Files
matrix/js/webgpu/main.js

86 lines
2.7 KiB
JavaScript

import { structs } from "/lib/gpu-buffer.js";
import { getCanvasSize, makeUniformBuffer, makePipeline } from "./utils.js";
import makeRain from "./rainPass.js";
import makeBloomPass from "./bloomPass.js";
import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
import makeResurrectionPass from "./resurrectionPass.js";
import makeEndPass from "./endPass.js";
const effects = {
none: null,
plain: makePalettePass,
customStripes: makeStripePass,
stripes: makeStripePass,
pride: makeStripePass,
transPride: makeStripePass,
trans: makeStripePass,
image: makeImagePass,
resurrection: makeResurrectionPass,
resurrections: makeResurrectionPass,
};
export default async (canvas, config) => {
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const canvasContext = canvas.getContext("webgpu");
const canvasFormat = canvasContext.getPreferredFormat(adapter);
// console.table(device.limits);
const canvasConfig = {
device,
format: canvasFormat,
size: [NaN, NaN],
usage:
// GPUTextureUsage.STORAGE_BINDING |
GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
};
const timeUniforms = structs.from(`[[block]] struct Time { seconds : f32; frames : i32; };`).Time;
const timeBuffer = makeUniformBuffer(device, timeUniforms);
const context = {
config,
adapter,
device,
canvasContext,
timeBuffer,
canvasFormat,
};
const effectName = config.effect in effects ? config.effect : "plain";
const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makeEndPass]);
await Promise.all(pipeline.map((step) => step.loaded));
let frames = 0;
let start = NaN;
const renderLoop = (now) => {
if (isNaN(start)) {
start = now;
}
const canvasSize = getCanvasSize(canvas);
if (canvasSize[0] !== canvasConfig.size[0] || canvasSize[1] !== canvasConfig.size[1]) {
canvasConfig.size = canvasSize;
canvasContext.configure(canvasConfig);
pipeline.reduce((outputs, step) => step.build(canvasSize, outputs), null);
}
device.queue.writeBuffer(timeBuffer, 0, timeUniforms.toBuffer({ seconds: (now - start) / 1000, frames }));
frames++;
const encoder = device.createCommandEncoder();
pipeline.forEach((step) => step.run(encoder));
// Eventually, when WebGPU allows it, we'll remove the endPass and just copy from our pipeline's output to the canvas texture.
// encoder.copyTextureToTexture({ texture: pipeline[pipeline.length - 1].getOutputs().primary }, { texture: canvasContext.getCurrentTexture() }, canvasSize);
device.queue.submit([encoder.finish()]);
requestAnimationFrame(renderLoop);
};
requestAnimationFrame(renderLoop);
};