-
Notifications
You must be signed in to change notification settings - Fork 337
Expand file tree
/
Copy pathGfxPlatform.ts
More file actions
500 lines (423 loc) · 15.5 KB
/
Copy pathGfxPlatform.ts
File metadata and controls
500 lines (423 loc) · 15.5 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
import type { GfxBuffer, GfxTexture, GfxRenderTarget, GfxSampler, GfxProgram, GfxInputLayout, GfxRenderPipeline, GfxBindings, GfxResource, GfxReadback, GfxQueryPool, GfxComputePipeline, _T, GfxResourceBase } from "./GfxPlatformImpl.js";
import { GfxFormat } from "./GfxPlatformFormat.js";
export enum GfxPlatform {
WebGL2,
WebGPU,
}
export enum GfxCompareMode {
Never,
Less,
Equal,
LessEqual,
Greater,
NotEqual,
GreaterEqual,
Always,
}
export enum GfxFrontFaceMode {
CCW,
CW,
}
export enum GfxCullMode {
None,
Front,
Back,
}
export enum GfxBlendFactor {
Zero,
One,
Src,
OneMinusSrc,
Dst,
OneMinusDst,
SrcAlpha,
OneMinusSrcAlpha,
DstAlpha,
OneMinusDstAlpha,
ConstantColor,
OneMinusConstantColor,
}
export enum GfxBlendMode {
Add,
Subtract,
ReverseSubtract,
}
export enum GfxWrapMode { Clamp, Repeat, Mirror }
export enum GfxTexFilterMode { Point, Bilinear }
export enum GfxMipFilterMode { Nearest, Linear }
export enum GfxPrimitiveTopology { Triangles, Lines }
export enum GfxBufferUsage {
Index = 0b00001,
Vertex = 0b00010,
Uniform = 0b00100,
Storage = 0b01000,
CopySrc = 0b10000,
// All buffers are implicitly CopyDst so they can be filled by the CPU... maybe they shouldn't be...
}
export enum GfxBufferFrequencyHint {
Static = 0x01,
Dynamic = 0x02,
}
export enum GfxVertexBufferFrequency {
PerVertex = 0x01,
PerInstance = 0x02,
Constant = 0x03,
}
export enum GfxTextureDimension {
n2D, n2DArray, n3D, Cube,
}
export enum GfxTextureUsage {
Sampled = 0x01,
RenderTarget = 0x02,
}
export enum GfxChannelWriteMask {
None = 0x00,
Red = 0x01,
Green = 0x02,
Blue = 0x04,
Alpha = 0x08,
RGB = 0x07,
AllChannels = 0x0F,
}
export enum GfxStencilOp {
Keep,
Zero,
Replace,
Invert,
IncrementClamp,
DecrementClamp,
IncrementWrap,
DecrementWrap,
}
export interface GfxVertexBufferDescriptor {
buffer: GfxBuffer;
byteOffset?: number;
}
export interface GfxIndexBufferDescriptor extends GfxVertexBufferDescriptor {
}
export interface GfxVertexAttributeDescriptor {
location: number;
format: GfxFormat;
bufferIndex: number;
bufferByteOffset: number;
}
export interface GfxInputLayoutBufferDescriptor {
byteStride: number;
frequency: GfxVertexBufferFrequency;
}
export interface GfxTextureDescriptor {
dimension: GfxTextureDimension;
pixelFormat: GfxFormat;
width: number;
height: number;
depthOrArrayLayers: number;
numLevels: number;
usage: GfxTextureUsage;
}
export function makeTextureDescriptor2D(pixelFormat: GfxFormat, width: number, height: number, numLevels: number): GfxTextureDescriptor {
const dimension = GfxTextureDimension.n2D, depth = 1;
const usage = GfxTextureUsage.Sampled;
return { dimension, pixelFormat, width, height, depthOrArrayLayers: depth, numLevels, usage };
}
export interface GfxSamplerDescriptor {
wrapS: GfxWrapMode;
wrapT: GfxWrapMode;
wrapQ?: GfxWrapMode;
minFilter: GfxTexFilterMode;
magFilter: GfxTexFilterMode;
mipFilter: GfxMipFilterMode;
minLOD?: number;
maxLOD?: number;
maxAnisotropy?: number;
compareMode?: GfxCompareMode;
}
export interface GfxRenderTargetDescriptor {
pixelFormat: GfxFormat;
width: number;
height: number;
sampleCount: number;
}
export interface GfxBufferBinding {
buffer: GfxBuffer;
byteSize: number;
}
export interface GfxSamplerBinding {
gfxTexture: GfxTexture | null;
gfxSampler: GfxSampler | null;
lateBinding?: string;
}
export enum GfxSamplerFormatKind {
Float,
UnfilterableFloat,
Uint,
Sint,
Depth,
}
export interface GfxBindingLayoutSamplerDescriptor {
dimension: GfxTextureDimension;
formatKind: GfxSamplerFormatKind;
comparison?: boolean;
}
export interface GfxBindingLayoutDescriptor {
numUniformBuffers: number;
// TODO(jstpierre): Remove / make optional?
numSamplers: number;
samplerEntries?: GfxBindingLayoutSamplerDescriptor[];
}
export interface GfxBindingsDescriptor {
bindingLayout: GfxBindingLayoutDescriptor;
uniformBufferBindings: GfxBufferBinding[];
samplerBindings: GfxSamplerBinding[];
}
export interface GfxRenderProgramDescriptor {
preprocessedVert: string;
preprocessedFrag: string | null;
}
export enum GfxShadingLanguage {
WGSL,
GLSL,
}
export interface GfxComputeProgramDescriptor {
shadingLanguage: GfxShadingLanguage;
preprocessedComp: string;
}
export interface GfxInputLayoutDescriptor {
vertexBufferDescriptors: (GfxInputLayoutBufferDescriptor | null)[];
vertexAttributeDescriptors: GfxVertexAttributeDescriptor[];
indexBufferFormat: GfxFormat | null;
}
export interface GfxChannelBlendState {
blendMode: GfxBlendMode;
blendSrcFactor: GfxBlendFactor;
blendDstFactor: GfxBlendFactor;
}
export interface GfxAttachmentState {
channelWriteMask: GfxChannelWriteMask;
rgbBlendState: GfxChannelBlendState;
alphaBlendState: GfxChannelBlendState;
}
export interface GfxMegaStateDescriptor {
attachmentsState: GfxAttachmentState[];
depthCompare: GfxCompareMode;
depthWrite: boolean;
stencilCompare: GfxCompareMode;
stencilWrite: boolean;
stencilPassOp: GfxStencilOp;
cullMode: GfxCullMode;
frontFace: GfxFrontFaceMode;
polygonOffset: boolean;
wireframe: boolean;
}
export interface GfxRenderPipelineDescriptor {
bindingLayouts: GfxBindingLayoutDescriptor[];
inputLayout: GfxInputLayout | null;
program: GfxProgram;
topology: GfxPrimitiveTopology;
megaStateDescriptor: GfxMegaStateDescriptor;
// Attachment data.
colorAttachmentFormats: (GfxFormat | null)[];
depthStencilAttachmentFormat: GfxFormat | null;
sampleCount: number;
}
export interface GfxComputePipelineDescriptor {
program: GfxProgram;
pipelineLayout: any;
}
export interface GfxColor {
r: number;
g: number;
b: number;
a: number;
}
export interface GfxRenderAttachmentView {
level: number;
z: number;
}
export interface GfxRenderPassAttachment {
renderTarget: GfxRenderTarget;
view: GfxRenderAttachmentView;
resolveTo: GfxTexture | null;
resolveView: GfxRenderAttachmentView | null;
store: boolean;
}
export interface GfxRenderPassAttachmentColor extends GfxRenderPassAttachment {
clearColor: GfxColor | 'load';
}
export interface GfxRenderPassAttachmentDepthStencil extends GfxRenderPassAttachment {
clearDepth: number | 'load';
clearStencil: number | 'load';
}
export interface GfxRenderPassDescriptor {
colorAttachments: (GfxRenderPassAttachmentColor | null)[];
depthStencilAttachment: GfxRenderPassAttachmentDepthStencil | null;
// Query system.
occlusionQueryPool: GfxQueryPool | null;
}
export interface GfxDeviceLimits {
uniformBufferByteAlignment: number;
uniformBufferMaxPageByteSize: number;
readonly supportedSampleCounts: number[];
occlusionQueriesRecommended: boolean;
computeShadersSupported: boolean;
wireframeSupported: boolean;
vertexBufferMinStride: number;
}
export interface GfxStatisticsGroup {
drawCallCount: number;
textureBindCount: number;
bufferUploadCount: number;
triangleCount: number;
}
export enum GfxViewportOrigin {
LowerLeft,
UpperLeft,
}
export enum GfxClipSpaceNearZ {
NegativeOne = -1.0,
Zero = 0.0,
}
export interface GfxVendorInfo {
readonly platform: GfxPlatform;
readonly glslVersion: string;
readonly explicitBindingLocations: boolean;
readonly separateSamplerTextures: boolean;
readonly viewportOrigin: GfxViewportOrigin;
readonly clipSpaceNearZ: GfxClipSpaceNearZ;
}
export type GfxPlatformFramebuffer = WebGLFramebuffer;
export enum GfxQueryPoolType {
OcclusionConservative,
}
export interface GfxSwapChain {
// WebXR requires presenting to a platform-defined framebuffer, for all that is unholy.
// This hopefully is less terrible in the future. See https://github.com/immersive-web/webxr/issues/896
configureSwapChain(width: number, height: number, platformFramebuffer?: GfxPlatformFramebuffer): void;
getDevice(): GfxDevice;
getCanvas(): HTMLCanvasElement | OffscreenCanvas;
getOnscreenTexture(): GfxTexture;
createWebXRLayer(webXRSession: XRSession): PromiseLike<XRWebGLLayer>;
}
export interface GfxRenderPass {
// State management.
setViewport(x: number, y: number, w: number, h: number): void;
setScissor(x: number, y: number, w: number, h: number): void;
setPipeline(pipeline: GfxRenderPipeline): void;
setBindings(bindingLayoutIndex: number, bindings: GfxBindings, dynamicByteOffsets: number[]): void;
setVertexInput(inputLayout: GfxInputLayout | null, buffers: (GfxVertexBufferDescriptor | null)[] | null, indexBuffer: GfxIndexBufferDescriptor | null): void;
setStencilRef(value: number): void;
setBlendColor(color: GfxColor): void;
// Draw commands.
draw(vertexCount: number, firstVertex: number): void;
drawInstanced(vertexCount: number, firstVertex: number, instanceCount: number): void;
drawIndexed(indexCount: number, firstIndex: number): void;
drawIndexedInstanced(indexCount: number, firstIndex: number, instanceCount: number): void;
// Query system.
beginOcclusionQuery(dstOffs: number): void;
endOcclusionQuery(): void;
// Debug.
pushDebugGroup(name: string): void;
popDebugGroup(): void;
insertDebugMarker(marker: string): void;
};
export interface GfxComputePass {
// State management.
setPipeline(pipeline: GfxComputePipeline): void;
setBindings(bindingLayoutIndex: number, bindings: any, dynamicByteOffsets: number[]): void;
// Dispatch commands.
dispatch(x: number, y: number, z: number): void;
// Debug.
pushDebugGroup(name: string): void;
popDebugGroup(): void;
insertDebugMarker(marker: string): void;
}
export type GfxPass = GfxRenderPass | GfxComputePass;
/**
* GfxDevice represents a "virtual GPU"; this is something that, in the abstract, has a bunch of resources
* and can execute passes. In the concrete, this is a wrapper around a CanvasWebGL2RenderingContext for the
* WebGL 2 backend, or a GPUDevice for the WebGPU backend.
*
* A bit about the design of this API; all resources are "opaque", meaning you cannot look at the
* implementation details or underlying fields of the resources, and most objects cannot have their
* creation parameters modified after they are created. So, while buffers and textures can have their
* contents changed through data upload passes, they cannot be resized after creation. Create a new object
* and destroy the old one if you wish to "resize" it.
*
* To upload data to the GPU, call either {@see uploadBufferData} or {@see uploadTextureData}. Note that
* this happens on the GPU timeline. Where possible, do try to upload data at the beginning of the frame.
*/
export interface GfxDevice {
createBuffer(byteCount: number, usage: GfxBufferUsage, hint: GfxBufferFrequencyHint, initialData?: Uint8Array): GfxBuffer;
createTexture(descriptor: GfxTextureDescriptor): GfxTexture;
createSampler(descriptor: GfxSamplerDescriptor): GfxSampler;
createRenderTarget(descriptor: GfxRenderTargetDescriptor): GfxRenderTarget;
createRenderTargetFromTexture(texture: GfxTexture): GfxRenderTarget;
createProgram(descriptor: GfxRenderProgramDescriptor): GfxProgram;
createComputeProgram(descriptor: GfxComputeProgramDescriptor): GfxProgram;
createBindings(bindingsDescriptor: GfxBindingsDescriptor): GfxBindings;
createInputLayout(inputLayoutDescriptor: GfxInputLayoutDescriptor): GfxInputLayout;
createComputePipeline(descriptor: GfxComputePipelineDescriptor): GfxComputePipeline;
createRenderPipeline(descriptor: GfxRenderPipelineDescriptor): GfxRenderPipeline;
createReadback(byteCount: number): GfxReadback;
createQueryPool(type: GfxQueryPoolType, elemCount: number): GfxQueryPool;
// Destructors. You *must* call these on resources you create; they will not GC naturally. Call checkForLeaks()
// to ensure that you are not leaking any resources. (In the noclip codebase, this happens automatically if you
// set loadSceneDelta to 0 and switch scenes).
destroyBuffer(o: GfxBuffer): void;
destroyTexture(o: GfxTexture): void;
destroySampler(o: GfxSampler): void;
destroyRenderTarget(o: GfxRenderTarget): void;
destroyProgram(o: GfxProgram): void;
destroyBindings(o: GfxBindings): void;
destroyInputLayout(o: GfxInputLayout): void;
destroyComputePipeline(o: GfxComputePipeline): void;
destroyRenderPipeline(o: GfxRenderPipeline): void;
destroyReadback(o: GfxReadback): void;
destroyQueryPool(o: GfxQueryPool): void;
// Render pipeline compilation control.
pipelineQueryReady(o: GfxRenderPipeline): boolean;
pipelineForceReady(o: GfxRenderPipeline): void;
// Command submission.
createRenderPass(renderPassDescriptor: GfxRenderPassDescriptor): GfxRenderPass;
createComputePass(): GfxComputePass;
// Consumes and destroys the pass.
submitPass(o: GfxPass): void;
beginFrame(): void;
endFrame(): void;
// Copying.
copySubTexture2D(dst: GfxTexture, dstX: number, dstY: number, src: GfxTexture, srcX: number, srcY: number): void;
copyExternalImageToTexture(dst: GfxTexture, dstZ: number, src: HTMLCanvasElement | ImageBitmap): void;
// Data submission
zeroBuffer(buffer: GfxBuffer, dstByteOffset: number, byteCount: number): void;
uploadBufferData(buffer: GfxBuffer, dstByteOffset: number, data: Uint8Array, srcByteOffset?: number, byteCount?: number): void;
uploadTextureData(texture: GfxTexture, firstMipLevel: number, levelDatas: ArrayBufferView[]): void;
// Readback system.
readBuffer(o: GfxReadback, dstOffset: number, buffer: GfxBuffer, srcOffset: number, byteSize: number): void;
readPixelFromTexture(o: GfxReadback, dstOffset: number, a: GfxTexture, x: number, y: number): void;
submitReadback(o: GfxReadback): void;
/**
* Checks if the readback object {@param o} is ready. If so, this will write the full set of readback
* values to {@param dst}, starting at index {@param dstOffs}, and returns true. If the readback is
* not ready, false is returned, and the array is untouched.
*/
queryReadbackFinished(dst: Uint32Array, dstOffs: number, o: GfxReadback): boolean;
// Query system
// Returns null if the query results are still pending. Returns true if any samples passed.
// TODO(jstpierre): Check the pool as a whole?
queryPoolResultOcclusion(o: GfxQueryPool, dstOffs: number): boolean | null;
// Information queries.
queryLimits(): Readonly<GfxDeviceLimits>;
queryTextureFormatSupported(format: GfxFormat, width: number, height: number): boolean;
queryVendorInfo(): Readonly<GfxVendorInfo>;
queryRenderPass(o: GfxRenderPass): Readonly<GfxRenderPassDescriptor>;
queryRenderTarget(o: GfxRenderTarget): Readonly<GfxRenderTargetDescriptor>;
// Debug.
setResourceName(o: GfxResource, s: string): void;
checkForLeaks(): void;
programPatched(o: GfxProgram, descriptor: GfxRenderProgramDescriptor): void;
setStatisticsGroup(statisticsGroup: GfxStatisticsGroup | null): void;
pushDebugGroup(name: string): void;
popDebugGroup(): void;
insertDebugMarker(marker: string): void;
}
export type { GfxBuffer, GfxTexture, GfxRenderTarget, GfxSampler, GfxProgram, GfxInputLayout, GfxRenderPipeline, GfxBindings, GfxComputePipeline, GfxQueryPool, GfxReadback };
export { GfxFormat };