Added cache check to WebGPU renderer's loadShader method. Un-commented entries into config.js. Inclusions are now explicit dynamic import lambdas, so the cache functions can detect and call them; however, webpack and rollup seem to use them differently.

This commit is contained in:
Rezmason
2025-05-20 07:57:27 -07:00
parent 24e939008e
commit f61a4e29c9
20 changed files with 268 additions and 160 deletions

View File

@@ -1,75 +1,74 @@
import highPassFrag from "../shaders/glsl/bloomPass.highPass.frag.glsl";
import blurFrag from "../shaders/glsl/bloomPass.blur.frag.glsl";
import combineFrag from "../shaders/glsl/bloomPass.combine.frag.glsl";
import imagePassFrag from "../shaders/glsl/imagePass.frag.glsl";
import mirrorPassFrag from "../shaders/glsl/mirrorPass.frag.glsl";
import palettePassFrag from "../shaders/glsl/palettePass.frag.glsl";
import rainPassIntro from "../shaders/glsl/rainPass.intro.frag.glsl";
import rainPassRaindrop from "../shaders/glsl/rainPass.raindrop.frag.glsl";
import rainPassSymbol from "../shaders/glsl/rainPass.symbol.frag.glsl";
import rainPassEffect from "../shaders/glsl/rainPass.effect.frag.glsl";
import rainPassVert from "../shaders/glsl/rainPass.vert.glsl";
import rainPassFrag from "../shaders/glsl/rainPass.frag.glsl";
import stripePassFrag from "../shaders/glsl/stripePass.frag.glsl";
import msdfCoptic from "../assets/coptic_msdf.png";
import msdfGothic from "../assets/gothic_msdf.png";
import msdfMatrixCode from "../assets/matrixcode_msdf.png";
import msdfRes from "../assets/resurrections_msdf.png";
// import megacity from "../assets/megacity_msdf.png";
import msdfResGlint from "../assets/resurrections_glint_msdf.png";
// import msdfHuberfishA from "../assets/huberfish_a_msdf.png";
// import msdfHuberfishD from "../assets/huberfish_d_msdf.png";
// import msdfGtargTenretni from "../assets/gtarg_tenretniolleh_msdf.png";
// import msdfGtargAlienText from "../assets/gtarg_alientext_msdf.png";
// import msdfNeoMatrixology from "../assets/neomatrixology_msdf.png";
// import texSand from "../assets/sand.png";
// import texPixels from "../assets/pixel_grid.png";
import texMesh from "../assets/mesh.png";
import texMetal from "../assets/metal.png";
import bloomBlurShader from "../shaders/wgsl/bloomBlur.wgsl";
import bloomCombineShader from "../shaders/wgsl/bloomCombine.wgsl";
import endPassShader from "../shaders/wgsl/endPass.wgsl";
import imagePassShader from "../shaders/wgsl/imagePass.wgsl";
import mirrorPassShader from "../shaders/wgsl/mirrorPass.wgsl";
import palettePassShader from "../shaders/wgsl/palettePass.wgsl";
import rainPassShader from "../shaders/wgsl/rainPass.wgsl";
import stripePassShader from "../shaders/wgsl/stripePass.wgsl";
export default [
highPassFrag,
blurFrag,
combineFrag,
imagePassFrag,
mirrorPassFrag,
palettePassFrag,
rainPassIntro,
rainPassRaindrop,
rainPassSymbol,
rainPassEffect,
rainPassVert,
rainPassFrag,
stripePassFrag,
msdfCoptic,
msdfGothic,
msdfMatrixCode,
msdfRes,
// megacity,
msdfResGlint,
// msdfHuberfishA,
// msdfHuberfishD,
// msdfGtargTenretni,
// msdfGtargAlienText,
// msdfNeoMatrixology,
// texSand,
// texPixels,
texMesh,
texMetal,
bloomBlurShader,
bloomCombineShader,
endPassShader,
imagePassShader,
mirrorPassShader,
palettePassShader,
rainPassShader,
stripePassShader,
[
"import::shaders/glsl/bloomPass.highPass.frag.glsl",
() => import("../shaders/glsl/bloomPass.highPass.frag.glsl"),
],
[
"import::shaders/glsl/bloomPass.blur.frag.glsl",
() => import("../shaders/glsl/bloomPass.blur.frag.glsl"),
],
[
"import::shaders/glsl/bloomPass.combine.frag.glsl",
() => import("../shaders/glsl/bloomPass.combine.frag.glsl"),
],
["import::shaders/glsl/imagePass.frag.glsl", () => import("../shaders/glsl/imagePass.frag.glsl")],
[
"import::shaders/glsl/mirrorPass.frag.glsl",
() => import("../shaders/glsl/mirrorPass.frag.glsl"),
],
[
"import::shaders/glsl/palettePass.frag.glsl",
() => import("../shaders/glsl/palettePass.frag.glsl"),
],
[
"import::shaders/glsl/rainPass.intro.frag.glsl",
() => import("../shaders/glsl/rainPass.intro.frag.glsl"),
],
[
"import::shaders/glsl/rainPass.raindrop.frag.glsl",
() => import("../shaders/glsl/rainPass.raindrop.frag.glsl"),
],
[
"import::shaders/glsl/rainPass.symbol.frag.glsl",
() => import("../shaders/glsl/rainPass.symbol.frag.glsl"),
],
[
"import::shaders/glsl/rainPass.effect.frag.glsl",
() => import("../shaders/glsl/rainPass.effect.frag.glsl"),
],
["import::shaders/glsl/rainPass.vert.glsl", () => import("../shaders/glsl/rainPass.vert.glsl")],
["import::shaders/glsl/rainPass.frag.glsl", () => import("../shaders/glsl/rainPass.frag.glsl")],
[
"import::shaders/glsl/stripePass.frag.glsl",
() => import("../shaders/glsl/stripePass.frag.glsl"),
],
["import::assets/coptic_msdf.png", () => import("../assets/coptic_msdf.png")],
["import::assets/gothic_msdf.png", () => import("../assets/gothic_msdf.png")],
["import::assets/matrixcode_msdf.png", () => import("../assets/matrixcode_msdf.png")],
["import::assets/resurrections_msdf.png", () => import("../assets/resurrections_msdf.png")],
["import::assets/megacity_msdf.png", () => import("../assets/megacity_msdf.png")],
[
"import::assets/resurrections_glint_msdf.png",
() => import("../assets/resurrections_glint_msdf.png"),
],
["import::assets/huberfish_a_msdf.png", () => import("../assets/huberfish_a_msdf.png")],
["import::assets/huberfish_d_msdf.png", () => import("../assets/huberfish_d_msdf.png")],
[
"import::assets/gtarg_tenretniolleh_msdf.png",
() => import("../assets/gtarg_tenretniolleh_msdf.png"),
],
["import::assets/gtarg_alientext_msdf.png", () => import("../assets/gtarg_alientext_msdf.png")],
["import::assets/neomatrixology_msdf.png", () => import("../assets/neomatrixology_msdf.png")],
["import::assets/sand.png", () => import("../assets/sand.png")],
["import::assets/pixel_grid.png", () => import("../assets/pixel_grid.png")],
["import::assets/mesh.png", () => import("../assets/mesh.png")],
["import::assets/metal.png", () => import("../assets/metal.png")],
["import::shaders/wgsl/bloomBlur.wgsl", () => import("../shaders/wgsl/bloomBlur.wgsl")],
["import::shaders/wgsl/bloomCombine.wgsl", () => import("../shaders/wgsl/bloomCombine.wgsl")],
["import::shaders/wgsl/endPass.wgsl", () => import("../shaders/wgsl/endPass.wgsl")],
["import::shaders/wgsl/imagePass.wgsl", () => import("../shaders/wgsl/imagePass.wgsl")],
["import::shaders/wgsl/mirrorPass.wgsl", () => import("../shaders/wgsl/mirrorPass.wgsl")],
["import::shaders/wgsl/palettePass.wgsl", () => import("../shaders/wgsl/palettePass.wgsl")],
["import::shaders/wgsl/rainPass.wgsl", () => import("../shaders/wgsl/rainPass.wgsl")],
["import::shaders/wgsl/stripePass.wgsl", () => import("../shaders/wgsl/stripePass.wgsl")],
];