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WebGPURenderer: Fix global references in Node.js #29919
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@@ -113,13 +113,21 @@ class WebGPUUtils { | |
// TODO: Remove this check when Quest 34.5 is out | ||
// https://github.com/mrdoob/three.js/pull/29221/files#r1731833949 | ||
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if ( navigator.userAgent.includes( 'Quest' ) ) { | ||
if ( typeof navigator !== 'undefined' ) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Could we remove this? It is inside a function that will never be executed by the adapter return null in this case. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I guess the issue is that it's a compiler error, not a runtime error? I wish we knew what in the Next.js stack is doing compile-time checks on dependencies, and what its requirements are. Avoiding all references to browser globals is a pretty tall order for a large library relying heavily on Web APIs. :/ There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The compiler throwing an error for a global variable inside a function seems strange to say the least, since a variable can be declared at the global level after the function declaration. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yeah, I'm not sure why... trying to reproduce the issue: There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think it is this one: |
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return GPUTextureFormat.BGRA8Unorm; | ||
if ( navigator.userAgent.includes( 'Quest' ) ) { | ||
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return GPUTextureFormat.BGRA8Unorm; | ||
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} else { | ||
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return navigator.gpu.getPreferredCanvasFormat(); | ||
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} | ||
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} else { | ||
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return navigator.gpu.getPreferredCanvasFormat(); | ||
return GPUTextureFormat.BGRA8Unorm; | ||
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} | ||
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@donmccurdy
{}
is intended as a workaround for node but I'm not sure{}
is ideal here. Do you think this use case is handled appropriately or would you implement it in a different way?There was a problem hiding this comment.
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Base on that function code, it should be null, otherwise, next step is exceptional?
"adapter.features"
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@whatisor are you executing this code in the Node.js environment and seeing runtime errors, or is this a compile-time error (like from TypeScript or Webpack)? Not clear to me from #29916.
I'm not sure that
backend.init( renderer )
should be making efforts to avoid runtime exceptions, if running in an environment where neither WebGL nor WebGPU exists. I would support fixes that avoid build-time errors, and run-time errors in module scope. But if you are initializing and using a renderer in Node.js, a runtime exception is to be expected.There was a problem hiding this comment.
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I agree, I think we should be throwing an error here, it doesn't make much sense to me to proceed with an empty object as an adapter.
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@donmccurdy it is compile error.
We also need to fix three\examples\jsm\capabilities\WebGPU.js with global and await.
So, we should return null and (exception is next step as current)?
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Capabilities should be optional, it should be possible to use
WebGPURenderer
without global await. #29218There was a problem hiding this comment.
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can we do same thing with webgl to avoid await?
https://developer.mozilla.org/en-US/docs/Web/API/GPUCanvasContext
=> No, we still need to await for real adapter. I guess browser need to improve this part.