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fix: Support sharing cached Pipelines with different parameters/topology in WebGL #2034

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Mar 14, 2024
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4 changes: 4 additions & 0 deletions modules/core/src/adapter/resources/render-pipeline.ts
Original file line number Diff line number Diff line change
Expand Up @@ -110,6 +110,10 @@ export abstract class RenderPipeline extends Resource<RenderPipelineProps> {
abstract draw(options: {
/** Render pass to draw into (targeting screen or framebuffer) */
renderPass?: RenderPass;
/** Parameters to be set during draw call. Note that most parameters can only be overridden in WebGL. */
parameters?: RenderPipelineParameters;
/** Topology. Note can only be overridden in WebGL. */
topology?: PrimitiveTopology;
/** vertex attributes */
vertexArray: VertexArray;
/** Number of "rows" in index buffer */
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7 changes: 4 additions & 3 deletions modules/engine/src/lib/pipeline-factory.ts
Original file line number Diff line number Diff line change
Expand Up @@ -104,9 +104,10 @@ export class PipelineFactory {
const bufferLayoutHash = this._getHash(JSON.stringify(props.bufferLayout));

switch (this.device.type) {
// case 'webgl':
// WebGL is more dynamic
// return `${vsHash}/${fsHash}V${varyingHash}BL${bufferLayoutHash}`;
case 'webgl':
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Not part of this PR, but should we move the hash logic to each device?

device.getRenderPipelineHash(props: RenderpipelineProps): string

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Yes... Perhaps we could just expose the capabilities instead, perhaps using the device feature system: dynamic-topology-webgl, dynamic-parameters-webgl so that the PipelineFactory could take those into account without switching on device type, and the factory could still own and encapsulate the hashing system.

// WebGL is more dynamic
return `${vsHash}/${fsHash}V${varyingHash}BL${bufferLayoutHash}`;

default:
// On WebGPU we need to rebuild the pipeline if topology, parameters or bufferLayout change
const parameterHash = this._getHash(JSON.stringify(props.parameters));
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7 changes: 6 additions & 1 deletion modules/engine/src/model/model.ts
Original file line number Diff line number Diff line change
Expand Up @@ -384,7 +384,12 @@ export class Model {
vertexCount: this.vertexCount,
instanceCount: this.instanceCount,
indexCount,
transformFeedback: this.transformFeedback || undefined
transformFeedback: this.transformFeedback || undefined,
// WebGL shares underlying cached pipelines even for models that have different parameters and topology,
// so we must provide our unique parameters to each draw
// (In WebGPU most parameters are encoded in the pipeline and cannot be changed per draw call)
parameters: this.parameters,
topology: this.topology
});
} finally {
this._logDrawCallEnd();
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16 changes: 14 additions & 2 deletions modules/engine/test/lib/model.spec.ts
Original file line number Diff line number Diff line change
Expand Up @@ -172,14 +172,26 @@ test('Model#topology', async t => {
fragmentEntryPoint: 'fragmentMain'
});

t.equal(model.pipeline.props.topology, 'triangle-list', 'Pipeline has triangle-list topology');
t.equal(model.topology, 'triangle-list', 'Pipeline has triangle-list topology');
if (device.type === 'webgpu') {
// Cached model in WebGL can have a different topology
t.equal(
model.pipeline.props.topology,
'triangle-list',
'Pipeline has triangle-list topology'
);
}

model.setTopology('line-strip');

const renderPass = device.beginRenderPass({clearColor: [0, 0, 0, 0]});
model.draw(renderPass);

t.equal(model.pipeline.props.topology, 'line-strip', 'Pipeline has line-strip topology');
t.equal(model.topology, 'line-strip', 'Pipeline has line-strip topology');
if (device.type === 'webgpu') {
// Cached model in WebGL can have a different topology
t.equal(model.pipeline.props.topology, 'line-strip', 'Pipeline has triangle-list topology');
}

renderPass.end();
device.submit();
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68 changes: 33 additions & 35 deletions modules/webgl/src/adapter/resources/webgl-render-pipeline.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,8 @@
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors

import type {UniformValue, RenderPipelineProps, Binding} from '@luma.gl/core';
import type {ShaderLayout} from '@luma.gl/core';
import type {RenderPipelineProps, RenderPipelineParameters, PrimitiveTopology} from '@luma.gl/core';
import type {ShaderLayout, UniformValue, Binding} from '@luma.gl/core';
import type {RenderPass, VertexArray} from '@luma.gl/core';
import {RenderPipeline, log} from '@luma.gl/core';
// import {getAttributeInfosFromLayouts} from '@luma.gl/core';
Expand Down Expand Up @@ -155,7 +155,8 @@ export class WEBGLRenderPipeline extends RenderPipeline {
*/
draw(options: {
renderPass: RenderPass;
/** vertex attributes */
parameters?: RenderPipelineParameters;
topology?: PrimitiveTopology;
vertexArray: VertexArray;
vertexCount?: number;
indexCount?: number;
Expand All @@ -168,6 +169,8 @@ export class WEBGLRenderPipeline extends RenderPipeline {
}): boolean {
const {
renderPass,
parameters = this.props.parameters,
topology = this.props.topology,
vertexArray,
vertexCount,
// indexCount,
Expand All @@ -179,7 +182,7 @@ export class WEBGLRenderPipeline extends RenderPipeline {
transformFeedback
} = options;

const glDrawMode = getGLDrawMode(this.props.topology);
const glDrawMode = getGLDrawMode(topology);
const isIndexed: boolean = Boolean(vertexArray.indexBuffer);
const glIndexType = (vertexArray.indexBuffer as WEBGLBuffer)?.glIndexType;
const isInstanced: boolean = Number(instanceCount) > 0;
Expand Down Expand Up @@ -222,39 +225,34 @@ export class WEBGLRenderPipeline extends RenderPipeline {

const webglRenderPass = renderPass as WEBGLRenderPass;

withDeviceAndGLParameters(
this.device,
this.props.parameters,
webglRenderPass.glParameters,
() => {
if (isIndexed && isInstanced) {
this.device.gl.drawElementsInstanced(
glDrawMode,
vertexCount || 0, // indexCount?
glIndexType,
firstVertex,
instanceCount || 0
);
// } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {
// this.device.gldrawRangeElements(glDrawMode, start, end, vertexCount, glIndexType, offset);
} else if (isIndexed) {
this.device.gl.drawElements(glDrawMode, vertexCount || 0, glIndexType, firstVertex); // indexCount?
} else if (isInstanced) {
this.device.gl.drawArraysInstanced(
glDrawMode,
firstVertex,
vertexCount || 0,
instanceCount || 0
);
} else {
this.device.gl.drawArrays(glDrawMode, firstVertex, vertexCount || 0);
}
withDeviceAndGLParameters(this.device, parameters, webglRenderPass.glParameters, () => {
if (isIndexed && isInstanced) {
this.device.gl.drawElementsInstanced(
glDrawMode,
vertexCount || 0, // indexCount?
glIndexType,
firstVertex,
instanceCount || 0
);
// } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {
// this.device.gldrawRangeElements(glDrawMode, start, end, vertexCount, glIndexType, offset);
} else if (isIndexed) {
this.device.gl.drawElements(glDrawMode, vertexCount || 0, glIndexType, firstVertex); // indexCount?
} else if (isInstanced) {
this.device.gl.drawArraysInstanced(
glDrawMode,
firstVertex,
vertexCount || 0,
instanceCount || 0
);
} else {
this.device.gl.drawArrays(glDrawMode, firstVertex, vertexCount || 0);
}

if (transformFeedback) {
transformFeedback.end();
}
if (transformFeedback) {
transformFeedback.end();
}
);
});

vertexArray.unbindAfterRender(renderPass);

Expand Down
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