Upgrade WebGLProgramWrapper to generate uniforms and attributes.

It assumes that programs do not change after creation, so these values
are static, and much can be inferred about their behaviour.
Uniform-setting code is implemented and has been tested on Shader.
Attribute binding has not been finished.
- Change `gl` parameter to `renderer`.
This commit is contained in:
Ben Richards 2024-03-22 17:09:59 +13:00
parent 8272cf1a26
commit de3fc50979
4 changed files with 313 additions and 18 deletions

View file

@ -553,6 +553,25 @@ var WebGLRenderer = new Class({
*/
this.glFuncMap = null;
/**
* Internal GL function mapping for setting uniform data.
* https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniform
*
* Each key is a WebGL constant for a specific uniform type.
* Each value has these properties:
* - `size`: The number of terms in the uniform, i.e. the length of the vector.
* - `set`: The function to call to set the uniform value.
* - If it is a matrix:
* - `matrix: true`
* - Otherwise:
* - `setV`: The function to call to set the uniform value as an array.
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#uniformSetterMap
* @type {any}
* @since 3.90.0
*/
this.uniformSetterMap = null;
/**
* The `type` of the Game Object being currently rendered.
* This can be used by advanced render functions for batching look-ahead.
@ -917,6 +936,40 @@ var WebGLRenderer = new Class({
};
// Map uniform types to WebGL functions
this.uniformSetterMap = {
0x1404: { size: 1, set: gl.uniform1i, setV: gl.uniform1iv, int: true },
0x8B53: { size: 2, set: gl.uniform2i, setV: gl.uniform2iv, int: true },
0x8B54: { size: 3, set: gl.uniform3i, setV: gl.uniform3iv, int: true },
0x8B55: { size: 4, set: gl.uniform4i, setV: gl.uniform4iv, int: true },
0x1406: { size: 1, set: gl.uniform1f, setV: gl.uniform1fv },
0x8B50: { size: 2, set: gl.uniform2f, setV: gl.uniform2fv },
0x8B51: { size: 3, set: gl.uniform3f, setV: gl.uniform3fv },
0x8B52: { size: 4, set: gl.uniform4f, setV: gl.uniform4fv },
0x8B5A: { size: 4, matrix: true, set: gl.uniformMatrix2fv },
0x8B5B: { size: 9, matrix: true, set: gl.uniformMatrix3fv },
0x8B5C: { size: 16, matrix: true, set: gl.uniformMatrix4fv }
};
// Map extra uniform types to integers.
// BOOL
this.uniformSetterMap[0x8B56] = this.uniformSetterMap[0x1404];
// BOOL_VEC2
this.uniformSetterMap[0x8B57] = this.uniformSetterMap[0x8B53];
// BOOL_VEC3
this.uniformSetterMap[0x8B58] = this.uniformSetterMap[0x8B54];
// BOOL_VEC4
this.uniformSetterMap[0x8B59] = this.uniformSetterMap[0x8B55];
// SAMPLER_2D
this.uniformSetterMap[0x8B5E] = this.uniformSetterMap[0x1404];
// SAMPLER_CUBE
this.uniformSetterMap[0x8B60] = this.uniformSetterMap[0x1404];
if (!config.maxTextures || config.maxTextures === -1)
{
config.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);

View file

@ -0,0 +1,15 @@
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2024 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @typedef {object} Phaser.Types.Renderer.WebGL.WebGLUniform
* @since 3.90.0
*
* @property {GLint} location - The location of the uniform.
* @property {GLenum} type - The type of the uniform.
* @property {GLint} size - The size of the uniform, in elements.
* @property {number|number[]} value - The value of the uniform.
*/

View file

@ -150,10 +150,10 @@ var WebGLBufferWrapper = new Class({
*/
destroy: function ()
{
this.gl.deleteBuffer(this.webGLBuffer);
this.renderer.gl.deleteBuffer(this.webGLBuffer);
this.webGLBuffer = null;
this.initialDataOrSize = null;
this.gl = null;
this.renderer = null;
}
});

View file

@ -4,6 +4,7 @@
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Map = require('../../../structs/Map');
var Class = require('../../../utils/Class');
/**
@ -19,7 +20,7 @@ var Class = require('../../../utils/Class');
* @constructor
* @since 3.80.0
*
* @param {WebGLRenderingContext} gl - The WebGLRenderingContext to create the WebGLProgram for.
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - The WebGLRenderer instance that owns this wrapper.
* @param {string} vertexSource - The vertex shader source code as a string.
* @param {string} fragmentShader - The fragment shader source code as a string.
*/
@ -27,8 +28,17 @@ var WebGLProgramWrapper = new Class({
initialize:
function WebGLProgramWrapper (gl, vertexSource, fragmentSource)
function WebGLProgramWrapper (renderer, vertexSource, fragmentSource)
{
/**
* The WebGLRenderer instance that owns this wrapper.
*
* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#renderer
* @type {Phaser.Renderer.WebGL.WebGLRenderer}
* @since 3.90.0
*/
this.renderer = renderer;
/**
* The WebGLProgram being wrapped by this class.
*
@ -43,15 +53,6 @@ var WebGLProgramWrapper = new Class({
*/
this.webGLProgram = null;
/**
* The WebGLRenderingContext that owns this WebGLProgram.
*
* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#gl
* @type {WebGLRenderingContext}
* @since 3.80.0
*/
this.gl = gl;
/**
* The vertex shader source code as a string.
*
@ -92,6 +93,60 @@ var WebGLProgramWrapper = new Class({
*/
this._fragmentShader = null;
/**
* The attribute state of this program.
*
* These represent the actual state in WebGL, and are only updated when
* the program is used to draw.
*
* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#glAttributes
* @type {{ location: WebGLAttribLocation, name: string, size: number, type: GLenum }[]}
* @since 3.90.0
*/
this.glAttributes = [];
/**
* Map of attribute names to their indexes in `glAttributes`.
*
* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#glAttributeNames
* @type {Map<string, number>}
* @since 3.90.0
*/
this.glAttributeNames = new Map();
/**
* The buffer which this program is using for its attributes.
*
* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#glAttributeBuffer
* @type {?WebGLBuffer}
* @default null
* @since 3.90.0
*/
this.glAttributeBuffer = null;
/**
* The uniform state of this program.
*
* These represent the actual state in WebGL, and are only updated when
* the program is used to draw.
*
* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#glUniforms
* @type {Map<string, Phaser.Types.Renderer.WebGL.WebGLUniform>}
* @since 3.90.0
*/
this.glUniforms = new Map();
/**
* Requests to update the uniform state.
* Set a request by name to a new value.
* These are only processed when the program is used to draw.
*
* @name Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#uniformRequests
* @type {Map<string, any>}
* @since 3.90.0
*/
this.uniformRequests = new Map();
this.createResource();
},
@ -107,7 +162,12 @@ var WebGLProgramWrapper = new Class({
*/
createResource: function ()
{
var gl = this.gl;
var renderer = this.renderer;
var gl = renderer.gl;
// Ensure that there is no vertex buffer associated with this program,
// so that the attributes are reset.
this.glAttributeBuffer = null;
if (gl.isContextLost())
{
@ -118,6 +178,8 @@ var WebGLProgramWrapper = new Class({
var program = gl.createProgram();
this.webGLProgram = program;
var vs = gl.createShader(gl.VERTEX_SHADER);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
@ -159,9 +221,164 @@ var WebGLProgramWrapper = new Class({
throw new Error('Link Shader failed:' + gl.getProgramInfoLog(program));
}
gl.useProgram(program);
// Extract attributes.
this.glAttributeNames.clear();
this.glAttributes.length = 0;
var attributeCount = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
this.webGLProgram = program;
for (var index = 0; index < attributeCount; index++)
{
var attribute = gl.getActiveAttrib(program, index);
var location = gl.getAttribLocation(program, attribute.name);
this.glAttributeNames.set(attribute.name, index);
this.glAttributes[index] = {
location: location,
name: attribute.name,
size: attribute.size,
type: attribute.type
};
gl.enableVertexAttribArray(location);
}
// Extract uniforms.
if (this.glUniforms.size > 0)
{
// Send the old uniforms to the request map,
// so they are recreated with the new program.
this.glUniforms.each(function (name, uniform)
{
if (!this.uniformRequests.has(name))
{
this.uniformRequests.set(name, uniform.value);
}
});
}
this.glUniforms.clear();
var uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (index = 0; index < uniformCount; index++)
{
var uniform = gl.getActiveUniform(program, index);
var setter = renderer.uniformSetterMap[uniform.type];
var initialValue = setter.int
? new Int32Array(uniform.size * setter.size)
: new Float32Array(uniform.size * setter.size);
this.glUniforms.set(uniform.name, {
location: gl.getUniformLocation(program, uniform.name),
size: uniform.size,
type: uniform.type,
value: initialValue
});
}
},
/**
* Set a uniform value for this WebGLProgram.
*
* This method doesn't set the WebGL value directly.
* Instead, it adds a request to the `uniforms.requests` map.
* These requests are processed when the program is used to draw.
*
* @method Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#setUniform
* @since 3.90.0
* @param {string} name - The name of the uniform.
* @param {number|number[]|Int32Array|Float32Array} value - The value to set.
*/
setUniform: function (name, value)
{
this.uniformRequests.set(name, value);
},
/**
* Set this program as the active program in the WebGL context.
*
* This will also update the attribute and uniform state.
*
* @method Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper#bind
* @since 3.90.0
*/
bind: function ()
{
var _this = this;
var renderer = this.renderer;
var gl = renderer.gl;
renderer.glWrapper.updateBindingsProgram({
bindings: { program: this }
});
// TODO: Bind the vertex buffer to the attributes.
// Process uniform requests.
this.uniformRequests.each(function (name, value)
{
var uniform = _this.glUniforms.get(name);
if (!uniform) { return; }
var uniformValue = uniform.value;
// Update stored values if they are different.
if (uniformValue.length)
{
var different = false;
for (var i = 0; i < uniformValue.length; i++)
{
if (uniformValue[i] !== value[i])
{
different = true;
uniformValue[i] = value[i];
}
}
if (!different) { return; }
}
else
{
if (uniformValue === value) { return; }
uniformValue = value;
uniform.value = value;
}
// Get info about the uniform.
var location = uniform.location;
var type = uniform.type;
var size = uniform.size;
var setter = renderer.uniformSetterMap[type];
// Set the value.
if (setter.matrix)
{
setter.set.call(gl, location, false, uniformValue);
}
else if (size > 1)
{
setter.setV.call(gl, location, uniformValue);
}
else
{
switch (setter.size)
{
case 1:
setter.set.call(gl, location, value);
break;
case 2:
setter.set.call(gl, location, value[0], value[1]);
break;
case 3:
setter.set.call(gl, location, value[0], value[1], value[2]);
break;
case 4:
setter.set.call(gl, location, value[0], value[1], value[2], value[3]);
break;
}
}
});
this.uniformRequests.clear();
},
/**
@ -177,7 +394,7 @@ var WebGLProgramWrapper = new Class({
return;
}
var gl = this.gl;
var gl = this.renderer.gl;
if (!gl.isContextLost())
{
if (this._vertexShader)
@ -189,12 +406,22 @@ var WebGLProgramWrapper = new Class({
gl.deleteShader(this._fragmentShader);
}
gl.deleteProgram(this.webGLProgram);
for (var i = 0; i < this.glAttributes.length; i++)
{
gl.disableVertexAttribArray(this.glAttributes[i].location);
}
this.glAttributes.length = 0;
this.glUniforms.clear();
}
this.glAttributeBuffer = null;
this.glAttributeNames.clear();
this.uniformRequests.clear();
this._vertexShader = null;
this._fragmentShader = null;
this.webGLProgram = null;
this.gl = null;
this.renderer = null;
}
});