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");