mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
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:
77
js/std140.js
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77
js/std140.js
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@@ -0,0 +1,77 @@
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const supportedLayoutTypes = {
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["i32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "i32" },
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["u32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "u32" },
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["f32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "f32" },
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["atomic<i32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "i32" },
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["vec2<i32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "i32" },
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["vec3<i32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "i32" },
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["vec4<i32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "i32" },
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["atomic<u32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "u32" },
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["vec2<u32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "u32" },
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["vec3<u32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "u32" },
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["vec4<u32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "u32" },
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["atomic<f32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "f32" },
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["vec2<f32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "f32" },
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["vec3<f32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "f32" },
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["vec4<f32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "f32" },
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["mat2x2<f32>"]: { alignAtByte: 2, sizeInBytes: 4, baseType: "f32" },
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["mat3x2<f32>"]: { alignAtByte: 2, sizeInBytes: 6, baseType: "f32" },
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["mat4x2<f32>"]: { alignAtByte: 2, sizeInBytes: 8, baseType: "f32" },
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["mat2x3<f32>"]: { alignAtByte: 4, sizeInBytes: 8, baseType: "f32" },
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["mat3x3<f32>"]: { alignAtByte: 4, sizeInBytes: 12, baseType: "f32" },
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["mat4x3<f32>"]: { alignAtByte: 4, sizeInBytes: 16, baseType: "f32" },
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["mat2x4<f32>"]: { alignAtByte: 4, sizeInBytes: 8, baseType: "f32" },
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["mat3x4<f32>"]: { alignAtByte: 4, sizeInBytes: 12, baseType: "f32" },
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["mat4x4<f32>"]: { alignAtByte: 4, sizeInBytes: 16, baseType: "f32" },
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};
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const computeStructLayout = (types) => {
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const entries = [];
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let byteOffset = 0;
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for (const type of types) {
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if (supportedLayoutTypes[type] == null) {
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throw new Error(`Unsupported type: ${type}`);
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}
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const { alignAtByte, sizeInBytes, baseType } = supportedLayoutTypes[type];
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byteOffset = Math.ceil(byteOffset / alignAtByte) * alignAtByte;
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entries.push({ baseType, byteOffset });
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byteOffset += sizeInBytes;
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}
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// console.log(types);
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// console.log(entries);
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const size = byteOffset * Float32Array.BYTES_PER_ELEMENT;
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return {
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entries,
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size,
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build: (values, buffer = null) => buildStruct(entries, values, buffer ?? new ArrayBuffer(size)),
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};
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};
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const buildStruct = (entries, values, buffer) => {
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if (values.length !== entries.length) {
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throw new Error(`This struct contains ${entries.length} values, and you supplied ${values.length}.`);
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}
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const views = {
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i32: new Int32Array(buffer),
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u32: new Uint32Array(buffer),
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f32: new Float32Array(buffer),
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};
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for (let i = 0; i < values.length; i++) {
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const view = views[entries[i].baseType];
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const value = values[i];
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const array = value[Symbol.iterator] == null ? [value] : value;
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view.set(array, entries[i].byteOffset);
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}
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return buffer;
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};
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export default computeStructLayout;
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@@ -1,3 +1,4 @@
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import std140 from "./std140.js";
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const { mat4, vec3 } = glMatrix;
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const getCanvasSize = (canvas) => {
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@@ -31,83 +32,6 @@ const loadTexture = async (device, url) => {
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return texture;
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};
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const supportedLayoutTypes = {
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["i32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "i32" },
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["u32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "u32" },
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["f32"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "f32" },
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["atomic<i32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "i32" },
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["vec2<i32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "i32" },
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["vec3<i32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "i32" },
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["vec4<i32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "i32" },
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["atomic<u32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "u32" },
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["vec2<u32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "u32" },
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["vec3<u32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "u32" },
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["vec4<u32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "u32" },
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["atomic<f32>"]: { alignAtByte: 1, sizeInBytes: 1, baseType: "f32" },
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["vec2<f32>"]: { alignAtByte: 2, sizeInBytes: 2, baseType: "f32" },
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["vec3<f32>"]: { alignAtByte: 4, sizeInBytes: 3, baseType: "f32" },
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["vec4<f32>"]: { alignAtByte: 4, sizeInBytes: 4, baseType: "f32" },
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["mat2x2<f32>"]: { alignAtByte: 2, sizeInBytes: 4, baseType: "f32" },
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["mat3x2<f32>"]: { alignAtByte: 2, sizeInBytes: 6, baseType: "f32" },
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["mat4x2<f32>"]: { alignAtByte: 2, sizeInBytes: 8, baseType: "f32" },
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["mat2x3<f32>"]: { alignAtByte: 4, sizeInBytes: 8, baseType: "f32" },
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["mat3x3<f32>"]: { alignAtByte: 4, sizeInBytes: 12, baseType: "f32" },
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["mat4x3<f32>"]: { alignAtByte: 4, sizeInBytes: 16, baseType: "f32" },
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["mat2x4<f32>"]: { alignAtByte: 4, sizeInBytes: 8, baseType: "f32" },
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["mat3x4<f32>"]: { alignAtByte: 4, sizeInBytes: 12, baseType: "f32" },
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["mat4x4<f32>"]: { alignAtByte: 4, sizeInBytes: 16, baseType: "f32" },
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};
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const computeStructLayout = (types) => {
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const entries = [];
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let byteOffset = 0;
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for (const type of types) {
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if (supportedLayoutTypes[type] == null) {
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throw new Error(`Unsupported type: ${type}`);
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}
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const { alignAtByte, sizeInBytes, baseType } = supportedLayoutTypes[type];
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byteOffset = Math.ceil(byteOffset / alignAtByte) * alignAtByte;
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entries.push({ baseType, byteOffset });
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byteOffset += sizeInBytes;
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}
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// console.log(types);
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// console.log(entries);
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return {
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entries,
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size: byteOffset * Float32Array.BYTES_PER_ELEMENT,
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};
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};
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const buildStruct = (buffer, layout, values) => {
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const { entries } = layout;
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if (values.length !== entries.length) {
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throw new Error(`This struct contains ${entries.length} values, and you supplied ${values.length}.`);
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}
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buffer ??= new ArrayBuffer(layout.size);
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const views = {
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i32: new Int32Array(buffer),
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u32: new Uint32Array(buffer),
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f32: new Float32Array(buffer),
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};
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for (let i = 0; i < values.length; i++) {
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const view = views[entries[i].baseType];
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const value = values[i];
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const array = value[Symbol.iterator] == null ? [value] : value;
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view.set(array, entries[i].byteOffset);
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}
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return buffer;
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};
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export default async (canvas, config) => {
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console.log(config);
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@@ -147,35 +71,35 @@ export default async (canvas, config) => {
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const sampler = device.createSampler();
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const msdfTexture = await loadTexture(device, config.glyphTexURL);
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const configStructLayout = computeStructLayout(["i32", "i32", "f32"]);
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const configStructLayout = std140(["i32", "i32", "f32"]);
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const configBufferSize = configStructLayout.size;
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const configBuffer = device.createBuffer({
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size: configBufferSize,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT, // Which of these are necessary?
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mappedAtCreation: true,
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});
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buildStruct(configBuffer.getMappedRange(), configStructLayout, [numColumns, numRows, config.glyphHeightToWidth]);
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configStructLayout.build([numColumns, numRows, config.glyphHeightToWidth], configBuffer.getMappedRange());
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configBuffer.unmap();
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// prettier-ignore
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const msdfStructLayout = computeStructLayout(["i32", "i32"]);
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const msdfStructLayout = std140(["i32", "i32"]);
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const msdfBuffer = device.createBuffer({
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size: msdfStructLayout.size,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.FRAGMENT, // Which of these are necessary?
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mappedAtCreation: true,
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});
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buildStruct(msdfBuffer.getMappedRange(), msdfStructLayout, [config.glyphTextureColumns, config.glyphSequenceLength]);
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msdfStructLayout.build([config.glyphTextureColumns, config.glyphSequenceLength], msdfBuffer.getMappedRange());
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msdfBuffer.unmap();
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// prettier-ignore
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const timeStructLayout = computeStructLayout(["i32", "i32"]);
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const timeStructLayout = std140(["i32", "i32"]);
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const timeBuffer = device.createBuffer({
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size: timeStructLayout.size,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary?
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});
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// prettier-ignore
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const sceneStructLayout = computeStructLayout(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const sceneStructLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const sceneBuffer = device.createBuffer({
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size: sceneStructLayout.size,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary?
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@@ -193,7 +117,7 @@ export default async (canvas, config) => {
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const aspectRatio = canvasSize[0] / canvasSize[1];
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mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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queue.writeBuffer(sceneBuffer, 0, buildStruct(null, sceneStructLayout, [screenSize, camera, transform]));
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queue.writeBuffer(sceneBuffer, 0, sceneStructLayout.build([screenSize, camera, transform]));
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};
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updateCameraBuffer();
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@@ -297,7 +221,7 @@ export default async (canvas, config) => {
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updateCameraBuffer();
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}
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queue.writeBuffer(timeBuffer, 0, buildStruct(null, timeStructLayout, [now, frame]));
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queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now, frame]));
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frame++;
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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