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program-library.js
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182 lines (160 loc) · 6.77 KB
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import { version, revision } from '../core/core.js';
import { Shader } from './shader.js';
import { SHADER_FORWARD, SHADER_FORWARDHDR, SHADER_PICK, SHADER_SHADOW } from '../scene/constants.js';
import { StandardMaterial } from '../scene/materials/standard-material.js';
// Public interface
class ProgramLibrary {
constructor(device) {
this._device = device;
this._cache = {};
this._generators = {};
this._isClearingCache = false;
this._precached = false;
// Unique non-cached programs collection to dump and update game shaders cache
this._programsCollection = [];
this._defaultStdMatOption = {};
this._defaultStdMatOptionMin = {};
const m = new StandardMaterial();
m.shaderOptBuilder.updateRef(
this._defaultStdMatOption, device, {}, m, null, [], SHADER_FORWARD, null, null);
m.shaderOptBuilder.updateMinRef(
this._defaultStdMatOptionMin, device, {}, m, null, [], SHADER_SHADOW, null, null);
}
register(name, generator) {
if (!this.isRegistered(name)) {
this._generators[name] = generator;
}
}
unregister(name) {
if (this.isRegistered(name)) {
delete this._generators[name];
}
}
isRegistered(name) {
const generator = this._generators[name];
return (generator !== undefined);
}
getProgram(name, options) {
const generator = this._generators[name];
if (generator === undefined) {
// #if _DEBUG
console.warn("ProgramLibrary#getProgram: No program library functions registered for: " + name);
// #endif
return null;
}
const gd = this._device;
const key = generator.generateKey(options);
let shader = this._cache[key];
if (!shader) {
let lights;
if (options.lights) {
lights = options.lights;
options.lights = lights.map(function (l) {
// TODO: refactor this to avoid creating a clone of the light.
const lcopy = l.clone ? l.clone() : l;
lcopy.key = l.key;
return lcopy;
});
}
this.storeNewProgram(name, options);
if (options.lights)
options.lights = lights;
if (this._precached)
console.warn("ProgramLibrary#getProgram: Cache miss for shader", name, "key", key, "after shaders precaching");
const shaderDefinition = generator.createShaderDefinition(gd, options);
shader = this._cache[key] = new Shader(gd, shaderDefinition);
}
return shader;
}
storeNewProgram(name, options) {
let opt = {};
if (name === "standard") {
// For standard material saving all default values is overkill, so we store only diff
const defaultMat = this._getDefaultStdMatOptions(options.pass);
for (const p in options) {
if ((options.hasOwnProperty(p) && defaultMat[p] !== options[p]) || p === "pass")
opt[p] = options[p];
}
} else {
// Other shaders have only dozen params
opt = options;
}
this._programsCollection.push(JSON.stringify({ name: name, options: opt }));
}
// run pc.app.graphicsDevice.programLib.dumpPrograms(); from browser console to build shader options script
dumpPrograms() {
let text = 'let device = pc.app ? pc.app.graphicsDevice : pc.Application.getApplication().graphicsDevice;\n';
text += 'let shaders = [';
if (this._programsCollection[0])
text += '\n\t' + this._programsCollection[0];
for (let i = 1; i < this._programsCollection.length; ++i) {
text += ',\n\t' + this._programsCollection[i];
}
text += '\n];\n';
text += 'device.programLib.precompile(shaders);\n';
text += 'if (pc.version != \"' + version + '\" || pc.revision != \"' + revision + '\")\n';
text += '\tconsole.warn(\"precompile-shaders.js: engine version mismatch, rebuild shaders lib with current engine\");';
const element = document.createElement('a');
element.setAttribute('href', 'data:text/plain;charset=utf-8,' + encodeURIComponent(text));
element.setAttribute('download', 'precompile-shaders.js');
element.style.display = 'none';
document.body.appendChild(element);
element.click();
document.body.removeChild(element);
}
clearCache() {
const cache = this._cache;
this._isClearingCache = true;
for (const key in cache) {
if (cache.hasOwnProperty(key)) {
cache[key].destroy();
}
}
this._cache = {};
this._isClearingCache = false;
}
removeFromCache(shader) {
if (this._isClearingCache) return; // don't delete by one when clearing whole cache
const cache = this._cache;
for (const key in cache) {
if (cache.hasOwnProperty(key)) {
if (cache[key] === shader) {
delete cache[key];
break;
}
}
}
}
_getDefaultStdMatOptions(pass) {
return (pass > SHADER_FORWARDHDR && pass <= SHADER_PICK) ?
this._defaultStdMatOptionMin : this._defaultStdMatOption;
}
precompile(cache) {
if (cache) {
const shaders = new Array(cache.length);
for (let i = 0; i < cache.length; i++) {
if (cache[i].name === "standard") {
const opt = cache[i].options;
const defaultMat = this._getDefaultStdMatOptions(opt.pass);
for (const p in defaultMat) {
if (defaultMat.hasOwnProperty(p) && opt[p] === undefined)
opt[p] = defaultMat[p];
}
// Patch device specific properties
opt.useTexCubeLod = this._device.useTexCubeLod;
}
shaders[i] = this.getProgram(cache[i].name, cache[i].options);
}
// Uncomment to force finish linking after preload
// let device = this._device;
// let forceLink = function () {
// for (let i = 0; i < shaders.length; i++) {
// device.postLink(shaders[i]);
// }
// };
// pc.Application.getApplication().on("preload:end", forceLink);
}
this._precached = true;
}
}
export { ProgramLibrary };