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nothoughts/node_modules/pixi.js/lib/rendering/renderers/gpu/pipeline/PipelineSystem.d.ts
2025-08-04 18:57:35 +02:00

73 lines
3.5 KiB
TypeScript

/// <reference types="@webgpu/types" />
import { ExtensionType } from '../../../../extensions/Extensions';
import { STENCIL_MODES } from '../../shared/state/const';
import type { Topology } from '../../shared/geometry/const';
import type { Geometry } from '../../shared/geometry/Geometry';
import type { State } from '../../shared/state/State';
import type { System } from '../../shared/system/System';
import type { GPU } from '../GpuDeviceSystem';
import type { GpuRenderTarget } from '../renderTarget/GpuRenderTarget';
import type { GpuProgram } from '../shader/GpuProgram';
import type { WebGPURenderer } from '../WebGPURenderer';
/**
* A system that creates and manages the GPU pipelines.
*
* Caching Mechanism: At its core, the system employs a two-tiered caching strategy to minimize
* the redundant creation of GPU pipelines (or "pipes"). This strategy is based on generating unique
* keys that represent the state of the graphics settings and the specific requirements of the
* item being rendered. By caching these pipelines, subsequent draw calls with identical configurations
* can reuse existing pipelines instead of generating new ones.
*
* State Management: The system differentiates between "global" state properties (like color masks
* and stencil masks, which do not change frequently) and properties that may vary between draw calls
* (such as geometry, shaders, and blend modes). Unique keys are generated for both these categories
* using getStateKey for global state and getGraphicsStateKey for draw-specific settings. These keys are
* then then used to caching the pipe. The next time we need a pipe we can check
* the cache by first looking at the state cache and then the pipe cache.
* @memberof rendering
*/
export declare class PipelineSystem implements System {
/** @ignore */
static extension: {
readonly type: readonly [ExtensionType.WebGPUSystem];
readonly name: "pipeline";
};
private readonly _renderer;
protected CONTEXT_UID: number;
private _moduleCache;
private _bufferLayoutsCache;
private readonly _bindingNamesCache;
private _pipeCache;
private readonly _pipeStateCaches;
private _gpu;
private _stencilState;
private _stencilMode;
private _colorMask;
private _multisampleCount;
private _depthStencilAttachment;
constructor(renderer: WebGPURenderer);
protected contextChange(gpu: GPU): void;
setMultisampleCount(multisampleCount: number): void;
setRenderTarget(renderTarget: GpuRenderTarget): void;
setColorMask(colorMask: number): void;
setStencilMode(stencilMode: STENCIL_MODES): void;
setPipeline(geometry: Geometry, program: GpuProgram, state: State, passEncoder: GPURenderPassEncoder): void;
getPipeline(geometry: Geometry, program: GpuProgram, state: State, topology?: Topology): GPURenderPipeline;
private _createPipeline;
private _getModule;
private _createModule;
private _generateBufferKey;
private _generateAttributeLocationsKey;
/**
* Returns a hash of buffer names mapped to bind locations.
* This is used to bind the correct buffer to the correct location in the shader.
* @param geometry - The geometry where to get the buffer names
* @param program - The program where to get the buffer names
* @returns An object of buffer names mapped to the bind location.
*/
getBufferNamesToBind(geometry: Geometry, program: GpuProgram): Record<string, string>;
private _createVertexBufferLayouts;
private _updatePipeHash;
destroy(): void;
}