mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Updating WebGPU project to satisfy Chrome Canary
This commit is contained in:
@@ -75,6 +75,7 @@ export default ({ config, device }) => {
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const [blurShader, combineShader] = await Promise.all(assets);
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blurPipeline = device.createComputePipeline({
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layout: "auto",
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compute: {
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module: blurShader.module,
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entryPoint: "computeMain",
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@@ -82,6 +83,7 @@ export default ({ config, device }) => {
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});
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combinePipeline = device.createComputePipeline({
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layout: "auto",
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compute: {
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module: combineShader.module,
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entryPoint: "computeMain",
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@@ -27,6 +27,7 @@ export default ({ device, canvasFormat, canvasContext }) => {
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const [imageShader] = await Promise.all(assets);
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renderPipeline = device.createRenderPipeline({
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layout: "auto",
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vertex: {
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module: imageShader.module,
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entryPoint: "vertMain",
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@@ -1,5 +1,5 @@
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import { structs } from "../../lib/gpu-buffer.js";
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import { getCanvasSize, makeUniformBuffer, makePipeline } from "./utils.js";
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import { makeUniformBuffer, makePipeline } from "./utils.js";
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import makeRain from "./rainPass.js";
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import makeBloomPass from "./bloomPass.js";
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@@ -34,21 +34,21 @@ const effects = {
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export default async (canvas, config) => {
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await loadJS("lib/gl-matrix.js");
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const canvasFormat = navigator.gpu.getPreferredCanvasFormat();
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const adapter = await navigator.gpu.requestAdapter();
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const device = await adapter.requestDevice();
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const canvasContext = canvas.getContext("webgpu");
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const canvasFormat = canvasContext.getPreferredFormat(adapter);
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// console.table(device.limits);
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const canvasConfig = {
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canvasContext.configure({
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device,
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format: canvasFormat,
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size: [NaN, NaN],
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alphaMode: "opaque",
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usage:
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// GPUTextureUsage.STORAGE_BINDING |
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GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
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};
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});
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const timeUniforms = structs.from(`struct Time { seconds : f32, frames : i32, };`).Time;
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const timeBuffer = makeUniformBuffer(device, timeUniforms);
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@@ -72,11 +72,14 @@ export default async (canvas, config) => {
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if (isNaN(start)) {
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start = now;
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}
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const canvasSize = getCanvasSize(canvas);
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if (canvasSize[0] !== canvasConfig.size[0] || canvasSize[1] !== canvasConfig.size[1]) {
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canvasConfig.size = canvasSize;
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canvasContext.configure(canvasConfig);
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pipeline.build(canvasSize);
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const devicePixelRatio = window.devicePixelRatio ?? 1;
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const canvasWidth = canvas.clientWidth * devicePixelRatio;
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const canvasHeight = canvas.clientHeight * devicePixelRatio;
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if (canvas.width !== canvasWidth || canvas.height !== canvasHeight) {
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canvas.width = canvasWidth;
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canvas.height = canvasHeight;
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pipeline.build([canvasWidth, canvasHeight]);
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}
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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 }) => {
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const [paletteShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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layout: "auto",
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compute: {
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module: paletteShader.module,
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entryPoint: "computeMain",
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@@ -104,6 +104,7 @@ export default ({ config, device, timeBuffer }) => {
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sceneBuffer = makeUniformBuffer(device, sceneUniforms);
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computePipeline = device.createComputePipeline({
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layout: "auto",
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compute: {
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module: rainShader.module,
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entryPoint: "computeMain",
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@@ -117,6 +118,7 @@ export default ({ config, device, timeBuffer }) => {
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};
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renderPipeline = device.createRenderPipeline({
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layout: "auto",
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vertex: {
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module: rainShader.module,
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entryPoint: "vertMain",
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@@ -1,8 +1,3 @@
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const getCanvasSize = (canvas) => {
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const devicePixelRatio = window.devicePixelRatio ?? 1;
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return [canvas.clientWidth * devicePixelRatio, canvas.clientHeight * devicePixelRatio];
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};
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/*
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const loadTexture = async (device, url) => {
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const response = await fetch(url);
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@@ -126,4 +121,4 @@ const makePipeline = async (context, steps) => {
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};
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};
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export { getCanvasSize, makeRenderTarget, makeComputeTarget, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };
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export { makeRenderTarget, makeComputeTarget, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };
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@@ -1,4 +1,4 @@
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let ONE_OVER_SQRT_2PI = 0.39894;
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const ONE_OVER_SQRT_2PI = 0.39894;
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struct Config {
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bloomRadius : f32,
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@@ -20,7 +20,7 @@ fn gaussianPDF(x : f32) -> f32 {
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) / config.bloomRadius;
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}
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@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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var coord = vec2<i32>(input.id.xy);
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var outputSize = textureDimensions(outputTex);
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@@ -19,7 +19,7 @@ struct ComputeInput {
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@builtin(global_invocation_id) id : vec3<u32>,
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};
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@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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var coord = vec2<i32>(input.id.xy);
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var outputSize = textureDimensions(outputTex);
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@@ -6,13 +6,13 @@ struct VertOutput {
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@location(0) uv : vec2<f32>,
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};
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@stage(vertex) fn vertMain(@builtin(vertex_index) index : u32) -> VertOutput {
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@vertex fn vertMain(@builtin(vertex_index) index : u32) -> VertOutput {
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var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
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var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
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return VertOutput(position, uv);
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}
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@stage(fragment) fn fragMain(input : VertOutput) -> @location(0) vec4<f32> {
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@fragment fn fragMain(input : VertOutput) -> @location(0) vec4<f32> {
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var uv = input.uv;
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uv.y = 1.0 - uv.y;
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return textureSample( tex, nearestSampler, uv );
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@@ -19,7 +19,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
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}
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@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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@@ -25,7 +25,7 @@ struct ComputeInput {
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@builtin(global_invocation_id) id : vec3<u32>,
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};
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let PI : f32 = 3.14159265359;
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const PI : f32 = 3.14159265359;
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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@@ -42,7 +42,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
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}
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@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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@@ -96,11 +96,11 @@ struct FragOutput {
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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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const NUM_VERTICES_PER_QUAD : i32 = 6; // 2 * 3
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const PI : f32 = 3.14159265359;
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const TWO_PI : f32 = 6.28318530718;
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const SQRT_2 : f32 = 1.4142135623730951;
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const SQRT_5 : f32 = 2.23606797749979;
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// Helper functions for generating randomness, borrowed from elsewhere
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@@ -277,7 +277,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
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return result;
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}
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@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a cell coordinate
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var row = i32(input.id.y);
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@@ -305,7 +305,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
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// vec2<f32>(1.0, 1.0), vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0)
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// );
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@stage(vertex) fn vertMain(input : VertInput) -> VertOutput {
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@vertex fn vertMain(input : VertInput) -> VertOutput {
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var volumetric = bool(config.volumetric);
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@@ -383,7 +383,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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// Fragment shader
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@stage(fragment) fn fragMain(input : VertOutput) -> FragOutput {
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@fragment fn fragMain(input : VertOutput) -> FragOutput {
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var volumetric = bool(config.volumetric);
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var uv = input.uv;
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@@ -20,7 +20,7 @@ struct ComputeInput {
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@builtin(global_invocation_id) id : vec3<u32>,
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};
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let PI : f32 = 3.14159265359;
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const PI : f32 = 3.14159265359;
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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@@ -56,7 +56,7 @@ fn hslToRgb(h : f32, s : f32, l : f32) -> vec3<f32> {
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);
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}
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@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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@@ -21,7 +21,7 @@ struct ComputeInput {
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@builtin(global_invocation_id) id : vec3<u32>,
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};
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let PI : f32 = 3.14159265359;
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const PI : f32 = 3.14159265359;
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fn randomFloat( uv : vec2<f32> ) -> f32 {
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let a = 12.9898;
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@@ -38,7 +38,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
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}
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@stage(compute) @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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