Adding named debug groups to the WebGPU passes, and switching the pipeline create calls to the async methods

This commit is contained in:
Rezmason
2022-09-11 15:03:51 -07:00
parent c4fe2c53e4
commit ec831ce6f1
10 changed files with 79 additions and 79 deletions

View File

@@ -44,7 +44,7 @@ export default ({ config, device }) => {
// If there's no bloom to apply, return a no-op pass with an empty bloom texture
if (!enabled) {
const emptyTexture = makeComputeTarget(device, [1, 1]);
return makePass(null, (size, inputs) => ({ ...inputs, bloom: emptyTexture }));
return makePass("No Bloom", null, (size, inputs) => ({ ...inputs, bloom: emptyTexture }));
}
const assets = [loadShader(device, "shaders/wgsl/bloomBlur.wgsl"), loadShader(device, "shaders/wgsl/bloomCombine.wgsl")];
@@ -74,21 +74,23 @@ export default ({ config, device }) => {
const loaded = (async () => {
const [blurShader, combineShader] = await Promise.all(assets);
blurPipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: blurShader.module,
entryPoint: "computeMain",
},
});
[blurPipeline, combinePipeline] = await Promise.all([
device.createComputePipeline({
layout: "auto",
compute: {
module: blurShader.module,
entryPoint: "computeMain",
},
}),
combinePipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: combineShader.module,
entryPoint: "computeMain",
},
});
device.createComputePipeline({
layout: "auto",
compute: {
module: combineShader.module,
entryPoint: "computeMain",
},
}),
]);
const blurUniforms = structs.from(blurShader.code).Config;
hBlurBuffer = makeUniformBuffer(device, blurUniforms, { bloomRadius, direction: [1, 0] });
@@ -152,5 +154,5 @@ export default ({ config, device }) => {
computePass.end();
};
return makePass(loaded, build, run);
return makePass("Bloom", loaded, build, run);
};

View File

@@ -26,7 +26,7 @@ export default ({ device, canvasFormat, canvasContext }) => {
const loaded = (async () => {
const [imageShader] = await Promise.all(assets);
renderPipeline = device.createRenderPipeline({
renderPipeline = await device.createRenderPipelineAsync({
layout: "auto",
vertex: {
module: imageShader.module,
@@ -58,5 +58,5 @@ export default ({ device, canvasFormat, canvasContext }) => {
renderPass.end();
};
return makePass(loaded, build, run);
return makePass("End", loaded, build, run);
};

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@@ -26,7 +26,7 @@ export default ({ config, device }) => {
backgroundTex = bgTex;
computePipeline = device.createComputePipeline({
computePipeline = await device.createComputePipelineAsync({
layout: "auto",
compute: {
module: imageShader.module,
@@ -61,5 +61,5 @@ export default ({ config, device }) => {
computePass.end();
};
return makePass(loaded, build, run);
return makePass("Image", loaded, build, run);
};

View File

@@ -18,14 +18,6 @@ window.onclick = (e) => {
touchesChanged = true;
};
/*
uniforms: {
touches: () => touches,
aspectRatio: () => aspectRatio,
cameraAspectRatio,
}
*/
export default ({ config, device, cameraTex, cameraAspectRatio, timeBuffer }) => {
const assets = [loadShader(device, "shaders/wgsl/mirrorPass.wgsl")];
@@ -47,7 +39,7 @@ export default ({ config, device, cameraTex, cameraAspectRatio, timeBuffer }) =>
const loaded = (async () => {
const [mirrorShader] = await Promise.all(assets);
computePipeline = device.createComputePipeline({
computePipeline = await device.createComputePipelineAsync({
layout: "auto",
compute: {
module: mirrorShader.module,
@@ -105,5 +97,5 @@ export default ({ config, device, cameraTex, cameraAspectRatio, timeBuffer }) =>
start = Date.now();
return makePass(loaded, build, run);
return makePass("Mirror", loaded, build, run);
};

View File

@@ -93,7 +93,7 @@ export default ({ config, device, timeBuffer }) => {
const loaded = (async () => {
const [paletteShader] = await Promise.all(assets);
computePipeline = device.createComputePipeline({
computePipeline = await device.createComputePipelineAsync({
layout: "auto",
compute: {
module: paletteShader.module,
@@ -137,5 +137,5 @@ export default ({ config, device, timeBuffer }) => {
computePass.end();
};
return makePass(loaded, build, run);
return makePass("Palette", loaded, build, run);
};

View File

@@ -104,47 +104,49 @@ export default ({ config, device, timeBuffer }) => {
sceneUniforms = rainShaderUniforms.Scene;
sceneBuffer = makeUniformBuffer(device, sceneUniforms);
computePipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: rainShader.module,
entryPoint: "computeMain",
},
});
const additiveBlendComponent = {
operation: "add",
srcFactor: "one",
dstFactor: "one",
};
renderPipeline = device.createRenderPipeline({
layout: "auto",
vertex: {
module: rainShader.module,
entryPoint: "vertMain",
},
fragment: {
module: rainShader.module,
entryPoint: "fragMain",
targets: [
{
format: renderFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
[computePipeline, renderPipeline] = await Promise.all([
device.createComputePipelineAsync({
layout: "auto",
compute: {
module: rainShader.module,
entryPoint: "computeMain",
},
}),
device.createRenderPipelineAsync({
layout: "auto",
vertex: {
module: rainShader.module,
entryPoint: "vertMain",
},
fragment: {
module: rainShader.module,
entryPoint: "fragMain",
targets: [
{
format: renderFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
},
},
},
{
format: renderFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
{
format: renderFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
},
},
},
],
},
});
],
},
}),
]);
computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, cellsBuffer]);
renderBindGroup = makeBindGroup(device, renderPipeline, 0, [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]);
@@ -196,5 +198,5 @@ export default ({ config, device, timeBuffer }) => {
renderPass.end();
};
return makePass(loaded, build, run);
return makePass("Rain", loaded, build, run);
};

View File

@@ -65,7 +65,8 @@ export default ({ config, device, timeBuffer }) => {
const loaded = (async () => {
const [stripeShader] = await Promise.all(assets);
computePipeline = device.createComputePipeline({
computePipeline = await device.createComputePipelineAsync({
layout: "auto",
compute: {
module: stripeShader.module,
entryPoint: "computeMain",
@@ -110,5 +111,5 @@ export default ({ config, device, timeBuffer }) => {
computePass.end();
};
return makePass(loaded, build, run);
return makePass("Stripe", loaded, build, run);
};

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@@ -1,4 +1,6 @@
/*
// TODO: switch back to this impl once it doesn't break on FF Nightly
const loadTexture = async (device, url) => {
const response = await fetch(url);
const data = await response.blob();
@@ -105,10 +107,14 @@ const makeBindGroup = (device, pipeline, index, entries) =>
})),
});
const makePass = (loaded, build, run) => ({
const makePass = (name, loaded, build, run) => ({
loaded: loaded ?? Promise.resolve(),
build: build ?? ((size, inputs) => inputs),
run: run ?? (() => {}),
run: (encoder) => {
encoder.pushDebugGroup(`Pass "${name}"`);
run?.(encoder);
encoder.popDebugGroup();
},
});
const makePipeline = async (context, steps) => {