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https://github.com/Rezmason/matrix.git
synced 2026-04-18 22:29:28 -07:00
All the post processing passes are now based on compute pipelines instead of render pipelines.
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@@ -1,5 +1,5 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, makePass } from "./utils.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
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// Maps the brightness of the rendered rain and bloom to colors
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// in a linear gradient buffer generated from the passed-in color sequence
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@@ -15,8 +15,6 @@ const colorToRGB = ([hue, saturation, lightness]) => {
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return [f(0), f(8), f(4)];
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};
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const numVerticesPerQuad = 2 * 3;
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const makePalette = (device, paletteUniforms, entries) => {
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const PALETTE_SIZE = 512;
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const paletteColors = Array(PALETTE_SIZE);
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@@ -78,27 +76,18 @@ const makePalette = (device, paletteUniforms, entries) => {
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// in screen space.
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export default (context, getInputs) => {
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const { config, device, timeBuffer, canvasFormat } = context;
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const { config, device, timeBuffer } = context;
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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const renderPassConfig = {
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colorAttachments: [
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{
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view: null,
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loadValue: { r: 0, g: 0, b: 0, a: 1 },
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storeOp: "store",
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},
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],
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};
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let renderPipeline;
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let computePipeline;
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let configBuffer;
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let paletteBuffer;
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let output;
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let screenSize;
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const getOutputs = () => ({
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primary: output,
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@@ -109,19 +98,10 @@ export default (context, getInputs) => {
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const ready = (async () => {
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const [paletteShader] = await Promise.all(assets);
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renderPipeline = device.createRenderPipeline({
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vertex: {
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computePipeline = device.createComputePipeline({
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compute: {
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module: paletteShader.module,
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entryPoint: "vertMain",
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},
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fragment: {
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module: paletteShader.module,
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entryPoint: "fragMain",
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targets: [
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{
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format: canvasFormat,
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},
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],
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entryPoint: "computeMain",
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},
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});
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@@ -135,28 +115,28 @@ export default (context, getInputs) => {
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const setSize = (width, height) => {
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output?.destroy();
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output = makeRenderTarget(device, width, height, canvasFormat);
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output = makeComputeTarget(device, width, height);
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screenSize = [width, height];
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};
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const bloomTex = inputs.bloom; // TODO: bloom
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const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
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const bloomTex = inputs.bloom;
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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configBuffer,
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paletteBuffer,
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timeBuffer,
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linearSampler,
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tex.createView(),
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bloomTex.createView(),
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output.createView(),
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]);
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renderPassConfig.colorAttachments[0].view = output.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad, 1, 0, 0);
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renderPass.endPass();
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.endPass();
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};
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return makePass(getOutputs, ready, setSize, execute);
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