Fixed some major bugs: the WebGPU cache should store loaded images and text, never GPU resource handles; renamed renderer "formulate" to "configure"; WebGPU renderer's configure function needs early returns after each major await, in case there's a new config; the render loops are now locally stored closures; renderers now have start and stop functions; fixed bugs in the REGL and WebGPU mirror passes; WebGPU bloom pass now enforces texture dimensions are greater than zero; the react component now stores the renderer type in a useRef and returns early from renderer init awaits to prevent multiple renderers from instantiating.

This commit is contained in:
Rezmason
2025-05-25 03:30:26 -07:00
parent 1da1feb356
commit b6570de106
15 changed files with 405 additions and 351 deletions

View File

@@ -27,152 +27,185 @@ const effects = {
export default class REGLRenderer extends Renderer {
#glMatrix;
#canvasContext;
#adapter;
#device;
#renderLoop;
#canvasContext;
#canvasFormat;
#renderFunc;
#renewingDevice;
#configureIndex = 0;
#rebuildingPipeline;
constructor() {
super("webgpu", async () => {
const libraries = await Renderer.libraries;
this.#glMatrix = libraries.glMatrix;
this.#canvasContext = this.canvas.getContext("webgpu");
this.#adapter = await navigator.gpu.requestAdapter();
this.#device = await this.#adapter.requestDevice();
});
}
async formulate(config) {
await super.formulate(config);
const canvas = this.canvas;
const cache = this.cache;
const canvasContext = this.#canvasContext;
const adapter = this.#adapter;
const device = this.#device;
const glMatrix = this.#glMatrix;
async configure(config) {
const index = ++this.#configureIndex;
await super.configure(config);
if (config.useCamera) {
await setupCamera();
}
const canvasFormat = navigator.gpu.getPreferredCanvasFormat();
// console.table(device.limits);
canvasContext.configure({
device,
format: canvasFormat,
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);
const cameraTex = device.createTexture({
size: cameraSize,
format: "rgba8unorm",
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
const context = {
config,
cache,
adapter,
device,
canvasContext,
timeBuffer,
canvasFormat,
cameraTex,
cameraAspectRatio,
cameraSize,
glMatrix,
};
const effectName = config.effect in effects ? config.effect : "palette";
const pipeline = await makePipeline(context, [
makeRain,
makeBloomPass,
effects[effectName],
makeEndPass,
]);
const targetFrameTimeMilliseconds = 1000 / config.fps;
let frames = 0;
let start = NaN;
let last = NaN;
let outputs;
const renderLoop = (now) => {
if (isNaN(start)) {
start = now;
}
if (isNaN(last)) {
last = start;
}
const shouldRender =
config.fps >= 60 || now - last >= targetFrameTimeMilliseconds || config.once;
if (shouldRender) {
while (now - targetFrameTimeMilliseconds > last) {
last += targetFrameTimeMilliseconds;
}
}
const devicePixelRatio = window.devicePixelRatio ?? 1;
const size = this.size;
const [width, height] = size;
if (outputs == null || canvas.width !== width || canvas.height !== height) {
[canvas.width, canvas.height] = size;
outputs = pipeline.build(size);
}
if (config.useCamera) {
device.queue.copyExternalImageToTexture(
{ source: cameraCanvas },
{ texture: cameraTex },
cameraSize,
);
}
device.queue.writeBuffer(
timeBuffer,
0,
timeUniforms.toBuffer({ seconds: (now - start) / 1000, frames }),
);
frames++;
const encoder = device.createCommandEncoder();
pipeline.run(encoder, shouldRender);
// Eventually, when WebGPU allows it, we'll remove the endPass and just copy from our pipeline's output to the canvas texture.
// encoder.copyTextureToTexture({ texture: outputs?.primary }, { texture: canvasContext.getCurrentTexture() }, canvasSize);
device.queue.submit([encoder.finish()]);
if (!config.once) {
requestAnimationFrame(renderLoop);
}
};
if (this.#renderLoop != null) {
cancelAnimationFrame(this.#renderLoop);
if (this.#rebuildingPipeline != null) {
await this.#rebuildingPipeline;
}
renderLoop(performance.now());
this.#renderLoop = renderLoop;
const oldDevice = this.#device;
if (this.#renewingDevice == null) {
this.#renewingDevice = (async () => {
this.#canvasContext = this.canvas.getContext("webgpu");
this.#canvasFormat = navigator.gpu.getPreferredCanvasFormat();
const adapter = await navigator.gpu.requestAdapter();
this.#device = await adapter.requestDevice();
})();
}
await this.#renewingDevice;
this.#renewingDevice = null;
if (this.#configureIndex !== index || this.destroyed) {
return;
}
this.#rebuildingPipeline = (async () => {
const glMatrix = this.#glMatrix;
const canvas = this.canvas;
const cache = this.cache;
const device = this.#device;
const canvasContext = this.#canvasContext;
const canvasFormat = this.#canvasFormat;
const dimensions = { width: 1, height: 1 };
const timeUniforms = structs.from(`struct Time { seconds : f32, frames : i32, };`).Time;
const timeBuffer = makeUniformBuffer(device, timeUniforms);
const cameraTex = device.createTexture({
size: cameraSize,
format: "rgba8unorm",
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
const context = {
glMatrix,
config,
cache,
device,
canvas,
canvasContext,
canvasFormat,
timeBuffer,
cameraTex,
cameraAspectRatio,
cameraSize,
};
const effectName = config.effect in effects ? config.effect : "palette";
const pipeline = await makePipeline(context, [
makeRain,
makeBloomPass,
effects[effectName],
makeEndPass,
]);
this.#canvasContext.configure({
device: this.#device,
format: this.#canvasFormat,
alphaMode: "opaque",
usage:
// GPUTextureUsage.STORAGE_BINDING |
GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
});
dimensions.width = canvas.width;
dimensions.height = canvas.height;
const targetFrameTimeMilliseconds = 1000 / config.fps;
let frames = 0;
let start = NaN;
let last = NaN;
let outputs;
this.#renderFunc = (now) => {
if (config.once) {
this.stop();
}
if (isNaN(start)) {
start = now;
}
if (isNaN(last)) {
last = start;
}
const shouldRender =
config.fps >= 60 || now - last >= targetFrameTimeMilliseconds || config.once;
if (shouldRender) {
while (now - targetFrameTimeMilliseconds > last) {
last += targetFrameTimeMilliseconds;
}
}
const size = this.size;
const [width, height] = size;
if (outputs == null || dimensions.width !== width || dimensions.height !== height) {
[dimensions.width, dimensions.height] = size;
outputs = pipeline.build(size);
}
if (config.useCamera) {
device.queue.copyExternalImageToTexture(
{ source: cameraCanvas },
{ texture: cameraTex },
cameraSize,
);
}
device.queue.writeBuffer(
timeBuffer,
0,
timeUniforms.toBuffer({ seconds: (now - start) / 1000, frames }),
);
frames++;
const encoder = device.createCommandEncoder();
pipeline.run(encoder, shouldRender);
// Eventually, when WebGPU allows it, we'll remove the endPass and just copy from our pipeline's output to the canvas texture.
// encoder.copyTextureToTexture({ texture: outputs?.primary }, { texture: canvasContext.getCurrentTexture() }, canvasSize);
device.queue.submit([encoder.finish()]);
};
})();
await this.#rebuildingPipeline;
this.#renderFunc(performance.now());
if (oldDevice != null) {
oldDevice.destroy();
}
}
stop() {
super.stop();
this.#renderFunc = null;
}
update(now) {
if (this.#renderFunc != null) {
this.#renderFunc(now);
}
super.update(now);
}
destroy() {
if (this.destroyed) {
return;
if (this.destroyed) return;
if (this.#device != null) {
this.#device.destroy(); // This also destroys any objects created with the device
this.#device = null;
}
cancelAnimationFrame(this.#renderLoop); // stop RAF
this.#device.destroy(); // This also destroys any objects created with the device
super.destroy();
}
}