Moving std140 code to its own module. Here it can evolve into a class or whatever, and it won't clutter the rest of the code.

This commit is contained in:
Rezmason
2021-10-29 08:03:55 -07:00
parent e79e741fcf
commit d4b21a0e4c
2 changed files with 86 additions and 85 deletions

77
js/std140.js Normal file
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@@ -0,0 +1,77 @@
const supportedLayoutTypes = {
["i32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "i32" },
["u32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "u32" },
["f32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "f32" },
["atomic<i32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "i32" },
["vec2<i32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "i32" },
["vec3<i32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "i32" },
["vec4<i32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "i32" },
["atomic<u32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "u32" },
["vec2<u32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "u32" },
["vec3<u32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "u32" },
["vec4<u32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "u32" },
["atomic<f32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "f32" },
["vec2<f32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "f32" },
["vec3<f32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "f32" },
["vec4<f32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "f32" },
["mat2x2<f32>"]: { alignAtByte: 2, sizeInBytes: 4, baseType: "f32" },
["mat3x2<f32>"]: { alignAtByte: 2, sizeInBytes: 6, baseType: "f32" },
["mat4x2<f32>"]: { alignAtByte: 2, sizeInBytes: 8, baseType: "f32" },
["mat2x3<f32>"]: { alignAtByte: 4, sizeInBytes: 8, baseType: "f32" },
["mat3x3<f32>"]: { alignAtByte: 4, sizeInBytes: 12, baseType: "f32" },
["mat4x3<f32>"]: { alignAtByte: 4, sizeInBytes: 16, baseType: "f32" },
["mat2x4<f32>"]: { alignAtByte: 4, sizeInBytes: 8, baseType: "f32" },
["mat3x4<f32>"]: { alignAtByte: 4, sizeInBytes: 12, baseType: "f32" },
["mat4x4<f32>"]: { alignAtByte: 4, sizeInBytes: 16, baseType: "f32" },
};
const computeStructLayout = (types) => {
const entries = [];
let byteOffset = 0;
for (const type of types) {
if (supportedLayoutTypes[type] == null) {
throw new Error(`Unsupported type: ${type}`);
}
const { alignAtByte, sizeInBytes, baseType } = supportedLayoutTypes[type];
byteOffset = Math.ceil(byteOffset / alignAtByte) * alignAtByte;
entries.push({ baseType, byteOffset });
byteOffset += sizeInBytes;
}
// console.log(types);
// console.log(entries);
const size = byteOffset * Float32Array.BYTES_PER_ELEMENT;
return {
entries,
size,
build: (values, buffer = null) => buildStruct(entries, values, buffer ?? new ArrayBuffer(size)),
};
};
const buildStruct = (entries, values, buffer) => {
if (values.length !== entries.length) {
throw new Error(`This struct contains ${entries.length} values, and you supplied ${values.length}.`);
}
const views = {
i32: new Int32Array(buffer),
u32: new Uint32Array(buffer),
f32: new Float32Array(buffer),
};
for (let i = 0; i < values.length; i++) {
const view = views[entries[i].baseType];
const value = values[i];
const array = value[Symbol.iterator] == null ? [value] : value;
view.set(array, entries[i].byteOffset);
}
return buffer;
};
export default computeStructLayout;

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@@ -1,3 +1,4 @@
import std140 from "./std140.js";
const { mat4, vec3 } = glMatrix;
const getCanvasSize = (canvas) => {
@@ -31,83 +32,6 @@ const loadTexture = async (device, url) => {
return texture;
};
const supportedLayoutTypes = {
["i32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "i32" },
["u32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "u32" },
["f32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "f32" },
["atomic<i32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "i32" },
["vec2<i32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "i32" },
["vec3<i32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "i32" },
["vec4<i32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "i32" },
["atomic<u32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "u32" },
["vec2<u32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "u32" },
["vec3<u32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "u32" },
["vec4<u32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "u32" },
["atomic<f32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "f32" },
["vec2<f32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "f32" },
["vec3<f32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "f32" },
["vec4<f32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "f32" },
["mat2x2<f32>"]: { alignAtByte: 2, sizeInBytes: 4, baseType: "f32" },
["mat3x2<f32>"]: { alignAtByte: 2, sizeInBytes: 6, baseType: "f32" },
["mat4x2<f32>"]: { alignAtByte: 2, sizeInBytes: 8, baseType: "f32" },
["mat2x3<f32>"]: { alignAtByte: 4, sizeInBytes: 8, baseType: "f32" },
["mat3x3<f32>"]: { alignAtByte: 4, sizeInBytes: 12, baseType: "f32" },
["mat4x3<f32>"]: { alignAtByte: 4, sizeInBytes: 16, baseType: "f32" },
["mat2x4<f32>"]: { alignAtByte: 4, sizeInBytes: 8, baseType: "f32" },
["mat3x4<f32>"]: { alignAtByte: 4, sizeInBytes: 12, baseType: "f32" },
["mat4x4<f32>"]: { alignAtByte: 4, sizeInBytes: 16, baseType: "f32" },
};
const computeStructLayout = (types) => {
const entries = [];
let byteOffset = 0;
for (const type of types) {
if (supportedLayoutTypes[type] == null) {
throw new Error(`Unsupported type: ${type}`);
}
const { alignAtByte, sizeInBytes, baseType } = supportedLayoutTypes[type];
byteOffset = Math.ceil(byteOffset / alignAtByte) * alignAtByte;
entries.push({ baseType, byteOffset });
byteOffset += sizeInBytes;
}
// console.log(types);
// console.log(entries);
return {
entries,
size: byteOffset * Float32Array.BYTES_PER_ELEMENT,
};
};
const buildStruct = (buffer, layout, values) => {
const { entries } = layout;
if (values.length !== entries.length) {
throw new Error(`This struct contains ${entries.length} values, and you supplied ${values.length}.`);
}
buffer ??= new ArrayBuffer(layout.size);
const views = {
i32: new Int32Array(buffer),
u32: new Uint32Array(buffer),
f32: new Float32Array(buffer),
};
for (let i = 0; i < values.length; i++) {
const view = views[entries[i].baseType];
const value = values[i];
const array = value[Symbol.iterator] == null ? [value] : value;
view.set(array, entries[i].byteOffset);
}
return buffer;
};
export default async (canvas, config) => {
console.log(config);
@@ -147,35 +71,35 @@ export default async (canvas, config) => {
const sampler = device.createSampler();
const msdfTexture = await loadTexture(device, config.glyphTexURL);
const configStructLayout = computeStructLayout(["i32", "i32", "f32"]);
const configStructLayout = std140(["i32", "i32", "f32"]);
const configBufferSize = configStructLayout.size;
const configBuffer = device.createBuffer({
size: configBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT, // Which of these are necessary?
mappedAtCreation: true,
});
buildStruct(configBuffer.getMappedRange(), configStructLayout, [numColumns, numRows, config.glyphHeightToWidth]);
configStructLayout.build([numColumns, numRows, config.glyphHeightToWidth], configBuffer.getMappedRange());
configBuffer.unmap();
// prettier-ignore
const msdfStructLayout = computeStructLayout(["i32", "i32"]);
const msdfStructLayout = std140(["i32", "i32"]);
const msdfBuffer = device.createBuffer({
size: msdfStructLayout.size,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.FRAGMENT, // Which of these are necessary?
mappedAtCreation: true,
});
buildStruct(msdfBuffer.getMappedRange(), msdfStructLayout, [config.glyphTextureColumns, config.glyphSequenceLength]);
msdfStructLayout.build([config.glyphTextureColumns, config.glyphSequenceLength], msdfBuffer.getMappedRange());
msdfBuffer.unmap();
// prettier-ignore
const timeStructLayout = computeStructLayout(["i32", "i32"]);
const timeStructLayout = std140(["i32", "i32"]);
const timeBuffer = device.createBuffer({
size: timeStructLayout.size,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary?
});
// prettier-ignore
const sceneStructLayout = computeStructLayout(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
const sceneStructLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
const sceneBuffer = device.createBuffer({
size: sceneStructLayout.size,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary?
@@ -193,7 +117,7 @@ export default async (canvas, config) => {
const aspectRatio = canvasSize[0] / canvasSize[1];
mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
queue.writeBuffer(sceneBuffer, 0, buildStruct(null, sceneStructLayout, [screenSize, camera, transform]));
queue.writeBuffer(sceneBuffer, 0, sceneStructLayout.build([screenSize, camera, transform]));
};
updateCameraBuffer();
@@ -297,7 +221,7 @@ export default async (canvas, config) => {
updateCameraBuffer();
}
queue.writeBuffer(timeBuffer, 0, buildStruct(null, timeStructLayout, [now, frame]));
queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now, frame]));
frame++;
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();