mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Created a pass-through post processing compute pass. The other post-processing passes will be changed over to this kind of thing.
makePassFBO has now been split into makeRenderTarget and makeComputeTarget.
This commit is contained in:
@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makePassFBO, makePass } from "./utils.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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// The bloom pass is basically an added blur of the high-pass rendered output.
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// The blur approximation is the sum of a pyramid of downscaled textures.
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@@ -17,7 +17,7 @@ export default (context, getInputs) => {
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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const emptyTexture = makePassFBO(device, 1, 1, canvasFormat);
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const emptyTexture = makeRenderTarget(device, 1, 1, canvasFormat);
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const getOutputs = () => ({ ...getInputs(), bloom: emptyTexture });
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return makePass(getOutputs);
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}
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@@ -26,8 +26,8 @@ export default (context, getInputs) => {
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// TODO: generate sum shader code
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const fbo = makePassFBO(device, 1, 1, canvasFormat);
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const getOutputs = () => ({ ...getInputs(), bloom: fbo }); // TODO
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const renderTarget = makeRenderTarget(device, 1, 1, canvasFormat);
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const getOutputs = () => ({ ...getInputs(), bloom: renderTarget }); // TODO
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let blurRenderPipeline;
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let sumRenderPipeline;
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@@ -69,23 +69,23 @@ export default (context, getInputs) => {
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/*
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// A pyramid is just an array of FBOs, where each FBO is half the width
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// and half the height of the FBO below it.
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// A pyramid is just an array of Targets, where each Target is half the width
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// and half the height of the Target below it.
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const makePyramid = (regl, height, halfFloat) =>
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Array(height)
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.fill()
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.map((_) => makePassFBO(regl, halfFloat));
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.map((_) => makeRenderTarget(regl, halfFloat));
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const resizePyramid = (pyramid, vw, vh, scale) =>
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pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
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export default ({ regl, config }, inputs) => {
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// Build three pyramids of FBOs, one for each step in the process
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// Build three pyramids of Targets, one for each step in the process
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const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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const output = makeRenderTarget(regl, config.useHalfFloat);
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// The high pass restricts the blur to bright things in our input texture.
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const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");
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@@ -99,7 +99,7 @@ export default ({ regl, config }, inputs) => {
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});
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// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
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// The FBO pyramid's levels represent separate levels of detail;
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// The Target pyramid's levels represent separate levels of detail;
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// by blurring them all, this basic blur approximates a more complex gaussian:
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// https://web.archive.org/web/20191124072602/https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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@@ -150,12 +150,12 @@ export default ({ regl, config }, inputs) => {
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},
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() => {
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for (let i = 0; i < pyramidHeight; i++) {
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const highPassFBO = highPassPyramid[i];
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const hBlurFBO = hBlurPyramid[i];
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const vBlurFBO = vBlurPyramid[i];
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highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: inputs.primary });
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blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] });
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blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
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const highPassTarget = highPassPyramid[i];
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const hBlurTarget = hBlurPyramid[i];
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const vBlurTarget = vBlurPyramid[i];
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highPass({ fbo: highPassTarget, frag: highPassFrag.text(), tex: inputs.primary });
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blur({ fbo: hBlurTarget, frag: blurFrag.text(), tex: highPassTarget, direction: [1, 0] });
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blur({ fbo: vBlurTarget, frag: blurFrag.text(), tex: hBlurTarget, direction: [0, 1] });
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}
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sumPyramid();
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@@ -1,4 +1,4 @@
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import { loadShader, makeBindGroup, makePassFBO, makePass } from "./utils.js";
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import { loadShader, makeBindGroup, makePass } from "./utils.js";
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const numVerticesPerQuad = 2 * 3;
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@@ -1,4 +1,4 @@
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import { loadTexture, loadShader, makeBindGroup, makePassFBO, makePass } from "./utils.js";
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import { loadTexture, loadShader, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a loaded in image
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@@ -58,7 +58,7 @@ export default (context, getInputs) => {
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const setSize = (width, height) => {
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output?.destroy();
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output = makePassFBO(device, width, height, canvasFormat);
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output = makeRenderTarget(device, width, height, canvasFormat);
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};
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const execute = (encoder) => {
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@@ -7,6 +7,7 @@ import makePalettePass from "./palettePass.js";
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import makeStripePass from "./stripePass.js";
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import makeImagePass from "./imagePass.js";
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import makeResurrectionPass from "./resurrectionPass.js";
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import makePostProcessingPass from "./postProcessingPass.js";
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import makeEndPass from "./endPass.js";
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const effects = {
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@@ -52,7 +53,7 @@ export default async (canvas, config) => {
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};
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const effectName = config.effect in effects ? config.effect : "plain";
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const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makeEndPass]);
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const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makePostProcessingPass, makeEndPass]);
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await Promise.all(pipeline.map((step) => step.ready));
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@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makePassFBO, makePass } from "./utils.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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// Maps the brightness of the rendered rain and bloom to colors
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// in a linear gradient buffer generated from the passed-in color sequence
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@@ -135,7 +135,7 @@ export default (context, getInputs) => {
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const setSize = (width, height) => {
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output?.destroy();
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output = makePassFBO(device, width, height, canvasFormat);
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output = makeRenderTarget(device, width, height, canvasFormat);
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};
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const execute = (encoder) => {
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52
js/webgpu/postProcessingPass.js
Normal file
52
js/webgpu/postProcessingPass.js
Normal file
@@ -0,0 +1,52 @@
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import { structs, byteSizeOf } from "/lib/gpu-buffer.js";
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import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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export default (context, getInputs) => {
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const { config, device, timeBuffer } = context;
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const assets = [loadShader(device, "shaders/wgsl/postProcessingPass.wgsl")];
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let configBuffer;
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let computePipeline;
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let output;
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let screenSize;
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const getOutputs = () => ({
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primary: output,
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});
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const ready = (async () => {
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const [postProcessingShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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compute: {
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module: postProcessingShader.module,
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entryPoint: "computeMain",
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},
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});
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const configUniforms = structs.from(postProcessingShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, {
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/* TODO */
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});
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})();
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const setSize = (width, height) => {
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output?.destroy();
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output = makeComputeTarget(device, width, height);
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screenSize = [width, height];
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};
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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const computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, tex.createView(), output.createView()]);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.endPass();
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};
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return makePass(getOutputs, ready, setSize, execute);
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};
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@@ -1,5 +1,5 @@
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import { structs, byteSizeOf } from "/lib/gpu-buffer.js";
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import { makePassFBO, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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import { makeRenderTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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const { mat4, vec3 } = glMatrix;
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@@ -167,14 +167,14 @@ export default (context, getInputs) => {
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// Update
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output?.destroy();
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output = makePassFBO(device, width, height, canvasFormat);
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output = makeRenderTarget(device, width, height, canvasFormat);
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highPassOutput?.destroy();
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highPassOutput = makePassFBO(device, width, height, canvasFormat);
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highPassOutput = makeRenderTarget(device, width, height, canvasFormat);
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};
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const execute = (encoder) => {
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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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// We render the code into an Target using MSDFs: https://github.com/Chlumsky/msdfgen
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makePassFBO, makePass } from "./utils.js";
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import { loadShader, makeUniformBuffer, makeRenderTarget, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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// and this version of the effect is still a WIP.
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@@ -60,7 +60,7 @@ export default (context, getInputs) => {
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const setSize = (width, height) => {
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output?.destroy();
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output = makePassFBO(device, width, height, canvasFormat);
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output = makeRenderTarget(device, width, height, canvasFormat);
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};
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const getOutputs = () => ({
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@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makePassFBO, makePass } from "./utils.js";
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import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a 1D gradient texture
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// generated from the passed-in color sequence
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@@ -96,7 +96,7 @@ export default (context, getInputs) => {
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const setSize = (width, height) => {
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output?.destroy();
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output = makePassFBO(device, width, height, canvasFormat);
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output = makeRenderTarget(device, width, height, canvasFormat);
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};
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const getOutputs = () => ({
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@@ -27,13 +27,20 @@ const loadTexture = async (device, url) => {
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return texture;
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};
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const makePassFBO = (device, width, height, format = "bgra8unorm") =>
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const makeRenderTarget = (device, width, height, format) =>
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device.createTexture({
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size: [width, height, 1],
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format,
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
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});
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const makeComputeTarget = (device, width, height) =>
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device.createTexture({
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size: [width, height, 1],
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format: "rgba8unorm",
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.STORAGE_BINDING,
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});
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const loadShader = async (device, url) => {
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const response = await fetch(url);
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const code = await response.text();
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@@ -90,4 +97,4 @@ const makePass = (getOutputs, ready, setSize, execute) => ({
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const makePipeline = (context, steps) =>
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steps.filter((f) => f != null).reduce((pipeline, f, i) => [...pipeline, f(context, i == 0 ? null : pipeline[i - 1].getOutputs)], []);
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export { getCanvasSize, makePassFBO, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };
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export { getCanvasSize, makeRenderTarget, makeComputeTarget, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };
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66
shaders/wgsl/postProcessingPass.wgsl
Normal file
66
shaders/wgsl/postProcessingPass.wgsl
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@@ -0,0 +1,66 @@
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[[block]] struct Config {
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foo : i32;
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};
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// The properties that change over time get their own buffer.
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[[block]] struct Time {
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seconds : f32;
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frames : i32;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[group(0), binding(1)]] var<uniform> time : Time;
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[[group(0), binding(2)]] var inputTex : texture_2d<f32>;
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[[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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// Shader params
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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// Constants
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let NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
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let PI : f32 = 3.14159265359;
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let TWO_PI : f32 = 6.28318530718;
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let SQRT_2 : f32 = 1.4142135623730951;
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let SQRT_5 : f32 = 2.23606797749979;
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// Helper functions for generating randomness, borrowed from elsewhere
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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let b = 78.233;
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let c = 43758.5453;
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let dt = dot( uv, vec2<f32>( a, b ) );
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let sn = dt % PI;
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return fract(sin(sn) * c);
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}
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fn randomVec2( uv : vec2<f32> ) -> vec2<f32> {
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return fract(vec2<f32>(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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fn wobble(x : f32) -> f32 {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a single cell
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(inputTex);
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if (coord.x >= screenSize.x) {
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return;
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}
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var foo = config.foo;
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var seconds = time.seconds;
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var inputColor = textureLoad(inputTex, coord, 0);
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var outputColor = inputColor;
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textureStore(outputTex, coord, outputColor);
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}
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