" in block named "${block.name}" is not connected!`;
|
|
530
|
+
}
|
|
531
|
+
|
|
532
|
+
// If we are using the AutoSample strategy, we must preprocess the code that samples the texture
|
|
533
|
+
if (block instanceof DisableableShaderBlock && block.blockDisableStrategy === BlockDisableStrategy.AutoSample) {
|
|
534
|
+
code = this._applyAutoSampleStrategy(code, sampler);
|
|
535
|
+
}
|
|
536
|
+
|
|
537
|
+
const parentBlock = input.connectedTo.ownerBlock;
|
|
538
|
+
|
|
539
|
+
if (IsTextureInputBlock(parentBlock)) {
|
|
540
|
+
// input is connected to an InputBlock of type "Texture": we must directly sample a texture
|
|
541
|
+
code = this._processSampleTexture(block, code, samplerName, samplers, parentBlock);
|
|
542
|
+
} else if (this._forceUnoptimized || !this._canBeOptimized(parentBlock)) {
|
|
543
|
+
// the block connected to this input cannot be optimized: we must directly sample its output texture
|
|
544
|
+
code = this._processSampleTexture(block, code, samplerName, samplers);
|
|
545
|
+
let stackItem = this._blockToStackItem.get(parentBlock);
|
|
546
|
+
if (!stackItem) {
|
|
547
|
+
stackItem = {
|
|
548
|
+
inputsToConnectTo: [],
|
|
549
|
+
outputConnectionPoint: input.connectedTo,
|
|
550
|
+
};
|
|
551
|
+
this._blockStack.push(stackItem);
|
|
552
|
+
this._blockToStackItem.set(parentBlock, stackItem);
|
|
553
|
+
}
|
|
554
|
+
// creates a new input connection point for the texture in the optimized block
|
|
555
|
+
const connectionPoint = optimizedBlock._registerInput(samplerName, ConnectionPointType.Texture);
|
|
556
|
+
stackItem.inputsToConnectTo.push(connectionPoint);
|
|
557
|
+
} else {
|
|
558
|
+
let parentFuncName: string;
|
|
559
|
+
|
|
560
|
+
if (this._blockToMainFunctionName.has(parentBlock)) {
|
|
561
|
+
// The parent block has already been processed. We can directly use the main function name
|
|
562
|
+
parentFuncName = this._blockToMainFunctionName.get(parentBlock)!;
|
|
563
|
+
} else {
|
|
564
|
+
// Recursively processes the block connected to this input to get the main function name of the parent block
|
|
565
|
+
parentFuncName = this._optimizeBlock(optimizedBlock, input.connectedTo, samplers);
|
|
566
|
+
this._dependencyGraph.addDependency(newShaderFuncName, parentFuncName);
|
|
567
|
+
}
|
|
568
|
+
|
|
569
|
+
// The texture samplerName is not used anymore by the block, as it is replaced by a call to the main function of the parent block
|
|
570
|
+
// We remap it to an non existent sampler name, because the code that binds the texture still exists in the ShaderBinding.bind function.
|
|
571
|
+
// We don't want this code to have any effect, as it could overwrite (and remove) the texture binding of another block using this same sampler name!
|
|
572
|
+
this._remappedSymbols.push({
|
|
573
|
+
type: "sampler",
|
|
574
|
+
name: samplerName,
|
|
575
|
+
remappedName: "L(° O °L)",
|
|
576
|
+
declaration: ``,
|
|
577
|
+
owners: [block],
|
|
578
|
+
inputBlock: undefined,
|
|
579
|
+
});
|
|
580
|
+
|
|
581
|
+
// We have to replace the call(s) to __sampleTexture by a call to the main function of the parent block
|
|
582
|
+
const rx = new RegExp(`__sampleTexture\\s*\\(\\s*${sampler}\\s*,\\s*(.*?)\\s*\\)`);
|
|
583
|
+
|
|
584
|
+
let match = rx.exec(code);
|
|
585
|
+
while (match !== null) {
|
|
586
|
+
const uv = match[1];
|
|
587
|
+
|
|
588
|
+
code = code.substring(0, match.index) + `${parentFuncName}(${uv})` + code.substring(match.index + match[0]!.length);
|
|
589
|
+
match = rx.exec(code);
|
|
590
|
+
}
|
|
591
|
+
}
|
|
592
|
+
}
|
|
593
|
+
|
|
594
|
+
this._mainFunctionNameToCode.set(newShaderFuncName, code);
|
|
595
|
+
|
|
596
|
+
return newShaderFuncName;
|
|
597
|
+
}
|
|
598
|
+
|
|
599
|
+
throw `Unhandled block type! blockType=${block.blockType}`;
|
|
600
|
+
}
|
|
601
|
+
|
|
602
|
+
private _saveBlockStackState(): void {
|
|
603
|
+
this._savedBlockStack = this._blockStack.slice();
|
|
604
|
+
this._savedBlockToStackItem = new Map();
|
|
605
|
+
|
|
606
|
+
for (const [key, value] of this._blockToStackItem) {
|
|
607
|
+
value.inputsToConnectTo = value.inputsToConnectTo.slice();
|
|
608
|
+
this._savedBlockToStackItem.set(key, value);
|
|
609
|
+
}
|
|
610
|
+
}
|
|
611
|
+
|
|
612
|
+
private _restoreBlockStackState(): void {
|
|
613
|
+
this._blockStack.length = 0;
|
|
614
|
+
this._blockStack.push(...this._savedBlockStack);
|
|
615
|
+
|
|
616
|
+
this._blockToStackItem.clear();
|
|
617
|
+
for (const [key, value] of this._savedBlockToStackItem) {
|
|
618
|
+
this._blockToStackItem.set(key, value);
|
|
619
|
+
}
|
|
620
|
+
}
|
|
621
|
+
|
|
622
|
+
private _processBlock(newSmartFilter: SmartFilter, outputConnectionPoint: ConnectionPoint): Nullable<ShaderBlock> {
|
|
623
|
+
this._saveBlockStackState();
|
|
624
|
+
this._initialize();
|
|
625
|
+
|
|
626
|
+
let optimizedBlock = new OptimizedShaderBlock(newSmartFilter, "optimized");
|
|
627
|
+
|
|
628
|
+
const samplers: string[] = [];
|
|
629
|
+
let mainFuncName = this._optimizeBlock(optimizedBlock, outputConnectionPoint, samplers);
|
|
630
|
+
|
|
631
|
+
if (samplers.length > this._options.maxSamplersInFragmentShader!) {
|
|
632
|
+
// Too many samplers for the optimized block.
|
|
633
|
+
// We must force the unoptimized mode and regenerate the block, which will be unoptimized this time
|
|
634
|
+
newSmartFilter.removeBlock(optimizedBlock);
|
|
635
|
+
|
|
636
|
+
this._initialize();
|
|
637
|
+
|
|
638
|
+
optimizedBlock = new OptimizedShaderBlock(newSmartFilter, "unoptimized");
|
|
639
|
+
|
|
640
|
+
this._forceUnoptimized = true;
|
|
641
|
+
samplers.length = 0;
|
|
642
|
+
|
|
643
|
+
this._restoreBlockStackState();
|
|
644
|
+
|
|
645
|
+
mainFuncName = this._optimizeBlock(optimizedBlock, outputConnectionPoint, samplers);
|
|
646
|
+
}
|
|
647
|
+
|
|
648
|
+
// Collects all the shader code
|
|
649
|
+
let code = "";
|
|
650
|
+
this._dependencyGraph.walk((element: string) => {
|
|
651
|
+
code += this._mainFunctionNameToCode.get(element)! + "\n";
|
|
652
|
+
});
|
|
653
|
+
|
|
654
|
+
// Sets the remapping of the shader variables
|
|
655
|
+
const blockOwnerToShaderBinding = new Map<ShaderBlock, ShaderBinding>();
|
|
656
|
+
|
|
657
|
+
const codeDefines = [];
|
|
658
|
+
let codeUniforms = "";
|
|
659
|
+
let codeConsts = "";
|
|
660
|
+
let codeFunctions = "";
|
|
661
|
+
|
|
662
|
+
for (const s of this._remappedSymbols) {
|
|
663
|
+
switch (s.type) {
|
|
664
|
+
case "define":
|
|
665
|
+
codeDefines.push(s.declaration);
|
|
666
|
+
break;
|
|
667
|
+
case "const":
|
|
668
|
+
codeConsts += s.declaration + "\n";
|
|
669
|
+
break;
|
|
670
|
+
case "uniform":
|
|
671
|
+
case "sampler":
|
|
672
|
+
codeUniforms += s.declaration + "\n";
|
|
673
|
+
break;
|
|
674
|
+
case "function":
|
|
675
|
+
codeFunctions += s.declaration + "\n";
|
|
676
|
+
break;
|
|
677
|
+
}
|
|
678
|
+
|
|
679
|
+
for (const block of s.owners) {
|
|
680
|
+
let shaderBinding = blockOwnerToShaderBinding.get(block);
|
|
681
|
+
if (!shaderBinding) {
|
|
682
|
+
shaderBinding = block.getShaderBinding();
|
|
683
|
+
blockOwnerToShaderBinding.set(block, shaderBinding);
|
|
684
|
+
}
|
|
685
|
+
|
|
686
|
+
switch (s.type) {
|
|
687
|
+
case "uniform":
|
|
688
|
+
case "sampler":
|
|
689
|
+
shaderBinding.addShaderVariableRemapping(DecorateSymbol(s.name), s.remappedName);
|
|
690
|
+
break;
|
|
691
|
+
}
|
|
692
|
+
}
|
|
693
|
+
}
|
|
694
|
+
|
|
695
|
+
// Builds and sets the final shader code
|
|
696
|
+
code = codeFunctions + code;
|
|
697
|
+
if (ShowDebugData) {
|
|
698
|
+
code = code.replace(/^ {16}/gm, "");
|
|
699
|
+
code = code!.replace(/\r/g, "");
|
|
700
|
+
code = code!.replace(/\n(\n)*/g, "\n");
|
|
701
|
+
|
|
702
|
+
Logger.Log(`=================== BLOCK (forceUnoptimized=${this._forceUnoptimized}) ===================`);
|
|
703
|
+
Logger.Log(codeDefines.join("\n"));
|
|
704
|
+
Logger.Log(codeUniforms);
|
|
705
|
+
Logger.Log(codeConsts);
|
|
706
|
+
Logger.Log(code);
|
|
707
|
+
Logger.Log(`remappedSymbols=${this._remappedSymbols}`);
|
|
708
|
+
Logger.Log(`samplers=${samplers}`);
|
|
709
|
+
}
|
|
710
|
+
|
|
711
|
+
optimizedBlock.setShaderProgram({
|
|
712
|
+
vertex: this._vertexShaderCode,
|
|
713
|
+
fragment: {
|
|
714
|
+
defines: codeDefines,
|
|
715
|
+
const: codeConsts,
|
|
716
|
+
uniform: codeUniforms,
|
|
717
|
+
mainFunctionName: mainFuncName,
|
|
718
|
+
functions: [
|
|
719
|
+
{
|
|
720
|
+
name: mainFuncName,
|
|
721
|
+
params: "",
|
|
722
|
+
code,
|
|
723
|
+
},
|
|
724
|
+
],
|
|
725
|
+
},
|
|
726
|
+
});
|
|
727
|
+
|
|
728
|
+
if (this._currentOutputTextureOptions !== undefined) {
|
|
729
|
+
optimizedBlock.outputTextureOptions = this._currentOutputTextureOptions;
|
|
730
|
+
}
|
|
731
|
+
|
|
732
|
+
optimizedBlock.setShaderBindings(Array.from(blockOwnerToShaderBinding.values()));
|
|
733
|
+
|
|
734
|
+
return optimizedBlock;
|
|
735
|
+
}
|
|
736
|
+
|
|
737
|
+
/**
|
|
738
|
+
* If this block used DisableStrategy.AutoSample, find all the __sampleTexture calls which just pass the vUV,
|
|
739
|
+
* skip the first one, and for all others replace with the local variable created by the DisableStrategy.AutoSample
|
|
740
|
+
*
|
|
741
|
+
* @param code - The shader code to process
|
|
742
|
+
* @param sampler - The name of the sampler
|
|
743
|
+
*
|
|
744
|
+
* @returns The processed code
|
|
745
|
+
*/
|
|
746
|
+
private _applyAutoSampleStrategy(code: string, sampler: string): string {
|
|
747
|
+
let isFirstMatch = true;
|
|
748
|
+
const rx = new RegExp(`__sampleTexture\\s*\\(\\s*${sampler}\\s*,\\s*vUV\\s*\\)`, "g");
|
|
749
|
+
return code.replace(rx, (match) => {
|
|
750
|
+
if (isFirstMatch) {
|
|
751
|
+
isFirstMatch = false;
|
|
752
|
+
return match;
|
|
753
|
+
}
|
|
754
|
+
return DecorateSymbol(AutoDisableMainInputColorName);
|
|
755
|
+
});
|
|
756
|
+
}
|
|
757
|
+
}
|