Files
nothoughts/node_modules/pixi.js/lib/rendering/batcher/shared/Batcher.js
2025-08-04 18:57:35 +02:00

342 lines
11 KiB
JavaScript

'use strict';
var uid = require('../../../utils/data/uid.js');
var ViewableBuffer = require('../../../utils/data/ViewableBuffer.js');
var fastCopy = require('../../renderers/shared/buffer/utils/fastCopy.js');
var getAdjustedBlendModeBlend = require('../../renderers/shared/state/getAdjustedBlendModeBlend.js');
var maxRecommendedTextures = require('../gl/utils/maxRecommendedTextures.js');
var BatchTextureArray = require('./BatchTextureArray.js');
"use strict";
class Batch {
constructor() {
this.renderPipeId = "batch";
this.action = "startBatch";
// TODO - eventually this could be useful for flagging batches as dirty and then only rebuilding those ones
// public elementStart = 0;
// public elementSize = 0;
// for drawing..
this.start = 0;
this.size = 0;
this.textures = new BatchTextureArray.BatchTextureArray();
this.blendMode = "normal";
this.canBundle = true;
}
destroy() {
this.textures = null;
this.gpuBindGroup = null;
this.bindGroup = null;
this.batcher = null;
}
}
const batchPool = [];
let batchPoolIndex = 0;
function getBatchFromPool() {
return batchPoolIndex > 0 ? batchPool[--batchPoolIndex] : new Batch();
}
function returnBatchToPool(batch) {
batchPool[batchPoolIndex++] = batch;
}
let BATCH_TICK = 0;
const _Batcher = class _Batcher {
constructor(options = {}) {
/** unique id for this batcher */
this.uid = uid.uid("batcher");
/** Indicates whether the batch data has been modified and needs updating. */
this.dirty = true;
/** The current index of the batch being processed. */
this.batchIndex = 0;
/** An array of all batches created during the current rendering process. */
this.batches = [];
this._elements = [];
_Batcher.defaultOptions.maxTextures = _Batcher.defaultOptions.maxTextures ?? maxRecommendedTextures.getMaxTexturesPerBatch();
options = { ..._Batcher.defaultOptions, ...options };
const { maxTextures, attributesInitialSize, indicesInitialSize } = options;
this.attributeBuffer = new ViewableBuffer.ViewableBuffer(attributesInitialSize * 4);
this.indexBuffer = new Uint16Array(indicesInitialSize);
this.maxTextures = maxTextures;
}
begin() {
this.elementSize = 0;
this.elementStart = 0;
this.indexSize = 0;
this.attributeSize = 0;
for (let i = 0; i < this.batchIndex; i++) {
returnBatchToPool(this.batches[i]);
}
this.batchIndex = 0;
this._batchIndexStart = 0;
this._batchIndexSize = 0;
this.dirty = true;
}
add(batchableObject) {
this._elements[this.elementSize++] = batchableObject;
batchableObject._indexStart = this.indexSize;
batchableObject._attributeStart = this.attributeSize;
batchableObject._batcher = this;
this.indexSize += batchableObject.indexSize;
this.attributeSize += batchableObject.attributeSize * this.vertexSize;
}
checkAndUpdateTexture(batchableObject, texture) {
const textureId = batchableObject._batch.textures.ids[texture._source.uid];
if (!textureId && textureId !== 0)
return false;
batchableObject._textureId = textureId;
batchableObject.texture = texture;
return true;
}
updateElement(batchableObject) {
this.dirty = true;
const attributeBuffer = this.attributeBuffer;
if (batchableObject.packAsQuad) {
this.packQuadAttributes(
batchableObject,
attributeBuffer.float32View,
attributeBuffer.uint32View,
batchableObject._attributeStart,
batchableObject._textureId
);
} else {
this.packAttributes(
batchableObject,
attributeBuffer.float32View,
attributeBuffer.uint32View,
batchableObject._attributeStart,
batchableObject._textureId
);
}
}
/**
* breaks the batcher. This happens when a batch gets too big,
* or we need to switch to a different type of rendering (a filter for example)
* @param instructionSet
*/
break(instructionSet) {
const elements = this._elements;
if (!elements[this.elementStart])
return;
let batch = getBatchFromPool();
let textureBatch = batch.textures;
textureBatch.clear();
const firstElement = elements[this.elementStart];
let blendMode = getAdjustedBlendModeBlend.getAdjustedBlendModeBlend(firstElement.blendMode, firstElement.texture._source);
if (this.attributeSize * 4 > this.attributeBuffer.size) {
this._resizeAttributeBuffer(this.attributeSize * 4);
}
if (this.indexSize > this.indexBuffer.length) {
this._resizeIndexBuffer(this.indexSize);
}
const f32 = this.attributeBuffer.float32View;
const u32 = this.attributeBuffer.uint32View;
const indexBuffer = this.indexBuffer;
let size = this._batchIndexSize;
let start = this._batchIndexStart;
let action = "startBatch";
const maxTextures = this.maxTextures;
for (let i = this.elementStart; i < this.elementSize; ++i) {
const element = elements[i];
elements[i] = null;
const texture = element.texture;
const source = texture._source;
const adjustedBlendMode = getAdjustedBlendModeBlend.getAdjustedBlendModeBlend(element.blendMode, source);
const breakRequired = blendMode !== adjustedBlendMode;
if (source._batchTick === BATCH_TICK && !breakRequired) {
element._textureId = source._textureBindLocation;
size += element.indexSize;
if (element.packAsQuad) {
this.packQuadAttributes(
element,
f32,
u32,
element._attributeStart,
element._textureId
);
this.packQuadIndex(
indexBuffer,
element._indexStart,
element._attributeStart / this.vertexSize
);
} else {
this.packAttributes(
element,
f32,
u32,
element._attributeStart,
element._textureId
);
this.packIndex(
element,
indexBuffer,
element._indexStart,
element._attributeStart / this.vertexSize
);
}
element._batch = batch;
continue;
}
source._batchTick = BATCH_TICK;
if (textureBatch.count >= maxTextures || breakRequired) {
this._finishBatch(
batch,
start,
size - start,
textureBatch,
blendMode,
instructionSet,
action
);
action = "renderBatch";
start = size;
blendMode = adjustedBlendMode;
batch = getBatchFromPool();
textureBatch = batch.textures;
textureBatch.clear();
++BATCH_TICK;
}
element._textureId = source._textureBindLocation = textureBatch.count;
textureBatch.ids[source.uid] = textureBatch.count;
textureBatch.textures[textureBatch.count++] = source;
element._batch = batch;
size += element.indexSize;
if (element.packAsQuad) {
this.packQuadAttributes(
element,
f32,
u32,
element._attributeStart,
element._textureId
);
this.packQuadIndex(
indexBuffer,
element._indexStart,
element._attributeStart / this.vertexSize
);
} else {
this.packAttributes(
element,
f32,
u32,
element._attributeStart,
element._textureId
);
this.packIndex(
element,
indexBuffer,
element._indexStart,
element._attributeStart / this.vertexSize
);
}
}
if (textureBatch.count > 0) {
this._finishBatch(
batch,
start,
size - start,
textureBatch,
blendMode,
instructionSet,
action
);
start = size;
++BATCH_TICK;
}
this.elementStart = this.elementSize;
this._batchIndexStart = start;
this._batchIndexSize = size;
}
_finishBatch(batch, indexStart, indexSize, textureBatch, blendMode, instructionSet, action) {
batch.gpuBindGroup = null;
batch.bindGroup = null;
batch.action = action;
batch.batcher = this;
batch.textures = textureBatch;
batch.blendMode = blendMode;
batch.start = indexStart;
batch.size = indexSize;
++BATCH_TICK;
this.batches[this.batchIndex++] = batch;
instructionSet.add(batch);
}
finish(instructionSet) {
this.break(instructionSet);
}
/**
* Resizes the attribute buffer to the given size (1 = 1 float32)
* @param size - the size in vertices to ensure (not bytes!)
*/
ensureAttributeBuffer(size) {
if (size * 4 <= this.attributeBuffer.size)
return;
this._resizeAttributeBuffer(size * 4);
}
/**
* Resizes the index buffer to the given size (1 = 1 float32)
* @param size - the size in vertices to ensure (not bytes!)
*/
ensureIndexBuffer(size) {
if (size <= this.indexBuffer.length)
return;
this._resizeIndexBuffer(size);
}
_resizeAttributeBuffer(size) {
const newSize = Math.max(size, this.attributeBuffer.size * 2);
const newArrayBuffer = new ViewableBuffer.ViewableBuffer(newSize);
fastCopy.fastCopy(this.attributeBuffer.rawBinaryData, newArrayBuffer.rawBinaryData);
this.attributeBuffer = newArrayBuffer;
}
_resizeIndexBuffer(size) {
const indexBuffer = this.indexBuffer;
let newSize = Math.max(size, indexBuffer.length * 1.5);
newSize += newSize % 2;
const newIndexBuffer = newSize > 65535 ? new Uint32Array(newSize) : new Uint16Array(newSize);
if (newIndexBuffer.BYTES_PER_ELEMENT !== indexBuffer.BYTES_PER_ELEMENT) {
for (let i = 0; i < indexBuffer.length; i++) {
newIndexBuffer[i] = indexBuffer[i];
}
} else {
fastCopy.fastCopy(indexBuffer.buffer, newIndexBuffer.buffer);
}
this.indexBuffer = newIndexBuffer;
}
packQuadIndex(indexBuffer, index, indicesOffset) {
indexBuffer[index] = indicesOffset + 0;
indexBuffer[index + 1] = indicesOffset + 1;
indexBuffer[index + 2] = indicesOffset + 2;
indexBuffer[index + 3] = indicesOffset + 0;
indexBuffer[index + 4] = indicesOffset + 2;
indexBuffer[index + 5] = indicesOffset + 3;
}
packIndex(element, indexBuffer, index, indicesOffset) {
const indices = element.indices;
const size = element.indexSize;
const indexOffset = element.indexOffset;
const attributeOffset = element.attributeOffset;
for (let i = 0; i < size; i++) {
indexBuffer[index++] = indicesOffset + indices[i + indexOffset] - attributeOffset;
}
}
destroy() {
for (let i = 0; i < this.batches.length; i++) {
returnBatchToPool(this.batches[i]);
}
this.batches = null;
for (let i = 0; i < this._elements.length; i++) {
this._elements[i]._batch = null;
}
this._elements = null;
this.indexBuffer = null;
this.attributeBuffer.destroy();
this.attributeBuffer = null;
}
};
_Batcher.defaultOptions = {
maxTextures: null,
attributesInitialSize: 4,
indicesInitialSize: 6
};
let Batcher = _Batcher;
exports.Batch = Batch;
exports.Batcher = Batcher;
//# sourceMappingURL=Batcher.js.map