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https://github.com/photonstorm/phaser
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WebGL.Utils.checkShaderMax
is a new function, used internally by the renderer, to determine the maximum number of texture units the GPU + browser supports.
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2 changed files with 94 additions and 73 deletions
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@ -1,58 +0,0 @@
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// From Pixi v5
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function GenerateSrc (maxIfs)
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{
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var src = '';
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for (var i = 0; i < maxIfs; ++i)
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{
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if (i > 0)
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{
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src += '\nelse ';
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}
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if (i < maxIfs - 1)
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{
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src += 'if(test == ' + i + '.0){}';
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}
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}
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return src;
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}
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var CheckShaderMax = function (gl, maxIfs)
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{
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var shader = gl.createShader(gl.FRAGMENT_SHADER);
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var fragTemplate = [
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'precision mediump float;',
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'void main(void){',
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'float test = 0.1;',
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'%forloop%',
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'gl_FragColor = vec4(0.0);',
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'}'
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].join('\n');
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// eslint-disable-next-line no-constant-condition
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while (true)
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{
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var fragmentSrc = fragTemplate.replace(/%forloop%/gi, GenerateSrc(maxIfs));
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gl.shaderSource(shader, fragmentSrc);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
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{
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maxIfs = (maxIfs / 2) | 0;
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}
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else
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{
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// valid!
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break;
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}
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}
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return maxIfs;
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};
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module.exports = CheckShaderMax;
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@ -1,10 +1,37 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @author Matthew Groves <@doormat>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* Generate shader source to test maximum ifs.
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*
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* @private
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* @param {number} maxIfs - The number of if statements to generate
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*/
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function GenerateSrc (maxIfs)
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{
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var src = '';
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for (var i = 0; i < maxIfs; ++i)
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{
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if (i > 0)
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{
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src += '\nelse ';
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}
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if (i < maxIfs - 1)
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{
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src += 'if(test == ' + i + '.0){}';
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}
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}
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return src;
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}
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/**
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* @namespace Phaser.Renderer.WebGL.Utils
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* @since 3.0.0
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@ -124,6 +151,58 @@ module.exports = {
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}
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return count;
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},
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/**
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* Check to see how many texture units the GPU supports, based on the given config value.
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* Then tests this against the maximum number of iterations GLSL can support.
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*
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* @function Phaser.Renderer.WebGL.Utils.checkShaderMax
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* @since 3.25.0
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*
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* @param {WebGLRenderingContext} gl - The WebGLContext used to create the shaders.
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* @param {number} maxTextures - The Game Config maxTextures value.
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*
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* @return {number} The number of texture units that is supported by this browser and GPU.
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*/
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checkShaderMax: function (gl, maxTextures)
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{
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if (!maxTextures || maxTextures === -1)
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{
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maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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}
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var shader = gl.createShader(gl.FRAGMENT_SHADER);
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var fragTemplate = [
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'precision mediump float;',
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'void main(void){',
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'float test = 0.1;',
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'%forloop%',
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'gl_FragColor = vec4(0.0);',
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'}'
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].join('\n');
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// eslint-disable-next-line no-constant-condition
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while (true)
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{
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var fragmentSrc = fragTemplate.replace(/%forloop%/gi, GenerateSrc(maxTextures));
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gl.shaderSource(shader, fragmentSrc);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
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{
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maxTextures = (maxTextures / 2) | 0;
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}
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else
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{
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// valid!
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break;
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}
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}
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return maxTextures;
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}
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};
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