All the post processing passes are now based on compute pipelines instead of render pipelines.

This commit is contained in:
Rezmason
2021-11-11 21:50:27 -08:00
parent 9ad655ca2e
commit db928bbe7a
13 changed files with 157 additions and 335 deletions

View File

@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
// The bloom pass is basically an added blur of the high-pass rendered output.
// The blur approximation is the sum of a pyramid of downscaled textures.
@@ -11,13 +11,13 @@ const levelStrengths = Array(pyramidHeight)
.reverse();
export default (context, getInputs) => {
const { config, device, canvasFormat } = context;
const { config, device } = context;
const enabled = config.bloomSize > 0 && config.bloomStrength > 0;
const enabled = false; // config.bloomSize > 0 && config.bloomStrength > 0;
// If there's no bloom to apply, return a no-op pass with an empty bloom texture
if (!enabled) {
const emptyTexture = makeRenderTarget(device, 1, 1, canvasFormat);
const emptyTexture = makeComputeTarget(device, 1, 1);
const getOutputs = () => ({ ...getInputs(), bloom: emptyTexture });
return makePass(getOutputs);
}
@@ -26,11 +26,11 @@ export default (context, getInputs) => {
// TODO: generate sum shader code
const renderTarget = makeRenderTarget(device, 1, 1, canvasFormat);
const getOutputs = () => ({ ...getInputs(), bloom: renderTarget }); // TODO
const computeTarget = makeComputeTarget(device, 1, 1);
const getOutputs = () => ({ ...getInputs(), bloom: computeTarget }); // TODO
let blurRenderPipeline;
let sumRenderPipeline;
let blurPipeline;
let sumPipeline;
const ready = (async () => {
const [blurShader] = await Promise.all(assets);
@@ -74,7 +74,7 @@ export default (context, getInputs) => {
const makePyramid = (regl, height, halfFloat) =>
Array(height)
.fill()
.map((_) => makeRenderTarget(regl, halfFloat));
.map((_) => makePassFBO(regl, halfFloat));
const resizePyramid = (pyramid, vw, vh, scale) =>
pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
@@ -85,7 +85,7 @@ export default ({ regl, config }, inputs) => {
const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const output = makeRenderTarget(regl, config.useHalfFloat);
const output = makePassFBO(regl, config.useHalfFloat);
// The high pass restricts the blur to bright things in our input texture.
const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");

View File

@@ -1,35 +1,25 @@
import { loadTexture, loadShader, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
import { makeComputeTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
// Multiplies the rendered rain and bloom by a loaded in image
const defaultBGURL = "https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Flammarion_Colored.jpg/917px-Flammarion_Colored.jpg";
const numVerticesPerQuad = 2 * 3;
export default (context, getInputs) => {
const { config, device, canvasFormat } = context;
const { config, device } = context;
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const renderPassConfig = {
colorAttachments: [
{
view: null,
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
let renderPipeline;
let computePipeline;
let output;
let screenSize;
let backgroundTex;
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
const getOutputs = () => ({
primary: output,
});
@@ -39,39 +29,36 @@ export default (context, getInputs) => {
backgroundTex = bgTex;
renderPipeline = device.createRenderPipeline({
vertex: {
computePipeline = device.createComputePipeline({
compute: {
module: imageShader.module,
entryPoint: "vertMain",
},
fragment: {
module: imageShader.module,
entryPoint: "fragMain",
targets: [
{
format: canvasFormat,
},
],
entryPoint: "computeMain",
},
});
})();
const setSize = (width, height) => {
output?.destroy();
output = makeRenderTarget(device, width, height, canvasFormat);
output = makeComputeTarget(device, width, height);
screenSize = [width, height];
};
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [linearSampler, tex.createView(), bloomTex.createView(), backgroundTex.createView()]);
renderPassConfig.colorAttachments[0].view = output.createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad, 1, 0, 0);
renderPass.endPass();
const bloomTex = inputs.bloom;
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
linearSampler,
tex.createView(),
bloomTex.createView(),
backgroundTex.createView(),
output.createView(),
]);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);

View File

@@ -7,7 +7,6 @@ import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
import makeResurrectionPass from "./resurrectionPass.js";
import makePostProcessingPass from "./postProcessingPass.js";
import makeEndPass from "./endPass.js";
const effects = {
@@ -53,7 +52,7 @@ export default async (canvas, config) => {
};
const effectName = config.effect in effects ? config.effect : "plain";
const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makePostProcessingPass, makeEndPass]);
const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makeEndPass]);
await Promise.all(pipeline.map((step) => step.ready));

View File

@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
// Maps the brightness of the rendered rain and bloom to colors
// in a linear gradient buffer generated from the passed-in color sequence
@@ -15,8 +15,6 @@ const colorToRGB = ([hue, saturation, lightness]) => {
return [f(0), f(8), f(4)];
};
const numVerticesPerQuad = 2 * 3;
const makePalette = (device, paletteUniforms, entries) => {
const PALETTE_SIZE = 512;
const paletteColors = Array(PALETTE_SIZE);
@@ -78,27 +76,18 @@ const makePalette = (device, paletteUniforms, entries) => {
// in screen space.
export default (context, getInputs) => {
const { config, device, timeBuffer, canvasFormat } = context;
const { config, device, timeBuffer } = context;
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const renderPassConfig = {
colorAttachments: [
{
view: null,
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
let renderPipeline;
let computePipeline;
let configBuffer;
let paletteBuffer;
let output;
let screenSize;
const getOutputs = () => ({
primary: output,
@@ -109,19 +98,10 @@ export default (context, getInputs) => {
const ready = (async () => {
const [paletteShader] = await Promise.all(assets);
renderPipeline = device.createRenderPipeline({
vertex: {
computePipeline = device.createComputePipeline({
compute: {
module: paletteShader.module,
entryPoint: "vertMain",
},
fragment: {
module: paletteShader.module,
entryPoint: "fragMain",
targets: [
{
format: canvasFormat,
},
],
entryPoint: "computeMain",
},
});
@@ -135,28 +115,28 @@ export default (context, getInputs) => {
const setSize = (width, height) => {
output?.destroy();
output = makeRenderTarget(device, width, height, canvasFormat);
output = makeComputeTarget(device, width, height);
screenSize = [width, height];
};
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
const bloomTex = inputs.bloom;
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
configBuffer,
paletteBuffer,
timeBuffer,
linearSampler,
tex.createView(),
bloomTex.createView(),
output.createView(),
]);
renderPassConfig.colorAttachments[0].view = output.createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad, 1, 0, 0);
renderPass.endPass();
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);

View File

@@ -1,52 +0,0 @@
import { structs, byteSizeOf } from "/lib/gpu-buffer.js";
import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
export default (context, getInputs) => {
const { config, device, timeBuffer } = context;
const assets = [loadShader(device, "shaders/wgsl/postProcessingPass.wgsl")];
let configBuffer;
let computePipeline;
let output;
let screenSize;
const getOutputs = () => ({
primary: output,
});
const ready = (async () => {
const [postProcessingShader] = await Promise.all(assets);
computePipeline = device.createComputePipeline({
compute: {
module: postProcessingShader.module,
entryPoint: "computeMain",
},
});
const configUniforms = structs.from(postProcessingShader.code).Config;
configBuffer = makeUniformBuffer(device, configUniforms, {
/* TODO */
});
})();
const setSize = (width, height) => {
output?.destroy();
output = makeComputeTarget(device, width, height);
screenSize = [width, height];
};
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, tex.createView(), output.createView()]);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);
};

View File

@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeRenderTarget, makePass } from "./utils.js";
import { loadShader, makeUniformBuffer, makeComputeTarget, makeBindGroup, makePass } from "./utils.js";
// Matrix Resurrections isn't in theaters yet,
// and this version of the effect is still a WIP.
@@ -12,45 +12,27 @@ import { loadShader, makeUniformBuffer, makeRenderTarget, makePass } from "./uti
const numVerticesPerQuad = 2 * 3;
export default (context, getInputs) => {
const { config, device, timeBuffer, canvasFormat } = context;
const { config, device, timeBuffer } = context;
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const renderPassConfig = {
colorAttachments: [
{
view: null,
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
let renderPipeline;
let computePipeline;
let configBuffer;
let output;
let screenSize;
const assets = [loadShader(device, "shaders/wgsl/resurrectionPass.wgsl")];
const ready = (async () => {
const [resurrectionShader] = await Promise.all(assets);
renderPipeline = device.createRenderPipeline({
vertex: {
computePipeline = device.createComputePipeline({
compute: {
module: resurrectionShader.module,
entryPoint: "vertMain",
},
fragment: {
module: resurrectionShader.module,
entryPoint: "fragMain",
targets: [
{
format: canvasFormat,
},
],
entryPoint: "computeMain",
},
});
@@ -60,7 +42,8 @@ export default (context, getInputs) => {
const setSize = (width, height) => {
output?.destroy();
output = makeRenderTarget(device, width, height, canvasFormat);
output = makeComputeTarget(device, width, height);
screenSize = [width, height];
};
const getOutputs = () => ({
@@ -70,15 +53,20 @@ export default (context, getInputs) => {
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [configBuffer, timeBuffer, linearSampler, tex.createView(), bloomTex.createView()]);
renderPassConfig.colorAttachments[0].view = output.createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad, 1, 0, 0);
renderPass.endPass();
const bloomTex = inputs.bloom;
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
configBuffer,
timeBuffer,
linearSampler,
tex.createView(),
bloomTex.createView(),
output.createView(),
]);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);

View File

@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
// Multiplies the rendered rain and bloom by a 1D gradient texture
// generated from the passed-in color sequence
@@ -38,7 +38,7 @@ const numVerticesPerQuad = 2 * 3;
// in screen space.
export default (context, getInputs) => {
const { config, device, timeBuffer, canvasFormat } = context;
const { config, device, timeBuffer } = context;
// Expand and convert stripe colors into 1D texture data
const input =
@@ -55,38 +55,20 @@ export default (context, getInputs) => {
minFilter: "linear",
});
const renderPassConfig = {
colorAttachments: [
{
view: null,
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
let renderPipeline;
let computePipeline;
let configBuffer;
let output;
let screenSize;
const assets = [loadShader(device, "shaders/wgsl/stripePass.wgsl")];
const ready = (async () => {
const [stripeShader] = await Promise.all(assets);
renderPipeline = device.createRenderPipeline({
vertex: {
computePipeline = device.createComputePipeline({
compute: {
module: stripeShader.module,
entryPoint: "vertMain",
},
fragment: {
module: stripeShader.module,
entryPoint: "fragMain",
targets: [
{
format: canvasFormat,
},
],
entryPoint: "computeMain",
},
});
@@ -96,7 +78,8 @@ export default (context, getInputs) => {
const setSize = (width, height) => {
output?.destroy();
output = makeRenderTarget(device, width, height, canvasFormat);
output = makeComputeTarget(device, width, height);
screenSize = [width, height];
};
const getOutputs = () => ({
@@ -106,22 +89,21 @@ export default (context, getInputs) => {
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
const bloomTex = inputs.bloom;
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
configBuffer,
timeBuffer,
linearSampler,
tex.createView(),
bloomTex.createView(),
stripeTexture.createView(),
output.createView(),
]);
renderPassConfig.colorAttachments[0].view = output.createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad, 1, 0, 0);
renderPass.endPass();
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);