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WebGPURenderer: BatchedMesh via drawIndexedIndirect #30645

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84 changes: 80 additions & 4 deletions src/nodes/accessors/BatchNode.js
Original file line number Diff line number Diff line change
@@ -7,6 +7,8 @@ import { textureSize } from './TextureSizeNode.js';
import { tangentLocal } from './Tangent.js';
import { instanceIndex, drawIndex } from '../core/IndexNode.js';
import { varyingProperty } from '../core/PropertyNode.js';
import { NodeUpdateType } from '../core/constants.js';
import IndirectStorageBufferAttribute from '../../renderers/common/IndirectStorageBufferAttribute.js';

/**
* This node implements the vertex shader logic which is required
@@ -46,6 +48,14 @@ class BatchNode extends Node {
* @default null
*/
this.batchingIdNode = null;
this.updateBeforeType = NodeUpdateType.FRAME;

/**
* A reference of the indirect version to prevent unnecessary updates.
* @type {Number}
* @default 0
*/
this.indirectVersion = 0;

}

@@ -72,12 +82,43 @@ class BatchNode extends Node {

}


if ( builder.isFlipY() === false ) {

const object = this.batchMesh;
const geometry = object.geometry;

const uint32 = new Uint32Array( 5 * object._maxInstanceCount );
const starts = object._multiDrawStarts;
const counts = object._multiDrawCounts;
const drawCount = object._multiDrawCount;
const drawInstances = object._multiDrawInstances;

for ( let i = 0; i < drawCount; i ++ ) {

const count = drawInstances ? drawInstances[ i ] : 1;

uint32[ i * 5 ] = counts[ i ]; // indexCount
uint32[ i * 5 + 1 ] = count; // instanceCount
uint32[ i * 5 + 2 ] = starts[ i ] / object.geometry.index.array.BYTES_PER_ELEMENT; // firstIndex
uint32[ i * 5 + 3 ] = 0; // baseVertex
uint32[ i * 5 + 4 ] = i; // firstInstance

}

const indirectAttribute = new IndirectStorageBufferAttribute( uint32, 5 );
geometry.setIndirect( indirectAttribute );

}

const getIndirectIndex = Fn( ( [ id ] ) => {

const size = int( textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 ) );
const x = int( id ).modInt( size );
const y = int( id ).div( size );
return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x;
const size = textureLoad( this.batchMesh._indirectTexture ).size( 0 ).x.toInt().toConst( 'size' );
const x = int( id ).modInt( size ).toConst( 'x' );
const y = int( id ).div( size ).toConst( 'y' );
const index = textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x.toFloat().toConst( 'index' );

return index;

} ).setLayout( {
name: 'getIndirectIndex',
@@ -148,6 +189,41 @@ class BatchNode extends Node {

}

updateBefore() {

const object = this.batchMesh;

const indirect = object.geometry.getIndirect();

if ( indirect !== null && object._indirectTexture.version > this.indirectVersion ) {

const uint32 = new Uint32Array( 5 * object._maxInstanceCount );
const starts = object._multiDrawStarts;
const counts = object._multiDrawCounts;
const drawCount = object._multiDrawCount;
const drawInstances = object._multiDrawInstances;

for ( let i = 0; i < drawCount; i ++ ) {

const count = drawInstances ? drawInstances[ i ] : 1;

uint32[ i * 5 ] = counts[ i ]; // indexCount
uint32[ i * 5 + 1 ] = count; // instanceCount
uint32[ i * 5 + 2 ] = starts[ i ] / object.geometry.index.array.BYTES_PER_ELEMENT; // firstIndex
uint32[ i * 5 + 3 ] = 0; // baseVertex
uint32[ i * 5 + 4 ] = i; // firstInstance

}

indirect.array = uint32;
indirect.needsUpdate = true;

this.indirectVersion = object._indirectTexture.version;

}

}

}

export default BatchNode;
23 changes: 21 additions & 2 deletions src/renderers/webgpu/WebGPUBackend.js
Original file line number Diff line number Diff line change
@@ -1249,6 +1249,8 @@ class WebGPUBackend extends Backend {

const draw = () => {

const indirect = renderObject.getIndirect();

if ( object.isBatchedMesh === true ) {

const starts = object._multiDrawStarts;
@@ -1263,14 +1265,32 @@ class WebGPUBackend extends Backend {

}

let indirectBuffer = null;

if ( indirect !== null ) {

indirectBuffer = this.get( indirect ).buffer;

}

for ( let i = 0; i < drawCount; i ++ ) {

const count = drawInstances ? drawInstances[ i ] : 1;
const firstInstance = count > 1 ? 0 : i;

if ( hasIndex === true ) {

passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / index.array.BYTES_PER_ELEMENT, 0, firstInstance );

if ( indirect !== null ) {

passEncoderGPU.drawIndexedIndirect( indirectBuffer, i * 5 * Uint32Array.BYTES_PER_ELEMENT );

} else {

passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / index.array.BYTES_PER_ELEMENT, 0, firstInstance );

}


} else {

@@ -1286,7 +1306,6 @@ class WebGPUBackend extends Backend {

const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParams;

const indirect = renderObject.getIndirect();

if ( indirect !== null ) {

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