Files
matrix/js/webgpu/utils.js

139 lines
4.0 KiB
JavaScript

/*
// 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();
const source = await createImageBitmap(data);
const size = [source.width, source.height, 1];
const texture = device.createTexture({
size,
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
});
device.queue.copyExternalImageToTexture({ source }, { texture }, size);
return texture;
};
*/
const loadTexture = async (device, url) => {
if (url == null) {
return device.createTexture({
size: [1, 1, 1],
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
});
}
const image = new Image();
image.crossOrigin = "Anonymous";
image.src = url;
await image.decode();
const { width, height } = image;
const size = [width, height, 1];
const canvas = document.createElement("canvas");
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0);
const source = ctx.getImageData(0, 0, width, height).data;
const texture = device.createTexture({
size,
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
});
device.queue.writeTexture({ texture }, source, { bytesPerRow: 4 * width }, size);
return texture;
};
const makeRenderTarget = (device, size, format, mipLevelCount = 1) =>
device.createTexture({
size: [...size, 1],
mipLevelCount,
format,
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
});
const makeComputeTarget = (device, size, mipLevelCount = 1) =>
device.createTexture({
size: [...size, 1],
mipLevelCount,
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.STORAGE_BINDING,
});
const loadShader = async (device, url) => {
const response = await fetch(url);
const code = await response.text();
return {
code,
module: device.createShaderModule({ code }),
};
};
const makeUniformBuffer = (device, uniforms, data = null) => {
const buffer = device.createBuffer({
size: uniforms.minSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
mappedAtCreation: data != null,
});
if (data != null) {
uniforms.toBuffer(data, buffer.getMappedRange());
buffer.unmap();
}
return buffer;
};
const make1DTexture = (device, rgbas) => {
const size = [rgbas.length];
const texture = device.createTexture({
size,
// dimension: "1d",
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
});
const data = new Uint8ClampedArray(rgbas.map((color) => color.map((f) => f * 0xff)).flat());
device.queue.writeTexture({ texture }, data, {}, size);
return texture;
};
const makeBindGroup = (device, pipeline, index, entries) =>
device.createBindGroup({
layout: pipeline.getBindGroupLayout(index),
entries: entries
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
const makePass = (name, loaded, build, run) => ({
loaded: loaded ?? Promise.resolve(),
build: build ?? ((size, inputs) => inputs),
run: (encoder) => {
encoder.pushDebugGroup(`Pass "${name}"`);
run?.(encoder);
encoder.popDebugGroup();
},
});
const makePipeline = async (context, steps) => {
steps = steps.filter((f) => f != null).map((f) => f(context));
await Promise.all(steps.map((step) => step.loaded));
return {
steps,
build: (canvasSize) => steps.reduce((outputs, step) => step.build(canvasSize, outputs), null),
run: (encoder) => steps.forEach((step) => step.run(encoder)),
};
};
export { makeRenderTarget, makeComputeTarget, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };