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WebGPUTextures: Add support for mipmap computation.
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// Copyright 2020 Brandon Jones | ||
// | ||
// Permission is hereby granted, free of charge, to any person obtaining a copy | ||
// of this software and associated documentation files (the "Software"), to deal | ||
// in the Software without restriction, including without limitation the rights | ||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
// copies of the Software, and to permit persons to whom the Software is | ||
// furnished to do so, subject to the following conditions: | ||
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// The above copyright notice and this permission notice shall be included in | ||
// all copies or substantial portions of the Software. | ||
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
// SOFTWARE. | ||
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import { GPUIndexFormat, GPUFilterMode, GPUPrimitiveTopology } from './constants.js'; | ||
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// ported from https://github.com/toji/web-texture-tool/blob/master/src/webgpu-mipmap-generator.js | ||
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class WebGPUTextureUtils { | ||
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constructor( device, glslang ) { | ||
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this.device = device; | ||
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const mipmapVertexSource = `#version 450 | ||
const vec2 pos[4] = vec2[4](vec2(-1.0f, 1.0f), vec2(1.0f, 1.0f), vec2(-1.0f, -1.0f), vec2(1.0f, -1.0f)); | ||
const vec2 tex[4] = vec2[4](vec2(0.0f, 0.0f), vec2(1.0f, 0.0f), vec2(0.0f, 1.0f), vec2(1.0f, 1.0f)); | ||
layout(location = 0) out vec2 vTex; | ||
void main() { | ||
vTex = tex[gl_VertexIndex]; | ||
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0); | ||
} | ||
`; | ||
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const mipmapFragmentSource = `#version 450 | ||
layout(set = 0, binding = 0) uniform sampler imgSampler; | ||
layout(set = 0, binding = 1) uniform texture2D img; | ||
layout(location = 0) in vec2 vTex; | ||
layout(location = 0) out vec4 outColor; | ||
void main() { | ||
outColor = texture(sampler2D(img, imgSampler), vTex); | ||
}`; | ||
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this.sampler = device.createSampler( { minFilter: GPUFilterMode.Linear } ); | ||
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// We'll need a new pipeline for every texture format used. | ||
this.pipelines = {}; | ||
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this.mipmapVertexShaderModule = device.createShaderModule( { | ||
code: glslang.compileGLSL( mipmapVertexSource, 'vertex' ), | ||
} ); | ||
this.mipmapFragmentShaderModule = device.createShaderModule( { | ||
code: glslang.compileGLSL( mipmapFragmentSource, 'fragment' ), | ||
} ); | ||
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} | ||
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getMipmapPipeline( format ) { | ||
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let pipeline = this.pipelines[ format ]; | ||
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if ( pipeline === undefined ) { | ||
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pipeline = this.device.createRenderPipeline( { | ||
vertexStage: { | ||
module: this.mipmapVertexShaderModule, | ||
entryPoint: 'main', | ||
}, | ||
fragmentStage: { | ||
module: this.mipmapFragmentShaderModule, | ||
entryPoint: 'main', | ||
}, | ||
primitiveTopology: GPUPrimitiveTopology.TriangleStrip, | ||
vertexState: { | ||
indexFormat: GPUIndexFormat.Uint32 | ||
}, | ||
colorStates: [ { format } ], | ||
} ); | ||
this.pipelines[ format ] = pipeline; | ||
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} | ||
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return pipeline; | ||
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} | ||
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generateMipmappedTexture( imageBitmap, textureGPU, textureGPUDescriptor ) { | ||
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// mipmaps have to computed manually right now, see https://github.com/gpuweb/gpuweb/issues/386 | ||
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const pipeline = this.getMipmapPipeline( textureGPUDescriptor.format ); | ||
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const commandEncoder = this.device.createCommandEncoder( {} ); | ||
// @TODO: Consider making this static. | ||
const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); | ||
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let srcView = textureGPU.createView( { | ||
baseMipLevel: 0, | ||
mipLevelCount: 1, | ||
} ); | ||
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for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) { | ||
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const dstView = textureGPU.createView( { | ||
baseMipLevel: i, | ||
mipLevelCount: 1, | ||
} ); | ||
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const passEncoder = commandEncoder.beginRenderPass( { | ||
colorAttachments: [ { | ||
attachment: dstView, | ||
loadValue: [ 0, 0, 0, 0 ], | ||
} ], | ||
} ); | ||
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const bindGroup = this.device.createBindGroup( { | ||
layout: bindGroupLayout, | ||
entries: [ { | ||
binding: 0, | ||
resource: this.sampler, | ||
}, { | ||
binding: 1, | ||
resource: srcView, | ||
} ], | ||
} ); | ||
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passEncoder.setPipeline( pipeline ); | ||
passEncoder.setBindGroup( 0, bindGroup ); | ||
passEncoder.draw( 4, 1, 0, 0 ); | ||
passEncoder.endPass(); | ||
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srcView = dstView; | ||
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} | ||
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this.device.defaultQueue.submit( [ commandEncoder.finish() ] ); | ||
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} | ||
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} | ||
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export default WebGPUTextureUtils; |
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