import DataMap from './DataMap.js';
import { AttributeType } from './Constants.js';
/**
* This renderer module manages the bindings of the renderer.
*
* @private
* @augments DataMap
*/
class Bindings extends DataMap {
/**
* Constructs a new bindings management component.
*
* @param {Backend} backend - The renderer's backend.
* @param {Nodes} nodes - Renderer component for managing nodes related logic.
* @param {Textures} textures - Renderer component for managing textures.
* @param {Attributes} attributes - Renderer component for managing attributes.
* @param {Pipelines} pipelines - Renderer component for managing pipelines.
* @param {Info} info - Renderer component for managing metrics and monitoring data.
*/
constructor( backend, nodes, textures, attributes, pipelines, info ) {
super();
/**
* The renderer's backend.
*
* @type {Backend}
*/
this.backend = backend;
/**
* Renderer component for managing textures.
*
* @type {Textures}
*/
this.textures = textures;
/**
* Renderer component for managing pipelines.
*
* @type {Pipelines}
*/
this.pipelines = pipelines;
/**
* Renderer component for managing attributes.
*
* @type {Attributes}
*/
this.attributes = attributes;
/**
* Renderer component for managing nodes related logic.
*
* @type {Nodes}
*/
this.nodes = nodes;
/**
* Renderer component for managing metrics and monitoring data.
*
* @type {Info}
*/
this.info = info;
this.pipelines.bindings = this; // assign bindings to pipelines
}
/**
* Returns the bind groups for the given render object.
*
* @param {RenderObject} renderObject - The render object.
* @return {Array<BindGroup>} The bind groups.
*/
getForRender( renderObject ) {
const bindings = renderObject.getBindings();
for ( const bindGroup of bindings ) {
const groupData = this.get( bindGroup );
if ( groupData.bindGroup === undefined ) {
// each object defines an array of bindings (ubos, textures, samplers etc.)
this._init( bindGroup );
this.backend.createBindings( bindGroup, bindings, 0 );
groupData.bindGroup = bindGroup;
}
}
return bindings;
}
/**
* Returns the bind groups for the given compute node.
*
* @param {Node} computeNode - The compute node.
* @return {Array<BindGroup>} The bind groups.
*/
getForCompute( computeNode ) {
const bindings = this.nodes.getForCompute( computeNode ).bindings;
for ( const bindGroup of bindings ) {
const groupData = this.get( bindGroup );
if ( groupData.bindGroup === undefined ) {
this._init( bindGroup );
this.backend.createBindings( bindGroup, bindings, 0 );
groupData.bindGroup = bindGroup;
}
}
return bindings;
}
/**
* Updates the bindings for the given compute node.
*
* @param {Node} computeNode - The compute node.
*/
updateForCompute( computeNode ) {
this._updateBindings( this.getForCompute( computeNode ) );
}
/**
* Updates the bindings for the given render object.
*
* @param {RenderObject} renderObject - The render object.
*/
updateForRender( renderObject ) {
this._updateBindings( this.getForRender( renderObject ) );
}
/**
* Updates the given array of bindings.
*
* @param {Array<BindGroup>} bindings - The bind groups.
*/
_updateBindings( bindings ) {
for ( const bindGroup of bindings ) {
this._update( bindGroup, bindings );
}
}
/**
* Initializes the given bind group.
*
* @param {BindGroup} bindGroup - The bind group to initialize.
*/
_init( bindGroup ) {
for ( const binding of bindGroup.bindings ) {
if ( binding.isSampledTexture ) {
this.textures.updateTexture( binding.texture );
} else if ( binding.isStorageBuffer ) {
const attribute = binding.attribute;
const attributeType = attribute.isIndirectStorageBufferAttribute ? AttributeType.INDIRECT : AttributeType.STORAGE;
this.attributes.update( attribute, attributeType );
}
}
}
/**
* Updates the given bind group.
*
* @param {BindGroup} bindGroup - The bind group to update.
* @param {Array<BindGroup>} bindings - The bind groups.
*/
_update( bindGroup, bindings ) {
const { backend } = this;
let needsBindingsUpdate = false;
let cacheBindings = true;
let cacheIndex = 0;
let version = 0;
// iterate over all bindings and check if buffer updates or a new binding group is required
for ( const binding of bindGroup.bindings ) {
if ( binding.isNodeUniformsGroup ) {
const updated = this.nodes.updateGroup( binding );
// every uniforms group is a uniform buffer. So if no update is required,
// we move one with the next binding. Otherwise the next if block will update the group.
if ( updated === false ) continue;
}
if ( binding.isUniformBuffer ) {
const updated = binding.update();
if ( updated ) {
backend.updateBinding( binding );
}
} else if ( binding.isSampler ) {
binding.update();
} else if ( binding.isSampledTexture ) {
const texturesTextureData = this.textures.get( binding.texture );
if ( binding.needsBindingsUpdate( texturesTextureData.generation ) ) needsBindingsUpdate = true;
const updated = binding.update();
const texture = binding.texture;
if ( updated ) {
this.textures.updateTexture( texture );
}
const textureData = backend.get( texture );
if ( textureData.externalTexture !== undefined || texturesTextureData.isDefaultTexture ) {
cacheBindings = false;
} else {
cacheIndex = cacheIndex * 10 + texture.id;
version += texture.version;
}
if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) {
// TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend
console.error( 'Bindings._update: binding should be available:', binding, updated, texture, binding.textureNode.value, needsBindingsUpdate );
this.textures.updateTexture( texture );
needsBindingsUpdate = true;
}
if ( texture.isStorageTexture === true ) {
const textureData = this.get( texture );
if ( binding.store === true ) {
textureData.needsMipmap = true;
} else if ( this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {
this.backend.generateMipmaps( texture );
textureData.needsMipmap = false;
}
}
}
}
if ( needsBindingsUpdate === true ) {
this.backend.updateBindings( bindGroup, bindings, cacheBindings ? cacheIndex : 0, version );
}
}
}
export default Bindings;