-
-
Notifications
You must be signed in to change notification settings - Fork 35.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
WebXR not supported on WebGPURenderer #28968
Comments
Sorry, I need to correct this statement since it isn't right. We do not stop the work at |
No problem, adjusted the wording to "will go into maintenance mode", which is what I meant. |
From my understanding, there is no specification yet for how to use WebGPU with WebXR (@toji, if you want to chime in that would be cool!). But what could likely be done is to add WebXR support for @mrdoob do you have an opinion on how WebXR should be changed/added to the backend(s)? |
This needs https://github.com/immersive-web/WebXR-WebGPU-Binding as there is no way to bind to the compositor from WebGPU, nor is it a good idea to mix WebGL and WebGPU on the same page, performance ramifications of a full copy aside. Also not the easiest with coordinate conventions differing, although not too bad with only two views or projections to correct -- quick solution here https://twitter.com/Cody_J_Bennett/status/1658786889577496579. It would be nice if this wasn't so internal to the WebGL backend (like it is now with WebGLRenderer) as that makes it hard to maintain for texture code-paths specifically, and locks it down to future improvements like multi-view without a rather involved refactor, partially due to limitations or issues on Quest which may resolve in time (or be dropped for alternatives like old-school tricks using instancing/multi-draw or storage memory if you don't have a high number of indices -- remember indexed drawing is an important optimization for TBDR). There are other things like multi-pass (e.g. userland shadows, upsampling) or post-processing which are locked down by Meta which are endemic to a vertical system like this. Reminder I have a $1k bounty on this or #26160 since this is a massive uplift for WebXR as a platform. |
@CodyJasonBennett I understand that WebXR on WebGPU isn't even fully specified at this point. My proposal (#28968 (comment)) is that the WebGL2 backend of the new WebGPURenderer could support WebXR today, and thus open the path towards actually using the "new" three, including the Nodes architecture. For the time being, XR applications would then use |
The proposal @CodyJasonBennett linked is indeed the missing piece needed on the browser level to make this work. The good news on that front is that I'm scheduled to start work on that very soon! I'll keep you updated as progress is made. |
Is there WebXR for WebGPU yet ? From what I saw it was just theoreticals. So when launching to WebXR have to switch over to WebGL. If using the WebGPU nodes system, have one WebGPURenderer renderer that forces WebGL2 and another WebGPU and switch to the WebGL2 renderer for launching to WebXR ? I might run some tests of that. |
No need to run tests since no backend of |
That is what I just said. I mean you can possibly have the gpu rendererer in non XR. And when going to XR use another gpu renderer with webgl2 backend enabled. That is what I meant testing out if it will work. |
I have lately invested some time in this issue. Current progress is visible in the following branch however the implementation is not usable yet. https://github.com/Mugen87/three.js/commits/dev2/ One main issue in Camera uniforms are maintained in the shared One obvious solution is to assign the TSL objects in If we go down the path and use the three.js/src/renderers/common/RenderObjects.js Lines 95 to 98 in 9ddf4be
I initially though this bit isn't required however the current render context of the renderer is requested with the |
Thanks for looking into this! Out of curiosity – maybe this is a good time for @cabanier to chime in regarding architectural choices for multiview in this new backend? |
I'll continue to investigate different options by porting the following example to This demo does currently not render correctly because of the mentioned reasons. Since it does not use the WebXR Device API, it's easier to focus on the uniform issue. If we manage to fix it, the new Any help in this topic is appreciated^^. Side note: The existing code of |
@sunag I need your help with this issue 😇 . In the last days I've implemented different approaches to fix The idea is to maintain the data of sub cameras in uniform arrays and then use a multi view index to select the correct one for the current view. In GLSL, that would be:
We should be able to implement something similar with TSL: const viewMatrix = viewMatrices.element( multiViewIndex ); However, I'm not sure how to implement this.
three.js/src/renderers/common/Renderer.js Lines 2614 to 2626 in 9c4d85e
The multi view index is the index of the sub camera so
A solution like that would make it easier to use multi-view extensions like |
Shouldn't we move this code to a previous process? And maybe create a intermediate function to call I think that way we could use Each camera binding should be updated once per render call, but if the camera is changed during the rendering of objects like this is today and not before, it seems to be incompatible. |
Just know that WebXR specification allows for an arbitrary number of views, so rendering can't exclusively be done with |
I'm afraid this will cause duplicate render objects which is something we should try to avoid. The idea of single-pass multi-view rendering is that you process a render item only once. As long as we don't use an extension, we have to manually execute the draw per view and just updated the multiViewId uniform. IMO,
The "camera change" would actually happen in the vertex shader with the multiViewId.
Yes, that is a major goal of the approach. |
Makes sense to me, I'll look into it. |
FYI both |
Great, let's just not assume that WebXR == Quest and be cautious when requiring extension use, with a fallback. |
This is true, and the ideal situation is that any app that's rendering for WebXR can render from an arbitrary number of viewports each frame. Extreme real world examples include the Looking Glass holographic displays which may request up to 100 views of the scene. A more typical example would the the Varjo headsets, which request 4 views (One wide FOV, low res and one narrow FOV, high res view per eye). That said, the Immersive Web Working Group recognized that the vast majority of XR devices will request either one (mobile AR) or two (stereo headset) views, and it can be difficult for app authors to reason about an arbitrary number of views. So by default most WebXR implementations will only request one or two views unless the More details on primary/secondary views in WebXR here. (Worth noting that something like the Looking Glass display may still request a large number of views because they're all considered critical "primary" views. Most WebXR content won't work well on a device like that without special considerations for input and UI, however, so ensuring that all WebXR apps are effortlessly compatible with them is not seen as a viable goal.) All of that is to say that I think it's reasonable to build out Three's WebGPU/WebXR support in such a way that it initially targets those "primary view" use cases and then expands to enable "secondary views" as a more advanced follow up. Note that it's likely that even when the renderer supports an arbitrary number of views it may be something that developers want to opt into to ensure that their input/UX/content is properly set up for it. |
I don't want us to regress on WebXR support because we overfit on a specific device, and I've put in an obscene amount of time and money to no avail with #26160 to open up three.js to production use cases and other devices than Quest (#23972 was tested on Looking Glass), including from other teams at Meta as of late. I also don't see a technical reason to limit the number of views; from my perspective, it is exactly the same to implement if you assume the number of views is unfixed. The difference and real painpoint of WebXR IME is input schemes, as they are incredibly inconsistent between headsets and devices. |
Description
As it seems that work on
WebGLRenderer
will go into maintenance mode to make more space forWebGPURenderer
, it would be great to see an initial implementation of WebXR so we can start testing WebGPU as well.We'd like to test and help, but I'm not sure how WebXR fits into the current architecture of the new system with two backends. I'd already be happy if
WebGPURenderer ({forceWebGL: true})
had WebXR support (so, not actually WebGPU).Reproduction steps
getSession()
,getCamera()
,isPresenting
, ...)Version
r167
Device
Headset, Phones
OS
Windows, Android
The text was updated successfully, but these errors were encountered: