/// import type { ExtractedAttributeData } from '../../gl/shader/program/extractAttributesFromGlProgram'; import type { StructsAndGroups } from './utils/extractStructAndGroups'; /** * a WebGPU descriptions of how the program is laid out * @see https://gpuweb.github.io/gpuweb/#gpupipelinelayout * @memberof rendering */ export type ProgramPipelineLayoutDescription = GPUBindGroupLayoutEntry[][]; /** * a map the maps names of uniforms to group indexes * @memberof rendering */ export type ProgramLayout = Record[]; /** * the program source * @memberof rendering */ export interface ProgramSource { /** The wgsl source code of the shader. */ source: string; /** The main function to run in this shader */ entryPoint?: string; } /** * The options for the gpu program * @memberof rendering */ export interface GpuProgramOptions { /** * the name of the program, this is added to the label of the GPU Program created * under the hood. Makes it much easier to debug! */ name?: string; /** The fragment glsl shader source. */ fragment?: ProgramSource; /** The vertex glsl shader source. */ vertex?: ProgramSource; /** The layout of the program. If not provided, it will be generated from the shader sources. */ layout?: ProgramLayout; /** The gpu layout of the program. If not provided, it will be generated from the shader sources. */ gpuLayout?: ProgramPipelineLayoutDescription; } /** * A wrapper for a WebGPU Program, specifically designed for the WebGPU renderer. * This class facilitates the creation and management of shader code that integrates with the WebGPU pipeline. * * To leverage the full capabilities of this class, familiarity with WGSL shaders is recommended. * @see https://gpuweb.github.io/gpuweb/#index * @example * * // Create a new program * const program = new GpuProgram({ * vertex: { * source: '...', * entryPoint: 'main', * }, * fragment:{ * source: '...', * entryPoint: 'main', * }, * }); * * * Note: Both fragment and vertex shader sources can coexist within a single WGSL source file * this can make things a bit simpler. * * For optimal usage and best performance, it help to reuse programs whenever possible. * The {@link GpuProgram.from} helper function is designed for this purpose, utilizing an * internal cache to efficiently manage and retrieve program instances. * By leveraging this function, you can significantly reduce overhead and enhance the performance of your rendering pipeline. * * An important distinction between WebGL and WebGPU regarding program data retrieval: * While WebGL allows extraction of program information directly from its compiled state, * WebGPU does not offer such a capability. Therefore, in the context of WebGPU, we're required * to manually extract the program layout information from the source code itself. * @memberof rendering */ export declare class GpuProgram { /** The fragment glsl shader source. */ readonly fragment?: ProgramSource; /** The vertex glsl shader source */ readonly vertex?: ProgramSource; /** * Mapping of uniform names to group indexes for organizing shader program uniforms. * Automatically generated from shader sources if not provided. * @example * // Assuming a shader with two uniforms, `u_time` and `u_resolution`, grouped respectively: * [ * { "u_time": 0 }, * { "u_resolution": 1 } * ] */ readonly layout: ProgramLayout; /** * Configuration for the WebGPU bind group layouts, detailing resource organization for the shader. * Generated from shader sources if not explicitly provided. * @example * // Assuming a shader program that requires two bind groups: * [ * // First bind group layout entries * [{ binding: 0, visibility: GPUShaderStage.VERTEX, type: "uniform-buffer" }], * // Second bind group layout entries * [{ binding: 1, visibility: GPUShaderStage.FRAGMENT, type: "sampler" }, * { binding: 2, visibility: GPUShaderStage.FRAGMENT, type: "sampled-texture" }] * ] */ readonly gpuLayout: ProgramPipelineLayoutDescription; /** * @internal * @ignore */ _layoutKey: number; /** * @internal * @ignore */ _attributeLocationsKey: number; /** the structs and groups extracted from the shader sources */ readonly structsAndGroups: StructsAndGroups; /** * the name of the program, this is added to the label of the GPU Program created under the hood. * Makes it much easier to debug! */ readonly name: string; private _attributeData; /** if true, the program will automatically assign global uniforms to group[0] */ autoAssignGlobalUniforms: boolean; /** if true, the program will automatically assign local uniforms to group[1] */ autoAssignLocalUniforms: boolean; /** * Create a new GpuProgram * @param options - The options for the gpu program */ constructor(options: GpuProgramOptions); private _generateProgramKey; get attributeData(): Record; /** destroys the program */ destroy(): void; /** * Helper function that creates a program for a given source. * It will check the program cache if the program has already been created. * If it has that one will be returned, if not a new one will be created and cached. * @param options - The options for the program. * @returns A program using the same source */ static from(options: GpuProgramOptions): GpuProgram; }