glre 0.48.0 → 0.49.1
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/README.md +18 -18
- package/dist/addons.d.ts +57 -53
- package/dist/index.cjs +1 -1
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.ts +57 -53
- package/dist/index.js +1 -1
- package/dist/index.js.map +1 -1
- package/dist/native.d.ts +57 -53
- package/dist/node.cjs +15 -15
- package/dist/node.cjs.map +1 -1
- package/dist/node.d.ts +60 -56
- package/dist/node.js +15 -15
- package/dist/node.js.map +1 -1
- package/dist/react.d.ts +57 -53
- package/dist/solid.d.ts +57 -53
- package/package.json +1 -1
- package/src/index.ts +4 -1
- package/src/node/create.ts +10 -9
- package/src/node/scope.ts +3 -15
- package/src/node/types.ts +20 -43
- package/src/node/utils/const.ts +27 -10
- package/src/node/utils/index.ts +15 -8
- package/src/node/utils/infer.ts +17 -10
package/dist/index.js.map
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{"version":3,"sources":["../src/index.ts","../src/helpers.ts","../src/webgl/compute.ts","../src/webgl/utils.ts","../src/webgl/graphic.ts","../src/webgl/index.ts","../src/webgpu/compute.ts","../src/webgpu/utils.ts","../src/webgpu/graphic.ts","../src/webgpu/index.ts"],"sourcesContent":["import { durable, event } from 'reev'\nimport { createFrame, createQueue } from 'refr'\nimport { is } from './helpers'\nimport { webgl } from './webgl'\nimport { webgpu } from './webgpu'\nimport type { EventState } from 'reev'\nimport type { GL } from './types'\nexport * from './types'\n\nexport const isServer = () => {\n return typeof window === 'undefined'\n}\n\nexport const isWebGPUSupported = () => {\n if (isServer()) return false\n return 'gpu' in navigator\n}\n\nconst findElement = (arg: Partial<GL>) => {\n return arg.el || arg.elem || arg.element\n}\n\nexport const createGL = (...args: Partial<GL>[]) => {\n const gl = event({\n isNative: false,\n isWebGL: true,\n isError: false,\n isLoop: true,\n isDebug: false,\n isDepth: false,\n wireframe: false,\n size: [0, 0],\n mouse: [0, 0],\n precision: 'highp',\n error() {\n gl.isError = true\n gl.isLoop = false\n gl.clean()\n console.warn('GLRE Error:', ...arguments)\n },\n }) as EventState<GL>\n\n let iTime = performance.now()\n gl.queue = createQueue()\n gl.frame = createFrame()\n\n gl.attribute = durable((k, v, i) => gl.queue(() => gl._attribute?.(k, v, i)), gl)\n gl.instance = durable((k, v, at) => gl.queue(() => gl._instance?.(k, v, at)), gl)\n gl.storage = durable((k, v) => gl.queue(() => gl._storage?.(k, v)), gl)\n gl.texture = durable((k, v) => gl.queue(() => gl._texture?.(k, v)), gl)\n gl.uniform = durable((k, v) => gl.queue(() => gl._uniform?.(k, v)), gl)\n gl.uniform({ iResolution: gl.size, iMouse: [0, 0], iTime })\n\n gl('mount', async (el: HTMLCanvasElement) => {\n gl.el = findElement(gl) || el || args.map(findElement).find(Boolean)\n const isAppend = !gl.el // Check first: canvas may unmount during WebGPU async processing\n if (isAppend && !gl.isNative) gl.el = document.createElement('canvas')\n for (let i = 0; i < args.length; i++) {\n const arg = args[i]\n gl.fs = arg.fs || arg.frag || arg.fragment || undefined\n gl.cs = arg.cs || arg.comp || arg.compute || undefined\n gl.vs = arg.vs || arg.vert || arg.vertex || undefined\n gl.triangleCount = arg.triangleCount || 2\n gl.instanceCount = arg.instanceCount || 1\n gl.particleCount = arg.particleCount || 1024\n gl.count = arg.count || gl.triangleCount * 3 || 6\n gl(arg)\n if (is.bol(arg.isWebGL)) gl.isWebGL = arg.isWebGL || !isWebGPUSupported()\n if (gl.isWebGL) webgl(gl)\n else await webgpu(gl, i === args.length - 1)\n if (arg.mount) arg.mount() // events added in mount phase need explicit call to execute\n }\n if (!gl.el || gl.isError) return // stop if error or canvas was unmounted during async\n gl.resize()\n gl.frame(() => {\n gl.render()\n return gl.isLoop\n })\n if (gl.isNative) return\n if (isAppend) document.body.appendChild(gl.el)\n window.addEventListener('resize', gl.resize)\n gl.el.addEventListener('mousemove', gl.mousemove)\n })\n\n gl('clean', () => {\n gl.frame.stop()\n if (!gl.el || gl.isNative) return\n window.removeEventListener('resize', gl.resize)\n gl.el.removeEventListener('mousemove', gl.mousemove)\n })\n\n gl('ref', (el: HTMLCanvasElement | null) => {\n if (el) {\n gl.el = el\n gl.mount()\n } else gl.clean()\n })\n\n gl('resize', () => {\n const rect = gl.el.parentElement?.getBoundingClientRect()\n gl.size[0] = gl.el.width = gl.width || rect?.width || window.innerWidth\n gl.size[1] = gl.el.height = gl.height || rect?.height || window.innerHeight\n gl.uniform('iResolution', gl.size)\n })\n\n gl('mousemove', (_e: any, x = _e.clientX, y = _e.clientY) => {\n const rect = gl.el.getBoundingClientRect()\n gl.mouse[0] = (x - rect.left) / rect.width\n gl.mouse[1] = -(y - rect.top) / rect.height + 1\n gl.uniform('iMouse', gl.mouse)\n })\n\n gl('render', () => {\n iTime = performance.now() / 1000\n gl.uniform('iTime', iTime)\n gl.queue.flush()\n })\n\n return gl\n}\n\nexport default createGL\n","export const is = {\n arr: Array.isArray,\n bol: (a: unknown): a is boolean => typeof a === 'boolean',\n str: (a: unknown): a is string => typeof a === 'string',\n num: (a: unknown): a is number => typeof a === 'number',\n int: (a: unknown): a is number => Number.isInteger(a),\n fun: (a: unknown): a is Function => typeof a === 'function',\n und: (a: unknown): a is undefined => typeof a === 'undefined',\n nul: (a: unknown): a is null => a === null,\n set: (a: unknown): a is Set<unknown> => a instanceof Set,\n map: (a: unknown): a is Map<unknown, unknown> => a instanceof Map,\n obj: (a: unknown): a is object => !!a && a.constructor.name === 'Object',\n nan: (a: unknown): a is number => typeof a === 'number' && Number.isNaN(a),\n}\n\n/**\n * each\n */\ntype EachFn<Value, Key, This> = (this: This, value: Value, key: Key) => void\ntype Eachable<Value = any, Key = any, This = any> = {\n forEach(cb: EachFn<Value, Key, This>, ctx?: This): void\n}\n\nexport const each = <Value, Key, This>(obj: Eachable<Value, Key, This>, fn: EachFn<Value, Key, This>) => obj.forEach(fn)\n\nexport const flush = <Value extends Function, Key, This>(obj: Eachable<Value, Key, This>, ...args: any[]) => {\n each(obj, (f) => f(...args))\n}\n\nexport const isFloat32 = (value: unknown): value is Float32Array => {\n return value instanceof Float32Array\n}\n\nconst loadingImage = (src: string, fun: (el: HTMLImageElement) => void) => {\n const el = new Image()\n Object.assign(el, { src, crossOrigin: 'anonymous' })\n el.decode().then(() => fun(el))\n}\n\nconst loadingVideo = (src: string, fun: (source: HTMLVideoElement) => void) => {\n const el = document.createElement('video')\n Object.assign(el, { src, loop: true, muted: true, crossOrigin: 'anonymous' })\n el.load()\n el.play()\n el.addEventListener('canplay', fun.bind(null, el), { once: true })\n}\n\nexport function loadingTexture(src: string, fun: (source: HTMLVideoElement, isVideo: true) => void): void\n\nexport function loadingTexture(src: string, fun: (source: HTMLImageElement, isVideo: false) => void): void\n\nexport function loadingTexture(src: string | HTMLImageElement | HTMLVideoElement, fun: Function) {\n if (!is.str(src)) return fun(src, src instanceof HTMLVideoElement)\n const isVideo = /\\.(mp4|webm|ogg|avi|mov)$/i.test(src)\n const loader = isVideo ? loadingVideo : loadingImage\n loader(src, (el: HTMLImageElement | HTMLVideoElement) => {\n fun(el as HTMLVideoElement, isVideo)\n })\n}\nconst isValidStride = (stride: number) => [1, 2, 3, 4, 9, 16].includes(stride)\n\nconst calcStride = (arrayLength: number, count = 3) => {\n if (arrayLength % count === 0) return Math.floor(arrayLength / count)\n return -1\n}\n\nexport const getStride = (arrayLength: number, count = 1, error = console.warn, id = '') => {\n const ret = calcStride(arrayLength, count)\n if (!isValidStride(ret)) error(`glre attribute error: Invalid attribute length ${arrayLength}, ${id ? `${id} ` : ' '}must divide by vertex count (${count}) with valid stride (1,2,3,4,9,16)`)\n return ret\n}\n\nexport const GLSL_FS = /* cpp */ `\n#version 300 es\nprecision highp float;\nprecision highp int;\nout vec4 fragColor;\nuniform vec2 iResolution;\nvoid main() {\n fragColor = vec4(fract((gl_FragCoord.xy / iResolution)), 0.0, 1.0);\n}\n`\n\nexport const GLSL_VS = /* cpp */ `\n#version 300 es\nvoid main() {\n float x = float(gl_VertexID % 2) * 4.0 - 1.0;\n float y = float(gl_VertexID / 2) * 4.0 - 1.0;\n gl_Position = vec4(x, y, 0.0, 1.0);\n}`\n\nexport const WGSL_VS = /* rust */ `\nstruct In { @builtin(vertex_index) vertex_index: u32 }\nstruct Out { @builtin(position) position: vec4f }\n@vertex\nfn main(in: In) -> Out {\n var out: Out;\n var x = f32(in.vertex_index % 2) * 4.0 - 1.0;\n var y = f32(in.vertex_index / 2) * 4.0 - 1.0;\n out.position = vec4f(x, y, 0.0, 1.0);\n return out;\n}\n`.trim()\n\nexport const WGSL_FS = /* rust */ `\nstruct Out { @builtin(position) position: vec4f }\n@group(0) @binding(0) var<uniform> iResolution: vec2f;\n@fragment\nfn main(out: Out) -> @location(0) vec4f {\n return vec4f(fract((out.position.xy / iResolution)), 0.0, 1.0);\n}\n`\n","import { nested } from 'reev'\nimport { cleanStorage, createAttachment, createProgram, createStorage, storageSize, updateUniform } from './utils'\nimport { GLSL_VS, is } from '../helpers'\nimport type { GL } from '../types'\n\nexport const compute = (gl: GL) => {\n let { cs, particleCount, gl: c } = gl\n if (!cs) return\n c.getExtension('EXT_color_buffer_float') // Enable high precision GPGPU by writing to float textures\n\n let _texture = 0 // for texture active units\n let _storage = 0 // for storage current num\n\n const units = nested(() => _texture++)\n cs = is.str(cs) ? cs : cs!.compute({ isWebGL: true, gl, units })\n const pg = createProgram(c, cs, GLSL_VS, gl)!\n const size = storageSize(particleCount)\n\n const uniforms = nested((key) => c.getUniformLocation(pg, key)!)\n const storages = nested((key) => {\n const array = new Float32Array(size.x * size.y * 4) // RGBA texture data\n const ping = { texture: c.createTexture(), buffer: c.createFramebuffer() }\n const pong = { texture: c.createTexture(), buffer: c.createFramebuffer() }\n return { ping, pong, array, loc: uniforms(key), unit: units(key) }\n })\n\n gl('_uniform', (key: string, value: number | number[]) => {\n c.useProgram((gl.program = pg))\n updateUniform(c, uniforms(key), value)\n })\n\n gl('_storage', (key: string, value: number[]) => {\n c.useProgram((gl.program = pg))\n const { ping, pong, unit, array } = storages(key)\n createStorage(c, value, size.x, size.y, ping, pong, unit, array)\n })\n\n gl('clean', () => {\n c.deleteProgram(pg)\n cleanStorage(c, storages.map.values())\n })\n\n gl('render', () => {\n c.useProgram((gl.program = pg))\n const attachments = storages.map.values().map(({ ping, pong, loc, unit }, index) => {\n const [i, o] = _storage % 2 ? [ping, pong] : [pong, ping]\n return createAttachment(c, i, o, loc, unit, index)\n })\n c.drawBuffers(attachments)\n c.drawArrays(c.TRIANGLES, 0, 3)\n c.bindFramebuffer(c.FRAMEBUFFER, null)\n _storage++\n })\n}\n\nexport type WebGLCompute = ReturnType<typeof compute>\n","import { is } from '../helpers'\nimport type { GL } from '../types'\n\nconst createShader = (c: WebGL2RenderingContext, source: string, type: number, onError = console.warn) => {\n const shader = c.createShader(type)\n if (!shader) return onError('Failed to create shader')\n c.shaderSource(shader, source.trim())\n c.compileShader(shader)\n if (c.getShaderParameter(shader, c.COMPILE_STATUS)) return shader\n const error = c.getShaderInfoLog(shader)\n c.deleteShader(shader)\n onError(`Could not compile shader: ${error}\\n\\n↓↓↓generated↓↓↓\\n${source}`)\n}\n\nexport const createProgram = (c: WebGL2RenderingContext, frag: string, vert: string, gl: GL) => {\n const pg = c.createProgram()\n const fs = createShader(c, frag, c.FRAGMENT_SHADER, gl.error)\n const vs = createShader(c, vert, c.VERTEX_SHADER, gl.error)\n if (!fs || !vs) return\n c.attachShader(pg, fs!)\n c.attachShader(pg, vs!)\n c.linkProgram(pg)\n if (c.getProgramParameter(pg, c.LINK_STATUS)) return pg\n const error = c.getProgramInfoLog(pg)\n c.deleteProgram(pg)\n gl.error(`Could not link program: ${error}`)\n}\n\nexport const createBuffer = (c: WebGL2RenderingContext, data: number[]) => {\n const array = new Float32Array(data)\n const buffer = c.createBuffer()\n return { array, buffer }\n}\n\nexport const updateBuffer = (c: WebGL2RenderingContext, array: Float32Array, buffer: WebGLBuffer, value: number[]) => {\n array.set(value)\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.bufferData(c.ARRAY_BUFFER, array, c.STATIC_DRAW)\n c.bindBuffer(c.ARRAY_BUFFER, null)\n}\n\nexport const updateAttrib = (c: WebGL2RenderingContext, loc: number, stride: number, buffer: WebGLBuffer) => {\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, stride, c.FLOAT, false, 0, 0)\n}\n\nexport const updateInstance = (c: WebGL2RenderingContext, loc: number, stride: number, buffer: WebGLBuffer) => {\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, stride, c.FLOAT, false, 0, 0)\n c.vertexAttribDivisor(loc, 1) // divisor is 1\n}\n\nexport const updateUniform = (c: WebGL2RenderingContext, loc: WebGLUniformLocation | null, value: number | number[]) => {\n if (is.nul(loc)) return\n if (is.num(value)) return c.uniform1f(loc, value)\n let l = value.length\n if (l <= 4) return c[`uniform${l as 2}fv`](loc, value)\n l = Math.sqrt(l) << 0\n c[`uniformMatrix${l as 2}fv`](loc, false, value)\n}\n\nexport const createTexture = (c: WebGL2RenderingContext, el: HTMLImageElement | HTMLVideoElement | null, loc: WebGLUniformLocation | null, unit: number, isVideo = false) => {\n const texture = c.createTexture()\n c.bindTexture(c.TEXTURE_2D, texture)\n if (el) {\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, el)\n if (!isVideo) c.generateMipmap(c.TEXTURE_2D)\n } else {\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, 1, 1, 0, c.RGBA, c.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 0]))\n }\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, null)\n c.uniform1i(loc, unit)\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n if (isVideo)\n return () => {\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, el!)\n }\n}\n\n/**\n * for gpgpu\n */\ninterface TextureBuffer {\n texture: WebGLTexture\n buffer: WebGLFramebuffer\n}\n\nexport const createStorage = (c: WebGL2RenderingContext, value: number[], width: number, height: number, ping: TextureBuffer, pong: TextureBuffer, unit: number, array: Float32Array) => {\n const particleCount = width * height\n const vectorSize = value.length / particleCount\n for (let i = 0; i < particleCount; i++) {\n for (let j = 0; j < Math.min(vectorSize, 4); j++) {\n array[4 * i + j] = value[i * vectorSize + j] || 0\n }\n }\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, ping.texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA32F, width, height, 0, c.RGBA, c.FLOAT, array)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, pong.texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA32F, width, height, 0, c.RGBA, c.FLOAT, array)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n}\n\nexport const cleanStorage = (c: WebGL2RenderingContext, map: Iterable<{ ping: TextureBuffer; pong: TextureBuffer }>) => {\n for (const { ping, pong } of map) {\n c.deleteTexture(ping.texture)\n c.deleteTexture(pong.texture)\n c.deleteFramebuffer(ping.buffer)\n c.deleteFramebuffer(pong.buffer)\n }\n}\n\nexport const createAttachment = (c: WebGL2RenderingContext, i: TextureBuffer, o: TextureBuffer, loc: WebGLUniformLocation, unit: number, index: number) => {\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, i.texture)\n c.uniform1i(loc, unit)\n if (index === 0) c.bindFramebuffer(c.FRAMEBUFFER, o.buffer)\n const attachment = c.COLOR_ATTACHMENT0 + index\n c.framebufferTexture2D(c.FRAMEBUFFER, attachment, c.TEXTURE_2D, o.texture, 0)\n return attachment\n}\n\n/**\n * utils\n */\nexport const storageSize = (particleCount: number | number[] = 1024) => {\n if (is.num(particleCount)) {\n const sqrt = Math.sqrt(particleCount)\n const size = Math.ceil(sqrt)\n if (!Number.isInteger(sqrt)) console.warn(`GLRE Storage Warning: particleCount (${particleCount}) is not a square. Using ${size}x${size} texture may waste GPU memory. Consider using [width, height] format for optimal storage.`)\n return { x: size, y: size }\n }\n const [x, y, z] = particleCount\n if (z !== undefined) {\n const yz = y * z\n console.warn(`GLRE Storage Warning: 3D particleCount [${x}, ${y}, ${z}] specified but WebGL storage textures only support 2D. Flattening to 2D by multiplying height=${y} * depth=${z} = ${yz}.`)\n return { x, y: yz }\n }\n return { x, y }\n}\n\nexport const loseContext = (c: WebGL2RenderingContext) => {\n const ext = c.getExtension('WEBGL_lose_context')\n if (ext) ext.loseContext()\n}\n\nexport const enableDepth = (c: WebGL2RenderingContext) => {\n c.enable(c.DEPTH_TEST)\n c.depthFunc(c.LEQUAL)\n c.enable(c.CULL_FACE)\n c.cullFace(c.BACK)\n}\n\nexport const enableWireframe = (c: WebGL2RenderingContext) => {\n const ext = c.getExtension('WEBGL_polygon_mode')\n if (ext) ext.polygonModeWEBGL(c.FRONT_AND_BACK, ext.LINE_WEBGL)\n}\n","import { nested } from 'reev'\nimport { getStride, GLSL_FS, GLSL_VS, is, loadingTexture } from '../helpers'\nimport { createBuffer, createProgram, createTexture, updateAttrib, updateBuffer, updateInstance, updateUniform } from './utils'\nimport type { GL } from '../types'\n\nexport const graphic = (gl: GL) => {\n let { fs, vs, gl: c } = gl // @TODO Save this WebGPU instance's count (overwritten per args) but no change now for top page\n const config = { isWebGL: true, gl }\n fs = gl.fs ? (is.str(gl.fs) ? gl.fs : gl.fs.fragment(config)) : GLSL_FS\n vs = gl.vs ? (is.str(gl.vs) ? gl.vs : gl.vs.vertex(config)) : GLSL_VS\n const pg = createProgram(c, fs, vs, gl)!\n let activeUnit = 0\n\n const units = nested(() => activeUnit++)\n const uniforms = nested((key) => c.getUniformLocation(pg, key))\n const attributes = nested((key, value: number[], isInstance = false) => {\n const stride = getStride(value.length, isInstance ? gl.instanceCount : gl.count, gl.error, key)\n return { stride, location: c.getAttribLocation(pg, key), ...createBuffer(c, value) }\n })\n\n gl('_attribute', (key: string, value: number[]) => {\n c.useProgram((gl.program = pg))\n const a = attributes(key, value)\n updateBuffer(c, a.array, a.buffer, value)\n updateAttrib(c, a.location, a.stride, a.buffer)\n })\n\n gl('_instance', (key: string, value: number[]) => {\n c.useProgram((gl.program = pg))\n const a = attributes(key, value, true)\n updateBuffer(c, a.array, a.buffer, value)\n updateInstance(c, a.location, a.stride, a.buffer)\n })\n\n gl('_uniform', (key: string, value: number | number[]) => {\n c.useProgram((gl.program = pg))\n updateUniform(c, uniforms(key), value)\n })\n\n gl('_texture', (key: string, src: string) => {\n c.useProgram((gl.program = pg))\n const location = uniforms(key)\n const unit = units(key)\n createTexture(c, null, location, unit, false)\n loadingTexture(src, (source, isVideo) => {\n c.useProgram((gl.program = pg))\n const render = createTexture(c, source, location, unit, isVideo)\n if (render) gl({ render })\n })\n })\n\n gl('clean', () => {\n c.deleteProgram(pg)\n })\n\n gl('render', () => {\n c.useProgram((gl.program = pg))\n if (gl.instanceCount > 1) {\n c.drawArraysInstanced(c.TRIANGLES, 0, gl.count, gl.instanceCount)\n } else c.drawArrays(c.TRIANGLES, 0, gl.count)\n c.bindFramebuffer(c.FRAMEBUFFER, null)\n })\n}\n\nexport type WebGLGraphic = ReturnType<typeof graphic>\n","import { compute } from './compute'\nimport { graphic } from './graphic'\nimport { enableDepth, enableWireframe, loseContext } from './utils'\nimport type { GL } from '../types'\n\nexport const webgl = (gl: GL) => {\n const isInit = !gl.gl\n if (isInit) {\n const c = (gl.gl = gl.el.getContext('webgl2')!)\n gl('render', () => c.viewport(0, 0, ...gl.size!)) // Run before other renderers' events to prevent flickering\n }\n\n compute(gl)\n graphic(gl)\n\n if (isInit) {\n gl('clean', () => loseContext(gl.gl))\n if (gl.isDepth) enableDepth(gl.gl)\n if (gl.wireframe) enableWireframe(gl.gl)\n }\n}\n","import { nested } from 'reev'\nimport { createBuffer, updateBuffer, workgroupCount } from './utils'\nimport type { GL } from '../types'\n\nexport const compute = (gl: GL) => {\n const { particleCount } = gl // Save this WebGPU instance's particleCount (overwritten per args)\n let pipeline: GPUComputePipeline | undefined\n let bindGroups: GPUBindGroup[] | undefined\n\n const storages = nested((key, value: number[] | Float32Array) => {\n return { ...gl.binding.storage(key), ...createBuffer(gl.device, value, 'storage') }\n })\n\n gl('_storage', (key: string, value: number[] | Float32Array) => {\n const { array, buffer } = storages(key, value)\n updateBuffer(gl.device, value, array, buffer)\n })\n\n gl('render', () => {\n if (!pipeline || !bindGroups) return\n const pass = gl.commandEncoder.beginComputePass()\n pass.setPipeline(pipeline)\n bindGroups.forEach((v, i) => pass.setBindGroup(i, v))\n const { x, y, z } = workgroupCount(particleCount)\n pass.dispatchWorkgroups(x, y, z)\n pass.end()\n })\n\n gl('clean', () => {\n for (const { buffer } of storages.map.values()) buffer.destroy()\n })\n\n const set = (_pipeline?: GPUComputePipeline, _bindGroups?: GPUBindGroup[]) => {\n pipeline = _pipeline\n bindGroups = _bindGroups\n }\n\n return { storages, set }\n}\n","import { nested } from 'reev'\nimport { is, isFloat32 } from '../helpers'\nimport type { AttribData, TextureData, UniformData, StorageData } from '../types'\n\ntype IAttribs = Iterable<AttribData & { isInstance?: boolean }>\ntype IUniforms = Iterable<UniformData>\ntype ITextures = Iterable<TextureData>\ntype IStorages = Iterable<StorageData>\n\n/**\n * binding\n */\nexport const createBinding = () => {\n let _uniform = 0\n let _texture = 0\n let _storage = 0\n let _attrib = 0\n const uniform = nested(() => {\n const group = Math.floor(_uniform / 12)\n const binding = _uniform % 12\n _uniform++\n return { group, binding }\n })\n const texture = nested(() => {\n const baseGroup = Math.floor(_uniform / 12) + 1\n const group = baseGroup + Math.floor(_texture / 6)\n const binding = (_texture % 6) * 2\n _texture++\n return { group, binding }\n })\n const storage = nested(() => {\n const baseGroup = Math.floor(_uniform / 12) + Math.floor(_texture / 6) + 2\n const group = baseGroup + Math.floor(_storage / 12)\n const binding = _storage % 12\n _storage++\n return { group, binding }\n })\n const attrib = nested(() => {\n const location = _attrib\n _attrib++\n return { location }\n })\n return { uniform, texture, storage, attrib }\n}\n\nexport type Binding = ReturnType<typeof createBinding>\n\n/**\n * initialize\n */\nexport const createDevice = async (c: GPUCanvasContext, log = console.log, signal?: AbortSignal) => {\n const gpu = navigator.gpu\n const format = gpu.getPreferredCanvasFormat()\n const adapter = await gpu.requestAdapter()\n if (signal?.aborted) throw new DOMException('Aborted', 'AbortError')\n const device = await adapter!.requestDevice()\n if (signal?.aborted) {\n device.destroy()\n if (signal?.aborted) throw new DOMException('Aborted', 'AbortError')\n }\n device.onuncapturederror = (e) => log(e.error.message)\n c.configure({ device, format, alphaMode: 'premultiplied' })\n return { device, format }\n}\n\n/**\n * pipeline update\n */\nconst getVertexFormat = (stride: number): GPUVertexFormat => {\n if (stride === 2) return 'float32x2'\n if (stride === 3) return 'float32x3'\n if (stride === 4) return 'float32x4'\n return 'float32'\n}\n\nconst createVertexBuffers = (attribs: IAttribs) => {\n const vertexBuffers: GPUBuffer[] = []\n const bufferLayouts: GPUVertexBufferLayout[] = []\n for (const { buffer, location, stride, isInstance } of attribs) {\n vertexBuffers[location] = buffer\n const componentSize = Math.min(Math.max(Math.floor(stride), 1), 4)\n const arrayStride = Math.max(4, Math.ceil((componentSize * 4) / 4) * 4)\n bufferLayouts[location] = {\n arrayStride,\n stepMode: isInstance ? 'instance' : 'vertex',\n attributes: [\n {\n shaderLocation: location,\n offset: 0,\n format: getVertexFormat(componentSize),\n },\n ],\n }\n }\n return { vertexBuffers, bufferLayouts }\n}\n\nconst createBindGroup = (device: GPUDevice, uniforms: IUniforms, textures: ITextures, storages: IStorages = []) => {\n const groups = new Map<number, { layouts: GPUBindGroupLayoutEntry[]; bindings: GPUBindGroupEntry[] }>()\n const ret = { bindGroups: [] as GPUBindGroup[], bindGroupLayouts: [] as GPUBindGroupLayout[] }\n const add = (i: number, layout: GPUBindGroupLayoutEntry, binding: GPUBindGroupEntry) => {\n if (!groups.has(i)) groups.set(i, { layouts: [], bindings: [] })\n const { layouts, bindings } = groups.get(i)!\n layouts.push(layout)\n bindings.push(binding)\n }\n for (const { binding, buffer, group } of uniforms) {\n add(group, { binding, visibility: 7, buffer: { type: 'uniform' } }, { binding, resource: { buffer } })\n }\n for (const { binding, buffer, group } of storages) {\n add(group, { binding, visibility: 6, buffer: { type: 'storage' } }, { binding, resource: { buffer } })\n }\n for (const { binding: b, group, sampler, view } of textures) {\n add(group, { binding: b, visibility: 2, sampler: {} }, { binding: b, resource: sampler })\n add(group, { binding: b + 1, visibility: 2, texture: {} }, { binding: b + 1, resource: view })\n }\n for (const [i, { layouts, bindings }] of groups) {\n ret.bindGroupLayouts[i] = device.createBindGroupLayout({ entries: layouts })\n ret.bindGroups[i] = device.createBindGroup({ layout: ret.bindGroupLayouts[i], entries: bindings })\n }\n return ret\n}\n\nconst createPipeline = (device: GPUDevice, format: GPUTextureFormat, bufferLayouts: GPUVertexBufferLayout[], bindGroupLayouts: GPUBindGroupLayout[], vs: string, fs: string, isDepth: boolean) => {\n const config: GPURenderPipelineDescriptor = {\n primitive: { topology: 'triangle-list' },\n layout: device.createPipelineLayout({ bindGroupLayouts }),\n vertex: {\n module: device.createShaderModule({ label: 'vert', code: vs.trim() }),\n entryPoint: 'main',\n buffers: bufferLayouts,\n },\n fragment: {\n module: device.createShaderModule({ label: 'frag', code: fs.trim() }),\n entryPoint: 'main',\n targets: [{ format }],\n },\n }\n if (isDepth) config.depthStencil = { depthWriteEnabled: true, depthCompare: 'less', format: 'depth24plus' }\n return device.createRenderPipeline(config)\n}\n\nconst createComputePipeline = (device: GPUDevice, bindGroupLayouts: GPUBindGroupLayout[], cs: string) => {\n if (!cs) return\n return device.createComputePipeline({\n compute: {\n module: device.createShaderModule({ label: 'compute', code: cs.trim() }),\n entryPoint: 'main',\n },\n layout: device.createPipelineLayout({ bindGroupLayouts }),\n })\n}\n\nexport const updatePipeline = (device: GPUDevice, format: GPUTextureFormat, attribs: IAttribs, uniforms: IUniforms, textures: ITextures, storages: IStorages, fs: string, cs: string, vs: string, isDepth: boolean) => {\n const { vertexBuffers, bufferLayouts } = createVertexBuffers(attribs)\n const { bindGroups, bindGroupLayouts } = createBindGroup(device, uniforms, textures, storages)\n const computePipeline = createComputePipeline(device, bindGroupLayouts, cs)\n const graphicPipeline = createPipeline(device, format, bufferLayouts, bindGroupLayouts, vs, fs, isDepth)\n return { bindGroups, vertexBuffers, computePipeline, graphicPipeline }\n}\n\n/**\n * buffers\n */\nconst bufferUsage = (type: 'uniform' | 'storage' | 'attrib') => {\n if (type === 'uniform') return 72 // 72 is GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n if (type === 'attrib') return 40 // 40 is GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST\n return 140 // 140 is GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n}\n\nexport const createBuffer = (device: GPUDevice, array: number[] | Float32Array, type: 'uniform' | 'storage' | 'attrib') => {\n if (!isFloat32(array)) array = new Float32Array(array)\n const usage = bufferUsage(type)\n const size = type === 'uniform' ? Math.ceil(array.byteLength / 256) * 256 : array.byteLength\n const buffer = device.createBuffer({ size, usage })\n return { array, buffer }\n}\n\nexport const updateBuffer = (device: GPUDevice, value: number[] | Float32Array, array: Float32Array, buffer: GPUBuffer) => {\n array.set(value)\n device.queue.writeBuffer(buffer, 0, array as GPUAllowSharedBufferSource)\n}\n\nexport const createDescriptor = (c: GPUCanvasContext, depthTexture?: GPUTexture) => {\n const ret: GPURenderPassDescriptor = { colorAttachments: [{ view: c.getCurrentTexture().createView(), clearValue: { r: 0, g: 0, b: 0, a: 0 }, loadOp: 'clear', storeOp: 'store' }] }\n if (depthTexture) ret.depthStencilAttachment = { view: depthTexture.createView(), depthClearValue: 1.0, depthLoadOp: 'clear', depthStoreOp: 'store' }\n return ret\n}\n\n/**\n * textures\n */\nexport const createTextureSampler = (device: GPUDevice, width = 1280, height = 800) => {\n const texture = device.createTexture({ size: [width, height], format: 'rgba8unorm', usage: 22 }) // 22 is GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT\n const sampler = device.createSampler({ magFilter: 'linear', minFilter: 'linear' })\n return { texture, sampler, view: texture.createView() }\n}\n\nexport const createDepthTexture = (device: GPUDevice, width: number, height: number) => {\n return device.createTexture({ size: [width, height], format: 'depth24plus', usage: 16 }) // 16 is GPUTextureUsage.RENDER_ATTACHMENT\n}\n\n/**\n * utils\n */\nexport const workgroupCount = (particleCount: number | number[], workgroupSize = 32) => {\n if (is.num(particleCount)) particleCount = [particleCount]\n const [x, y = 1, z = 1] = particleCount\n return {\n x: Math.min((x * y * z) / workgroupSize, 65535),\n y: 1,\n z: 1,\n }\n}\n","import { nested } from 'reev'\nimport { getStride, is, loadingTexture } from '../helpers'\nimport { createBuffer, createTextureSampler, updateBuffer } from './utils'\nimport type { GL } from '../types'\n\nexport const graphic = (gl: GL, update = () => {}) => {\n const { count, instanceCount } = gl // // Save this WebGPU item's count (overwritten per args)\n let pipeline: GPURenderPipeline\n let bindGroups: GPUBindGroup[]\n let vertexBuffers: GPUBuffer[]\n\n const attributes = nested((key, value: number[], isInstance = false, stride = getStride(value.length, isInstance ? instanceCount : count, gl.error, key)) => {\n update()\n return { ...gl.binding.attrib(key), ...createBuffer(gl.device, value, 'attrib'), isInstance, stride }\n })\n\n const uniforms = nested((key, value: number[] | Float32Array) => {\n update()\n return { ...gl.binding.uniform(key), ...createBuffer(gl.device, value, 'uniform') }\n })\n\n const textures = nested((key, width = 1, height = 1) => {\n update()\n return { ...gl.binding.texture(key), ...createTextureSampler(gl.device, width, height) }\n })\n\n gl('_attribute', (key: string, value: number[] | Float32Array) => {\n const a = attributes(key, value)\n updateBuffer(gl.device, value, a.array, a.buffer)\n })\n\n gl('_instance', (key: string, value: number[] | Float32Array) => {\n const a = attributes(key, value, true)\n updateBuffer(gl.device, value, a.array, a.buffer)\n })\n\n gl('_uniform', (key: string, value: number | number[] | Float32Array) => {\n if (is.num(value)) value = [value]\n const u = uniforms(key, value)\n updateBuffer(gl.device, value, u.array, u.buffer)\n })\n\n gl('_texture', (key: string, src: string) => {\n const t = textures(key)\n loadingTexture(src, (source, isVideo) => {\n const [width, height] = isVideo ? [source.videoWidth, source.videoHeight] : [source.width, source.height]\n t.texture.destroy()\n Object.assign(t, createTextureSampler(gl.device, width, height))\n update() // Rebuilding BindGroups because the texture size has changed\n const render = () => void gl.device.queue.copyExternalImageToTexture({ source }, { texture: t.texture }, { width, height })\n if (isVideo) gl({ render })\n else render()\n })\n })\n\n gl('render', () => {\n if (!pipeline || !bindGroups || !vertexBuffers) return\n gl.passEncoder.setPipeline(pipeline)\n bindGroups.forEach((v, i) => gl.passEncoder.setBindGroup(i, v))\n vertexBuffers.forEach((v, i) => gl.passEncoder.setVertexBuffer(i, v))\n gl.passEncoder.draw(count, instanceCount, 0, 0)\n })\n\n gl('clean', () => {\n for (const { buffer } of attributes.map.values()) buffer.destroy()\n for (const { texture } of textures.map.values()) texture.destroy()\n for (const { buffer } of uniforms.map.values()) buffer.destroy()\n })\n\n const set = (_pipeline: GPURenderPipeline, _bindGroups: GPUBindGroup[], _vertexBuffers: GPUBuffer[]) => {\n pipeline = _pipeline\n bindGroups = _bindGroups\n vertexBuffers = _vertexBuffers\n }\n\n return { uniforms, textures, attributes, set }\n}\n","import { compute } from './compute'\nimport { graphic } from './graphic'\nimport { createBinding, createDepthTexture, createDescriptor, createDevice, updatePipeline } from './utils'\nimport { is, WGSL_FS, WGSL_VS } from '../helpers'\nimport type { GL } from '../types'\n\nexport const webgpu = async (gl: GL, isLast = false) => {\n let { vs, fs, cs } = gl\n let isUpdate = true\n const isInit = !gl.gpu\n if (isInit) {\n const gpu = gl.el!.getContext('webgpu') as GPUCanvasContext\n const binding = createBinding()\n const { device, format } = await createDevice(gpu, gl.error)\n gl({ device, format, binding, gpu })\n gl('resize', () => {\n gl.depthTexture?.destroy()\n if (gl.isDepth) gl.depthTexture = createDepthTexture(gl.device, ...gl.size)\n })\n }\n\n gl('render', () => {\n if (isUpdate) update()\n })\n\n if (isInit)\n gl('render', () => {\n gl.commandEncoder = gl.device.createCommandEncoder()\n })\n\n const c = compute(gl)\n\n if (isInit)\n gl('render', () => {\n gl.passEncoder = gl.commandEncoder.beginRenderPass(createDescriptor(gl.gpu, gl.depthTexture))\n })\n\n const g = graphic(gl, () => (isUpdate = true))\n\n const update = () => {\n isUpdate = false\n const config = { isWebGL: false, gl }\n fs = fs ? (is.str(fs) ? fs : fs.fragment(config)) : WGSL_FS\n vs = vs ? (is.str(vs) ? vs : vs.vertex(config)) : WGSL_VS\n cs = cs ? (is.str(cs) ? cs : cs.compute(config)) : ''\n const p = updatePipeline(gl.device, gl.format, g.attributes.map.values(), g.uniforms.map.values(), g.textures.map.values(), c.storages.map.values(), fs, cs, vs, gl.isDepth)\n c.set(p.computePipeline, p.bindGroups)\n g.set(p.graphicPipeline, p.bindGroups, p.vertexBuffers)\n }\n\n if (isLast)\n gl('render', () => {\n gl.passEncoder.end()\n gl.device.queue.submit([gl.commandEncoder.finish()])\n })\n\n gl('clean', () => {\n gl.depthTexture?.destroy()\n gl.device.destroy()\n 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1
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+
{"version":3,"sources":["../src/index.ts","../src/helpers.ts","../src/webgl/compute.ts","../src/webgl/utils.ts","../src/webgl/graphic.ts","../src/webgl/index.ts","../src/webgpu/compute.ts","../src/webgpu/utils.ts","../src/webgpu/graphic.ts","../src/webgpu/index.ts"],"sourcesContent":["import { durable, event } from 'reev'\nimport { createFrame, createQueue } from 'refr'\nimport { is } from './helpers'\nimport { webgl } from './webgl'\nimport { webgpu } from './webgpu'\nimport type { EventState } from 'reev'\nimport type { GL } from './types'\nexport * from './types'\n\nexport const isServer = () => {\n return typeof window === 'undefined'\n}\n\nexport const isWebGPUSupported = () => {\n if (isServer()) return false\n return 'gpu' in navigator\n}\n\nconst findElement = (arg: Partial<GL>) => {\n return arg.el || arg.elem || arg.element\n}\n\nexport const createGL = (...args: Partial<GL>[]) => {\n const gl = event({\n isNative: false,\n isWebGL: true,\n isError: false,\n isLoop: true,\n isDebug: false,\n isDepth: false,\n wireframe: false,\n size: [0, 0],\n mouse: [0, 0],\n precision: 'highp',\n error() {\n gl.isError = true\n gl.isLoop = false\n gl.clean()\n console.warn('GLRE Error:', ...arguments)\n },\n }) as EventState<GL>\n\n let iTime = performance.now()\n gl.queue = createQueue()\n gl.frame = createFrame()\n\n gl.attribute = durable((k, v, i) => gl.queue(() => gl._attribute?.(k, v, i)), gl)\n gl.instance = durable((k, v, at) => gl.queue(() => gl._instance?.(k, v, at)), gl)\n gl.storage = durable((k, v) => gl.queue(() => gl._storage?.(k, v)), gl)\n gl.texture = durable((k, v) => gl.queue(() => gl._texture?.(k, v)), gl)\n gl.uniform = durable((k, v) => gl.queue(() => gl._uniform?.(k, v)), gl)\n gl.uniform({ iResolution: gl.size, iMouse: [0, 0], iTime })\n\n gl('mount', async (el: HTMLCanvasElement) => {\n gl.el = findElement(gl) || el || args.map(findElement).find(Boolean)\n const isAppend = !gl.el // Check first: canvas may unmount during WebGPU async processing\n if (isAppend && !gl.isNative) {\n gl.el = document.createElement('canvas')\n Object.assign(gl.el.style, { top: 0, left: 0, position: 'fixed' })\n }\n for (let i = 0; i < args.length; i++) {\n const arg = args[i]\n gl.fs = arg.fs || arg.frag || arg.fragment || undefined\n gl.cs = arg.cs || arg.comp || arg.compute || undefined\n gl.vs = arg.vs || arg.vert || arg.vertex || undefined\n gl.triangleCount = arg.triangleCount || 2\n gl.instanceCount = arg.instanceCount || 1\n gl.particleCount = arg.particleCount || 1024\n gl.count = arg.count || gl.triangleCount * 3 || 6\n gl(arg)\n if (is.bol(arg.isWebGL)) gl.isWebGL = arg.isWebGL || !isWebGPUSupported()\n if (gl.isWebGL) webgl(gl)\n else await webgpu(gl, i === args.length - 1)\n if (arg.mount) arg.mount() // events added in mount phase need explicit call to execute\n }\n if (!gl.el || gl.isError) return // stop if error or canvas was unmounted during async\n gl.resize()\n gl.frame(() => {\n gl.render()\n return gl.isLoop\n })\n if (gl.isNative) return\n if (isAppend) document.body.appendChild(gl.el)\n window.addEventListener('resize', gl.resize)\n gl.el.addEventListener('mousemove', gl.mousemove)\n })\n\n gl('clean', () => {\n gl.frame.stop()\n if (!gl.el || gl.isNative) return\n window.removeEventListener('resize', gl.resize)\n gl.el.removeEventListener('mousemove', gl.mousemove)\n })\n\n gl('ref', (el: HTMLCanvasElement | null) => {\n if (el) {\n gl.el = el\n gl.mount()\n } else gl.clean()\n })\n\n gl('resize', () => {\n const rect = gl.el.parentElement?.getBoundingClientRect()\n gl.size[0] = gl.el.width = gl.width || rect?.width || window.innerWidth\n gl.size[1] = gl.el.height = gl.height || rect?.height || window.innerHeight\n gl.uniform('iResolution', gl.size)\n })\n\n gl('mousemove', (_e: any, x = _e.clientX, y = _e.clientY) => {\n const rect = gl.el.getBoundingClientRect()\n gl.mouse[0] = (x - rect.left) / rect.width\n gl.mouse[1] = -(y - rect.top) / rect.height + 1\n gl.uniform('iMouse', gl.mouse)\n })\n\n gl('render', () => {\n iTime = performance.now() / 1000\n gl.uniform('iTime', iTime)\n gl.queue.flush()\n })\n\n return gl\n}\n\nexport default createGL\n","export const is = {\n arr: Array.isArray,\n bol: (a: unknown): a is boolean => typeof a === 'boolean',\n str: (a: unknown): a is string => typeof a === 'string',\n num: (a: unknown): a is number => typeof a === 'number',\n int: (a: unknown): a is number => Number.isInteger(a),\n fun: (a: unknown): a is Function => typeof a === 'function',\n und: (a: unknown): a is undefined => typeof a === 'undefined',\n nul: (a: unknown): a is null => a === null,\n set: (a: unknown): a is Set<unknown> => a instanceof Set,\n map: (a: unknown): a is Map<unknown, unknown> => a instanceof Map,\n obj: (a: unknown): a is object => !!a && a.constructor.name === 'Object',\n nan: (a: unknown): a is number => typeof a === 'number' && Number.isNaN(a),\n}\n\n/**\n * each\n */\ntype EachFn<Value, Key, This> = (this: This, value: Value, key: Key) => void\ntype Eachable<Value = any, Key = any, This = any> = {\n forEach(cb: EachFn<Value, Key, This>, ctx?: This): void\n}\n\nexport const each = <Value, Key, This>(obj: Eachable<Value, Key, This>, fn: EachFn<Value, Key, This>) => obj.forEach(fn)\n\nexport const flush = <Value extends Function, Key, This>(obj: Eachable<Value, Key, This>, ...args: any[]) => {\n each(obj, (f) => f(...args))\n}\n\nexport const isFloat32 = (value: unknown): value is Float32Array => {\n return value instanceof Float32Array\n}\n\nconst loadingImage = (src: string, fun: (el: HTMLImageElement) => void) => {\n const el = new Image()\n Object.assign(el, { src, crossOrigin: 'anonymous' })\n el.decode().then(() => fun(el))\n}\n\nconst loadingVideo = (src: string, fun: (source: HTMLVideoElement) => void) => {\n const el = document.createElement('video')\n Object.assign(el, { src, loop: true, muted: true, crossOrigin: 'anonymous' })\n el.load()\n el.play()\n el.addEventListener('canplay', fun.bind(null, el), { once: true })\n}\n\nexport function loadingTexture(src: string, fun: (source: HTMLVideoElement, isVideo: true) => void): void\n\nexport function loadingTexture(src: string, fun: (source: HTMLImageElement, isVideo: false) => void): void\n\nexport function loadingTexture(src: string | HTMLImageElement | HTMLVideoElement, fun: Function) {\n if (!is.str(src)) return fun(src, src instanceof HTMLVideoElement)\n const isVideo = /\\.(mp4|webm|ogg|avi|mov)$/i.test(src)\n const loader = isVideo ? loadingVideo : loadingImage\n loader(src, (el: HTMLImageElement | HTMLVideoElement) => {\n fun(el as HTMLVideoElement, isVideo)\n })\n}\nconst isValidStride = (stride: number) => [1, 2, 3, 4, 9, 16].includes(stride)\n\nconst calcStride = (arrayLength: number, count = 3) => {\n if (arrayLength % count === 0) return Math.floor(arrayLength / count)\n return -1\n}\n\nexport const getStride = (arrayLength: number, count = 1, error = console.warn, id = '') => {\n const ret = calcStride(arrayLength, count)\n if (!isValidStride(ret)) error(`glre attribute error: Invalid attribute length ${arrayLength}, ${id ? `${id} ` : ' '}must divide by vertex count (${count}) with valid stride (1,2,3,4,9,16)`)\n return ret\n}\n\nexport const GLSL_FS = /* cpp */ `\n#version 300 es\nprecision highp float;\nprecision highp int;\nout vec4 fragColor;\nuniform vec2 iResolution;\nvoid main() {\n fragColor = vec4(fract((gl_FragCoord.xy / iResolution)), 0.0, 1.0);\n}\n`\n\nexport const GLSL_VS = /* cpp */ `\n#version 300 es\nvoid main() {\n float x = float(gl_VertexID % 2) * 4.0 - 1.0;\n float y = float(gl_VertexID / 2) * 4.0 - 1.0;\n gl_Position = vec4(x, y, 0.0, 1.0);\n}`\n\nexport const WGSL_VS = /* rust */ `\nstruct In { @builtin(vertex_index) vertex_index: u32 }\nstruct Out { @builtin(position) position: vec4f }\n@vertex\nfn main(in: In) -> Out {\n var out: Out;\n var x = f32(in.vertex_index % 2) * 4.0 - 1.0;\n var y = f32(in.vertex_index / 2) * 4.0 - 1.0;\n out.position = vec4f(x, y, 0.0, 1.0);\n return out;\n}\n`.trim()\n\nexport const WGSL_FS = /* rust */ `\nstruct Out { @builtin(position) position: vec4f }\n@group(0) @binding(0) var<uniform> iResolution: vec2f;\n@fragment\nfn main(out: Out) -> @location(0) vec4f {\n return vec4f(fract((out.position.xy / iResolution)), 0.0, 1.0);\n}\n`\n","import { nested } from 'reev'\nimport { cleanStorage, createAttachment, createProgram, createStorage, storageSize, updateUniform } from './utils'\nimport { GLSL_VS, is } from '../helpers'\nimport type { GL } from '../types'\n\nexport const compute = (gl: GL) => {\n let { cs, particleCount, gl: c } = gl\n if (!cs) return\n c.getExtension('EXT_color_buffer_float') // Enable high precision GPGPU by writing to float textures\n\n let _texture = 0 // for texture active units\n let _storage = 0 // for storage current num\n\n const units = nested(() => _texture++)\n cs = is.str(cs) ? cs : cs!.compute({ isWebGL: true, gl, units })\n const pg = createProgram(c, cs, GLSL_VS, gl)!\n const size = storageSize(particleCount)\n\n const uniforms = nested((key) => c.getUniformLocation(pg, key)!)\n const storages = nested((key) => {\n const array = new Float32Array(size.x * size.y * 4) // RGBA texture data\n const ping = { texture: c.createTexture(), buffer: c.createFramebuffer() }\n const pong = { texture: c.createTexture(), buffer: c.createFramebuffer() }\n return { ping, pong, array, loc: uniforms(key), unit: units(key) }\n })\n\n gl('_uniform', (key: string, value: number | number[]) => {\n c.useProgram((gl.program = pg))\n updateUniform(c, uniforms(key), value)\n })\n\n gl('_storage', (key: string, value: number[]) => {\n c.useProgram((gl.program = pg))\n const { ping, pong, unit, array } = storages(key)\n createStorage(c, value, size.x, size.y, ping, pong, unit, array)\n })\n\n gl('clean', () => {\n c.deleteProgram(pg)\n cleanStorage(c, storages.map.values())\n })\n\n gl('render', () => {\n c.useProgram((gl.program = pg))\n const attachments = storages.map.values().map(({ ping, pong, loc, unit }, index) => {\n const [i, o] = _storage % 2 ? [ping, pong] : [pong, ping]\n return createAttachment(c, i, o, loc, unit, index)\n })\n c.drawBuffers(attachments)\n c.drawArrays(c.TRIANGLES, 0, 3)\n c.bindFramebuffer(c.FRAMEBUFFER, null)\n _storage++\n })\n}\n\nexport type WebGLCompute = ReturnType<typeof compute>\n","import { is } from '../helpers'\nimport type { GL } from '../types'\n\nconst createShader = (c: WebGL2RenderingContext, source: string, type: number, onError = console.warn) => {\n const shader = c.createShader(type)\n if (!shader) return onError('Failed to create shader')\n c.shaderSource(shader, source.trim())\n c.compileShader(shader)\n if (c.getShaderParameter(shader, c.COMPILE_STATUS)) return shader\n const error = c.getShaderInfoLog(shader)\n c.deleteShader(shader)\n onError(`Could not compile shader: ${error}\\n\\n↓↓↓generated↓↓↓\\n${source}`)\n}\n\nexport const createProgram = (c: WebGL2RenderingContext, frag: string, vert: string, gl: GL) => {\n const pg = c.createProgram()\n const fs = createShader(c, frag, c.FRAGMENT_SHADER, gl.error)\n const vs = createShader(c, vert, c.VERTEX_SHADER, gl.error)\n if (!fs || !vs) return\n c.attachShader(pg, fs!)\n c.attachShader(pg, vs!)\n c.linkProgram(pg)\n if (c.getProgramParameter(pg, c.LINK_STATUS)) return pg\n const error = c.getProgramInfoLog(pg)\n c.deleteProgram(pg)\n gl.error(`Could not link program: ${error}`)\n}\n\nexport const createBuffer = (c: WebGL2RenderingContext, data: number[]) => {\n const array = new Float32Array(data)\n const buffer = c.createBuffer()\n return { array, buffer }\n}\n\nexport const updateBuffer = (c: WebGL2RenderingContext, array: Float32Array, buffer: WebGLBuffer, value: number[]) => {\n array.set(value)\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.bufferData(c.ARRAY_BUFFER, array, c.STATIC_DRAW)\n c.bindBuffer(c.ARRAY_BUFFER, null)\n}\n\nexport const updateAttrib = (c: WebGL2RenderingContext, loc: number, stride: number, buffer: WebGLBuffer) => {\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, stride, c.FLOAT, false, 0, 0)\n}\n\nexport const updateInstance = (c: WebGL2RenderingContext, loc: number, stride: number, buffer: WebGLBuffer) => {\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, stride, c.FLOAT, false, 0, 0)\n c.vertexAttribDivisor(loc, 1) // divisor is 1\n}\n\nexport const updateUniform = (c: WebGL2RenderingContext, loc: WebGLUniformLocation | null, value: number | number[]) => {\n if (is.nul(loc)) return\n if (is.num(value)) return c.uniform1f(loc, value)\n let l = value.length\n if (l <= 4) return c[`uniform${l as 2}fv`](loc, value)\n l = Math.sqrt(l) << 0\n c[`uniformMatrix${l as 2}fv`](loc, false, value)\n}\n\nexport const createTexture = (c: WebGL2RenderingContext, el: HTMLImageElement | HTMLVideoElement | null, loc: WebGLUniformLocation | null, unit: number, isVideo = false) => {\n const texture = c.createTexture()\n c.bindTexture(c.TEXTURE_2D, texture)\n if (el) {\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, el)\n if (!isVideo) c.generateMipmap(c.TEXTURE_2D)\n } else {\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, 1, 1, 0, c.RGBA, c.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 0]))\n }\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, null)\n c.uniform1i(loc, unit)\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n if (isVideo)\n return () => {\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, el!)\n }\n}\n\n/**\n * for gpgpu\n */\ninterface TextureBuffer {\n texture: WebGLTexture\n buffer: WebGLFramebuffer\n}\n\nexport const createStorage = (c: WebGL2RenderingContext, value: number[], width: number, height: number, ping: TextureBuffer, pong: TextureBuffer, unit: number, array: Float32Array) => {\n const particleCount = width * height\n const vectorSize = value.length / particleCount\n for (let i = 0; i < particleCount; i++) {\n for (let j = 0; j < Math.min(vectorSize, 4); j++) {\n array[4 * i + j] = value[i * vectorSize + j] || 0\n }\n }\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, ping.texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA32F, width, height, 0, c.RGBA, c.FLOAT, array)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, pong.texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA32F, width, height, 0, c.RGBA, c.FLOAT, array)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n}\n\nexport const cleanStorage = (c: WebGL2RenderingContext, map: Iterable<{ ping: TextureBuffer; pong: TextureBuffer }>) => {\n for (const { ping, pong } of map) {\n c.deleteTexture(ping.texture)\n c.deleteTexture(pong.texture)\n c.deleteFramebuffer(ping.buffer)\n c.deleteFramebuffer(pong.buffer)\n }\n}\n\nexport const createAttachment = (c: WebGL2RenderingContext, i: TextureBuffer, o: TextureBuffer, loc: WebGLUniformLocation, unit: number, index: number) => {\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, i.texture)\n c.uniform1i(loc, unit)\n if (index === 0) c.bindFramebuffer(c.FRAMEBUFFER, o.buffer)\n const attachment = c.COLOR_ATTACHMENT0 + index\n c.framebufferTexture2D(c.FRAMEBUFFER, attachment, c.TEXTURE_2D, o.texture, 0)\n return attachment\n}\n\n/**\n * utils\n */\nexport const storageSize = (particleCount: number | number[] = 1024) => {\n if (is.num(particleCount)) {\n const sqrt = Math.sqrt(particleCount)\n const size = Math.ceil(sqrt)\n if (!Number.isInteger(sqrt)) console.warn(`GLRE Storage Warning: particleCount (${particleCount}) is not a square. Using ${size}x${size} texture may waste GPU memory. Consider using [width, height] format for optimal storage.`)\n return { x: size, y: size }\n }\n const [x, y, z] = particleCount\n if (z !== undefined) {\n const yz = y * z\n console.warn(`GLRE Storage Warning: 3D particleCount [${x}, ${y}, ${z}] specified but WebGL storage textures only support 2D. Flattening to 2D by multiplying height=${y} * depth=${z} = ${yz}.`)\n return { x, y: yz }\n }\n return { x, y }\n}\n\nexport const loseContext = (c: WebGL2RenderingContext) => {\n const ext = c.getExtension('WEBGL_lose_context')\n if (ext) ext.loseContext()\n}\n\nexport const enableDepth = (c: WebGL2RenderingContext) => {\n c.enable(c.DEPTH_TEST)\n c.depthFunc(c.LEQUAL)\n c.enable(c.CULL_FACE)\n c.cullFace(c.BACK)\n}\n\nexport const enableWireframe = (c: WebGL2RenderingContext) => {\n const ext = c.getExtension('WEBGL_polygon_mode')\n if (ext) ext.polygonModeWEBGL(c.FRONT_AND_BACK, ext.LINE_WEBGL)\n}\n","import { nested } from 'reev'\nimport { getStride, GLSL_FS, GLSL_VS, is, loadingTexture } from '../helpers'\nimport { createBuffer, createProgram, createTexture, updateAttrib, updateBuffer, updateInstance, updateUniform } from './utils'\nimport type { GL } from '../types'\n\nexport const graphic = (gl: GL) => {\n let { fs, vs, gl: c } = gl // @TODO Save this WebGPU instance's count (overwritten per args) but no change now for top page\n const config = { isWebGL: true, gl }\n fs = gl.fs ? (is.str(gl.fs) ? gl.fs : gl.fs.fragment(config)) : GLSL_FS\n vs = gl.vs ? (is.str(gl.vs) ? gl.vs : gl.vs.vertex(config)) : GLSL_VS\n const pg = createProgram(c, fs, vs, gl)!\n let activeUnit = 0\n\n const units = nested(() => activeUnit++)\n const uniforms = nested((key) => c.getUniformLocation(pg, key))\n const attributes = nested((key, value: number[], isInstance = false) => {\n const stride = getStride(value.length, isInstance ? gl.instanceCount : gl.count, gl.error, key)\n return { stride, location: c.getAttribLocation(pg, key), ...createBuffer(c, value) }\n })\n\n gl('_attribute', (key: string, value: number[]) => {\n c.useProgram((gl.program = pg))\n const a = attributes(key, value)\n updateBuffer(c, a.array, a.buffer, value)\n updateAttrib(c, a.location, a.stride, a.buffer)\n })\n\n gl('_instance', (key: string, value: number[]) => {\n c.useProgram((gl.program = pg))\n const a = attributes(key, value, true)\n updateBuffer(c, a.array, a.buffer, value)\n updateInstance(c, a.location, a.stride, a.buffer)\n })\n\n gl('_uniform', (key: string, value: number | number[]) => {\n c.useProgram((gl.program = pg))\n updateUniform(c, uniforms(key), value)\n })\n\n gl('_texture', (key: string, src: string) => {\n c.useProgram((gl.program = pg))\n const location = uniforms(key)\n const unit = units(key)\n createTexture(c, null, location, unit, false)\n loadingTexture(src, (source, isVideo) => {\n c.useProgram((gl.program = pg))\n const render = createTexture(c, source, location, unit, isVideo)\n if (render) gl({ render })\n })\n })\n\n gl('clean', () => {\n c.deleteProgram(pg)\n })\n\n gl('render', () => {\n c.useProgram((gl.program = pg))\n if (gl.instanceCount > 1) {\n c.drawArraysInstanced(c.TRIANGLES, 0, gl.count, gl.instanceCount)\n } else c.drawArrays(c.TRIANGLES, 0, gl.count)\n c.bindFramebuffer(c.FRAMEBUFFER, null)\n })\n}\n\nexport type WebGLGraphic = ReturnType<typeof graphic>\n","import { compute } from './compute'\nimport { graphic } from './graphic'\nimport { enableDepth, enableWireframe, loseContext } from './utils'\nimport type { GL } from '../types'\n\nexport const webgl = (gl: GL) => {\n const isInit = !gl.gl\n if (isInit) {\n const c = (gl.gl = gl.el.getContext('webgl2')!)\n gl('render', () => c.viewport(0, 0, ...gl.size!)) // Run before other renderers' events to prevent flickering\n }\n\n compute(gl)\n graphic(gl)\n\n if (isInit) {\n gl('clean', () => loseContext(gl.gl))\n if (gl.isDepth) enableDepth(gl.gl)\n if (gl.wireframe) enableWireframe(gl.gl)\n }\n}\n","import { nested } from 'reev'\nimport { createBuffer, updateBuffer, workgroupCount } from './utils'\nimport type { GL } from '../types'\n\nexport const compute = (gl: GL) => {\n const { particleCount } = gl // Save this WebGPU instance's particleCount (overwritten per args)\n let pipeline: GPUComputePipeline | undefined\n let bindGroups: GPUBindGroup[] | undefined\n\n const storages = nested((key, value: number[] | Float32Array) => {\n return { ...gl.binding.storage(key), ...createBuffer(gl.device, value, 'storage') }\n })\n\n gl('_storage', (key: string, value: number[] | Float32Array) => {\n const { array, buffer } = storages(key, value)\n updateBuffer(gl.device, value, array, buffer)\n })\n\n gl('render', () => {\n if (!pipeline || !bindGroups) return\n const pass = gl.commandEncoder.beginComputePass()\n pass.setPipeline(pipeline)\n bindGroups.forEach((v, i) => pass.setBindGroup(i, v))\n const { x, y, z } = workgroupCount(particleCount)\n pass.dispatchWorkgroups(x, y, z)\n pass.end()\n })\n\n gl('clean', () => {\n for (const { buffer } of storages.map.values()) buffer.destroy()\n })\n\n const set = (_pipeline?: GPUComputePipeline, _bindGroups?: GPUBindGroup[]) => {\n pipeline = _pipeline\n bindGroups = _bindGroups\n }\n\n return { storages, set }\n}\n","import { nested } from 'reev'\nimport { is, isFloat32 } from '../helpers'\nimport type { AttribData, TextureData, UniformData, StorageData } from '../types'\n\ntype IAttribs = Iterable<AttribData & { isInstance?: boolean }>\ntype IUniforms = Iterable<UniformData>\ntype ITextures = Iterable<TextureData>\ntype IStorages = Iterable<StorageData>\n\n/**\n * binding\n */\nexport const createBinding = () => {\n let _uniform = 0\n let _texture = 0\n let _storage = 0\n let _attrib = 0\n const uniform = nested(() => {\n const group = Math.floor(_uniform / 12)\n const binding = _uniform % 12\n _uniform++\n return { group, binding }\n })\n const texture = nested(() => {\n const baseGroup = Math.floor(_uniform / 12) + 1\n const group = baseGroup + Math.floor(_texture / 6)\n const binding = (_texture % 6) * 2\n _texture++\n return { group, binding }\n })\n const storage = nested(() => {\n const baseGroup = Math.floor(_uniform / 12) + Math.floor(_texture / 6) + 2\n const group = baseGroup + Math.floor(_storage / 12)\n const binding = _storage % 12\n _storage++\n return { group, binding }\n })\n const attrib = nested(() => {\n const location = _attrib\n _attrib++\n return { location }\n })\n return { uniform, texture, storage, attrib }\n}\n\nexport type Binding = ReturnType<typeof createBinding>\n\n/**\n * initialize\n */\nexport const createDevice = async (c: GPUCanvasContext, log = console.log, signal?: AbortSignal) => {\n const gpu = navigator.gpu\n const format = gpu.getPreferredCanvasFormat()\n const adapter = await gpu.requestAdapter()\n if (signal?.aborted) throw new DOMException('Aborted', 'AbortError')\n const device = await adapter!.requestDevice()\n if (signal?.aborted) {\n device.destroy()\n if (signal?.aborted) throw new DOMException('Aborted', 'AbortError')\n }\n device.onuncapturederror = (e) => log(e.error.message)\n c.configure({ device, format, alphaMode: 'premultiplied' })\n return { device, format }\n}\n\n/**\n * pipeline update\n */\nconst getVertexFormat = (stride: number): GPUVertexFormat => {\n if (stride === 2) return 'float32x2'\n if (stride === 3) return 'float32x3'\n if (stride === 4) return 'float32x4'\n return 'float32'\n}\n\nconst createVertexBuffers = (attribs: IAttribs) => {\n const vertexBuffers: GPUBuffer[] = []\n const bufferLayouts: GPUVertexBufferLayout[] = []\n for (const { buffer, location, stride, isInstance } of attribs) {\n vertexBuffers[location] = buffer\n const componentSize = Math.min(Math.max(Math.floor(stride), 1), 4)\n const arrayStride = Math.max(4, Math.ceil((componentSize * 4) / 4) * 4)\n bufferLayouts[location] = {\n arrayStride,\n stepMode: isInstance ? 'instance' : 'vertex',\n attributes: [\n {\n shaderLocation: location,\n offset: 0,\n format: getVertexFormat(componentSize),\n },\n ],\n }\n }\n return { vertexBuffers, bufferLayouts }\n}\n\nconst createBindGroup = (device: GPUDevice, uniforms: IUniforms, textures: ITextures, storages: IStorages = []) => {\n const groups = new Map<number, { layouts: GPUBindGroupLayoutEntry[]; bindings: GPUBindGroupEntry[] }>()\n const ret = { bindGroups: [] as GPUBindGroup[], bindGroupLayouts: [] as GPUBindGroupLayout[] }\n const add = (i: number, layout: GPUBindGroupLayoutEntry, binding: GPUBindGroupEntry) => {\n if (!groups.has(i)) groups.set(i, { layouts: [], bindings: [] })\n const { layouts, bindings } = groups.get(i)!\n layouts.push(layout)\n bindings.push(binding)\n }\n for (const { binding, buffer, group } of uniforms) {\n add(group, { binding, visibility: 7, buffer: { type: 'uniform' } }, { binding, resource: { buffer } })\n }\n for (const { binding, buffer, group } of storages) {\n add(group, { binding, visibility: 6, buffer: { type: 'storage' } }, { binding, resource: { buffer } })\n }\n for (const { binding: b, group, sampler, view } of textures) {\n add(group, { binding: b, visibility: 2, sampler: {} }, { binding: b, resource: sampler })\n add(group, { binding: b + 1, visibility: 2, texture: {} }, { binding: b + 1, resource: view })\n }\n for (const [i, { layouts, bindings }] of groups) {\n ret.bindGroupLayouts[i] = device.createBindGroupLayout({ entries: layouts })\n ret.bindGroups[i] = device.createBindGroup({ layout: ret.bindGroupLayouts[i], entries: bindings })\n }\n return ret\n}\n\nconst createPipeline = (device: GPUDevice, format: GPUTextureFormat, bufferLayouts: GPUVertexBufferLayout[], bindGroupLayouts: GPUBindGroupLayout[], vs: string, fs: string, isDepth: boolean) => {\n const config: GPURenderPipelineDescriptor = {\n primitive: { topology: 'triangle-list' },\n layout: device.createPipelineLayout({ bindGroupLayouts }),\n vertex: {\n module: device.createShaderModule({ label: 'vert', code: vs.trim() }),\n entryPoint: 'main',\n buffers: bufferLayouts,\n },\n fragment: {\n module: device.createShaderModule({ label: 'frag', code: fs.trim() }),\n entryPoint: 'main',\n targets: [{ format }],\n },\n }\n if (isDepth) config.depthStencil = { depthWriteEnabled: true, depthCompare: 'less', format: 'depth24plus' }\n return device.createRenderPipeline(config)\n}\n\nconst createComputePipeline = (device: GPUDevice, bindGroupLayouts: GPUBindGroupLayout[], cs: string) => {\n if (!cs) return\n return device.createComputePipeline({\n compute: {\n module: device.createShaderModule({ label: 'compute', code: cs.trim() }),\n entryPoint: 'main',\n },\n layout: device.createPipelineLayout({ bindGroupLayouts }),\n })\n}\n\nexport const updatePipeline = (device: GPUDevice, format: GPUTextureFormat, attribs: IAttribs, uniforms: IUniforms, textures: ITextures, storages: IStorages, fs: string, cs: string, vs: string, isDepth: boolean) => {\n const { vertexBuffers, bufferLayouts } = createVertexBuffers(attribs)\n const { bindGroups, bindGroupLayouts } = createBindGroup(device, uniforms, textures, storages)\n const computePipeline = createComputePipeline(device, bindGroupLayouts, cs)\n const graphicPipeline = createPipeline(device, format, bufferLayouts, bindGroupLayouts, vs, fs, isDepth)\n return { bindGroups, vertexBuffers, computePipeline, graphicPipeline }\n}\n\n/**\n * buffers\n */\nconst bufferUsage = (type: 'uniform' | 'storage' | 'attrib') => {\n if (type === 'uniform') return 72 // 72 is GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n if (type === 'attrib') return 40 // 40 is GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST\n return 140 // 140 is GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n}\n\nexport const createBuffer = (device: GPUDevice, array: number[] | Float32Array, type: 'uniform' | 'storage' | 'attrib') => {\n if (!isFloat32(array)) array = new Float32Array(array)\n const usage = bufferUsage(type)\n const size = type === 'uniform' ? Math.ceil(array.byteLength / 256) * 256 : array.byteLength\n const buffer = device.createBuffer({ size, usage })\n return { array, buffer }\n}\n\nexport const updateBuffer = (device: GPUDevice, value: number[] | Float32Array, array: Float32Array, buffer: GPUBuffer) => {\n array.set(value)\n device.queue.writeBuffer(buffer, 0, array as GPUAllowSharedBufferSource)\n}\n\nexport const createDescriptor = (c: GPUCanvasContext, depthTexture?: GPUTexture) => {\n const ret: GPURenderPassDescriptor = { colorAttachments: [{ view: c.getCurrentTexture().createView(), clearValue: { r: 0, g: 0, b: 0, a: 0 }, loadOp: 'clear', storeOp: 'store' }] }\n if (depthTexture) ret.depthStencilAttachment = { view: depthTexture.createView(), depthClearValue: 1.0, depthLoadOp: 'clear', depthStoreOp: 'store' }\n return ret\n}\n\n/**\n * textures\n */\nexport const createTextureSampler = (device: GPUDevice, width = 1280, height = 800) => {\n const texture = device.createTexture({ size: [width, height], format: 'rgba8unorm', usage: 22 }) // 22 is GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT\n const sampler = device.createSampler({ magFilter: 'linear', minFilter: 'linear' })\n return { texture, sampler, view: texture.createView() }\n}\n\nexport const createDepthTexture = (device: GPUDevice, width: number, height: number) => {\n return device.createTexture({ size: [width, height], format: 'depth24plus', usage: 16 }) // 16 is GPUTextureUsage.RENDER_ATTACHMENT\n}\n\n/**\n * utils\n */\nexport const workgroupCount = (particleCount: number | number[], workgroupSize = 32) => {\n if (is.num(particleCount)) particleCount = [particleCount]\n const [x, y = 1, z = 1] = particleCount\n return {\n x: Math.min((x * y * z) / workgroupSize, 65535),\n y: 1,\n z: 1,\n }\n}\n","import { nested } from 'reev'\nimport { getStride, is, loadingTexture } from '../helpers'\nimport { createBuffer, createTextureSampler, updateBuffer } from './utils'\nimport type { GL } from '../types'\n\nexport const graphic = (gl: GL, update = () => {}) => {\n const { count, instanceCount } = gl // // Save this WebGPU item's count (overwritten per args)\n let pipeline: GPURenderPipeline\n let bindGroups: GPUBindGroup[]\n let vertexBuffers: GPUBuffer[]\n\n const attributes = nested((key, value: number[], isInstance = false, stride = getStride(value.length, isInstance ? instanceCount : count, gl.error, key)) => {\n update()\n return { ...gl.binding.attrib(key), ...createBuffer(gl.device, value, 'attrib'), isInstance, stride }\n })\n\n const uniforms = nested((key, value: number[] | Float32Array) => {\n update()\n return { ...gl.binding.uniform(key), ...createBuffer(gl.device, value, 'uniform') }\n })\n\n const textures = nested((key, width = 1, height = 1) => {\n update()\n return { ...gl.binding.texture(key), ...createTextureSampler(gl.device, width, height) }\n })\n\n gl('_attribute', (key: string, value: number[] | Float32Array) => {\n const a = attributes(key, value)\n updateBuffer(gl.device, value, a.array, a.buffer)\n })\n\n gl('_instance', (key: string, value: number[] | Float32Array) => {\n const a = attributes(key, value, true)\n updateBuffer(gl.device, value, a.array, a.buffer)\n })\n\n gl('_uniform', (key: string, value: number | number[] | Float32Array) => {\n if (is.num(value)) value = [value]\n const u = uniforms(key, value)\n updateBuffer(gl.device, value, u.array, u.buffer)\n })\n\n gl('_texture', (key: string, src: string) => {\n const t = textures(key)\n loadingTexture(src, (source, isVideo) => {\n const [width, height] = isVideo ? [source.videoWidth, source.videoHeight] : [source.width, source.height]\n t.texture.destroy()\n Object.assign(t, createTextureSampler(gl.device, width, height))\n update() // Rebuilding BindGroups because the texture size has changed\n const render = () => void gl.device.queue.copyExternalImageToTexture({ source }, { texture: t.texture }, { width, height })\n if (isVideo) gl({ render })\n else render()\n })\n })\n\n gl('render', () => {\n if (!pipeline || !bindGroups || !vertexBuffers) return\n gl.passEncoder.setPipeline(pipeline)\n bindGroups.forEach((v, i) => gl.passEncoder.setBindGroup(i, v))\n vertexBuffers.forEach((v, i) => gl.passEncoder.setVertexBuffer(i, v))\n gl.passEncoder.draw(count, instanceCount, 0, 0)\n })\n\n gl('clean', () => {\n for (const { buffer } of attributes.map.values()) buffer.destroy()\n for (const { texture } of textures.map.values()) texture.destroy()\n for (const { buffer } of uniforms.map.values()) buffer.destroy()\n })\n\n const set = (_pipeline: GPURenderPipeline, _bindGroups: GPUBindGroup[], _vertexBuffers: GPUBuffer[]) => {\n pipeline = _pipeline\n bindGroups = _bindGroups\n vertexBuffers = _vertexBuffers\n }\n\n return { uniforms, textures, attributes, set }\n}\n","import { compute } from './compute'\nimport { graphic } from './graphic'\nimport { createBinding, createDepthTexture, createDescriptor, createDevice, updatePipeline } from './utils'\nimport { is, WGSL_FS, WGSL_VS } from '../helpers'\nimport type { GL } from '../types'\n\nexport const webgpu = async (gl: GL, isLast = false) => {\n let { vs, fs, cs } = gl\n let isUpdate = true\n const isInit = !gl.gpu\n if (isInit) {\n const gpu = gl.el!.getContext('webgpu') as GPUCanvasContext\n const binding = createBinding()\n const { device, format } = await createDevice(gpu, gl.error)\n gl({ device, format, binding, gpu })\n gl('resize', () => {\n gl.depthTexture?.destroy()\n if (gl.isDepth) gl.depthTexture = createDepthTexture(gl.device, ...gl.size)\n })\n }\n\n gl('render', () => {\n if (isUpdate) update()\n })\n\n if (isInit)\n gl('render', () => {\n gl.commandEncoder = gl.device.createCommandEncoder()\n })\n\n const c = compute(gl)\n\n if (isInit)\n gl('render', () => {\n gl.passEncoder = gl.commandEncoder.beginRenderPass(createDescriptor(gl.gpu, gl.depthTexture))\n })\n\n const g = graphic(gl, () => (isUpdate = true))\n\n const update = () => {\n isUpdate = false\n const config = { isWebGL: false, gl }\n fs = fs ? 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|
package/dist/native.d.ts
CHANGED
|
@@ -30,8 +30,54 @@ declare const TYPE_MAPPING: {
|
|
|
30
30
|
readonly struct: "struct";
|
|
31
31
|
};
|
|
32
32
|
declare const CONSTANTS: (keyof typeof TYPE_MAPPING)[];
|
|
33
|
+
declare const SWIZZLE_BASE_MAP: {
|
|
34
|
+
readonly float: "float";
|
|
35
|
+
readonly vec2: "float";
|
|
36
|
+
readonly vec3: "float";
|
|
37
|
+
readonly vec4: "float";
|
|
38
|
+
readonly int: "int";
|
|
39
|
+
readonly ivec2: "int";
|
|
40
|
+
readonly ivec3: "int";
|
|
41
|
+
readonly ivec4: "int";
|
|
42
|
+
readonly uint: "uint";
|
|
43
|
+
readonly uvec2: "uint";
|
|
44
|
+
readonly uvec3: "uint";
|
|
45
|
+
readonly uvec4: "uint";
|
|
46
|
+
readonly bool: "bool";
|
|
47
|
+
readonly bvec2: "bool";
|
|
48
|
+
readonly bvec3: "bool";
|
|
49
|
+
readonly bvec4: "bool";
|
|
50
|
+
};
|
|
51
|
+
declare const SWIZZLE_RESULT_MAP: {
|
|
52
|
+
float: {
|
|
53
|
+
readonly 1: "float";
|
|
54
|
+
readonly 2: "vec2";
|
|
55
|
+
readonly 3: "vec3";
|
|
56
|
+
readonly 4: "vec4";
|
|
57
|
+
readonly 9: "mat3";
|
|
58
|
+
readonly 16: "mat4";
|
|
59
|
+
};
|
|
60
|
+
int: {
|
|
61
|
+
readonly 1: "int";
|
|
62
|
+
readonly 2: "ivec2";
|
|
63
|
+
readonly 3: "ivec3";
|
|
64
|
+
readonly 4: "ivec4";
|
|
65
|
+
};
|
|
66
|
+
uint: {
|
|
67
|
+
readonly 1: "uint";
|
|
68
|
+
readonly 2: "uvec2";
|
|
69
|
+
readonly 3: "uvec3";
|
|
70
|
+
readonly 4: "uvec4";
|
|
71
|
+
};
|
|
72
|
+
bool: {
|
|
73
|
+
readonly 1: "bool";
|
|
74
|
+
readonly 2: "bvec2";
|
|
75
|
+
readonly 3: "bvec3";
|
|
76
|
+
readonly 4: "bvec4";
|
|
77
|
+
};
|
|
78
|
+
};
|
|
33
79
|
declare const OPERATORS: {
|
|
34
|
-
readonly not: "";
|
|
80
|
+
readonly not: "!";
|
|
35
81
|
readonly add: "+";
|
|
36
82
|
readonly sub: "-";
|
|
37
83
|
readonly mul: "*";
|
|
@@ -79,7 +125,7 @@ type Operators = (typeof OPERATOR_KEYS)[number];
|
|
|
79
125
|
*/
|
|
80
126
|
interface FnLayout {
|
|
81
127
|
name: string;
|
|
82
|
-
type
|
|
128
|
+
type?: C | 'auto';
|
|
83
129
|
inputs?: Array<{
|
|
84
130
|
name: string;
|
|
85
131
|
type: C | 'auto';
|
|
@@ -118,6 +164,15 @@ interface NodeContext {
|
|
|
118
164
|
structStructFields: Map<string, StructFields>;
|
|
119
165
|
};
|
|
120
166
|
}
|
|
167
|
+
/**
|
|
168
|
+
* swizzle
|
|
169
|
+
*/
|
|
170
|
+
type _SwizzleLength<A extends string> = A extends `${infer _}${infer A}` ? A extends '' ? 1 : A extends `${infer _}${infer B}` ? B extends '' ? 2 : B extends `${infer _}${infer C}` ? C extends '' ? 3 : 4 : never : never : never;
|
|
171
|
+
type _SwizzleBaseMap = typeof SWIZZLE_BASE_MAP;
|
|
172
|
+
type _SwizzleResultMap = typeof SWIZZLE_RESULT_MAP;
|
|
173
|
+
type _SwizzleBase<T extends C> = T extends keyof _SwizzleBaseMap ? _SwizzleBaseMap[T] : never;
|
|
174
|
+
type _SwizzleResult<T extends C, L extends 1 | 2 | 3 | 4> = _SwizzleResultMap[_SwizzleBase<T>][L];
|
|
175
|
+
type InferSwizzleType<T extends C, S extends string> = _SwizzleLength<S> extends infer L extends 1 | 2 | 3 | 4 ? _SwizzleResult<_SwizzleBase<T>, L> : never;
|
|
121
176
|
/**
|
|
122
177
|
* infer
|
|
123
178
|
*/
|
|
@@ -128,57 +183,6 @@ type ExtractPairs<T> = T extends readonly [infer L, infer R, string] ? [L, R] |
|
|
|
128
183
|
type OperatorTypeRules = ExtractPairs<_OperatorTypeRulesMap[number]>;
|
|
129
184
|
type IsInRules<L extends C, R extends C> = [L, R] extends OperatorTypeRules ? 1 : 0;
|
|
130
185
|
type ValidateOperator<L extends C, R extends C> = L extends R ? 1 : IsInRules<L, R>;
|
|
131
|
-
/**
|
|
132
|
-
* swizzle
|
|
133
|
-
*/
|
|
134
|
-
type _SwizzleLength<A extends string> = A extends `${infer _}${infer A}` ? A extends '' ? 1 : A extends `${infer _}${infer B}` ? B extends '' ? 2 : B extends `${infer _}${infer C}` ? C extends '' ? 3 : 4 : never : never : never;
|
|
135
|
-
type _SwizzleBaseMap = {
|
|
136
|
-
float: 'float';
|
|
137
|
-
vec2: 'float';
|
|
138
|
-
vec3: 'float';
|
|
139
|
-
vec4: 'float';
|
|
140
|
-
int: 'int';
|
|
141
|
-
ivec2: 'int';
|
|
142
|
-
ivec3: 'int';
|
|
143
|
-
ivec4: 'int';
|
|
144
|
-
uint: 'uint';
|
|
145
|
-
uvec2: 'uint';
|
|
146
|
-
uvec3: 'uint';
|
|
147
|
-
uvec4: 'uint';
|
|
148
|
-
bool: 'bool';
|
|
149
|
-
bvec2: 'bool';
|
|
150
|
-
bvec3: 'bool';
|
|
151
|
-
bvec4: 'bool';
|
|
152
|
-
};
|
|
153
|
-
type _SwizzleResultMap = {
|
|
154
|
-
float: {
|
|
155
|
-
1: 'float';
|
|
156
|
-
2: 'vec2';
|
|
157
|
-
3: 'vec3';
|
|
158
|
-
4: 'vec4';
|
|
159
|
-
};
|
|
160
|
-
int: {
|
|
161
|
-
1: 'int';
|
|
162
|
-
2: 'ivec2';
|
|
163
|
-
3: 'ivec3';
|
|
164
|
-
4: 'ivec4';
|
|
165
|
-
};
|
|
166
|
-
uint: {
|
|
167
|
-
1: 'uint';
|
|
168
|
-
2: 'uvec2';
|
|
169
|
-
3: 'uvec3';
|
|
170
|
-
4: 'uvec4';
|
|
171
|
-
};
|
|
172
|
-
bool: {
|
|
173
|
-
1: 'bool';
|
|
174
|
-
2: 'bvec2';
|
|
175
|
-
3: 'bvec3';
|
|
176
|
-
4: 'bvec4';
|
|
177
|
-
};
|
|
178
|
-
};
|
|
179
|
-
type _SwizzleBase<T extends C> = T extends keyof _SwizzleBaseMap ? _SwizzleBaseMap[T] : never;
|
|
180
|
-
type _SwizzleResult<T extends C, L extends 1 | 2 | 3 | 4> = _SwizzleResultMap[_SwizzleBase<T>][L];
|
|
181
|
-
type InferSwizzleType<T extends C, S extends string> = _SwizzleLength<S> extends infer L extends 1 | 2 | 3 | 4 ? _SwizzleResult<_SwizzleBase<T>, L> : never;
|
|
182
186
|
/**
|
|
183
187
|
* Swizzles
|
|
184
188
|
*/
|