import { ExtensionType } from '../../../extensions/Extensions.mjs'; import { Matrix } from '../../../maths/matrix/Matrix.mjs'; import { getMaxTexturesPerBatch } from '../../../rendering/batcher/gl/utils/maxRecommendedTextures.mjs'; import { getTextureBatchBindGroup } from '../../../rendering/batcher/gpu/getTextureBatchBindGroup.mjs'; import { compileHighShaderGpuProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs'; import { colorBit } from '../../../rendering/high-shader/shader-bits/colorBit.mjs'; import { generateTextureBatchBit } from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit.mjs'; import { localUniformBitGroup2 } from '../../../rendering/high-shader/shader-bits/localUniformBit.mjs'; import { roundPixelsBit } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.mjs'; import { Shader } from '../../../rendering/renderers/shared/shader/Shader.mjs'; import { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup.mjs'; "use strict"; class GpuGraphicsAdaptor { init() { const localUniforms = new UniformGroup({ uTransformMatrix: { value: new Matrix(), type: "mat3x3" }, uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4" }, uRound: { value: 0, type: "f32" } }); const gpuProgram = compileHighShaderGpuProgram({ name: "graphics", bits: [ colorBit, generateTextureBatchBit(getMaxTexturesPerBatch()), localUniformBitGroup2, roundPixelsBit ] }); this.shader = new Shader({ gpuProgram, resources: { // added on the fly! localUniforms } }); } execute(graphicsPipe, renderable) { const context = renderable.context; const shader = context.customShader || this.shader; const renderer = graphicsPipe.renderer; const contextSystem = renderer.graphicsContext; const { batcher, instructions } = contextSystem.getContextRenderData(context); const encoder = renderer.encoder; encoder.setPipelineFromGeometryProgramAndState( batcher.geometry, shader.gpuProgram, graphicsPipe.state ); encoder.setGeometry(batcher.geometry, shader.gpuProgram); const globalUniformsBindGroup = renderer.globalUniforms.bindGroup; encoder.setBindGroup(0, globalUniformsBindGroup, shader.gpuProgram); const localBindGroup = renderer.renderPipes.uniformBatch.getUniformBindGroup(shader.resources.localUniforms, true); encoder.setBindGroup(2, localBindGroup, shader.gpuProgram); const batches = instructions.instructions; for (let i = 0; i < instructions.instructionSize; i++) { const batch = batches[i]; shader.groups[1] = batch.bindGroup; if (!batch.gpuBindGroup) { const textureBatch = batch.textures; batch.bindGroup = getTextureBatchBindGroup(textureBatch.textures, textureBatch.count); batch.gpuBindGroup = renderer.bindGroup.getBindGroup( batch.bindGroup, shader.gpuProgram, 1 ); } encoder.setBindGroup(1, batch.bindGroup, shader.gpuProgram); encoder.renderPassEncoder.drawIndexed(batch.size, 1, batch.start); } } destroy() { this.shader.destroy(true); this.shader = null; } } /** @ignore */ GpuGraphicsAdaptor.extension = { type: [ ExtensionType.WebGPUPipesAdaptor ], name: "graphics" }; export { GpuGraphicsAdaptor }; //# sourceMappingURL=GpuGraphicsAdaptor.mjs.map