Updating WebGPU project to satisfy Chrome Canary

This commit is contained in:
Rezmason
2022-08-07 19:17:22 -07:00
parent 7bed65b479
commit a0c1f22fd1
14 changed files with 40 additions and 36 deletions

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@@ -75,6 +75,7 @@ export default ({ config, device }) => {
const [blurShader, combineShader] = await Promise.all(assets);
blurPipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: blurShader.module,
entryPoint: "computeMain",
@@ -82,6 +83,7 @@ export default ({ config, device }) => {
});
combinePipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: combineShader.module,
entryPoint: "computeMain",

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@@ -27,6 +27,7 @@ export default ({ device, canvasFormat, canvasContext }) => {
const [imageShader] = await Promise.all(assets);
renderPipeline = device.createRenderPipeline({
layout: "auto",
vertex: {
module: imageShader.module,
entryPoint: "vertMain",

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@@ -1,5 +1,5 @@
import { structs } from "../../lib/gpu-buffer.js";
import { getCanvasSize, makeUniformBuffer, makePipeline } from "./utils.js";
import { makeUniformBuffer, makePipeline } from "./utils.js";
import makeRain from "./rainPass.js";
import makeBloomPass from "./bloomPass.js";
@@ -34,21 +34,21 @@ const effects = {
export default async (canvas, config) => {
await loadJS("lib/gl-matrix.js");
const canvasFormat = navigator.gpu.getPreferredCanvasFormat();
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const canvasContext = canvas.getContext("webgpu");
const canvasFormat = canvasContext.getPreferredFormat(adapter);
// console.table(device.limits);
const canvasConfig = {
canvasContext.configure({
device,
format: canvasFormat,
size: [NaN, NaN],
alphaMode: "opaque",
usage:
// GPUTextureUsage.STORAGE_BINDING |
GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
};
});
const timeUniforms = structs.from(`struct Time { seconds : f32, frames : i32, };`).Time;
const timeBuffer = makeUniformBuffer(device, timeUniforms);
@@ -72,11 +72,14 @@ export default async (canvas, config) => {
if (isNaN(start)) {
start = now;
}
const canvasSize = getCanvasSize(canvas);
if (canvasSize[0] !== canvasConfig.size[0] || canvasSize[1] !== canvasConfig.size[1]) {
canvasConfig.size = canvasSize;
canvasContext.configure(canvasConfig);
pipeline.build(canvasSize);
const devicePixelRatio = window.devicePixelRatio ?? 1;
const canvasWidth = canvas.clientWidth * devicePixelRatio;
const canvasHeight = canvas.clientHeight * devicePixelRatio;
if (canvas.width !== canvasWidth || canvas.height !== canvasHeight) {
canvas.width = canvasWidth;
canvas.height = canvasHeight;
pipeline.build([canvasWidth, canvasHeight]);
}
device.queue.writeBuffer(timeBuffer, 0, timeUniforms.toBuffer({ seconds: (now - start) / 1000, frames }));

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@@ -94,6 +94,7 @@ export default ({ config, device, timeBuffer }) => {
const [paletteShader] = await Promise.all(assets);
computePipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: paletteShader.module,
entryPoint: "computeMain",

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@@ -104,6 +104,7 @@ export default ({ config, device, timeBuffer }) => {
sceneBuffer = makeUniformBuffer(device, sceneUniforms);
computePipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: rainShader.module,
entryPoint: "computeMain",
@@ -117,6 +118,7 @@ export default ({ config, device, timeBuffer }) => {
};
renderPipeline = device.createRenderPipeline({
layout: "auto",
vertex: {
module: rainShader.module,
entryPoint: "vertMain",

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@@ -1,8 +1,3 @@
const getCanvasSize = (canvas) => {
const devicePixelRatio = window.devicePixelRatio ?? 1;
return [canvas.clientWidth * devicePixelRatio, canvas.clientHeight * devicePixelRatio];
};
/*
const loadTexture = async (device, url) => {
const response = await fetch(url);
@@ -126,4 +121,4 @@ const makePipeline = async (context, steps) => {
};
};
export { getCanvasSize, makeRenderTarget, makeComputeTarget, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };
export { makeRenderTarget, makeComputeTarget, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };

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@@ -1,4 +1,4 @@
let ONE_OVER_SQRT_2PI = 0.39894;
const ONE_OVER_SQRT_2PI = 0.39894;
struct Config {
bloomRadius : f32,
@@ -20,7 +20,7 @@ fn gaussianPDF(x : f32) -> f32 {
) / config.bloomRadius;
}
@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
var coord = vec2<i32>(input.id.xy);
var outputSize = textureDimensions(outputTex);

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@@ -19,7 +19,7 @@ struct ComputeInput {
@builtin(global_invocation_id) id : vec3<u32>,
};
@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
var coord = vec2<i32>(input.id.xy);
var outputSize = textureDimensions(outputTex);

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@@ -6,13 +6,13 @@ struct VertOutput {
@location(0) uv : vec2<f32>,
};
@stage(vertex) fn vertMain(@builtin(vertex_index) index : u32) -> VertOutput {
@vertex fn vertMain(@builtin(vertex_index) index : u32) -> VertOutput {
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
return VertOutput(position, uv);
}
@stage(fragment) fn fragMain(input : VertOutput) -> @location(0) vec4<f32> {
@fragment fn fragMain(input : VertOutput) -> @location(0) vec4<f32> {
var uv = input.uv;
uv.y = 1.0 - uv.y;
return textureSample( tex, nearestSampler, uv );

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@@ -19,7 +19,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
}
@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a texel coordinate
var coord = vec2<i32>(input.id.xy);

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@@ -25,7 +25,7 @@ struct ComputeInput {
@builtin(global_invocation_id) id : vec3<u32>,
};
let PI : f32 = 3.14159265359;
const PI : f32 = 3.14159265359;
fn randomFloat( uv : vec2<f32> ) -> f32 {
let a = 12.9898;
@@ -42,7 +42,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
}
@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a texel coordinate
var coord = vec2<i32>(input.id.xy);

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@@ -96,11 +96,11 @@ struct FragOutput {
// Constants
let NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
let PI : f32 = 3.14159265359;
let TWO_PI : f32 = 6.28318530718;
let SQRT_2 : f32 = 1.4142135623730951;
let SQRT_5 : f32 = 2.23606797749979;
const NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
const PI : f32 = 3.14159265359;
const TWO_PI : f32 = 6.28318530718;
const SQRT_2 : f32 = 1.4142135623730951;
const SQRT_5 : f32 = 2.23606797749979;
// Helper functions for generating randomness, borrowed from elsewhere
@@ -277,7 +277,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
return result;
}
@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a cell coordinate
var row = i32(input.id.y);
@@ -305,7 +305,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
// vec2<f32>(1.0, 1.0), vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0)
// );
@stage(vertex) fn vertMain(input : VertInput) -> VertOutput {
@vertex fn vertMain(input : VertInput) -> VertOutput {
var volumetric = bool(config.volumetric);
@@ -383,7 +383,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
// Fragment shader
@stage(fragment) fn fragMain(input : VertOutput) -> FragOutput {
@fragment fn fragMain(input : VertOutput) -> FragOutput {
var volumetric = bool(config.volumetric);
var uv = input.uv;

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@@ -20,7 +20,7 @@ struct ComputeInput {
@builtin(global_invocation_id) id : vec3<u32>,
};
let PI : f32 = 3.14159265359;
const PI : f32 = 3.14159265359;
fn randomFloat( uv : vec2<f32> ) -> f32 {
let a = 12.9898;
@@ -56,7 +56,7 @@ fn hslToRgb(h : f32, s : f32, l : f32) -> vec3<f32> {
);
}
@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a texel coordinate
var coord = vec2<i32>(input.id.xy);

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@@ -21,7 +21,7 @@ struct ComputeInput {
@builtin(global_invocation_id) id : vec3<u32>,
};
let PI : f32 = 3.14159265359;
const PI : f32 = 3.14159265359;
fn randomFloat( uv : vec2<f32> ) -> f32 {
let a = 12.9898;
@@ -38,7 +38,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
}
@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a texel coordinate
var coord = vec2<i32>(input.id.xy);